Of Wealth and Taste [OOC] [Accepting Alts]

Heh, I considered it...but since Davian vanishes for random lengths of time at the drop of a hat and often returns in a state of considerable disrepair, I figure the nymph would likely have stopped putting up with it some time ago! Oh, and note that I didn't say he *wouldn't* necessarily be having a relationship with a nymph..just that he isn't getting a feat from it, and so if the relationship goes pear-shaped he doesn't suddenly lose access to a feat. Hmm...nymph girlfriend. I could dig that. :D

N: "DAVIAN! Where have you been?! And what did you do to your hand?!
D: "Oh, you know, the usual. There was this temple to the Firelord, and the only way out was to chant a prayer while thrusting your hand into a flame. I don't know why these priests never use ordinary doors like normal people, but it was kind of fun!"
N: *sigh* "Why do I put up with you again?"
D: "Not a clue." *grin*

;)

EDIT: *reads latter half of Eluvan's post* Oh wow, missed *that*! Got a bit sidetracked with the nymph.. :o Heeey, that'd be sweet! If you're willing to do that, I'd really dig it! *plots feverishly* Oh, on that note, is there anything the ranger could trade in for trap sense? I'm not that bothered about having/not having it, but it does fit the archetype of the explorer of ancient ruins. UMD probably doesn't need to be class, either; just Disable Device and Open Lock. Let me know! :)
 
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Briefly, after much indecision, I'm getting to the point where I'd like to have a Warforged Ranger ... I have a similar request to Synch - there is a Planar Ranger in UA, much like regular, main things are (from memory - I'm in Starbucks right now but will re-edit this tonight) Knowledge(Planes) instead of Knowledge(Dungeoneering) and availability of a Celestial Beast as companion.

Maybe someone who has UA within stretching distance could add the rest ... would this be OK?
 

Well, in 3.5 the Headband of Intellect doesn't give you skill points, so that's why I didn't count them. I shall be considering my skill points and their allocation carefully considering the breakdown in Knowledge (the planes). :)
 

Isida: Ah, no skill points eh? Guess I should have checked that, it does make a certain amount of sense. Incidentally, I'm not sure if I quite understand your intention with 'Knowledge (Magic)'. What are you thinking of that as covering? It seems to me as if between Spellcraft and Knowledge (Arcana), most conceivable applications are already covered.

Synchronicity: yeah, I have no problem with custom classes. Trap sense would indeed seem to make sense, but at the moment I have to admit that the class is looking a little overpowered. So drop UMD (as you say, it doesn't need to be there, and it's VERY powerful) and also Hide in Plain Sight (Just doesn't seem so fitting for an explorer type, more of a hunter) and add the same trap sense progression that a rogue gets. I think that should do it quite nicely.

shady: Warforged are cool, and I think they'll fit in quite well to a Planar setting. I'm not sure, however, if I really want two ranger/ explorer types in the group. It's kind of a niche, you know? If you can give me a really good reason I might allow it, but otherwise you'll have to scrap it out with Synchronicity to determine who gets to play their favoured concept I'm afraid. Sorry if it seems harsh, but I just don't think the gorup would be as interesting if it had two of the same explorer type characters.

Oh, and with regard to your question a little way back, right now there is no appreciable deadline for character creation. I won't be ready to kick off for a fair while yet anyway.

Oh, and by the by, I ambled down to my FNGS today and flicked through the Planar Handbook. It looked rather nice, so I left £20 poorer and up one Planar Handbook. If anyone wants to use material from it, it's available.
 


Eluvan said:
shady: Warforged are cool, and I think they'll fit in quite well to a Planar setting. I'm not sure, however, if I really want two ranger/ explorer types in the group. It's kind of a niche, you know? If you can give me a really good reason I might allow it, but otherwise you'll have to scrap it out with Synchronicity to determine who gets to play their favoured concept I'm afraid. Sorry if it seems harsh, but I just don't think the gorup would be as interesting if it had two of the same explorer type characters.

Hmmm. Maybe one thing would be to tell me what you want to see and I'll try fit in with it. I'm fairly cool with that ... will let you know if it's something I don't want, anyhow. Maybe I need to take a look at the planar handbook when I get home since that opens up a bunch of new options.
 

Well, what we currently have confirmed are:

-A Nomad. Very useful for getting around, with limited nuking capacity. (Incidentally, Isida, have you considered taking a couple of powers with a bit more nuking capacity? Energy burst maybe? Or energy bolt? Your call of course, but some more psionic firepower might be nice)
-An Artificer. Can fill in whatever gaps are left if we don't get a dedicated arcane or divine caster, as well as making lots of neat items.
-A modified ranger. Skill monkey, and should be reasonably competent in combat too.

The last two spots are open. Most things could fit in so long as they fill an appreciably different role to the above. It would be ideal if one of them was combat focused (the group might lack muscle otherwise), but beyond that I think most other concepts should fit in. Don't feel like you have to steer completely clear of any abilities held by anybody else in the party, a little bit of overlap is no big deal. It's just that your warforged ranger idea shared a few too many similarities with Synchronicity's character for the two to coexist satisfactorily in my book. Example: even though Synchronicity's character has some rogue-like skills, a rogue would be perfectly acceptable if he focused on social skills, UMD, and combat using improved feint and hefty sneak attacks.
 

After a day of stewing, I've come up with a couple ideas I'd like to run by our illustrious DM. The first one is a very young brass dragon. They're ECL 10, so he'd have one class level of, I dunno, probably either fighter or rogue depending on whether I want to focus more on smashing my way out of trouble or talking my way out of trouble. Either could fit.

The second idea is a pixie soulknife. It'd be a level 7 soulknife, +4 LA, and, oddly enough, probably more combat focused than the dragon.

I have fledgling background ideas for both, but I figured I'd see what you thought of them before picking one and working to flesh it out.
 

Eluvan, I have no problems with that. I'd suggest dropping Camouflage too, on the grounds that again, it's more of a hunter than an explorer ability. So, in brief, the 'Explorer' class is like Ranger, but:

Gains: Disable Device, Open Lock, trap sense, trapfinding, (improved) uncanny dodge, 8 skill pts/lvl.

Loses: Concentration, Handle Animal, Animal companion, all spellcasting, favoured enemy, hide in plain sight, wild empathy, camouflage(?).

That's fine by me! :D
 

(format shamelessly half-inched from Isida)

Davian Immersmere, aka Davian the Curious (How'd that colour be for speech, btw? Too dark?)
Male Human Explorer 11
Alignment:
Chaotic Good
Height: 6’0”
Weight: 166 lbs
Hair: Black
Eyes: Brown
Age: 27
XP: 57,750

Str: 14 (+2) [+2 belt]
Dex: 18 (+4) [+2 levels, +4 gloves]
Con: 16 (+3) [+2 amulet]
Int: 14 (+2)
Wis: 14 (+2)
Cha: 12 (+1)

Class and Racial Abilities: Bonus feat, bonus skill points, evasion, improved uncanny dodge, swift tracker, trapfinding, trap sense +3, uncanny dodge, woodland stride.

Hit Dice: 11d8 + 44
HP: 92
AC: 22 (+4 dex, +6 armour, +1 deflection, +1 luck) [touch 16, flat-footed 22]
Init: +4 (+4 Dex)
Speed: 40ft

Saves:
Fortitude +16 [+7 base, +3 con, +2 feat, +1 luck, +3 resistance]
Reflex +17 [+7 base, +4 dex, +2 feat, +1 luck, +3 resistance]
Will +9 [+3 base, +2 wis, +1 luck, +3 resistance]

BAB: +11/+6/+1
Melee Atk: +14/+9/+4 (1d8+2/19-20/x2/S, longsword +1)
Ranged Atk: +16/+11/+6 (1d8+2/20/x3/P, mighty composite longbow +1)
Grapple: +13 (+11 base attack, +2 str)

Skills:
Climb +18 (14 ranks, 2 str, 2 competence)
Disable Device +18 (14 ranks, 2 int, 2 competence)
Escape Artist +24 (14 ranks, 4 dex, 6 competence)
Jump +23 (14 ranks, 2 str, 2 synergy, 5 competence)
Knowledge [dungeoneering] +16 (14 ranks, 2 int)
Listen +16 (14 ranks, 2 wis)
Open Lock +22 (14 ranks, 4 dex, 4 competence)
Search +21 (14 ranks, 2 int, 5 competence)
Spot +16 (14 ranks, 2 wis)
Survival +16 (14 ranks, 2 wis)
Swim +16 (14 ranks, 2 str)
Tumble +20 (14 ranks, 4 dex, 2 synergy)

Feats:
Endurance (explorer bonus 3rd level)
Great Fortitude (6th)
Improved Precise Shot (Combat style 11th level)
Improved Toughness (9th)
Lightning Reflexes (3rd)
Luck of Heroes (1st)
Manyshot (Combat style 6th level)
Prodigy (1st)
Rapid Shot (Combat style 2nd level)
Track (Explorer bonus 1st level)

Languages: Common, Draconic, Dwarven, Sylvan.

Equipment (36/58 lbs) (Magic items are in bold)
Acid flasks, 3 - 30gp [In haversack]
Alchemist’s fire flasks, 3 - 60gp [In haversack]
Amulet of Health +2 - 4,000gp [Amulet slot]
Arrows, 40 - 2gp [In quiver; 6lbs]
Bedroll - 1gp [In haversack]
Belt pouch - 1gp [Belt]
Belt of Strength +2 - 4,000gp [Belt slot]
Boots of Striding and Springing - 5,500gp [Boots slot]
Climber’s kit - 80gp [In haversack]
Club - 0gp [In haversack]
Cloak of Resistance +3 - 9,000gp [Cloak slot]
Daggers, 2 - 2gp [1 belt, 1 boot; 2lbs]
Everburning Torch - 110gp [In haversack]
Explorer's outfit - free [worn or in haversack]
Gloves of Dexterity +4 - 16,000gp [Gloves slot]
Heward’s Handy Haversack - 2,000gp [Back; 2lbs]
Lens of Detection - 3,500gp [waistcoat pocket]
Longsword +1 - 2,000gp [belt; 4lbs]
Masterwork potion belt - 60gp [Contains: 2 flasks acid, 2 flasks alchemist’s fire, 1 potion cure moderate wounds, 1 potion cure serious wounds.] (Cost 20gp+40gp+300gp+750gp=1,110gp) [Around torso; 7lbs]
Masterwork thieves tools - 100gp [In pocket; 2lbs]
Mighty [+2] Composite Longbow +1 - 2,200gp [On back; 3lbs]
Mithral Chain Shirt +2 - 5,000gp [Armour slot; 12 lbs]
Set of nice clothes - 5gp [Worn or in haversack]
Potion of cure light wounds, 8 - 400gp [In haversack]
Potion of cure moderate wounds, 1 - 300gp [In haversack]
Potion of cure serious wounds, 1 - 750gp [In haversack]
Ring of Protection +1 - 2,000gp [On right hand]
Ring of Sustenance - 2,500gp [On left hand]
Silk rope, 100ft - 20gp [In haversack]
Tindertwigs, 10 - 10gp [Belt pouch]
Vest of Escape - 5,200gp [Shirt/Vest slot; appears as a waistcoat]
Winter blanket [In haversack]

Money
In boots: 1pp each boot (emergencies)
In belt pouch: 1pp, 5gp, 10 sp
In haversack: pouch containing 12gp
Earring: fine sapphire worth 10gp (emergencies)

Appearance:
Davian's a fairly tall and wiry man with unruly black hair. The length of the hair depends on how long he's been on a job, or how recently he lost some of it to a trap of some sort. His skin is tanned, and he possess many scars and marks of varying sizes all over his body..though it seems his face has so far escaped scarring. When he's in between jobs, he prefers to dress well; tastefully well-fitting shirts in a variety of colours, neat trousers, clean shaven and neatly ordered hair. With his wine-red waistcoat and the monocle he has tucked into a pocket of said waistcoat, Davian can look like a bit of a fop. On a job, however, the grooming is the first thing to go; Davian swiftly acquires a 5 o'clock shadow, his hair settles back into its usual unruly state, and the nice shirts and trousers are replaced with a workmanlike white shirt and brown trousers - though the waistcoat and monocle inexplicably remain.

Underneath his usual outer garments, Davian always wears a fine mithril chain shirt for protection but he doesn't advertise this fact. As far as jewellery goes, he wears a pair of understated rings, and has a small sapphire set in his right earlobe, as well as a pendant of some sort; a small disc on a silver chain with intricate runes inscribed upon it. Davian likes the finer things in life and enjoys tastefully understated elegance - after all, all those ancient temples rather burn you out on huge gold statues and the like; it's just so tacky, wouldn't you say?

Personality:
Davian can be best summed up in two words: Curious and impulsive. For Davian, the thrill is everything, and if you aren't having fun living your life, then what's the point? He's very much of the 'seize the day' mentality, and the unkind could describe him as being rash. He likes to view existence as a great adventure, and always wants to do. He'll go to the great temple of the fish-god and draw a picture of its innermost sanctum on a bet, and brave the tomb of Ankara the Accursed just because someone dared him to do it. However, he'll only retrieve objects from such locations if he's being commisioned to do so - or he's raiding them for himself, of course.

In short, Davian's a thrill-seeker. Those who don't know him very well may suspect him of having a death wish, but nothing could be further from the truth; Davian just believe that unless you're regularly risking your life, you aren't really living at all. He's perpetually cheerful, and despite his somewhat flightly demeanour, is a nice person. He helps people out 'just because' and is selective about the jobs that he takes; if the object(s) he's been comissioned to retrieve are rumoured to be powerful and/or especially good or evil, he'll only take a job to retrieve them if he thinks his employer won't misuse them. This means he's made a few enemies, but he's made a few friends as well, and so it all kind of balances out. Besides, he's not important enough for people to really expend effort on killing him. Despite his impulsive nature, Davian's not overconfident; he knows his limits, and will happily work with others if the job seems dangerous or too big for him. Davian's a very fun person to have as a friend...so long as you don't mind having only the vaguest idea of what he's going to do next.

Background: Davian was born to a wealthy family of farmers in the Dalelands of Faerun some 27 years ago. He was an intelligent child, who had no trouble making friends, but from the start, he didn't seem to fit into the peaceful farming community. Davian never seemed to be interested in learning about the way you ran a farm, despite the fact that as the eldest son, he was the one expected to take over when his father grew too old to see to the farm. Instead, Davian was always off exploring - the first person to climb the tallest tree in the orchard, or to try taking the makeshift raft the local children had spent the last few days constructing out on the river.

Davian himself was conscious of a nagging feeling of boredom, and a strange need to range further and further afield. A few days after his 16th birthday, these feelings finally became too strong to ignore. Davian slipped away from the farm in the dead of night, leaving a small note saying 'Gone away.' Out on the road, for the first time he didn't feel bored - he felt excited and strangely energised, like it was something he'd always been waiting to do.

Things changed again a few weeks later. Now some distance from his family, Davian was sheltering from a storm in a small cave, when he discovered that the cave went deeper than he'd originally thought. Davian curiousy followed the cave down..to find the remains of a stronghold made of stone, long since abandoned. Davian avoided several close calls with ancient traps in various stages of disrepair and some huge vermin that'd taken up residence, and came away with a handful of archaic coins. But for Davian, the loot wasn't the true prize; rather, it was the sense of pure exhilaration he'd experienced investigating the ruin and dodging its ancient dangers.

After that, Davian actively sought out such places to investigate, and discovered that often, other people were doing the same thing - they they were often there more for the reward than the experience, not that Davian really minded. He briefly teamed up with several groups of like-minded individuals, but never for very long; Davian had the oddest compulsion to keep moving, no matter where he was. It was with one such group that Davian realised people paid good money to have trinkets liberated from ancient and dangerous places, and after he left them, Davian financed himself by acting as a roving acquirer of treasures for paying clients.

In time, some 7 years after the beginning of his wanderings, Davian got to Sigil the way you might expect; due to his curiosity. Viewing one old ruin, Davian found an old and disused portal. (not that *he* knew that.) The runes around the arch spoke of a door to other worlds, so long as you entered it holding a double-headed coin, and Davian, ever curious and happening to be in possession of just such an item, wandered through.

The rest, as they say, is history. Davian managed to avoid being bobbed or penned in the deadbook upon his arrival, and swiftly learned that Sigil was just the place he'd been looking for. It had doors to everywhere; and why should he limit his operations to Faerun anyway? Wouldn't it be much more fun to go planar with his skills? And so, Davian makes kip in the City of Doors, always on the lookout for a new and exciting job. The odd human has an excellent track record, and people know if you want something acquired, Davian can likely do it. He doesn't steal, though; he deals strictly in antiquities, things which moulder away in old tombs and don't really belong to anyone any more. Davian's pricing system is somewhat haphazard, too; he generally takes any other treasure he finds and a finders fee as payment, and while the fee is nominally determined by the worth of the item(s) he's finding, he often arbitrarily raises or lowers it depending on how much fun he thinks the job'll be.

For the last 9 or so months, Davian's been seen around with a nymph, who it appears he met through a mutual friend. The two of them seem to get on very well, though they do have the occasional argument over the hazardous nature of Davian's work. Davian, however, knows he wouldn't have it any other way. He's not tried to get in touch with his family since he left them over 11 years ago; he's really got nothing in common with them, and his younger brother Holt, while only 12 when Davian left, looked like he was shaping up to be the perfect farmer - placid, patient, and if not as clever as Davian, certainly more reliable when it came to agriculture. As far as Davian's concerned, he's not going to bother them and with any luck, they're not going to bother him. Davian just wants to keep feeling the adrenalin rush of danger mixed in with the excitement of adventure, and to never lose the feeling of life and vitality he's been riding ever since that first dungeon delve.


For a bit of fun, here's Davian's opinion on the various factions of Sigil..

Athar: Gods, no Gods, powers, no powers..that's all well and good, but hardly my problem. I've got to say, I do believe in old Lady Luck, as she's got me out of many a jam. As for my experiences with gods and the like, I figure they last as long as people believe in 'em, and after they're gone and their temples stand empty, you get people like me nipping in to retrieve the silverware - and I haven't seen any of them get up and smite me for it yet, that's all I'm saying.

Believers of the Source: So you want to be a god, huh? Well, good for you. The only way you can really live this life is to do things, and if you reckon that doing the right things'll let you ascend to a higher plane or somesuch, then who am I to stop you? Just a word, though, if you do make it; if people stop worshipping you in a while and people like me come calling for old relics, be a sport and be nice to them, eh?

Bleak Cabal: Lady's Blades, if any faction annoys me it's these berks. What's the bloody point, you sodding idiots? OK, say maybe there's no point to the 'verse, and what we do won't matter in the grand scheme of things. But it matters now! If you just give in and assume things, you don't do anyone any good! You're dying slowly, just because you're too scared to live! Anyone who wastes their chance at life like this deserves a smack round the head - and I'd do it myself, if I didn't think it'd just serve for confirming all their philosophies.

Doomguard: Blimey, they're a messed up bunch and no mistake. I can't say I agree with 'em, but I figure to each their own. At least they're doing, even if what they're doing seems a bit pointless to me. I figure things work in cycles, see? Get built up, get torn down, get picked over. Just one of those things.

Dustmen: OK, so if this 'life''s a preparation for death, then don't you think that the best way to purge yourself of all these things like emotion is to experience them as much as you can now, burn 'em out of yourself so's you can get to the True Death? Sitting there and trying to think like a corpse seems like you're going the wrong way to me; but if you change your mind and want to try my idea, I know a few places we could go - excitement guaranteed!

Fated: *sigh* These berks always make me a bit depressed for some reason. I mean, they really don't get it. Life isn't about what you've got; it's about what you do and who you are. Stuff can be nice, and stuff can be useful, but it's really not that important. And why does everything have to be eye for an eye? You should just be able to *do* when you want to, not have to worry about if they owe you something or you owe them. Living their way..just seems like it'd be so...grey. What's the point of being so predictable?

Fraternity of Order: And speaking of predictability..OK, I can see laws having their place; and I like their place being far away from me. There aren't laws to the 'verse; there's just action and impulse. Trying to pidgeonhole everything takes all the spice out of life; and you end up wrong more often than not. What they need is a nice swim in churning rapids, or to go jumping off a mountain with a scroll of feather fall tucked in your sock. That'll give 'em the right sort of perspective on existence, you'll see.

Free League: These cutters always make me laugh. I respect independence, and I figure I'm sort of independent myself, but I ain't going to join a group to say I'm independent. Ever hear that old joke? "You are all individuals!" "Yes! We are all individuals!" Says it all, really. If I was going to go and be individual, I'm going to go and do it by myself.

Harmonium: Geesh. Deeply repressed, that's what I say. Seems like they can't take the 'verse for the random fun that it is, so they put themselves in straitjackets and pretend it's the 'verse they're jacketing. And they ask so many questions! Steer clear, that's my motto. You don't want to go tangling with a Hardhead - they've no sense of humour at all.

Mercykillers: Now these guys give me the shivers. Killers, the lot of 'em, looking for a way to hurt people and make it be legal and the like. Anyone who sets themselves up as being the law are dangerous crazies in my book - and they don't like me at all. All that delving into tombs is sort of a grey area law-wise, but I know if they could pinch me for it, they would. They're not a faction; they're just nuts. And dangerous, to boot.

Revolutionary League: Now these bashers know how to live! They're certainly living life, but they're a bit too scary-focused for me. And they don't seem to bothered by who they hurt, either - that's never a good thing. Breaking bonds, loosing chains and bringing it all down's an interesting goal to be sure, and one that promises a lot of action in the meantime, but seems like there could be ways to do it that involve less collateral damage.

Sign of One: So you made the 'verse, right? That's all well and good, but what are you going to do with it? I figure, you went to all this trouble, you should get out there and make use of it - you know, have some fun, try something new, all the rest of it. I mean, if you made the 'verse, then you made me; and I'm here telling you to go try having some fun because you made me to do it, so why don't you go and try it? I know a few places that'll have the blood thumping in your ears, and you'll get to see how much fun the 'verse really is!

Society of Sensation: I have a real soft spot for these guys. They want to go out there and try things, and feel, and really, *really* live. That's brilliant, exactly the right idea. Just don't think too hard about it, aye? Go and actually *do* it! And I'm not convinced by these sensory stones. Sure, it's a nice idea, but it seems to me that some people, they use the stone and then feel like they don't have to go and have the experience proper. That's totally wrong! The only way to keep feeling alive is to keep doing - really doing, not leeching off of what other people have done. Stop spending so much time in your big swanky festhall over there and actually get out and about the planes!

Transcendent Order: Trust your instincts is *always* good advice. Seems like these bashers may have the right idea; it's doing that counts, not thinking or planning. I'm not convinced by this 'cadence of the 'verse' stuff they spout, but actions do speak louder than words, and these bashers live that more than most. Go on a drinking binge with a Cipher one time; it's *great* fun, a real experience!

Xaositects: Well, yeah. Damned if I know *what* they're up to. Trying to live chaos seems like a really bad idea; you should just try and be yourself, not act extra random just because. Having said that, I don't really understand what their ideas actually are, and I'm not sure they do, either!
 
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