Off to War (always recruiting) OCC Year 2:

hmm, I just thought of five things

One, and just checking here, do speed modifiers, IE fleet of foot (if it is oked) and the speed boost 10' traded for in exchange for the first d6 sneak attack, affect all a character's forms?

Two, I'm amusing that latter on, if I get a level of barbarian, I traded the rogue's first sneak dice for the barb's fast movement so that getting an other + 10' from the barb would be unavailable?

Three, is there any kind of light shapeshifter's armor?
Four, is there a lower end kind of shapeshifter's armor?
Five, can normal(ish) clothing be enchanted as armor?
 

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[sblock=character]Chaotic Neutral male Human Lycanthrope (cheetah)

EXP: 0

Srt: 13 +1
Dex: 18 +4
Con: 12 +1
Int: 14 +2
Wis: 8 -1
Car: 12 +1



Size: Medium
Type: Humanoid (Shapechanger).
Age: 16
Height: 5' 6"
Weight: 118 lb
Eyes: Orangish Amber
Hair: Light brown
Skin: Light tan

Total Hit Points: 7
[FONT=&quot]
Armor Class: 14 = 10 + 4 [dexterity]
Touch AC: 14
Flat-footed: 10


Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [Constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: - 1 = 0 [base] - 1 [wisdom]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Attack (missile): + 4 = 0 [base] + 4 [dexterity]
Grapple check: + 1 = 0 [base] + 1 [strength]

Weapon proficiency: All simple, [/FONT]plus the hand crossbow, rapier, sap, shortbow, and short swor[FONT=&quot]d

Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: - 150 lb.
Lift off ground: - 300 lb.
Push or drag: - 750 lb.

Languages: Common, Sylvan, Giant.

[sblock=Feats]
[sblock=Fleet of foot] the +10' speed one that must be taken at level one, don't know why the same feat name (one that is not even all that generic sounding,) is used for two different feats[/sblock]
Acrobatic (house rule bonus feat)
[sblock=Natural shapeshifter]
Benefit: allows the character to assume the form of a specific animal (cheetah) as a Supernatural ability. It does not assume the ability scores of the animal, but instead adds (One times Animal hit dice)/3 of the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Special: replaced by another feat when the character attains Alternate Form[/sblock]
[/sblock][/FONT][/sblock]

I don't see a class in there but from some of the info it looks like rogue. Also I don't think I can approve the natural shapeshifter feat (main reason is I don't understand the ability stuff - but that's just me and my hatred of math). another reason is it looks unlimited and what does it mean by being replaced by another feat.

I would just take the SLA for now as it will give you what you wish to start and later we can see about adding to your character by either and an improved version of the SLA or allowing you to swap out rogue abilities for wildshaping.

Actually a little thinking and you could swap out sneak attack for wild shaping if you really wished.

With the following limits:
- one animal only (in this case cheetah)
- once per day per sneak attack given up to a max of 5 times/day
- lasts for 1 hour/2 character levels

That would be a close balanced, I believe and you would be allowed to take feats that have wild shaping as a pre req.

You would have all stats and abilities of a cheetah

Your other questions:

One - no all feats are replaced.
Two - correct they are the same type of bonus and do not stack
Three - not sure but could make it up this is D&D
Four - see Three
Five - I would say clothing has an AC bonus of +0 so you could add to that if you really wished. But not by spells that say it improves armor bonus of "armor" because clothing doesn't fall into this category.

HM
 

The Natural shapeshifter feat, if used at level one the feat (or at any level before gaining animal hit dice)

Allows the character to
A: Turn into a hybread with claw/bite attacks
or
B: turn into its respective animal’s form, Thus acquiring natural attacks and, in the case of a cheetah, wolf, etc; 20’ more speed. (original base 30’ to 50’) but retains the character’s original stats

Also, until it acquires the benefits from the base Animal’s Racial hit dice, it dose Note gain any stat modes, special qualities, it also does not grant any feats, hit dice, etc. (anything not mentioned in the above examples is identical to the base creature’s normal form)
So while Natural shapeshifter is, presently, unlimited, the resulting animal form is weaker off bat, but once the character starts getting animal hit dice it starts getting stat bonuses in its animal and hybrid forms; the special qualities, as per normal Lycanthropes, are usable in all forms, but they are granted wholly by the animal hit dice and not this feat.

At the first animal hit dice the forms grant Str +2, and Dex +4 (1/3 the bonus)
At the second animal hit dice the forms grant Str +4, Dex +6, and Con +2 (2/3 the bonus)
At the third hit dice the forms grant Str +6, Dex +8, and Con +4 (the full bonus)
I’ll again note these bonuses are reliant on gaining the animal’s hit dice, so again, not gained simply by the feat itself.


[FONT=&quot]
As for the replace aspect: one of the things the first level adjustment gives is Alternate form. Alternate Form makes Natural shapeshifter redundant; they both do the same, exact, thing. So when the character gets Alternate form proper, Natural shapeshifter is, at the same time removed, and replaced by a new feat as level up.

The general idea with it is barrowing Alternate Form from the level adjustment will laying down a feat slot as the collateral. And when that level adjustment is attained the loan is more or less paid and the collateral given back (and thus replaced by another feat)

As I’ve said before, I plan on him being a full blooded Lycanthrope but I also know that just starting out as ECL 7 is, given the RP’s lay out, asinine, selfish, unfair, unsporting, and, let’s not forget, rude to anyone who has worked their way past level one.

__

And about one – Is this referring to feats as per wild shape or as per a Lycanthrope’s Alternate Form? (that the feat is based on)
And inset fast movement as class feature and not a feat?

Also, if all feats are replaced by the animal's feats, would that not mean that the feat allowing the character to change back would also be removed for the duration of the wild shape?
--
Also, yep, rogue, whoops ^^;
[/FONT]
 
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That seems a lot... I don't know complicated just to be able to transform once and a while. And I don't think you should start with the hybrid but later maybe get it. You won't even be transforming often so why two forms? to start.

@Spade given any thought to some alternate ideas for your PC?

I was also thinking he might not have trained in heavy armors and we could have him RPing that and gain the feat later (when you have heavy armor) and give you an extra feat now that you would have taken later.

HM
 

@Spade given any thought to some alternate ideas for your PC?

I was also thinking he might not have trained in heavy armors and we could have him RPing that and gain the feat later (when you have heavy armor) and give you an extra feat now that you would have taken later.

HM

Yeah, I've been thinking on it but I was unusually busy the last two days, so I wasn't able to actually write anything as of yet.

Heavy Armor not being something he automatically has is another interesting idea, and I'm willing to work with that. But, what do you mean by extra feat? Like, I get another bonus feat for first level, or did you mean I just wont have to use a feat slot for the heavy armor at a later level? Either is fine with me, I'd just like to be sure.

Also, I want to say thanks for offering these good ideas. ;)

EDIT: Also, I looked at that crunch you said was wrong, and I just wanted to double check because it looks correct to me.

You said:
Only thing crunch wise I see wrong is you have Reflex save listed as:

Reflex 2 + 0 = +2 and it should be

Reflex 0 + 2 = +2
But on looking at it, the character sheet I have going is set up with:
-Saves-
Fort: 3 + 2 = +5 (Mod + Class Base Save)
Ref: 2 + 0 = +2 (Mod + Class Base Save)
Will: 0 + 0 = +0 (Mod + Class Base Save)
Since the first number is the Ability Score Mod, and the second number is the Class Base, then it should be correct for Reflex to be "2 + 0 = +2" because the 2 comes from my Dex Mod and not the class base save (Fighter's only get +2 for Fort at first level).

I'm not entirely sure but I looked over the PhB to doublecheck and it SHOULD be right, but it's possible I'm having a derp moment and not noticing something.

EDITX2: Figured I'd go ahead and quote what I'm talking about so you don't have to go digging through the PHB to find it:
Base Save Bonus: The two numbers given in this column on
Table 3–1 apply to saving throws. Whether a character uses the first
(good) bonus or the second (poor) bonus depends on his or her class
and the type of saving throw being attempted. For example, fighters
get the lower bonus on Reflex and Will saves and the higher bonus
on Fortitude saves, while rogues get the lower bonus on Fortitude
and Will saves and the higher bonus on Reflex saves.
 
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I don't think strait, I don't think laterally, I think diagonally, so I fail to see how it is compacted O_o;

As for the two forms, Fluff? He’s a young Lycanthrope but he is still a full blooded lycanthrope that is a, again young, adult and I think he would be able to assume any given form, maybe not to its full might, but able to amuse it none the less. That said, I would not mind losing the natural attacks till ECL 2 or 3(at ECL3 he should have Alternate From proper) this part is mostly for fluff.

And I’d still like that clarification for the answer to my first of five questions
[sblock=As below]And about one – Is this referring to feats as per wild shape or as per a Lycanthrope’s Alternate Form? (that the feat is based on)
And inset fast movement as class feature and not a feat?

Also, if all feats are replaced by the animal's feats, would that not mean that the feat allowing the character to change back would also be removed for the duration of the wild shape?[/sblock]
 

[MENTION=84167]HolyMan[/MENTION] - I made some changes to the sheet I posted in the RG thread, hopefully it's better now in terms of format/fluff.

I'm still working on thinking up some flavor, but I did add in the things you suggested since they were pretty good ideas. :D

Let me know if there's anything I screwed up while changing it/you have any more ideas.
 

[MENTION=6669366]Spade[/MENTION] I see you are on do you have time to talk over your character I am about to give him the red ink.

HM
 

Character go over...

Name: Gareth Silander
Alignment: Neutral Good
Class: Fighter
Race: Human
Age: 16
Gender: Male

[sblock=-Appearance-]
Sporting vibrant red hair and green eyes, the former being perpetually in a state of bed-head, Gareth looks younger than he is – An impression only further reinforced by his five-foot-four height and lean build, as well as his spirited, almost childish disposition. Even though he seems like he shouldn't be serving as a soldier, paying close attention would reveal things such as callous and the occasional faded scars on his hands – Minute, easily missed details that show Gareth to be as qualified as the other drafted soldiers.[/sblock]

I like the red hair and green eyes I am about to make that the typical look of all Peshman. :p

[sblock=-Background-]
Born and raised on a farm as the second child of four, Gareth's life was a simple one – So long as he and his siblings took care of their share of the work, they were allowed to run around as they pleased for the most part. Although it was safe from most major dangers, a small forest on the edge of their property did pose some danger thanks to the creatures that lurked inside it. Because of this, the siblings were all taught how to defend themselves – Though they lacked proper weapons to do so with, instead using what suitable tools they had around as substitutes. Despite the occasional encounter with a wolf or some other creature from the forest attempting to snatch some of the livestock, their lives were peaceful and enjoyable.


When Gareth reached the age of adulthood, like many others during times such as this, he was drafted and sent out for basic training. The youth performed admirably, quickly picking up the nuances of proper footwork and reading ones opponent. However, while he was skilled with a shield, none of the weapons the trainers tried to get him to use seemed to work out. He was horrendous with the Sword or Axe, though the Spear felt a bit closer to home. It wasn't until they gave up on trying the regular weapons and dug up some of the uncommon ones that he found something that worked – A Trident.


The Trident was remarkably similar to the pitchforks he had often used back home, in chores and often being the tool of choice for driving off any beasts from the forest. Although it was a bit old and worn from neglect, having sat along with the other rarely used weapons in the armory for some time, Gareth found it to be his perfect weapon of choice. The trouble he had been having with practice sessions now resolved, since he now had a weapon he could use skillfully, he managed to go from a “clumsy” recruit to one of their above-average ones. [/sblock]

Great background we can add to it as we play.

-Stats-
Level: 1
Current XP: 0
Level Up At: 1,000
HP: 10 + 3 = 13 (Base + Mod) Here could you reverse the numbers as I need the totals more than the modifiers.
AC: 10 + 4 + 2 + 2 + 0 = 18 (Base + Arm + Shield + Dex + DB)
Touch: 10 + 2 + 0 = 12 (Base + Dex + DB)
Flat-Footed: 10 + 4 + 2 = 16 (Base + Arm + Shield) And for AC also, thanks
DB: +0 (½ BAB)
Initiative: +2 (Dex)
Speed: 20 (Armor), 30 (Base)
BAB: +1
Melee: 1 + 3 = +4 (BAB + Str)
Ranged: 1 + 2 = +3 (BAB + Dex)
Spell Resistance: 0
Damage Resistance: 0

Code:
[B]-Ability Scores-[/B]
Str: [B]16[/B] (+3)[10p]
Dex: [B]14[/B] (+2)[06p]
Con: [B]16[/B] (+3)[10p]
Int: [B]10[/B] (+0)[02p] 
Wis: [B]10[/B] (+0)[02p]
Cha: [B]13[/B] (+1)[05p][B]
-Saves-[/B]
Fort: 3 + 2 = [B]+5[/B] (Mod + Class Base Save)
Ref:  2 + 0 = [B]+2[/B] (Mod + Class Base Save)
Will: 0 + 0 = [B]+0[/B] (Mod + Class Base Save)


-Weapon-
(Attack – Damage – Critical – Type – Misc)
Trident: +4 – 1d8 – x2 – Piercing – 10ft Range Weapon Focus missing
Heavy Steel Shield: +4 – 1d4 – x2 – Bludgeoning – N/A same

-Armor- (AC – ACP – Speed – Weight)
Scale Mail: +4 – -4 – 20ft – 30lbs
Heavy Steel Shield: +2 – -2 – N/A – 15lbs

-Languages-
Common

[sblock=-House Rule Changes-]
Fighter Proficiencies are only Trident Proficiency & Shield Proficiency.
Fighter Armor Proficiency for Heavy Armor is removed, Extra Feat instead.[/sblock]
Here you should maybe say: Fighter proficiencies - swap prof w/ all martial weapons for Martial Weapon Prof(trident) and Weapon Focus(trident)

Swap Heavy Armor Prof for ??? don't see the extra feat?



-Feats-
[sblock=House Changes]
House Change: Weapon Proficiency (Trident) – No Penalty.
House Change: Shield Proficiency – No Penalty.
House Change: Armor Proficiency (Medium) – No Penalty.[/sblock]
Should have light armor prof also. and instead of no penalty under shields maybe list - no change.

Level 1: Power Attack – Add Penalty/Bonus to Attack/Damage Rolls up to BAB until next turn.
Human Bonus: Improved Shield Bash – Retain Shield AC Bonus When Shield Bashing.
Fighter Bonus: Weapon Focus (Trident)+1 to Attack Rolls using Trident.
House Extra: Weapon Focus (Shield)+1 to Attack Rolls using Shield.
Free +2/+2: Athletic+2 to Jump/Swim Skills.

Missing one??

-Skills-
Skill Points: 20 (4[Base 2 + House 2] + 0 [Int Mod] * 4 + 4 [Racial Bonus])
Max Ranks: 4 Class, 2 Cross.
ACP: -6 (list that here, and add to skills)
Code:
-Skill List- (Rank – Mod – Feat – Misc – Total)
Class:
[B]Climb[/B] (Str) 4 + 3 + 0 + 0 = [COLOR=Red][B]7[/B][/COLOR]
[B]Jump[/B] (Str) 4 + 3 + 2 + 0 = [COLOR=Red][B]9[/B][/COLOR]
[B]Swim[/B] (Str) 4 + 3 + 2 + 0 = [COLOR=Red][B]9[/B][/COLOR]
Cross:
[B]Balance[/B] (Dex) 2 + 2 + 0 + 0 = [COLOR=Red][B]4[/B][/COLOR]
[B]Bluff[/B] (Cha) 2 + 1 + 0 + 0 =[B] 3[/B]
[sblock=-Inventory-]
-Equipment- (Cost – Weight)
Trident: 15gp – 4lbs
Scale Mail: 50gp – 30lbs
Heavy Steel Shield: 20gp – 15lbs

-Items- (Cost – Weight)
Travelers clothes: 1gp – 5lbs cost non weight none
Backpack: 2gp – 2lbs
Bedroll: 1sp – 5lbs
Waterskin: 1gp – 4lb
Belt Pouch: 1gp – 1/2lb
Hooded Lantern: 7gp – 2lbs
Flint & Steel: 1gp – N/A
1-Pint Oil Flask: 1sp – 1lb[/sblock]

-Misc-
Total Weight: 68.5lbs 63.5lbs clothes weigh nothing if you are wearing them
Max Weight: 76 / 77 – 153 / 154 – 230
Money: 51 Gold, 8 Silver.
 

Ok my idea for getting you into Off to War is that you lived/worked on a farm around Harkon Manor. You may not have been inside the keep but might have visited Wey once or twice.

Now your character would have heard of the destruction by the Treylor of a small village on their way to Harkon and the battle afterward.

And that could be motive to join the army now nearby. But when tested to join by given a sword and shield you kind of flunked out, so they told you to go and join the irregulars or "iggots".

And that is where I wish to start you having failed to join the main army and wondering into the irregulars camp. Sound ok?

HM
 

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