OOC Against the Crimson Tide (Closed)


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Updated Wild Empathy, adjusted price for Death Ward and added two more enhancements to my armor (making it +3 instead of +1), removed Warning quality, increased cost of Dispelling quality, removed Disarming quality, added Ghost Touch quality. I agree with your changes to the spells. I removed the metamagic rod from my items, used it to buy the Death Ward quality and used the rest of the money to buy a ring of minor universal elemental resistance for my animal companion. Added caveat for spellstaff and changed minor things in history. History still in flux.

Fairweather
Female Human Druid 25

Alignment: Neutral Good
Patron Deity:
Region:
Height: 5' 5''
Weight: 142lbs
Hair: Sandy Brown
Eyes: Dark Green
Age: 47

Str: 10 (+0) [2 points]
Dex: 10 (+0) [2 points]
Con: 11 (+0) [3 point]
Int: 15 (+2) [6 points, +1 age]
Wis: 35 (+12) [13 points, +6 levels, +6 periapt, +5 tome, +1 age]
Cha: 20 (+5) [6 points, +5 tome, +1 age]

Class and Racial Abilities:
No favored class, additional feat at 1st level, 4 skill points at 1st level and +1 skill point per level thereafter. Nature Sense, Wild Empathy (+30), Animal Companion, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape 6/day (Tiny, Small, Medium, Large, Huge, plant), Elemental Wild Shape 3/day (Small, Medium, Large, Huge), Timeless Body, Venom Immunity, A Thousand Faces

Hit Dice: 25d8
HP: 104
AC: 20 (+0 Dex, +6 armor, +5 deflection [from ring])
Init: +0 (+0 Dex)
Speed: 30ft

Saves:
Fortitude +19 [+14 base, +0 Con, +5 from cloak]
Reflex +13 [+8 base, +0 Dex, +5 from cloak]
Will +31 [+14 base, +12 Wis, +5 from cloak]

BAB: +18/+13/+8
Melee Atk: +23/+18/+13 (1d6+5+1d6 [all subdual]/19-20/x2/B, Oakhammer)
Ranged Atk: +23/+18/+13 (1d4+5/x2/100 ft./B, Nevermiss)

Skills:
Concentration +28 [28 ranks, +0 Con]
Diplomacy +33 [28 ranks, +5 Cha]
Handle Animal +35 [28 ranks, +5 Cha, +2 Animal Affinity]
Knowledge (nature) +34 [28 ranks, +2 Int, +2 Nature Sense, +2 synergy]
Listen +22 [10 ranks, +12 Wis]
Ride +34 [28 ranks, +0 Dex, +2 military saddle, +2 synergy, +2 Animal Affinity]
Spot +23 [11 ranks, +12 Wis]
Survival +42 [28 ranks, +12 Wis, +2 Nature Sense, (additional +2 synergy in aboveground natural environments)]

Feats:
Animal Affinity (human bonus)
Combat Casting (1st level)
Create Infusion (MotW) (3rd level)
Natural Spell (6th level)
Fast Wild Shape (MotW) (9th level)
Blindsight (MotW) (12th level)
Scent (MotW) (15th level)
Eschew Material Components (18th level)
Gargantuan Wild Shape (21st level)
Diminuative Wild Shape (24th level)
Magical Beast Wild Shape (24th epic druid bonus)

Languages: Common, Druidic, Sylvan, Elven

Spells Prepared
Save DC +12
0th - dawn (MotW), fire eyes (MotW), detect magic, detect poison, create water, know direction.
1st - wood wose (MotW), sand blast (MotW), longstrider, pass without trace, goodberry, speed swim (MaoF), faerie fire, shillelagh.
2nd - lesser restoration, warp wood, adrenaline surge (MotW), briar web (MotW), body of the sun (MotW), blood frenzy (MaoF), heat metal, animal messenger.
3rd - greater magic fang x4, tortise shell (MaoF), nature’s favor (MotW), false bravado (MotW), call lightning.
4th - cure serious wounds x3, waterball (MotW), forestfold (MotW), feathers (MotW), land womb (MaoF), wind at back (MaoF).
5th - baleful polymorph, vine mine (MaoF), big sky (MotW), cloak of the sea (MotW), death ward, monstrous regeneration (MaoF), wall of thorns.
6th - spellstaff, stonehold (MaoF), regenerate circle (MotW), find the path, stone tell, transport via plants.
7th – master earth (MaoF), storm tower (MaoF), greater creeping cold (MotW), heal, changestaff, wind walk.
8th – bombardment (MaoF), speak with anything (MotW), earthquake, whirlwind, mass cure serious wounds, repel metal or stone.
9th – cast in stone (MaoF), thunderswarm (MotW), nature’s avatar (MotW), shapechange, regenerate.

Fairweather casts greater magic fang on Kessian’s teeth and both claws each morning, and on her own teeth in the morning as well. If possible, she will also put a shapechange in her quarterstaff via spellstaff every day (if she has used it the previous day). Also, she casts wood wose every morning.

In addition, Fairweather has created a bogun she calls Mossflower.

Mossflower
Tiny Construct

Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (good)
AC: 15 (+3 Dex, +2 size)
Attacks: Nettles +1 melee
Damage: Nettles 1d4-2 and poison (Fort DC 11, 1d6 Dex/ 1d6 Dex)
Face/Reach: 2 ½ ft./ 0ft.
Special Attacks: Poison
Special Qualities: Construct traits
Saves: Fort +0, Ref +3, Wil +1
Abilities: Str 7, Dex 16, Con -, Int 8, Wis 13, Cha 10

Equipment:
Wildhide (as +3 wild, aquatic [water-breathing], death ward (MaoF) leather armor of ease (MotW)) – 125,360gp
Oakhammer (as +5 impact, merciful (MaoF), dispelling (MaoF), ghost touch club) – 200,300gp
Nevermiss (as +5 distance, seeking (MaoF) sling) – 98,300gp
20 silver sling bullets – 4gp
20 cold iron sling bullets – 2gp
20 adamantine bullets – 6,001gp
20 mithril bullets – 5,001gp
Eye of Winking (MaoF) – 120,000gp
9 Pearls of Power, one for each level of spell – 285,000gp
Gauntlet of Rust – 11,500gp
Infusionsbarkskin, 12th level (600gp), 2 call lightning, 10th level (1,500gp), 2 call lightning storm, 15th level (3,750gp), tree shape, 10th level (500gp), shapechange (3,825gp).
Safety (as ring of rapid healing, featherfalling, and protection +5) – 378,000gp
Protection (as ring of major universal elemental resistance and evasion) – 253,500gp
Belt of the Sages (as periapt of wisdom +6) – 36,000gp
Tome of Understanding +5 – 137,000gp (used)
Tome of Leadership and Influence +5 – 137,000gp (used)
Bag of holding, type III – 7,400gp
Torc of animal speech – 12,000gp (MotW)
Cloak of resistance +5 – 25,000gp
7 Wilding Clasps – 28,000gp (MotW). They are on both rings, the eye of winking, the cloak, the torc, the belt, and the gauntlet.

Money
7,461gp

Kessian
Dire Tiger
Large Animal
Hit Dice: 22d8+86 (189 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
AC: 25 (–1 size, +5 Dex, +13 natural, +1 insight, +4 armor), touch 11, flat-footed 15
Base Attack/Grapple: +16/+33
Attack: Claw +29 melee (2d4+11)
Full Attack: 2 claws +29 melee (2d4+11) and bite +27 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+5
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +26, Will +20
Abilities: Str 32, Dex 20, Con 19, Int 2, Wis 14, Cha 10
Skills: Hide +10*, Jump +17, Listen +12, Move Silently +14, Spot +12, Swim +13
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Weapon Focus (bite), Improved Natural Armor
Environment: Warm forests
Organization: Solitary
Challenge Rating: 8
Carrying Capacity: Light load – 2,400lbs. or less, Medium load – 2,401- 4,800lbs., Heavy load – 4,801 – 7,200lbs., Kessian can drag 36,000lbs.

Kessian is an enormous tiger with subtle markings in burnt orange and sable. Bony spikes surround his eyes and run down his shoulders and spine. Oftentimes he wears leather armor, carefully cut and stiched to mimic his own coloration. An elaborate saddle, cut to be comfortable to him, often perches on his back, and a sturdy collar of iron-studded leather encircles his neck. Seven ioun stones of various colors circle his head constantly; Kessian sometimes catches them to amuse himself. He is utterly ferocious with nearly everyone except Fairweather and her chosen companions. With Faithweather he is little more than a big housecat that adores having his belly and ears scratched.

Tricks Known: Armor, Attack, Down, Heel, Come, Defend, Hold, Subdue, Stalk, Assist Attack.

Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 2d4+4.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Gear: +2 exotic leather barding (4,190gp), collar of resistance +5 (MotW, 12,250gp), clear spindle ioun stone (sustains without food or water, 4,000gp), dusty rose prism ioun stone (+1 insight bonus to AC, 5,000gp), deep red sphere ioun stone (+2 enhancement bonus to Dex, 8,000gp), pale blue rhomboid ioun stone (+2 enhancement bonus to Strength, 8,000gp), pink rhomboid ioun stone (8,000gp), iridescent spindle ioun stone (sustains without air, 18,000gp), pearly white spindle ioun stone (regenerates 1 point of damage per hour, 20,000gp), ring of minor universal elemental resistance (144,000gp).

Animal Companion abilities: Link, share spells, evasion, devotion, multiattack.

Appearance: Fairweather is a sturdy-looking woman with an ageless quality about her. Her skin is weathered from a lifetime outdoors, and her hair is a simple, sandy brown. Her eyes seem like the deep green of the innermost sanctum of the forest. She wears leather armor neatly pieced together from over a dozen different animal hides, and walks the land with a staff in her hand a a club at her side.

Personality: Fairweather is above all, a realist. She has lived in both the most wild of wilderness and the most bustling of cities, and can find the power of nature in both places. She is calm and in control during most times, and it takes a great deal to ruffle her feathers. When pushed to battle, she can be as fierce as any storm, but she does not hold a grudge. She holds a great love for Kessian, the little bits of nature she finds in the most unlikely of places, and the simple pleasures of a summer shower.

Background: Fairweather was born a hunter’s daughter on the forest’s edge, the only daughter and child of Renweth Deepstrider, as his wife, Jaleen, died in childbirth. Her first days of life were rather precarious, and her father once swore to her that she only survived because of a miracle from the heavens. She learned to hunt and to respect her prey, as her father did, how to search in the woods for the foods she needed. However, it was in one of her wanderings that she was confronted by a large dire mountain tiger mother with a pair of cubs. She was certain she would die, but to her surprise, the mother tiger rubbed up against her and treated her like her own.

Astounded, she didn’t even hear her father come up behind her. When she heard his gasp, she whirled around. Her father was dead white, and she asked him, fearfully, what was going on. In a moment, Fairweather’s life was turned upside down. Her father told her that in his sorrow over his wife’s death, and the thought of his own inability to raise a babe, he took the infant Fairweather deep into the forest and left her there in a small cave. He returned a year later, out of remorse, and found his infant daughter being suckled by a dire mountain tiger. He waited until the tiger left, and then stole his daughter back, sure that her survival was a sign from the gods.

At hearing this, Fairweather was troubled, and told her father she needed to find her own path. And with that, she left with the mountain tiger. For the next several years, she lived in the woods, learning the ways of the wild from the perspective of the beasts. With the mother tiger, she raised one of the little cubs as her own, and called her new friend Kessian.

It was almost ten years befor the young druid emerged out of the woods again. She found herself drawn to the cities that her father had always disparaged, determined to find out about them. She felt that she had mastered much of the wilderness and wanted to see if she could master such an alien environment.

It took her twice as long to master the nature of the cities as it did the nature of the wild, and she lived much of that time as a dog, cat, or rat. But it was here where she learned of the life of adventuring, and power of magic, and the strength of diversity. In the city was where she learned to interact with different people, even those that found her native home as strange as she did the city.

After leaving her extended stay in the city, she spent the next several years adventuring and traveling all around the country. She taught other budding young druids the secrets of woods, but she never took an apprentice, finding little amusement in traveling with those much younger and less experienced than her. She far prefers to travel with peers, those that she will not have to protect.

Twelve years ago, when she was near her native home, she met a ranger who called himself Eedrick. He was a far-ranging man who had had nearly as much experience in the ways of the world as she. And like her, he knew the pain of losing a parent, as both of his had been killed in a senseless border war. Though she initially traveled with him for a time simply to hear his stories, she grew to like the man. He was very competent, strong, and had a deep love of the wilderness. In addition, Kessian liked him a great deal, which sealed it.

The two have been married for over a decade and have three children, a pair of ten year-old twin sons, Rik and Gannon, and an eight year-old daughter, Irene.
 
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Fairweather looks cool.

Just a note that your surrogate mother is a dire lion, while her child is a dire tiger! :p

Anyway, as I understand it, you don't have to cast Shapechange on your Spellstaff each morning. I think you can just do it once, and the next day you will have the 9th level slot to use again, plus you will have Shapechange in your staff, sort of like a scroll.

It would be good to be able to craft items for Fairweather. Enkai (may change the name, as its tied in my mind to my last incantatrix) has Craft Wondrous Item, and a Rod of Security, which lets him disappear for lengths of time to craft. I don't know if they would have met each other on their travels though. Perhaps they could have met while she was in the city. Maybe he can make the magic fangs Permanent too, if you'd rather have the spell slots. If it works out that he'll make items for you, you may need to buy him scrolls of the prerequisite spells, since he's pretty low on cash. But you could still save a lot, and he's already bought a lot of spells, just not anything outside of the srd.

I'll have to read up on all those feats, spells and items, they look like fun!
 

Overall, looks good, but a few notes/changes:

Your Wild Empathy score should be 30, 25 for level +5 Cha mod.

I removed metamagic rods from the list of available items, as I felt they were unbalancing.

Given that in 3.5, stunning causes the victim to drop any held objects, Sand Blast will be changed to daze those who fail their saves, not stun them.

Damage for Briar Web caps out at 1d4+10.

Nature's Favor caps out at +5.

Creatures who fail a save against Thunderswarm are not automatically stunned, but must make a Fort save against the original DC or become stunned.

Speak with Anything is from MotW.

As the cost of a use-activated, 1/day Death Ward item is 16,800, or 25,200 if added to an existing item, the cost of the Death Ward ability from MaoF is 25,200, not a +2 enhancement modifier.

As the cost of a use-activated, 1/day Dispel Magic item at caster level 10 is 12,000, the cost of the Dispelling ability from MaoF is a +2 enhancement modifier, not +1.

Warning is something I'd rather not see granted by magical items, so I will disallow it.
 

OK, I'm nearly done with my Mystic Theurge. I was going to take the Leadership feat to get a cleric, but now as a Mystic Theurge, we probably don't need a cleric anymore. That's 22 levels of wizard and 18 levels of cleric! My eyes hurt from trying to figure it all out. Anyway, I could get rid of Leadership and take some other good stuff, but I was thinking...

How about a Coure Eladrin Bard cohort? She could be the Coure Eladrin familiar's twin sister. She wanted to be a cohort partly to be with her sister! It's 2 HD, with a +5 LA, so if the cohort is 23rd level, she would be a 16th level bard, with 2 outsider hd. Just the thought of two Coure Eladrins zipping about my head is making me dizzy. Is this a possibility?
 


Updated Character

Updated - Cohort to be done and equipment completed.

Jesper Ki’Ilik
Human Rogue 13/Shadowdancer 7/Void Incarnate 5
Alignment: Neutral
Ability Score Points Bonuses Overall bonus
Str 18 4 +6 enhancement + 4
Dex 30 10 +3 levels +6 enhancement +5 inherent + 10
Con 16 2 +6 enhancement + 3
Int 28 8 +2 levels +6 enhancement +5 inherent + 9
Wis 16 2 +6 enhancement + 3
Cha 26 6 +1 level +6 enhancement +5 inherent + 8

Hit Dice: 10d6 + 10d8 +5d6 + 75
Hit Points: 175
AC: 40 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring) Touch: 25
BAB: +17/+21 (Includes +3 Epic attack bonus)
Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos).
Critical Range for both is 18-20/x2
Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack)
Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2)

Feats:
Epic Leadership (Level 24)
Dextrous Fortitude (Level 21)
Landlord (level 18)
Leadership (Level 15)
Combat Reflexes (Thief special ability)
Improved Two weapon fighting (Level12)
Iron Will(Level 9)
Mobility (level 6)
Dodge (Level 3)
Two Weapon Fighting, (level 1)
Weapon Finesse (Human Bonus)

Skills:
Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding).

Weapon and Armor Proficiency:
All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields.

Special abilities
From Rogue
Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive),

From ShadowDancer
Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft.
Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind

From Void Incarnate
Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind

Equipment
Mantle of epic spell resistance SR40 290,000gp
Ring of attributes +6 enhancement bonus to all attributes
Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp.
Tome of Clear Thought +5 inherent bonus137,500gp (read and included above)
Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above)
Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above)

Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon.
Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon)
Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon)
Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement)
Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp
Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat!
Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt)
Heward’s handy Haversack 2,000gp
5 Candles of truth 12,500gp
Amulet of Natural Armor +5 50,000gp
Ring of Protection +5 50,000
Composite Shortbow (+2 str bonus) of Distance +5 72,800gp
50 Arrows of seeking 2350gp
Bracer’s of displacement: (As cloak of greater displacement + 50% cost for non-affinity body slot) Cost 75,000gp
Bracelets of resistance (As cloak of resistance +50% cost for non-affinity slot) +5 37,500gp
Gold used 2,018,000gp



Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but changes as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature.

Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts.

History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station.

So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences.

So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him.

His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired.

So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void.

Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated!

The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders.
 
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Paxus Asclepius said:
Goddess, a couple changes I'm making to the Weaponmaster PrC for 3.5; A) the Superior Weapon Focus become a bonus Greater Weapon Focus feat (and so can be used as prereq for Epic Weapon Focus), and the Ki Critical ability increases the crit multiplier by the same amount that Improved Critical does (so if you have both with the scythe, threat range is 18-20, not 17-20).
Okay, sounds great. I will most likely have the character done by Monday, probably before then. Question, though: I know that in 3.5 they made it so that Keen and Improved Crit no longer stack, but I have had some DMs that ruled that since one is magic (Keen Edge) and the other is skill (Improved Crit) they have allowed the two to stack. I figure that it can't hurt to ask if you do the same. :)

Also, do you allow the Wild Cohort feat from WOTC's website? I was thinking of going for a heavy warhorse. Link: http://www.wizards.com/default.asp?x=dnd/re/20031118a

The other thing I was considering was taking the Leadership feat, since I figure that Domina once was the Captain of a mercenary company and it makes since in her history. But I figure that using the Leadership cohort on an ordinary horse probably wouldn't be all that great of cohort useage. ;)
 
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No cohort here, after all. It just feels wierd, as a coure is more cohort-like than familiar-like. It's a walking, talking humanoid-like creature after all, not a cat. :p
 


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