[OOC] d20 Middle Earth-Eagle of the Star (Full )

zug_zug said:
Mirth, I meant half celestial. I think either would be ok. I guess technically Outsiders dont exist in ME so the idea of planetouched would be a bit out of place.

I dont have savage species, so Im unsure of the ECL. By the DMG I think its +3, by Dragon 293 it +5.

Up to you.

To confuse things further, Savage Species splits the terms into ECLs and Level Adjustments (LA is +4 for Half-Celestials) :D Man, ECLs (et al) suck. It seems to me that to do Radagast properly, he would end up being out of balance for this game. Sooooooo, unless we can come up with some kind of LA/ECL race inbetween Aasimar & Half-Celestials (which I would be willing to work on), then I'm gonna have to play my trump card and take back Aragorn from rangerjohn (who hasn't posted back to the thread yet).

Let me know what you think. BTW, I'm probably going to sleep soon :)

Jay
 

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Well, I guess we have a couple of options. If rangerjohn doesnt show up by the time everyone puts in their PCs you can by all means have Aragorn. Actually its your choice first anyway.

Second, You can pick aasimar or celestial. But in many ways that doesnt realy fit. The main thing about the Istari is really their wisdom. All the various resistences etc of the templates dont do this justice. I mean the Wizards are physically Men.

A solution to this if I may suggest would be to make Radagast as a Dunedain to make hism physically the equal of the Men. I would probably then allow Radagast to be a lvl 5 PC while all the others are 4, since he is one of the Wise (elves are older, but he is a chosen of the Valar). Its a small concession, but I dont want him to be a god like figure.

After some poking around I found this on Monte Cooks(?) message board:

Maia(Istari)- As DnD human except: +4 Int, +6 Wis, +6 Cha, +2 Will saves, Maia never die of old age and do not receive penalties for old age. Bonuses still accrue, however. Diplomacy and Animal Empathy are a class skills. Favored Class: Any. Special:Wizards Staff:As an emblem of his order and postion, an Istari suffers -2 to caster level checks and concentratiion checks for spellcasting when he attempts to use magic without his staff.

Its kind of along my way of thinking as the Istari as a "race" mostly based on wisdom/intelligence/lore instead special resistences and physical abilities.

What do ya think?
 
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Alright, heres the deal. I am interested in playing, but was obeying the DM. He said that Mirth has first shot and he still hasn't made a final decision. If he decides on Aragorn I will go with Halbarad, otherwise I will play Aragorn.
 


Here's Dr. Dolittle!

Character Name : Radagast the Brown
Character Race : Dunedain (Maiar)
Character Class : Druid 4
Alignment : Good
Deity : Yavanna Kementari - "Queen of the Earth, Giver of Fruits"

Gender : Male
Age : 1,953+
Height : 5'11"
Weight : 175lbs
Eyes : Brown
Hair : Gray

Character Level : 4
EXP Points Gained : 6000
EXP Needed For Next Level : 10000

Known Languages : Westron, Sindarin, Quenya, Khuzdul, Black Speech, Anduanic, Beast Speech

-------------------------------------------------------

Strength : 10 (0)
Dexterity : 14 (+2)
Constitution : 12 (+1)
Intelligence : 16 (+3)
Wisdom : 19 (+4)
Charisma : 14 (+2)

-------------------------------------------------------

Armor Class : 15 (+2 Dex, +3 Hide Armor)

Flatfooted Armor Class : 13
Touch Armor Class : 12

Special Armor Class Notes :

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Hit Points : 29

-------------------------------------------------------

Save vs. Fortitude : +6
Save vs. Reflex : +4
Save vs. Will : +9

Special Save Notes : +2 vs. Enchantment, +4 vs. fey, Cloak of Resistance +1

-------------------------------------------------------

Initiative Modifier : +2

Base Attack Bonus : +3

Melee Attack Bonus : +3

Ranged Attack Bonus : +5

Special Combat Notes :

-------------------------------------------------------

Weapons :

Norethond [darkwood quarterstaff +1] (1d6+1/x2)
Maegril [masterwork scimitar] (1d6/18-20/x2)
Sling (20 Bullets) (1d4/x2)

-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken

Animal Empathy/8 (Cha) ** 5 ranks
Concentration/6 (Con) ** 5 ranks
Craft (herbalism)/7 (Int) ** 4 ranks [*with alternate MotW usage*]
Handle Animal/9 (Cha) ** 5 ranks (+2 Synergy)
Heal/11 (Wis) ** 5 ranks (+2 Synergy)
Intuit Direction/9 (Wis) ** 5 ranks
Knowledge (nature)/9 (Int) ** 5 ranks
Listen/5 (Wis) ** 0 ranks (+1 Dunedain)
Profession (herbalist)/10 (Wis) ** 5 Ranks
Ride/4 (Dex) ** 0 ranks (+2 Synergy)
Scry/8 (Int) ** 5 ranks
Search/4 (Int) ** 0 ranks (+1 Dunedain)
Spellcraft/9 (Int) ** 5 ranks
Spot/5 (Wis) ** 0 ranks (+1 Dunedain)
Wilderness Lore/11 (Wis) ** 5 ranks (+2 Synergy)

-------------------------------------------------------

Feats :
Create Infusion [*MotW*]
Extend Spell
Extra Slot (1st level) [*T&B*]

-------------------------------------------------------

Racial and Class Skills, Abilities & Features :
Immune to sleep effects
Nature Sense
Animal Companion
Woodland Stride
Trackless Step
Resist Nature's Lure

-------------------------------------------------------

Magical Equipment & Gear :
Cloak of Resistance +1
Infusion of Cure Light Wounds (x4)
Infusion of Delay Poison
Gwaihir's Feather Tokens: tree, bird
Norethond ("Root of the Land") [darkwood quarterstaff +1] (also casts light 3/day)

Normal Equipment & Gear :
Acid (flask)
Alchemist's Fire (flask)
Antitoxin (vial) [*Created with Craft (herbalism) skill, per MotW*]
Backpack
Bedroll
Explorer's Outfit
Flint & Steel
Healer's Kit (x2)
Hide Armor
Rations (1 week)
Maegril ("Sharp Brilliance") [masterwork scimitar]
Sling (20 Bullets)
Smokestick [*Created with Craft (herbalism) skill, per MotW*]
Tanglefoot Bag [*Created with Craft (herbalism) skill, per MotW*]
Thunderstone
Tindertwig [*Created with Craft (herbalism) skill, per MotW*]

-------------------------------------------------------

Money : ___PP 22GP ___SP ___CP

-------------------------------------------------------

Base Speed : 30

Normal Speed (including penalty for armor or encumbrance load) : 30

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : 0

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +4

-------------------------------------------------------

Spells Known :

0 lvl - Animal Trick [*MotW*], Create Water, Cure Minor Wounds, Darkseed [*MotW*], Dawn [*MotW*], Daze Animal [*MotW*], Detect Magic, Detect Poison, Fire Eyes [*MotW*], Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Scarecrow [*MotW*], Virtue

1st lvl - Animal Friendship, Calm Animals, Camouflage [*MotW*], Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hawkeye [*MotW*], Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Power Sight [*MotW*], Regenerate Light Wounds [*MotW*], Shillelagh, Summon Nature's Ally I

2nd lvl - Adrenaline Surge [*MotW*], Animal Messenger, Animal Reduction [*MotW*], Animal Trance, Barkskin, Beastmask [*DoF*], Body Of The Sun [*MotW*], Brambles [*DoF*], Briar Web [*DoF/MotW*], Charm Person or Animal, Chill Metal, Creeping Cold [*MotW*], Decomposition [*MotW*], Delay Poison, Filter [*T&B*], Fire Trap, Flame Blade, Flaming Sphere, Gaze Screen [*T&B*], Green Blockade [*MotW*], Heat Metal, Hold Animal, Lesser Restoration, Might Of The Oak [*MotW*], Persistance Of The Waves [*MotW*], Produce Flame, Regenerate Moderate Wounds [*MotW*], Resist Elements, Soften Earth and Stone, Speak with Animals, Speed Of The Wind [*MotW*], Summon Nature's Ally II, Summon Swarm, Sweet Water [*DoF*], Tree Shape, Warp Wood, Wood Shape

Number of Spells to Cast per Day (by Level) : 5/5/3

Spells Memorized :

0 lvl (DC 14) - Create Water, Cure Minor Wounds, Detect Poison, Flare, Purify Food and Drink

1st lvl (DC 15) - Calm Animals, Cure Light Wounds, Entangle, Shillelagh, Summon Nature's Ally I

2nd lvl (DC 16) - Barkskin, Charm Person or Animal, Wood Shape

-------------------------------------------------------

Animal Companions :

Caramar ("Redwing"): Dire Hawk, HD: 5d8+10 (32hp), Init: +6, Spd: 10/fly 80, AC: 19, Att: 2 claws (+9 melee/1d4+1) & 1 bite (+4 melee/1d6), Saves: F+6, R+10, W+3, Listen +8, Move Silently +8, Spot +8

Rochalhun ("Blue Horse") Heavy Horse, HD: 3d8+6 (19hp), Init: +1, Spd: 50, AC: 13, Att: 2 hooves (+3 melee/1d6+2), SQ: Scent, Saves: F+5, R+4, W+2, Listen +6, Spot +6
 
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No need to apologize Mirth. I guess it is pretty easier to over analyze things, something Im always guilty of.

Thanks for tackling Radagast-it wouldnt seem right without a spellslinger wiseman type.
 

ok, i sitll have no idea about the background of my char5cater yet. but the character itself is pretty juch done, just doing HP and buying stuff... BTW, the rollls for stats are MUCH MUCH better now, i even got a 18 which of course went into dex, which became a 20 because im an elf. I have a question zug zug, can i have a +1 magic mty composite longbow (+3)?
 

Sorry shaff but no. No single item can be over 2k. Ive sort of bent that in that Ill allow a +1 enhancement to weapons, which technically puts it over to 2000 gp.

So you could have a +1 composite longbow, just not the mighty part .
 


zug_zug said:
Sorry shaff but no. No single item can be over 2k. Ive sort of bent that in that Ill allow a +1 enhancement to weapons, which technically puts it over to 2000 gp.

So you could have a +1 composite longbow, just not the mighty part .
ok, ill just get a MTY comp lonngbow (+3), then ill get a different magical item.

And i know im getting redundant, but just to make sure, and make sure i dont screw it up, the 2000gp magical item is free right? I mean, we dont have to pay for it with our 5400, right?

And, did u say we only allowed to buy healing potions? if not i would like to buy potions of cat's grace if acceptable....
 
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