(OOC) FR Adventure - Vampires of Waterdeep! [FULL]

Thanee said:
No problem, take your time, there's plenty still. I just realized with the talk about size above, that it makes sense to ask these things before the game, when it doesn't hinder the game itself. :)

Bye
Thanee

Thanee,

The following comes from an article from the WOTC website on the subject of polymorphing. I'll probably adhere to these rules for handling the question of what happens to a character's equipment if he/she uses such magic to change shape.

When the change occurs, the subject's equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional.
For purposes of most polymorph effects, one can divide creatures into types that have basically humanoid shapes and those that do not, as follows:

Humanoid Shapes:

Fey, Giant, Humanoid, Monstrous Humanoid, Outsider*

*Most, but not all outsiders have humanoid shapes.

Nonhumanoid Shapes:

Aberration, Animal, Dragon, Elemental, Ooze, Vermin


In general, a change from one form that has a humanoid shape to another form that has a humanoid shape leaves all equipment in place and functioning. The subject's equipment changes to match the assumed form. It becomes the appropriate size for the assumed form and it fits the assumed form. The spellcaster can change minor details in your equipment, such as color, surface texture, and decoration.

When a subject changes from a form with a humanoid shape to a form with a nonhumanoid shape (or vice versa) most of his equipment is subsumed into the new form and becomes nonfunctional. Items the subject could conceivably wear in an assumed form remain functional. For example, most items worn on the body, such as armor, cloaks, boots, and most other items of clothing made for a humanoid body won't fit on a nonhumanoid body. Some items can fit on just about any kind of body. For example, a ring fits just about any form that has digits of some kind (the limit of two rings applies no matter how many hands or similar appendages a creature has). Likewise, a necklace fits on just about any form that has a neck.


Hope that helps answer your question!

Thanks,
-PP
 

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Scotley said:
Looks like some interesting characters are being generated. My monk is coming along well, but I have a question about sources. The Dungeon Masters Guide II has some locations as magic items. One is the 'watch post of vigilance.' What I would like to do with it is have an old ruined watch tower in a run down section of the city as a base of opperations where my character teaches local youths to defend themselves. The tower would have the watch post in it. The benefits are pretty mild a +2 bonus to spot, listen and initiative while in the 20' radious of the watchpost and for 24 hours after leaving it. To activate you have to spend 24 hours there. It costs 1,500gp. It could confer its powers on up to 4 others if they spend the 8 hours with it. Assuming we adventure away from home over night I'll lose the benefit, but I really like the idea of it.

I would allow this if you wanted to use it, Scotley. I rather like the idea of it myself.

-PP
 

Voadam said:
All three forms are medium and have arms. I'm guessing then that there are no problems going from medium humanoid to medium hybrid. From the wording it sounds like no problems shifting to the same size spider form, although I would understand if there were restrictions on specific items going to the armed spider base form.

I think I would only shift to full medium spider form if I needed the climb speed instead of my good climbing skill, but I'm wondering would I lose anything if I did so.

Voadam,
I agree that the transition from humanoid to hybrid and vice versa will cause little, if any, disruption to the character's equipment and clothing.

There may indeed be restrictions on what equipment would still be usable in spider form, however (see the above quote about polymorphing in my reply to Thanee). Certain items just wouldn't be compatible with the spider form, arms not withstanding (boots, necklaces). Certain items would be quite appropriate (hand-held items, rings). I'd judge these on a specific, case-by-case basis, but in any case, unworkable items would not be destroyed, but simply dropped (as you noted, all three forms are medium size).

I should say that I find the idea of a spider wearing clothing somewhat silly, so I probably would rule against the use of hats, cloaks, and the like. But, you may be able to persuade me otherwise if so inclined.

Hope that helps,

-PP
 


Mista Collins said:
I am very interested.. you will have a character posted soon (working on him as we speak). Just a heads up though, I was wondering if I could use both the Shadow-Walker template (FR - Unapproachable East pg 71) and the Telflammar Shadowlord PrC (FR - Unapproachable East pg 36).

The Shadow-Walker template is a +1 ECL that can be added to any humanoid with the following benefits:
+2 Dex, -2 Con
Darkvision 60ft
Light Blindness
+4 racial bonus to Hide checks
Spells based on character level (my character could cast the following Shadow Mask 3/day, Dimension Door(self only) 2/day, Darkness 3/day, Shadow Spray 3/day, Shadow walk 1/day.

The Telflammar Shadowlord PrC has a total of 6 levels with the following requirements:
Alignment: nongood
Skills: Hide 10 ranks, Move Silently 10 ranks
Feats: Blind-fight, Dodge, Mobility, Spring Attack
Spellcasting: If the character is not a shadow-walker, he must possess the ability to shadow jump or be able to cast dimension door
Special: Sneak Attack +2d6
Region: Thesk

If both of these are ok, the character will be a Human Shadow-Walker Rogue7/Telflammar Shadowlord 5

Throw one more in the ring, Mista Collins!

I do know someone who has Unapproachable East, so these ideas would be fine.

Let's see that character!

Thanks,
-PP
 


Update

I threw together a summary of our applicants, character concepts, and current status. This will help me keep track of the numerous submissions.

Tailspinner
Thanee - Jana Fyrehair, Human Sorcerer6/Eldritch Knight7 (needs b/g)
Nephtys - Succubus Marshal1? (no sheet yet)
Torillan - High dex Fighter/Rogue? (no sheet yet)
Voadam - Wollf Henger, Aranea Rogue2/Warshaper4 (needs b/g, description)
Falkus - Rian Wyvern, Human Paladin 11/Beloved of Valarian2 (Complete)
Scotley - Rognvald Skarsgard, Human Monk13 (need description, completed b/g)
orbitalfreak - Vernon Sellsword, Human Cleric1/Wizard12 (needs stats)
djrdjmsgrd - Bard? (no sheet yet)
Ferrix - Rogue? (no sheet yet)
Bloodweaver1 - Inquisitor Caladan of the Radiant Order, Human Cleric6/Radiant Servant of Pelor7 (needs b/g, description)
Mista Collins - Human Shadow-Walker Rogue7/Telflammar Shadowlord5 (no sheet yet)

I'll continue to update this list as more characters get completed.

It's going to be a tough cut, I can tell you that much right now....good luck everyone!

-PP
 

Professor Parsnip said:
I would allow this if you wanted to use it, Scotley. I rather like the idea of it myself.

-PP

Thanks, I'll go with it. It fits well with a follower of Helm. There is a lot of good stuff in DMG II. I have a description and background worked out in my head, just gotta find time to type it in.

Scotley
 

Professor Parsnip said:
Voadam,
I agree that the transition from humanoid to hybrid and vice versa will cause little, if any, disruption to the character's equipment and clothing.

There may indeed be restrictions on what equipment would still be usable in spider form, however (see the above quote about polymorphing in my reply to Thanee). Certain items just wouldn't be compatible with the spider form, arms not withstanding (boots, necklaces). Certain items would be quite appropriate (hand-held items, rings). I'd judge these on a specific, case-by-case basis, but in any case, unworkable items would not be destroyed, but simply dropped (as you noted, all three forms are medium size).

I should say that I find the idea of a spider wearing clothing somewhat silly, so I probably would rule against the use of hats, cloaks, and the like. But, you may be able to persuade me otherwise if so inclined.

Hope that helps,

-PP

Clothes wearing animals are silly looking. After my dog's surgery when I had to put him in an old T-shirt so he wouldn't scratch at the foot long stitched up incision on his side he looked ridiculous.

I'll consider ditching the cloak and periapt then, but I'll prbably keep them.

Like I said spider form is probably only for emergency fleeing up walls, especially since I lose all the warshaper stuff in the full spider base form. Since I'm relying on mage armor and a ring of protection (plus mostly fast healing to recover from being pounded on) losing the clothes if I have to flee is no big deal. And disguise self can provide temporary clothes if needed.
 

Finished sheet

Kr’taal
Male Bugbear Fighter 4/Rogue 5
Neutral

Str 18 – (5 pts) (+4 racial bonus +1 12th level bonus)
Dex 18 – (8 pts) (+2 racial bonus +1 8th level bonus)
Con 14 -- (4 pts) (+2 racial bonus)
Int 12 -- (4 pts)
Wis 10 -- (2 pts)
Cha 11 -- (5 pts) (-2 racial bonus)

Hit Points - 3d8+6 + 4d10+8 + 5d6+10
AC 27 (+6 Mithral Chain Shirt +2/Silent Move, +4 Dex, +3 Natural, +2 Ring Protect., +2 Dex from Gloves of Dex +4)
Touch 18, Flat 21
Init +4 (Dex)
BAB +9/+4, Grap +15
Speed 60 ft [note: Boots of Striding & Springing - base move x2] (base 30)
Fort +8, Ref +14, Will +3

Attack:
+19 Melee, +2 Ghost Touch Spiked Chain, damage 2d4+11, 19-20/x2 (from Improved Critical)
[to hit: BAB +9, +6 Dex (Wpn Finesse and +4 Gloves of Dex), +3 wpn enhance, +1 Wpn Focus]
[damage: +6 Str (+4 Str and add'l +2 from Belt of Giant Str), +3 wpn enhance, +2 Wpn Specialization]
+17 Ranged, +2 Mighty Composite Longbow of Distance (+2 Str), d8+4, x3, 220’ range (x2 range for Distance enhancement)
[to hit: BAB +9, +6 Dex (incl. +4 Gloves of Dex), +2 wpn enhance]
[damage: +2 wpn enhance, +2 bow str]


Full Attack:
+19/+14 Melee, +2 Ghost Touch Spiked Chain, damage 2d4+11, 19-20/x2 (from Improved Critical)
+17/+12 Ranged, +2 Mighty Composite Longbow of Distance (+2 Str), d8+4, x3, 220’ range (x2 range for Distance enhancement)

Medium Size, 7'02" tall, 280 lb., 22 yrs old
Brown hair, Red eyes, many scars

Languages: Goblin, Common, Elven

Skills:
+12 Bluff (12 ranks)
+11 Climb (5 ranks, +4 Dex, +2 Belt of Giant Strength +4)
+3 Craft, Weaponsmith (2 ranks, +1 Int)
+5 Disable Device (4 ranks, +1 Int)
+11 Escape Artist (5 ranks, +4 Dex, +2 Gloves of Dexterity +4)
+12 Hide (6 ranks, +4 Dex, +2 Gloves of Dexterity +4)
+11 Jump (5 ranks, +4 Dex, +2 Belt of Giant Strength +4)
+7 Listen (7 ranks)
+15 Move Silently (5 ranks, +4 Dex, +4 racial bonus, +2 Gloves of Dexterity +4)
+9 Ride (3 ranks, +4 Dex, +2 Gloves of Dexterity +4)
+6 Search (5 ranks, +1 Int)
+6 Spot (6 ranks)
+9 Swim (3 ranks, +4 Dex, +2 Gloves of Dexterity +4)
+14 Tumble (8 ranks, +4 Dex, +2 Gloves of Dexterity +4)

Feats:
Exotic Weapon Proficiency, Spiked Chain
Weapon Focus, Spiked Chain
Weapon Finesse
Combat Expertise
Improved Disarm
Improved Feint
Weapon Specialization, Spiked Chain
Improved Critical

Racial Traits:
Darkvision 60’
Scent
+3 Natural Armor
+4 Move Silently
3d8 racial HD, +2 BAB

Rogue Abilities:
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge

Equipment:
+3 Ghost Touch Spiked Chain (32325gp, 10 lb.)
+2 Mithral Chain Shirt of Silent Moves (10100gp, 10 lb.)
+2 Mighty Composite Longbow of Distance (18700gp, 3 lb.)
40 normal arrows (2gp, 6 lb.)
Gloves of Dexterity +4 (16000gp, no wt.)
Belt of Giant Strength +4 (16000gp, 1 lb.)
Boots of Striding & Springing (2500gp, 1 lb.)
Quiver of Ehlonna (1800gp, no wt.)
Ring of Protection +2 (8000gp, no wt.)
3x Potions Cure Moderate Wounds (900gp, no wt.)
x2 Potions Cure Serious Wounds (1500gp, no wt.)
Backpack (2gp, 2 lb.)
x2 Sacks (2sp, 1 lb.)
Bedroll (1sp, 5 lb.)
x2 Pouches, Belt (2gp, 1 lb.)
Explorer's Outfit (10gp, 8 lb.)
Thieves Tools, Masterwork (100gp, 2 lb.)
Rope, Silk 50 ft. (10gp, 5 lb.)
Crowbar (2gp, 5 lb.)
Waterskin (1gp, 4 lb.)
Rations, trail x5 (25sp, 5 lb.)

-- Total Weight carried: 69 lb.

Treasure:
2043gp, 2sp

Background:
Born a slave, Kr'taal was sent very early to the arena to train as a pit fighter. He soon became quite adept at many weapons, but his favorite was the spiked chain. He toured with a troupe of pit fighters to many parts of the Realms, winning many matches. As he grew in skill, he was given portions of the prize money won by his master, as well as gifts from wealthy nobles and merchants who were "slumming" at the underground pits and were more the wealthy due to Kr'taal's prowess. He soon earned enough to buy his freedom, and is only now seeking to find his place in the world.

Description:
Kr'taal stands a full 7'2'', and he moves suprisingly fast for one with a huge frame. Its not his size but his eyes that tend to unnerve his opponents. They have pale blue irises with piercing red pupils, giving him an almost demonic look. His ruddy brown fur stands in stark contrast to the fine mithral chain shirt he wears, a gift from a nobleman from Westgate. Uncharacteristicly for his race, Kr'taal has a well developed sense of humor, with "dung" jokes being his personal favorite. He particularly likes the one that begins "What do you call 100 elves buried up to their necks in sh*t....."
For much of his life, Kr'taal knew only one thing: the arena. Once he and his master began touring, Kr'taal realized that a whole new world existed beyond his cell, and he yearned to see it all. With newfound determination, Kr'taal went on to gain his freedom, not with bitterness to his master who treated him quite well for a slave. He instead gathered his belongings and emerged onto the streets of the largest city in the west, Waterdeep. He hopes to get hired as a bodyguard to a noble, merchant or even a holy man of importance, or even join an adventuring group to use his skills.
With some coin still in his pockets, he ignores the occasional stares from the "hairless ones" and sets out to find a tavern.....
 
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