Open-Minded Adventurers Wanted for Extravagant Planes-Hopping!

It looks like everyone who's submitted a character sheet is all squared away, and everyone who wants in has a character ready except Sollir Furryfoot, Ferrix, Peter, and Argent Silvermage. Okay, that's more than I thought. Quick progress, guys, thanks. Even the people who aren't ready yet have very good reasons!

@ Isida - You don't need to declare your contacts just yet, though you can if you want to in order to help establish character background.

@ Sollir - Those devices look pretty good, except for two things. Could you use a more specific name for them, like "Charactername's Invention #23"? I'd like to populate my example device list a little more thoroughly. My other concern is a flavor issue. It's not strictly necessary, but gadget-level devices tend to be combinations of clockworks and alchemical concoctions. You don't get to pure energy rays and antigravity until you're talking about technologies. Not a huge problem, obviously, but there you go.

Invention #21 is single-target direct damage based off of a 2nd-level spell. Technologists and Wizards are both quite good at hurtin' people (3s), so it stays at "2nd level." That makes it a Gadget, Standard subtype, and it costs 10 stabilization points to activate.

Invention #22 is actually more like an upgrade to two other inventions, rather than being strictly a device of its own, a la what Mad Hatter's done in giving her animals some new toys to play with.

Invention #23 is akin to a summon monster IV spell, as you pointed out, and Technologists and Wizards both pack a 2 for that effect. That would normally make it a technology, lesser subtype, costing 3 points per duration increment, but it might be better as a gadget since you lose the flexibility of summon monster. That doesn't change the point cost, but it does mean that it takes up a much less valuable device slot (Gadgeteer versus Technologist). I really like that one, by the way! :D
 
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Kelleris said:
What really worries me is all those +2s that you can get. They're flavorful, but maybe too much, since most of them stack in one way or another.
As the bonuses are, rapiers and light weapons get +4 if you have weapon finesse, with main-gauches getting another +2. You could reduce that +4 to a +2 given to all finessable weapons whether you have Weapon Finesse or not (as it favors dex-fighters already). Without losing any flavor, I'd say.

edit: forgot staffs, that +2 would need to remain as well for them to be like before.

Kelleris said:
In any case, Jolmo's completely tricked his character out for parrying, so if it's breakable, he's broken it. :p We'll see what happens, I guess.
:cool: Seriously though, if it proves too powerful, I wouldn't mind you changing it mid-game. :uhoh:
 
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Dashan Khurz (basics. still working on him)

Dashan Khurz

Male Human
Ranger 7/ Wizard 1
Neutral Good

Size: M (5' 10”, 160 lb.)
HD: 7d8+7 + 1d4+1
HP:
Initiative: +3 (3 Dex)
Speed: 30 ft.
AC: 13 (+3 Dex, )
BAB: +7/+2
XP: 28,000 / 36,000 for level 9


Attributes:

Str: 11 (+0) [3 pts]
Dex: 16 (+3) [10 pts]
Con: 12 (+1) [4 pts]
Int: 19 (+4) [16 pts, +2 for levels]
Wis: 14 (+2) [6 pts]
Cha: 10 (+0) [0 pts]


Attacks:
Quarterstaff

Attack modifier: +8/+3 (7/2 BAB, +5 Dex, +1 MAGIC)

Saves:

Fort: +6 (6 base, +1 Con)
Ref: +8 (8 base, +3 Dex)
Will: +6 (6 base, +2 Wis)


Skills:

Knowledge Nature: +17 (11, +4 Int)
Survival: +14 (10, +2 Wis, +2 Syn)
Knowledge Dungeoneering: +1 (10, +4 Int)
Handle Animal: +12 (10, +2 Syn)
Ride: +8 (3, +3 Dex, +2 Syn)
Knowledge Planes: +10 (6, +4 Int)
Spot: +12 (10, +2 Wis)
Listen: +12 (10, +2 Wis)
Appraise: +9 (+5, +4 Int)
Hide: +12 (10, +3 Dex)
Move Silently: +12 (10, +3 Dex)
Knowledge Arcana: +5 (+1, +4 Int)
Spellcraft: +5 (+1, +4 Int)
Concentration: +2 (+1, +1 Con)
Decipher Script: +5 (+1, +4 Int)

Feats:

Planar Touchstone (bonus)
Dodge (lvl1)
Animal Affinity (Human)
Weapon Focus Quarterstaff (Lvl3)
2 weapon Defense (lvl5)
Spell Mastery (Lvl8) (Magic Weapon, Detect Magic, Expeditious Retreat, Cause Fear)
Tracking (Ranger)
Scribe Scrolls (Wizard)
Endurance (Ranger)


Class Abilities:
Wild Empathy (+9 Normal/ +5 Magical) (+2 Syn)
Favored Enemies: Aberrations and Undead
Combat Style: 2 Weapons
Animal Companion (Wolf)
Woodland Stride
Familiar (Hawk)
Cast Ranger and Wizard Spells



Racial Abilities:

Bonus feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st
Planar Touchstone: Tila'kun

Languages:

Common
Caeldwystean Common
Elven


Equipment:
+1/+1 Quarterstaff (4,600gp)



Load: light 58, medium 116, heavy 175, lift 350, and drag 875


Description:
Dashan is a tall lanky human. He has blue eyes and straw colored hair swept back in ribbons of different colors. He prefers to dress in a sort of “updated” explorers outfit that is as good in the field as it is on the streets. He can be a bit vain about his appearance. He sports a full beard and mustache and has a number of tattoos on his back and shoulders.


Background:
Dashan grew up the son of merchants who live in Dormus. His parents were always off looking for antiquities or artifacts from the planes surrounding Dormus. He would be taken with them as a child and later as a bodyguard. He has a great love for both the out doors and the city life.
He spent years working for his parents until he had saved up enough money to pay for magic school. He now thinks of himself as a mage about town but his wild side shows through none-the-less.
 

Kelleris said:
@ rangerjohn - Hm, I didn't notice that, but you're right. Too many human characters over the years, I guess. I'm still getting 27,200 for your gear, though: 26215 magical gear (8415 + 1800 + 16000) + 57.6 mundane gear (18 + 10 + 1 + 8 + 7 + 10 + 1 + 0.5 + 0.1 + 2) + 927.4 gems and cash (500 + 400 + 27 + 0.4) = 27200 spent total. Maybe you were thinking platinum pieces = 5 gp?

Exactly, so I guess that should be 20 pp pieces?
Kelleris said:
For the planar scout build, did you want another Planar Touchstone? I think I mentioned it, but it seems like a good idea to mention it again.

I would, but wouldn't that take up feat slots, I'm already short on?
 

Okay, we have DemonWolfZero, Isida Kep'Tukari, Jolmo, Mad Hatter, and Zerth all ready to go, plus rangerjohn after he reads the extra quibbles below. I posted a Rogue's Gallery thread here, but please refrain from posting your characters until I get all of the campaign documents transferred; I want them at the top of the page.

My plan is to start on Thursday, with a group of 5-6 from those who have their characters all squared away by then. I hope Sollir Furyfoot isn't too busy the next couple of days... :uhoh:

However, if you don't get in on this first thread, never fear! :D I will be starting a second thread of 5-6 (if I even have that many left) in a couple of weeks, once this first thread gets to the point where it takes less of my time than all this writing up of new setting info. Just keep checking this space periodically, and I'll announce when you can post in the Rogue's Gallery and we can get started.

@ Argent Silvermage - I'm going to wait until you have everything done on your end before going over your character sheet, okay?

rangerjohn said:
Exactly, so I guess that should be 20 pp pieces?

Yes.

...

:D

rangerjohn said:
I would, but wouldn't that take up feat slots I'm already short on?

Time to reveal my nefarious plan! :p I do honestly feel that it would be a good choice (I'd drop Improved Disarm myself), but I'm also feeling queasy about Guarded Defense, which you're headed toward. If it turns out that I need to drop the power level of parrying (along the lines Jolmo suggested, probably), I want to minimize the number of characters who'll be effected. Parrying is a much more central part of Jolmo's character than yours, which is why I mentioned the Toushtone feat to you as an option. Twice. For emphasis. ;)
 
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Kelleris said:
Yes.

...

:D



Time to reveal my nefarious plan! :p I do honestly feel that it would be a good choice (I'd drop Improved Disarm myself), but I'm also feeling queasy about Guarded Defense, which you're headed toward. If it turns out that I need to drop the power level of parrying (along the lines Jolmo suggested, probably), I want to minimize the number of characters who'll be effected. Parrying is a much more central part of Jolmo's character than yours, which is why I mentioned the Toushtone feat to you as an option. Twice. For emphasis. ;)


In that I'll probably continue to advance as ranger, rather than martial artist.
 

Okay, I've done my business with the Rogue's Gallery thread. As for characters... Post 'em if you got 'em! I'll be looking over everyone's character bckgrounds once they're in that thread where I can find them more easily. I think you guys expect me to have more detail at ground-level than I have, though, so I don't know how forceful my suggestions will be there.

Oh, and anyone with strong message-board fu, I think I made a boo-boo. I wound up uploading several files after posting the reply they were supposed to go in, and they're in some sort of file limbo as a result. I can't figure out how to delete them so I can get that information up there. :\

@ Ferrix, Sollir, and Argent - Good to see you guys are still interested. Sorry to rush things, but I get the sense that the natives are restless here. :uhoh:

@ rangerjohn - I'm sure we can manage whatever direction you want to take the character in. Just wanted to make sure I pointed out my reasons for pointing out my feats. Err, or something. :confused:
 
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