OpenRPG High-level 3.5, Monday Nights Pacific

I've used OpenRPG a lot, but I have always used simple text files for character sheets, so I've never tried to use nodes and macros before.

I'm open to some background connections between Kayura and Taka. I haven't posted Taka's backstory yet, because I'm still working on it...but she is from one of the desert tribes, not a citygoer. Her tribe is centered in a rocky area where, long ago, water carved a ravine into the bedrock, with numerous caverns and caves along the sides. This provides a secure, cool area for them to live. It also helps that rainwater follows the old causeways when it falls, and comes right to them. Their hunters and gatherers are semi-nomadic, moving between herds and vegetation, and bringing their bounty back to the caves.

The monastic tradition there, because of the harsh environment and the need for defense against scavengers and raiders, is more militant than some of Aohalim's other monks. Their people often serve as guides for merchants in exchange for things they can't easily get themselves, like metal objects.
 

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I forgot to re-check Mukala's hp when I consolidated his levels, it probably is 193. I don't mind a connection between Kayura and Taka. That's actually part of the reason I'm leaning towards playing her now. They're both similar in fighting style, so it makes more sense for them to know each other and coming into the group as a pair rather than as two individuals is probably better.

Instead of changing Mukala, I'm going to finish up Kayura, I think.

Sounds fine.

Just so you know some things about how I plan to have her fight, though:

Elusive Target has a "Cause Overreach" tactic so that if an enemy takes an Attack of Opportunity on you for moving out of threatened space and misses, you get an immediate free trip attempt on him. I would be using this to trip up potentially hordes of enemies, opting to not simply Tumble and avoid the AoOs Of course, after using it on them the first time, most enemies would probably be smart enough to not try AoOing her in the future. All 3 of the Elusive Target tactics are kind of a "Fool me once..." vibe, I think...

Okay. Of course, it also depends on how smart the enemies are. Some may not get the picture the first time. ;)

If tripped during my own trip attempt, I would use the epic tumble usage to stand as a free action and continue on with my dancing. If you don't allow the Free Stand option, I guess I can just wait till after finishing my attacks off to use any remaining movement on risky tripping fun.

Free Stand is out. Sorry, but I'm not delving into any Epic rules/usages.

Dervish Dance lets you move and full attack. You can take movement between each attack, in fact, you're required to. Whirlwind Attack is a full attack action to hit each enemy you can reach once at highest BAB. Combined, I interpret that as being able to move about, hitting each enemy I can get within reach of once, limited by my movement speed and the need to move at least 5 ft between each attack. Doing WWA with Dervish Dance means I can't (due to WWA's restriction on gaining any extra attacks) use Cause Overreach, Cleave (bonus feat gained while dancing), or the bonus attacks from Improved Trip, nor focus fire on one enemy, so it's far from the ideal combat option to use all the time. If you disagree with how I interpret it to work, please let me know how you would have the feat and class feature interact.

Just enumerating that now so you understand how I plan to fight with her and aren't surprised by anything.

We'll see how it goes in practice. If it's deemed too potent by the other members of the group, I think simply making it so WWA doesn't work in a Dervish Dance will be a reasonable adjustment.

I've used OpenRPG a lot, but I have always used simple text files for character sheets, so I've never tried to use nodes and macros before.

Okay, I'll set up a node for Taka too. I like to use full nodes and macros. I find it makes setting up rolls easier, and it really reduces my workload if/when I have to NPC group members.

I'm open to some background connections between Kayura and Taka. I haven't posted Taka's backstory yet, because I'm still working on it...but she is from one of the desert tribes, not a citygoer. Her tribe is centered in a rocky area where, long ago, water carved a ravine into the bedrock, with numerous caverns and caves along the sides. This provides a secure, cool area for them to live. It also helps that rainwater follows the old causeways when it falls, and comes right to them. Their hunters and gatherers are semi-nomadic, moving between herds and vegetation, and bringing their bounty back to the caves.

The monastic tradition there, because of the harsh environment and the need for defense against scavengers and raiders, is more militant than some of Aohalim's other monks. Their people often serve as guides for merchants in exchange for things they can't easily get themselves, like metal objects.

Sounds good.

I may also be able to give you two a hook in your background (through a former PC/DMPC who went South a while back, as a means of getting him out of play). Or we can come up with a reason for you folks to be in Lorlynia without that little bit. Up to you two. :)
 

Basic idea for the backstory:

[sblock]Kayura is Taka's sister. They were separated as young children when raiders pillaged their community and captured Kayura (parents killed maybe?) along with older slaves. Growing up under harsh conditions, her captors eventually being overrun by more evil and fearsome creatures than they, she survives on her strength of will and rises among the ranks. Taking what she wants and oppressing those weaker being conditioned into her in her upbringing, she becomes a scourge of the desert, leading frequent raids and pillaging the land. After several skirmishes with Taka (trying to protect towns from Kayura's savage attacks), Taka realizes she is her long lost sister. In their final confrontation, Taka is able to grapple and subdue Kayura. Not wishing to kill her own blood, Taka takes Kayura back to her homeland and attempts to reconnect with her sister and teach her a different path.

Those events unfolded several years ago. Today, Kayura is well on her way to being a steadfast force for the side of good, though it's been a slow process, going in babysteps. She still savors the thrill of battle and the rush of slaying others a bit more than Taka would like, but at least now her blade is pointed in the direction of the evil gods and their followers.

Kayura portrays a carefree, jovial, almost child-like innocence, punctuated by sudden flashes of intense violence when she goes to battle. Almost as soon as the blood has ceased to pour, she returns to her lighthearted demeanor. Whether this innocent seeming nature is her true nature, or merely a deception to cause potential foes to underestimate her and be caught offguard should they come to blows, is anyone's guess, including Taka's.[/sblock]

If any of that doesn't work for either of you, we can tweak it.
 

Hmm...maybe.

My sense is that Taka left her family fairly young to join the monks. Their role as protectors is paralleled by a role to keep the tribe histories in a series of carvings within a set of labyrinthine caves called the Memory Caves. Basically, you have two sects of monks...one group that protects the bodies of the tribe, and the other group that protects the histories and 'identity' of the tribe.

If Taka's sister was taken in a raid...most likely when she was out seeking food, since the valley itself is a hard nut to crack...that could explain what got Taka up out of the tribal ground and out into the world where she adventured around and eventually became the high level critter she is now.

It may also be that she chose not to return to the tribal lands with Kayura, because Kay had adopted ways so similar to raiders that she didn't want that shame known by their parents and friends. Basically, until Kay can be rehabilitated fully, their home is elsewhere.

The glaring flaw in this is: Why is Kayura cooperating? Taka and she are essentially even in power level. Taka probably has a small advantage in terms of her manuevers, but Kay hits harder. It's unlikely that Taka could stop Kay from leaving if Kay really wanted to, over a long period of time. And she certainly couldn't force Kay to 'learn.'

Note that the idea overall is good...I just want to make sure the questions get answered. :)

Also, Mr GM, a hook to get us into the current adventure is good...but it doesn't have to pry us out of the desert necessarily. Looks like the goils can have been traveling.

Which reminds me, I need to shuffle some skill ranks into Survival...
 

Sure, Taka wasn't there because she was seeking food when Kayura was taken. I was imagining a very young age, though, like 3-4 years old for Kayura. Young enough so that ~15 years later she wouldn't remember much of any of it and be unaware she had a sister or aware she did, but figured she was dead.

Kayura is cooperating because Taka rehabilitated her. Initially with Kayura strapped down, probably. But learning she has a sister and being shown how to live a better life leads to her cooperating. It has nothing to do with their abilities against each other in combat, Kayura was willing to stay. If it strains credibility, it could be added that among her (former) forces, failure isn't acceptable, and she'd likely be killed if she went back to them even if she did escape. Or something like that.

The two of our characters travelling around is fine. I imagined Kayura's swath of raiding and destruction to have swept across wide parts of the game world anyway. My concept for her has no real ties to the desert other than Taka.

And since I have no idea what's been going on in this game's world with the current party and so forth, I'd be completely fine with the DM writing in a reason for us to meet up with the party. :)

EDIT: Also, if it wasn't clear, in my envisioning of the timeline, it's been 2-5 years since Kayura and Taka fought. Kayura wasn't killing defenseless peasants just last month or anything like that.
 
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It may also be that she chose not to return to the tribal lands with Kayura, because Kay had adopted ways so similar to raiders that she didn't want that shame known by their parents and friends. Basically, until Kay can be rehabilitated fully, their home is elsewhere.

<snip>

Also, Mr GM, a hook to get us into the current adventure is good...but it doesn't have to pry us out of the desert necessarily. Looks like the goils can have been traveling.

The two of our characters travelling around is fine. I imagined Kayura's swath of raiding and destruction to have swept across wide parts of the game world anyway. My concept for her has no real ties to the desert other than Taka.

And since I have no idea what's been going on in this game's world with the current party and so forth, I'd be completely fine with the DM writing in a reason for us to meet up with the party. :)

I like the direction you two are taking with the sister angle. :)

As for the hook, I'm well aware travel is possible. ;)
I just like to have a stronger connecting line between new characters and the party beyond happenstance. A patron-style NPC could work (of which I have a few in the current hub city), as could a job reference from an old friend of the party.

And since said old friend was headed south to the deserts last time the party saw him, it would give me a nice little connection. Plus the fact that this setting was originally meant to be a living, shared world can give the players a little of the feeling of 'stuff is still happening'.

If you would prefer to be connected to the party by a patron, I can swing that too. The one most likely to work with skilled non-elves in this city is First Arrow Galanyyr, a high-ranking officer and basically boss of the city's warriors (military and guardsmen alike). He's worked with the party for a while, and would meet with anyone capable of helping with current crises.
Speaking of which:

[sblock=Recent Events]Barbeni (the major elven trading city, a port and also where the Caedmons have established their War College, according to their treaty with the elves) and its surrounding area was under threat of invasion and destruction a few months ago, from a force of green dragons and their ettin and orc half-dragon servitors. The party fought them, rescued hostages, etc. Then pretty much everyone realized the warfare was only going to wind up bad for all involved, so the party helped broker a treaty. So far, it's held pretty well and the dragon-bloods have helped the elves rebuild (for a price).

Lately, someone has been attacking the churches of various gods. Os, Aohalim and Targan's priests and congregation have all been hit by magical attacks (mainly Exploding Runes notes, all bearing a similar symbol). Even the dragons had a few of their priests murdered. An acolyte was abducted from each of the three Barbeni temples a couple nights ago, then their bloodless body was found on the temple steps the next morning. The morning after that, the same symbol found on the notes was painted in blood above the entrance to the Heartwood (the spiritual center of the city).

The symbols have all taken the form of a set of sharpened teeth surrounding or biting down on various things (a golden orb, a tree; it changes each attack, based on what is being attacked). There have been rumors of a Beher cult being behind the attacks.

(The party is following up on these rumors and have gone to a sea-side goblin cave, after a series of strange events leading them there.)[/sblock]

There's a summary of the stuff that's gone on for a while now. :)
 

Ok, I think I'm done with Kayura, or 99% done at least.

[sblock]
tomoe_gozen_by_clovery-d37yf9m.jpg
[/sblock]
Kayura
[sblock]Kayura
Kingdom: Suryanasta
Deity: Greyl'k
Female Medium Humanoid (Human)
CG Rogue 4 / Fighter 2 / Dervish 9 / Shadowdancer 2
Str 20 (26), Dex 14 (20), Con 14 (18), Int 14, Wis 12, Cha 8
HP: 185 (4d6 +11d10 +2d8 +68)
AC: 39 (10 +10 armor +5 shield +5 dex +3 Dervish +1 insight +3 deflect +2 natural)
Touch: 24; FF: 34
Saves: Fortitude +17, Reflex +24, Will +14
BAB +15/+10/+5, Grapple +23, Trip +13; Initiative +8
Speed 45 ft; Fly 75 ft (Good maneuverability; 3/day; CL 5)

Full Attack:
Guisarme +28/+23/+18 (2d4+16, 20/x3, S)
Spiked Gauntlet +24/+19/+14 (d4 +8, 20/x2, P)
Longbow +21/+16/+11 (d8+9, 20/x3, P, 110 ft)

Feats:
1 Dodge
1 Mobility [Human]
2 Weapon Focus (Guisarme) [Fighter]
3 Combat Expertise [Fighter]
3 Improved Trip
6 Power Attack
9 Spring Attack [Dervish]
9 Whirlwind Attack
12 Elusive Target
15 Combat Reflexes

Languages: Tradespeak, Suryan, Caedmonish
Skills (175 points)
Balance +12 (5 ranks +5 dex +2 synergy +1 luck -1 acp)
Disable Device +14 (9 ranks +2 int +1 luck +2 circumstance)
Disguise +13 (0 ranks -1 cha +1 luck +10 disguise self +3 competence)
Hide +22 (12 ranks +5 dex +5 competence +1 luck -1 acp)
Jump +32 (18 ranks +8 str +2 synergy +4 speed +1 luck -1 acp)
Listen +20 (18 ranks +1 wis +1 luck)
Move Silently +25 (15 ranks +5 dex +5 competence +1 luck -1 acp)
Open Lock +17 (9 ranks +5 dex +1 luck +2 circumstance)
Perform (Dance) +23 (20 ranks -1 cha +1 luck +3 competence)
Search +17 (9 ranks +2 int +1 luck +5 competence)
Sleight of Hand +6 (1 rank +5 dex +1 luck -1 acp)
Spot +23 (17 ranks +1 wis +5 competence +1 luck)
Tumble +25 (18 ranks +5 dex +2 synergy +1 luck -1 acp)
Use Magic Device +19 (16 ranks -1 cha +1 luck +3 competence)

Class: Dervish Dance 5/day, +3 AC bonus, Movement Mastery (Can always Take 10 on Jump, Dance, and Tumble), Fast Movement +15 ft, Dance of Death (Cleave during Dervish Dance), Improved Reaction (+2 Init), Elaborate Parry (+4 AC when fighting defensive or total defense), Hide in Plain Sight (Su), Improved? Evasion, Darkvision 60 ft, Improved Uncanny Dodge, Sneak Attack +2d6, Trapfinding, Trapsense +1, Slashing Blades (Scimitar is light weapon)

Dervish Dance: Lasts 10 rounds, +5 melee attack/damage, gain Cleave. Can full attack and move, but must move 5 ft or more between attacks and cannot return to a square she just exited. Cannot use skills that require concentration or staying still, must use slashing weapons only.

Equipment:
+4 Adamantine Guisarme
Cold Iron Guisarmes (4)
+1 Composite Longbow (+8 Str)
40 Cold Iron Arrows
Silver Dagger (hidden; Search check DC 31 to find)
Cold Iron Dagger (hidden; Search check DC 31 to find)
Cold Iron Daggers (4)
Masterwork Cold Iron Spiked Gauntlet
Clubs (6)
+5 Mithral Breastplate
+3 Mithral Animated Heavy Shield
Dusty Rose Iuon Stone
Bracers of Natural Armor +2
Ring of Protection +3
Ring of Freedom of Movement and Feather Falling
Stone of Good Luck (+1 luck on skills, saves, and ability checks)
Winged Boots of Elvenkind
Gloves of Dexterity +6
Belt of Strength +6
Amulet of Constitution +4
Cloak of Resistance +5 and Elvenkind
Eyes of the Eagle and Minute Seeing
Circlet of Persuasion and Disguise
Handy Haversack
Wand of Enlarge Person (50 charges)
Wand of Blur (50 charges)
Wand of Grease (CL 3) (50 charges)
Wand of Silence (50 charges)
Wand of Fairie Fire (50 charges)
Wand of Expeditious Retreat (50 charges)
Masterwork Thief’s Tools
Explorer’s Outfit
Waterskin
Whetstone
Bedroll
Trail Rations (4 days’ supply)
Soap (1 lb)
Silk Rope (50 ft)
Grappling Hook
Pitons (10)
Crowbar
Flint and Steel
Torches (6)
Tent
Chalk (5 pieces)
Shovel
Sack
Sewing needle
Inkpen
Ink (1 oz.)
Paper (5 sheets)

226.57 gp (226 gp, 5 sp, 7 cp)[/sblock]

Some questions:

1. I noticed in the 13 Kingdoms guide that the deity Khal'ust had Bladed Gauntlets as his favored weapon. I did not find these in the pdf under weapons and it's definitely not in the PHB, though I've heard of them before. I would be VERY interested in having a bladed gauntlet instead of a spiked gauntlet, since I can't use my Dervish Dance with anything other than slashing weapons... Could I use a Bladed gauntlet, and would you want me to find the stats or is "identical to spiked gauntlet except slashing damage" sufficient?

2. Shadowdancer gives Evasion as a class feature. I already have it from Rogue. Master Thrower's evasion entry specifically says that if you already have evasion, you instead gain improved evasion. Shadowdancer's entry lacks this text. Does it stack so that I get Improved Evasion, or do I just gain nothing from that class feature?
 
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I'm coming up with too much spent on magic items for Kayura... But if you drop either of the 2nd-level wands, it should come out fine. (The Cleric does usually prepare Silence, for one.)

1. Bladed Gauntlets were, I believe, in the Arms and Equipment Guide. But I don't have the AEG... :p If you want to look them up, that's fine with me. For now, I'm fine with saying Bladed Gauntlets are the same as Spiked, just Slashing.

2. Of the books in my collection, only Complete Warrior PrCs have that addendum. After checking several of my books and the DMG Errata, I'm going to say the Shadowdancer level does not give you Improved Evasion.
 

Ok, I'll drop the wand of Silence, then. I'll use Spiked stats for Bladed. I'll also move the nat armor to amulet slot from bracers like you wanted, I forgot about that last night.

[sblock]Kayura
Kingdom: Suryanasta
Deity: Greyl'k
Female Medium Humanoid (Human)
CG Rogue 4 / Fighter 2 / Dervish 9 / Shadowdancer 2
Str 20 (26), Dex 14 (20), Con 14 (18), Int 14, Wis 12, Cha 8
HP: 185 (4d6 +11d10 +2d8 +68)
AC: 39 (10 +10 armor +5 shield +5 dex +3 Dervish +1 insight +3 deflect +2 natural)
Touch: 24; FF: 34
Saves: Fortitude +17, Reflex +24, Will +14
BAB +15/+10/+5, Grapple +23, Trip +13; Initiative +8
Speed 45 ft; Fly 75 ft (Good maneuverability; 3/day; CL 5)

Full Attack:
Guisarme +28/+23/+18 (2d4+16, 20/x3, S)
Bladed Gauntlet +24/+19/+14 (d4 +8, 20/x2, S)
Longbow +21/+16/+11 (d8+9, 20/x3, P, 110 ft)

Feats:
1 Dodge
1 Mobility [Human]
2 Weapon Focus (Guisarme) [Fighter]
3 Combat Expertise [Fighter]
3 Improved Trip
6 Power Attack
9 Spring Attack [Dervish]
9 Whirlwind Attack
12 Elusive Target
15 Combat Reflexes

Languages: Tradespeak, Suryan, Caedmonish
Skills (175 points)
Balance +12 (5 ranks +5 dex +2 synergy +1 luck -1 acp)
Disable Device +14 (9 ranks +2 int +1 luck +2 circumstance)
Disguise +13 (0 ranks -1 cha +1 luck +10 disguise self +3 competence)
Hide +22 (12 ranks +5 dex +5 competence +1 luck -1 acp)
Jump +32 (18 ranks +8 str +2 synergy +4 speed +1 luck -1 acp)
Listen +20 (18 ranks +1 wis +1 luck)
Move Silently +25 (15 ranks +5 dex +5 competence +1 luck -1 acp)
Open Lock +17 (9 ranks +5 dex +1 luck +2 circumstance)
Perform (Dance) +23 (20 ranks -1 cha +1 luck +3 competence)
Search +17 (9 ranks +2 int +1 luck +5 competence)
Sleight of Hand +6 (1 rank +5 dex +1 luck -1 acp)
Spot +23 (17 ranks +1 wis +5 competence +1 luck)
Tumble +25 (18 ranks +5 dex +2 synergy +1 luck -1 acp)
Use Magic Device +19 (16 ranks -1 cha +1 luck +3 competence)

Class: Dervish Dance 5/day, +3 AC bonus, Movement Mastery (Can always Take 10 on Jump, Dance, and Tumble), Fast Movement +15 ft, Dance of Death (Cleave during Dervish Dance), Improved Reaction (+2 Init), Elaborate Parry (+4 AC when fighting defensive or total defense), Hide in Plain Sight (Su), Evasion, Darkvision 60 ft, Improved Uncanny Dodge, Sneak Attack +2d6, Trapfinding, Trapsense +1, Slashing Blades (Scimitar is light weapon)

Dervish Dance: Lasts 10 rounds, +5 melee attack/damage, gain Cleave. Can full attack and move, but must move 5 ft or more between attacks and cannot return to a square she just exited. Cannot use skills that require concentration or staying still, must use slashing weapons only.

Equipment:
+4 Adamantine Guisarme
Cold Iron Guisarmes (4)
+1 Composite Longbow (+8 Str)
40 Cold Iron Arrows
Silver Dagger (hidden; Search check DC 31 to find)
Cold Iron Dagger (hidden; Search check DC 31 to find)
Cold Iron Daggers (4)
Masterwork Cold Iron Bladed Gauntlet
Clubs (6)
+5 Mithral Breastplate
+3 Mithral Animated Heavy Shield
Dusty Rose Iuon Stone
Ring of Protection +3
Ring of Freedom of Movement and Feather Falling
Stone of Good Luck (+1 luck on skills, saves, and ability checks)
Winged Boots of Elvenkind
Gloves of Dexterity +6
Belt of Strength +6
Amulet of Constitution +4 and Natural Armor +2
Cloak of Resistance +5 and Elvenkind
Eyes of the Eagle and Minute Seeing
Circlet of Persuasion and Disguise
Handy Haversack
Wand of Enlarge Person (50 charges)
Wand of Blur (50 charges)
Wand of Grease (CL 3) (50 charges)
Wand of Fairie Fire (50 charges)
Wand of Expeditious Retreat (50 charges)
Masterwork Thief’s Tools
Explorer’s Outfit
Waterskin
Whetstone
Bedroll
Trail Rations (4 days’ supply)
Soap (1 lb)
Silk Rope (50 ft)
Grappling Hook
Pitons (10)
Crowbar
Flint and Steel
Torches (6)
Tent
Chalk (5 pieces)
Shovel
Sack
Sewing needle
Inkpen
Ink (1 oz.)
Paper (5 sheets)

226.57 gp (226 gp, 5 sp, 7 cp)[/sblock]
 

Kayura should be good to go now.

Shayuri, I just noticed an issue with Taka. You've got a Headband of Wisdom and an Amulet of Mighty Fists. Now I've got no problem with changing item slots, so long as the increased cost is paid... But this cost wasn't paid. Please adjust your gear and the prices for this. Thanks.

Game is set for tonight (7 PM Pacific, so just under 3 hours from the time of this post) and I'm busily working on nodes and macros for the two of you. See you there! :)
 

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