Party for Maure Castle!

Well, we only had me and 3 players, so we didn't start. But we'll do it next week and I'll totally use these dudes. I love Lord Zardoz (the character, not the user!), Azaghal of Kragandaz, The Grand Bastard, and the Duskblade!
 

log in or register to remove this ad


mattcolville said:
Well, we only had me and 3 players, so we didn't start. But we'll do it next week and I'll totally use these dudes. I love Lord Zardoz (the character, not the user!), Azaghal of Kragandaz, The Grand Bastard, and the Duskblade!

Glad to hear you like the concepts.

The 'Lord Zardoz, fallen Archmage' concept was originally meant for someone elses campaign, but ultimately never used. It also turns out that the iconic character representation is actually quite new, whereas I have been using the 'Lord Zardoz' internet name for a few years.

As a Diviner, he is not exactly an obvious choice for powerful magic user. But the version that exists in my head was created with the idea that I could be more dangerous by having the means to find out every detail of an adventure instead of simply being combat optimized. Consider this: He finds out that a BBEG is being disruptive in some manner. Rather then going through the front door of the dungeon, he would use Locate Person and Scry to discover the exact wherabouts of the opponent, then teleport in with his allies and unload a beating on him. Also, this character has the means to be very powerful outside of combat.

The statted out version I posted is optimized as a 1 shot character. Ordinarily, I would select more item creation feats, Craft Ring and Craft Wonderous Item building a Crystal Ball, and would also likley try to use the Lore Master Prestige class.

END COMMUNICATION
 


Blarg,

Thanks man. If you could also work on "Bonecrusher" for me, that would be nice. I was thinking some kind of heavy blunt instrument like warhammer or such.
 

Dusk

Appearance:
Dusk is cloaked and armoured in shadows and wields a long, twisted polearm. His face is disconcertingly concealed in the depths of a cowl, as though it too were made of shadows. He treads easily through the air without an apparent source of locomotion, seemingly unaware that this is an unusual mode of transportation. (Still treated as Ex flight - if paralyzed, he falls.) Nobody recognizes his race, although speculation about an extraplanar origin is rampant.

Roleplaying/Mechanical notes:
- Spent one rank on Speak Language: intelligible hand-sign. Have the player try his best to communicate with non-verbal cues. If he's unsuccessful, let him explain freely by voice as long as he shares a language with the target.
- Dusk is reasonably adept at making origami creatures, and leaves them as calling cards. (think Bladerunner)
- I didn't spend all of his money, and purposely made some sub-optimal equipment choices. (like Gloves of Object Reading.. they're a little frivolous, but can be fun!)
- Modified flavour text for the race, he's *not* a raptoran!

--

Dusk
Raptoran Duskblade 12

Init +2; Senses Listen +0, Spot +2, low-light vision
Languages Common, tribal tongue, intelligible hand-signing, Draconic, Sylvan
-------------------------
AC 20, touch 12, ff 18; concealment 20%
hp 84 (12d8+24 HD)
Resistances Light Fortification 25%
Fort +14, Ref +10, Will +12
-------------------------
Speed 30 ft. (6 squares), fly 40 ft. Good (8 squares)
Melee warped +1 adamantine heavy poleaxe of sundering and spell-storing
+15/+10/+5 (2d6+4/x3) or
+1 silver-spiked darkwood light shield of bashing and light fortification
+15/+10/+5 (2d6+2/x2)
Ranged MW composite +2 Str longbow
+15/+10/+5 (1d8+2/x3)
Base Atk +12; Grp +14
Atk options: Power Attack, Diving Charge, Flyby Attack, Arcane Channeling
Combat gear: potions, etc
Duskblade Spells Known (CL 12th)
3rd (7/day) - Crown of Might, Doom Scarabs, Dispelling Touch, Regroup
2nd (9/day) - Scorching Ray, See Invisibility, Swift Invisibility, Touch of Idiocy
1st (9/day) - Ray of Enfeeblement, Resist Energy, Shocking Grasp, Stand, True Strike
0th (6/day) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
Arcane Attunements (6/day) - dancing lights, detect magic, flare, ghost sound, read magic
-------------------------
Abilities Str 15, Dex 14, Con 14, Int 16, Wis 10, Cha 10
SQ Pact with Wind Lords, Unerring Direction, Quick Cast (2/day), Spell Power +3
Feats: Power Attack, Flyby Attack, Improved Flight (CV 110), Combat Casting
Exotic WP Heavy Poleaxe (CW 154), Shield and Pike Style (DR 338)
Skills: Climb +3, Concentration +17 (+21 defensively), Craft (origami) +5, Diplomacy +2,
Gather Info +2, Jump +10, Knowledge (local) +10, Sense Motive +15, Spellcraft +18,
Spot +2, 1 rank in Speak Languages (intelligible hand-signing)
Posessions: combat gear plus shadowy +4 cloak of resistance,
warped +1 adamantine heavy poleaxe of sundering and spell-storing
shadowy +1 mithral breastplate of gleaming
+1 silver-spiked darkwood light shield of bashing and light fortification,
MW composite +2 longbow, lesser rod of metamagic enlarge, boots of speed,
gloves of object reading, Dusk's Deep Duffelbag,
60 pp, 97 gp
-------------------------
Common tactics:
Usually has a Shocking Grasp stored in poleaxe
Usually has Crown of Might already cast (+2 str for 12 hours)
First round - fly up 20 ft, cast doom scarabs or scorching ray
Second round - quick cast True Strike, Flyby Attack diving charge with full power attack
at 5-10 ft reach overhead, Arcane Channel Shocking Grasp, release poleaxe's stored spell.
(Total attack is then typically Melee +27 (4d6+58/x3 piercing plus 2x 5d6 electricity))
Enemy at range - either use longbow or rod of enlarge with scorching ray.
Enemy too close - use boots of speed and bash repeatedly with spiked shield
Enemy has toys that need to be broken: Flyby Attack with adamantine poleaxe of sundering


EDIT: Source note:
Heavy Poleaxe: CW. 2d6/x3, slashing or piercing. 10' reach, set vs charge.
Gloves of object reading, Gleaming armor, Sundering weapon: XPH.
Shadowy and Warped signature traits: DMG2. (fluff only)
 
Last edited:


I'll do Arliss and Gharis myself. I'll try to minimize the non-Core powers and keep builds relatively elegant (Dusk is a beautiful build... mind if I steal him/her? ;)), but I want to go with the 'ultimate looter' angle with Arliss, using the Complete Adventurer.
 

Large And In Charge

How about a half-giant monk 11? They have a +1 level adjustment, but they get the added benefit as couting as large for everything the monk can be good at, and they can take psionics feats to up the damage of some of their attacks.

male half-giant monk 11, lawful good
str 16 dex 15 con 16 int 8 wis 14 cha 10
feats: stunning fist, combat reflexes, improved trip, psionic fist, greater psionics fist, weapon focus (unarmed strike), power attack (or Vow of Poverty?)
equipment (without vow): amulet of mighty fists +1 (6000), ring of protection +2 (18000), amulet of natural armour +2 (18000), bracers of armour +4 (25000), cloak of resistance +3 (9000) , ring of force shield (8500) (total: 84500)
 


Remove ads

Top