Rathan's Problem Down Under [3.5 OOC/Recruiting One More: Need Arcane Type]

Personally, I prefer smaller groups; less waiting around for everyone to post. I'd have no objections to pitching in for a wand of cure light wounds for our druid. But, I also have no problems in welcoming another player if everyone believes it's warranted.

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Ghostcat, sounds good. I'll leave it up to you to flesh out the details of Lidia's druidic circle. In case you want to incorporate my character into your background it might be good for you to know what I had in mind though. I imagine that druids around the world can feel the land's pain and are working to channel its energies in various ways to combat the infection; one of which was Menhir's incarnation. As I mentioned ealier, my character is a corporeal manifestation of the land itself, reacting instinctively to the painful impact of the star rock. It's much like a white blood cell whose goal it is to find and attack a tumorous growth attacking the planet. As its name implies, it was once a sacred standing stone from Lidia's druidic circle's sacred grove given life and purpose by Lidia and her allies through eldritch means; most likely a magical feature of the grove itself.

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Rathan, I've updated my character writeup; it's largely complete I think except for a character drawing (which I'm working on) and a bit more shopping. I'd like to run a few ideas and questions past you if you don't mind.

In regards to equipment, I have this notion about how an earth elemental might go about wearing, carrying and using equipment and was wondering if it sounds good to you. It's based on the idea that the elemental's body is somewhat metamorphic (if you'll excuse the geological pun). Since their bodies are normally formed out of whatever minerals they're conjured from and they possess the extraordinary ability to glide effortlessly through any form of stone or earth, I imagine that earth elementals have a limited ability to pass through their own bodies. So, instead of strapping equipment on with belts, buckles and pouches I imagine that an earth elemental might partially or wholly absorb their equipment simply by plunging it into their bodies and leaving it there until needed. So, instead of a backpack, belt pouch or scabbard an elemental might simply subsume items into their torso or limbs for safekeeping when not in use.

This in turn might change the relative form and appearance of otherwise typical pieces of equipment. Armor or a shield for instance might be jagged pieces of metallic ore that's been roughly shaped and then stuck to the exterior of an elemental's body by partial absorption. It's largely a fluffy idea with little real game effect; armor and weapons require the same cost in materials and skill to shape, could still be sundered if appropriately targeted and weight the same amount for purposes of encumbrance. I just like the idea of my elemental having formed his own spiked breastplate armor over time by absorbing veins of iron ore and jagged shards of quartz crystal into its body. Similarly, I intend to have my character carry around handful of spare "clubs" that are little more than misshapen 3 lb rocks that it tears free from its body as needed to hurl at enemies as ranged weapons. What do you think?

Incidentally, I was planning on my elemental using a shield but I figure that since its slam is equivalent to a two-handed weapon that it'd be a bit odd to be simultaneously using a shield.

On a more relevant note, I'm wondering what your take is on the earth elemental's controversial earth glide ability. Some think that it's strange that earth elementals, whose native terrain is solid rock, have no ability to see where they're going while earth gliding. A few think that the fact that earth elementals don't have tremorsense is just an odd oversight. Personally, I think some limited ability for them to sense things within or upon the ground would make sense, at least in adjacent squares if no further. I guess that'd be like termorsense 5-ft. For the sake of comparison, I took a look at what someone using Meld into stone can perceive:
Meld into Stone said:
"Nothing that goes on outside the stone can be seen, but you can still hear what happens around you."
On the other hand, it might be good to treat an earth gliding elemental much as an incorporeal creature moving through solid objects:
Incorporeal substype said:
It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks.

Lastly, I'd like to know your take on the question of whether an elemental can physically carry another creature (either an ally or enemy) with it while earth gliding. I personally think that it's a bit too much to allow (too easy to entomb opponents under ground) even though I can't see anything that would preclude it from being feasible.
 
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Ambrus: Like the concept with the equipment... anything to make it more 'yours' in creation.. the happier you and I will be :)... as for the items look and function.... function would be the same even if the look is different as long as you pay for the cost of the equipment still...

Clubs: love it..... awesome character concept... and because they are basically parts of you and you would know quiet well how to throw them I'll give you javelin range of 30 feet rather than 10 feet for the 'clubs' :)

As for the shield..... I do believe that the benefit of playing an elemental with slam attack is that it's a one armed attack.. gaining the ability to add 1.5 str mod to it's slam attack is it's bonus... thus why a larger and more advanced HD'ed earth elemental would get 2 slams... once for each hand.... if you really want to use a shield I can actually see it happening thus I'd allow it....

Because you are small in size you can hold 1/2 your weight in small items within your body normally and within an earth glide as well.... I think that's fair enough considering... Upon reaching medium it will be 1/2 your weight at medium.. and again same with large and huge if magically altered to these sizes...

I am more along the line of thinking of the incorporeal subtype line of thinking of the two examples you gave.... the problem with tremor sense ability and when not underground it pretty much negates ever being sneak attacked.... pickpocketed... things such as this as anything within X feet is immediately detected.... so yea... treat it as incorporeal subtype explanation methinks...

last but not least carrying another while earth gliding.... I will allow you to take one other person of your size (i.e. small at the moment) with you in an earth glide as if you reshape you body to cocoon them.... a small creature can last 5 minutes inside you as that is all the air that sustain a breathing being (10 minutes if med, 15 if huge.. and so on). Once reaching large (or magically enhanced to large or bigger) you can take as many people as one plus your Con Mod. It may also be possible to have a wizard magically... and permanently bestow some sort of spell (such as Leomun's Secret Chest, Tiny Hut, or Secure Shelter and the Permanency spell) that would allow you to carry more people or items (as Spells Descriptions allow).
 
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Simple explanations

So I assume, since there is no mention of them, that there will be no traits or flaws...

Thus, spellthief remains woefully limited in number of feats...ah well :)
I'm thinking Weapon finesse (so I can dumb STR), TWF (daggers), and one of Lucky Start, Quick Reconnoiter, Luck of Heroes.

Luck of Heroes is (I believe) FR so no go.
Lucky start gives +2 to init, and is prereq for other luck feats
Quick Reconnoiter gives free spot/listen checks 1 per round - I believe I'll go with this one...no ambushes for us :)

As for spells: I'll take good reflex as I'm only rogue (as far as I can see) in the party, I'm gonna need it and spell I can always filch from someone else. And spells starts from 4th level for me...

Thanks for advancing spell grace progression.

As for healer, as long as there is enemy priest nearby, once he is disabled I can heal party with his spells :) And I can also use wands as needed...
BUT. I'd prefer actual healer in party and since you can NPC anyone who doesn't post quick enough it usualy isn't a problem.

AMBRUS: you really meant it when you said you like strange 'make yourself' classes/races :) It's wonderful concept...and I'll ike it even more if it has some SLAs for steal..., err, I mean borrowing :angel:

I'll post character today or tomorrow at the latest. And expand history a little, he will be representative of Daggerspell guardians (organisation closest to what I mentioned before as kind of guild police) - not that he remembers that, but there is notice on his person saying he should go there and that's where he got his name from ... details pending
 

*Wowwwwww.... EnWorld is sooooo sloooow today :/*

Neurotic: Yes I'm not inclined to put traits and flaws into this campaign as I don't know enough about them.... sorry...

"and one of Lucky Start, Quick Reconnoiter, Luck of Heroes?"....

What book are these from please?

Noted the Good Refl save progression.... good choice I must say heh...
 

Flaws and traits are part of the SRD, so you can read up all about them online. In essence, flaws allow you to accept a significant penalty of your choice in exchange for a free feat while traits grant both a minor bonus and related penalty.

Check out flaws here and traits here.
 

as for the items look and function.... function would be the same even if the look is different as long as you pay for the cost of the equipment still...
I'm paying a third the price for the armor and shield since I've enough skill ranks in Craft (armorsmithing) and the masterwork artisan's tools necessary to make them by taking 10 on the craft skill.
Clubs: love it..... awesome character concept... and because they are basically parts of you and you would know quiet well how to throw them I'll give you javelin range of 30 feet rather than 10 feet for the 'clubs' :)
Hm. I believe that throwing anything is really counter-intuitive for an earth elemental; their earth mastery ability gives them a penalty when fighting opponents who aren't in contact with the ground after all. My take on it is that loosing physical contact with a weapon by flinging through the air would be more tricky for an earth elemental, not easier, hence the low range of a stone club. Still, added range could be useful. How about I pay for a handful of stalagmite javelins to have on hand and keep the limited range of a club for misshapen rocks that my character picks up and flings along the way?
Because you are small in size you can hold 1/2 your weight in small items within your body normally and within an earth glide as well.... I think that's fair enough considering... Upon reaching medium it will be 1/2 your weight at medium..
Sounds fair enough, but since you've decided to base it off of my character's weight, I should mention that I'd worked out an increasing height/weight progression to coincide with advances with my earth elemental class levels. As I see it, it makes little sense for an elemental character to suddenly shoot up from four to eight feet in height and to bulk up from eighty to seven hundred and fifty pounds as soon as fourth level is achieved. So, by the time my character gains its next level, it'll have gained height and weight at an impressive speed; doubling, tripling, quadrupling and then finally more than quintupling its weight by 4th level.
treat it as incorporeal subtype explanation methinks...
Works for me if you're comfortable with it. Same goes for carrying creatures while earth gliding.

So, whenabouts might we get this boulder rolling? :)

AMBRUS: you really meant it when you said you like strange 'make yourself' classes/races :) It's wonderful concept...and I'll ike it even more if it has some SLAs for steal..., err, I mean borrowing :angel:
The earth weeps for your loss... ;)
 

Alright... after reviewing them all.... it seems those actually aren't all half bad and only add depth to characters and character creation.... as long as each flaw/trait is noted in character sheets somewhere you may take any two flaws in exchange for up to two feats at character start... you still must meet the prerequisites for the feats you choose as per normal.... you may also choose up to 3 traits as well at character start. Have at'um my precious PC's... muhahahahahaha *cough cough*

I'm also adding a couple of new flaws and traits as well based in campaign events...

Flaws:
Aftermath Fallout:
You witnessed the meteor fall and strike and possibly were a bit TOO close when it happened.

Effect: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).

Star Fear:
You refuse to believe that any of the events are caused by anything supernatural as it pertains to the meteor fall, to you it was just a simple stellar mishap.

Effect: If anything pertaining to the star fall causes you to make a will save, you suffer a -1 penalty to the roll.


Traits:
Stellar Scholar:
Sense the Starfall you have devoted yourself in some ways to finding out any and all information you can about it.

Benefit: You gain a +1 bouns on any skill check that would help decipher information about the Starfall. These checks could be anything from a Knowledge Check of some kind to a Decipher Script check to read an alien language lets say.

Drawback: -1 to Will saves pertaining to anything about the Starfall.

Stellar Caution:
You are more than a little apprehensive about things and event pertaining to the Starfall.

Benefit:You gain a +1 Insight bouns to AC when dealing with anything pertaining to the Starfall.

Drawback: You take a -1 penalty on Init checks when dealing with anything about the Starfall. Because of your defensive nature to it all, your reaction suffers
 
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Ambrus: Noted on the club issue... that's fine with me....

Armor and such is fine as I noticed before you took crafting and tools to do so... that's fine....

The size chart is fine and yes as you gain in size you can carry/take more items and people.... that's fine.. THOUGH... I am going to limit this power of carrying people to WILLING participants only... I can see that being used by someone less savory as a niiiice improvised attack.... so yea.. willing only....

I just need to go back and do some last minute checks on backgrounds and character sheets and then I will make a RG thread and get this puppy started soonish :)
 


THOUGH... I am going to limit this power of carrying people to WILLING participants only... I can see that being used by someone less savory as a niiiice improvised attack.... so yea.. willing only....
Can you clarify the rational behind that? Is it that the elemental needs some focus to earth glide and can't do so while holding a struggling creature or is it something about a subject's willful state of mind that allows/prevents it from working? If the former, does it become feasible if an opponent is rendered helpless, pinned, bound or unconscious? If the latter, does it become feasible if the opponent is unconscious or somehow unable to discern what's happening to him? I'd just like to understand the process so as to avoid confusion and misunderstandings during game play. ;)
 

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