[Recruitment] ECL 9 (Demunched)FR Underdogs Campaign

reapersaurus said:
BTW: what's the motivation for a PC to become "like unto a pile of goo"?
In other words, what's the motivation of a PC that takes the oozemaster prestige class?

So they can make a legitimate claim to being "oozelicious"?

BTW, Reaper - I made my Half-Dragon with a "How UBER strength can I get" angle as well. I'm not trying to hedge in on your territory, it's just the first time I've gotten to create a PC higher than 2nd level, and couldn't resist the temptation of the Half-Dragon. Don't stomp me!! :D

You could, too... we both live in Sac. ;)
 

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Here's the preliminary stats for Alcar. I stole Fenris's format for the character sheet :D All the crunch is there, all the fluff is being whipped up during a very long class later today.

Alcar Briar- Male Human Fighter 1 / Cleric of Silvanus 8, Neutral
Strength: 16 (18)
Dexterity: 10
Constitution: 13
Intelligence: 10
Wisdom: 18 (20)
Charisma: 12

Hit Points: 61
Armor Class: 16

BAB: +7/+2
Fort: +10
Ref: +2
Will: +11

Skills
Concentration 9
Diplomacy 4
Handle Animal 5
Heal 8
Knowledge (nature) 4
Knowledge (religion) 3
Ride 4
Spellcraft 3
Spot 7
Wilderness Lore

Feats
Weapon Focus (Maul)
Improved Initiative
Power Attack
Survivor
Combat Casting
Zen Archery

Gear
Scale Mail +1
Maul +1
Periapt of Wisdom +2
Mighty (+4) Comp. Longbow +1
Travel Cloak
Gauntlets of Ogre Power
Wand of Cure Light Wounds
Bag of Holding I
Ring of Protection +1
Cleric Vestements
Arrows (50)
Bedroll
Flint and Steel
Backpack
Whetstone
Horse (Heavy War)
Saddle (Military)
Saddlebags
Water Skin
(2) Dagger
Traveller’s Outfit
Sickle
Handaxe
Healer’s Kit
Holy Symbol, Silver
Everburining Torch
Horn of Fog
3022 gp 3 sp 8 cp

Spells Per Day: 6/6+1/4+1/4+1/3+1

Domains: Animal, Renewal

Spells Currently Memorized
(Still deciding)

Occupation: (Writing during next class )

Personality: (Writing during next class )

Appearance: (Writing during next class )

Backstory: (Writing during next class )

[Edit: Forgot the domains!]
 
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There's a certain set of character background elements that I like to include with all my characters that I didn't have time to put in with Calain (Word wigged out on me when I was halfway done with it). But, for everyone else, it might be fun to take a look at this. It's taken from DM's Option: High Level Campaigns by Skip Williams. I use it all the time. Here it is:

The Eleven Essentials in a Good Character Profile
By Skip Williams, et al, edited and annotated by K. Koshorek

1. Occupation: A brief description of what your character does and how he defines himself. “Fighter” and “Druid” are not acceptable solutions.

2. Personality: A detailed description of your character’s basic personality. Include attitudes, philosophical outlooks, behavioral patterns, speech patterns, and any other odd or distinct personality quirks.

3. General Appearance: A summary of what one would see when giving your character a cursory glance. Include the basics, i.e., hair color, eye color, skin tone, height, weight, build, etc, and include other general items, such as clothing, hair style, etc.

4. Distinguishing Features and Habits: A summary of your character’s appearance and mannerisms under closer inspection. Include such things as posture, common facial expressions, quirks of speech, favorite quotes, nervous habits, etc. Also, such things as scars (if not immediately apparent) and tattoos (ditto) should be listed here.

5. Tastes and Preferences: A rundown of your character’s likes, dislikes, and interests or hobbies. Include what your character likes to do on his free time, what are his favorite foods, favorite color, how he likes his women, etc.

6. Residence: A detailed description of the character’s home, and perhaps a floor plan. Include any special possessions within the home. True, some characters will not have a home, but those who do should pay close attention to this Essential.

7. History: Tell the character’s life story. Include facts about his childhood, family, education, upbringing, quality of life, important events, etc. While the standard is to write it as a third person expository essay, you may be able to score Brownie Points from your DM/GM/Storyteller/Referee if you write it as a story, in first person, or even as a poem or ballad. Be creative. Have fun with it.

8. Friends and Allies: List and summarize the character’s friends and confidantes, his contacts, subordinates, etc.

9. Enemies: Anyone with friends is also bound to have enemies. List the people your character loves to hate here, and include any prudent explanations.

10. Short Term Goals: What does your character wish to accomplish in the near future? Clearly, this should be updated frequently. Categorizing a character’s goals can aid in roleplaying; if part of your character is devoted to a particular goal, achieving that goal is all the more rewarding.

11. Long Term Goals: More essential for higher powered characters, but still a key part of a beginning character. What does your character want out of life? Does he have any specific goals? Does he seek excitement? Glory? Honor? Romance? As always, be creative, and think big.

There you go.
 


garyh said:
BTW, Reaper - I made my Half-Dragon with a "How UBER strength can I get" angle as well.
You could, too... we both live in Sac. ;)
You ..... ggrRRR!!!
That's Ubaar's schtick!
I'm the author of the Strength Smackdown, darn you! LOL

I really wanted to see how the character plays at higher levels where the abilities start kicking in.
Until then, templates outstrip the classes.

And I did notice you were in Sacramento - that's cool.
There's a few of us that hang out on these boards, and SHARK used to live here.

The other character I wanted to see at higher levels is a Shield-Smacking Fighter/Cleric/Paladin?/Singh Rager, if anyone would rather see that.

I have a better feel for playing Ubaar's dinosaur-worshipping, dim and crude but well-intentioned personality, though.
 

Here is the background information I wrote for Alcar. Fenrir, I think I touched on most of the things you listed with even meaning too :D

Backstory:
Alcar Briar was abandoned in the streets of Neverwinter at an early age. Never knowing his father or mother, he survived on the streets by his wits and his strength. He often stole food to fight back the hunger.
On one such occasion he ran afoul of a city guard veteran, named Oswald. Normally this would mean a quick trip to the city jail. But Oswald saw untapped potential in the youth. He offered to teach Alcar the skills of a city guard if he promised not to steal. Alcar quickly assented.
Strong for his age, Alcar quickly took to the arts of war. He knew what he life would be from that moment. He would, like his surrogate father, become a city guard. However, fate had other plans.
In the fall of his 16th year Alcar accompanied Oswald on a hunting trip to the forest. For several days the two lived off the land and hunted for their meals. Alcar proved quite adapt with the bow. He was also taken by the beauty of the forest. He felt an unseen tug in his mind, as if this is where he was meant to be. Oswald too could see the boy’s love of nature and suggested training under a ranger may suit Alcar better than city life. Alcar was overjoyed but those dreams were not to be. That night a disturbance was heard outside camp. When the two investigated they found a huge brown bear on a rampage.
That battle that ensued was quick and bloody. Alcar remembers little of the encounter, all was a blur of tooth, claw, and blood. Oswald was savaged by the beast and Alcar mortally wounded. Yet the sounds of battle were heard by Jocelyn, a cleric of Silvanus.
Jocelyn subdued the beast and healed Alcar, but was too late to save Oswald. Alcar healed over the next several weeks, but his soul was scarred. He felt a deep hatred of nature growing. However, Jocelyn would not let such beliefs control Alcar. She knew what Alcar only slightly felt. He had an innate connection to nature. He was meant to be a cleric of Silvanus.
As Alcar healed Jocelyn began to show him the beauty of nature. Alcar could not harden his heart against what he felt. Jocelyn taught him of Balance and natural order. He felt it to be true. When he looked about he could almost see the force of balance that flowed through all things. Jocelyn taught him the initiate’s secrets of Silvanus and he took quickly to them. Yet magic was beyond him, for he was held back by the hatred in his heart. Jocelyn told him freedom could only come if he held a Vigil and asked Silvanus himself for release.
Alcar anointed himself with the paste of crushed acorns, mistletoe, and rainwater. At the foot of a massive moos-covered tree he held his Vigil. During the Vigil, Silvanus gifted him with a vision. He saw the life of the bear that took Oswald’s life unfold before him. He witnessed a cleric of Malar infect the bear with a disease that turned the bear’s world into a red rage. Alcar saw the truth, a cleric of Malar was responsible for his surrogate father’s death.
Alcar left the next morning to hunt the cleric as a predator hunts prey. He knew the rage would leave him upon his success. He followed the Malarite’s trail of destruction and restored balance as he went. The twisted trees and animals were healed at his hands. Finally a day of judgment came. The cleric could run no further and battle ensued. The cleric of Malar fought like the beast he was. But no amount of savagery could overcome the force of Nature that guided Alcar’s blows. With the cleric’s defeat Alcar could take his vow to preserve the Great Balance of the Treefather. He then retuned to Jocelyn and learned all the ways of the Oak Father.

Occupation: Defender of Balance, Wielder of a Really Big Hammer

Personality: Alcar is a reflection of the balance he preserves. He prefers to stop and consider the whole picture before choosing a course of action. Yet, if the way is clear he can be quick and brutal. He hasn’t forgotten the jovial spirit of Oswald and enjoys a good joke. Most people find him unusually approachable for a cleric of Silvanus. However, there is no limit to Alcar’s wrath when he witnesses the mistreatment of Nature. He will use even “questionable” means to the end of protecting nature.

Appearance: He is a man of medium stature with a solid build. He is stronger than he appears and is quite wiry. He has a tan complexion, from living in the wild, and shoulder length chestnut hair, that is often tied back. He has green eyes and a scar that runs down the left side of his face from temple to jaw.

[Edit- formatting]
 
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reapersaurus said:
You ..... ggrRRR!!!
That's Ubaar's schtick!
I'm the author of the Strength Smackdown, darn you! LOL

And I did notice you were in Sacramento - that's cool.
There's a few of us that hang out on these boards, and SHARK used to live here.

Well, you'd still have the wrestling angle if you want it. Anything I'm close enough to melee with will assuredly taste my falchion. :D

Do you have a favorite FLGS here in Sacramento? I've begun frequenting Great Escape Games, on Howe. Good store, they've got oodles of minis, most books, and a gaming room.

EDIT: Reaper, if you really want to be the Half-Orc strongman, and you and DM_Matt can agree on Ubaar, I can go back to the Half-Dragon (Gold/Human) Paladin idea I had. I'd still be strong, but not 31 STR strong. He's partially worked up anyway. Just need to equip him and backstory him.
 
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Reapers...Here is the revised thunder domain:

Ability: Trample...As improved trip, but only usable during an overrun.
1. Thunderstomp, radius capped at 10'
2. Bull's Strength (Barkskin is a bit redundant with stoneskin, and this spell is too logical for this domain NOT to be here.
3. Tail of the Beast: 1r/level, you grow a tail which does dmg as a greatclub one size larger than you, str as 2h weapon. Stability bonus stands, as does the free attack, BUT without the proper feats, you get the appropriate penalties for wielding an additional weapon.
4. Bear's Heart
5. Rightious Might
6. Stoneskin
7. Summon Monster VII -- Huge Earth
Elemental shaped like a brontosaur.
8. Earthquake (7th is too early)
9. Thunderswarm (MotW) like meteor swarm, but 16d8 dmg and those who fail saves vs ANY of the individual balls are stunned 1d4 rounds
 
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...and the nerfed buffed Contender....

To qualify to become a mighty contender of Kord, a character must fulfill all of the following criteria:
Alignment: Chaotic Good.
Patron Deity: Kord.
Base Fortitude Save: +6.
Knowledge (religion): 9 ranks.
Feats: Improved Grapple (Requires Imp Unarmed Strike) & Power Attack.
Spellcasting: Ability to cast divine spells of 3rd level.

Attacks Bonus: Medium
Saves: Rflx bad, fort good, will bad
Spell Advancement 1/2

Class Abilities Changed: Earth Embrace - becomes as per the feat in OA (no ability dmg). No inherent str increases. Immovability is now L3 instead of L5, but Surge of Str is L5 instead of L3. Improved Grapple is also as per OA...A little different: It allows a free grapple attempt each time you hit with an unarmed attack.
 
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Can you play a Monte Bard or Sorcerer (From Eldritch Might II)?

I'm interested... as a publisher I don't get my gaming fix in often enough.

- J
 
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