[Recruitment] ECL 9 (Demunched)FR Underdogs Campaign

DM_Matt said:
Reapers...Here is the revised thunder domain:
Thanks for looking it over.
I appreciate the creativity.
Ability: Trample...As improved trip, but only usable during an overrun.
So I want to make sure I have this right:
If Ubaar would Overrun someone (with all those Overrun restrictions), he gets a 'free' melee attack if he succeeds in tripping the Overrunned opponent before travelling on to his real target past them?
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.
Capping Thunderstomp is fine, levels 4-8 are fine.
Level 9 I kinda like Shapechange, so as to fully become like the Thunderbeast that he worships, but that's fine if you want.
Level 2 unfortunately Bull's Strength is also the domain spell of the Strength domain, which Uthgar already has.
The Thunderbeast is a substitute domain for Uthgar's Thunderbeast tribe, which Ubaar grew up in.
Level 3 with those changes you propose, would make Tail of the Beast worse than the 2nd level spell Spiritual Weapon.
Spiritual Weapon gives a free attack each round, 1d8 weapon with potentially good threat range and crit, at Medium range. (minimum 150 ft)
Tail of the Beast gives a free attack with a (1d10 x2 +1.5xSTR) weapon that can only be used within 10 ft that can push opponents back.

And just checking: He'd become a Mighty Contender of Uthgar, since there is no Kord in FR - that's the purpose in going over the Contender PrC, right?
 

log in or register to remove this ad

Reaper: If you're going to go with Ubaar and use the "Strong Half-Orc" angle, I wouldn't mind switching from my current HO/Half-Dragon Fighter to the prior HD/Human Paladin idea. It could help diversify the party more.

EDIT: I'm getting attatched to Akharos. I'm sticking with him. We'll just tag team the badguys, eh? :D I should have a history for Akharos by tomorrow.
 
Last edited:

DM_Matt said:
...and the nerfed buffed Contender....

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.
Mostly looks good, reducing the abilities and increasing the prereqs for the wrestling abilities.

Only change, please - Surge of Strength at level 3 of the class is why I want to play him at level 9.
I doubt if we'll be able to play this adventure till he'd get to level 11, and that ability is mainly why I want to play the character. :(

Improved Grapple looks interesting - how is that different from the OA version?

I'm excited to try out the Power Throw ability, grabbing people and tossing them for distance. :D This should be fun!
 

garyh said:
Reaper: If you're going to go with Ubaar and use the "Strong Half-Orc" angle, I wouldn't mind switching from my current HO/Half-Dragon Fighter to the prior HD/Human Paladin idea. It could help diversify the party more.

EDIT: I'm getting attatched to Akharos. I'm sticking with him. We'll just tag team the badguys, eh? :D I should have a history for Akharos by tomorrow.
Hey, knock yourself out - whichever you guys think will play the funnest.
I don't mind if you play the Strong angle too.
Maybe Ubaar could recruit him into following a diety of inner Strength and wrestling as a spiritual endeavor. :)
 

reapersaurus said:
I don't mind if you play the Strong angle too.
Maybe Ubaar could recruit him into following a diety of inner Strength and wrestling as a spiritual endeavor. :)

Ubaar can try, but Akharos' faith in Anhur will be strong. :p

They can, however, bond over arm wrestling matches. :D
 

HEre is the thing about the Kord as written. It allows you to get a strength enhancement (+8 at L9, +22 at L16) not possible without Epic Feats, Spells, or Items. With the surge, you get it 12-30 rounds per day in 6 different free-action installments, which thus should cover most or all of your fighting time. Asking you to wait until L11 before you get this is not asking too much, IMHO.

I will reconsider, though.

Also: you interpretation of the domain power is correct.
Improved Grapple, as I described it, IS the OA version.
Yes, he is a mighty Contender of Uthgar.
About Shapechange: Its an extremely powerful and versatile spell, usually only arcane. If you want a specific spell that will turn you into a Thunderbeast, we can discuss creating such a spell. Besides, it would likely be lower level (depending on how big and what powers, it may be anywhere from 6-9).
Also, note that the abilities relating to casting L8 and 9 spells wont matter much anyway, b/c this character concept can only get to L7 spells in non-epic levels. That's partially why the "summon (sorta) incarnation of your god" power L7 and not higher.

As for the tail spell, I will remove the penalties for multiweapon fighting. This way, it is better than spiritual weapon, by a lot, because it gets to apply 1.5str to dmg, and your str is huge.
 
Last edited:

This is the character except for equipment, though that would include general stealth magic items and a couple +1 weapons etc.
Murphus T. Duhaz
Rogue 7 / Barbarian 2

Murphus T. Duhaz, male human Bbn2/Rog7: CR 9; ECL 9; Medium-size Humanoid (human); HD 7d6+2d12+9; hp 51; Init +3; Spd 40 ft; AC 13 (+3 Dex); Melee longsword +9/+4 (1d8+3/crit 19-20); Ranged light crossbow +10/+5 (1d8/crit 19-20); SA rage, sneak attack; SQ evasion, fast movement, uncanny dodge; AL CG; SV Fort +6, Ref +8, Will +5; Str 14, Dex 16, Con 12, Int 15, Wis 10, Cha 13.
Skills and Feats: Balance 11, Bluff 11, Climb 6, Disable Device 6, Escape Artist 9, Forgery 6, Hide 13, Intimidate 3, Jump 7, Listen 12, Move Silently 13, Open Lock 9, Pick Pocket 9, Read Lips 6, Spot 12, Tumble 13, Wilderness Lore 7; Point Blank Shot, Far Shot, Run, Iron Will, Alertness.
SA–Rage (Ex): 1/day, Murphus can fly into a screaming blood frenzy for 6 rounds. Murphus gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Murphus is winded.
SA–Sneak Attack (Ex): Murphus deals +4d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Uncanny Dodge: Dex bonus to AC, can't be flanked.
Equipment: Longsword, Light Crossbow.


Miscellaneous data:
Height 6'1", weight 180 lb, short brown hair, brown-green eyes. Murphus’ patron deity is the Lord of Shadows. Murphus can speak the following languages; Chessentan, Chondathan, Common, Damaran, Mulhorandi, Orc.

Background:
Murphus T. Duhaz is the third of four brothers, he was given birth to during the Year of Shadows 1358, Hammer, the fifth, in the coastal city of Airspur, Chessenta. The Duhaz linage was a well respected one; the contributions that the many generations made to the Airspurian military were countless. Grigen Duhaz, Murphus’ father was a third rank naval commander and was often out at sea carrying the burden of protecting the Airspurian waters. Senvie Duhaz, Murphus’ mother was an adviser to a member of the military council, the governing body of Airspur. Murphus’ three brothers were all part of the ground force that protected the Airspur province borders. Murphus was himself part of the 22nd surveying patrol, a small detachment of twelve men, often used for reconnaissance, scouting, infiltration and on the odd occasion assassination.
It was his second year being in the 22nd, he was now second in command of the detachment. Then on a harsh summer’s day Murphus was sent out by the commander to do a solo recon mission, there had been reported movement of an orc tribe to the south. All went to plan; there had been movement by orcs, though it wasn’t military, just a large group of nomads. Murphus filled out his findings report and thought nothing of it. After some five days a legal representative of the military council sought the appearance of Murphus in a trial for that same day. The tribe of civilian orcs that he had reported earlier on had been taken out by fireball artillery, and now the blame had been put on Murphus.
The puppet master had everything in place; Murphus’ report had been replaced with another telling of hostile activities. The truth seeker in court had been bribed or so it seemed for he misled the jury to the results of his discern lies spell. And Murphus’ commander had been manipulated into testifying against Murphus. Therefore the date of Murphus’ execution was set for four days after the trial. His family could and would do nothing, they assumed that Murphus lied and his sanity had left him.
On the day before the trial a large earth tremor shook the city of Airspur, several buildings fell, and by a stroke of chance the rear wall of Murphus’ cell had cracked, giving him just enough room to squeeze through. He then did what he could do best, go unnoticed. Traveling from his military residence to his family’s residence he collected enough gear to live comfortably for a year in some back water town to the west.
He lived in the small hamlet of Surlud for half a winter, working as a hunter and tracker. He enjoyed the lack of officials and formalities, though had once again needed to move once word had spread of his whereabouts. This time he made sure he wouldn’t be found; traveling by horse back over the Akanapeaks, by ship to Hlondeth and then by caravan far to the west.

Personality:
Through his upbringing and military life, Murphus has been taught not to complain and do what he is told, as well as to think morally and with compassion. Though due to his experience of being falsely sentenced, he often has a lack of respect for the law. And because of the lack of loyalty his family showed, Murphus is cautious to those that offer it freely. However when he is sure he can trust someone, he will hold that trust with an iron fist.

Description:
Murphus is tall man of medium build and pale complexion. His face is a mark of experience, with a large scar down the right side of his lower jaw. He wears a small black brimless cap over the top of his short brown hair.

Critique and corrections welcome.
 
Last edited:

DM_Matt said:
I'd like to restrict initial magical items somewhat. Thus, The PCs will begin with a little bit less initial wealth, although they will in the long run have recommended levels. Thus, the PCs should begin with 24,000gp (2/3rd of recommended), and no item worth more than 4,000gp.

An exception to that rule is self-made items, where the 4,000gp becomes an item cost to make limit, but the XP cost of self-made items that break the 4,000gp limit will be paid from the first XP that the character receives.

My rationale for this is that I would like magical items to have more meaning and have some sort of mystique beyond Diabloesque number-pumping.

Question for you Matt, would it be possible to make another exception to that rule? I would like my character to have in possession a blindfold of night seeing (goggles of night, $8k). I find it frustrating whilst dungeon delving my position is always given away by my requirement for light. And I would rather not have to choose a race that has darkvision just for that reason.
 

Stats

I should be posting my character stats after work today, but I may need to revise my character concept. If we're going to have full-time Bard in the group, I should probably be something else. Regardless, there will be stats for something posted this afternoon.
 

Re: Stats

Semirhage said:
I should be posting my character stats after work today, but I may need to revise my character concept. If we're going to have full-time Bard in the group, I should probably be something else. Regardless, there will be stats for something posted this afternoon.

A wizard with the full spell progression Virtuoso PRC doesn't interfere with having a regular bard, esp a Monte bard.
 

Remove ads

Top