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From my perspective, the orgy is preferable. But, a quick word of warning. You may need to up the CR of the monsters a bit (more so than you normally would for 12 freakin' characters), considering my Dragon Shaman. The more people around a Dragon Shaman, the more his buffs affect the battle. Two people receiving a +2 to damage is one thing, but 9 is a little bit more intense. Especially since we will probably have a lot of melee characters, my buffs could really swing a battle. Heads up on that, because I want a challenge. :]

But, then again, I wouldn't mind the third option, either. As for the second, as a PLAYER, I wouldn't mind, but it goes without saying that that puts some pretty intense strain on the DM, and I think that it would be better for everybody involved if all focus were put on only one game.
 

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OK, sorry for the double post, but here's the finished stats for Lazkahn, Champion of Serisivar. Background and physical description will soon follow, but I thought it would be nice to give a good idea of the character. In a nutshell, he basically functions as an aura generator and a defensive front-line fighter (designed to soak up large amounts of damage), with slight skills in social interactions (bluff and intimidate only), and a lot of emphasis on the breath weapon. Most of the time in combat, he'll be up there in the front lines, keeping as many people as possible in his aura and blasting away with the breath weapon whenever he is able (so he might actually do a decent amount of damage, too). Also, for the party's cleric - you're gonna love this guy. Your healing spells between battle will be cut in half, due to the fast healing aura, so you can feel free to prepare all those obscure and offensive little spells that you never get the chance to toy around with.

Not bad for the "underpowered" Kobolds, eh? :cool:

[sblock=Lazkahn, Champion of Serisivar]Male Earth Kobold Blue Dragon Shaman 6
Small Humanoid (dragonblood, reptilian)
Hit Dice: 6d10+18 (78 hp)
Initiative: -1
Speed: 20 ft. (4 squares) [30 ft. unencumbered]
Armor Class: 25 (+1 size, -1 Dex, +1 natural, +10 +1 heavy plate of light fortification, +4 +2 heavy steel shield), touch 10, flat-footed 25
Base Attack/Grapple: +4/+2
Attack: +1 heavy pick +8 melee (1d4+3/x4) or light pick +7 melee (1d3+2/x4) or claw +7 melee (1d3+2) or bite +2 melee (1d3+1) or masterwork light crossbow +5 ranged (1d6/19-20)
Full Attack: +1 heavy pick +8 melee (1d4+3/x4) and bite +2 melee (1d3+1) or light pick +7 melee (1d3+2) and bite +2 melee (1d3+1) or 2 claws +7 melee (1d3+2) and bite +2 melee (1d3+1) or masterwork light crossbow +5 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, draconic adaptation (ventriloquism), draconic aura +2, draconic resolve, touch of vitality (heal wounds)
Special Qualities: Earth kobold traits
Saves: Fort +8, Ref +1, Will +4
Abilities: Str 14, Dex 8, Con 16, Int 10, Wis 9, Cha 14
Skill Ranks: Bluff 7, Intimidate 9, Speak Language (common) 2,
Feats: Ability Focus (breath weapon), Armor Proficiency (heavy), Shape Breath, Skill Focus (bluff)
Alignment: LN
Equipment: +1 heavy plate of light fortification, +2 heavy shield, +1 heavy pick, light pick, masterwork light crossbow, 30 crossbow bolts, explorer’s outfit, backpack, bedroll, belt pouch, 5 pieces of chalk, crowbar, flint and steel, grappling hook, map case, 4 days worth of rations, 50’ silk rope, 1 sunrod, 2 torches, waterskin, whetstone
Coins: 6 gp, 8 sp, 1 cp
Weight Carried: 90 1/8 lbs.
Weight Capacities: Light – 43.5 lbs., Medium – 87 lbs., Heavy – 131.25 lbs.
Languages: Common, Draconic[/sblock]
[sblock=Special Abilities]Breath Weapon (Su): 30-ft. line, damage 3d6 electricity, once every 1d4 rounds, Reflex DC 18 half. Or, with Shape Breath, 15-ft. cone, damage 3d6 electricity, once every 1d4+1 rounds, Reflex DC 18 half.
Draconic Adaptation (ventriloquism) (Su): Allows casting of ventriloquism, as the spell, at will, Will disbelief DC 13, caster level 6th.
Draconic Aura (Su): All allies within 30’ gain the benefits of one of the following auras, swapped, activated, and suppressed as a swift action: Energy Shield, Power, Presence, Toughness, Vigor.
Energy Shield: If any subject is struck with a natural attack or a non-reach weapon, the attacker takes 4 electricity damage.
Power: Subject’s melee attacks deal +2 damage.
Presence: Subjects gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks.
Toughness: Subjects gain DR 2/magic.
Vigor: Subjects gain Fast Healing 2 when below ½ normal hit points.
Draconic Resolve (Ex): Immunity to sleep and paralysis effects, and the Frightful Presence of dragons.
Touch Of Vitality (heal wounds) (Su): Touch can heal up to 24 hit points per day as a standard action to self or others, divided up as you wish. Touch Of Vitality cannot damage undead.[/sblock]
[sblock=Physical Description]UNDER CONSTRUCTION[/sblock]
[sblock=Background]UNDER CONSTRUCTION[/sblock]
[sblock=Tactics]UNDER CONSTRUCTION[/sblock]
 
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Keirgan Dorthanson Stats

Name: Keirgan Dorthanson
Race: Dwarf
Class: Abjurer 6 Prohibited Schools (Necromancy, Enchantment)
HD: 6d4+12; hp 36
Init: +3
Speed: 20ft
AC: 15 (+3 dex, +1 natural, +1 bracers)
Base Attack/Grapple: +3 ; +3 grapple
Attack:
Full Attack:
Special Attacks: Power Attack
Special Qualities: Dwarven Traits
Saves: Fort +4 Ref +5 Will +5
Abilities: Str 10 Dex 16 [14 +2 gloves], Con 14, Int 20 [18, +2 headband], Wis 10, Cha 9
Skills: Concentration 14 (9, +5 Int), Craft (brewer) 6 (1, +5 Int), Decipher Script 14 (9, +5 Int), Hide 5 (4, +3 Dex), Knowledge (arcane) 14 (9, +5 Int), Move Silently 5 (4, +3 Dex), Profession (mushroom farmer) 6 (1, +5 Int), Search 7 (4, +5 Int), Spellcraft 14 (9, +5 Int), Spot 2 (4) or 4 (+2 when familiar is near), Listen 3 (+3 from bat familiar) or 5 (further +2 when familiar is near)
Feats: Scribe Scroll (b), Spell focus (Evocation), Weapon Focus (Touch), Energy Substitution (electricity) (b), Fiery Burst
Align: Chaotic Neutral
Languages: Common, Draconic, Dwarven, Giant, Orc, Terran, and Undercommon
Possessions:
Amulet of natural armor +1
Bracers of Armor +1
Gloves of dexterity +2
Headband of Intellect +2
Potion of Remove Paralysis
Wand of Shield 50 Charges
Wand of mage Armor 50 Charges
Rope, hemp
Backpack,
Pony
Saddle, riding
Chalk (8 pcs)
Crossbow, Heavy (30 bolts)
Dagger
Staff
5 iron spikes
A silver mirror
50 feet of string
Caltrops (50)
450 gp
Familiar: Bat (Balcky)
Hp: 18
Natural Armor +3
Int 8
Special: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master

Spell Book:
1st: Enlarge, Fist of Stone, Hold Portal, Identify, Grease, Mage Armor, Magic Missile, Orb of Sound, Shield
2nd: Glitterdust, Resist Energy, Scorching Ray, Web
3rd: Dispel Magic, Fire Ball, Magic Circle Against Evil, Monster Summoning III
Spell DCs: 15 + Level of the spell, 16 + Level of the spell for evocation
Caster Level: 6, 7 for fire spells
 

WarlockLord said:
Oh, well. Necromancers are so discriminated against, but I hate, hate, HATE paladins.

Well would you hang around a midget who plays with dead things?....


WarlockLord said:
Could I try a (human) cleric/warlock/eldritch theurge?

Hmmmm, that could be quite nasty. I'll have to have a think on it...
 

Nazhkandrias, I have to say I'm impressed. Very! You have created a quite extraordiary and formidable rat! I tip my hat to you, sir!

Ancient History, all is looking good! A beer-drinking-mushroom-farmer. Intriguing! lol
 

-SIN- said:
Nazhkandrias, I have to say I'm impressed. Very! You have created a quite extraordiary and formidable rat! I tip my hat to you, sir!
:D I'm glad that you think so! I guess I just love Kobolds in every class - nothing is more fun than trying to peel a 2-foot tall raging Barbarian yelling "SQUEE!" off of your kneecap... :p
 

Nazhkandrias said:
From my perspective, the orgy is preferable. But, a quick word of warning. You may need to up the CR of the monsters a bit (more so than you normally would for 12 freakin' characters), considering my Dragon Shaman. The more people around a Dragon Shaman, the more his buffs affect the battle. Two people receiving a +2 to damage is one thing, but 9 is a little bit more intense. Especially since we will probably have a lot of melee characters, my buffs could really swing a battle. Heads up on that, because I want a challenge. :]

You don't have a clue what's down there. It should be quite..... intense.
 

-SIN- said:
If you can e-mail or PM me the way things work (using your character as an example), your chances will be greatly increased.

Sure thing.

[sblock=-SIN-]
Torgga's primary ability is the being able to shape soulmelds. Shaping them works like preparing spells: It takes her an hour to do and she can only do it once per day. It's unlike spellcasting in that she can keep using the same melds all day. They also last until she takes the time to unshape them, so if she wants to keep the same set up she can skip preperation that day.

Soulmelds don't have levels. She gets access to more powerful binding options as she increases in level, but the basic, weak power that each meld provides is available even to any first-level incarnate. The basic ability of Torgga's vitality belt, for example, is a +4 morale bonus on Constitution checks and Con-based skill checks.

Torgga can shape four melds. Each must occupy a different slot (crown, feet, hands, arms, brow, shoulders, throat, waist, heart, and soul). Some of them are a bit more adaptable in that you can put them in different slots if you need to. They don't interfere with magic items on the same slot. Torgga has soulmelds on her feet, hands, shoulders, and waist.

There are two ways to improve soulmelds. The first is essentia. Torgga has an essentia pool of 6, and she can move these points around as a swift action to improve different melds. The standard maximum number of points that she could put in anything at one time is only 2 for her level, but she has a class ability that improves this to 3 for soulmelds (it remains 2 for feats and other abilities, but Torgga has none that she can invest essentia in anyway). She also has a feat that improves this limit by 1 for one soulmeld. Essentia either improves the meld's ability (each point adds 1d6 damage to her lightning gauntlet attack) or gives it a different ability, which gets better based on the points added (each point put in her vitality belt improves her current and maximum hit points by 6).

The othe method is chakra binds. A soulmeld can be bound to a chakra that it occupies. These would be the closest thing to an equivelant to spell levels. Torgga can shape a soul soulmeld at first level and it shouldn't be any more powerful than a crown soulmeld. A soul chakra bind is way more powerful than a crown bind though. Torgga can make two binds, and they have to be to her crown, feet, or hands. A bound soulmeld suppresses a magic item worn on the same body slot. Torgga has her cerulean sandals bound to her feet, granting her the ability to use dimension door for a total of 60 feet during the day in 10-foot increments (but the penalty for using the ability up is that the meld completely unshapes, loosing her the water walk and the speed boost too, so she'll try to keep it to only 50).

Soulmelds are also subject to spell resistance, anti-magic, and dispel magic (which suppresses them like magic items, not destroys them).[/sblock]

EDIT: Hmm.. I never gave Torgga a physical description. I should fix that.
 

Is there room for a Dwarven Fighter/Paladin/Kensie, polearm, trip focused type?

[sblock=Heclar]Unlike all other Dwarves, Helcar has no family and no clan name. He is simply known as Heclar. His past is simple and easily dismissed as luck and coincidence the by Elders. The year he came into manhood he was told that he was the lone survivor a raid of Orcs and Trolls or so they thought. The raid surprised and killed his entire village during an evening storm. The next day a patrol found the village in ruins. After an extensive search they found Heclar and brought him back to the Keep. That was some 60 years ago. Now, he is a respected solider of battle, a warrior of duty and honor that has served his good hearted Lord faithfully and honorably. Over time he became favored by his Lord above all others. It is also know that we was sometimes sought for his personal opinions and views on grave matters of the state. Eventually he would even become the secret lover of the Lord’s oldest of two daughters. Do to who they were and where they came from they could never make their affections public. So instead they married in secret.

Through his many years of servitude he would rise to the highest ranks within his Lord’s elite guard and was revered by many within the Keep. But that has all changed now. Some moons ago in the early morning he was sent on a routine errand to one of the nearby villages. Upon his return that night he would find the entire keep of his Lord littered with the dead bodies of his peers and friends. Their blood was thrown across the ground in what he concluded was a surprise attack. But from what, or from whom, he did not know. He would search through out the entire Keep only to find that both his Lord and his lover have met he same fate. With the enemy long gone, he would spend some time taking care of the deceased and saying farewell to his lover. With his Lord’s sacred Glaive in hand he gathers his gear and heads out in search of the ones accountable for making him an orphan once again. His only clues are a name written down during his lover’s final moments with her own blood and vague glimpses within his mind of a battle similar to this one.[/sblock]
 


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