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S@squ@tch's Against the Giants in Eberron - recruiting a cleric/healer

Hey Sas I changed my mind. I want to play a Warforged Scout (Ranger straight or with a few level of horizon Walker) named Leaf. The Warforged scout is in MMIII.

Leaf was created by the giants centuries ago. He worked as a scout to keep an eye on the slaves in their camps. He was inactivated during the great rebellion. He stayed dormant until about 45 years ago when a group of adventurers reactivated him. He stayed with his resuers and helped them complete their quest. They offered to take him back to Khorvaire but he chose to stay in his jungle home hoping to meet another group on another of adventurers. During his travels he happened acroos a tribe of drow who sometimes allow him to accompanie them through old ruins and learn more about there heritage. He knows nothing of money and thus works for free.

Let me know if I need to make any adjustments. Or if you allow Warforgded Scout at all.
 

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Atanatotatos said:
Would spells from Spell compendiom and maybe a couple other sources be available for a sorcerer?

Yes.

@Melubb: Is the warforged scout any different than a Scout character that is of the warforged race? (I don't have MM3)
 

I will do a quick write up.

+2 Dex, -2 Str, -2 Wis, -2Cha
Size: Small
Base Speed 20ft
Special qualities Same as warforged
Favored Class Rogue.
 

Can I have a monkey for an animal copanion?
And a Docent provided I follow the gold spending rules as stated above?

Here is a skeleton sheet on Leaf. I will post his equipment later.

[sblock=Leaf]
Code:
[B]Name:[/B] Leaf
[B]Class:[/B] Ranger6 Horizon Walker2
[B]Race:[/B] Warforged Scout
[B]Size:[/B] Small
[B]Gender:[/B] Male personality
[B]Alignment:[/B] NG
[B]Deity:[/B] 
[B]Action Points[/B] 9/9

[B]Str:[/B] 13 +1 (6p.)        [B]Level:[/B] 8        [B]XP:[/B] 28000
[B]Dex:[/B] 18 +4 (10p.+2)     [B]BAB:[/B] +8/+3      [B]HP:[/B] 58 (8d8+8)
[B]Con:[/B] 12 +1 (4p.)        [B]Grapple:[/B] +5     [B]Dmg Red:[/B] N/A
[B]Int:[/B] 14 +2 (6p.)        [B]Speed:[/B] 20'      [B]Spell Res:[/B] N/a
[B]Wis:[/B] 12 +1 (6p.)        [B]Init:[/B] +4        [B]Spell Save:[/B] N/A
[B]Cha:[/B]  6 -2 (0p.)        [B]ACP:[/B] -2         [B]Spell Fail:[/B] 15%
(Str +1 at 4th level)
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +X    +4    +1    +X    +2    22
[B]Touch:[/B] 17             [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      8    +1          +9
[B]Ref:[/B]                       5    +4          +9
[B]Will:[/B]                      2    +1          +3

[B]Weapon                  	Attack   Damage     Critical[/B]
+1 composite Keen Longbow +1   +14       1d6+2      19-20*3
Rapier                         +9        1d4+1      18-20*2

[B]Languages:[/B] Giant, Common

[B]Abilities:[/B] Favoered Enemy (Giants+4)(Humanoid(Elf+2)), Track, Wild Empathy, Combat Style (Archery(Rapid Shot)), Endurance, Animal Companion,Improved Combat Style(Many Shot) Terrain Mastery(Forest),Terrain Mastery(Marsh)

[B]Feats:[/B] Mithril Body, Weapon Focus(Longbow), Point Blank Shot

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Craft (Repair Warforged)    9      +2         +11
Climb                       11     +1         +12
Hide                        11     +4   +8    +23
Knowledge (Geography)       9      +2         +11
Move Silently               11     +4   +4    +19
Spot 			    11     +1         +12
Listen                      11     +1         +12
Survival                    11     +1         +12

VS Giant's                                                      VS Elves
Attack 
+1 Keen Composite Longbow+1  +14 1d6+6          +14 1d6+4
Rapier +9 1d4+5                                              +9 1d4+3
Bluff +2                                                          +0
Listen +16                                                       +12
Sense Motive +5                                              +3
Spot +16                                                         +14
Survival +16                                                    +14

[B]Equipment:                    Cost  Weight[/B]
rope of climbing	         3000  --(in havardsack)
+1 Keen Composite Longbow+1      8500  3lb
Quiver of Endless Arrows	  900  3lb
ring of protection +2		 8000  --
ring of feather falling		 2200  --
Heward's Handy Havardsack	 2000  5lb
Oil of Repair moderate(7)        2100		   
Evernright Lantern                212  2lb
rapier                             20  2lb

[B]Total Weight:[/B]15lb      [B]Money:[/B] 0gp 0sp 0cp

                           [B]Lgt   Med   Hvy    Lift  Push[/B]
[B]Max Weight:[/B]            37.5  75    112.5  225   562.5

[B]Age:[/B] N/A
[B]Height:[/B] 3'1"
[B]Weight:[/B] 30lb
[B]Eyes:[/B] Red
[B]Hair:[/B] 
[B]Skin:[/B] Green Mithril
Appearance: Leaf is constructed in mithril but keeps his shiny exterior covered in mud and leaves to hide the shine of his body. He takes advantage of his size to hide from enemies rather than attack.

Background: Leaf was created by the giants centuries ago. He worked as a scout to keep an eye on the slaves in their camps. He was inactivated during the great rebellion. He stayed dormant until about 45 years ago when a group of adventurers reactivated him. He stayed with his rescuers and helped them complete their quest. They offered to take him back to Khorvaire but he chose to stay in his jungle home hoping to meet another group on another of adventurers. During his travels he happened acroos a tribe of drow who sometimes allow him to accompanie them through old ruins and learn more about there heritage. He knows nothing of money and thus works for free.
[/sblock]
 
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Seeing that you'll allow LA+2 characters, would you be ok with a Half-Ogre Fighter(Heavy Damage-type)? I'm still trying to decide this against my dwarf fighter (Heavy AC-type). I'll try to work on concepts for both and post. I'm thinking the Half-Ogre would be from Droaam disenfranchised with the new order there with the Sora Katra, whereas the dwarf would be part of House Kundarak, born in the Mror Holds, but stationed in Sharn. If anyone has any thoughts please let me know, I'm struggling between the two.
 

Ki
Class: Cleric 6/Cabinet Trickster 2
Race: Changeling
Alignment: Neutral
Deity: The Traveler
Size: Medium
Age: 22
Gender: Female
Height: 5'5"
Weight: 140
Hair: White
Eyes: White

Str 11
Dex 11
Con 15
Int 12
Wis 16
Cha 12

HP: 30
AC: 21
Speed: 30'
Touch: 16
Flat-footed: 15
Init: 0
BAB: +5
Grapple +4

Fort +7
Ref +7
Will +11

Melee weapon: +2 morningstar
Ranged weapon: +2 heavy crossbow

Skills: 35
Disguise 9 +1
Survival 2 +3
Bluff 3 +1
Hide 2
Heal 6 +3
Knowledge (religion) 3 +1
Diplomacy 2 +1
Gather Information 2 +1
Spot 3+3
Listen 3 +3
Sense Motive 3 +3

Feats
Persona Immersion
Negotiator
Lightning Reflexes
Racial Emulation

Domains: Travel and Trickery

Spells
0 level
Cure Minor Wounds
Guidance
Light
Detect Magic
Resistance
1 level
Cure Light Wounds
Magic weapon
Summon Monster 1
Longstrider
2 level
Cure Moderate Wounds
Summon Monster 2
Locate Object
3 level
Cure Serious Wounds
Fly

Special abiltities
Detect Thoughts
Doppelganger Insights
Thought Trick
Bonus Feat

Equipment
Mithral Shirt
Shield light steel
Hewards Handy Haversack
Traveler's outfit
1 potion of CSW
2 potions of CMW
Waterskin
Rope silk 50 ft.
Grappling hook
Holy symbol, silver
Tent
2 sunrod
Cloak of Resistance (+2 bonus on saving throws)
Trail rations 3 days

Money: 4 gp

Languages
Common
Elven

Background: Ki grew up in Sharn and her parents both worked for the Tyrants. When she was a teenager she was mentored by a cleric of the Traveler named Sek and became a cleric. When Ki was 20 a human named Silnor came to her and said he would pay her to be a merchant for a day. When she did it Silnor told her she passed a test and asked to join the Cabinet of Faces. She did and now she is in Xen'drik pretending to be a elf cleric of the Sovereign Host named Risaela. Sometimes Ki adventures in her natural form to make extra money and because it can be exciting.
 
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I'm alittle lost on what ppl are playing...... IF the group is getting a new cleric, then I'd prefer to change (if you really don't mind). I'll fill whatever role is needed, just need to know what is needed
 


Hunter In Darkness said:
I am making a druid can I use the wild shape from PHB2?
Hey, that's my idea. ;)

Statted him last night. All but equipment done, and I had decided to go to bed, silly me. I'm attaching him as a PDF below. He could be brought in easy (being a druid), and could be possibly leading the trail for any other new comers.

Domoris, Jungle Hunter
longtooth shifter druid 6/warshaper 2
attachment.php
[sblock=Character Sheet]Male longtooth shifter druid 6/warshaper 2
N Medium humanoid (shapeshifter)
Init +5; Senses low-light vision; Listen +14, Spot +14
Languages Common, Druidic
--------------------------------------------------------------------------
AC 17, touch 11, flat-footed 16; +6 armor, +1 Dex
hp 66 (8 HD)
Fort +10, Ref +6, Will +8; reckless nature
--------------------------------------------------------------------------
Speed 30 ft.; trackless step, woodland stride
Melee +5 unarmed 1d3+3 nonlethal
Base Atk +5; Grp +8
Special Actions shapeshift, shifting (2/d, 10 r), spontaneous rejuvenation, wild empathy (1d20+6)
Combat Possessions belt of growth, bracers of lightning (swift: +1d6 lighting atks) augmented with armor +2, stormfire ring (5/d: faerie fire, 1d6 electricity damage for 5/r), 3 potions of shield of faith (+3), 2 potions of darkvision
Druid Spells Prepared (CL 6, +6 ranged touch, +8 melee touch, DC 14+lvl):
3rd (3/d)—call lightning, enhanced shifting [RoE], jagged tooth [SC]
2nd (4/d)—barkskin (+3) x2, cat's grace, scent [SC]
1st (4/d)—charm animal, cloud burst [SC], entangle, remove scent [SC]
0 (5/d)—create water, guidance, light x2, purify food and drink
--------------------------------------------------------------------------
Abilities Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 6
SQ morphic body, morphic immunities, morphic weapons, nature sense, shifter traits
Feats Extra Shifter Trait, Longtooth Elite, Shifter Instincts
Skills Balance +3, Climb +5, Concentration +6, Handle Animal +3, Knowledge (nature) +8, Listen +15, Sense Motive +5, Spot +14, Survival +15
Possessions combat possessions plus darkleaf breastplate +1; 5 goodberries, waterskin, 49gp; 34 lbs; Light Load
--------------------------------------------------------------------------
Shapeshift (Su) As a druid, Domoris can assume different forms. The form has the appearance of an animal familiar to Domoris, but has his abilities and those granted by the form. He maintains his type , HD, hp, BAB, saves, skills, and abilities; in addition, he maintains his extraordinary, supernatural, and spell-like abilities that do not require limbs he does not have. He cannot cast spells in this form, nor use any equipment (it melds into his form and becomes non-functional). All his natural weapons are treated as magic for purposes of DR, and gain a +1 enhancement bonus. Shapeshifting is a swift action, may be done an unlimited times per day, and Domoris can shift between ay forms his knows. Stats for his forms are:
[sblock=Predator Form (Not Shifted)]AC 17, touch 11, flat footed 16; +2 armor, +4 natural, +1 Dex
hp 82
Immune critical hits, stunning
Fort +12
--------------------------------------------------------------
Speed 50 ft.; Mobility
Melee +13 morphic bite (1d8+11) or
Melee +13 bite (1d6+11)
Grp +12
Special Actions morphic weapons
--------------------------------------------------------------
Abilities Str 24, Con 18
Feats Mobility (B)
Skills Climb +9, Concentration +8[/sblock][sblock=Predator Form (Shifted)]AC 19, touch 11, flat footed 18; +2 armor, +6 natural, +1 Dex
hp 82
Immune critical hits, stunning
Fort +12
--------------------------------------------------------------
Speed 50 ft.; Mobility
Melee +14 morphic bite (1d8+15+1 Con) or
Melee +14 bite (1d6+15+1 Con) and +8 morphic gore (1d6+4)
Grp +13
Special Actions morphic weapons
--------------------------------------------------------------
Abilities Str 26, Con 18
Feats Mobility (B)
Skills Climb +9, Concentration +8[/sblock][sblock=Aerial Form (Not Shifted)]AC 15, touch 11, flat footed 14; +2 armor, +2 natural, +1 Dex
hp 82
Immune critical hits, stunning
Fort +12, Ref +8
--------------------------------------------------------------
Speed fly 40 ft. (good)
Melee +12 morphic talon (1d8+10) or
Melee +12 talon (1d6+10)
Grp +11
Special Actions morphic weapons
--------------------------------------------------------------
Abilities Str 22, Con 18
Skills Climb +8, Concentration +8[/sblock][sblock=Aerial Form (Shifted)]AC 17, touch 11, flat footed 16; +2 armor, +4 natural, +1 Dex
hp 82
Immune critical hits, stunning
Fort +12, Ref +8
--------------------------------------------------------------
Speed fly 40 ft. (good)
Melee +13 morphic talon (1d8+11) and +7 bite (1d6+5+1 Con) or
Melee +12 talon (1d6+10) and +7 morphic bite (1d8+5+1 Con) or
Melee +12 talon (1d6+10) and +7 bite (1d6+5+1 Con)
Grp +12
Special Actions morphic weapons
--------------------------------------------------------------
Abilities Str 24, Con 18
Skills Climb +8, Concentration +8[/sblock]Shifting (Su) As a free action, Domoris can assume a more bestial aspect. This is superficially similar to a barbarian's rage. Domoris can shift five times per day for up to 10 rounds. During the shift, his statistics change as follows.[sblock=Domoris (shifted)]AC 19, touch 11, flat-footed 18; +6 armor, +2 natural, +1 Dex
hp 82
Immune critical hits, stunning
Fort +12
--------------------------------------------------------------
Melee +11 morphic bite (1d8+11+1 Con) or
Melee +11 bite (1d6+11+1 Con) and +6 morphic gore (1d6+3)
Melee +11 bite (1d6+11+1 Con)
Grp +11
Special Actions morphic weapons
--------------------------------------------------------------
Abilities Str 22, Con 18
Skills Climb +8, Concentration +8[/sblock]Morphic Body (Ex) When not in his natural form or while shifting, Domoris is gains +4 Str and +4 Con.
Morphic Immunities (Ex) When not in his natural form or while shifting, Domoris is immune to stunning and critical hits.
Morphic Weapons (Ex) When not in his natural form or while shifting, Domoris can grow natural weapons as a move action, doing damage appropriate to his size. If the form already has natural weapons, it does a size larger in damage.
Reckless Nature (Ex) Domoris gains a +2 bonus on Initiative and Reflex saves, but a -2 penalty to Will saves.
Spontaneous Rejuvenation (Ex) Domoris can transform any spell into healing: Subjects within 30 ft. gain fast healing for 3 rounds equal to the level of spell expended. This fast healing does not stack with itself or other sources.
[sblock=Advancement]L1->Druid 1 HP 10 (1d8+2) SP: 36 (4x4)
• Balance +2 racial, Climb +2 racial, Handle Animal +2 +2 racial, Knowledge (nature) +2 +2 class, Listen +4, Spot +4, Survival +4 +2 class
• Abilities: Str 16 [16 (10pts)], Dex 12 [10 (2pts) +2 racial], Con 14 [14 (6pts)], Int [12 (4pts) -2 racial], Wis [16 (10pts)], Cha 6 [8 (0pts) -2 racial]
• Feats: Longtooth elite [RoE]
• Other: nature sense, spontaneous rejuvenation [PHII], shapeshift [PHII], shifter traits, shifting, wild empathy
L2->Druid 2 HP 8 (1d8+2) SP: 4 (4)
• Handle Animal +1, Listen +1, Spot +1, Survival +1
• Other: woodland stride
L3->Druid 3 HP 8 (1d8+2) SP: 4 (4)
• Knowledge (nature) +1, Listen +1 +1 feat, Sense Motive +1 feat, Spot +1 +1 feat, Survival +1
• Feat: Shifter Instincts
• Other: trackless step
L4->Druid 4 HP 8 (1d8+2) SP: 4 (4)
• Handle Animal +1, Listen +1, Spot +1, Survival +1
• Abilities: Wis +1
• Other: reckless nature [RoE]
L5->Druid 5 HP 8 (1d8+2) SP: 4 (4)
• Knowledge (nature) +1, Listen +1, Spot +1, Survival +1
L6->Druid 6 HP 8 (1d8+2) SP: 4 (4)
• Handle Animal +1, Listen +1, Spot +1, Survival +1
• Feat: Extra Shifter Trait (beasthide)
L7->Warshaper 1 [CompWar] HP 8 (1d8+2) SP: 2 (2)
• Concentration +2
• Other: morphic immunities, morphic weapons
L8->Warshaper 2 HP 8 (1d8+2) SP: 2 (2)
• Concentration +2
• Abilities: Wis +1
• Other: morphic body[/sblock][/sblock]
Appearance and Personality
When in humanoid form (which he tends to avoid), Domoris is a heavily tattooed and braided shifter that has obviously been on the fringes of civilization for long. His eyes have an otherworldly gaze, and his skin is quite dark for a shifter.

Dormoric can be a bit acerbic when he does talk, and he tends to cut through the bull**** when dealing with people and situations. Most "civilized" folks are too soft for him, and others of his kind too self absorbed. However, he understands safety in numbers and works with others for a common cause.

Major abilities and Tactics
AoE lighting spells and lots of self buffs; some healing via spontaneous rejuvenation. Focuses on shapeshifting + shifting for combat with appropriate buffs, so likes to get in the thick of it. Can also scout in his natural forms.

Background
Domoris grew upon near the Eldeen frontier in Breland, and part of a small community of shifters not affiliated with the greater druidic forces of that area. That, however, did not stop some over-zealous Brelish officers, who razed his village to the ground when he was a child. Forced to flee, his family found refuge with the Eldeen rangers, and the young shifter started his druidic training.

All was not idyllic, however, as the group they had found was quite militant. Domoris was taught to hate those who defiled nature, to see everything as ruin, and to fight back against everyone. This was easily swallowed by the young, angry Domoris, and he became a terror in the Eldeen guerilla war. But after years, Domoris became tired of the effort, and after seeing his fellows kill other shifters and rangers just to forward their own agenda, he became disenchanted with the "nature uber-alles" approach of his sect. He soon left.

Disaffected, Domoris drifted away from the Reaches, but found suspicion and distrust everywhere. Thus, in the last days of the War before the Day of Mourning, the shifter boarded a boat to Xen'drik. He hoped to find a more natural life, one without complication, in the Cyclopean jungles. Hunt, eat, live. That was all he was looking for...

Peace.
 

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