Sollir Furryfoot
Explorer
Characters for the Sealed in Blood PBP game.
Representing...
Chaos-Kalanyr
Evil-Serpenteye
Good-Hafrogman
Law-Festy Dog
Neutrality-Lichtenhart
OOC Thread:
OOC Thread
Character Creation Rules:
ECL: 26
Point Buy: 40
Standard equipment for ECL 26
If you want an alternate race, talk to me in #IR in Mirc or email me (check profile).
Alignment: Any
Note-Using the 3.5e rule where if you play an ECL race, add up all your HD and levels when considering feats. Aka, if you have 9 monster HD you still have 4 feats. If you're a 9 HD monster with 9 levels in a class, you have 7 feats.
Background-A Pit Fiend is in possession of your character's soul. Decide upon the reason (if needed, depending on history/alignment) why the fiend has their soul and probably a reason why they would agree to perform a task for the fiend in exchange for their freedom (as opposed to burning in the fiery pits of hell).
Small Revisions-Harm has a will save, as inflict critical wounds on a successful save but cannot reduce the target below 4 hitpoints. Leadership feat disallowed (don't want to run too many characters)
-Time Stop's duration is changed to 2 rounds and can't be extended since its technically instantaneous
-Ring of Spell Turning is limited to 7th level spells and under, the epic armor enhancement of the same name remains the same.
-BAB for monster's HD over 20 follows the epic level advancement (aka, +1 BAB/2 levels or wizard progression)
-Mord's Disjunction and Antimagic Field (and variants) are banned.
-Iron Will line of feats and their epic versions grant a +3 bonus instead of +2.
-Skill Focus can be chosen for a Single skill to give +3 to it, or 2 skills for +2 each.
-For the purposes of Epic Spellcasting, use only your base ranks in Spellcraft + your Base Int mod (only count permanent bonuses, such as inherent, but not from stuff like headbands of intellect) + any Skill Focus bonus you might have to cast your spell.
We will be using the Fate Points system, you don't need the feat Fated to earn Fate points, although it helps. PCs without the feat start with 1 Fate Point while those who have it start with 2.
Feat:
Fated (General)
Prerequisites: None
Benefit: You gain 2 Fate points per Chapter (thread reaches 200 posts or until I decide, usually when a major plot is finished).
Normal: You gain 1 Fate point per Chapter.
Special: This may be taken only at 1st level.
What do Fate Points do?
For 1 Fate Point:
-Reroll one save or attack.
-Regain 25 hitpoints at any time (can be used to prevent dying if you're not reduced to -35 hitpoints or below)
-Regain a single spell cast or spell level expended.
-Reduce the extra damage taken from a critical hit to what it would be normally.
-Reroll Combat Initiative.
For 2 Fate Points:
-Gain an extra partial action, this stacks with haste
-Automatically suceed a save
-Gain a save vs. a killing attack with no save (such as vorpal) (DC determined by the DM)
-Regain 50 hitpoints at any time (can be used to prevent dying if you're not reduced to -60 hitpoints or below)
For 3 Fate Points:
-Ignore the negative level normally lost from a Raise Dead or similar spell.
All such usages of Fate Points are Free Actions. No more than 1 effect from Fate Points may be expended in a given round.
Note: Fate Points will also be gained via various other ways, including helping the DM. Fate Points may be gained regardless if you have the Fated feat or not.
You gain +1 Fate point when beating a foe considered to be a "Boss" monster or character.
Representing...
Chaos-Kalanyr
Evil-Serpenteye
Good-Hafrogman
Law-Festy Dog
Neutrality-Lichtenhart
OOC Thread:
OOC Thread
Character Creation Rules:
ECL: 26
Point Buy: 40
Standard equipment for ECL 26
If you want an alternate race, talk to me in #IR in Mirc or email me (check profile).
Alignment: Any
Note-Using the 3.5e rule where if you play an ECL race, add up all your HD and levels when considering feats. Aka, if you have 9 monster HD you still have 4 feats. If you're a 9 HD monster with 9 levels in a class, you have 7 feats.
Background-A Pit Fiend is in possession of your character's soul. Decide upon the reason (if needed, depending on history/alignment) why the fiend has their soul and probably a reason why they would agree to perform a task for the fiend in exchange for their freedom (as opposed to burning in the fiery pits of hell).
Small Revisions-Harm has a will save, as inflict critical wounds on a successful save but cannot reduce the target below 4 hitpoints. Leadership feat disallowed (don't want to run too many characters)
-Time Stop's duration is changed to 2 rounds and can't be extended since its technically instantaneous
-Ring of Spell Turning is limited to 7th level spells and under, the epic armor enhancement of the same name remains the same.
-BAB for monster's HD over 20 follows the epic level advancement (aka, +1 BAB/2 levels or wizard progression)
-Mord's Disjunction and Antimagic Field (and variants) are banned.
-Iron Will line of feats and their epic versions grant a +3 bonus instead of +2.
-Skill Focus can be chosen for a Single skill to give +3 to it, or 2 skills for +2 each.
-For the purposes of Epic Spellcasting, use only your base ranks in Spellcraft + your Base Int mod (only count permanent bonuses, such as inherent, but not from stuff like headbands of intellect) + any Skill Focus bonus you might have to cast your spell.
We will be using the Fate Points system, you don't need the feat Fated to earn Fate points, although it helps. PCs without the feat start with 1 Fate Point while those who have it start with 2.
Feat:
Fated (General)
Prerequisites: None
Benefit: You gain 2 Fate points per Chapter (thread reaches 200 posts or until I decide, usually when a major plot is finished).
Normal: You gain 1 Fate point per Chapter.
Special: This may be taken only at 1st level.
What do Fate Points do?
For 1 Fate Point:
-Reroll one save or attack.
-Regain 25 hitpoints at any time (can be used to prevent dying if you're not reduced to -35 hitpoints or below)
-Regain a single spell cast or spell level expended.
-Reduce the extra damage taken from a critical hit to what it would be normally.
-Reroll Combat Initiative.
For 2 Fate Points:
-Gain an extra partial action, this stacks with haste
-Automatically suceed a save
-Gain a save vs. a killing attack with no save (such as vorpal) (DC determined by the DM)
-Regain 50 hitpoints at any time (can be used to prevent dying if you're not reduced to -60 hitpoints or below)
For 3 Fate Points:
-Ignore the negative level normally lost from a Raise Dead or similar spell.
All such usages of Fate Points are Free Actions. No more than 1 effect from Fate Points may be expended in a given round.
Note: Fate Points will also be gained via various other ways, including helping the DM. Fate Points may be gained regardless if you have the Fated feat or not.
You gain +1 Fate point when beating a foe considered to be a "Boss" monster or character.
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