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Silver Marshes Campaign (Game Closed)

gabrion said:
Before I settle down with the rogue idea I was wondering if you will be allowing Racial Paragon classes from UA. I'm feeling more and more like playing a bard, but I still want to be able to cover all the bases with skills (IE lockpicking and disable device) so starting as Human Paragon might not be a bad idea. Let me know.

PS, If I do play a human bard, then sorry for jacking you around with the changeling stuff. If I play the changeling though I will probably go for the "Becomer" archetype, but I don't have my RoE right now, so I will have to get it back and look it over to make sure I have them straight in my head. The other two are Passers and Reality Seekers right? If you can give a quick rundown of each that would help (I really don't remember them well), but if not I will probably be getting the book back from one of my RL players sometime over the weekend so it's no big deal.

The Becomer switches through all the various forms as he go through life, Passer adopts one form and sticks to it trying to blend in with society, Reality Seeker stays mainly in their "true" form and seeks enlightenment through always being "true" to themselves. (Shooting from the hip here as it has been about a week since I last looked through the RoE.)

As far as the Paragon goes, I am okay with it, as long as you roleplay him as being a bastion of human perfection. When I think of Paragon, I think of Captain America from the old Marvel comics. So if he is Charismatic, let him be so and others will respond in turn. However, it will mean that he is just a 3rd lvl bard once the game starts, but if you are okay with that, I am as well.
 

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Crimson Tide said:
*shoving the Ancient Red Wyrm behind me*

Whatever would give you that idea? :)

Trust me if we face a Ancient Red Wyrm all you will see of me is my Dwarven Butt speeding in the opposite direction. :D
 

Prof Yeti said:
Trust me if we face a Ancient Red Wyrm all you will see of me is my Dwarven Butt speeding in the opposite direction. :D

Duly noted...

*Sends Red back and summons Half-Wyvern/half-Black dragon*

That should make it easier on you to handle..:)

*Always willing to help out the players any way I can*
 

Crimson Tide said:
Duly noted...

*Sends Red back and summons Half-Wyvern/half-Black dragon*

That should make it easier on you to handle..:)

*Always willing to help out the players any way I can*

Groovy! Now were ready! Wow look at that 3 20's in a row to hit. :lol:
 

Crimson Tide said:
When I said Silverymoon book, I meant the Silver Marshes one, thanks for the catch on that and since none of the PrCs are "broken" in my opinion I don't see a prob with just taking the 3.0 stuff as it is.

Actually, I noticed there are some minor skill changes needed (like Intuit Direction), but all in all nothing big.

Crimson Tide said:
Harvey: I am glad you liked the quick brainstorm on his creation, and I have no problem with him making a repair kit, as it only makes since since he follows a god of creation. Also while the -2s do make it a little harder in some aspects, I think it does well to show his awkwardness with his new life.

I also don't mind him having access to the repair spells and if you would rather his training have focused on the repairing of nonhuman things we can go that route. However, if you wanted his training to focus on preserving "true" life, that is also fine. I am flexible either way.

Actually, now that I'm done I like the way he turned out, even with the -2s. You're right, it does make sense. Just don't expect him to turn undead anytime soon :) ... which I think makes perfect sense for a 'forged cleric of Gond. In thinking about it, I think it makes much more sense to have him spontaneously cast repair spells, expecially given his origins. But feat not, rest o' party, for he has memorized cures and has a wand handy.

OK, so here is his character build:

Code:
Name: Gond's Hammer (or "Hammer" for short)
Gender: Male Personality
Race: Gondsforged
Class: Cleric of Gond
Size: Medium
Alignment: N
Deity: Gond
Region: Lantan
Level: 6
Exp: 15,000

STR 18 (+4)  (17 + 1 level)   [13 pts]
DEX 10 (--)                   [ 2 pts] 
CON 10 (--)  (10 + 2 racial)  [ 0 pts]
INT 13 (+1)                   [ 5 pts]
WIS 14 (+2)  (16 - 2 racial)  [10 pts]
CHA  6 (-2)  ( 8 - 2 racial)  [ 0 pts]

(30 Point Buy System)

Fort:   +6      (+5 base +1 ability)
Ref:    +2      (+2 base +0 ability)
Will:   +6      (+5 base +1 ability)

HD: 6d8
HP: 38
Init: +0
Spd: 20' x 3
AC: 20          (10 base + 10 armor)
   Flat-Footed: 20
   Touch: 10
ACP: -5
DR: 2/adamantine

BAB: +4
   Melee: +8
   Ranged: +4
Grapple: +8     (+4 BAB +4 STR)

Weapons:
Maul, +1 Adamantine   +10 attack  1d10+7 damage    x3 on 20
Slam attack           +8 attack   1d4+4 subdual    x2 on 20
Pistol, Masterwork    +1 attack   1d10 damage      x3 on 20    50' Range

Armor:
Adamantine Body, +2   +10 AC      +1 Max Dex       -5 ACP

Languages: Common, Lantanese

Abilities:
-- Living Construct subtype (Immune to poison, paralysis, disease, nausea, fatigue, 
exhaustion, sickening, energy drain; cannot heal naturally; healing school provides 
1/2 normal effect; disabled at 0 to -9 HP; does not eat, sleep, or breathe)
-- Composite Plating (5% arcane spell failure)
-- Light Fortification (25% ignore critical hits)
-- 1d4 Slam Attack
-- Proficient with simple weapons, all armor, shields
-- Spontaneously cast repair spells
-- Turn Undead (1x per day, turning check 1d20-2, turning damage 2d6+4)
-- Can Cast Creation Spells at +1 Caster Level
-- Skill Focus: Craft (armorsmith) +3
-- Martial Weapon Proficiency (maul)
-- Exotic Weapon Proficiency (maul)
-- Weapon Focus (maul)

Feats:
-- Adamantine Body (1st level)
-- Craft Wondrous Item (3rd level)
-- Craft Magic Arms And Armor (6th level)

Skill Points: 27        Max Ranks: 9/4
Skills:                 Stat  Total     Ability  Ranks  ACP  Misc
-- Appraise             Int   +1      = +1
-- Balance              Dex   -5      = +0              -5
-- Bluff                Cha   -2      = -2
-- Climb                Str   -1      = +4              -5
-- Concentration        Con   +4      = +0       +4
-- Craft (armorsmith)   Int   +13/+15 = +1       +9          +3/+5 (domain: metal, 
                                                                 repair kit)
-- Craft (weaponsmith)  Int   +4/+6   = +1       +3          +2 (repair kit)
-- Diplomacy            Cha   -2      = -2
-- Disguise             Cha   -2      = -2
-- Escape Artist        Dex   -5      = +0              -5
-- Forgery              Int   +1      = +1
-- Gather Info          Cha   -2      = -2
-- Heal                 Wis   +8/+10  = +2       +6          +2 (healer's kit)
-- Hide                 Dex   -5      = +0              -5
-- Intimidate           Cha   -2      = -2
-- Jump                 Str   -1      = +4              -5
-- Knowledge (religion) Int   +6      = +1       +5
-- Listen               Wis   +2      = +2
-- Move Silently        Dex   -5      = +0              -5
-- Ride                 Dex   +0      = +0
-- Search               Int   +1      = +1
-- Sense Motive         Wis   +2      = +2
-- Spot                 Wis   +2      = +2
-- Survival             Wis   +2      = +2
-- Swim                 Str   -6      = +4              -10
-- Use Rope             Dex   +0      = +0

Cleric Spells Per Day: 5/4+1/3+1/2+1
Cleric Spells Typically Memorized: 
0th (DC 11)- Detect Magic (2), Detect Poison, Mending, Read Magic
1st (DC 12)- Bless, Comprehend Language, Magic Weapon*, Shield of Faith, Wieldskill
2nd (DC 13)- Bull's Strength, Cure Moderate Wounds, Make Whole, Wood shape*
3rd (DC 14)- Cure Serious Wounds, Dispel Magic, Stone Shape*
* Domain Spells. Domains: Craft, Metal

Starting Gold: 13,000 gp
Equipment:
-- Adamantine Body, +2            ------   4,000 gp
-- Backpack                       2.0 lb       2 gp
-- Bullets (10)                   2.0 lb     ------ (free regional equipment)
-- Everburning Torch              1.0 lb     110 gp (tucked in belt)
-- Healer's Kit                   1.0 lb      50 gp (in backpack)
-- Holy Symbol of Gond, Silver    1.0 lb      25 gp (carved into chest)
-- Maul, +1 Adamantine           20.0 lb   3,510 gp, 5 sp*
-- Pistol, Masterwork             3.0 lb     ------ (free regional equipment)
-- Pouch, Belt                    0.5 lb       1 gp
-- Powderhorn                     2.0 lb     ------ (free regional equipment)
-- Repair Kit                     1.0 lb      50 gp (in backpack)
-- Wand of Cure Light Wounds      ------     750 gp (in wand sheath)
-- Wand Sheath                    ------   4,000 gp

* Created himself in the High Holy Crafthouse of Inspiration

Total Weight: 32.5 lbs
Total Money @ Character Creation: 501 gp, 5 sp
Current Money: 501 gp, 5 sp

Max Weight:  100 light   200 medium   300 heavy

Age: 5
Height: 6'0"
Weight: 350 lbs
Eyes: Green

A couple of comments/questions, if you don't mind...

1) Adamantine: I want to build into his backstory this adamantine theme relating to his construction in the High Holy Crafthouse of Inspiration. Haven't gotten to that yet, but you can see that he has a common theme (weapon, armor, etc.). Are you OK with this?

2) Speaking of weapons, I had Hammer create his weapon using the GP rule set up with wgreen. He has the skills and feats necessary, so I figured no problem.

3) The Wand Sheath: Pulled from the Eberron Campaign Setting as a Warforged Embedded Component. Any issue with him having it? Thought it would be cool given his nature. If not, then I can spend the money on more wands. :)

4) The Pistol: It is a free piece of equipment for the region. While I think the image looks cooler than the heavy crossbow, Hammer's never really going to use either of them. He's not going to be good with ranged weapons. Thoughts? I wouldn't mind saying he sold them off or something like that. But if he's sruck with a ranged weapon he's never going to use, I think a pistol is much cooler...

I think that's it...I will post appearance, history, and personality tomorrow...
 

Prof Yeti said:
Trust me if we face a Ancient Red Wyrm all you will see of me is my Dwarven Butt speeding in the opposite direction. :D

Oh come on, I think our brave little party of 6th level adventurers should be up to the challenge. :)

Crimson, I have a few more questions.

1) You said in your last post that starting out as Human Paragon would mean I would only have 3 levels of Bard. Does that mean that you usually require taking PrC type classes to the end?

2) Would you allow the Magic Blooded template from dragon 306? I'm leaning toward playing the bard and I want him to have a kind of "fire" in his soul, which seems to work well with the template.

3) I never asked if you would be allowing Frostburn material. I really like the Stormsinger PrC in that book and it would fit well for a bard from the north.
 

Harvey said:
Actually, I noticed there are some minor skill changes needed (like Intuit Direction), but all in all nothing big.

While skills can be swapped around pretty easily, it was more along the lines of the powers granted that I didn't consider too broken, but good catch on the skills.

Harvey said:
Actually, now that I'm done I like the way he turned out, even with the -2s. You're right, it does make sense. Just don't expect him to turn undead anytime soon :) ... which I think makes perfect sense for a 'forged cleric of Gond. In thinking about it, I think it makes much more sense to have him spontaneously cast repair spells, expecially given his origins. But feat not, rest o' party, for he has memorized cures and has a wand handy.

While I was not going to try to influence you, I am glad you choose the Repair route vice cure. While on paper, it might make it a little more difficult on the party, I think story wise, it makes alot more sense for him to be better at repairing objects over people.

Harvey said:
OK, so here is his character build:

Code:
Name: Gond's Hammer (or "Hammer" for short)
Gender: Male Personality
Race: Gondsforged
Class: Cleric of Gond
Size: Medium
Alignment: N
Deity: Gond
Region: Lantan
Level: 6
Exp: 15,000
 
STR 18 (+4) (17 + 1 level) [13 pts]
DEX 10 (--) [ 2 pts] 
***CON 10 (--) (8 + 2 racial) [ 0 pts]
INT 13 (+1) [ 5 pts]
WIS 14 (+2) (16 - 2 racial) [10 pts]
CHA 6 (-2) ( 8 - 2 racial) [ 0 pts]
 
(30 Point Buy System)
 
***Fort: +5 (+5 base +0 ability)
Ref: +2 (+2 base +0 ability)
***Will: +7 (+5 base +2 ability)
 
HD: 6d8
HP: 38
Init: +0
Spd: 20' x 3
AC: 20 (10 base + 10 armor)
Flat-Footed: 20
Touch: 10
ACP: -5
DR: 2/adamantine
 
BAB: +4
Melee: +8
Ranged: +4
Grapple: +8 (+4 BAB +4 STR)
 
Weapons:
Maul, +1 Adamantine +10 attack 1d10+7 damage x3 on 20
Slam attack +8 attack 1d4+4 subdual x2 on 20
Pistol, Masterwork +1 attack 1d10 damage x3 on 20 50' Range
 
Armor:
Adamantine Body +2, +10 AC +1 Max Dex -5 ACP
 
Languages: Common, Lantanese
 
Abilities:
-- Living Construct subtype (Immune to poison, paralysis, disease, nausea, fatigue, 
exhaustion, sickening, energy drain; cannot heal naturally; healing school provides 
1/2 normal effect; disabled at 0 to -9 HP; does not eat, sleep, or breathe)
-- Composite Plating (5% arcane spell failure)
-- Light Fortification (25% ignore critical hits)
-- 1d4 Slam Attack
-- Proficient with simple weapons, all armor, shields
-- Spontaneously cast repair spells
-- Turn Undead (1x per day, turning check 1d20-2, turning damage 2d6+4)
***-- Can Cast Creation Spells at +1 Caster Level (Craft Domain)
***-- Skill Focus: Craft (armorsmith) +3 (Craft Domain)
***-- Martial Weapon Proficiency (maul) (Since Maul is a martial weapon, I would choose this as your either or selection from the Metal Domain.)
***-- Exotic Weapon Proficiency (maul) (Since Maul is a martial weapon, I would choose this as your either or selection from the Metal Domain)
-- Weapon Focus (maul) (Metal Domain)
  
Feats:
-- Adamantine Body (1st level)
-- Craft Wondrous Item (3rd level)
-- Craft Magic Arms And Armor (6th level)
 
Skill Points: 27 Max Ranks: 9/4
Skills: Stat Total Ability Ranks ACP Misc
-- Appraise Int +1 = +1
-- Balance Dex -5 = +0 -5
-- Bluff Cha -2 = -2
-- Climb Str -1 = +4 -5
-- Concentration Con +4 = +0 +4
-- Craft (armorsmith) Int +13/+15 = +1 +9 +3/+5 (domain: metal, 
repair kit)
-- Craft (weaponsmith) Int +4/+6 = +1 +3 +2 (repair kit)
-- Diplomacy Cha -2 = -2
-- Disguise Cha -2 = -2
-- Escape Artist Dex -5 = +0 -5
-- Forgery Int +1 = +1
-- Gather Info Cha -2 = -2
-- Heal Wis +8/+10 = +2 +6 +2 (healer's kit)
-- Hide Dex -5 = +0 -5
-- Intimidate Cha -2 = -2
-- Jump Str -1 = +4 -5
-- Knowledge (religion) Int +6 = +1 +5
-- Listen Wis +2 = +2
-- Move Silently Dex -5 = +0 -5
-- Ride Dex +0 = +0
-- Search Int +1 = +1
-- Sense Motive Wis +2 = +2
-- Spot Wis +2 = +2
-- Survival Wis +2 = +2
-- Swim Str -6 = +4 -10
-- Use Rope Dex +0 = +0
 
***For skills, could you please just put the skills you have ranks in on this sheet and if you need to do a check with something not listed, I will plug the other numbers in from this side. Just a way to keep the character sheets a little more streamlined.
 
****Also, don't forget the 4 ranks that I am giving everyone in a Profession skill(s).
 
 
Cleric Spells Per Day: 5/4+1/3+1/2+1
Cleric Spells Typically Memorized: 
0th (DC 11)- Detect Magic (2), Detect Poison, Mending, Read Magic
1st (DC 12)- Bless, Comprehend Language, Magic Weapon*, Shield of Faith, Wieldskill
2nd (DC 13)- Bull's Strength, Cure Moderate Wounds, Make Whole, Wood shape*
3rd (DC 14)- Cure Serious Wounds, Dispel Magic, Stone Shape*
* Domain Spells. Domains: Craft, Metal
 
Starting Gold: 13,000 gp
Equipment:
-- Adamantine Body, +2 ------ 4,000 gp
-- Backpack 2.0 lb 2 gp
-- Bullets (10) 2.0 lb ------ (free regional equipment)
-- Everburning Torch 1.0 lb 110 gp (tucked in belt)
-- Healer's Kit 1.0 lb 50 gp (in backpack)
-- Holy Symbol of Gond, Silver 1.0 lb 25 gp (carved into chest)
-- Maul, +1 Adamantine 20.0 lb 3,510 gp, 5 sp*
-- Pistol, Masterwork 3.0 lb ------ (free regional equipment)
-- Pouch, Belt 0.5 lb 1 gp
-- Powderhorn 2.0 lb ------ (free regional equipment)
-- Repair Kit 1.0 lb 50 gp (in backpack)
-- Wand of Cure Light Wounds ------ 750 gp (in wand sheath)
-- Wand Sheath ------ 4,000 gp
 
* Created himself in the High Holy Crafthouse of Inspiration
 
Total Weight: 32.5 lbs
Total Money @ Character Creation: 501 gp, 5 sp
Current Money: 501 gp, 5 sp
 
Max Weight: 100 light 200 medium 300 heavy
 
Age: 5
Height: 6'0"
Weight: 350 lbs
Eyes: Green

Hope you don't think I went through everything with the magic red DM pen...:)


Harvey said:
A couple of comments/questions, if you don't mind...

1) Adamantine: I want to build into his backstory this adamantine theme relating to his construction in the High Holy Crafthouse of Inspiration. Haven't gotten to that yet, but you can see that he has a common theme (weapon, armor, etc.). Are you OK with this?

As long as you are willing to pay the price for the items, and are willing to accept that adamantine does not grow on trees, I am fine with it. Depending on how long the game runs, a quest could be to find more of it for your crafting wants.

Harvey said:
2) Speaking of weapons, I had Hammer create his weapon using the GP rule set up with wgreen. He has the skills and feats necessary, so I figured no problem.

Double checked the math on the construction and it was good to go. However, like I said in the char sheet section, since the Metal Feat is an either/or of the two feats, I would take Martial (Maul) as there is no Exotic (Maul). However, I do find the image of him using a huge smithy hammer as his weapon and creation tool very fitting.

Harvey said:
3) The Wand Sheath: Pulled from the Eberron Campaign Setting as a Warforged Embedded Component. Any issue with him having it? Thought it would be cool given his nature. If not, then I can spend the money on more wands. :)

Where would it be on your body? Are you sure you want to give up a slot on yourself where you could potentially have a magic item for a perm non-magical one? I agree storywise, it is great, but don't want to cheat you out of anything either.

Harvey said:
4) The Pistol: It is a free piece of equipment for the region. While I think the image looks cooler than the heavy crossbow, Hammer's never really going to use either of them. He's not going to be good with ranged weapons. Thoughts? I wouldn't mind saying he sold them off or something like that. But if he's sruck with a ranged weapon he's never going to use, I think a pistol is much cooler...

While initally I was hesitant as I didn't want to have gunpowder in the game, again given his nature, the image does seem fitting. However, he will be even more penalized in his using it since he has no feats in as in my opinion that definately counts as an Exotic Weapon.

Harvey said:
I think that's it...I will post appearance, history, and personality tomorrow...

Looking forward to seeing it all Harvey and I hope I didn't offend you by adding all my ***edit marks.
 

gabrion said:
Oh come on, I think our brave little party of 6th level adventurers should be up to the challenge. :)

I thought so also..:)

gabrion said:
Crimson, I have a few more questions.

1) You said in your last post that starting out as Human Paragon would mean I would only have 3 levels of Bard. Does that mean that you usually require taking PrC type classes to the end?

As the Paragon class grants you a free feat at 2nd level, and a free +2 bonus to any stat at 3rd, I had assumed you would follow it all the way through. If you just want to take a level to get the one universal skill, that is also okay from this side.

With future PrCs, you can take as many lvls in the class as you wish. However, I don't like people cherry picking 5 different PrCs just to do so. Also by that point, the XP penalty would definately kick in..:)

gabrion said:
2) Would you allow the Magic Blooded template from dragon 306? I'm leaning toward playing the bard and I want him to have a kind of "fire" in his soul, which seems to work well with the template.

Let me go through my back issues to make sure I have that one and we will go from there.

gabrion said:
3) I never asked if you would be allowing Frostburn material. I really like the Stormsinger PrC in that book and it would fit well for a bard from the north.

I do not have a problem with it as long as the story supports it. As I haven't really read through Frostburn alot, I am a little fuzzy with the class, but I will get back to you on it.

Sound fair?
 

Crimson Tide said:
While I was not going to try to influence you, I am glad you choose the Repair route vice cure. While on paper, it might make it a little more difficult on the party, I think story wise, it makes alot more sense for him to be better at repairing objects over people.

Agreed...

Crimson Tide said:
Hope you don't think I went through everything with the magic red DM pen...:)

No problemo... I do the same...

Crimson Tide said:
As long as you are willing to pay the price for the items, and are willing to accept that adamantine does not grow on trees, I am fine with it. Depending on how long the game runs, a quest could be to find more of it for your crafting wants.

A very cool idea... one I could get into! Though I'd prefer it as a subplot, not wanting it to overshadow any existing stories. That might be a reason he left Lantan to begin with.

Crimson Tide said:
Double checked the math on the construction and it was good to go. However, like I said in the char sheet section, since the Metal Feat is an either/or of the two feats, I would take Martial (Maul) as there is no Exotic (Maul). However, I do find the image of him using a huge smithy hammer as his weapon and creation tool very fitting.

Yeah, I pictured him with a two-handed hammer, and the maul seemed to fit the bill. As for feats, I got confused when reading the description on the maul, but I think I got it now. As a two-handed weapon, it is a martial proficiency, but if you wanted it to be a one-handed weapon, it is an exotic profiency. I picture him using both hands, so I'll drop the Exotic WP feat.

Crimson Tide said:
Where would it be on your body? Are you sure you want to give up a slot on yourself where you could potentially have a magic item for a perm non-magical one? I agree storywise, it is great, but don't want to cheat you out of anything either.

Wand sheaths are traditionally housed under a forearm, so I would assume it fits either a gauntlet or a bracer slot. Not sure which... I'd rather you make the call. And I am perfectly fine with blowing a slot for the component... while it might not be the most effective idea, I mainly think it's cool and fits in with the character's craft/creation theme.

Crimson Tide said:
While initally I was hesitant as I didn't want to have gunpowder in the game, again given his nature, the image does seem fitting. However, he will be even more penalized in his using it since he has no feats in as in my opinion that definately counts as an Exotic Weapon.

Like I said, I don't mind either way, since I really don't envision him ever using it. I mainly thinks it fits in with this whole creation/tinkerer aspect of him.

Crimson Tide said:
Looking forward to seeing it all Harvey and I hope I didn't offend you by adding all my ***edit marks.

Like I said before, no problemo. I will re-post the tweaked character once I write up the history, etc.

Oh, and some clarification/correction on earlier posts:
1) Hammer cannot start as a techsmith until his 8th level... neglected the requirement to cast minor creation, which he gets as a domain spell at 7th level.

2) On the subject of "recreating himself", as a player I would never expect to be able to recreate a warforged. He'd go the techsmith route because I see the gondsmen as his attempts to recreate himself. Early prototypes, if you will. Maybe once he reaches epic levels, he might garner Gond's attention. But that's a long ways off...
 

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