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[STILL RECRUITING ALTERNATES] Lobo's Eberron Game

Lobo Lurker said:
Hmm... the idea was the with an enhanced amount of feats, the fighter would have too many. :\ Then again, that particular Fighter class was designed with Andy's 1 feat/level rule for his campaign... and no other class got Weapon Focus (I thought that it brought focus to an unfocused class).

I'm open to hearing your opinion though.

If you have AU, you also have the Warmain and Unfettered to fulfill fighter roles.

1, 1, 2, 3, 4, 6, 6, 8, 9, 10, 12, 12, 14, 15, 16, 18, 18, 20 (reg. ftr 18 feats)
1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 (ftr with house rules 22 feats)
1, 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 (non-fighter 11 feats)
1, 1, 2, 3, 5, 6, 7, 9, 10, 11, 13, 14, 15, 17, 18, 19 (Warmain/Unfettered 16 feats)

What are your thoughts Ferrix?

I don't think reducing/changing the manner in which Fighters gain feats does anything but harm a class that really doesn't need any harming. By house ruling an increase in the number of feats every character gets, you are doing a greater service to non-fighters (who don't get many feats) than you are to fighters.

A normal non-fighter gets (1, 3, 6, 9, 12, 15, 18) 7 feats without your house rule, 11 with your house rule. That's is an increase of over half again as many feats (around a 57% increase). A normal fighter gets 18 feats without your house rule, 22 with. That's around a 22% increase.

Statistically, it actually reduces the effectiveness of the fighter's only ability (bonus feats) by quite a bit by boosting up the other classes. If I were to do anything to the fighter, I'd actually try to improve it somehow, perhaps more skill points, a second good save (heck the warmain gets a medium will save), or more along the lines of a dedicated fighter, an ability to have basically a personalized weapon (like the kensai ability or samurai from OA), or Item Familiar from UA.

Andy's fighter replaces all but three of the chooseable bonus feats with set abilities, many of them redundant (getting weapon focus/specialization in three groups) which would only be good for a generalist fighter. Additionally the chooseable bonus feats are at 10, 14 and 18. Leaving your major customization option to high levels, everything else being mostly set for you. Heck, what if you never wanted to take weapon focus and weapon specialization? Andy's fighter makes the fighter more like the monk, in that fighters end up being a lot more of the same old, same old. Without the massively possible customization they have.

Lobo Lurker said:
But if you want to go with the Champion of Freedom (I like the concept idea), that's cool. Were you thinking about a psionic version of that class? Instead of spells, getting some powers & power points? Would you be interested in exchanging your +1 skill point per level for +1 power point per level?

A psionic version of the class would be a spiffy idea, I've never seen a psionic paladin, but I can imagine one with the religious system the Kalashtar have. Well, I need to take a regional feat from there anyways, and it's either Strong Mind or Wild Talent. Strong Mind is bleh cause it's only effective against psionics, and if I have a +1 power point per level from my race, Wild Talent is a piddling 2 pp. The only reason I had actually wanted more pp was for a deep crystal weapon. But if we work up a psionic paladin, I'll think more on it.
 
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Okay, I I'm putting together a Gatekeeper Ranger/Druid. Still have a few things to iron out, but I need to get some sleep tonight :-P

Question: I'm going with a 2nd level character. Should I have 900gp of gear?
 


Sorry for the lack of response everyone. My wife needed the computer for work-related projects last night. Tonight may not be any better as I'm taking care of my daughter (5 months) all by my lonesome... depends on when she falls asleep.

Ferrix: you make a good point for yourself about the Fighter. Let me shovel this off for my unconscious to deal with. I don't imagine that it would be too difficult to convert the paladin's paltry number of spells into power points. Actually, I think there's a system in UA that converts spell slots to spell points, which actually breaks down fairly equally to power points... I'll look it over at home tonight (things to do).

Elocin: I hate raining on anyone's parade, but Shifters are born shifters. They don't change overnight (unless I misread that portion of the campaign setting). Also, I didn't see an abilites section of your write-up. Shifters get (going off memory, could be wrong): Lowlight vision, +1 racial bonus to Climb/Jump/Swim checks, & the ability to Shift 1/day (ability specifics detailed in the ECS; basically grow claws, get a bite, run fast, or smell well). The breadth, duration, and effectiveness of thier Shift increases with the number of Shifter-specific feats that they take.+

Everyone Else: If you had a question or are waiting for a response from me, I must have overlooked it. Ask again please (or refer me to the post number and I'll address your concern).
 

X

Code:
[B]Name:[/B] X
[B]quote: [COLOR=DarkRed]redy, set, GO! [/COLOR] [/B]
[B]Class:[/B] Barbarian
[B]Race:[/B] Warforge
[B]Size:[/B] Large
[B]Gender:[/B] Have not
[B]Alignment:[/B] chaotic/neutral
[B]Deity:[/B] (working on it)
[B]Action Points:[/B] 6

[B]Str:[/B] 16 +3 (10p.)      [B]Level:[/B] 2         [B]XP:[/B] 1,000
[B]Dex: [/B]14 +2 (06p.)      [B]BAB:[/B] +2          [B]HP:[/B] 30 (2d12+6)
[B]Con: [/B]16 +3 (06p.;+2)   [B]Grapple:[/B] +5      [B]Dmg Red:[/B] 2/adamantine
[B]Int: [/B]10 +0 (04p.)      [B]Speed:[/B] 40'       [B]Spell Res:[/B] n/a
[B]Wis: [/B]10 +0 (04p.;-2)   [B]Init:[/B] +2         [B]Spell Save:[/B] n/a
[B]Cha: [/B]10 +0 (02p.;-2)   [B]ACP:[/B] -0[/B]          [B]Spell Fail:[/B] 5%

                [B]Base  	Armor 	Shld   	Dex  Size   Nat  		Misc  	Total[/B]
[B]Armor:[/B]	10 		+8   	+2    	+2    +X     +x   	+X      22


[B]Touch:[/B] 11              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:3[/B]               3      +3    +X          +6 (+8 when raging)
[B]Ref:0[/B]                0      +2    +X          +2
[B]Will:0[/B]               0      +0    +X          +0 (+2 when raging)

[B]Weapon                  Attack   	Damage     Critical[/B]
Natural Weapon (slam)	  +1		1d4
boomerang, Talenta        +1 		1d4+3 (M)    x2
Longsword MW 		  +1 		1d8 (M)      19–20/x2

Shield, heavy steel 20 gp +2 amrmor bonus –2 armor check penalty 15% arcane failure 15 lb.


[B]Languages:[/B] 
common
goblin (region of origin) -1 skill point for bying this language

[B]Abilities:[/B] 
[B]Rage (Ex):[/B] In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he 

takes a -2 penalty to Armor Class. 
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

[B]Fast Movement (Ex):[/B] A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, 

light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor 

worn.

[B]Illiteracy:[/B] Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the 

ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he 

or she already had.

[B]Uncanny Dodge (Ex):[/B] At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible 

attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically 

gains improved uncanny dodge 

[B]Light fortification (Ex):[/B] sneak attack -%25 chance to criticals.

[B]Action Points[/B]
start at  1 lvl with= 5 or ad6???
level up= 5+1/2(lvl)

5+[1/2x(2)]= 6


[B]Feats:[/B]


lvl 1 : Adamantine Body Armor Bonus +8 DR/2 Admantine
lvl 1 :[GM bonus] Regional feat Darguun: Extend Rage: +5 rounds of rage


[B]Skill Points:[/B] 23  (-1 for goblin language)      [B]Max Ranks:[/B] 3+lvl
[B]Skills                	Ranks  Mod  Misc  Total[/B]
CLimb                  	        2    +3          =5
Craft                      	0    +1          =1
Handle Animal                   3    +0          =3
Intimidate                 	3    +0          =3
Jump                       	2    +3          =5
Listen                     	0    +0          =0
Ride                       	3    +2          =5
Survival                   	1    +0          =1
Swim                       	2    +3          =5
=17
--- [B]extra skills [/B] ---
ESCAPE ARTIST DEX               1   +2          =3 
TUMBLE DEX                 	1   +2          =3
SPOT WIS                   	2   +0          =2
USE MAGIC DEVICE CHA            3   +0          =3
=7
=23


[B]Equipment:               Cost  Weight[/B]

Talenta Boomerang MW	 015gp    1lb
Longsword MW		 315gp    4 lb.
shield, heavy steel  	 020gp   15lb
Backpack                 002gp   2lb
Warforged Repair Kit     050gp    1lb
Traveler's Outfit        001gp    5 lb
Bedroll                  001sp    5 lb
Belt Pouches x5          001gp    .5 lb
Flint and Steel          001gp    - 
Trail Rations x5         005sp    1 lb
Rope, silk 50'           010gp    5 lb
Waterskin x3             001gp    4 lb

=417

[B]Total Weight:[/B]63,5lb      [B]Money:[/B] 483gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             76   153   230  460   1150

[B]Age:[/B] 70
[B]Height:[/B] 2 mt
[B]Weight:[/B] 210kg
[B]Eyes:[/B] brown
[B]Hair:[/B] none
[B]plate:[/B] dark brown

[B]Appearance:[/B] 

X is of darkbrown color whit dark greens, like the woods color, if he stands still in a woods, the untrained eye wouldn't see him. He do not have any spesial 

inscription or visible mark.  


[B]Background:[/B] 


At the start was it just light, the others said [COLOR=DarkRed]"there is a new amongst us"[/COLOR] Nobody was specially interested in him. he abandoned the 

place just 10 years of life. The humans somehow agreed, [COLOR=SandyBrown]"let him go! he sure is coming back!" "he needs us"[/COLOR] He didn't. 
Darguun a odd place that he walked away from almost 65 years ago. Making his living by escorting people, not much money and not much oil. It was in 

Trolandport he got his first mission escorting more than little girls and boxes  with forbidden substances.
-*-
He had walked for many blocks trying not to step on the dead ones. He still didn't know what had happened. [COLOR=DarkRed]"Big 
blast" "big light"[/COLOR] he said to himself. He felt his right leg not moving correctly [COLOR=DarkRed]"oil, i need some 
oil"[/COLOR] he erratically lifted bodies, boxes, beds and whatever that he thought could have some healing oils. 
COLOR=DarkRed]"The whole town must have been destroyed, no survivors... nothing"[/COLOR] In desperation he yelled at the sky that 
brought the light... the death. [COLOR=DarkRed]"HEEEEEEEELP!!!" [/COLOR]
It was this day he started to believe. From a corner a girl showed herself, she couldn't have been more than 12 years old and she 
had been crying... he could tell. [COLOR=DarkRed]“Are you alone?” “can I help you?”[/COLOR] after some minutes the girl still 
hadn't answered his questions [COLOR=DarkRed]“can you help me”[/COLOR] he finally made to say... [COLOR=DarkRed]“oil have you seen 
oils? The one that heals my kind?”[/COLOR] The girl just saw right trough the metal and wood he was made of. 
once he had a job, escorting a child to and from school, the only person that was allowed to talk with the girl, was her best 
friend, Anya. Talking about Anya always made the otherwise lonely girl happy. [COLOR=DarkRed]“do you go to school little girl?” 
“Are your best friend hiding somewhere?”[/COLOR] from her eyes  tears began to fall making white stripes in the dirty face. The 
memory of her best friend awakened her from her apathy. The girl lifted her arm pointing at the rest of a brick house. 
[COLOR=Purple]“basement”[/COLOR] she said. 
he used the rest of the day lifting materials looking for the entrance to the basement. The girl did not talk more that day, or the 
day after, or the one after that again. Once he found it he lifted the heavy double door entering the basement. He found quickly  
what he needed. Oils and a lot of them all in a wooden box. The inscription on the box was carves in the wood by skilled hands 
'Liam Xandiz proud son of Cyre' he looked at the wall seeing a wooden plate carved with names... 'genealogy' that is indeed one of 
the most beautiful things humans have. He took the plate down from the wall hiding wrapping it in 3 winter blanket, he took water, 
food and some human stuff. One's outside with the girl, he looked at her trying to make eye contact [COLOR=DarkRed]“leave this 
place with me” “I will take care of you” “can you tell me you name?”[/COLOR] 
[COLOR=Purple]“Thaanas” she told him. “Thaanas Xandiz”... “my dad made that”[/COLOR] she said indicating the wooden plate 
[COLOR=Purple]“he is a great artificer” “he was teaching me the art”[/COLOR].The years went on making the girl woman and making the 
warforge her family. With the work the warforge made she could pay her education. At one of the many battles he was shoot in the 
head and he lost conscience. X was unconscious long time, even so long that he was thrown away. X was meant to be chopped up and 
re-sold as parts to others warforges.
In a touch of destiny X (party member) stands upon his head while seeing what part he could use (maybe a artificer?), X awakens, 
with his last memory. The one of trying to use his boomerang, realizing that he isn't on the battlefield he causes just moderate 
damage on the facilities and stops before really harming somebody. [COLOR=DarkRed]“Where I am” “Where Thaanas be?”  [/COLOR]
 
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Tor L'Tha

Your grapple should be (BAB + STR Modifier +/- Modifier depending upon the size differences between the grapplers). If you have the Improved Grappling feat you add +4 to your grapple check. I believe that if you have multiple limbs then you get another +4 to your check. Note: Warforged have a natural slam attack and thus can circumvent the Improved Unarmed Strike requirement of the Improved Grappling feat.

Go ahead and fill in your racial modifiers now (your stats add up). Please fill in how many points you spent on each attribute. So instead of saying "Str: 16 (XXp.)" it should say "Str: 16 (10p.)"

You have 1,000XP & 900 starting Gold.

As a barbarian you have 12 + 12 + (Con mod x2) Hit Points (...30).

Your statblock should be:
Code:
[b]Str[/b]: 16 +3 (10p.)      [b]Level[/b]: 2         [b]XP[/b]: 1,000
[b]Dex[/b]: 14 +2 (06p.)      [b]BAB[/b]: +2          [b]HP[/b]: 30 (2d12+6)
[b]Con[/b]: 16 +3 (06p.;+2)   [b]Grapple[/b]: +5      [b]Dmg Red[/b]: n/a
[b]Int[/b]: 10 +0 (04p.)      [b]Speed[/b]: 40'       [b]Spell Res[/b]: n/a
[b]Wis[/b]: 10 +0 (04p.;-2)   [b]Init[/b]: +2         [b]Spell Save[/b]: n/a
[b]Cha[/b]: 10 +0 (02p.;-2)   [b]ACP[/b]: -0          [b]Spell Fail[/b]: 5%

In order to use the attachment, the first line needs to be [ CODE ] without the spaces. After the last line (Appearance) you should write [ /CODE ] without the spaces.
 
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I never sent you the scout info. I like the class, but the Skirmish stuff which gives them bonus to damage and AC seems a little strained and I think it would temp me to go out of my way to make the rule work rather than play the character logically. He'd be running around in circles to get in 10' of movement every round, so he could have bonuses.

Instead I would like to play a neutral cleric of the keeper. I'll try and have a draft up today. Sorry for the confusion.

One question, are you using the weapon group stuff from Unearthed Arcana?
 

Scotley said:
Instead I would like to play a neutral cleric of the keeper. I'll try and have a draft up today. Sorry for the confusion.

One question, are you using the weapon group stuff from Unearthed Arcana?
That's cool. I think a cleric would fit in well with the PCs I've seen so far... though I suppose that really depends on the cleric.

Edit: No, we're using standard weapon proficiencies.
 
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Hey Lobo, having seen what's already been offered up and not wanting to duplicate anyone... here's an idea for a concept for me that may or may not work out for you, but let me know. Since it seems the intention is to go to Xendrik, would me playing a drow be cool with you (since they come from Xendrik?) I'm thinking perhaps of a drow swashbuckler... one who travels on ships back and forth from the two continents. Some would call him a "pirate", some would say "privateer". In either case... he makes his living as a guard / guide / sage of the seas for all those interested parties heading to the land to the south.

I'd go with a 2nd level drow (using 3rd level point buy to account for the +1 ECL). He'd be a swashbuckler (from Complete Warrior), fights with rapier, and I'll figure out the other stuff when I get my books together. But just let me know if this concept is cool (since I don't know if you want to use drow or not). If the drow don't work for you, I can always switch the character to a half-elf of House Lyrander... same pirate concept. If I did half-elf, I'd probably make him dragonmarked and 3rd level. Thanx!
 

chracter updated.
how are you doing with action points? I'm not sure how they work.

lvl 1 :[GM bonus] REgional feat: Dragon Totem [BAB +1], region of origin Argonnessen. Gain energy resitance 5 to one type energy [can this be used against electricity? ]
 
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