Sunless Citadel 3.5e Campaign Recruiting!

Some houseruled feats for you:

(Edit: Oops! Spell Focus and Greater Spell Focus were changed. The updates are posted below. Slightly better for you guys at the lower levels, anyways...: )
Class Ability Boost [General]
You have put time and effort into developing an aspect of one of your classes.
Source: This one’s entirely my own.
Benefit: Choose one ability from the list given below that your character already possesses. That ability gains a +5 level bonus for the purposes of calculating the benefits the ability provides (to a maximum of your current HD.) The list of abilities available for this feat are:
· Cleric or Paladin Turn or Rebuke Undead
· Druid or Ranger Animal Companion
· Druid Wild Shape
· Monk Unarmed Damage
· Paladin Lay on Hands (including Remove Disease if applicable)
· Wizard Familiar
Notes: Some abilities are too powerful to gain a flat +5 level bonus (i.e. Rage, Smite, Sneak Attack, Caster Level, etc etc). Most of those abilities already have feats related to them specifically. If you think an ability would be suitable for this feat, but don’t see it listed, check with me.
Special: This feat can be taken any number of times, and stacks with itself if the same ability is chosen more than once.

Combat Casting [General]
Source: My adaptation of the PHB feat.
Benefit: You get a +1 bonus to all Concentration checks. You get an additional +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
Notes: This replaces the Combat Casting feat found in the PHB.

Combat Expertise [Combat]
Source: Adapted from the SRD.
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Unlike the SRD version, there is no +5 maximum limit.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Dodge [Combat]
You are skilled at dodging attacks.
Source: Dextrous Dodge, from the Netbook of Feats.
Benefit: For the purpose of determining Armor Class, treat your Dexterity score as 2 points higher than its actual value.
Special: This feat replaces the Dodge feat from the PHB. This feat can be taken several times, and stacks with itself.

Inner Power [General]
Source: This one’s entirely my own.
Benefit: You gain a +2 bonus to one spellcasting-related attribute (i.e., Intelligence, Wisdom, or Charisma)—but only for the purposes of determining your spell DCs. This feat will not modify your skill points, saves, skill checks, bonus spells, or any other aspect of those attributes.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you must choose a different spellcasting-related attribute.

Magic Talent [General]
You have developed a natural talent for magic.
Source: This one’s entirely my own.
Benefit: You gain a +4 bonus to one spellcasting-related attribute (i.e., Intelligence, Wisdom, or Charisma)—but only for the purposes of determining your maximum spell level and bonus spells per level. This feat will not modify your skill points, saves, skill checks, spell DCs, or any other aspect of those attributes.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you must choose a different spellcasting-related attribute.

Monk AC Bonus, Improved [General]
Your sixth sense is more developed than normal, allowing you a better chance to dodge blows in combat.
Source: Adapted from the Netbook of Feats.
Prerequisites: Monk level 1+
Benefit: Add +1 to your monk AC bonus.

Quicken Spell [Metamagic]
As per the PHB, except that a spontaneous Quickened spell does not suffer the increased time penalty normally applied to Metamagic feats. (So, for example, a Sorceror could cast a Quickened Magic Missile as a free action.)

Rapid Spell [Metamagic]
You cast spells with long casting time more quickly.
Source: Adapted from Complete Divine.
Benefit: Only spells with a casting time greater than one standard action can be made Rapid. A rapid spell with a casting time of one full round action or one full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be case in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. Spontaneous casters can use this feat to reduce the casting time of their metamagically-enhanced spells. A Rapid spell uses up a spell slot one level higher than the spell’s actual level.

Spell Focus [General]
Source: Brought back the 3.0e version.
Benefit: Choose one school of magic. The DC checks for all spells cast by you from the chosen school gain a +2 bonus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. This feat replaces the Spell Focus feat found in the PHB.

Spell Focus, Improved [General]
Source: Adapted (sort of) from the SRD
Prerequisites: Spell Focus.
Benefit: Choose one school of magic for which you already have the Spell Focus feat. The DC checks for all spells cast by you from the chosen school gain an additional +1 bonus that stacks with the bonus provided by Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. This feat replaces the Greater Spell Focus feat found in the PHB.

Spring Into Action [Combat]
Source: This one’s entirely my own.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When taking a standard action, you can move both before and after the action, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender if you make a melee attack or cast a spell that requires a melee touch attack. (You still provoke attacks of opportunity from other creatures if appropriate, and any spells must still be cast on the defensive or suffer the appropriate consequences.) You can’t use this feat if you are wearing heavy armor or heavily encumbered. You must move at least 5 feet both before and after you take your action in order to utilize the benefits of Spring Into Action.
Special: This feat is a more generalized version of the Spring Attack and Shot on the Run feats from the PHB, and replaces both. This feat also replaces Spring Attack and Shot on the Run as a prerequisite for other feats, such as Whirlwind Attack.

Weapon Finesse [Combat]
Benefit: As per the PHB, however it no longer has a prerequisite of BAB +1 or higher.
 
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exalted

Nymph's kiss is more powerful than I remember

+1 skill point/level, fey creatures regard you as fey, +2 circumstance bonus on charima checks, +1 bons on saves against spells and spell like abilities.

Must maintain relationship with good aligned fey examples given include nymphs and dryads.

Sacred vow is +2 perfection bonus on diplomacy. It is a prereq for all vows.

Vow of poverty has a bunch of stuff but restricts character to simple clothes, simple non masterwork weapons, spell components, and one day's food in a simple sack.

Benefits:

+4 exalted armor bonus at 1st level, +1 more at 3rd and every 3 after that

1 bonus exalted feat at 1st level, 2nd, and every two levels after that.

3rd level endure elements

4th +1 magic enhancement to attacks, +2 at 10, +3 at 14, +4 at 17 and +5 at 20

5th sustenance

6th +1 deflection, +2 at 12th, +3 at 13th

7th +2 enhancement, 11th increase by +2 and add a new +2, 15th increase existing ones by +2 and add a new +2, 19th increase existing ones by +2 and add a new +2

8th +1 natural armor, +2 at 16th

8th mind shielding, detect lies and detect thoughts immune

10th DR 5/agic, 15 5/evil, 20 10/evil

12th no breathe

13th 5 energy resistance(all), 20 15 energy resistance (all)

14th Freedom of movement

15 regeneration 1/hr

18 true seeing
 


Indy,

Sorry, I was in super Notepad shorthand while I was composing that. I meant +0/+0 as "+ to hit/+ to damage" with base damage die small-medium/base damage die large. Clear as mud, huh? He's not a combat force (-2/-2 with flurry is correct), which is why he's gonna go cleric from here on out! :confused:

I will more than likely only persue the familiar thing if I take the Exalted/Vow type feats. But I agree completely with the 2-feat ruling. Not a prob. The Celestial Familiar feat lists the Lantern Archon for a 7th level caster. (8th lvl for Ydyr... just for chewing.)

If I went w/o the Exalted path I would more than likely take Weapon Finesse (unarmed) and Dodge at 1st level. At least try to be of a help on the front line before I can cast a Healing spell.

-jay
 

Code:
[B]Name:[/B] Heirmund Vottar
[B]Class:[/B] Illusionist (Barred schools: Necromancy&Evocation)
[B]Race:[/B] Rock Gnome
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] none

[B]Str:[/B] 8  -1      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1      [B]BAB:[/B] +0         [B]HP:[/B] 5   (1d4+1)
[B]Con:[/B] 12 +1      [B]Grapple:[/B] -5     [B]Current HP:[/B] 5/5
[B]Int:[/B] 18 +4      [B]Speed:[/B] 15'      [B]Spell Res:[/B] 00
[B]Wis:[/B] 10 +0      [B]Init:[/B] +1        [B]Spell Failure:[/B] 00%
[B]Cha:[/B] 10 +0      [B]ACP:[/B] -3         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +1    +0    +0    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Quarterstaff              +0     1d4-1      x20
Dagger                    +1     1d3-1      19-20

[B]Languages:[/B] Common, Gnome, Draconic, Dwarven, Elven, Goblin.

[B]Abilities:[/B] 
Low-light vision.
Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons.
+2 racial bonus on saving throws against illusions.
+1 to the DC for saving throws against illusion spells cast by Heirmund.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against giant type.
+2 racial bonus on Listen and Craft (alchemy) checks.
1/day—speak with animals (burrowing mammal only, duration 1 minute), dancing lights
ghost sound, prestidigitation. Caster level 1st; save DC 10+ spell level.

[B]Feats:[/B] Scribe scroll, Craft wondrous item, Alertness (if Ivan is within reach)

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   2    +4    +3    +9
Conentration               4    +1    +0    +5
Craft(Alchemy)             4    +4    +2    +10
Knowledge(Arcana)          4    +4    +0    +8
Knowledge(History)         4    +4    +0    +8
Knowledge(Nature)          2    +4    +0    +6
Spellcraft                 4    +4    +0    +8

[B]Equipment:               Cost  Weight[/B]
Quarterstaff             -gp    2lb
Dagger(x4)               8gp    2lb
Backpack                 2gp    1/2lb
Bedroll                  5sp    1 1/4lb
Candle(x10)              1sp    -lb
Map case                 1gp    1/2lb
Chalk                    1cp    -lb
Flint&steel              1gp    -lb
Black ink vial           8gp    -lb
Ink Pen                  1sp    -lb
Parchment(10 sheets)     2gp    -lb
Spell book               15gp   3lb
Blank book               15gp   3lb
Spell component pouch    5gp    2lb
Soap                     5sp    1lb
Waterskin(4)             4gp    4lb
trail rations(4)         2gp    1lb
Scholars outfit          5gp    6lb

[B]Total Weight:[/B] 26 1/4lb  [B]Money:[/B] 0gp 7sp 9cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               19.5  39   60    60    300

[b](Class Name) Spell DC:[/b] 14(15 if illusion)+ Spell Level
[b](Class Name) Spells Per Day:[/b] 4/3
[b](Class Name) Spells Prepared:[/b]
[i]0-level(DC 14):[/i] Acid splash, Detect magic, Mage hand, Message
[i]1-level(DC 15):[/i] Color spray*, Mage armor, Silent image*


[b](Class Name) Spells Known:[/b]
[i]0-level(DC 14):[/i] Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic
Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
[i]1-level(DC 15):[/i] Identify, Comprehend languages, Mage armor, Charm person, Color spray, Silent image, Feather fall

Ivan: 
Tiny Animal	   
Hit Dice:	     1 (2 hp)	   
Initiative:	     +2	   
Speed:	             10 ft. (2 squares), fly 40 ft. (average)	   
Armor Class:	     15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13	   
Base Attack/Grapple: +0/–13	   
Attack:	Claws        +4 melee (1d2–5)	   
Full Attack:	     Claws +4 melee (1d2–5)	   
Space/Reach:	     2-1/2 ft./0 ft.	      
Special Qualities:   Low-light vision	   
Saves:	             Fort +2, Ref +4, Will +4	   
Abilities:	     Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6	   
Skills:	             Listen +3, Spot +5	   
Feats:	             Weapon Finesse	 
These glossy black birds are about 2 feet long and have wingspans of about 4 feet.

[B]Age:[/B] 60
[B]Height:[/B] 3'8"
[B]Weight:[/B] 48lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Dark Tan


[B]Appearance:[/B] Heirmund's has blond hair blue eyes and wrinkled tan skin, he has short
blond hair and He keeps a well groomed beard which comes to a point accenting his chin. 
Heirmund dresses in a dark blue robe and cloak, he keeps two sharp knives in their sheaths
at his left side.

[B]Background:[/B] Heirmund Vottar was born to a rich merchant family in a fairly large town.
He was taught in many things he would need in any line of work he might want to take up, or
so his family thought at the time. When he was old enough to learn a trade he was put to work
as a clerk in one of his family's shops, a pawn shop to be exact.

Heirmund did quite well there but felt unfulfilled. He was a brilliant young gnome and from an
early age had devoured all the knowledge he could find this lead him to apprentice to a wizard
since that seemed quite interesting indeed from his readings.

So Heirmund found a wizard who would accept him as his apprentice and worked under him for several
years. He found he despised spells that dealt with the essenced of life and the flashy
spells some of the wizard's other apprentices liked. He spent the extra time working on forming
believable illusions. 

Once Heirmund's time as an apprentice was over he went back to work for his family making various
alchemical item's. After a time he grew bored of simply creating these item's like some kind of
factory. Heirmund's family could not understand their son's need for something more, in their
mind he had everything a gnome could want, rich men would be knocking on his door soon if he
worked hard and what could be more important?.

Heirmund unlike his family found his prospects rather dull at best. He determined to find something,
anything to do with his skills that wouldn't be drudgery. In the mean time all he had was his work
whatever he could find to read and Ivan, who quite honestly wasn't the best company you could ask for.

(I'm thinking here may be a good link to one of the other characters. They might come in for some
supply's And Heirmund would finally figure out what it was he wanted to do that was more exciting
than what he was doing now. Otherwise I will finish this off with an NPC. :))

Here we are I think he's just about done. Note that the empty book I based off of a spell
book, that may not be the right price but I figured it wasn't a bad start.
 
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Code:
Name: Ydyr Bhantt
Class: Monk1
Race: Human
Size: Medium
Gender: Male
Alignment: LG
Deity: Illmater (the Broken Ones)

Str: 10 +0      Level: 1        XP: 0
Dex: 14 +2      BAB: +2         HP: 9   (1d8+1)
Con: 12 +1      Grapple: +4     Current HP: 9/9
Int: 12 +1      Speed: 30'      Spell Res: 00
Wis: 16 +3      Init: +2       
Cha: 10 +0              

Dex is considered 16 (+3) for AC purposes. 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +3    +0    +0    +3    16
Touch: 16             Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                      2    +1          +3
Ref:                       2    +2          +4
Will:                      2    +3          +5

Weapon                  Attack   Damage     Critical
Unarmed                   +2     1d6+0        x2
Flurry                   -0/-0   1d6+0        x2      

Languages: Common, Celestial, Elvish

Abilities: 
Flurry of Blows
Unarmed Damage (1d6)

Feats: 
Improved Unarmed Strike
Improved Grapple (+4 to all grapple checks)
Dodge (Indy's version)
Weapon Finesse (unarmed) (Indy's version)


Skill Points: 24       Max Ranks: 4/2  (4 + Int [+1] + 1 [human]) x4 @ 1st level
Skills                   Ranks  Mod  Misc  Total
Conentration               4    +1    +0    +5
Knowledge(relig.)          4    +1    +0    +5
Diplomacy                  4    +0    +0    +4
Escape Artist              2    +2    +0    +4
Listen                     2    +3    +0    +5
Spot                       2    +3    +0    +5
Sense Motive               2    +3    +0    +5
Spellcraft (cc)            2    +1    +0    +3

Equipment:               Cost  Weight
Backpack                 2gp    2lb
Bedroll                  1sp    5lb
Chalk                    1cp    -lb
Flint&steel              1gp    -lb
Spell component pouch    5gp    2lb
Waterskin(1)             1gp    4lb
trail rations(2)         1gp    2lb
traveler's outfit        1gp    1lb


Total Weight: 16lb  Money: 0gp 4sp 9cp
 
                           Lgt   Med   Hvy  Lift  Push
Max Weight:                33    66    100   100   500


Age: 19
Height: 6'4"
Weight: 182 lbs
Eyes: Brown
Hair: Dishwater
Skin: Pale-ish


Appearance: Ydyr is a tall and gaunt fellow. He is soft spoken, and polite. His eyes are 

usually downcast, and his floppy hair hangs over his face. He wears a very simple robe, 

which was once probably very nice, but is now frayed and graying from travel. He seems 

awkward as he moves, his strides helplessly longer than most of his companions and sometimes 

off kilter from wounds that never healed exactly properly. His hands twitch nervously at 

most sounds, and it sometimes seems as though he might be having a conversation under his 

breath a lot of the time. 

Background: Ydyr was a simple laborer in a large Dalelands city. His parents were around for 

a few years of his life, but soon hard work and hard knocks were his only two authority 

figures. He sprouted up early, becoming too tall for most of the jobs he had procured: 

chimmney sweep, shiploader, ratkiller.

He finally found a dockside warehouse that needed an inventory counter. He could count just 

high enough in the "interview" to get the job. It was dull, but afforded him walking-around 

money. There was no higher ambition in his life.

One day, a group of disguised thugs jumped his company's dropoff of a shipment. They were 

attempting to steal a set of boxes that his boss had said were "very important". The thugs 

were in the process of killing the company's one bodyguard (Ydyr's best friend at the time). 

Ydyr rushed to his friend's aide only to be knocked out cold by one swing from behind. 

He awoke on the side of an unknown road, battered and broken. In the haze of pain, he looked 

skyward and wondered what might be "out there". He passed out again with death hovering over 

him. 

The next time he awoke, he was in a temple of Illmater. His wounds had been tended to, and 

he was told of how a group of monks returning from a supply run in his city had found him. 

They brought him to their temple to save his life. 

After catching a glimpse of the monks in training, he begged the headmaster to allow him to 

stay and join them. The headmaster relented, but after only a few short weeks of learning 

the basics and trying his heart out, it was obvious that the gangly Ydyr didn't want to 

continue on as a martial monk. He felt called to a more direct link to the deity who saved his 

life.

A passing cleric of Illmater offered to escort the boy back to his city, but found that here 

was the aptitude everyone had been looking for in Ydyr. He gave him a very basic training 

on how to pray for spells and gain more power. This was the way that Ydyr had been 

seeking.

So, dressed as a monk, Ydyr set out from the temple with the intention of getting closer to 

his god. He knew he would have to work hard to forge his own path in a world he had never 

explored.


Well. There he is. Indy, any questions?
 
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My druid concept. Jair

Originally insturcted by the treant Vinathus of the unicorn's horn circle of druids who contained many harper members. Trained in the arts of druidic shapeshifting, curing, and summoning animal spirits, the young priest has potent mystical abilities and studies the druidic arts, looking to the day he can become one of Mielikki's Champions of Nature. Jair has been sent to the Dale lands to begin to re-establish a druidic presence after the destruction of the local circles there and to place a harper minion in the locale.

As a druid of Miellikki, patroness of rangers and good forest creatures Jair is required to call and serve a dryad or treant once a month. Jair, a handsome and personable young man bonded with the dryad Alleah who lives in the forests of the Dales, and fell into a courtship with her according to the customs of the fair folk. Jair is now considered fey touched and has grown in his druidic powers establishing a rapport with the local good fey and some of the mortal residents who follow the druidic faiths or who wish a mediator with the fey.

Jair works hard to create a natural haven of good in the forests of the dales but takes his role as a mielikki priest and champion seriously and will investigate and confront any unnatural evil that threatens his new desmesne or the people who call it home.

As a face man for good druidism, Jair will have a strong diplomacy focus as well as the usual druidic wilderness skills.

Jair
Human druid 1
Patron Mielikki
NG
Str 10
Dex 12
Con 12
Int 10
Wis 16
Cha 14
HP 9
AC 16 (+3 armor +2 shield, +1 dex), touch 11, Flat footed 16
BAB +0, melee +0 ranged +1 grapple +0
F +3, R +1, W +5
Feats: spell focus conjuration, augment summoning
Languages: Common, Druidic, Sylvan
skills:
Diplomacy 4 ranks +2 cha, = +6
Survival 4 ranks +3 wis +2 nature sense =+9
Knowledge Nature 3 ranks +2 nature sense = +5
Listen 4 ranks +3 wis = +7
Spot 4 ranks +3 wis = +7

Spells 4/2
DC 13+spell level

spells known
0
create water
cure minor wounds
detect magic
read magic

1
tbd
cure light wounds
summon nature's ally I

Powers
Nature's sense
Animal companion (unused currently)
Wild Empathy +3

Possessions,
hide armor
heavy wooden shield
spear d8 x3
sling and pouch with stones d4
skinning knife d4
Mielikki holy symbol (wooden)
 
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The code option didn't work very well for my feats list, so I'm going to leave it as a quote. Thanks for showing me how to do it, though.

Voadam, Nymph's Kiss is right out. Gone. Buhbye now. It's on the power level of an Epic Feat. For Voadam and Jayaint, Vow of Poverty is...interesting. If I understand what's been typed here correctly, it requires two feats to get, basically takes away your items (without taking away your 'share' of the items from the party loot), and gives you lots (and lots and lots and lots and...) of nifty combat abilities in their place. It's a neat concept. I actually kind of like it. If this were intended to be a short single-module campaign from the outset, I'd say go for it, and see how it plays out. After giving this some serious thought though, I'll have to say no. Those abilities are *huge*, and while it is definitely arguable that magic items could be just as useful--especially for Voadam if we eventually work out some mechanics to allow some of them to be used while wildshaped--the fact is, the abilities would definitely be overwhelmingly useful. And I couldn't even begin to work out the power balance of that feat. Way too complex. Sorry guys. I guess the short version of the answer is "Whoa! Go easy on me here! Nothing *too* strange, please!"

One house rule I forgot to mention that applies to all casters. (Like I said, there will probably be a number of these before the game begins...) 0th-level spells will receive the same bonus number of spells from attributes as 1st level spells. Minor benefit, but there it is.

Mithral, your character looks fine to me. The history is good so far; if no one wants to help you take up the rest of it from where you left off, I can offer some suggestions. I see only one error: you forgot to factor in your high Int for your 1st (and 0th!) spells/day. And please put an asterisk (*) by Colour Spray, to indicate that it is your specialist-school spell. (Just for ease of recording.) And note that you do get a bonus 0th spell for being a specialist as well. So that's two 0th and one 1st spell prepared, that you need to add. And finally, your dagger attack mod should be '0' as well--unless it's for throwing, of course.

Jayaint, your char also looks fine, mechanically--although you'll have to remove the feats of course, and take (probably) Weapon Finesse and Dodge. However, the history needs tweaking. As a 1st-level monk, you *are* a martial artist, not a failed one. You don't necessarily have to be a good one--but you aren't going going to be dismissed as useless--particularly with your stats. : ) I would recommend toning down the whole couldn't-cut-it flavour text, and/or maybe playing up that he perhaps didn't like a purely martial flavour, but wanted to serve Ilmater more directly (i.e. through magic as a cleric)? No worries other than that tho.

Voadam, your char is fine as well, except for the feats. You have taken three of them, and all have been rejected, as you've just read in this post, sorry. You'll have to redesign your mechanics a bit as a result of that. The history is fine, though--including the flavour text involving the treants. If you wish to keep that, I can have you be sent to Oakhurst to investigate a problem that suits. Let me know if that's the case, and I'll give you more info.
 

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