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The prophesy of the Child [Recruiting till 26-01-07]

Rino

First Post
The prophesy of the child

You all were having noticed some change in power from your deity, just a small shift in power but still you feel that they are less present for you. Almost like they are busy with more important issues. When you are near a temple from another deity you notice that the clerics are not present at the public areas or some temples are even closed for an undecided number of days. This might concern you or it may not but you still notice it. Or when you commune to your deity they give contradicting answers. Something is going on, that is for sure.

In your childhood there were always stories about the gods how powerful they were and how much influence they had on the lives of each of us. Like our fate has already been decided before we where even born. You as great hero might have forgotten those stories but you are still able to remember one of them: the story of a young boy that could change the world in his image, almost like he was a God. And that he would take his place between the other Gods when he reached a certain age. He will be a God although he was born from 2 normal parents without divine intervention of some kind.

But something appears to be going terribly wrong.

About the game:
ECL 27
Pc wealth of 27th level
28 point buy
PHB and MM1 races allowed of course, other races case by case review

Books:
Core books
Complete Warrior, Divine, Arcana, Mage, Adventurer,
Races of Stone, Wild, Destiny, Ebberon, Dragon and Faerun
Epic level handbook (with 3.5 update)
Faith & Pantheons (FR book)
All other books will be viewed at case by case

Restrictions:
No psionics, I don’t have the books and never used them
Max 1 intelligent item each

Custom rules:
Clerics get automatic proficiency with their deity’s favored weapon.
No mass damage
No custom epic spells
Die rolling will be done with invisible castle but I don’t link to the roll in the post.

Recruitment will end at the 26th of Januari at midnight (GMT+1) after that I will review the character in the weekend and the game will start at the same time on the 02-02-07
 

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Nephtys

First Post
I'm about halfway finished completing my character, but I have some questions. The Marshals main ability are his Minor Auras (the Major Auras otoh are rather weak), but I'm not sure if I understand the ability correctly. Does Motivate Constitution (for example) grant additional HPs as if the character affected had gained a higher Con score? Does Motivate Dexterity increase your AC, and does Motivate Charisma increase the DC of (Cha) spells and spelllike abilities? In other words, does the Motivate abilityscore line of auras increase the effective Abilityscore of the affected character? Or do they only affect parts of the Ability Score? What is an Ability Check?




"
Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.

Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.
"
 
Last edited:


Pyrex

First Post
For review: My concept is Abjurer 3 / Master Specialist 10 / Initiate of the Sevenfold Veil 7 / Epic Master Specialist 7

Rino said:
@pyrex: I dont have the time realy to look into those things, but if you have the time then I would even encourage you to do it. I would suggest a epic progressen on PrC more then the feat.

The only meaningful class feature that scales with level is the Increased Caster Level, so here's what I'd propose for an epic progression:

-----
Spellcasting: At each level your spellcasting ability increases (to the max of 20th level, then only your caster level increases).

Caster Level Increase: At 12th level and every 3rd level thereafter, your caster level in your specialist school increases by 1

Bonus Feat: At 13th level and every 3rd level thereafter, an Epic Master Specialist gains a bonus Epic feat off of the Epic Wizard list.
-----

Aaaand Done!
 


Rino

First Post
Nephtys said:
I'm about halfway finished completing my character, but I have some questions. The Marshals main ability are his Minor Auras (the Major Auras otoh are rather weak), but I'm not sure if I understand the ability correctly. Does Motivate Constitution (for example) grant additional HPs as if the character affected had gained a higher Con score? Does Motivate Dexterity increase your AC, and does Motivate Charisma increase the DC of (Cha) spells and spelllike abilities? In other words, does the Motivate abilityscore line of auras increase the effective Abilityscore of the affected character? Or do they only affect parts of the Ability Score? What is an Ability Check?




"
Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.

Accurate Strike: Bonus on rolls made to confirm critical hits.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Demand Fortitude: Bonus on Fortitude saves.
Determined Caster: Bonus on rolls to overcome spell resistance.
Force of Will: Bonus on Will saves.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Master of Tactics: Bonus on damage rolls when flanking.
Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
Motivate Strength: Bonus on Strength checks and Strength-based skill checks.
Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
Over the Top: Bonus on damage rolls when charging.
Watchful Eye: Bonus on Reflex saves.
"

It is only for the checks and therefor doesn't grant any extra HP

Pyrex said:
For review: My concept is Abjurer 3 / Master Specialist 10 / Initiate of the Sevenfold Veil 7 / Epic Master Specialist 7



The only meaningful class feature that scales with level is the Increased Caster Level, so here's what I'd propose for an epic progression:

-----
Spellcasting: At each level your spellcasting ability increases (to the max of 20th level, then only your caster level increases).

Caster Level Increase: At 12th level and every 3rd level thereafter, your caster level in your specialist school increases by 1

Bonus Feat: At 13th level and every 3rd level thereafter, an Epic Master Specialist gains a bonus Epic feat off of the Epic Wizard list.
-----

Aaaand Done!

:cool: have fun with it
 
Last edited:

Nephtys

First Post
Rino said:
It is only for the checks and therefor doesn't grant any extra HP
Sorry for being stupid but I've searched the SRD and been unable to find a definition of an Ability Check. Can anyone define it for me?
It includes opposed ability checks, I suppose, like in a Grapple or Trip. But does it also include the circumstances where different abilities are opposing each others, like spell DC versus Saving throw (Fort vs Cha) or AC modifier versus To hit chance (Dex vs Str)? What are the limitations?
 

Rino

First Post
Nephtys said:
Sorry for being stupid but I've searched the SRD and been unable to find a definition of an Ability Check. Can anyone define it for me?
It includes opposed ability checks, I suppose, like in a Grapple or Trip. But does it also include the circumstances where different abilities are opposing each others, like spell DC versus Saving throw (Fort vs Cha) or AC modifier versus To hit chance (Dex vs Str)? What are the limitations?

for the saving trows it's save vs. spell DC.

my old phb says: sometimes you try to do something to which no specific skill really applies. in these cases you make an ability check. blablabla test of abilities, initiative checks
example:
breaking open a jammed or locked door --> strength
threading a needle --> dex
holding one's breath --> con
navagating a maze --> int
remembering to lock a door --> wis
getting onseself singled out in a crowd --> cha

I hope you get what I mean.

PBH 3.0 page 62

no question is stupid, only the ones you didn't ask
 

Shayuri

First Post
Hello all.

My concept so far is a monk/sorceror of divine heritage (reflected by Celestial Heritage feats) with an Eastern/oriental theme to her. I'll post up some stats later today!
 


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