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

Amazing Triangle said:
Throwing hat in ring:

An elven druid who revels in his ability to call creatures to help him in battling the forces of evil. He has for years meditated in forests finding circles of power and searching for allies to help him summon the strongest and mightiest creatures to his service. He has on multiple occasions used both his arcane and divine studies to search for hidden lands. His devotion to the land has given him a strong connection to what happens when things affect the natural world.

Druid 14/Wizard 3/Arcane Heirophant 10

[sblock=Feats]Free:Scribe Scroll, Leveling: Natural Spell, Natural Bond (CAdv), Ashbound (Eberron Camp. Setting), Augment Summoning, Spell Focus (Conjuration), Greenbound (Lost Empires of F), Empower Spell, Fell Drain (LibMort), Fell Weaken (LibMort)[/sblock]

sorry for the late reaction but ebberon camp. settings I have no book from so I cant check the feat.
 

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Rino said:
tenneth:

AC: when flatfooded monk also loses wis to the ac so should be 39

In 3.5 PhB 2nd paragraph under monk's "AC Bonus (Ex)" (pg. 20) states they keep the wis and monk bonus vs both touch & while flatfooted etc...

Rino said:
BAB: +19 wizard gives only +3 instead of 4 and could you give me the numbres how you came to the 20

BAB: 3rd lvl fighter 3 / 7th lvl wizard 3 / 10th lvl Arcane archer 10 / 27th lvl epic 4 (3+3+10+4=20 :cool: )

Rino said:
it is +1 comp long bow not +9 attack goed down 8 on each attack

In 3.5 DMG under Magic Items>Weapons>Ranged Weapons & Ammunition: (pg 221) It says enhancement bonus from ranged weapon and ammo don't stack, only use the higher of the two. And as an arcane archer (17) with the Enhance Arrow ability, every non-magic arrow I fire from any bow gains a +9 enhancement bonus (which is larger than the +1 on the bow) I just used that.

Rino said:
SQ: change your DR accourdingly Rod
It shall be done. I have never played by post before. Haven't played for 5 years. So all I've had to go by for building this are the books + official WotC errata (and they didn't change any of that).

Rino said:
items: the best part
you have spent more then listed
Ghost gauntlet 251.8k needs to be 408.7k
68.8k+1.5*108k+2.0*75k+2.5*75k=408.7k

All you told me in the original post when I asked was: "stacking of abilities is done by adding 0.5 to the baseprice like: take a Ghost Gauntlet price 68,500gp then add the Rust ability to it for twice the price (11,500X1.5)." So that's how I built my items. each extra ability added on at 1.5Xtheir standard cost. and the SRD quote on post #11 backs that up.

Ghost gauntlet 68.8k (+5 defending 72k X1.5=108k, caster 25k X1.5=37.5kX2=75k) 251.8k
(I just didn't show the math)

Rino said:
what is: headband of the mind (I have some idea but I would like to know)
what is: Belt of the body
what is: Daazzix's

Headband of the mind: +6 to Int, Wis & Cha
Belt of the Body: +6 to Str, Dex & Con

Ghost Gauntlet (specific weapon pg. 162), Daazzix's Vest pg. 267 & Caster (Gloves) pg. 266 are from the DMGII but I'll post them for you here too :)

Ghost Gauntlet:
This magical gauntlet lets you attack spiritual beings and other normally immaterial creatures.
Description: This strange gauntlet is made of pale gray metal that seems almost transparent at times. When it's worn, the gauntlet fades into near complete transparency, leaving behind runes along the fingers that look almost like tattoos.
Activation: Wearing the gauntlet activates all the gloves various effects as you desire.
Benefits: Any weapon wielded in yopur gauntleted hand also gains the ghost touch special ability. It also has the ability to make parts of itself (and your corresponding hand inside, incorporeal. You can apply the effect to portions of your hand leaving bits of your fingertips solid, so you can reach inside lock to manipulate their mechanisms. thus the gauntlet grsnts a +5 competence bonus on disable device & open lock checks. In addition, a ghost gauntlet can be used to transport an object you touch with it to a distant location on teh Ethereal plane as with the spell teleport object once per day.
Cost: 68,782gp

Caster Glove:
Like a Glove of Storing, a caster's glove stores 1 item weighing up to 20 lbs. However, the wearer can make use of a stored potion, rod, scroll, staff or wand without retrieving it. The major reason that adventureres prefer to channel the magic of stored items is that doing so does not provoke attacks of opportunity.
Activation: A casting glove has 2 functions. Storing or retrieving an item requires a command word but is a free action. Using a magic item without first retreiving it is a standard action.
Effect: On the wearer's command, one item held in the gloved hand disappears and is stored in it, as with glove of storing. The item can weigh no more than 20 lbs. and be holdable in 1 hand. The item is counted as being in your hand and once per round you can activate a charged ability without retrieving it.
Cost: 25,000gp

Daazzix's Vest:
This vest is a boon to anyone who posseses spell resistance.
Activation: Only functions for creatures that already possess SR either from innate ability or from another magic item. Once donned the vest is always active.
Effect: Daazzix's Vest increases the wearers existing SR by 5.
Cost: 25,000gp
 
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Rino said:
Sorry for the late reaction but ebberon camp. settings I have no book from so I can't check the feat.

It is okay you have been quite busy.
Ashbound
Trained by the druids of Ashbound
Preq. Ability to spontaneously cast Summon Nature's Ally
Benefit: Doubles duration of Summon Nature's Ally spells. +3 luck bonus on attack rolls for summoned creatures.

Additional flavor: He finds his Arcane practices unnatural but not without their need.[Sblock=Feats explained]
Greenbound Template
[sblock=Template] Added to any animal summoned by Summon Nature's Ally
The greenbound template:-
Type becomes plant (so no crits, mind affecting, or polymorphing..)
NA improves by 6
Gains a slam attack
(Sp) at will - entangle, pass without trace, speak with plants. 1/day - wall of thorns
DR 10/magic and slashing
Fast healing 3
+4 grapple bonus
Resistance to electricity and cold 10
Tremorsense 60'
Str +6, Dex +2, Con +4, Cha+4
+16 to hide and move silently in forested areas [/sblock]
Augment Summoning +4 str, +4 con

Natural bond - +3 lvl for abilities of companion

Fell Drain (neg lvl) 2 splvl

Fell Weaken (-4str) 1splvl[/sblock][sblock=Common Summons]
Level 1:
Wolf
Level 2:
Crocodile
Hippogriff 3:
d3 Crocodiles
Dire Wolf
Level 4:
d3 Dire Wolves
Brown Bear
Giant Crocodile
Tiger
Unicorn
Yellow Musk Creeper (FF)
Level 5:
d3 Brown Bears (or Giant Crocodiles or Tigers)
Large Elemental
Level 6:
Huge Elemental
Large Storm Elemental (MM3)
Dire Bear
Elephant
Oread (FF)
Pixie
Level 7:
d3 Huge Elementals
Huge Storm Elemental (MM3)
Pixie (w/sleep arrows and Otto's Irresistible Dance)
Level 8:
d3 Greater Elementals.
Greater Storm Elemental (MM3)
Sporebat (FF)
Level 9:
d4+1 Greater Elementals
d3 Greater Storm Elementals[/sblock][sblock=Greenbound summoning]
Level 1: Wolf
Level 2: d3 Wolves
Level 3: d3 Crocodiles
Level 4: d3 Dire Wolves
Level 5: d3 Brown Bears or Giant Crocodiles or Tigers
Level 6: d3 Polar Bears
Level 7: d3 Dire Bears
Level 8: d3 Dire Tigers or d4+1 Dire Bears or d3 Dire Rhinocerouses (FF)
Level 9: d3 Rocs [/sblock][sblock=Animal Companion/Familiar]
Dire Bear (Strong Claw)
22d8+135 (230)
Move 40ft. Large
AC 29 (-2 size+4dex+17 natural)
BAB +16
Full Attack: 2 claws +30 2d4+13, Bite +25 2d8+7
Skills: Listen +25, Spot +25, Swim+13
Saves: Fort +18, Ref +17, Will +8
Str 36 Dex 18 Con 21 Int 12 Wis 12 Cha 10
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw), Power Attack, Improved Overrun, Improved Toughness
Abilities granted by PC: Alertness, Empathic Link, Deliver touch spells, Speak with master, Speak with animals of its kind, Scry on Familiar, Link, Share spells, Evasion, Improved Evasion, Devotion, Multiattack
Tricks: Attack, Defend, Track, Guard, Heel, Stay
Languages: Common, Elven[/sblock][Sblock=Staves]
Nature’s Fury
This +5 aberration bane quarterstaff allows use of the following spells.
* Earthquake (1 charge)
* Whirlwind (heightened to 10th level, 1 charge, DC 25)
* Fire storm (heightened to 10th level, 1 charge, DC 25)
After all charges are used up from a staff of nature’s fury, it remains a +5 quarterstaff with no special abilities. 500,000gp

Plain worked Quarterstaff
Spellstaff: Spell Shambler[/sblock]
 
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Triangle...how did you get your Dire Bear to be huge? The HD from being a companion explicitly do not change animal size...is there something else that does?
 

Shayuri said:
Triangle...how did you get your Dire Bear to be huge? The HD from being a companion explicitly do not change animal size...is there something else that does?
Sorry I looked at the hit dice for size/advancement on the monster entry I don't see it anywhere in the SRD that says not to do it. But it makes sense. I will change it.
 

My Warlord concept didnt turn out that great.

Sure he could give all his orc lackeys in a 30' radius +20 strength and +1 hit/dmg, but I had a feeling surrounding myself with that many orcs all the time wouldnt play out well.
 


triangle:

I have taken a look af the feats and I decided not to allow them because of I set this game in the general settings and IMHO using all these other settings is a form of powerplay
so I deny Ashbound (Eberron Camp. Setting) and Greenbound (Lost Empires of F)

H4H: where is the champion from? rest looks good
 

I'm still around :)

I was thinking elven ranger 17/sorceror 9. (i know i could probablymulti-class better but this keeps it simple)

History: quiet, tacturn elf of middle age, 600 years old. worships Corellon.
Now this way or not be true but he feels that his sorcerror powers were granted to him by Corellon.

will post later stats and such. today or tomorrow. :) **have to figure out name
 

I don't know what I'm going to do with it, but I'm probably going to go with an older idea I had, a Ghaele eladrin of some flavor. It would be nice to work with some of the Book of Exalted Deeds PrCs, but I suppose I can do without as well. Probably worship Morwel, by default...but I'm not sure how that will work since I imagine at ECL27 I could probably get away with stopping by for a cup of tea.
 

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