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

I have a question Rhino. In your progression for the MO, you didn't see to change much in a bad way, in fact yours is even better than mine. Not complaining. One thing though, the MO starts with three favored shapes, so why is the second labeled in level 11?
 

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Rino said:
the spell is okay, but..... I'm giving 5k pre game XP, so you start on lvl27 for XP in game. and IF you use a killed monster you need 24hours and a lab. I allow the spell but only for use in game

Voidrazer: please explain

That's the level progression from the previous version of the character for a lvl 30 game. I forgot to delete it after putting together the new one. Other than that is everything OK so far?

Oh, and are spells from the Book of Exalted Deeds OK?
 



Pyrex said:
XP is not really much of an issue between the 5k pre-game and the Rod of Excellent Magic.

The need for ice, ruby dust and monster bits is also eliminated by the Ignore Material Components epic feat.

By my reading of the spell, the "fully equipped magical laboratory" is only required to repair a simulacrum, not create one.

(by the way, what constitutes a "fully equipped magical laboratory" anyway? What else can I do with one besides repair simulacra?)

In either case, my question still stands. On day one of the game, what creatures are fair game?

Oh, and while we're on the subject of magical laboratories, how much detail, if any, do you want us to go into regarding our home/stronghold/quarters/whatever?

the lab as I see it cant be portable unless you use genesis
 

What about my question? Is it safe to assume that second favored shape meant additional? I'll assume that, make my char, and we'll talk later.
 

That completely didn't answer my question Rino. ;) Portability is fairly moot anyway given Greater Teleport.

How much does a "fully equipped magical laboratory" cost? Per what source?

and

Do I need one to create simulacra or only to repair them?

And as promised here's my in progress PC.

I still need to finish up my spells and write a background, but mechanically it's nearly complete.

Edit: Character sheet removed. Updated version below.
 
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[sblock=Stat Block]
Code:
Name: 
Class: Barbarian 1/Exotic Weapon Master 1/
       Warforged Juggernaunt 5/Fighter 10/F. Beserker 10
Age: Unknown
Race: Warforged           Height: 10' 0"
Size: Large               Weight: 4545 lbs
Gender: Male           Eyes: Sandy
Alignment: Chaotic Good   Hair: None
Deity: None               Skin: Bronze

Class & Racial Traits:
Barbarian & Fighter       Character Level
Rage 3/day (16 rounds)    Feats: 10
Feats: 6                  Ability Increases: 6

Warforged Juggernaunt
Imunnities: Critical Hits, All mind affects and
abilities (good & bad), Non-leathal Damage, death & 
necormancy effects, ability drain & damage, poison, 
sleep effects, paralysis, disease, nausea, fatigue, 
exhaustion, sickened, healing subschool
Warforged: Does not need to eat, drink, sleep or breathe
Expert Bull Rush: +5 Bullrush
Superior Bull Rush: +2d8+3d6+19 damage on bullrush
Powerful & Greater Powerful Charge: (+3d6)
Armor Spikes: 2d6
Reserved: -5 Bluff, Diplomacy, Gather Info, Sense Motive
Extended Charge: +5' to charge
Charge Bonus: +4 Charge Attack

Frenzied Berserker               Exotic Weapon Master
Greater Frenzy 5/day (16 rounds) Uncanny Blow: x2 Str damage
Inspire Frenzy 3/day
Supreme Power Attack (-1/+4)
Diehard
Supreme Cleave
Deathless Frenzy
Tireless Frenzy

Str: 48 (+19)  Level: 27     XP: 
Dex: 18 (+4)   BAB: +24      HP:  (16d12+11d10+297) (Rage +54)
Con: 36 (+13)  Grapple: +43  Dmg Red: 7/Adam 
Int: 14 (+2)   Speed: 40 '   Spell Res: 40
Wis: 12 (++)   Init: +4      Spell Save: - 
Cha: 12 (+1)   ACP: -0       Spell Fail: 45%

       Base Armor Shld  Dex Size Nat Misc Total
Armor:  10   +12   +7   +1   -1  +5   +19  51 (46 Rage & Frenzy)
Touch: 13    Flat-Footed: 12

      Base Mod Misc Total
Fort:  15  +13  +8   +36
Ref:   6   +2   +8   +16
Will:  6   +13  +10  +29 (Rage & Frenzy)

Armor           Bonus Dex ACP ASF  Weight  Cost
Adam Full Pate   +12   +1  0  25%    -lbs  600000gp
Energy Defense (Sonic): 1d10+30
Energy Defense (Acid): 1d10+30
Fire Elemental Imbuned: +2d6 Fire damage (DC 17 vs relfex or catch on fire)
Earth Elemental Imbuned: +5/adam DR, Meld into Stone 3/day
Greater Energy Resistance: 30 (All)

Adam H. SHield   +7    -   2  15%    -lbs  49000gp
Anminated

Weapon          Attack Damage  Critical Range Weight Cost  
Warmace          +52   6d6+39     x2      -   10lbs   217000gp   [Colossal Size]
Charge           +56   6d6+39     x2      -   10lbs  
                       +3d6
L. Att + Charge  +56   6d6+39     x2      -   10lbs  
                       +3d6+50 (-10 AC)
Combat Brute     +52   6d6+39     x2      -   10lbs  
                       +3d6+50 (-10 AC)

Ghost Touch        Surges: +2d6 (Immediate action)
Holy: +2d6         Holy    Lightening   Sudden Stunning (Fort DC 27 vs Stun 1d4+1)
Acid: +1d6         Fire    Ice
Magebane: +2d6     Acid    Caustic
AC Bonus: -1

Equipment                   Cost / Weight
Tomes +5 (x2)              (275,000 gp / 0 lb) [Str & Con]
Tomes +4                   (110,000 gp / 0 lb) [Dex]
Belt of Wonders            (360,000 gp / 0 lb) [+6 Str/Con/Int/Wis/Cha]
Ring of Protection +5      (50,000 gp / 0 lb)
Ring of Blinking           (27,000 gp / 0 lb)
Boots of Swiftness         (256,000 gp / 0 lb)
Bracers of Melee, Gr       (25,000 gp / 0 lb)  [Like Gr. Bracers of Archery]
Helm Teleportation         (36,500 gp / 0 lb)
Mantle Epic Spell Resist   (217,000 gp / 0 lb)
Cloak Displacement         (100,000 gp / 0 lb) [Double price no slot taken]
Ultimate Defense +20       (300,000 gp / 0 lb) [+5 Luck, Insight, Sacred & Natural Armor to AC]
Vest of Resistance +5      (25,000 gp / 0 lb)
Tracker Mask               (36,000 gp / 0 lb)  [Grants Scent Ability, Double price no slot taken]
Goggles of True Seeing     (205,000 gp / 0 lb) [Constant true seeing effect]
Iuon Stone [Pale Green]    (30,000 gp / 0 lb) 


Total Gold Spent: 2,900,000
Total Gold Remaining: 00

Current Capacity: Light (150)
Carry Capacity: Light: 0 – 12800 Med.: 12801 - 25600 Heavy: 25601 – 38400 
                Lift: 76800 Drag: 192000
Languages: Common, Celestrial

Feats: (16) 
Adamantine Armor, Power Attack, Cleave, Extra Rage, Improved Bullrush
Destructive Rage, Intimidating Rage, Leap Attack (-1/+5), Endurance, Steadfast Determination, 
Improved Sunder, Combat Brute, Shock Trooper, Exotic Weapon: Maul, 
Weapon Focus: Maul, Monkey Grip, Oversized Weapon

Flaws: (2)
Shaky, Unattentive

Skill Points: 128    Max Ranks: 30
Skills                      Abil Ranks  Mod  Misc  Total
Appraise                    Int    0    +2           2
Balance                     Dex    0    +4    +20    24
Bluff                       Cha    0    +1           1
Climb                       Str    30   +19   +20    69
Concentration               Con    0    +13          13
Craft (Repair Construct)    Int    30   +2           32
Decipher Script             Int    0    +2           2
Diplomacy                   Cha    0    +1           1
Disable Device              Dex    0    +4           4
Disguise                    Cha    0    +1           1
Escape Artist               Dex    0    +4           4
Forgery                     Int    0    +2           2
Gather Information          Cha    0    +1           1
Handle Animal               Cha    0    +1           1
Heal                        Wis    0    +1           1
Hide                        Dex    0    +4           1  
Intimidate                  Cha    30   +1           31
Jump                        Str    30   +19   +20    69
Knowledge ()                Int    0    +2           2
Listen                      Wis    0    +1    -2     -1
Move Silently               Dex    0    +4           4
Open Lock                   Dex    0    +4           4
Perform                     Cha    0    +1           1
Profession                  Wis    0    +1           1
Ride                        Dex    0    +4           4
Search                      Int    0    +2    -2     0
Sense Motive                Wis    0    +1           1
Sleight of Hand             Dex    0    +4           4
Spellcraft                  Int    0    +2           2
Spot                        Wis    0    +1           1
Survival                    Wis    0    +1           1
Swim                        Str    0    +19          19
Tumble                      Dex    4    +4    +20    28
Use Magic Device            Cha    0    +1           1
Use Rope                    Dex    0    +4           4[/sblock]

Please critique.
 
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Almost done here...thought I'd post a WIP sheet to see about comments and possible problems.

Lemme know whatcha think!

[sblock]Name: Mei-Ying
Race: Human
Class: Monk 6 / Sorc 17 / Fatespinner 4
Exp:

Desc: Mei-Ying is a tall, stately woman of slim build and exotic features common only to those that live on the island chains of the east. She is dressed in an opalescent robe of fine make that obscures her form save for her head...which is bald and adorned only with a magnificent jeweled circlet that comes to three peaks and sits high on her head. A large green stone, jade or emerald perhaps, is affixed to her forehead, just above her eyeline. Her fingernails are long and curved, and laquered in brightly colored patterns, with several ornamental rings.

Str 8 -1 0
Dex 24 +7 6
Con 20 +5 6
Int 10 +0 2
Wis 12 +1 4
CHa 37 +13 10

HP 8+5d8+21d4 (218)
Init +7
Move: 50'
BAB +14/+9
Melee +13/+8
Ranged +21/16
Grapple +17
AC 57 (10 + 9 armor, +5 natural +7 dex + 5 Deflection +7 monk + 14 cha)

Will +30
Reflex +30
Fort +28

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Improved Unarmed Attack
Improved Grapple
Flurry of Blows
Deflect Arrow
Evasion
Still Mind
Ki Strike (Magic)
Slow Fall 30'
Purity of Body
Improved Disarm

Metamagic Specialist (PHB2 Variant Class Ability)

Spin Fate
Fickle Finger of Fate
Spin Desting
Deny Fate, Resist Fate

Feats
1 Spell Penetration
1 Eschew Materials
3 Weapon Finesse
6 Ascetic Mage
9 Practiced Spellcaster
12 Empower Spell
15 Heighten Spell
18 Quicken Spell
21 Spell Knowledge
24 Ignore Material Components
27 Multispell

Skills
Bluff (Cha) 15
Concentration (Con) 20
Diplomacy (Cha) 5
Knowledge (arcana) (Int) 10
Listen (Wis) 9
Profession (Gambler) (Wis) 5
Sense Motive (Wis) 5
Spellcraft (Int) 25
Spot (Wis) 9
Tumble (Dex) 5

Spell Slots (Caster level: 25, base DC = 23)
0 6/6, 1 - 10/10, 2 - 9/9, 3 - 9/9, 4 - 9/9, 5 - 9/9, 6 - 8/8, 7 - 8/8, 8 - 8/8, 9 - 8/8

Known
0 Detect Magic, Mage Hand, Light, Disrupt Undead, Message, Prestidigitation
1 Shield, Magic Missile, True Strike, Protection from Evil, Fists of Stone
2 Scorching Ray, Baleful Transposition, Glitterdust, False Life, Dimension Hop
3 Heroism, Suggestion, Heart of Water, Invisibility Sphere
4 Dimensional Anchor, Orb of Force, Greater Floating Disc, Dragon's Breath
5 Telekinesis, Sending, Wall of Force, Greater Blinking
6 Greater Dispel, Disintegrate, Chain Lightning, Analyze Dweomer
7 Limited Wish, Forcecage, Energy Immunity, Greater Teleport
8 Mind Blank, Moment of Prescience, Arcane Fusion: Greater
9 Shapechange, Crushing Hand, Gate

Equipment

Money: 17250

Weapon
Unarmed +22/+17, 1d10-1, Counts as Magic for DR purposes
Flurry +20/+20/+15, 1d10-1, counts as magic for DR purposes

Armor
Dyrr's Impervious Robe, +9 armor, Blade Barrier 1/day, 123k

Gear
Eye of the Jade City, 75000 (gem of seeing)
Ring of Spell Turning, 98250
Ring of Prot +5 and Feather Fall, 53k
Monk's Belt of Fortitude +6, 55k
Pale Green Prism Ioun Stone, 30k
Cloak of Etherealness, 55k
Gloves of Dexterity +6, 36k
Stone of Good Luck, 20k

Rod of Invulnerability, 600k
Circlet of Epic Charisma +10, 1mil
Vest of Epic Resistance +7, 490k

Tome of Leadership and Influence +5, 137,500
Manual of Quickness +4, 110,000

Background:
In the infinite multiverse of planes, there exists one that is home to the great Celestial Bureaucracy, where the Jade Emperor presides over his court of gods and immortals. Every soul is carefully assessed, weighed, and its life karmically appraised. Most are then sent back to the Material Plane in a new incarnation...the nature of which is determined by the life just ended. A few remain in the City of Jade, to become a minor functionary. Over centuries and millenia, some of those may be promoted to higher status. Some souls achieve exalted status by virtue of the enlightment they achieve during life as well. And yet others...have other advantages.

Mei Ying is the daughter of Suniyama, a relatively minor goddess of fortune, and a human man. However, Suniyama was demoted to mere Immortal as punishment for the forbidden dalliance with a mortal. Denied her powers, she could do nothing when her husband was killed in a war against invading barbarians. In her grief she fled to a convent where her daughter was raised in monastic tradition. Despite her humble beginnings, Mei Ying's blood carried a fragment of her mother's former power. This power began to surface during her monastic training. At this time, Mei Ying confronted Suniyama and learned the truth of her heritage. Inspired, Mei Ying left the convent to find a means to achieve immortality, and perhaps even earn her own divinity in the process. This could be accomplished not merely by increasing her power...though that too was necessary...but also by accomplishing great and legendary deeds, and achieving ever greater levels of enlightenment.

[/sblock]
 
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