Vampires of Waterdeep Campaign Arc (Recruitment closed)

I'm debating on making a character for the game, but before I did.. I was curious if any of you would like to possibly have a 'private sl' with me? By this I mean - would any of you like to work out characters that got into the group together, or perhaps bonded throughout the levels together. I like having a started back history and was thinking that I would be interested in A- Family members.. ie brother and sister, sisters, cousins.. what have you. Or B- A love interest. Two characters that have developed a relationship throughout the levels. They don't necessarily need to be involved now, and not to over-step any boundaries.. but it doesn't have to be a boy/girl relationship either. If any of you are interested.. let me know. Just background info I may need before finalizing any idea of a character.
 

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I guess something like this is better done *after* the characters are chosen. ;)

@Lord_Raven: Above Jemal asked about Spell Compendium being allowed. I have a similar question ... what about spells that are changed in Spell Compendium? Which version to use?

Bye
Thanee
 

Lord Raven,

Here's my submission for your game. In case it isn't obvious, he's meant to fill the role as melee slash and smasher. I still haven't finished purchasing all of his equipment, but most everything else should be done.
____________________________


Geric
Male Synad
Ex-Monk 1/Barbarian 4/Warmind 8

7_P36.jpg


STR 20 [+5] (8 points, +1 level, +4 enhancement)
DEX 16 [+3] (6 points, +2 enhancement)
CON 14 [+2] (6 points)
INT 10 [+0] (2 points)
WIS 22 [+6] (10 points, +2 levels, +4 enhancement)
CHA 8 [-1] (0 points)

Combat With Claws of the Beast, Metaphysical Claws, and Inertial Armor active[sblock= ]
Hit Points: 110 (1d8+4d12+8d10+26)
Initiative: +3 (+3 dex)
Speed: 40 ft. (30 ft. base, +10 feet barbarian)
Armor Class: 31 (10 base, +10 inertial armor, +6 wis, +3 dex, +2 deflection) , 28 flat-footed, 21 touch
BAB: +12
Attack: +20 Claw (4d6+5) or +16 Masterwork Composite (+5) Longbow (1d8+5)
Full Attack: +20/+20/+15 Claws (4d6+5) or +16/+11/+6 Composite Longbow (1d8+5) [/sblock]

Combat With Claws of the Beast, Metaphysical Claws, Inertial Armor, Expansion (x2), Rage, Chain of Personal Superiority, and Chain of Defensive Posture active
[sblock= ]Hit Points: 186 (1d8+4d12+8d10+90)
Initiative: +1 (+1 dex)
Speed: 40 ft. (30 ft. base, +10 feet barbarian)
Armor Class: 29 (10 base, +10 inertial armor, +6 wis, +1 dex, +2 deflection, -2 size, -2 rage, +4 chain of defensive posture) , 28 flat-footed, 18 touch
BAB: +12
Attack: +24 Claw (6d6+11) or +12 Composite (+11) Longbow (6d6+11)
Full Attack: +24/+24/+19 Claws (6d6+11) or +12/+7/+2 Composite Longbow (3d6+11) [/sblock]

Saves
[sblock= ]Fortitude: +14 (2 monk, +4 barbarian, +6 war mind, +2 con)
Reflex: +12 (2 monk, +1 barbarian, +6 war mind, +3 dex)
Will: +13 (2 monk, +1 barbarian, +2 war mind, +6 wis, +2 synad) [/sblock]

Skills 16 monk, 16 barbarian, 16 warmind (46 total) [sblock= ]
Concentration +18 (16 points, +2 con)
Knowledge (History) +2 (4 ranks [cc], +0 int)
Knowledge (Psionics) +8 (8 ranks, +0 int)
Listen +12 (8 ranks, +4 wis)
Psicraft +4 (8 ranks [cc], +0 int)
Tumble +7 (4 ranks, +3 dex) [/sblock]

Feats
[sblock= ]
Cosmopolitan [Knowledge: Psionic] (Level 1 – Regional - PGtF)
Improved Grapple (Level 1 – Monk Bonus)
Improved Unarmed Strike (Level 1 – Monk Bonus)
Overchannel (Level 1 – Character)
Talented (Level 3 – Character)
Practiced Manifester (Level 6 – Character)
Improved Natural Attack (Level 9 – Character)
Rapidstrike (Level 12 – Character – Drac) [/sblock]

Class Abilities
[sblock= ]Flurry of Blows (Monk 1)
Fast Movement (Barbarian 1)
Rage 2x/day (Barbarian 1/4)
Uncanny Dodge (Barbarian 2)
Trap Sense +1 (Barbarian 3)
Chain of Personal Superiority +4 (Warmind 1/7)
Chain of Defensive Posture +4 (Warmind 2/8)
Enduring Body DR 2/- (Warmind 3/6)
Sweeping Strike (Warmind 5) [/sblock]

Psionic Powers[sblock= ]
86 PP/day (47 warmind, +36 wisdom bonus, +3 racial)
Level 1: Claws of the Beast, Expansion, Inertial Armor, Metaphysical Claws
Level 2:
Level 3: Claws of the Vampire
Level 4: [/sblock]

Equipment[sblock= ]
Gloves of Dexterity +2 – 4,000 gp, - lbs.
Belt of Giant’s Strength +4 – 16,000 gp, 1 lb.
Periapt of Wisdom +4 – 16,000 gp, - lbs
Ring of Protection +2 – 8,000 gp, - lbs
Masterwork Composite (+5) Longbow – 900 gp, 3 lbs.
+1 Composite (+11) Longbow – 3,500 gp, 12 lbs.
Wand of Lesser Vigor – 750 gp, - lbs. [/sblock]

Background
[sblock= ]
Unlike most Synads, Geric has lived on the Material Plane all of his life. When his parents, who were obsessed with planar travel, gave birth to Geric, they decided that the burden of raising a child was too much. They happened to be traveling through Torril at the time, so they left Geric to the care of a monastery in Waterdeep. There he lived until he was sixteen, following the monastic training of his caretakers, believing that the focus and discipline they exalted was the only way to realize inner power.

On his sixteenth naming day Geric had an unexpected falling out with one of the elders in monastery – a man who up to that point had been a kind of father figure for him – and it was decided that he should carry on his life outside the monastery. Never having traveled far outside of Waterdeep, Geric decided that he would like to visit Silverymoon. He followed the road north from Waterdeep, but never made it to the city of Silverymoon.

Along the road Geric saw some gnolls attacking a group of humans and he joined the battle, helping the humans turn their attackers away. While fighting, he noticed that most of the humans fought with amazing passion, turning themselves over to the battle. Afterward, he learned that this was a group of northern barbarians who were on their way back to their tribe. With permission, Geric accompanied them and he ended up staying with the barbarians for two full years. They taught him – in as much as such things can be taught – the secret to unleashing fury and inner strength in battle. Geric realized that while the strict life of training in the monastery could offer certain skills and abilities, it was not the only way (or even the preferred one) to master one’s abilities.

Even while his perspective on life changed radically during these years, one thing stayed the same; Geric’s mind still spoke in different voices. Most of the time his overmind was in complete control, but the oracle also spoke from time to time, usually warning him of some kind of danger or pointing out something he would have missed otherwise. This gave him a kind of uncanny luck that most people noticed after being around him for more than a short period of time. More importantly though, the collective, the part of Geric’s mind that connected him with all of his race and all of their history, began to speak more and more as he neared his eighteenth naming day.

The collective usually offered him insight into particularly difficult questions, but now it spoke more directly to him about his heritage as a synad. It told him that the true power he had been seeking in his training would only come if could harness the psionic power within him. It urged him to return to Waterdeep and seek out another of his race, a woman called Ariana, who could teach him the ways of the war mind. He followed the collective, found Ariana, and began training with her. Since that day, almost four years ago, Geric has traveled many places and his skill as a warmind has increased greatly. He has gained quite a reputation and is well know as a someone who is willing to lend his skills to the right cause, so it was little surprise to him when Corinna Lathankin contacted him about a special job…[/sblock]
 

Jemal said:
2 questions:
A) Room still?

B) If so, Spell compendium allowed?
A) You are free to submit a character, I won't be choosing the group until the 11th of August.
B) Regarding other sources that are usable, I'd prefer for everyone to stick to the above guidelines, as FR provides plenty of scope all by itself. However if you do want to include one or two facets (equipment, feats or spells) from other sources then that's fine, as long as it's only a few (i.e no more than a total of 3) things, my main issue isn't that I don't have access to every book under the sun (although this is true), I mearly want to keep it as simple as possible, and as true to FR's as possible.

Yes I'm aware that this is a fuzzy ruling, but that's the sort of person I am. Also I'm not going to allow any of the races from the 'Races of' books, as once again this is a FR setting and not a generic free-for-all setting.

Albedo said:
hows it going. This seems like an interesting campain and I have a concept in the works and I just have a few questions for you. First, I intend to use an oversized weapon, so what is the largest size of weapon I am allowed to use (probably a greatsword) and what damage it would deal? I can wield one that weighs up to 375 Pounds. Secondly, would I be able to use any spells out of the Spell Compendium?

I have one other question, this one more for flavor than anything. I would like to use a scroll of polymorph any object to become a Astral Deva of sorts. The duration would be permanent (Same Kingdom +5, Same size +2, Same or lower int +2) and if I end up using it I would just work it into my character stats for when I submit it. However, if there are any objections to it I can simply not do it (hence why I bring this up now instead of during gameplay, if I am selected of course). Its something I would have fun doing, but it would have no impact at all on my character build either way, so I leave it up to the dm.
1) As a general rule I'll limit the weapon size to two steps higher than your starting size, so if you're a medium sized character you could use a huge longsword or a Large Greatsword (A greatsword is large to begin with, so making it a large Greatsword changes it's size category to huge). Both of these weapons would cause 3d6 damage using this formula.
2) Answered above
3) No thanks, its would be way to game-breaking if I allowed you to be an Astral-Deva (20 ECL) with 13 class levels.

Voadam said:
Pinotage, where is deathward armor enchantment from?

I don't think you can do gauntlets +4, they only come in +2 variety in the SRD/DMG, it is belts that are +4 or +6. Improving gauntlets from +2 to +4 is reasonable but would be a custom item and LR said no custom items. I ran into the same thing with monk's belt taking up the belt slot when I considered stat boosters.

Thanee said:
Oh, I actually missed that part...

Does this mean no items, that are not listed in the books at all?

Or only no completely new items? Like those infamous continuous spell items, like continuous Protection from Evil or Shield.

i.e. is it acceptable to change slots for items (as long as they are fitting) or make enhanced items of existing ones, where similar items exist (i.e. turning an existing +5 skill bonus item into +10).

If not, I will have to change items a bit.

Bye
Thanee
Custom Items: No completely new items, no changing of bonus types (ie you can't change Bracers of Armour so that they provide a dodge bonus instead of an armour bonus).

However I will allow you to advance an item (i.e. +4 Gauntlets of Ogre Power) as well as changing item slots, but be aware if a you change an items body slot this may cause it to cost more, if the new slot doesn't have an affinity for that type of item. So if you change a Headband of Intellect into bracers of intellect, it would cost 50% more.

Also if you wanted to make a purely thematic change such as changing Boots of Striding and Spring into an Anklet of Striding and Springing I would be fine with it. Basically I don't want the headache of trying to ensure that custom items are priced fairly and are balanced.

Tyler Durden said:
Lord Raven,

It isn't mentioned in the OP, but would you allow material from the Draconomicon? Also, I assume that allowing the SRD means psionics are kosher?
As explained above 'some' material from the Draconomicon would be allowed, and yes Psionics are allowed.

Old Gumphrey said:
If I had to guess I'd say OP meant that you can't create all new items, such as rings of quickened true strike and other such. DM seems extremely flexible, I have a hard time believeing that he'd have a problem with someone having +4 gloves instead of a +4 belt, especially if they have an item creation feat.
Agreed!

Isida Kep'Tukari said:
Man, Lord Raven is going to tear his hair out at all these incessant questions... At least it's a good way to avoid doing stuff at work!
You're assuming that I have hair to begin with, anyway work is overrated :D

Thanee Asker of Tough Questions said:
@Lord_Raven: Above Jemal asked about Spell Compendium being allowed. I have a similar question ... what about spells that are changed in Spell Compendium? Which version to use?

Bye
Thanee
Um the correct one of course!

Okay after spending far too much time trying to answer all of the above questions, you've all worn me down enough that I'm going to allow you to use any WoTC printed source book to create your characters (apart from Eberron and other world specific stuff of course), but be aware that I still want my guidelines on magical items to be followed.
 


Lord_Raven88 said:
Custom Items: No completely new items, no changing of bonus types (ie you can't change Bracers of Armour so that they provide a dodge bonus instead of an armour bonus).

Sweet, that's exactly what I figured. :)

Um the correct one of course!

Hey, if you look at Spell Compendium for a while, that question makes a lot of sense. :D

Ok, listed for each spell, if it is changed in Spell Compendium (unfortunately, many are, but I kept those to a minimum :)).

Bye
Thanee
 

I added my entry in the Rogue's Gallery, Folir Shin, Gnome Illusionist/Transmuter Sorcerer

Folir is no more. He's been replaced by Salo Smellyfoot, Halfling Rogue. Com' on peeps, not all the baddies will be undead and un-sneak attackable. :D right? :\ I guess the end-boss will :uhoh: :(
 
Last edited:

Lord_Raven88 said:
1) As a general rule I'll limit the weapon size to two steps higher than your starting size, so if you're a medium sized character you could use a huge longsword or a Large Greatsword (A greatsword is large to begin with, so making it a large Greatsword changes it's size category to huge). Both of these weapons would cause 3d6 damage using this formula.

Greatswords are considered Medium-sized, per the SRD... And are you not going by the 'Inappropriately Sized Weapons' rule then?

[sblock=Quote: SRD]
Inappropriately Sized Weapons
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
[/sblock]
 

There are ways to go beyond this, though, with certain races and/or feats, i.e. the powerful build racial ability allows to wield weapons as if you were large, and Monkey Grip also does something similar.

It doesn't matter, however, how strong you are, even if you can carry a metric ton with one hand. ;)

Bye
Thanee
 

I posted to the RG with a small change from the old version, due to the new ruling on custom items.

I figured that a shirt of natural armor could fall under the aegis of "Physical Improvement" for body slot affinity. If not, I can shell out the extra gold for the 1.5x cost.
 

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