You are all GODS!!

I considered Paladin of Freedom, but the alignment code just doesn't work for me.

And HM, not the Avenger Druid. It's the same page though. Look at the very bottom, where it says Simple Variant.
 

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Okay, the druid build is looking pretty good.

At this point I'm thinking I'll add the Animal Domain later on...is it possible to gain more domains than 3? I mean, as we grow...not necessarily at 1st level. :)

And I like the tie-in with lycanthropes and the Moon domain now. Perhaps this god is responsible for lycanthropes...they seem thematically related. I was thinking they were an early attempt of hers to create a mortal people of her own, that went rather tragically awry. Her first created "species" was, of course, the fey...but they don't 'count' for a number of reasons.

Anyway, I'll post some stuff soonish.
 


Epithets: Silhouette, The Silver Lady, Goddess of Moonlight & Shadow, Lady of Masks
Alignment: Chaotic Neutral (Good?)
[sblock=Realm]Faerie, The Otherworld, The Twilight Lands
In some ways Faerie is a 'reflection' of the 'real' world, and it shares many similar geographical features, though often embellished or distorted in some way. The plane is highly mutable though, and is constantly in a state of mild flux. This rarely affects large landscape features like lakes and mountains, but smaller features...or aspects of larger ones...will frequently move about when no one's looking, or change in tangible ways. Faerie is a place constantly suspended in phases of transition. It is a place of eternal "in-betweenness." Its sun is always at the horizon, never rising nor setting, giving it the name 'Twilight Lands.' It is never wholly summer, winter, autumn nor spring, but rather all four exist at once, in separate 'kingdoms.' It overlaps the real world in places like crossroads, where one is between one's origin and one's destination. The lack of day and night contributes to a sense of timelessness, which makes it very easy for one to lose track of how long one has been there. No one and nothing ages while in Faerie, but the time catches up with anyone returning to the mortal world.

The Otherworld is, to some extent, less -real- than the mortal world. Most artifacts from Faerie will cease to exist, or crumble to dust, when brought outside that realm. Fey beings who leave Faerie must 'anchor' themselves to something real...a landscape feature, or tree, or they will lose their immortality. Mortal creatures who eat fey food will find themselves starving to death upon leaving. In addition, a mortal who stays long enough in Faerie, eating their food, breathing their air, will start to slowly -become- fey as the substance of their bodies is replaced.

Faerie has borders with several other planes. It is most closely aligned with the mortal realm, but shares borders with the dreamworld as well. It's said that if one could fly to the sun, on the other side one would find the heavens of Solarion??. Meanwhile, there are abysses and chasms in the caverns beneath the surface that, should one fall in, one would fall all the way into the spider-filled depths of Blahdyblah. As a rule, it is not hard to stumble into Faerie, should the conditions be right. Getting out again can be trickier.[/sblock]
[sblock=Denizens]Faerie is populated by beings that share their world's name: the faerie, or fae for short. They come in a bewildering array of sizes and shapes, though most are at least nominally humanoid in form. Almost all of them are gifted with magical abilities, though these are more often mischievous in nature than outright dangerous. Fae are ageless, dying only through violence or misadventure, though it's unusual that they have long-minded viewpoints or long term, byzantine plots. Most fae live their eternities one day at a time, filling each with whatever pleases it the most...be it frolicking and making merry, or horrific acts of violence.

Fae often have powerful ties to natural features in their vicinity. This is especially true of dryads and nymphs. Even more free-roaming fae such as pixies will sometimes fixate on a household or individual person, either bedeviling them or trying to aid them...though sometimes it's hard to tell which is which.

Few fae dally long outside of Faerie, with the occasional exception of dryads and nymphs who become attached to trees or lakes in the mortal realm. One other big exception are the gnomes, who were originally fey but struck out into the mortal world en masse to escape persecution by fey goblins. There they became mortal, but still retain some of their carefree mindset and magical gifts.[/sblock]

[sblock=Stats]20 HD Outsider
Shadowdancer 1 / Simple Variant Druid 1

Str 8 (2)
Dex 26 (10)
Con 14 (5) +1
Int 14 (2)
Wis 20 (6)
Cha 26 (10) +4

HP: 160+44+8+8 = 220
AC: 45 (10 + 1 size + 8 Dex + 13 natural +8 deflection +5 Wis)
BAB: +22
Initiative: +8
Move: Ground 50', Flight 100' (good)

Fort +20 + 2 con + 2 dr + 8 luck + 1 epic = 33
Ref +20 + 8 dex + 2 shd + 8 luck + 1 epic = 39
Will +20 + 5 wis + 2 dr + 8 luck + 1 epic = 36

Racial Traits
Outsider type
Special Traits 18/20
- Small Size (1 trait)
- Fast Healing 5 (1 trait)
- Flight 120' Good (1 trait)
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Greater Invisibility (as Pixie) (1 trait)
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 1/day DC 26 (1 trait)
- SLA - Transport Via Plants 3/day (1 trait)

Class Traits
Hide in Plain Sight (shadows)

AC Bonus (as monk)
Speed bonus (as monk)
Bonus feat: Tracking
Favored Enemy: Aberrations
Animal Companion (wolf)
Wild Empathy +9
Nature Sense

Skills 230+8+6 = 244
Bluff +30 (22 ranks + 8 Cha)
Disguise +38 (20 ranks + 8 Cha + 10 circumstance)
Hide +32 (20 ranks + 8 Dex + 4 size)

Concentration +17 (15 ranks + 2 Con)
Handle Animal +20 (12 ranks + 8 Cha)
Listen +25 (20 ranks + 5 Wis)
Move Silently +32 (24 ranks + 8 Dex)
Knowledge: Nature +20 (16 ranks + 2 Int + 2 class)
Perform (Dance) +20 (12 ranks + 8 Cha)
Search +25 (23 ranks + 2 Int)
Sense Motive +25 (20 ranks + 5 wis)
Spot +25 (20 ranks + 5 Wis)
Survival +30 (23 ranks +5 wis +2 class)

Feats
B Tracking
1 Dodge
3 Mobility
6 Combat Reflexes
9 Flyby Attack
12 Point Blank Shot
15 Precise Shot
18 Manyshot
21 Combat Archery

Divine Rank 0
Divine AC Bonus 0
Natural Armor Bonus 13
Divine Attack Bonus 0
Divine Save Bonus 0
Divine Check Bonus 0
Immune to transmutations, energy drain, ability drain, ability damage, mind affecting effects.
Damage Reduction 35/ +4
Fire Resistance 20
Spell Resistance 32
Portfolio: Fortune, Cunning, Trickery, Hunting, The Moon, Fey

Domains (Caster level 10, DC 18+lvl)
Trickery - Bluff, Disguise, Hide are class skills
- Disguise Self
- Invisibility
- Nondetection
- Confusion
- False Vision
- Mislead
- Screen
- Polymorph Any Object
- Time Stop

Luck - 1 reroll/day
- Entropic Shield
- Aid
- Protection from Energy
- Freedom of Movement
- Break Enchantment
- Mislead
- Spell Turning
- Moment of Prescience
- Miracle

Moon - Turn/Destroy Lycanthropes
- Faerie Fire
- Moonbeam
- Moon Blade
- Fear
- Moon Path
- Permanent Illusion
- Insanity
- Animal Shapes
- Moonfire

Spellcasting (Druid CL 1, DC 15+lvl)
Prepared:
0 - 3
1 - 3

Favored Weapon
Slivershaft - Small Frost, Flaming, Seeking Longbow +5, 128,320[/sblock]
 

uuummm shay.... as much as I REALLY love the pixies greater invis. SU..... I seriously doubt HM will let it go for just one special trait point.. that's super powerful as you can still cast and attack with remaining invisible....

he might go for it but if it was me I'd make it at least worth 2 or 3 STP's....
 

Just gave your character the glance over because I'm off to pay taxes (yuck) but Rathan is right regualr invisiblity would be 1 point but what the pixies have I think would be 3 points. Although you could weaken your trait by giving it a limitation. If it only worked at night or was regualr invisiblity during the day and greater at night. I might give that to you for 1 point.

Think on it I will give your character a full look over tonight as I see she is in the RG.

HM
 

*nods*

Just throwing it all up there for folks to take a look at...though the Pixie Invisibility hasn't changed since the first draft post I had up awhile back.

If it comes down to it, she can cast Mislead at will...which includes Greater Invisibility. So really the constant Greater Invis is kind of a wasted point from that perspective. I just liked the idea of her having powers from each of the major fae...pixie invis, nymph stun, dryad treewalking...she's kind of a prototypical uber-fey.

But if it's an issue, no biggy. I can just remove it and use Mislead whenever she needs Greater Invis. :)
 

red ink is comments and corrections (unless I'm wrong- which is possible) Go ahead and fix in the RG and let me know here and I will give her a final once over.

And think on your origin so I may bring you into the game.

HM


Silhouette, The Silver Lady, Goddess of Moonlight & Shadow, Lady of Masks
Alignment: Chaotic Neutral (Good?) sigh :erm:
[sblock=Realm]Faerie, The Otherworld, The Twilight Lands
In some ways Faerie is a 'reflection' of the 'real' world, and it shares many similar geographical features, though often embellished or distorted in some way. The plane is highly mutable though, and is constantly in a state of mild flux. This rarely affects large landscape features like lakes and mountains, but smaller features...or aspects of larger ones...will frequently move about when no one's looking, or change in tangible ways. Faerie is a place constantly suspended in phases of transition. It is a place of eternal "in-betweenness." Its sun is always at the horizon, never rising nor setting, giving it the name 'Twilight Lands.' It is never wholly summer, winter, autumn nor spring, but rather all four exist at once, in separate 'kingdoms.' It overlaps the real world in places like crossroads, where one is between one's origin and one's destination. The lack of day and night contributes to a sense of timelessness, which makes it very easy for one to lose track of how long one has been there. No one and nothing ages while in Faerie, but the time catches up with anyone returning to the mortal world.

I like this very much.

The Otherworld is, to some extent, less -real- than the mortal world. Most artifacts from Faerie will cease to exist, or crumble to dust, when brought outside that realm. Fey beings who leave Faerie must 'anchor' themselves to something real...a landscape feature, or tree, or they will lose their immortality. Mortal creatures who eat fey food will find themselves starving to death upon leaving. In addition, a mortal who stays long enough in Faerie, eating their food, breathing their air, will start to slowly -become- fey as the substance of their bodies is replaced.

Faerie has borders with several other planes. It is most closely aligned with the mortal realm, but shares borders with the dreamworld as well. It's said that if one could fly to the sun, on the other side one would find the heavens of Solarion??. Meanwhile, there are abysses and chasms in the caverns beneath the surface that, should one fall in, one would fall all the way into the spider-filled depths of Blahdyblah. As a rule, it is not hard to stumble into Faerie, should the conditions be right. Getting out again can be trickier.[/sblock]
[sblock=Denizens]Faerie is populated by beings that share their world's name: the faerie, or fae for short. They come in a bewildering array of sizes and shapes, though most are at least nominally humanoid in form. Almost all of them are gifted with magical abilities, though these are more often mischievous in nature than outright dangerous. Fae are ageless, dying only through violence or misadventure, though it's unusual that they have long-minded viewpoints or long term, byzantine plots. Most fae live their eternities one day at a time, filling each with whatever pleases it the most...be it frolicking and making merry, or horrific acts of violence.

Fae often have powerful ties to natural features in their vicinity. This is especially true of dryads and nymphs. Even more free-roaming fae such as pixies will sometimes fixate on a household or individual person, either bedeviling them or trying to aid them...though sometimes it's hard to tell which is which.

Few fae dally long outside of Faerie, with the occasional exception of dryads and nymphs who become attached to trees or lakes in the mortal realm. One other big exception are the gnomes, who were originally fey but struck out into the mortal world en masse to escape persecution by fey goblins. There they became mortal, but still retain some of their carefree mindset and magical gifts.[/sblock]

This gnome/goblim conflict happened in another world and may happen again? Or do we scratch it and play it out on this world?

[sblock=Stats]20 HD Outsider
Shadowdancer 1 / Simple Variant Druid 1 (saw it, np with using I actually like it)

Str 8 (2)
Dex 26 (10)
Con 14 (5) +1
Int 14 (2)
Wis 20 (6)
Cha 26 (10) +4

HP: 160+44+8+8 = 220
AC: 45 (10 + 1 size + 8 Dex + 13 natural +8 deflection +5 Wis)
BAB: +22 +20/+15/+10/+5
Initiative: +8
Move: Ground 50', Flight 100' (good) (below says 120')

Fort +20 + 2 con + 2 dr + 8 luck + 1 epic = 33
Ref +20 + 8 dex + 2 shd + 8 luck + 1 epic = 39
Will +20 + 5 wis + 2 dr + 8 luck + 1 epic = 36

Not using epic saves and BAB

Racial Traits
Outsider type
Special Traits 18/20 I count 20/20
- Small Size (1 trait) (saw this late) list -2str/+2 dex and small characters PHB pg 20 plz
- Fast Healing 5 (1 trait)
- Flight 120' Good (1 trait) (above it says 100')
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Greater Invisibility (as Pixie) (1 trait) Sorry cost should be 3 points
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 1/day DC 26 (1 trait)
- SLA - Transport Via Plants 3/day (1 trait)

Class Traits
Hide in Plain Sight (shadows)

AC Bonus (as monk)
Speed bonus (as monk)
Bonus feat: Tracking
Favored Enemy: Aberrations
Animal Companion (wolf) (taking a companion now or wait till your higher lvl and RP it? your call)
Wild Empathy +9 (handle animal synergy)
Nature Sense

Skills 230+8+6 = 244
Bluff +30 (22 ranks + 8 Cha)
Disguise +38 (20 ranks + 8 Cha + 10 circumstance)
Hide +32 (20 ranks + 8 Dex + 4 size)

Concentration +17 (15 ranks + 2 Con)
Handle Animal +20 (12 ranks + 8 Cha)
Listen +25 (20 ranks + 5 Wis)
Move Silently +32 (24 ranks + 8 Dex)
Knowledge: Nature +20 (16 ranks + 2 Int + 2 class)
Perform (Dance) +20 (12 ranks + 8 Cha)
Search +25 (23 ranks + 2 Int)
Sense Motive +25 (20 ranks + 5 wis)
Spot +25 (20 ranks + 5 Wis)
Survival +30 (23 ranks +5 wis +2 class)

No synergies listed and they up to +4 for some, in Dieties and Demigods

Feats
B Tracking
1 Dodge
3 Mobility
6 Combat Reflexes
9 Flyby Attack
12 Point Blank Shot
15 Precise Shot
18 Manyshot
21 Combat Archery

Divine Rank 0
Divine AC Bonus 0
Natural Armor Bonus 13
Divine Attack Bonus 0
Divine Save Bonus 0
Divine Check Bonus 0
Immune to transmutations, energy drain, ability drain, ability damage, mind affecting effects.
Damage Reduction 35/ +4
Fire Resistance 20
Spell Resistance 32
Portfolio: Fortune, Cunning, Trickery, Hunting, The Moon, Fey

Domains (Caster level 10, DC 18+lvl)
Trickery - Bluff, Disguise, Hide are class skills
- Disguise Self
- Invisibility
- Nondetection
- Confusion
- False Vision
- Mislead
- Screen
- Polymorph Any Object
- Time Stop

Luck - 1 reroll/day
- Entropic Shield
- Aid
- Protection from Energy
- Freedom of Movement
- Break Enchantment
- Mislead
- Spell Turning
- Moment of Prescience
- Miracle

Moon - Turn/Destroy Lycanthropes
- Faerie Fire
- Moonbeam
- Moon Blade
- Fear
- Moon Path
- Permanent Illusion
- Insanity
- Animal Shapes
- Moonfire

Spellcasting (Druid CL 1, DC 15+lvl)
Prepared:
0 - 3
1 - 3

Favored Weapon
Slivershaft - Small Frost, Flaming, Seeking Longbow +5, 128,320

320gp over will allow that and give potions to everyone else :p[/sblock]
 
Last edited:

Hmm...well, first, I'm glad you liked some of the fluff I worked out. :) And I'm glad for the druid variant being allowed. I like it a lot too.

Some of the points you commented on were mistakes of mine...a couple of places I forgot to update between versions and so on. Easily fixed.

I was puzzled by some of your other comments, and I'll recount them here rather than reprinting the whole post again.

First...you sighed at my alignment. :) I know. It's all neutrals and evils. Believe me, I want to be good! It's just hard to call someone like this GOOD. She has her good side, she has her good moments, but she has a darker side too. For what its worth, my -plan- is to emphasize her 'good' side more, and act as a kind of balancer to the pantheon. I hope that assuages some of your misgivings. :)

This gnome/goblim conflict happened in another world and may happen again? Or do we scratch it and play it out on this world?

Well, in my scenario, the gnomes (and goblins) were originally faerie, who migrated to the mortal world. Their conflict began in faerie, and never really ended. It's still playing out in the mortal world even now. This is open, however. It's not really necessary, I just liked the flavor. Gnomes and goblins both have sort of fey flavor, and the mechanics already support them having a long history of animosity...

+20/+15/+10/+5

Not quite. She gets +1 to hit from size...I included that in BAB (perhaps I shouldn't have). She gets another +1 from the bonus at 21 HD. Total +22.

(below says 120')
100' is correct. Base move for a Small good is 50', and double that is 100'. The reference to 120' was from before I looked up the correct figure and replaced it. An error, in other words. :)

Not using Epic saves and BAB.
Not sure I get this. Here's a paragraph from your character creation rules (bold added by me for emphasis):

Finally, the character has one level in a regular character class. The character recieves a feat for 21st level, skill points as a multi-class character, maximum hit points for the class's hit die, and the class features of the class's 1st level. However, BAB and Base saves are handled for your character level.

I interpreted that as meaning we use our character level (22 in this case, according to a post in the OOC thread) to determine our BAB and save bonuses as per normal Epic rules. If that's not the case, could you tell me how we're meant to do it?

(saw this late) list -2str/+2 dex and small characters PHB pg 20 plz
The stat changes are included in the final attributes I have listed. I'm not sure what you mean by 'small characters PHB pg 20.' Do you want me to list out all the traits of Small characters, as given in the PHB?

Sorry cost should be 3 points
Okay. Let me make one point to consider, and if you still want this to cost 3 points then I'll let it go at that.

I don't think this ability is as powerful as you seem to be under the impression it is. Bear in mind that for 2 traits, I could get the Greater Invisibility SLA at-will, and could cast it on other things than myself to boot. For free, as part of two of my domains, I get the Mislead spell as an SLA usable at will...and part of Mislead is Greater Invisibility. Thus, the pixie power isn't adding a capability the character wouldn't normally have. It accomplishes two things only: 1) The ability becomes Su, making it easier to use and harder to dispel, and 2) It because usable and dismissable as a free action. My thought is that those two things, while useful, aren't out of line for one divine trait.

However, if you disagree, I'll respect that, and make appropriate changes to trait expenditures.

Various synergies
Arr, yes...oversights. Been awhile since I made a non Pathfinder 3.5 character. Forgot about those. I'll fix that. :)

As for the animal companion, I envision her having a wolf buddy already, though I don't necessarily think she carts it around with her on her travels necessarily. It is, after all, nowhere near as robust as she is. :)

320gp over will allow that and give potions to everyone else
Well, bear in mind that everyone else has listed the cost of their items incorrectly. ALL magic items cost not only the value of their enchantments, but ALSO the cost of a masterwork weapon. Everyone noted the cost of the enchantment, but no one listed the cost of the masterwork weapon.

So in reality, we're ALL 300-odd gold pieces over. It's just that most didn't list the full cost of their weapons. :)
 

Mmmi like this Goddess quite a bit! She reminds me of Sigil - easily the best character created for Jemal's game (theme wise at least).

Some points from me, if you would have them:

Faerie/Otherworld is a very nice concept - it reminds me of Jordan's Tel'aran'rhiod with some of it's aspects, but more so it reminds me of the Celtic mythology's Otherworld, especially as far as time and entering it are concerned. You connecting it to both Heliasillyel's and Ubarya's realms was a great touch. I have something in store when we settle on the planet, as far as entering Solarianderryel is concerned (yeah i know, damn hard Elvish names :D), perhaps you could adopt the idea (a divine stairwell made of sunlight to put it in a few words, but I'll go in greater detail when the time comes)

HM sighed not at her being neutral, but at being Chaotic. It's sort of a popular alignment these days i suppose :D

Your BAB is 20/15/10/5 at it's base. Unless your char classes get high BAB progression, they should not be giving you a point of BAB at lvl 1. Anything else is an AB modifier. It can get pretty hectic, and since you're using a bow you can sort of copy this paragraph from my sheet if you wish:

[sblock=Attack Bonuses]Base 20HD Outsider: +20/ +15/ +10/ +5
Feat exchange: +5 BAB
Dex: +7
Weapon: +4
Point Blank Shot: +1
Weapon Focus: +1
Rapid Shot: -2[/sblock]

We were originally going to use epic save/BAB progression, but that was reverted to the regular character progression for each class, and that IMO is a good thing. Otherwise melee classes would be even less favored (if that is possible). We have a bunch of sorcerers and/or bards, using bows now :)

Synergies: HM can you point me to the synergy writeup in the DD book? I seem to have missed that as well.
 

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