You are all GODS!!

I'm not worried. Like I've said more than once now, my SLA's give me plenty of invisibility options. It's really not a big deal. In fact, this way I get to put that divine trait point towards something that, arguably, will be more powerful for me than an Su ability that replicated what I could already do would have been.

It's all good. :)
 

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Okay second, and possibly final draft. Give it a look over and see if I forgot anything. If you approve, I'll put this one over the one I posted in the Gallery already.

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: +20/+15/+10/+5 (+1 size when Small)
Initiative: +8
Move: Ground 50', Flight 100' (good)

Fort +20 + 2 con + 2 dr + 8 luck = 32
Ref +20 + 8 dex + 2 shd + 8 luck = 38
Will +20 + 5 wis + 2 dr + 8 luck = 35

Racial Traits
Outsider type
Special Traits: 20
- Small Size (1 trait)
- Fast Healing 5 (1 trait)
- Flight 100' Good (1 trait)
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 3/day DC 26 (2 traits)
- 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 +11
Nature Sense

Skills 230+8+6 = 244
Bluff +30 (22 ranks + 8 Cha)
Disguise +40 (20 ranks + 8 Cha + 10 circumstance +2 syn)
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 +22 (16 ranks + 2 Int + 2 class + 2 syn)
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 + 2 syn aboveground, +2 syn tracking)

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]
 

Here i go. I'm helping HM because i'll probably ask him to Co-DM my VOTD game :D
[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
Since we will be leveling up and getting stats from Divine Rank and items it would be nice if you listed as base + this bonus + that bonus, and also list the modifier. The CHA modifier will be really important to know at a glanceCheck out my sheet for inspiration if you wish:
[sblock]Strength 14 (+2) [Base 14]
Dexterity 24 (+7) [Base 14] + [10/deity]
Constitution 14 (+2) [Base 14]
Intelligence 12 (+1) [Base 12]
Wisdom 8 (-1) [Base 8]
Charisma 38 (+14 ) [Base 17] + [5/lvl] + [16/deity][/sblock]

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

Fort +20 + 2 con + 2 dr + 8 luck = 32
Ref +20 + 8 dex + 2 shd + 8 luck = 38
Will +20 + 5 wis + 2 dr + 8 luck = 35
Too lazy to check your HP and attributes, AC seems OK.

Racial Traits
Outsider type
Special Traits: 20
- Small Size (1 trait)
- Fast Healing 5 (1 trait)
- Flight 100' Good (1 trait)
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 3/day DC 26 (2 traits)
- SLA - Transport Via Plants 3/day (1 trait)
At DR1 we get Greater Teleport at will, and Astral Projection at will if i remember correctly. Well anyway we get really good means of transportation. Mayhap you'd want to invest that trait point in something else?

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 +11
Nature Sense
Well I'm not sure you have added the speed bonus and AC bonus as monk. Maybe you have, i'm just reminding (doing this from the office)

Skills 230+8+6 = 244
Bluff +30 (22 ranks + 8 Cha)
Disguise +40 (20 ranks + 8 Cha + 10 circumstance +2 syn)
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 +22 (16 ranks + 2 Int + 2 class + 2 syn)
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 + 2 syn aboveground, +2 syn tracking)
Glad you took a perform skill as Heliasillyel's daugher. Perhaps you should trade one of the less useful class skills to tag Perform? I'm sure HM would agree to it if you want to keep advancing in that, although it won't be of much use without Bard levels.

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
A-ha! So you too have fallen in the dreaded redundant feats trap! First, I'd like to suggest outlining which feats are Epic ones, check out Heliasillyel's sheet if you want. Combat Archery would be nice IF we were not Deities. If you are serious about using that bow, you will go for Divine Archery, and thus render that Epic Feat redundant. I advise you to read trough the Salient Divine Abilities list and mark out those who you will use, it really helps with both Trait and Feat planning.

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
Seems OK.

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
You should list prepared Druid spells. Not that you'll use them, but still.

Favored Weapon
Slivershaft - Small Frost, Flaming, Seeking Longbow +5, 128,320
Oh definitely list your damage out. Trust me on this one. Check out the Suncaster:

[sblock]The Suncaster Composite Longbow +4: +38/ + 28 / +23/ +18 (-1 if farther than 30ft.)
Attack with Rapid Shot (full-round): +36/ +36/ + 26 / +21/ +16 (-1 if farther than 30ft.)

Damage (M): 1d8 (Piercing) x 3 + 1d6 (Fire) / 2d10 (Fire) on critical + 4 (Enchantment) + 2 (STR) + 2d6 vs Evil + 1 (if within 30ft.)[/sblock][/sblock]On the side note, an appearance tab would be nice - height, weight, eye colour, skin colour, grab etc. Helps with RPing.
 
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Thanks ML your right about apperance very important, and maybe a background. How did she get two mothers?

As for the Co-DM slot I could help, :) want me to start the fight??

HM
 

At DR1 we get Greater Teleport at will, and Astral Projection at will if i remember correctly. Well anyway we get really good means of transportation. Mayhap you'd want to invest that trait point in something else?

Plane shift at will, it seems. Still, that's a good point. I was going for something "dryady" but perhaps I can find something better.

Well I'm not sure you have added the speed bonus and AC bonus as monk. Maybe you have, i'm just reminding (doing this from the office)

I added the AC bonus, yes. A 1st level monk hasn't got a speed bonus yet. It kicks in at level 3.

Glad you took a perform skill as Heliasillyel's daugher. Perhaps you should trade one of the less useful class skills to tag Perform? I'm sure HM would agree to it if you want to keep advancing in that, although it won't be of much use without Bard levels.

Not sure what you mean. Perform's already a class skill. And, as you say, it's largely for flavor (and a small amount was necessary for Shadowdancer).

A-ha! So you too have fallen in the dreaded redundant feats trap! First, I'd like to suggest outlining which feats are Epic ones, check out Heliasillyel's sheet if you want. Combat Archery would be nice IF we were not Deities. If you are serious about using that bow, you will go for Divine Archery, and thus render that Epic Feat redundant. I advise you to read trough the Salient Divine Abilities list and mark out those who you will use, it really helps with both Trait and Feat planning.

You're making an awfully big assumption there. :) But it brings up a valid point. How are we going to handle Salient Abilities? Is it one per divine rank, or do we get to pick a smattering of whatever seems appropriate once we ascend to the appropriate rank, or...what? I'm not sure if there's a hard rule on that, so some GM clarification would be nice.

I'm actually not planning on taking the Divine Archer ability, as it would require a pretty major alteration of my feat choices (requiring Far Shot and Weapon Focus in at least one bow type), and the benefits are pretty easily recreated with item properties and epic feats. Since I'm assuming we'll have limited DSA picks, I'd rather cherry pick the bennies with feats than use an all-important divine slot that I'd have to sacrifice feat slots for to qualify anyway.

Also, good point on druid spells and description. And background. :)

Thanks for the feedback. I'll get another draft out soon.
 
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Hmm... a ruling I hate to do those (but I guess it's my job, sigh :p) Right now as per the rulebook you will get 1 DSA per Divine Rank. Kind of wanted to play this game as the characters developing as the world did. Other possiblies may arise (specialy for DSA's that really fit the character bit have crazy prereqs).

Take your time Shayuri we will finish this little combat and RP you in.

HM
 

To recreate Divine Archery you can take:

Swarm Of Arrows - Prerequisites Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used). which will allow you to:

As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet. In Divine Archery that's 10 feet per DR.

Distant Shot - Prerequisites Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks. To get:

You may throw or fire a ranged weapon at any target within line of sight, with no penalty for range. In Divine Archery, one can fire an arrow within the limits of his/her personal senses (that's several miles for a Deity)

Combat Archery - to get the same effect Divine Archery grants.

So you will spend 3 x Epic feats to get inferior effects that will be granted by 1 SDA :) AND to get all the effects you still need heavy prerequisites (weapon focus etc.) plus an additional 20 ranks in Spot (useless for a Deity that is simply aware of stuff)

SDAs: A salient divine ability is like a feat—it gives a deity a new capability or improves one that the deity already has. A deity has one salient divine ability for each divine rank the deity has, plus additional salient divine abilities reflecting its status: Demigods receive one bonus ability, lesser deities receive two bonus abilities, intermediate deities receive three, and greater deities receive five.

So the maximum SDAs we can have are 20 for each DR + 5 for being DR 16+, or a total of 25. Which is plenty IMO.
 

I'm aware of what SDA's are, and of what the various constituent parts of Divine Archer are. :)

The nice thing about buying those effects with feats is that I don't have to buy them -all-. I can buy the ones I can get easily, immediately, and then get others later on if I choose to. Or not.

In this case, I don't have room for Weapon Focus, nor Far Shot, without sacrificing capabilities I want to start with. Thus, I can't get Divine Archer. But I can get Combat Archery, which gives me the portion of Divine Archer that I value the most at this moment.

I did look this stuff up before making up my mind.
 

Looks like we are ready for the giants turn but I need to head to work :(

Will start tonight and probably post up the results of giants attacks tomorrow night. Till then I will need stats for this spider really just size and AC incase it proves to be a more tempting target.

just hope this fight last more than 1/2 a round. :p

HM
 

I presume Summon Monster is still a full-round casting time. If so it won't come into play until my turn on the next round and I'll post its combat block then. Dang, just realized I forgot initiative. I'll edit it into my action block. If you need the spider info right now it's the spider I posted in the RG thread.
 

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