House of Ravens (was Want to run D&D)

Started by greenknight, November 08, 2013, 07:22:31 AM

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greenknight

I'd like to run a D&D game.

Rules: D&D3.5

Themes: overland travel, long term mission, high adventure

Concept: one or more of the PCs is a member of a mid-tier noble house. The patriarch has just passed and his heir is on his way home from adventuring to take over. The PC(s) is the secondary heir and the rest are somehow tied to this PC(s). The new count arrives with his new bride, a foreign heiress. He sends the PC(s) and his "advisers" on a journey to administer her lands. Adventure ensues!
When you bang your head against the wall, you don't get the answer, you get a headache.

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Miroque

Im game, but your missing quite few important facts.. like: Setting world, allowed races and classes, allowed books, starting level, and if you plan to use any houserules (and if you are, you forgot to mention what they were)..


Yours,
Miro, part-time sorceress, part-time bitch-in-heat.

AndyZ

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ulthakptah

I do love me some 3.5. I'm game

PhantomPistoleer

I love 3.5 D&D!  Let me know what to build, and I shall build it!
Always seeking 5E games.
O/O

greenknight

#5
I didn't forget, I chose not to specify. I figured the themes were more important to decisions to play than the rules. But since you asked, I'll be happy to answer.

3.5 Greyhawk. The journey is planned for western Nyrond to western Veluna, near the Bissel border. The house of Oberend is Suel/Oeridian, if that helps. Keep to the PHB only for character generation though other fluff is okay, like deities and such. If there is a specific feat or prestige class you're basing your character around, I'll likely make an exception. I just want to keep the options I have to keep track of limited for my own sake. You may also have to run another character until your main one can be integrated; there are somewhat limited option in the base area.

As much as I like rolling stats, it's not the best method for a forum/pbp game. Take up to 40 points ('cause it's Hero Lab's only option past 32) and go nuts. Use up to 5400 gp and 6000 xp; you don't have to start at 4th level, particularly if you can craft items and want to spend xp to make your gold stretch farther.

Half-orcs are the 10% of human-orc cross-breeds who can pass as humans and that’s their power; fear of orcish infiltrators. As such, their favored class is rogue, not barbarian. (The other 90% are basically indistinguishable from orcs.) Use 2d8 and 2d4 for height and weight variables, respectively. EDIT: Add courtier's and noble's outfits to the list of available starting outfits; magic jewellery counts up to 50gp/item.

No elvish divine casters. They don't worship in the way the other races do, mainly because the living memory of the elvish "gods" is only one or two of generations removed from the race's elders. Expanded bard spell list to compensate.

Like the other class's "pets," a paladin's warhorse is not a summoned creature.

For evil characters, remember that the guy with the ! is a paladin the bards already sing of and plan accordingly.

On the "adult" stuff. It's up to the players how much is included, especially the "PvP". I'm not sure how I should classify the game/which RP forum to run it in. Stuff may happen to NPCs, so it will probably be in NC.
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greenknight

I would really like some ensemble casting here. It's somewhat important to determine the relationships between the characters and why they all are beholden the this vassal house of the Duke of Oberend. The latter heir(s) is obvious, but what about the rest? Childhood friend" Bodyguard? Hostage from another house? Betrothed to the latter heir? Deputy game warden or sheriff? etc.
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AndyZ

You looking for the big four or could a warlock work for this?
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greenknight

I'd prefer not to have a warlock as a starting character, but it would certainly be someone the party could meet on the road and replace a starting character. Back to who the "main quest giver" is; would he be likely to suffer one with the warlock's infernal reputation.

I seem to have forgotten to include any info on the new count. Sir Kerith was the old count's second son, so his adventuring was tolerated. His exploits as a paladin in the service of Pholtus in the west have reached home. His reputation is as a stern and stalwart defender of what is good and just. When his brother fell in battle against the usurper Sewarndt, the old Count Kennerth sent for his return. That was a year ago and Count Kennerth has passed two months since. The latter heir (a PC), has handled the county as best he can and recives news that Kerith is less than a fortnight hence.

The county itself lies within the Duchy of Woodwych (not Orberend as I said earlier) in the Celadon Forest and through there, the Duchy of Urnst.

(Further details can be determined by the players. Family name, towns under there control, etc. The county is a border march on the edge of the Kingdom.)
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PhantomPistoleer

Green,

Can we build a factotum?  Can we use flaws?
Always seeking 5E games.
O/O

greenknight

Quote from: PhantomPistoleer on November 08, 2013, 08:12:50 PM
Green,

Can we build a factotum? 
A whatsit?

Quote from: PhantomPistoleerCan we use flaws?
Sure, but I'm not awarding bonus feats for them.
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RubySlippers

Come on he wants apparently pretty basic characters, so I'm thinking a human rogue. Can we use published variants of classes like a rogue that trades out sneak attack for fighter feat progression instead? Alignment will likely be LN aka a professional scoundrel with a rough code of ethics.

greenknight

#12
That one is a likely yes, in principle. It may need tweaking in terms of feats allowed and actual progression.

It all depends on the variant and published or not isn't a big deal. One I've played in the past and enjoyed was replacing my fighter's skills and proficiencies with the barbarian's for a more rural/woodsman cultural origin.

And, seriously, what's a factotum? I don't have the supplement addressing it. EDIT: So I found it here: http://dndtools.eu/classes/factotum/. Um, no, leastwise definitely not as a basic class.
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RubySlippers

#13
Well as a variant she advances as a fighter feat wise except those only a Fighter class can take, its no big deal I just find that option better Sneak Attack is kind of situational. And she would have to focus on Rogue allowed weapons since well its a class limit they are still not fighters just better in combat over a sneaky rogue in technique.


greenknight

#14
I don't see a big reason to say no, but some of the feats may change (replace Power Attack tree with several skill feats, for example) and the progression may match sneak attack (every odd) rather than fighter (1st and every even).

EDIT: If you want to do this, it's fine. Keep the normal progression and replace the Power Attack tree with Acrobatic, Deceitful, Deft Hands, Nimble Fingers, Persuasive, and Stealthy. I assume you're looking at a duelist-type build.
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AndyZ

Do you have plans for the secondary heir or can that be a catch as catch can type deal?  I could try to work that in if desired.
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greenknight

#16
Quote from: AndyZ on November 08, 2013, 10:27:19 PM
Do you have plans for the secondary heir or can that be a catch as catch can type deal?  I could try to work that in if desired.
There are no limits to the number of potential heirs in the party, you just have to work out how each is related to the human count. I have no plans for the heir(s) besides Sir Kerith seeing his sibling/cousin(s) as the party leader(s).

Note on siblings: sister or younger brother. Laws of succession favor boys over girls. His big sister with maximized skill in Profession (administration, bureaucracy, etc) getting passed over could be a plot hook. Of course, he's giving her a basically free hand with his other holdings from the marriage.
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Metro Mech

Is it ok If I join using a class that isn't in the main books of D&D 3.5
Currently looking for a RP? Why not give my Thread a little look see, see if you can't find something you like?
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greenknight

Quote from: Godric the Radical on November 08, 2013, 10:40:03 PM
Is it ok If I join using a class that isn't in the main books of D&D 3.5
I'd rather not, but what class are you looking at? At worst, you make a secondary character until your main can be worked in. Starting out is mainly a limitation of what's locally available and palatable to the count, coupled with how complex I'm willing to get in the rules.
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RubySlippers

#19
Quote from: greenknight on November 08, 2013, 09:42:25 PM
I don't see a big reason to say no, but some of the feats may change (replace Power Attack tree with several skill feats, for example) and the progression may match sneak attack (every odd) rather than fighter (1st and every even).

EDIT: If you want to do this, it's fine. Keep the normal progression and replace the Power Attack tree with Acrobatic, Deceitful, Deft Hands, Nimble Fingers, Persuasive, and Stealthy. I assume you're looking at a duelist-type build.

I'm not sure I wasn't going to take Power Attack and if I did I would want Power Attack not that. And my build was going to be a general fighting rogue unarmed combat, light blades, toss is some special moves like Power Attack and Cleave maybe attacks people won't expect. I want fighter feats she will have general feats for rogue skills. That change makes no sense to me. Your in fact taking away an option set Power Attack tree feats.

greenknight

So, you don't want the skill feats in the mix along with the Expertise, Mounted Combat, Ranged Combat, Two-Weapon Fighting, and Weapon Focus trees? You'd rather just keep the Power Attack tree in, instead? Okay, go ahead. Did you actually have the Power Attack tree in mind?
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RubySlippers

Quote from: greenknight on November 09, 2013, 06:35:44 AM
So, you don't want the skill feats in the mix along with the Expertise, Mounted Combat, Ranged Combat, Two-Weapon Fighting, and Weapon Focus trees? You'd rather just keep the Power Attack tree in, instead? Okay, go ahead. Did you actually have the Power Attack tree in mind?

Splashing in maybe I plan to not specialize to much she wants to be able to fight without weapons, throw blades decently, have fast combat reaction times, use one non-rogue weapon or two and have some combat tactics that might include Power Attack tree options. Assuming a higher dexterity she might lean to those but not fully. And expect dirty tricks blinding powders *fine sand, glass and salt you smack into the eyes* and what else she can bring in.


greenknight

Okay, got it. Go ahead and use the basic swap of abilities. Dirty tricks are, as far as I'm concerned, resolved as feints per the Bluff skill.
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RubySlippers

If I go that route, but that is what Bluff is for if your a rogue. Even if a girl pulling the hell guard want to have a good time and a pop to the knee with sneak attack with serious authority to take the guard out for a bit. ^_^

And there ways to abuse sneak attack a lot.

So depending on my take on her will determine this.

Metro Mech

Ok here is the class: Weeper
Weeper

Weepers are strange individuals, able to see spirits (mostly ghosts). They obtain their powers through binding a powerful otherworldly spirit called a guardian angel as a mask on their face. Only while bound with their guardian angel is a Weeper able to manifest and wield the abilities drawn from the spirit. Weepers are strongly tied to the dead and water due to the origins of the power, the nature of the spirit's death and a Weeper's first experience with the dead. Weepers are very rare, many see their power as a curse, being constantly assaulted by the ghostly whisper of their guardian angel but some find harmony with their partner. No matter the relationship, the Weeper and their guardian are always drawn together in death.
Making a Weeper

The weeper is a moderate caster, a capable necromancer backed up with some offensives and defensives abilities. A Weeper is able to deal with incorporeal undead with ease, but is less effective against corporeal ones. Without their mask, Weepers are barely more than experts (with some limited abilities). The Weeper must maintain her mask to continue being effective in combat, gaining most of her ability from the otherworldly spirit. The mask acts as a medium for the transference of the guardian's powers.

Abilities: A Weeper needs an excellent charisma score, since it affects most of her special abilities and spellcasting. A Weeper also needs constitution and dexterity for hit point and AC respectively.

Races: Weepers can be of any races. Most come from humanoid races however.

Alignment: Any

Starting Gold: 3d4x10 (85)

Starting Age: Simple

Table: The Weeper

Hit Die: d6
Level    Base
Attack Bonus    Saving Throws    Special    Spells per Day    Mask Traits
Fort    Ref    Will    0    1st    2nd    3rd    4th    5th
1st    +0    +0    +2    +2    Bind Mask, Ghostly Miasma, Rebuke Undead    3    1    —    —    —    —    2
2nd    +1    +0    +3    +3    Spiritual Armor    3    1    —    —    —    —    2
3rd    +2    +1    +3    +3    Frightful Presence, Immunity to Fear    3    2    —    —    —    —    3
4th    +3    +1    +4    +4    Aura of Mist    3    2    0    —    —    —    3
5th    +3    +1    +4    +4    Ghostly Phantasm    3    2    1    —    —    —    4
6th    +4    +2    +5    +5    Devouring Miasma    3    2    1    —    —    —    4
7th    +5    +2    +5    +5    Mask Traits (Moderate)    3    3    2    —    —    —    5
8th    +6/+1    +2    +6    +6    Cleanse Spirits, Ghostly Breath    3    3    2    0    —    —    5
9th    +6/+1    +3    +6    +6    Safe Return    3    3    2    1    —    —    6
10th    +7/+2    +3    +7    +7    Many-Faced, Spiritual Sight    3    3    2    1    —    —    6
11th    +8/+3    +3    +7    +7    Sent the Unsent    3    3    3    2    —    —    7
12th    +9/+4    +4    +8    +8    Hidden Mind    3    3    3    2    0    —    7
13th    +9/+4    +4    +8    +8    Mask Traits (Strong)    3    3    3    2    1    —    8
14th    +10/+5    +4    +9    +9    Abyssal Gaze, Spiritual Sight (True Sight)    3    3    3    2    1    —    8
15th    +11/+6/+1    +5    +9    +9    Timeless Body    3    3    3    3    2    —    9
16th    +12/+7/+2    +5    +10    +10    Bounded Soul    3    3    3    3    2    0    9
17th    +12/+7/+2    +5    +10    +10    Reaping Gaze    3    3    3    3    2    1    10
18th    +13/+8/+3    +6    +11    +11    Spirit Form    3    3    3    3    2    1    10
19th    +14/+9/+4    +6    +11    +11    Life and Death    3    3    3    3    3    2    11
20th    +15/+10/+5    +6    +12    +12    Mourning Reaper    3    3    3    3    3    2    11

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Class Features

All of the following are class features of the Weeper.

Weapon and Armor Proficiency: A weeper is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Weepers are proficient with light armor and shields (except tower shields).

Spells: A weeper cast divine spell spontaneously, she can cast any spell on her spell list as if it was a spell known. The weeper casting ability is charisma. Weepers cast their spells from the following list:

0—create water, detect magic, detect poison, guidance, inflict minor wounds, light, purify food and drink, read magic.

1st—bane, bless, bless water, cause fear, curse water, divine favor, entangle (with ghostly arms instead of plants), entropic shield, hide from undead, invisibility, obscuring mist, sanctuary.

2nd—animate dead, augury, calm emotions, death knell, gentle repose, hold person, inflict moderate wounds, shatter, silence, spiritual weapon, undetectable alignment, water breathing, water walk

3rd—bestow curse, blindness/deafness, control water , deeper darkness, helping hand, fear, inflict serious wounds, locate object, obscure object, speak with dead, lesser telepathic bond.

4th—commune, death ward, dismissal, freedom of movement, inflict critical wounds, raise dead, sending, slay living

5th—animate objects, antilife shell, banishment, create undead, forbiddance, harm, mass inflict light wounds, plane shift, scrying, telekinesis

Mask Traits: All weeper have the ability to bind a ghost in the form of a white featureless mask (see bind mask below). When a weeper manifest his mask, she gain the following traits.

    See through mist.
    See the souls of dead, or how close someone is from death. (constant deathwatch and detect undead on the wearer).
    Allow the wearer to cast Weeper's spells.

In addition, a Weeper can choose 2 additional mask traits for her mask at 1st level. She can select another one each odd-numbered level. She gains access to stronger traits at 7th and 14th level.

    Allow the wearer to breath underwater.
    Grant a +1 bonus on all saving throw.
    Allow the wearer to cast mage hand at will.
    Grant Darkvision 120 ft.
    Allow the wearer to use wisdom instead of charisma for Weeper spellcasting and class features.

Moderate Traits:

    Allow the wearer to see in any darkness perfectly.
    The wearer gains blindsight 30 ft.
    The wearer gains fast healing 3.
    The wearer may heal 1 point of ability damage per round as a standard action.

Strong Traits:

    The wearer may cast dimension door as a standard action at will.
    The wearer gains a +4 insight bonus to AC.
    The wearer gains a flight speed with perfect maneuverability equal to twice her land speed.
    The wearer becomes immune to mind-affecting effect
    The wearer is constantly invisible (as greater invisibility)

Bind Mask (Su): As a swift action, a Weeper can bind their "guardian angel" in the form of a white featureless mask. The mask lasts for 1 round per Weeper level + the Weeper's charisma modifier. Once the mask's duration expires it requires a swift action to reactivate. A Weeper can bind her mask at will, but can only do so after 1d4 + 1 rounds have passed since the mask has disappeared.

Ghostly Miasma (Su): As a standard action, a Weeper can, with a successful ranged touch attack, send a wave of ghostly cold at a target within medium range (100 ft + 10 ft/lv). This ability deals (1d6 cold damage/2 Weeper levels, rounded down, minimum of 1d6). This ability is able to affect targets on the Ethereal plane and incorporeal opponent.

Rebuke Undead (Su): A Weeper can rebuke or command undead as a cleric of her level. She gains a +2 to turning check against all incorporeal undead but takes a -2 against all other undead.

Spiritual Armor (Su):When wearing her mask, a 2nd level Weeper gains her wisdom modifier as a deflection bonus to her AC.

Frightful Presence (Su): When wearing her mask, a 3rd level Weeper radiates a frightful presence. Any creature within 30 ft. of the Weeper must make a will save or be shaken for a number of rounds equal to 1d6 + your Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 your character level + your Cha modifier). A successful will save negates the effect and makes the creature immune to the Weeper's frightful presence for 24 hours.

Immunity to Fear (Ex): A 3rd level Weeper is immune to fear-effects.

Aura of Mist (Su): A 4thlevel Weeper wearing her mask can call as a free action a ghostly mist, duplicating the effect of obscuring mist but centered on the Weeper. The mist moves with the Weeper.

Ghostly Phantasm (Sp): A 5th level Weeper wearing her mask can cast silent image as a spell-like ability at will.

Devouring Miasma: At 6th level, a Weeper's ghostly miasma may stun its target. The victim is allowed a fortitude save (DC 10 + 1/2 your character level + your Cha modifier), if they succeed they are not stunned but still take the damage. This ability isn't affected by mettle or similar abilities. The Weeper gains 1 temporary hit points per 2 points of damage dealt. However you cannot gain more than half the subjects current hit points +5. Temporary hit points granted by this ability do not stack with multiple uses of this ability, and disappear after 24 hours.

Cleanse Spirits (Su): At 8th level, any undead creature killed by a Weeper's spells, spell-like or supernatural abilities cannot raise again as undead. Additionally a Weeper can as a standard action make sure a dead mortal victim does not raise as a undead spawn.

Ghostly Breath (Su): As a standard action, a masked 8th level Weeper can send a powerful wave of necromantic energy, dealing 2d6 negative damage per three Weeper levels to every creature in a 60 ft. cone. After using this ability however, the Weeper's mask vanishes from her face and she cannot manifest it again for 1d4+1 rounds.

Safe Return (Ex): A 9th level Weeper no longer loses a level when raised from the dead.

Many-Faced (Su): At 10th level, a Weeper gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the Weeper’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the Weeper’s appearance, within the limits described for the spell.

Spiritual Sight (Su): A 10th level Weeper wearing her mask is under the effect of see invisibility spell.

At 14th level, she is under the effect of True Seeing when wearing her mask.

Sent the Unsent (Su): An 11th level Weeper wearing her mask, may as a standard action force a soul into afterlife. With a successful ranged touch attack close 25 ft + 5 ft/lv she may force any undead to make a will save (DC 10 + 1/2 your character level + your Cha modifier) or be destroyed. A Weeper can use this ability at will.

Hidden Mind (Su): When wearing her mask, a 12th level weeper is under the effect of nondetection.

Abyssal Gaze (Su): At 14th level a masked Weeper may as a standard action, make a gaze attack against a creature within 30 ft. of her. The creature is entitled a will save (DC 10 + 1/2 your character level + your Cha modifier), if they fail the save they die. This ability can only be used 3/day, and forces her mask to disappear for 1 round/HD of the creature killed.

Timeless Body (Ex): After attaining 15th level, a Weeper no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the Weeper still dies of old age when her time is up.

Bounded Soul (Ex): A 16th level Weeper gains immunity to energy drain, ability damage, ability drain and soul-trapping.

Reaping Gaze (Su): At 17th level, any creature killed by the Weeper's abyssal gaze is permanently killed as his or her soul is banished from the world of the living. Only a wish or a miracle followed by a true resurrection spell can bring the creature back.

Spirit Form (Su): An 18th level Weeper, wearing her mask may as an immediate action fuse with her "guardian angel", becoming incorporeal. This ability lasts as long as the weeper is wearing her mask. A weeper can dismiss this ability as a free action.

Life and Death (Sp): A 19th level Weeper gains the ability to cast revivify and finger of death as spell-like ability at will when wearing her mask, and can only use each of them once per mask manifestation. At 20th level, each of these abilities can be used every 1d6 rounds at will, as a standard action when the Weeper is wearing her mask.

Mourning Reaper: A 20th level Weeper no longer needs to manifest her mask to use her Weeper abilities, however she does not gain her mask traits when unmasked. The mask no longer requires any action to manifest and no longer has any duration. The only exception to this ability is ghostly breath, this ability still requires the Weeper to have her mask on to used and it will still be dismissed afterwards.
Epic Weeper

A weeper cannot progress beyond 20, she must select Prestige class or other base class in order to advance into epic levels.
Human Weeper Starting Package

Weapons: Shortbow.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Skill    Ranks    Ability    Armor
Check
Penalty
Appraise    4    Int    —
Bluff    4    Cha    —
Concentration    4    Con    —
Craft (weaponmaking)    4    Int    —
Diplomacy    4    Cha    —
Disguise    4    Cha    —
Knowledge (Religion)    4    Int    —

Feat: Persuasive.

Bonus Feats: Extend Spell.

Gear: Leather armor, 20 arrows.

Gold: 2d4
Campaign Information
Playing a Weeper

Religion: Weeper tend to worship god and goddess or water and/or of the dead and death. Being able to see unliving they tend to have a great respect for the dead and burial. Weeper even assist shamans of some less advanced cultures.

Other Classes: Weepers are creepy, not everyone gets along with them. Very religious characters such as cleric and paladin tend to shun them, wizards often take interest in a weeper. Interestingly weepers tend to share a hatred with necromancer, however many evil weepers tend to join necromancer cabals.

Combat: A weeper is a moderate spell caster, and most of it ability are used at a a range. Weepers should never go in melee, it a one way ticket to death. Weeper are ranged support, more often than not fighting at the lats line.

Advancement: Weeper typically remain weeper as long as they can, some may multiclass into prestige class but few do.
Weeper in the World
“    No, I'm never really alone...She's always with me.    ”
—Gin, Githyanki Weeper

A weeper is usually a loner, common folks often hate and shun them. Few society openly accept weepers, most think they are freak uncapable of and lost in the spirit worlds.

Daily Life: A weeper life is a sad life, victims of prejudices and abuses they tend to develop a natural hatred for common folks. Fortunately few take this hatred to the point of committing horrible acts. Most weeper simply isolate themselves or fake being a normal person.

Notables: The faceless, a powerful human weeper. She was born in a small town next to a waterfall, one day she fell in the river and drowned. She was barely rescued but changed. She began to talk with a "guardian angel" making her the village weirdos. Unfortunately her parents died in a plague many years later, leaving her an orphan. She grew up in an abusive orphanage, one day she manifested the weeper mask after a particularly vicious case of violence. She was expelled from the orphanage, left to die in the forest. She came back many years later, as a fully grown adult. She helped the village temple with burial and she set most angry spirit to rest. Now a respected elder she give advises to those willing to listen.

Organizations: Weeper are too rare and far between to have any organization of their own. They usually belong to necromancer or shamanic organization.

NPC Reactions: NPCs tend to be afraid of weepers. They are often detached from reality, thus tend to disturb the commoner.
Weeper Lore

Characters with ranks in knowledge (religion) can research weepers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
knowledge (religion) DC    Result
5    Weeper are freak who can put a weird white mask on their face..
10    A weeper wearing her mask gain many ghost oriented abilities..
15    A weeper is nearly powerless without her mask on.
20    Information on weeper class features..
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greenknight

I'm gonna go with, "No." Much of what you want thematically is available with Greyhawk's various death gods. This class has a number of things wrong with it mechanically, not the least of which is the difficulty of keeping track of all of the often overpowered components. Its emphasis on how its members are all "weirdos" is also quite insulting.
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Miroque

#26
I would love to put an application for Human or Elf conjurer (wizard spec). 40pt pointbuy..thats pretty insanely powerful characters..

What about variant class options like Immediate Magic ? (PHB2) for wizards, it would remove familiar, and give small immediate trick (as per specialty school)

and featwise, I would love reserve feats from comp arcane and comp mage, if those are ok? Otherwise, wizards just take n*toughness..

Storywise, my apprentice conjurer could be part of the heir's retinue (girlfriend, childhood friend, slave, whatever), or the heir herself, if thats open for players.

RubySlippers

Okay I'm going to be boring, a human rogue with a JOAT* build.  ^_^

She won't be fancy and is seeing a chance to make some serious coin. Anyway she owes the heir her life so she figures she can clear that marker and make a nice amount of serious coin.

Will be a LN but more the rules of her world over the regular one.

greenknight

Miroque, you're in if you want to be. 40 points, like I said, there's no intermediate step in Hero Lab between that and 32 ::) So why not? It's not like I can't kill with a word regardless of how powerful your are ;) If it's more than you want, just don't use all the points.

I looked up immediate magic. The intertubes say conjurer's is apparently the most "fun." >BAMF< I found them at the bottom of this page http://lotusr.wikispaces.com/Alternative+Class+Features. As they're incomplete there, I'm going to say no. (And now that I've had to go through them in the SRD to understand how these abilities work, I'm dropping swift and immediate actions. If 3.5 was supposed to simplify actions, I don't need new types.)

I'm going to say no on the reserve feats.

As for an heir, the only real requirement is human or half-human. The count is human so that's kind of how it works. And there's no limit as to the number of heirs, they'll just have to work out precedence among themselves.

Ruby, default rogue, er, adventurer.

All, if your chargen program of choice will output to a stat block, that's preferred. If you want to add more detail, like how your skill modifiers break down, that's fine, too.
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RubySlippers

Chargen? I'm old school its called typing put a nice basic character sheet that is easy to follow.  ^_^

Miroque

There is Myth-Weavers site, that I use for character generation and sheets, so link to that sheet should be good?

So, human Conjurer wizardess coming up, with familiar haws called AWACS coming up :)

No problem with feats being forbidden or immediate magic options.

What comes to 40points, its just a ' bit'  more that Im used to play with :)

RubySlippers

Just dump them all in Charisma.  ^_^

greenknight

That's one way to treat a dump stat ;)

Links to regular sheets are fine, too.
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Miroque

:) Im actually the type of player that considers CHA being the most important stat.. as its your characters "social" skill .. unless your trained socialite/diplomat like bards...who take skillranks in the said skills.. I never have considered CHA being dumb stat.. if anything WIS is dumb stat (pun intended)

Miroque

Victoriana, Human Conjuress with her trusty hawk familiar "Slayer"

greenknight

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Miroque

Hawk: named slayer... (mouse-slayer is too long name...)

AndyZ

So what do we have so far?
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greenknight

Miroque has submitted a conjurer, Ruby Slippers is ginning up a rogue. No one has put in a preference for their character's position in the house.

@ Miroque, do you want to change out any languages? There are 5 additional human languages, all of which feed into the common tongue and are rarely spoken nowadays (equivalents to classical Latin, Hellenic Greek, and Aramaic). Ancient Baklunish, Ancient Suloise, Old Oeridian (the major contributor to Common), Flan (dialects still used in more isolated areas and the primary precursor to Druidic), and Rhopan.

For those not familiar with Greyhawk, racial purity and pride in that is only a thing on the fringes of humanity. It is due to simple isolation, as in the case of the Tiger and Wolf Nomads or the Snow, Frost, and Ice Barbarians, or to a specific agenda, as with the Scarlet Brotherhood. The mainstream is pretty integrated, with Oeridians and Suel as the primary stock. A breakdown with some analogous, Earthly themes. Each ethnic groups still has their own deities, though the "Greyhawk pantheon" draws from all of the traditions and represents those with cross-cultural appeal.

Baklunish - a desert people on the western fringe of the known world. Very 9th century Arabic, in culture, linguistics, dress, and appearance. Like all peoples, polytheistic. Fairly homogenous due to geography, though they are far from rare in the central Flanaess.
Flan - the first people of the Flanaess, they are variously described as a cross between the First Nations of the US and Celts. Olive complected, dark haired, and preferring simple color palettes even when living among civilization. In tune with the natural world, their culture forms the primary roots of Druidic faith.
Oeridians - a people well skilled in war who migrated into the Flanaess after a war with the Suloise that nearly destroyed both civilizations. Think Granadan Caliphate Spain; skilled warriors, potentially hot-blooded, and a tradition of craftsmanship and mixing performance with dueling (the three circle "dance" of the two Tonys' Mask of Zorro) with fair to olive complexions and honey blond to dark hair. The tribes migrating farthest east, the Aerdi and Nyrondal favor bright colors in checks and plaids. Those in west look more to diamonds and ovals.
Suel - the Suloise Empire also migrated into the Flanaess following their destructive war with the Oeridians. Great scholars and mages are the cultural tradition, though those on the fringe, the F/S/I Barbarians are stereotypical vikings. Pale of hair and complexion, the Suel favor light, comfortable garments such as loose trousers and tunics, often in unpatterned cloth.
Rhenee - a mysterious people from another world, the Rhenee are river dwelling gypsies. Think the Romany stereotypes and prejudices as well. They are the people who don't integrate, not that "polite society" offers them opportunity.

The county is mainly a mixture of Suel and Oeridian stock with a little Flan influence.
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Miroque

of course. (I generally dislike "common tongue" myself).
Ancient Baklunish is like arabic right?
and Flan is more to the gaelic ways?


So, I change few languages.. Ancient Suel and Ancient Baklunish (those were magocracies right? before the rain of colourless fire?)

greenknight

The Baklunish weren't destroyed, and yes, it's treated as Arabic. But Common is here to stay. I think you spent too much on your dagger. A silver dagger isn't a standard item anymore, so use the alchemical silver for 20gp.

Everyone, use half+1 for additional hp.
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AndyZ

And, any noble house last names I should look at if I'm aiming for the daughter?  Oeridian sounds cool, and I can go for the blonde-haired blue-eyed nobility look easily enough.

Ruby, I saw the bit about owing them your life.  How do you like the idea of that my char gave yours another chance after she got caught for something or other, maybe via a suicide mission of sorts?
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greenknight

For the name, make it up. It's your character and that's why I left that part open. If you want to try your hand at the coat of arms, feel free. The House of Ravens is the western family that the count has merged with yours.
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Miroque

I Left familyname empty, as I was thinking for aiming heiress aswell

AndyZ

You have the char down first, Miroque.  You can have it ^_^
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greenknight

Miroque, have you decided on spells in your book?
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Miroque

not yet, but wokring on it (IRL friedn came to visit)

AndyZ, K :)

AndyZ

Having trouble coming up with stuff anyway.  I'm too rusty on D&D and my novel is taking up so much brainspan.
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Miroque

spellbook filled. Even bought additional spell scroll for additional spell :)

Zaer Darkwail

I voice interest, thinking along a man of arms/champion/general type person. But quite bit unfamiliar with Greyhawk so open any good background suggestions. Human or half-elf.

But generally speaking I could be straight up fighter but I like mix things so I ask are ACF's for figther allowed? Mostly I think Zhentarim Soldier ACF's (give skill focus: Intimidate in 3th level, gives diplomacy as class skill, allows keep lingering fear on folks who you make 'friendly' with intimidate in 5th level and swift action to demoralize in 9th level).

Another is that is Marshal allowed base class? Or Knight? I thought to get animal companion via feat to my knight (mounted combat and all shizzle). A paladin also has crossed my mind for knightly figure but I am not aware enough of deity or religion of Greyhawk to make decision about it (how well paladins are thought of and is there deity which matches exactly on classic knightly ideals in setting?).

Miroque

#50
sooo lets get this streight:

Heir'ess (hopefully my character) is send to Wychwood.. to claim the lands (or to pacify them) with her retinue of trusted men and women...
If so, should we begin with small garrison of troops ? (eg hire say 20 mercenaries or so?)

and what google-fu tells me about Wychwood, its not the safest ruins/forestland to beginning with.


AndyZ

Aria, Human Paladin of Heironeous, and her horse Bessie.  http://www.myth-weavers.com/sheetview.php?sheetid=703374

The third child of a noble family, Aria has never been really considered as likely to take the throne by her house.  That suits her just fine, since most of her life has been plagued/blessed by a calling to right wrongs and stop evil, and being tied to the throne would only hinder her abilities to do so.

The symbol for her house is a gauntlet, hand open but fingers together, the hand offering peace but the gauntlet promising no willing submission if peace is not accepted.  Many of her house are known for their ability to claim slow revenge, sometimes for petty slights.  However, they also stick to one battle at a time and maintain long, peaceful friendships with their allies.

Aria has had her degree of experience with scraps and defense, but always within civilization or on the open road.  Her few camping experiences have been with entourages and experts.

Picture is still being searched for.  The one I found that would really fit is brunette, and may go that route if I don't find one better.
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RubySlippers

Scoundrel is under construction, going JOAT at 1st level then focus more on core skills with the best equipment I can get her but am mulling over the fighter feat track again won't change her save she will have better defensive and offensive capabilities a bit. And with her balanced ability score spread leaning to dexterity a bit will allow her options in breadth of fighting skills. Its more a case of apples or oranges.

greenknight

Miroque, you're leaving a county that is vassal to the Duchy of Wychwood to assume control of a small holding around the Veluna/Bissel border. It is already established and has its own troops.

Zaer, Greyhawk is the default 3.5 setting. All of the deities in the PHB are long established in the setting. As far as those specific alternate features, no. I'm also going to go with no on the knight and probably yes on the marshal.

Andy, is Aria another potential heir? And she's short a stat bump and a spell for 4th level.
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Miroque

#54
I found nice MAP of the region.

Trip is going to be an long one it seems. Over thousand miles.. yet there seems to be some sort of waterway to go most of the way..

greenknight

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Zaer Darkwail

Ok, considering our paladin focus on mounted combat and 40 point buy favors marshal who favors all basic fighter stats + charisma, so I go with 4th level marshal (so I have auras which bolster performance of the party).

However, PHB II introduces variant for Grant move action x/day feature. It's called Adrenaline Surge x/day. It gives temporal HP equal to marshal level as standard action to the party (lasting combat encounter). It gives double of that amount if any party members are under 50% in HP.

Anyways, my marshal is going to be follower of Kord, so CG marshal mercenary who works on gold but also has heart of gold (a brave mercenary who takes his profession as source of endless challenges to overcome). He is however working on getting become man of arms.

Any suggestions for background wise? He is going to be human.

AndyZ

Quote from: greenknight on November 09, 2013, 05:49:38 PM
Miroque, you're leaving a county that is vassal to the Duchy of Wychwood to assume control of a small holding around the Veluna/Bissel border. It is already established and has its own troops.

Zaer, Greyhawk is the default 3.5 setting. All of the deities in the PHB are long established in the setting. As far as those specific alternate features, no. I'm also going to go with no on the knight and probably yes on the marshal.

Andy, is Aria another potential heir? And she's short a stat bump and a spell for 4th level.

My initial idea was to be another friendly House, but if Miroque likes, I could easily be the younger sister.
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greenknight

Zaer, what background drama do you want? That will determine much of how you build up the background. How close do you see your character to home when in the count's service? Are you currently a footman? Are you possibly in the count's retinue now, making your way to his home and the rest of the PCs?

Right now I'm saying no on changing out that class feature but I may change my mind when I see the rest of the party.

Andy, you don't necessarily have to be a sibling to be an heir. You could be a close cousin who is technically from a different house. Perhaps your mother is part of the count's house but you are obviously of your father's or he is a cousin of the count but established his own house by right of conquest.
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AndyZ

However works best to things ^_^ I just figure she's far enough down the chain to be no real threat to anyone.
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Miroque

AndyZ, maybe your holy amazon is from the otherwise of the family tree?

Storywise, I was thinking that Victoriana has been living in their family holding for her life so far, and been educated by the best mentors in area (huge amount of knowledge skills). She has limited amount of combat spells, being conjurer, she trusts her summons to protect her. (And if we now have Marshal, Summons and Flanking Damage boost aura combo pretty nicely, as do Paladin, paladins moount and familiar too...)

Marshal just needs to get an super pet and voila ...

Prestigeclass wise, if our over-good GM could allow dip into Alienist (1level dip only, for class ability, Comp Arcane, page 21) and after that, its Thaumaturgist all the way (DMG)

greenknight

We'll see what turns up. I wasn't planning on using the pseudonatural at all.
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greenknight

Ruby, do you plan on adding Survival or Track to your JOAT? Does anyone else want to go for some woodsy goodness on an overland adventure?
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RubySlippers

Mulling it over ... a good JOAT needs to work on many skills.

Zaer Darkwail

Marshal has survival as class skill and can get K:nature ranks too.

RubySlippers

My character does have Survival and Track just not is great in that skill but she is a JOAT its all about the dice roll man and having wicked masterwork gear when you can get it.  ^_^

Zaer Darkwail

Quote from: greenknight on November 10, 2013, 01:50:19 AM
Zaer, what background drama do you want? That will determine much of how you build up the background. How close do you see your character to home when in the count's service? Are you currently a footman? Are you possibly in the count's retinue now, making your way to his home and the rest of the PCs?

Right now I'm saying no on changing out that class feature but I may change my mind when I see the rest of the party.

Ok, no changing class feature then. Just note I have request or two to PrC's but they come around after 7th level so no rush really.

Anyways, bit digging overall I got following idea for background;

My char originates from Thillonrian Peninsula, more specifically from Kingdom of Fruztii. So he is a frost barbarian in heritage, but he made a act which offended local jarls to point he was exiled from his homeland and he has been traveling since across Flanaess as a mercenary. He may have joined up with Miroque's char as part becoming her man of arms or that she saved his life and he swore a life debt towards her and he sticks with her until debt is paid in full.

If there are some specific stuff I need keep in mind for having come from Barbarian States I am all open ears. I so far know they have quite norse alike culture and appearance overall.

greenknight

Zaer, yep, they are one of the nearly pure Suel enclaves. Consider sailing and shipboard fighting (ie, Balance skill) as background skills while staying away from Mounted Combat. (The F/S/I Barbarians aren't vikings/Normans and aren't so good at moving horses by boat. Yet?) Longsword and shortbow are your theme weapons; longbows are bit big for shipboard use. They speak the Cold Tongue, or Fruz, a language noted as difficult for even other speakers of modern Suloise dialects to understand. Kind of like talking to drunk Scotsman, I suppose. ;) It's unrelated to Common and many jarls, at least, speak the latter, too.

Of course, if you've left all that behind, you're just a big guy with blond hair who talks funny. Also, no swapping that class feature now. Let me see what else everyone plays. Let me know what you're looking at for PrCs, too.

Everyone: For all those humans native to the county, add Nyrondese to your automatic languages. It's an Oeridian dialect spoken by the peasantry and shopkeepers; you may never deign to speak it (in public, anyway), but the gap between high and low isn't so great on the frontier that you don't understand it. It's generally used to keep outsiders outsiders.

Current roll call

Miroque as Victoriana _______, heir after Sir Kerith (his name alluding to Valor in Suel dialects) - conjurer
AndyZ as Aria _______, a more distant heir to county, perhaps from a different family - paladin
Zaer Darkwil as ________, a mercenary seeking a steady job - marshal
RubySlippers as ________, a rogue with a knack for everything, spared by Lady V in return for service(?) - JOAT rogue  (Depending on how good you are, the sheriff or game warden may have thought to use a thief to catch a thief)

Anyone else?
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Zaer Darkwail

#68
Thanks for the info, but considering greatsword is Kord's favored weapon, would such weapon have place in the culture? Anyways my char had left his homeland behind but carries memories and things taught there on value (he revers deeply Kord like other barbarians do). So he may be tall blond guy who speaks in funny accent :P.

Anyways PrC's which I thought would fit; Sanctified One, Pious Templar and Legendary Leader (with later case the commander aura and double commander aura could be replaced simply continue marshal aura progression and allow have two minor or two major auras active in 5th level). Also if ignore racial requirement (replaced with; exiled from homeland or other feat), Outcaste Champion.

Also can I through my background get access to Dreadful Wrath feat? As marshals overall are not power houses in melee combat anyways, so I thought it could be cool make 'frightening shout while charging in' to shake foes up.

Another idea is that I multiclass later as barbarian, but then I would prefer use alternative class feature; spirit totems, from Complete Champion supplement (thinking mostly get a Lion spirit totem).

Edit; Forgot mention Dragonlord (choose mimic other mythical beast considering Kord is known also as wyrmslayer), and devotion line of feats. Mostly thought pick one following; Strenght, Good, Luck or Chaos

Miroque

Lady Victoriana of House (insert Sir Kereith's house here):

PrCwise, IF Alienist dip is allowed, next level would be Alienist 1, then back to Conjurer until character level 7, witch would be Thaumaturge until world ends..

Connections:

Knight-lady Aria (AndyZ): Some common cause? Veluna is Theocracy, lead by heathen gods and goddess. (to Suel standard)

Mercenary Marshal (Zaer): Every young noble lady needs good sergeant-in-arms. And one with prowess combined with skill to lead is their weight in gold.
Im good with him being sell-sword, but if you want more interwoven hooks, maybe its Marshal that saved Victoriana, and she wants to repay his valor, by giving him men to command and place where he might call home.

Thief-catcher (Rubyslippers): Victoriana is supergenius, and follower of Goddess of Law and Magic (Wee Jas). She might have saved her from punishment from crime, giving her change to pay her former crimes, by working as her agent, catching thiefs and working as her eyes and ears in low places.


Im open to change anything and everything for better suiting our situation, if you guys have hooks to offer?

Zaer Darkwail

Fine with idea my marshal saved Victoriana in past and as noble she is paying that gesture in giving him regular job and chance lead soldiers in glorious combat. Although curious that you follow Wee Jas while your chaotic good (as Wee Jas is LN or LE depending setting standards).

Also there is perhaps chance that Victoriana and my char share a illicit romance :). Anyways as my own suggestion Victoriana could have 1 level dip into Aristocrat NPC class? With single level in first level she could get lots more skill points for variety of skills suitable for a 'noble lady'. Including proficiencies.

Or if GM allows you could have already level in Master Specialist. Just my general char build tips :).

Miroque

Illict romance : Could work.

Master Specialist: master specialist is not really something i like in PrC. It kills familiar progression. And for full wiz, she´s more of an bookwormish type, that social one.
And being CG, she is still follower of Wee Jas, even shes not "most" devout one. Eg, giving thief change to change her ways for good. (where devout followers would have made an excample from her) Not that Victoriana would even qualify as an clegy in WeeJas church, with her chaotic views and non-neutral morality.

Zaer Darkwail

True that familiar is quite useful. Unless you get GM approval that PrC's which continue spellcasting of wizard progress familiar as well. Or go and take improved familiar feat and then GM allowing familiar progress despite entering PrC's.

Or another way sacrifice familiar feature and take later Obtain Familiar feat.

Anyways, once I get replies from GM so I know what feats or skill rank investment I should do with PrC's in mind I can provide further details of my char and see will he be fancy enough for Victoriana for illicit romance or not ;). I do plan him having charisma 18 none the less and Str likely 16 (Con and Int 14 each).

Miroque

allready asked about Immediate magic (Bamf) and it was no.. so then its familiar all the way ...and allready got improved familiar :)

RubySlippers

Quote from: Miroque on November 10, 2013, 11:18:13 AM
Lady Victoriana of House (insert Sir Kereith's house here):

PrCwise, IF Alienist dip is allowed, next level would be Alienist 1, then back to Conjurer until character level 7, witch would be Thaumaturge until world ends..

Connections:

Knight-lady Aria (AndyZ): Some common cause? Veluna is Theocracy, lead by heathen gods and goddess. (to Suel standard)

Mercenary Marshal (Zaer): Every young noble lady needs good sergeant-in-arms. And one with prowess combined with skill to lead is their weight in gold.
Im good with him being sell-sword, but if you want more interwoven hooks, maybe its Marshal that saved Victoriana, and she wants to repay his valor, by giving him men to command and place where he might call home.

Thief-catcher (Rubyslippers): Victoriana is supergenius, and follower of Goddess of Law and Magic (Wee Jas). She might have saved her from punishment from crime, giving her change to pay her former crimes, by working as her agent, catching thiefs and working as her eyes and ears in low places.


Im open to change anything and everything for better suiting our situation, if you guys have hooks to offer?

My character is LN but according to scoundrels she would never "rat out" anyone the gangs consider her a "good scoundrel as in follows the limited code of honor among her kind" but saving her life would force her to do a favor as in some monster or such about to kill her was eliminated.

ulthakptah

I was thinking about making something horribly under powered since that seems to be the theme here; a ranger who specializes with crossbows. However my knowledge of Greyhawk setting is pretty nonexistent. Would that be a problem?

Miroque

@Ulthakptah: Why ranger, if crossbow? Why not rogue or fighter? you cant still manage to get multiple shots with it.. unless you have Van Helsing automatic rapid fire crossbow-thingy .)

Ranger would be great addition me thinks..

ulthakptah

Quote from: Miroque on November 10, 2013, 03:47:17 PM
@Ulthakptah: Why ranger, if crossbow? Why not rogue or fighter? you cant still manage to get multiple shots with it.. unless you have Van Helsing automatic rapid fire crossbow-thingy .)

Ranger would be great addition me thinks..
Why a crossbow? because a composite longbow outclasses the crossbow in every way. Still the rapid reload feat lets you reload light and hand crossbows as a free action making them able to fire with a full attack. There are repeating crossbows, but those only have clips of five, and require a feat anyway since they are exotic. The benefit would be I could use a heavy crossbow with a full attack oppose to a light one, but that is only a difference of a 1d10 to a 1d8, and isn't worth the only shooting five times before a full round to reload.

I understand your confusion though. Really the only class that excels with crossbows is rogues. However that is the point, making something that's a challenge. Also like you said a ranger would fit well.

Zaer Darkwail

Crossbow ranger would work and ranger would be very good overall. Just be careful with favored enemy and check can you approve some PHB II feats which improve crossbow use.

If you want to be wilderness guy but not ranger, scout is viable choice and it works also well with crossbow guy thanks skirmish feature.

ulthakptah

Quote from: Zaer Darkwail on November 10, 2013, 05:44:24 PM
Crossbow ranger would work and ranger would be very good overall. Just be careful with favored enemy and check can you approve some PHB II feats which improve crossbow use.

If you want to be wilderness guy but not ranger, scout is viable choice and it works also well with crossbow guy thanks skirmish feature.
Yes I know about the scout class, and even better the Swift Hunter feat which adds the best parts of both classes together. However scout is not one of the core classes. Also crossbow sniper is not all it's cracked up to be. at least not at lower levels. Since we are only level 4 my feats would be: rapid reload, point blank shot, and precision shot. Also the feats for being 4th level ranger.

greenknight

Not so much underpowered as limiting sources for DM sanity. No issues with rangers with crossbows at all. If you plan to use the archery style, I have no problem with nocking extra quarrels at 6th level and beyond.

Background items: The duchess of Woodwych is a ranger, and the county itself extends well into the Celadon Forest. The neighboring, friendly nation, the (palatinate) Duchy of Urnst is also ruled by a ranger (who did so quite poorly for much of his reign due to his habit of leaving court on long hunts for giants and such) and sponsors the only ranger academy in the Flanaess in their side of the Celadon. So, no, rangers are quite in appropriate.

Game design thoughts: Bows outclass crossbows because D&D isn't really simulationist. Besides William Tell, who are the archetypal crossbowmen? Archers? That's right, we have heroic archetypes to feed the archers, even if longbows are ridiculously cumbersome tools in real life. Is the conclusion then that crossbows aren't heroic? Take this for what you will.
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greenknight

Is anyone else having trouble getting to www.ghmaps.net that Miroque linked earlier?
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Zaer Darkwail

I get to site just fine. Anyways waiting on approval of these stuff from you greenknight;

Quote from: Zaer Darkwail on November 10, 2013, 09:50:01 AM
Anyways PrC's which I thought would fit; Sanctified One, Pious Templar and Legendary Leader (with later case the commander aura and double commander aura could be replaced simply continue marshal aura progression and allow have two minor or two major auras active in 5th level). Also if ignore racial requirement (replaced with; exiled from homeland or other feat), Outcaste Champion.

Also can I through my background get access to Dreadful Wrath feat? As marshals overall are not power houses in melee combat anyways, so I thought it could be cool make 'frightening shout while charging in' to shake foes up.

Another idea is that I multiclass later as barbarian, but then I would prefer use alternative class feature; spirit totems, from Complete Champion supplement (thinking mostly get a Lion spirit totem).

Edit; Forgot mention Dragonlord (choose mimic other mythical beast considering Kord is known also as wyrmslayer), and devotion line of feats. Mostly thought pick one following; Strenght, Good, Luck or Chaos

Which get thumbs up and which get down thumbs?

Tagan

#83
I have a concept.  Female Monk/Bodyguard playing the main PC's escort/harlet person.

Just one question.  Is the Psychic Warrior Class (as listed in the SRD) alright?

Here's a basic sheet.  (I'll modify to fit level and ability scores if you like it.)
http://www.myth-weavers.com/sheetview.php?sheetid=173189

Second concept, Sorceress/Protector of the Count, most helpful on long Journey's because of her bond with a Pair of Giant Eagles, has been with the Count's family for years, as Scout and Protector and long time friend of the heir.

http://www.myth-weavers.com/sheetview.php?sheetid=347822

Tagan

And third, a quirky concept.

Each heir of the line has been given a pet as soon as they grew old enough to be out of nappies.  An Elven Cat of the same line.

Few know that these Cat's are the last line of defense for this noble Line. 

Dora loves her charge dearly... perhaps more thanks wise for her.
http://www.myth-weavers.com/sheetview.php?sheetid=112494

greenknight

Sanctified One: We'll have to work on this one. If you're going for Kord, remember you'll have to have a pretty radical alignment change. I'm also not happy with his chaos ability. I'm also not using affiliations.

Pious Templar: See above. Also, this PrC ties you to a specific location; if your loyalty is truly to Victoriana, you might pine for it but not join it. Also, I'm not using faith feats/points, either. I have no desire to start tacking on extra systems.

Legendary Leader: Not in the focus of the campaign. I think you'll be disappointed at the lack of opportunity to use your abilities.

Outcast Champion: yes, but the racial component stays. Half-elves and half-orcs aren't separate societies, they are more appropriate as growing up among humans. Remember that half-orcs aren't green Klingons, they readily pass as (ugly?) humans.

Dragonlord: No. The altered campaign model doesn't apply, so the whole of Dragon Magic is out.

Dreadful Wrath: No. I haven't considered any regions that would be analogous to Rashemen to expand their regional feat set.

Devotion feats: Not as written.
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greenknight

Tagan, the first has potential, except for the psych(ot)ic warrior part. Check out the devoted defender from Sword and Fist (I don't know if it's been updated to 3.5)

The second relies heavily on extra feats from taking flaws. You can take the flaws but you don't get anything from them. Also, the count is much higher level than the party.

For the third, are suggesting you'd play someone's sentient "pet" or improved familiar? That's not a bad concept.

Character rules: see this post https://elliquiy.com/forums/index.php?topic=189512.msg9167730#msg9167730. Short form: 40 stat points, 6000 xp (you can spend them on level advancement or crafting as you see fit), 5400gp.  Anything outside the core requires approval.
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Tagan

#87
Well, does the third character work for you then?  Because I've got a soft spot in my heart for her.

I can fit her to your rules in under an hour.

The only thing out of the ordinary is allowing the Elven Cat as a PC race, so it's the GM's call.

Elven Cat

greenknight

I'm game to see how the cat works out, but this is one where the rest of the players have to be on board.

Corrected skill bonuses: +4 racial Climb, Hide, and Move Silently and +8 racial to Jump and Balance. Use Dex for Climb and Jump and increase Hide bonus to +8 in tall grass.

Changes: remove the Int bonus and add Weapon Finesse as a bonus feat. With the level adjustment, reduce funds to 2700gp. Lose armor/robe, hat/helm, rings, belt, and glove body slots.

Do any other players have an issue with a magical cat as part of the party?
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Tagan

Ok!  I'll change the character as described.

Almost done.

greenknight

Put the "lady-in-waiting" on standby, too.
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Tagan

Quote from: greenknight on November 11, 2013, 01:31:02 AM
Put the "lady-in-waiting" on standby, too.

I have a Monk/Wizard Sheet since the Psychic Warrior doesn't work.

I'll finish it up at post it.  (I'm not as fond of that character, but I do like her.)

ulthakptah


Miroque

#93
I think that elven cat character should use Awakened creature template. As its WotC made, so its more inline with rest of the rules, and not home brew. Only problem with it, is randomized Intelligence (3d6) and increased Charisma (+1d3) over the base creature. And then add the charcter levels (in cats case, it would be base HD 1 (+2 from template) +1 character level (of choosen class)

Awakened Cat would be:
Size/Type:   Tiny magical beast
Hit Dice:   3 (d8)
Initiative:   +2
Speed:   30 ft. (6 squares)
Armor Class:   14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:   +2/-10
Attack:   Claw +6 melee (1d2-4)
Full Attack:   2 claws +6 melee (1d2-4) and bite +1 melee (1d3-4)
Space/Reach:   2½ ft./0 ft.
Special Attacks:   —
Special Qualities:   Low-light vision, scent
Saves:   Fort +3, Ref +5, Will +2
Abilities:   Str 3, Dex 15, Con 10, Int (3d6), Wis 12, Cha 7+1d3
Skills:   Balance +10, Climb +6, Hide +16*, Jump +10,Listen +3, Move Silently +8, Spot +3
Feats:   Stealthy, Weapon Finesse

+ additional skillpoints form intellicenge (2+Int per HD)
+ 1 level of character class.

Solid super pet. And I dont have anything against awakened creature character, as long as its animal, not an animorph...
(and if your set on Monk, that cat rally would lay some whoop ass with 1 monk level... increased saves, flurry of blows and 1st lv feat (Pounce, allowing full attack on charge, availlable for feline beasts), monk bonus feat to stunning Fist ..and voila.. super cat/monk protector


Tagan

#94
Yes, but I really don't want 3 levels of Animal HD.

Elven Cat was a Race in the 2.0 handbook.... So it's not so much Homebrewed as brought back?

Let's be clear, this is not a power character, though I play intelligently.  With nearly no item slots, no hands, -8 Str, and Tiny Sized, if a regular 0 lvl Kobold decides to grapple the Spellcasting Cat...

Well, that's that.

To have to pay a lvl to have the character, and -4 Stat points beyond the template I used before? 

I must really want to try this.

But 3 character levels?  No, that's too much to ask.

Miroque

really? in which book? I meen, I know where to find elven cat (Compleate elven HB) but its not race there, just an familiar.

Tagan

... I don't have my old 2.0 books any more.  Faerun Campaign guide maybe?

greenknight

Using the awaken spell as the background or rules basis would add a -2 Cha modifier and remove the LA so you would have 2 animal HD (d8) and be a Wiz2. Does that work or were dead set on having 2nd level spells?
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Miroque

and if any-cat, remember to take Natural Spell feat.. otherwise no casting at all.

Tagan

Really?  Hmmm..

No.

2 character levels and another -2 stat and another lost feat is too much to pay to play a Cat.

An Elven Cat doesn't need Natural Spell.  They use their own gestures, though they often get Eschew Materials.

I guess this wasn't meant to be?

Miroque

@Greenknight: What about these alternative class features

They are core, so I would love to take Rapid Summoning (summoning would be standard action, and lose familiar) and Enhanced Summoning (losing scrie scroll, gain augmented summoning as bonus feat, and losing wizard bonus feats in long run, gaining summoning things in the future)

If those fly with you, I make changes to my sheet.

greenknight

An awakened animal wouldn't need Natural Spell; they can speak and have only one set of appendages to learn for a spell.

2 animal HD (+1 BAB, +3 Fort and Ref)
-8 Str, +4 Dex, +2 Wis, -2 Cha
Lots of skill bonuses
Natural weapons (that admittedly suck a lot) and improved senses
Weapon Finesse as a bonus feat

No LA means you're back up to 5400gp due to 4HD, too. I don't what kind of incentive that is if you're set on 2nd level spells at the outset.

Another thought. You might want to consider sorcerer rather than wizard due to spellbook complications. I like the image of a cat perusing a tome as large as it is, but it's quite impractical in actual play.


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greenknight

Miroque, those are fine. You already had Augment Summoning, what are you taking instead?
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Miroque

well, to the spellbook thing, if its using the masters spellbook, why not? but yeah, sorcerer might work better in long run.

I take obtain familiar (as I lose familiar otherwise) and as I dont need Spell Focus (conjuration) I was thinking to change it to hmm... something wizardry..

Whats your take on "Master Linguist" feat from Eberron ? (preq: needs to have 4 languages) Benefit: gain +1 additional language each level. That would fit nicely to Victoriana's bookwormish upspring and intrest in the world as large.

Tagan

#104
Quote from: greenknight on November 11, 2013, 02:20:05 AM
An awakened animal wouldn't need Natural Spell; they can speak and have only one set of appendages to learn for a spell.

2 animal HD (+1 BAB, +3 Fort and Ref)
-8 Str, +4 Dex, +2 Wis, -2 Cha
Lots of skill bonuses
Natural weapons (that admittedly suck a lot) and improved senses
Weapon Finesse as a bonus feat

No LA means you're back up to 5400gp due to 4HD, too. I don't what kind of incentive that is if you're set on 2nd level spells at the outset.

Another thought. You might want to consider sorcerer rather than wizard due to spellbook complications. I like the image of a cat perusing a tome as large as it is, but it's quite impractical in actual play.

If I was in the mood to Play a Druid, this would almost sell me.  (It wouldn't... 2 Animal HD just are too much, as people playing dedicated casters will reach 3rd level spells next level, while she'll have to wait until 7th, or even 8th if I played a Sorcerer as you suggest.) But it's just too much.

The point of the character was a long thought out pact, between the Count's family and a Family of Elven Cats.  The Cat is not just Pet, but advisor, with knowledge to offset her stature, and Wizardly abilities to help out in a pinch.  The Heir would hold her Spellbook, as part of their pact.

A Sorcerer gives up that concept.

Tagan

#105
Here's the Lady in Waiting.

http://www.myth-weavers.com/sheetview.php?sheetid=202409

(Or you could always house rule the Homebrewed Elven Cat?)

greenknight

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Miroque

*rolf* Cunning linguist.. I think I go for something more basics.. and take Improved Initiative..

greenknight

If you want, you can change one of the animal HD to a class level. What I don't see is a long term, generational contract. The character is, so far, a one-off. She likely has an alliance/friendship with Victoriana, but whether anyone else has even see you do non-cat stuff is another question. For your spellbook, it's probably more chapbook-sized and stored in her handbag.

If you prefer the handmaiden, consider changing your outfit to a courtier's; you can't be next to the lady in the equivalent of bike shorts and sports bra. That only works for late-90's, British pop acts.  ;) And the bracelet is just an alternate form everburning torch, correct?
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greenknight

Gift of Tongues is +2 bonus languages and Speak Language as a class skill.
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Tagan

Hmm.  1 Animal HD?  Deal!  ;)

I'll make the Modifications, (again.)

It's a trade, -2 Cha for an additional HD...

As Charisma is not a neccessary stat, it works.

(As for the 'Lady's outfit, she'd be an employee, hired for the Journey.  She'd expect her employer to provide appropriate 'costume'... but that's a minor point.  And correct, same as torch, just a different object the spell is cast on.)

Miroque

yes it does, but to be honest, its like +2 skillpoints for wizard..

Would Beckon the frozen be okay? Boosting Victoriana's summons quite nicely.

Miroque

And, as someone raised the proverbial cat back on the table, should I make some changes to compensate? (if its Victoriana's improved familiar? or just an special friend?)

greenknight

Beckon the Frozen, not to start. It will be available later. And no, even if Dora is Victoriana's "familiar," she's not a familiar in the game sense.
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Miroque

All right on both counts. Then I hold improved Initiative. Beckon the Frozen would be nice lv6 feat.. *cough* :)

Tagan

Quote from: greenknight on November 11, 2013, 03:23:35 AM
Beckon the Frozen, not to start. It will be available later. And no, even if Dora is Victoriana's "familiar," she's not a familiar in the game sense.

She'll pretend to be her Familiar though.

We'll say that Dora was a present from her father when Victoriana was just a little girl.  A pet that would grow up with her, advise her and help protect her, all without being suspected.

(It would be simple enough for the Count to pay to have his daughter's cat 'Awakened' the fact that the cat was then intelegent enough to study Wizardy would just be a bonus!)

AndyZ

Quote from: Miroque on November 10, 2013, 03:51:33 AM
AndyZ, maybe your holy amazon is from the otherwise of the family tree?

How exactly do you mean "otherwise?"


Oh, and no issues with a cat.
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Miroque

AndyZ: missspelling-... otherside not otherwise...

greenknight

So, is this your character portrait? XD

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Tagan

And here's her sheet again.  That SHOULD be completed now.
http://www.myth-weavers.com/sheetview.php?sheetid=112494

Interesting note, an Awakened Animal is a Magical Beast...

Miroque

#120
Hmm....If I change my Improved Familiar to Cat (male) we could get intelligent cat liter? *Insert manic laughter at this point and finger tapping*

And somehow I have hard time thinking that the Intelligent Cat has familiar cat... no fence, but that seems hmm... odd... and in lv6 your going for Leadership? (follower cats?)

Tagan

Hey, who wouldn't want their familiar to be Sexually compatible?  Win/win!

But if the GM allows or wishes, she can trade in the Familiar via the Unearthed Arcana alternate.

Miroque

I got the Alternative class feature from UA, but they are all for specialist wizards arent they in UA?

http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm

Tagan

True, but there's no reason I couldn't make her a Specialist...

Not that I need to, or even really want to.  But if having 2 Intelegent Cats, one the Familiar (and boy toy) of the other Cat, makes anyone unhappy, I'll do the Specialist familiar trade instead... I'm not tied to that part of the concept.

Miroque

I just fear that having an punch of animals trailing an noble will be drag IC (Victoriana's has her Celestial hawk), Dora the cat, Paladin with her celestial and intelligent horse, Ranger with his/her killer comppanion... more animals that persons.


Tagan

If you like, I'll trade poor Genji in?

(How about a mouse familiar? Just for fun?)

Miroque

and my (mouse)Slayer named Hawk would have an field(mouse) day...

Im all good with your cat having an familiar, but as I said, it might turn into problems IC. (and one thing I hate is when people forget there are familiars/comppanions/pets with the group)

Tagan

Me, I tend to have IC conversations with my Familiar.

I love having another character viewpoint to comment.

Miroque

well.. familiars cant talk anymore, until level 5. Empathic link until then. (unless you have raven familiar, they can talk)

Tagan

True.  I would have to wait until 6th lvl.

Ah, well, it's better than being stabbed with a banana.

Miroque

Quote from: Tagan on November 11, 2013, 04:21:10 AM
True.  I would have to wait until 6th lvl.

Ah, well, it's better than being stabbed with a banana.

^^^^^^ PURE Signature material ^^^^^^

AndyZ

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greenknight

Current roll call

Miroque as Victoriana Harkess(?), heir after Sir Kerith (his name alluding to Valor in Suel dialects) - conjurer
AndyZ as Aria _______, a more distant heir to county, perhaps from a different family - paladin
Zaer Darkwil as ________, a mercenary seeking a steady job - marshal (need sheet)
RubySlippers as ________, a rogue with a knack for everything, spared by Lady V in return for service(?) - JOAT rogue  (need sheet)
Tagan as Dora, the kitty
Ulthakptah as ________, the ranger (need sheet)
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RubySlippers

RubySlippers as ________, a rogue with a knack for everything, spared by Lady V in return for service(?) - JOAT rogue  (need sheet)

She will not work for the lady ratting out those in her profession, period, she has a code of honor some things a professional won't do.

If she saved my characters life she would "owe her" so that would be her in as in she was going to be killed in an attack and her life was saved.

Will get in sheet tonight.

AndyZ

What's the traditional naming convention for last names of nobility?
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Zaer Darkwail

Cat is fine also to me :). So no problems. Now I can make sheet asap but I need determine what PrC I can enter and such so I need discuss it further.

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Sanctified One: We'll have to work on this one. If you're going for Kord, remember you'll have to have a pretty radical alignment change. I'm also not happy with his chaos ability. I'm also not using affiliations.

pretty radical alignment change ??!! According the Wiki he is chaotic good and I have said since start that my marshal is chaotic good?! Why I need change alignment? Also note marshals do not have alignment restrictions either. Anyways Chaos ability can be used only once per day each time it's taken. Considering the other nice powers (like the one which gives you prc x 2 level sacred bonus to Str), it's unlikely someone takes same feature 3 times. Even so; it works only vs critical hits and it's meant to save your ass when foe with x3 critical multiplier would murder you in one hit. Of course it protects also spell effects (like critical hitting disintegrate ray). So overall not the most OP stuff what's out there. I would rule the spellcaster related ability in Kord abilities more broken than any other three.

But if you still think a once per day a life saver from being one shot with critical is OP, how you would nerf it?

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Pious Templar: See above. Also, this PrC ties you to a specific location; if your loyalty is truly to Victoriana, you might pine for it but not join it. Also, I'm not using faith feats/points, either. I have no desire to start tacking on extra systems.

NPC Pious Templars stick on the temples, not PC ones. It would make class unplayable in any normal DnD party if that would be requirement to PrC. A PC Pious Templar can be adventurer and travel widely or even work as employee for a noble. But it can create drama/conflict if church duties cross with his employment ones, but same deal could be said with paladins and so far you have not demanded our paladin change class. Overall Pious Templar could be considered just a paladin, a divine champion, of the given church. Of course it's common they stick to specific temple sites but it's not a demand. Considering Kord as the deity of choice there is nice quote from Space Marines chaplain; "Battlefield is my chapel and I spread gospel with my bolter upon heathens." Kord is deity of battles after all and so Pious Templar of Kord is stationed where there are regular conflicts or battles or physical challenges to overcome.

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Legendary Leader: Not in the focus of the campaign. I think you'll be disappointed at the lack of opportunity to use your abilities.

Ok, so no leading armies or such. Although I kind hoped for some of that action.

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Outcast Champion: yes, but the racial component stays. Half-elves and half-orcs aren't separate societies, they are more appropriate as growing up among humans. Remember that half-orcs aren't green Klingons, they readily pass as (ugly?) humans.

So, if all PrC's are eliminated you have no problems my marshal being half-elf then? Who was born among frost barbarians but because of his racial heritage he was social outcaste in there and he left to find place in the world and has ideas to form specifically a place where half-breeds are welcome to stay?

Would same concept work if instead half-elf we use tiefling or aasimar? I remember in Adaption suggestion section of the PrC told a planartouched race would also qualify with little to no trouble and tieflings are social outcastes like half-orcs are.

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Dragonlord: No. The altered campaign model doesn't apply, so the whole of Dragon Magic is out.

Altered campaign model? I did not intent PrC change the setting but more as change PrC to fit on the setting itself. I thought it be cool if frost barbarians have reverance to totems (like usual norse culture) and so dragonlord takes inspiration from totem to be a efficient warlord.

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Dreadful Wrath: No. I haven't considered any regions that would be analogous to Rashemen to expand their regional feat set.

Umh, reason why I asked the feat is because I think Rashemen and the Barbarian States are very similar to each other culturally speaking (some fine details are different and inclusion of witches in Rashemen but witches are not anyway related to feat itself and what feat presents). Rashemen are barbarians who are fearless in battle and have tendency go battle rages. They are outright frigthening to enemies when they come screaming at you.

So your saying frost, ice nor snow barbarians do not fit on the bill having similar battlefield influence which is presented with dreadful wrath feat?

Quote from: greenknight on November 10, 2013, 11:55:13 PM
Devotion feats: Not as written.

Ok, thought it could had been cool 'once per day' power to have but can live without.

Zaer Darkwail

As a joke of the day, I share you this (warning, has gorey details);

Joke of the day



greenknight

Alignment on Sanctified One. I was stuck on stupid and thought you were LN. I guess that's why my comment didn't make a lot of sense. Go for it.

Chaos ability: I don't like it as a Chaos ability. As a Luck ability, it's great and flavorful, it just doesn't click as "Chaos-y," especially as named Chaos Warp. YMMV.

Legendary Leader. I don't know if you'd get more than a level or two before the end of the story and I didn't plan on large scale actions. That may be the further adventures someone wants to run later. Still, you can get enjoyment out of the early abilities at the party/skirmish scale.

Outcast Champion. Yeah, no problems with the half-breed growing up with humans. They're not killed at birth or anything like that. On that subject, if you want a big sword rather than the traditional sword and board, there are no problems. The latter are just what the Fruztii, Schnai, and Cruskii traditionally use. As for tiefling, that's fine, too, but do you want to spend the LA? And have you considered your lady's patriarch? His patron is a quite rigid, one true path and thou shalt not stray kind of god.

For setting up a segregated culture, or a place just for the half-elves or whatever, that's seen as dangerous in the Flanaess, as one of the bad guys(TM) that came out of hiding in the recent (ended ~10 years ago) Greyhawk Wars was the Scarlet Brotherhood, a rabidly racist Suel monastic order that took over the Tilvanot Peninsula abut 300 miles to the south and cause a lot spoiling trouble. They continue to use spies and assassins to stir up trouble all around. Then you have the elves of Celene, who say stay out of my forest and I'll stay in my forest and folks are somewhat okay with because 1) THEY'RE ELVES...IN A FOREST! and 2) the forest cuts off the humanoids overrunning another peninsula from causing trouble for everyone else. Because the orcs and goblins have to cross A FOREST FULL OF ELVES! That's like invading Russia in winter.

Dragon Magic intentionally alters a campaign models and everything is linked to that. Dragons aren't about meddling in world affairs in my game; that's where the inherent influence of the Dragonlord derives.
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AndyZ

Is there any traditional convention for nobility surnames?  Or should we just go with it?
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greenknight

Just go with it. Some in use in Nyrond are Talnith (Duchy of Woodwych), Huldane(County of Mowbrenn, just north of the duchy), Orberend (Duchy of...), Boomgren (Royal Duchy of Womthan), Aspranth (March of Woodverge), Korenflass (Duchy of...), Klendern (Earldom of Gamboge), Damar (Duchy of Flinthill), Ventrose (Viscounty of Eventide), Beremen (County of Brackenmoor, south of and also on the border with Urnst), and of course, Nyrond (Kingdom of...).
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AndyZ

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Zaer Darkwail

Hmmm, I go with Sanctified One and then perhaps multiclass as barbarian or stay with Marshal after I complete the PrC. Because BAB requirement I can enter PrC at 8th level. But if I get only 2 levels as legendary hero I presume the 8th level is max anyway what we reach in the story? Anyways I am fine you rename the Chaos Warp to something else, the Luck of Battle already presents 'luck' but it could be renamed as 'Blessing of Valor' or such and then rename the Chaos Warp as 'Luck of Kord'.

Anyways, I may be willing take LA hit but if I can enter sanctified one, there is little to no need be non-human to enter another PrC (I mostly thinked have just 1 PrC max which is flavorful).

Anyways any opinion on Dreadful Wrath? I thought take it as one my first level feats if it gets approved. But I can live without it but I thought I be very useful ability.

greenknight

On Dreadful Wrath, it's much more appropriate to a Flan influenced region. The Rashemi are much more First Nations than "viking" in the underlying shamanic culture, even if they look like Conan movie extras and Mardi Gras float riders. Not having access to all the fluff, I can see this as very much a manifestation of drawing the Rashemi ancestor spirits round the character in a fearsome, dare I say mask-like, display.
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Tagan


AndyZ

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AndyZ

This is why I put a funny accent whenever I say poin-ted stick.
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Zaer Darkwail

Quote from: greenknight on November 11, 2013, 10:00:41 AM
On Dreadful Wrath, it's much more appropriate to a Flan influenced region. The Rashemi are much more First Nations than "viking" in the underlying shamanic culture, even if they look like Conan movie extras and Mardi Gras float riders. Not having access to all the fluff, I can see this as very much a manifestation of drawing the Rashemi ancestor spirits round the character in a fearsome, dare I say mask-like, display.

Well, as note in player's guide to faerun same feat is expanded listed to Cormyr and that's a chivalrous knight nation than shamanic/tribal culture. The one I linked is from older FR sourcebook. But overall what I understand the 'masks' are only for wychlaran witches stuff than barbarian stuff. There are male witches but they sit 24/7 in enclave and make magic items (where as wychlaran are forbid to ever make one).

But if borrow bit norse warfare, historically speaking in RL vikings used much of intimidation tactics as actual warfare tactics in equal measure. So I can imagine vikings could have dreadful wrath sort ability (they charge and just are damn frightening). Same way how dragon is frightening (as they possess frightful presence also) in combat.

But as I said; there is nothing magical about the ability as it's extraordinary than supernatural. So rashemi barbarians do not conjure phantom images of ancestors as visual display as they charge, they charge with their tribal war painted faces onto enemies who just crap on their pants because they have mastered the art of intimidation.

We can argue with the flavor of the feat but the main question is; is the feat function itself ok or not? Is it okay I can once per encounter, once 24 hour per foes in 30'ft radius, able force them roll a will save to see are they shaken for 1 minute (shaken does not mean they flee, they just take -2 penalty to attack rolls and some other rolls also)?

greenknight

#148
Yes, Dreadful Wrath is also too good. It allows you to, at range, as an automatic added effect, against multiple opponents, and for 10 times the duration, do something that normally requires its own standard action, requires you to be adjacent to and threatening the target, and succeed on a an opposed roll, all without requiring any actual skill in Intimidation and excluding the normal limitation that creatures of higher level/HD are immune to your frightful presence. And it's an ability that first level characters can get.
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Zaer Darkwail

Hmmm, ok. But can it be possible later get Imperious Command? It provides a extension to normal demoralize action so it's more useful to use. I will work on my sheet then, as I cannot take this feat until 6th level anyways.

ulthakptah

So question about my little animal friend. Could I have had him long enough to already teach him tricks with the handle animal skill? Also what do I do for stats with him? just use the given ones from the monster manual, or would he have some sort of reduced animal point buy? Having him already know the tricks makes sense since the tricks are for a hunting animal, and my background for this ranger is a peasant hunter recruited so the posh nobles don't starve or wipe themselves with poison ivy in the woods.

Miroque

Ranger´s animal comppanion is pretty much superior to normal animal..

Lv4 gives ranger animal comppanion, but if you take Natural Bond, you get full options for the comppanion. Feat is basicly made for those rangers who actually want to use their comppanion :)

And as lv3-5 gives +2HD to animal comppanion, depending on what animal you have, you would maybe get +size increase to it... which is basicly best thing that can happen to them..

ulthakptah

As a ranger I wouldn't qualify for the feat til 4th level meaning it wouldn't be available until 6th.

Miroque

Except if you would not have taken feat at level3, but kept it open for later .)

ulthakptah

Quote from: Miroque on November 11, 2013, 03:22:41 PM
Except if you would not have taken feat at level3, but kept it open for later .)
Meh, It would be good at lower levels, but not really that good long term. At some point the animal would be to weak to survive in combat. I think I will stick to my original plan and use the animal like a utility. Mostly for its scent for tracking.

Anyway here is my sheets so far.

Theodore White
and his animal companion Brock


Tagan

#156
I noticed that as well.  He'll be attacked by fresh fruit!

Seriously though, there are a few plant monsters... not many though.

Let's see. Assassin Vine, Shrieker Fungus, Violet Fungus, Phantom Fungus, Shambling Mound, Tendriculous, Treant...

Zaer Darkwail

Okay, my charsheet is finally done! Anyways I noticed a interesting PrC called Suel Arcanamach, however according this article it's kind a PrC only met in Scarlet Brotherhood and the few handful 'renegades' are heavily hunted down by said organization because they defile 'pure Suel' in practicing the sacred art. I did think enter Sanctified One none the less and then Suel Arcanamach (if the campaign ever stretches that far that is). None the less, PrC was reason why I picked Ancient Suloise as speak language learned skill (was wondering what to pick after I took Elven). Anyways here ya go!

Aren Gralnirson
Biography: Aren Gralnirson is from frozen lands of frost barbarians, he was raised by his family who were simple fishermen. However, during most harshest winters when Aren was just seven a white dragon assaulted family's hold and dragon killed everyone....expect Aren who had been snuck into small narrow gap in founding stones to elude both dragon's senses and it's frigid breath which froze his family members into frozen statues which dragon then devoured in his sight....only his father's advice to 'keep quiet at all cost' kept him quiet as he watched his family slaughtered.

After dragon left, Aren half-naked started run through the freezing tundras to try reach nearest Jarl's hold. He started suffer hypothermia, he collapsed and woke up and he noticed he had been saved by a dwarf! The dwarf was a hermit spirit of his kind and unusual one who prefers the freezing open tundras to the security of underground and prefers hunt game in the surface. He had found Aren in the frozen fields laying there half-buried in snow and it had taken good week or two before he woke up.

Aren spend good two years with the dwarf and over time he gained his trust and respect, learning dwarf's name was Durnik Stonearrow. In age of nine Aren had learned many things from Durnik and in that time he had decided he will slay the dragon responsible for slaying his family! Durnik respected that decision but over two years he had used up all his tolerance for company (he was hermit for reason after all), so he delivered Aren to nearest holding and through talking with his friend he got Aren a good mentor in Valdrin Froljnbulr, a cleric of Kord. Valdrin took Aren in and taught in ways of warrior, be swift to act and be sure and hard in his strikes. Teach into ways of Kord and take reverence from him. However Aren despite his strong strength showed a uncanny mind for tactics, so Valdrin shifted some point focus from warrior into tactics; as besides strong body you need clever mind if Aren ever wishes to slay dragon....and unlikely he does so alone. So Aren became a marshal; a captain, leader by age of 17.

Then he took group of hunters (including calling in his old friend Durnik) to hunt the white dragon which has plagued already years in the local frozen wastes and forcing farmers and fishermen abandon their homes. Aren and his party found dragon's lair and there they lured dragon from lair into a trap laid out by hunters, overall half of the group perished but they survived and so did Durnik who had done killing blow. Aren became a much celebrated dragon-slayer (and so did his crew) and they enjoyed all luxuries of such reputation. Durnik as the one who slew the dragon was the one who chose what to take from carcass and he choose skin it and take dragon's hide as his trophy (significance of this comes only later on).

Then in age of 18 it was 6098 SD and then appeared a mighty warrior called Vatun the Risen God. As King Ralff called on his forces, Aren was with him and he was part of the horde, leading fellow country men in battles in two year campaign of conquest and battle! Until King Ralff called to stop the bloodlust madness when Vatun commanded Ratik to be next target, Ralff exposed Vatun to be Iuz himself but it cost King's life and so his seventeen old son, Hundgred, heritages the crown. Because of his deeds before and during the war, Aren was chosen to be part of king's personal soldiers in his holding. Four years later twenty four years old Aren (and few other closest) soldiers are led in to secret that Hundgred had smuggled mages into his palace and they are teaching his trusted advisors children magic?! Aren was given offer to study magic, but like most his kin he has natural distrust to the art. However he did not decline to study magic to simply know what it is (but not use the art). Not to mention arcane knowledge is useful when you want know weaknesses of some monsters in region.

However, because of his partly open mind to study magic and showing remarkable learning speed for civilized manners, he drew attention of young king's wife, who was eight years senior to the king but was only five years senior to Aren (a much more acceptable age gap). Aren and the queen had a affair and it was (eventually) found out! Hundgred being furious about it is slight understatement and he was ready challenge Aren on the spot in a honor duel in name of Kord! However, his wife succeed talk him (and Aren) out from it and instead just banish Aren; as duel would exposed the affair to public and Aren was too well respected by fellow soldiers to suffer ordinary execution. So Aren accepted his punishment and left from lands of Frost Barbarians for good. He met then in border Durdrin, who had come say his own farewells to him but he also gave him two parting gifts; A fine admantine bastard sword (which Aren later named as 'Slayer') and enchanted breastplate made from the very hide of the dragon which Aren slew! A very valuable gifts and mementos from his homeland. Since then he has traveled widely as a mercenary for hire, protect villages, slaying monsters and so forth. He had formed a small band of fellow mercs who followed his lead.

Along his journeys he met Victoriana, as a damsel in distress in hands of orcs who had raided her wagon and she was desperately defending both her virtue and life from shattered wagon which was on fire and orcs waited her run out of magic and come out to be butchered or captured. Aren swiftly dealt with the orcs with his small band of warriors and rescued her, out of gratitude Victoriana offered more lasting position as her sergeant-in-arms (and also spot in her bed). Aren had been since then been Victoriana's fighter champion.

greenknight

Okay, I have character sheets. I plan to make the first post in a few hours. There will be an IC, OOC, and blue book thread. The last is for any scenes you want to play out outside of the normal game continuity; character backstories, private liaisons, flashbacks, etc.

The first post will involve scene setting exposition and an expected messenger reporting for Lady Victoria in the late afternoon. If you want to play out earlier in the day and lead into this starting point of the adventure, that's the kind of thing the blue book was made for.

Links

IC/main story: https://elliquiy.com/forums/index.php?topic=189852.0

OOC: https://elliquiy.com/forums/index.php?topic=189853.0

Blue Book: https://elliquiy.com/forums/index.php?topic=189854.0
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AndyZ

So, would it be Aria Steel, or Aria Nyrond, or Aria Nyrond Steel?
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greenknight

Any of them. Using Nyrond indicates a male line to the royal house is unbroken. It may also be dangerous away from Nyrondal forces. Steel may be a travelling name for such circumstances.
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Zaer Darkwail

Hmmm, I just realized something. Overall marshal is a 'wussy' when it fights alone and considering role of 'armed champion' my char may not fit the bill.

However, if I take two levels as barbarian (fits for person who was born, raised and trained in Kingdom of (the) Fruztii), then my char has lot more offensive power to bear and so be more useful even alone.

However, to avoid major overhaul in placing skill ranks, would GM allow me use Able Learner feat? It would replace my Improved Iniative feat (plus it fits char's personality as he had been very adept at learning variety of things as he grew up so he is far more adept in wide variety of skills than regular barbarian).

As question related to barbarian; Would GM allow Whirling Frenzy alternative class feature for my barbarian? It's something I can live without but it again fits background as he was taught to 'fight quickly and react quickly' instead of just soaking blows thrown at him. Another variant what I would seek approval also is Spirit Lion Totem Barbarian. Overall the most OP ability (Pounce) I would not get likely during the campaign unless it passes over to 10th level.

greenknight

#162
Barbarian, yes. Let me look at the variants. Whirling frenzy, yes. Lion totem, no. More appropriate to the Fruztii, I think, is bear and wolf, maybe eagle. And of course the default. Basically, Run doesn't fit for a mountain tribe. (But normal fast movement generally means you run faster? Go figure.)
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Zaer Darkwail

Ok, I will wait. Is ABle Learner feat okay though? I just pick it to minimize 'fuss' in editing my sheet. Mostly my saves need editing then, add class features and HP (I assumed we take half+1 in HP after first level?). BAB remains same but thanks this change I can enter Sanctified One PrC at 7th level instead 8th.

greenknight

Yes, Able Learner is fine. See my previous post.
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AndyZ

Holy crap, completely forgot Able Learner.  Ah well.
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Zaer Darkwail

Aha, ok. In that case I use Wolf spiritual totem then (the one from complete champion pg46). It gives me at this point +2 extra bonus when I flank (so my flank bonus is +4 than +2). Later on in 20th level progression plan I can get free track feat and +2 sacred bonus to survival checks (instead DR) and able see into spirit world.

greenknight

Give me a link to that one. I was looking at the version in Unearthed Arcana.
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Zaer Darkwail

Edited my sheet now. Here is the PDF to Complete Champion; http://217.159.171.200/~sibuna/dnd/3.5_Complete_Champion.pdf

Pg46, but overall the spirit totems have similarity with ones in UA.

Zaer Darkwail

Also if discussing what mountain barbarians can take as totem, the lion totem can be easily renamed as Cougar totem.

greenknight

That one's got an important difference in that you don't have to change out the entire set. But that wolf's okay.

This first level lion's also okay as a mountain cat (UA is the Run feat; very plains oriented). I'll have to come up with a higher level one; these cats have a different kind of roar. But I've got at least 5 more levels to figure that out, right ;)
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Zaer Darkwail

Yeah, pumas do not have miles wide radius in their roars but it can be frigthening :P. Perhaps later ability related to their sneaky nature? Or climbing ability?

Anyways, I stick with wolf for now and next two levels is marshal and then enter sanctified one and after that comes more barbarian levels.

ulthakptah

Quote from: Tagan on November 12, 2013, 12:31:52 AM
I noticed that as well.  He'll be attacked by fresh fruit!

Seriously though, there are a few plant monsters... not many though.

Let's see. Assassin Vine, Shrieker Fungus, Violet Fungus, Phantom Fungus, Shambling Mound, Tendriculous, Treant...
I do have a crossbow to shoot anyone who tries to stab me with a banana.

I might not stick with plants, but you never know. Plants are evil; that is why we harvest their sexual organs and present them to loved ones.

Miroque

Best favorite enemy is allways humanoid (human) as they are the most numerous, and far more dangerous that rest on the list...

and you get half of the bonus vs any other form of Humanoid (anything)

ulthakptah

Don't you have to be evil to select your own race as your favored enemy?

Miroque

Why? bountyhunters are not allways evil. Your just know how to hurt your kind.

greenknight

The evil thing is a change from 3e. There are many roles for a ranger specialized against his own kind that don't involve being a vicious, predatory killer. Finding lost children. Hunting criminals. High elves vs Drow or half-orcs defending against orc raiders.
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Tagan

And one must admit, that Humans are the most morally varied of the races... so that facing truly Evil humans is a distinct possibility.

Zaer Darkwail

Indeed, I rule that your not evil for having favored enemy (your own species) because favored enemy may be just part of you specializing hunting down criminals, scumbags, thugs, bandits or know overall human behavior and anatomy so well you fight better against them.

Anyways fun clip of the day;


ulthakptah

Well it's now humans, after all humans are scum and everywhere.