Garthalla: Customized/Homebrewed 3.5 DnD Recruitment

Started by Zaer Darkwail, March 20, 2019, 04:55:24 PM

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Zaer Darkwail

Added now healer changes and soulcaster/soulmanifested adjustments. If I forgot something which I had to do today (class changes or adding classes) please hollar me. I did add on Garthalla side some incarnum related spells in magic lore section (need the Incarnum Spellshaping feat to able cast them). Just add bit special spells which wizards or sorcerers can use (working later on divine).

Kunoichi: Well, pseudonatural template granted by alienist is just means allow turn animals more interesting choice to summon than just outsiders perhaps. Anyways up to you decide which class to take enter fiend blooded, albeit indeed in my house rules sorcerers get bonus feat at 5th level like wizards do (and get 'heritage' feat in first level to determine sorcerous ancestry and for fiend blooded a fiendish heritage feat from PHB II would fit).

In changeling being outcaste, yeah, being fiendish sorcerer does not help in PR department, but who said you need publicly be known as changeling or fiendish sorcerer :P. But indeed, changelings got lots options for ancestry wise besides dopplegangers (as father who transformed later on into beholder or mindflayer can be the cause). Changelings are children of monsters and thus reason why they are much hated. Overall it being small miracle some even survive and it can happen also by aberration parent wanting raise a minion before going full metamorphosis to full aberrational shape.

Muse

Quote from: Miroque on March 23, 2019, 05:40:24 AM
@Muse: On think that comes to my mind, is the picture. Thats clearly NOT Xepth, but human. :)

Oh...  I hadn't thought about the eyes.  I was just digging for a busty dancer looking girl with that nice caramel to mocha skin tone.  hm... 

(I totlay missed the ears.) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Laughing Hyena

Thank you Zaer for the information on Incarnum in terms of feats required and magic.

Miroque

#103
Changes made to my Healer application. So she's ready now aswell.

Edit: I really loved the LIFELINK ability.

Zaer Darkwail

Yeah, thought the healer needed some unique trick to make them stand out from clerics besides having full list of spells available on them. Dark healers then being more of those who practice dark divine arts of stealing/ruining life in return empowering themselves.

Muse


  Would this girl fit?  And would she fit your aesthetic, Zaer?  I might have a friend who can photoshop her a bit more chest? 

  Don't know if the style works--art or clothing. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

She can work, just need eyes perhaps more luminous (yellow, green, blue etc). Xephs have glowing eyes and their eyes are made single color. What comes to otherwise aesthetics, her bust is okay but if want go bigger then go for it :).

Laughing Hyena

Quote from: Muse on March 23, 2019, 08:12:33 PM

  Would this girl fit?  And would she fit your aesthetic, Zaer?  I might have a friend who can photoshop her a bit more chest? 

  Don't know if the style works--art or clothing.

Works for me at least.

ZameRagues

Quote from: Muse on March 23, 2019, 08:12:33 PM

  Would this girl fit?  And would she fit your aesthetic, Zaer?  I might have a friend who can photoshop her a bit more chest? 

  Don't know if the style works--art or clothing.
Don't know if you have a larger image to work with Muse but I found one for ya.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Laughing Hyena

By the way, anyone know off the top of their head if I need to specify a craft for each skill in 3.5?


Laughing Hyena

#111
Quote from: Zaer Darkwail on March 23, 2019, 09:37:54 PM
You need specify it in 3.5.

Shit. Gonna need to reconfigure my skill allocation then. Gonna need a number of crafts for the composite staff wand and of course the spell book.

Almost done with my sheet but I have to now make and pick items and equipment. Opinions and thoughts are welcomed and I tried my best to have skills and feats reflect his backstory. I do wonder however if any languages are specific to regions in this campaign such as Asgard and the Jade Empire.

Muse


thank you, Zame, I already got a friend to Photoshop her a bit...
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Kunoichi

#113
Quote from: Zaer Darkwail on March 23, 2019, 05:12:21 PM
Kunoichi: Well, pseudonatural template granted by alienist is just means allow turn animals more interesting choice to summon than just outsiders perhaps. Anyways up to you decide which class to take enter fiend blooded, albeit indeed in my house rules sorcerers get bonus feat at 5th level like wizards do (and get 'heritage' feat in first level to determine sorcerous ancestry and for fiend blooded a fiendish heritage feat from PHB II would fit).

I wouldn't really say that the pseudonatural template makes the animals summons a more interesting choice.  It makes them better beatsticks by giving them an always-on fear effect and that 1/day True Strike, but removing the Outsider options from the list in particular cuts out several monsters with spell-like abilities that can be used for utility or battlefield control.  That said, I'll still be playing a Wizard at the end of the day, so it's not like I'll need to optimize Summon Monster to the hilt just to contribute in those areas.

So alright.  Conjurer Wizard so that I can use that Unearthed Arcana ACF to trade in Scribe Scroll for Augment Summoning to qualify for Alienist, Changeling Substitution Level at Wizard 5 for Morphing Familiar, then five levels Alienist after that.  I'll take Nexus Method just to make it easier to get some decent use out of the Alienist's class features, and then I know I'll need Enspell Familiar and Improved Familiar for sure...

And that leaves three other potential feats, including one from a flaw.  Darkness Familiar from Dragon Magazine #322 would give more options to turn my familiar into (including an incorporeal undead), while Token Familiar would also allow turning my familiar into an inanimate object.  Extra Familiar might be necessary, if we wind up with two Allurans and no other potential masters in the party, and even without two Allurans, having a second familiar would still give an extra target for Polymorph...  Though the Summon Elemental and/or Minor Shapeshift reserve feats could also come in handy, and there's even the possibility that I might prefer an extra metamagic feat, too.  Quite a few options to choose from...

Quote
In changeling being outcaste, yeah, being fiendish sorcerer does not help in PR department, but who said you need publicly be known as changeling or fiendish sorcerer :P. But indeed, changelings got lots options for ancestry wise besides dopplegangers (as father who transformed later on into beholder or mindflayer can be the cause). Changelings are children of monsters and thus reason why they are much hated. Overall it being small miracle some even survive and it can happen also by aberration parent wanting raise a minion before going full metamorphosis to full aberrational shape.

The main reason I bring up being an outcast is that I'm thinking of making an evil-aligned character with Dask, albeit one who won't be disruptive to the party.  Not being able to show their real face in public without being considered a monster is helpful for figuring out their personality and how they were shaped into the person they are now.  I'm thinking Neutral Evil, selfish and with a slight sadistic streak, but with a strong sense of loyalty towards the few people they've chosen to trust.

Laughing Hyena

Quote from: Kunoichi on March 23, 2019, 10:26:26 PM
Extra Familiar might be necessary, if we wind up with two Allurans and no other potential masters in the party, and even without two Allurans, having a second familiar would still give an extra target for Polymorph...  Though the Summon Elemental and/or Minor Shapeshift reserve feats could also come in handy, and there's even the possibility that I might prefer an extra metamagic feat, too.  Quite a few options to choose from...

The main reason I bring up being an outcast is that I'm thinking of making an evil-aligned character with Dask, albeit one who won't be disruptive to the party.  Not being able to show their real face in public without being considered a monster is helpful for figuring out their personality and how they were shaped into the person they are now.  I'm thinking Neutral Evil, selfish and with a slight sadistic streak, but with a strong sense of loyalty towards the few people they've chosen to trust.

Got no problem being a master for an Alluran if we obtain a second one either. Also I haven't picked my familiar yet but I assume an Alluran needs an Improved Familiar feat. I'm flexible enough to respec my feats to adjust for it. As for a Neutral Evil character, it gets my vote since this world is considerably black and white and as such is possible for these characters of differing alignments to get along enough.

ZameRagues

Quote from: Laughing Hyena on March 23, 2019, 10:41:25 PM
Got no problem being a master for an Alluran if we obtain a second one either. Also I haven't picked my familiar yet but I assume an Alluran needs an Improved Familiar feat. I'm flexible enough to respec my feats to adjust for it. As for a Neutral Evil character, it gets my vote since this world is considerably black and white and as such is possible for these characters of differing alignments to get along enough.
The Alluran race doesn't say anything about needing a feat. The race says it can form a pact to be a familiar, nothing about pre-reqs besides the master needing to be of equal or higher HD.
Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Laughing Hyena

Quote from: ZameRagues on March 23, 2019, 11:08:32 PM
The Alluran race doesn't say anything about needing a feat. The race says it can form a pact to be a familiar, nothing about pre-reqs besides the master needing to be of equal or higher HD.

Oh, my mistake. Thanks for clarifying. Theres a lot to read here so it takes a bit to commit it to memory.

Muse

Here's one Zaer. 

Would you allow a custom flaw?  It's a good one for perviness sake, but fits the requirement of a flaw that it have a combat m echanic. 

I'll find the specifics, but it gives you penalties to resist grappling. 

Edit:
Easily Grappled

Easily Grappled: You are less adept at grappling and wrestling than others of your size and strength.
Effect: You take a -4 to grapple checks (-8 if being fondled) and opponents do not take AoA to initiate grapples checks against you.
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Kunoichi

#118
And now for Dask's character sheet.



Dask
Conjurer Wizard 4/Changeling Wizard 1/Alienist 5
Description: As a Changeling, Dask looks like whatever Dask wishes to look like.
Biography
Dask's early life was spent in conditions of near-slavery, as they were raised in a hidden enclave of aberrations and the mad cult that worshiped them.  Dask never knew their parents, never knew which alien monstrosity or deranged humanoid gave birth to them, but the young Changeling was able to figure out from the way that they were being treated that both of their parents were likely someone important to the cult.  While the other Changeling children were given training and indoctrination as spies and infiltrators, Dask was personally trained in the art of wizardry by the cult's Beholder Mage leader.  The training was no less harsh and demanding, the punishments for failure no less severe, but it was nevertheless clear to the young Changeling that they were being trained for a greater purpose.

Whatever that greater purpose was, it never came to fruition.  The order of paladins that destroyed the cult saw to that.  Dask and the other children were taken in as an act of mercy by that very same order, an attempt to rehabilitate the innocent Changelings and turn them towards the light in spite of their tainted blood.  Some of them were even successfully rehabilitated, more or less.  As for the failures...  Well, there were several escape attempts.  Eventually one succeeded, and Dask and several other Changeling children were free to make their own way in the world.

Dask had believed the paladins when they said that the cult had only been raising the children to use them as tools.  The young changeling had seen ample evidence of that already, during their own training.  However, Dask had also seen how the paladins had cut down both aberrations and cultists when destroying the cult, and had some fears that those children who didn't want to embrace the order's ideals would be treated as monsters and suffer the same fate.  While several of the other children had escaped because they had been unable or unwilling to break away from the cult's indoctrination and wanted to start the cult anew, Dask simply left in search of people who wouldn't treat them like a monster, merely due to the circumstances of their birth.

Now a decade older and considerably more powerful, Dask has had precious little luck in this search.

A secret about Dask
Dask is the illegitimate child of Amarra Drak'thiir, Fey'ri sovereign of the infernal nation of Malcharr.  More specifically, Dask is one of several illegitimate children that Amarra has had fathered upon her by various monsters from the Realm of Dreams.  These children have been raised in secret, separate from one another and far from the treacherous eyes and ready knives of Malcharr; they represent an attempt by Amarra to work around the curse laid upon her by her sister and get back into Asmodeus' good graces.

A child of her blood, carrying her curse, yet able to shapeshift around it and pass that shapeshifting on to their descendants.  Through an ancient and arcane transference ritual, such a child could be made into a ready vessel for her soul, truly making the body her own in a way that goes beyond mere possession or mind switching, irrevocable even by a Wish or Miracle.  However, making the child into a worthy vessel for this ritual involves putting them through specialized training, including training in the arcane arts.  Additionally, the touch of the Far Realm in such a child's blood would carry the chance of making the child unsuitable for the ritual, even with proper training, hence the need for several to be raised at once.

With the cult raising it destroyed, will Amarra Drak'thiir one day come to claim this wayward potential vessel?  Or will Dask instead go the rest of their life never knowing of the truth about their heritage?  Only the fates will know...

hp 51 (10d4+20 HD)


Changeling
NE Medium Humanoid (Shapechanger)
Init +9; Senses Listen +0, Spot +0
Languages Common, Draconic, Dwarven, Elven


AC 20, touch 14, flat-footed 16
Fort +2(+8), Ref +2(+10), Will +8(+12); Fatigued on failing Fortitude save until 8 hour rest, +2 racial vs Sleep and Charm; under effects of Greater Resistance


Speed 30 ft. (6 squares)
Melee Warning Dagger +6 (1d4+2 damage)
Ranged Ranged touch +8
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Atk Options Rapid Summoning, Spells, Spontaneous Summoning, Summon Alien
Special Actions Minor Change Shape, Rapid Summoning, Summon Alien
Combat Gear +1 Warning Dagger -8,302 gp, +2 Mithral Chain Shirt w/Thistledown Padding -5,505 gp
Spells Memorized (CL 10th, DC 15 + spell level):
   5th (3/day + 1) - Baleful Polymorph, Greater Blink(Spell Compendium), Overland Flight + Wall of Stone
   4th (4/day + 1) - Greater Resistance(Spell Compendium), Mordenkainen's Black Tentacles, Polymorph, Polymorph + Dimension Door
   3rd (4/day + 1) - Haste, Haste, Shrink Item, Unluck(Spell Compendium) + Stinking Cloud
   2nd (5/day + 1) - Invisibility, Mirror Image, Mirror Image, Ray of Stupidity(Spell Compendium), Rope Trick + Glitterdust
   1st (6/day + 1) - Grease, Nerveskitter(Spell Compendium), Ray of Clumsiness(Spell Compendium), Shield, True Strike, True Strike + Benign Transposition
   0th (4/day + 1) - Detect Magic, Detect Magic, Ghost Sound, Launch Item(Spell Compendium) + Caltrops(Spell Compendium)


Abilities STR 13(+1), DEX 18(+4), CON 14(+2), INT 18[20](+4[+5]), WIS 11(+0), CHA 15(+3)
SQ Alien Blessing, Mad Certainty, Metamagic Secret, Morphic Familiar, Natural Linguist, Pseudonatural Familiar
Feats Augment Summoning(b), Nexus Method(1), Obtain Familiar(F), Enspell Familiar(3), Improved Familiar(5), Extend Spell(b), Darkness Familiar(7), Cloudy Conjuration(b), Token Familiar(9)
Flaws Frail
Skills Concentration +13(+15), Decipher Script +8(+13), Gather Information +13(+18), Knowledge (Arcana) +5(+10), Knowledge (Dungeoneering) +6(+11), Knowledge (Local) +5(+10), Knowledge (The Planes) +13(+18), Spellcraft +13(+20); +2 racial to Bluff, Intimidate, Sense Motive; +10 Disguise from Minor Change Shape; +2 Spellcraft vs Conjuration; -4 Bluff, Diplomacy, Handle Animal vs non-Pseudonatural creatures
Collector of Stories skill trick - +5 to checks to identify creatures
Possessions combat gear plus 143 gp
+2 Intelligence item -4,000 gp
Aureon's Spellshard -6,250 gp
Ring of Enduring Arcana -6,000 gp
Ring of Sustenance -2,500 gp
Handy Haversack -2,000 gp
Vestment of Many Styles -500 gp
Everburning Torch -150 gp
Alluran Familiar Pact -100 gp
Bronze Adventurer Tags -100 gp
Spellbook 171/500 pages; Barred schools: Evocation and Necromancy
   5th (50 pages) - Baleful Polymorph, Break Enchantment, Contact Other Plane, Feeblemind, Greater Blink(Spell Compendium), Overland Flight, Rary's Telepathic Bond, Summon Monster V, Telekinesis, Teleport, Wall of Stone -1,500 gp
   4th (32 pages) - Assay Spell Resistance(Spell Compendium), Charm Monster, Dimension Door, Greater Resistance(Spell Compendium), Mordenkainen's Black Tentacles, Polymorph, Ray Deflection(Spell Compendium), Stone Shape, Summon Monster IV -800 gp
   3rd (39 pages) - Arcane Sight, Dispel Magic, Enhance Familiar(Spell Compendium), Fortify Familiar(Spell Compendium), Greater Mage Armor(Spell Compendium), Greater Magic Weapon, Haste, Shrink Item, Stinking Cloud, Summon Monster III, Tongues, Unluck(Spell Compendium), Water Breathing, Wind Wall -1,350 gp
   2nd (18 pages) - Augment Familiar(Spell Compendium), Detect Thoughts, Glitterdust, Invisibility, Mirror Image, Ray of Stupidity(Spell Compendium), Resist Energy, Rope Trick, Summon Monster II, Web -500 gp
   1st (12 pages) - Animate Rope, Benign Transposition(Spell Compendium), Charm Person, Familiar Pocket(Spell Compendium), Grease, Nerveskitter(Spell Compendium), Protection from Good, Ray of Clumsiness(Spell Compendium), Shield, Silent Image, Summon Monster I, Targeting Ray(Spell Compendium), True Strike -200 gp
   0th (20 pages) - All, except Evocation and Necromancy


Changeling Racial Features
Natural Linguist Dask adds Speak Language to their list of class skills for any class they adopt.

Minor Change Shape (Su) Dask has the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of their facial features, skin color and texture, and size, within the limits described for the spell. Dask can use this ability at will, and the alteration lasts until they change shape again. They revert to their natural form when killed. A true seeing spell reveals their natural form. When using this ability to create a disguise, Dask receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

Wizard Class Features
Rapid Summoning (Ex) Any time Dask casts a Summon Monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Dask gains the normal benefits from enhancing a Summon Monster spell with the Quicken Spell feat.

Morphic Familiar (Su) Dask's familiar has the ability to alter its form on command. As a full-round action, the familiar can change her form to that of any creature that the wizard could normally have as a familiar. Dask gains the new benefit of the familiar while losing the previous benefit.

Alienist Class Features
Summon Alien Whenever Dask would use any Summon Monster spell to summon a celestial or fiendish creature, they instead summon a pseudonatural version of that creature. For example, by casting summon monster IV, they could summon a pseudonatural dire wolf. This adds the pseudonatural template to the summoned creature. Dask gives up the ability to summon nonpseudonatural creatures with a Summon Monster spell.

Alien Blessing (Ex) Dask gains a +1 insight bonus on all saving throws, but permanently loses 2 points of Wisdom.

Metamagic Secret Dask listens to the secret voices whispering from beyond time's end, and profits thereby. At 3rd and again at 7th level, they can choose any metamagic feat as a bonus feat.

Mad Certainty (Ex) Dask's mad certainty in the power of entities beyond the reach of normal space and time lend them unnatural arcane talent, granting them a single bonus magical feat. However, constantly dwelling on such beings is mentally corrosive, and Dask's mind has begun to fracture. They now takes a -4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence nonpseudonatural creatures.

Pseudonatural Familiar Dask's familiar, if any, gains the pseudonatural template in addition to the powers and abilities normal for a familiar of the appropriate level. This effect does not replace an existing familiar—the familiar has been slowly taking on pseudonatural aspects as Dask rises in level, and those characteristics become fully functional at this point.

Zaer Darkwail

Kunoichi: Well, considering alienist shoots it's own leg already with hefty social penalties I say they do not loose ability to summon nonpseudonatural beings, it just means they loose only the fiendish/celestial options to animals (not other outsiders like demons and devils). Anyways okay with background and reason why Dask is neutral evil (it fits quite well). Just need figure out order of paladins, it is likely some specialized sect dealing with aberrational threats.

Muse: I allow that custom flaw feat. Also nice pic edit there :).

Laughing Hyena: I myself have allowed versatile performer feat also have crafter variant; meaning Int modifier amount of crafting (or profession) skills got same rank as your highest ranked crafting (or profession) skill. It eases bit on burden on SP wise.

In languages wise, Jade Dragon Empire has Xeph as their native language (but most also speak common as well). In Asgard they use asgardian as language, which is archaic form of common with mix of celestial/infernal words with some elemental words mixed in as well. If you possess all four elemental languages, celestial, infernal and common, you do not need pick asgardian as own language as you get by combination of languages.

Laughing Hyena

Thank you Zaer. I'll be finishing up my character soon enough as the only thing left is equipment; magical and mundane alike.

Kunoichi

Quote from: Zaer Darkwail on March 24, 2019, 05:05:57 AM
Kunoichi: Well, considering alienist shoots it's own leg already with hefty social penalties I say they do not loose ability to summon nonpseudonatural beings, it just means they loose only the fiendish/celestial options to animals (not other outsiders like demons and devils). Anyways okay with background and reason why Dask is neutral evil (it fits quite well). Just need figure out order of paladins, it is likely some specialized sect dealing with aberrational threats.

I'm actually alright with just summoning Pseudonatural animals with my summon spells.  As I said, Dask is still a Wizard, so it's not like I'll have trouble contributing.  As for the social penalties, the trade-off for them is actually supposed to be two feats.  It's just that both of those feats are Toughness (+3 hp). :P Finding replacement feats for them that are both thematic and useful might be a better way to counter those skill penalties.

Quote from: Zaer Darkwail on March 24, 2019, 05:05:57 AMIn Asgard they use asgardian as language, which is archaic form of common with mix of celestial/infernal words with some elemental words mixed in as well. If you possess all four elemental languages, celestial, infernal and common, you do not need pick asgardian as own language as you get by combination of languages.

Time for me to slightly mess with Miut's language selection, in that case.

Zaer Darkwail

Kunoichi: Ok, so for those spots where you get social penalties you can pick any feats which related to magic use (metamagic, reserve, spell focus etc). Sort forbidden secrets whispered on your mind which taints you and your behavior.

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

Quote from: Muse on March 24, 2019, 10:28:37 AM
(What about Improved Toughness?)

That could be one options which you can choose to take.