The Red Comet(DnD 3.5 seeker thread)

Started by NicciKotor, January 28, 2011, 09:33:00 PM

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Zaer Darkwail

Now that Maegan left......I have some interest to play druid with shapeshifter variant from PHB II. I would prefer play it as a male char (any other make char players want swap genders?). But if no one wants swap genders around I could roleplay a female elf druid (who has magical strap on which she has used in past to fertilize humanoids or animals in her animal form to able take male animal form, to preserve population and all and it asks she herself has received cum inside in under 24 hours). Have even written background for her in one Rpol game (just need sligth edit).

I myself can post once per day or even more, depends on the day.

Zaer Darkwail

#76
I think I found nice pic also.



If go female elf druid that is. The starting item most likely is her staff; which serves no combat purpose but allows her channel her spells better or able use more varied powers while sacrificing her nature granted divine power (working like runestaff from MIC but for druids). She mostly fights in her animal form but she could shift out to throw a spell or two mix up battle field or throw heal if needed (but I would strongly consider use vigor lined spells as the fast healing would suit better for druid theme wise in healing than instant surge).

Zaer Darkwail

After doing bit research would it be okay I play artic elf (Unearthed Arcana racial variant)? It gives +4 endurance checks vs cold and -2 str and +2 Dex racial mods to stats. Also thinked even background reason for the dildo and also reason why from far north artic elf is doing in hotspring hotel/brothel :). Ofc it depends does GM like take me or not.

NicciKotor

All sounds good enough zear. Though I am getting worried over most of the players being guys and playing as girls, but as long as everything is cool with it, then so am I.
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Zaer Darkwail

*shrug* Can't help it much. But I do not mind as writing and imagination practice RP a girl. Anycase start work on my charsheet but as question; how much it would cost a magic darkwood dildo/strap on which sucks/stores cum from a woman who has received cum in under 24 hours? Store it indefinately until it's released by command. Also create super fertilizing cum (when used from dildo) if around +1,000 cum doses has been stored in it. This is mostly my background item.

Also second question is relating to the staff; how much would cost 'druidic' runestaff which gives spells up to 5th level. So I can sacrifice memorizided spell slot to cast spontaneously spell from runestaff. It's kind like runestaff of power without the lots different passive bonuses (only bonus perhaps being that staff is made from darkwood and +1 weapon in one end). I thinked this item is iconic but I could leave it up to you design it.

NicciKotor

Not too sure about either item. The dildo idea is kinda out there, frankly. If you want it as your back ground item, then it is free.

As for the staff, depends on the spells the runstaff has, and what you plan on doing with it. I need a comparison runestaff to get an idea of it. Since if I recall correctly, those things cost a lot.
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Ixy

Deja
Female Neutral Good Half-Elf Cleric, Level 6, Init +6, HP 50/50, DR 0, Speed 30
AC 20, Touch 12, Flat-footed 18, Fort +8, Ref +4, Will +10, Base Attack Bonus 4   
Masterwork Javelin (3) +7 (1d6+2, x2)
Masterwork Greatsword +8 (2d6+2, 19-20/x2)
  Heavy Mace +6 (1d8, x2)
Athenean Breastplate (+1), Bears Holy Symbol of Athena Shield, Light Steel (+6 Armor, +2 Shield, +2 Dex)
Abilities Str 15, Dex 14, Con 16, Int 14, Wis 20, Cha 16
Condition None
______________________
The big print giveth, the small print taketh away.

NicciKotor

Do recall that my starting gold is 20000 gp, not 15000 gp.

Also half elves are so under powered compared to everything else. Feel free Ixy to give yourself a +2 ability score boost to whatever ability score you want.
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Zaer Darkwail

Quote from: NicciKotor on January 31, 2011, 02:09:38 PM
Not too sure about either item. The dildo idea is kinda out there, frankly. If you want it as your back ground item, then it is free.

As for the staff, depends on the spells the runstaff has, and what you plan on doing with it. I need a comparison runestaff to get an idea of it. Since if I recall correctly, those things cost a lot.

Ok, dildo is background item then. Now the runestaff itself could be related to Runestaff of Power (27K item) but it has not so many passive buffs. So your call really. 10K I am willing to pay for the staff. So check 10K runestaff bit over or under that price for referance.

NicciKotor

Not that comfortable making a new runestaff just for you. All of the runestaffs in the MIC are 20k+ items, not something a level 6 character should have, not even a lesser version of one of them.

Staff of the Unyielding Oak would be more interesting. All you would need to get the relic power is the true believer feat, and not 15HD.
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NicciKotor

Quote from: Zaer Darkwail on January 31, 2011, 02:38:28 PM
Which book?

Magic Item Compendium. Using the relic power, you can turn the staff into a treant for 12 hours per day. If it 'dies' then it goes inactive for 27 days. I'm looking at the treant stats, and maybe a bit more to the cost is needed. A even 10k would be best.
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Xillen

Player: Xillen
Name: Alwin
Gender: Male
Race: Human
Class: Cleric
Level: 6
Alignment: Chaotic Good

Age: 24 years
Length: 1m75 / 5'9"
Weight: 72kg / 158lb
Skin: White
Hair: Long Blond
Eyes: Blue

Background:
Alwin travels around the world for two reasons. To help those in need with this healing spells, and to help himself to lots of beautifull young ladies. He found that as long as he uses his divine power to do good from time to time, nobody seems to mind if he uses it for more selfish reasons the rest of the time.

Appearance:
Alwin is a man of average size, but a charming appearance. His face is always smiling, as he looks at people with open blue eys. The long, blond hair on the top and sides of his head is usually pulled back into a ponytail, but the hair on the back of his head is allowed to flow free. Alwin usually moves around without wearing his armor, only calling it when battle seems unavoidable.
A silver pendant hangs down his neck, between two pearls. The pendant portrays the upper half of a naked, buxom lady with long hair.

Strength: 14 (+2)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 18 (+4)
Charisma: 16 (+3)

Size: Medium
Movement: 30 ft
Hit Points: 43
Initiative: +1 (+1 dex)

Armor Class: 23 (10 +9 armor +3 shield +1 dex)
Touch Armor Class: 11 (10 +1 dex)
Flat-footed Armor Class: 22 (10 +9 armor +3 shield)

Fort Save: +7 (+5 base +2 con)
Ref Save: +3 (+2 base +1 dex)
will Save: +9 (+5 base +4 wis)

Base Attack Bonus: +4
Grapple: +6 (+4 bab +2 str)
Melee Attacks: +6 (+4 bab +2 str)
Ranged Attacks: +5 (+4 bab +1 dex)

Unarmed:
Attacks: +6 (+4 bab +2 str)
Damage: 1d3 +2
Crit: 20/ x2

Masterwork Heavy Mace:
Attacks: +7 (+4 bab +2 str +1 misc)
Damage: 1d8 +2
Crit: 20/ x2

Light Crossbow:
Attacks: +5 (+4 bab +1 dex)
Damage: 1d8
Crit: 19-20/ x2

Skills: 36 (2 base +1 int +1 misc = 4 per level)
Appraise: +1 (+1 int)
Balance: -5 (+1 dex -6 acp)
Bluff: +3 (+3 cha)
Climb: -4 (+2 str -6 acp)
Concentration: +6 (4 ranks +2 con)
Craft (Other): +1 (+1 int)
Diplomacy: +12 (9 ranks +3 cha)
Disguise: +3 (+3 cha)
Escape Artist: -5 (+1 dex -6 acp)
Forgery: +1 (+1 int)
Gather Information: +3 (+3 cha)
Heal: +13 (9 ranks +4 wis)
Hide: -5 (+1 dex -6 acp)
Intimidate: +3 (+3 cha)
Jump: -4 (+2 str -6 acp)
Knowledge (Religion): +6 (5 ranks +1 int)
Listen: +4 (+4 wis)
Move Silently: -5 (+1 dex -6 acp)
Ride: +1 (+1 dex)
Search: +1 (+1 int)
Sense Motive: +4 (+4 wis)
Spellcraft: +10 (9 ranks +1 int)
Spot: +4 (+4 wis)
Survival: +4 (+4 wis)
Swim: -10 (+2 str -6 acp -6 acp)
Use Rope: +1 (+1 dex)

Languages: 2 (1 base +1 int)
Common
Celestial

Feats:
Level1: Domain Spontaneity: Pleasure (CD80)
Racial: Extra Turning (PHB94)
Domain: Spell Focus (Enchantment)
Level3: Healing Devotion (CC59)
Level6: Touch of Healing (CC62)

Racial Abilities:
Bonus Skill Point per level (already included)
Bonus Feat (already included)

Class Abilities:
Pleasure Domain (BoEF 94)
Domination Domain (CD 138)
Soothing Touch: 1/day remove fatigue, heal 1hp/level
Turn Undead: 10/day, +5 check, 2d6+9 damage

0th Level Spells: (5 per day, DC 14, Enchantment DC 15)
* Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
* Detect Magic: Detects spells and magic items within 60 ft.
* Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
* Light: Object shines like a torch.
* Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st Level Spells: (4 per day, DC 15, Enchantment DC 16)
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
* Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
* Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

1st Level Domain Spells: (1 per day, DC 15, Enchantment DC 16)
Command: One subject obeys one-word command for 1 round.
* Vision of exquisite pleasure (BoEF 117)

2nd Level Spells: (4 per day, DC 16, Enchantment DC 17)
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
* Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
* Zone of Truth: Subjects within range cannot lie.

2nd Level Domain Spells: (1 per day, DC 16, Enchantment DC 17)
Enthrall: Captivates all within 100 ft. + 10 ft./level.
* Suggestion: Compels subject to follow stated course of action.

3rd Level Spells: (3 per day, DC 17, Enchantment DC 18)
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
* Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
* Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd Level Domain Spells: (1 per day, DC 17, Enchantment DC 18)
Orgasmic vibrations (BoEF 112)
* Suggestion: Compels subject to follow stated course of action.

Money: 7 silver, 8 copper
Weight Allowance: 58 light, 116 medium, 175 heavy, 350 lift, 875 push/drag

Gear: 80lb
Explorer's Outfit
Holy Symbol of Groping (Special)
Hat of Disguise (1800gp)
Spell Component Pouch (5gp, 2lb)
Pearl of Power 1st level (1000gp)
Pearl of Power 2nd level (4000gp)
Ring of Protection +1 (2000gp)
Cloak of Resistance +2 (4000gp)
+1 Called Full Plate (3650gp, 50lb)
+1 Heavy Steel Shield (1170gp, 15lb)
Masterwork Heavy Mace (312gp, 8lb)
Light Crossbow (35gp, 4lb)
10 Crossbow Bolts (1gp, 1lb)

Heward's Handy Haversack (2000gp, 5lb)
40 Crossbow Bolts (4gp, 4lb)
Tent (10gp, 20lb)
Silk Rope (10gp, 5lb)
Flint and Steel (1gp)
winter Blanket (5sp, 3lb)
Soap (5sp, 1lb)
Bedroll (1sp, 5lb)
Clay Mug (2cp, 1lb)
10 Torches (1sp, 10lb)

NicciKotor

So the * checks off which spells you've prepared?
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Xillen

Yes, on default.

I'll inform you if I go for a different spell selection.

Not that it matters much, since I can all spontaneously alter them into healing spells or pleasure spells.

Zaer Darkwail

Nice stats rolled for my char;

STR 11, DEX 15, CON 15, INT 14, WIS 17, CHA 14

http://www.myth-weavers.com/sheetview.php?sheetid=271980

Not done background stuff in detail yet but everything else is there. Waiting a GM's approval. Some background stuff related to her background item; Darkwood strap-on of Fertility. I thinked she has become masseu worker in the hot spring hotel/brothel.

NicciKotor

Bump up that wisdom to 18 and it is good.
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Ixy

So it seems we now have 2 healers.  I can write up a second character if you'd like?
______________________
The big print giveth, the small print taketh away.

Xillen

I asked Nicci that as well. She assured me it would be fine. :-)

NicciKotor

Quote from: Ixy on January 31, 2011, 05:04:42 PM
So it seems we now have 2 healers.  I can write up a second character if you'd like?

You'll all need it.

Also blargs:

https://elliquiy.com/forums/index.php?topic=96777.0

Have fun freezing!
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KaraKres

Quote from: Koyume on January 31, 2011, 01:40:11 AM
Ahem, you can actually view all the 3.5 books without downloading them, right here: http://anime-adventurers.net/books/

I'm not really familiar with the Shifter class; what book is it from? There's a class that sounds basically exactly the same in Complete Adventurer I think, called the Master of Many Forms.

The link is broken or protected or something.  Can't get access to it.

Koyume

Quote from: KaraKres on February 01, 2011, 04:35:03 AM

The link is broken or protected or something.  Can't get access to it.

Yeah, I guess it's out of business for a while. There's always the SRD though...