8th level character, no LA races unless you're a Drow, Forgotten Realms and SRD sources are automatically 100% OK; otherwise I'll need to review what you have. Sources from official D&D books are typically alright--anything that looks egregious could be an issue.
Player list:
1. Avatar of Kokusho
2. Sepiriel
3. Amadi
4. Fajen Thygia
5. Yukora
6. Krashbot
Rules on generation 1. Mamelon Point Buy system (go to the d20 University for further details)
2. Money is based on wealth-by-level guideline: 27,000 gp
3. No item that has more than a +3 enhancement or is worth more than roughly half of your total wealth.
4. HP: Max for 1st and 2nd level, roll for the rest.
Character holder (I'll be editing my char sheet into this post at a later point).
Also, I'm currently on vacation and don't have access to any of my D&D material. However, I'll be going home tomorrow, so this issue won't last long. Basically, I should have my char up in a timely manner, but I won't be doing any work on it for the next couple of days.
Edit: Time to get a character down. I was going to make this the start of the character, and then about two hours after I should be asleep, I have most of it done (not including the bio).
I'm going with the human character, so the Drow is going into storage (spoiler at the bottom of the post) just so I can look at it and laugh later.
Basic Info: Player Name: Krashbot Character Name: Intharos Grathnil Class: Warlock 10 Hellfire Warlock 3 Race: Human [Silverymoon] Alignment: Chaotic Neutral Deity: Tymora Size: Medium Age: 22 Gender: Male Height: 5' 2" Weight: 132 lb Eyes: Bright Blue Hair: Red, short, and spiked Skin: Light human skin tone
Main Attack: Eldritch Blast
Attack: +16 (ranged touch)
Damage: 6d6
Crit: x2 (12d6)
Range: 60 ft
Special: Spell-like ability (spell level 1), caster level 12 (+2 vs spell resistance)
+2 to all save DCs Hellfire Blast: Adds +6d6 damage and I take 1 con damage
Invocations:
Base Save DC: 15 Least:
Beguiling Influence* (lvl 2)
Dark One's Own Luck** (lvl 2)
See the Unseen* (lvl 2) Lesser: Brimstone Blast (lvl 3)
Eldritch Chain (lvl 4)
Walk Unseen (lvl 2)
Fell Flight* (lvl 3) Greater:
Noxious Blast (lvl 6)
Vitriolic Blast (lvl 6)
* - 24 hour duration, cast once per day upon waking, so (basically) always in effect
** - 24 hour duration, cast upon waking for Will, so always in effect on Will unless specifically changed
Special Abilities: Detect Magic at will
Deceive Item (take 10 on Use Magic Device)
Fiendish Resilience 1
Hellfire Infusion
Resistance to Fire 10
Hellfire Shield
Energy Resistance 5 (Fire, Acid)
Darkvision and see invisibility to 60 ft (invocation)
Languages:
Common
Chondathan
Illuskan
Abyssal
Infernal
Undercommon
Encumbrance:
Light Load: 0 - 33 lb
Medium Load: 34 - 66 lb
Heavy Load: 67 - 100 lb
Current Load: 24 lb (light load)
Unspent Gold
1,015 gp
7 sp
Intharos Grathnil was born and raised in the city of Silverymoon in the north. He was raised as one would expect any human boy in Silverymoon to be raised. His many friends consisted of other humans, elves, dwarves, and even some half-elves. He was like any other boy in his youth: playful and silly. He had incredibly agility and a shockingly strong personality from a very young age and always wanted to make a name for himself.
As he approached adulthood, Intharos discovered he had abilities that many others did not. At first he thought they were regular magical abilities, abilities that allowed him to tap into the Weave. “Maybe you can be a sorcerer,” his friends would say. The adults who knew him encouraged him to develop his magical talents and suggested various sorcerers who could teach him. He tested his abilities and practiced, but it did not work as it was supposed to. There was something different about his power.
The power, Intharos discovered relatively quickly, was not regular Weave magic, but something more sinister. It was as if regular Weave magic had been twisted by some dark power long ago and had since been passed down to him. He was enthralled by this new power, and tested it whenever he could. The adults who saw these displays of evil magic were appalled. They tried to convince Intharos to give up practicing with this sinister power, and move his focus to more traditional Weave magic. They tried ceaselessly to convince him to study under one of the great wizards of Silverymoon. But Intharos refused. He wanted to investigate what his newfound powers could do.
Soon after, the local community became worried that Intharos was being overrun by this evil power. He would not listen to what they said, and insisted on shooting this magic from his hands whenever he found the opportunity. They did not want to force him away, but they felt they had no choice. Finally, Intharos’ friends convince him to go in search of someone who understood his powers, someone who could help teach him what they could really do. After much thought, Intharos finally agreed. He packed up his things, bid farewell to his friends, and began a life of adventuring.
Intharos did find a warlock who was able to help him, but Intharos did not stay long. The man was a powerful tiefling by the name of Kharnol. However, the two fought constantly, and finally they mutually decided that it was best for Intharos to leave and train on his own. He wandered the land for a few years, testing different abilities as he discovered them. One day, in the midst of practicing a new invocation, something unexpected flew from his. He had accidentally shot something that looked like fire, but was far hotter than anything he had encountered before. Intharos searched long and hard, digging through old tomes in archives of great libraries across the land. He finally found, written in an old infernal text, that he had shot hellfire.
This hellfire became an obsession. Ever since, he has traveled and trained, working to shoot hellfire again. He has been unable to duplicate what he had before, but he continues to fire and brimstone in the hopes that he will discover once again shoot hellfire from his hands and maybe even learn how to control it.
Drow version of the character (which I'm not using). It's sticking around just so I can laugh at my terrible idea later.
Basic Info: Player Name: Krashbot Character Name: (TBA) Class: Warlock 6 Race: Drow Alignment: Chaotic Neutral Deity: Oghma Size: Medium Age: 136 Gender: Male Height: 4' 10" Weight: 95 lb Eyes: Pale Sliver Hair: Silvery white and short (as picture of regular Drow in FR core book) Skin: Black
Invocations: Least:
Beguiling Influence*
Dark One's Own Luck**
Spiderwalk* Lesser:
Brimstone Blast
* - 24 hour duration, cast once per day upon waking, so (basically) always in effect
** - 24 hour duration, cast upon waking for Will, so always in effect on Will unless specifically changed
Gloves of Dexterity +2 - 4,000 gp, 1 lb
Bracers of Con +2 - 4,000 gp, 1 lb
Cloak of Cha +2 - 4,000 gp, 1 lb
Vest of Resistance +1 - 1,000 gp, 1 lb
More to Come
Special Abilities:
Immunity to magic sleep effects
1/day as a spell-like ability: dancing lights, darkness, faerie fire
Darkvision to 120 ft Light Blindness (removed by feat) Detect Magic at will
Deceive Item (take 10 on Use Magic Device)
Languages:
Undercommon
Elven
Common
Abyssal
Draconic
Drow Sign Language
Infernal
Encumbrance:
Light Load: 0 - 33 lb
Medium Load: 34 - 66 lb
Heavy Load: 67 - 100 lb
Current Load: (still to come)
Saves
Fort: +19 [11 Base +3 Con +3 Paladin +2 Resistance]
Ref: +13 [7 Base +1 Dex +3 Paladin +2 Resistance]
Will: +12 [4 Base +3 Wis +3 Paladin +2 Resistance]
Features/Special Crescent Moon Knight
Aura of Good
Detect Evil At-Will
Smite Evil 3/day
Divine Grace
Lay on Hands
Aura of Resolve
Divine Health
Favored Enemy: Lycanthropes +2
Special Mount
Remove Disease 2/Week
Cure Lycanthropy
Battlesong
Equipment
Weapon: Selune's Vengeance
Holy Surge Heavy Mace +2
Attack:+24/+19
Damage:1d8+13, +2d6 against Evil Creatures
Critical:x2 +1d10 against Evil Creatures
Armor: Commander Full Plate Mail +2
(10 ; 1 ; -6 ; 35% ; 20ft ; 50lbs)
Special:
Shield: Full Shield of Fire Resistance +1
(3 ; - ; -2 ; 15% ; - ; 15lbs)
Special:Grants fire resistance 10
Magic Items: Head: Helm of Tactics
Face: Throat: Amulet of Health and Wisdom +2 Shoulders: Cloak of Resistance +2
Vest: Arms: Blessed Bracers: +2 to weapon damage when worn by a divine warrior/spellcaster Hands: Gauntlets of Giantfelling and Strength +2
Waist: Feet: Frostwalkers: Ignore any movement-based penalties while in a cold climate.
Ring: Ring of Protection +2
Ring: Ring of Endurance: Protected by endure elements, may gain resistance 10 vs fire and frost 3/day.
Orvel the Paladin of Selune, Orvel the Wanderer, Orvel Wyvernspun.
Orvel is a paladin like few there is, he doesnt like to feel chained by authority preferring to wander free and at his own leisure. Friendly, charismatic and with a predisposition to help those in need, Orvel is none the less a free spirit and as such will never willingly help oppress the freedom of others. He feels more at home with the Wild Elves, Bards or Rangers and while his contact with Druids and good lycanthropes is limited he will go out of his way to help them.
His belief in Selune is based upon his life story and as such he will forever follow Selune while disaproving of anyone allied with Sharr or Malar.
It could be said his life began the day his family died. It was a cool night in the countryside of Cormyr, Orvel and his family laid deep in rest when there was a loud howl and the house was attacked by a pack of wolf like creatures. Unable to help in the defense of the house Orvel saw his family slaughtered by the creatures, as he stood there, crying and scared one of the creatures stood in two legs and began to walk closely towards him, his eyes glinted with malice and the promise of death, and they where yearning to comply but at that same point, when Orvel saw his life at an end, another set of howls pierced the sky and a new pack of creatures took to the field.
The creature looking at Orvel scowled as he looked back towards the source of the howls, he made a serious of bark orders and the pack left before the new pack could reach them.
Scared, crying and with the image of their parents death in his mind he didnt notice as a new wolf-like creature entered the room, she had a snow white coat and an elegance and beauty the other creature would never posses as he stared at this new creature the moonlight entered the room and gave Orvel a sense of peace, so he did not react when this new creature completed her transformation into a half-elven female of remarkable beauty. She presented herself Arines Que'Lindel member of a pack of Druids and Lycanthropes in the service of Selune, tasked with a quest to hunt down the followers of Malar who had been stalking the countryside as of late. Orvel was speechless and since that day he vowed to follow Selune in hopes his travels will lead to the pack that killed his family.
well i dont really see much problem its not like im going to start killing and terrorizing everything in my way... i just want respect and leadership of you all :D, thats not too much to ask right :rolleyes:?
besides if you are as strong or stronger than me i have to grudgingly respect you
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Sepiriel, I must object to a Paladin of Tyranny. Why? Because it DIRECTLY conflicts with the plot, more importantly, the villain of this particular plot. It's not prohibited for you to play that alignment and class, but know that this will have severe reprocussions down the road.
well since the DM has deemed it so i shall relinquish the paladin claim ;).... now to figure out what else to play.... im kinda hesitant into multiclassing since i dont do that too often... any suggestions?
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
You can be a regular paladin if you'd like, otherwise cleric or knight or something similar. Multiclassing is fine too. If you want to be charisma dependent, there's always Bard.
Sorry again about that--I don't like saying NO during character generation.
You can be a regular paladin if you'd like, otherwise cleric or knight or something similar. Multiclassing is fine too. If you want to be charisma dependent, there's always Bard.
Sorry again about that--I don't like saying NO during character generation.
Thats ok since like you said that character would produce problems later on plot wise.... oh well... i dont like regular paladins... i hate playing goodie goodie with them its annoying... clerics i lack experience so i dont think thats a good idea... so ill have to go with bard or warlock let me review some source books before i make up my mind
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I present for your inspection Lady Death. No, not really.
Character Name: Aliiryn Sha'dar Class: Warmage 12 Race: Sun Elf Homeland: Originally, Evermeet. Got into a difference of opinion with family and left. Usually hangs out in the Highforest when not fighting evil. Alignment: Neutral Good Deity: Hanali Celanil
Saves: Fortitude 4+2+1=7 Reflex 4+2+1=7 Will 8+1+1=10
Total HP: 84
Armor Class: 10+6+2=18 Touch 12 Flat-footed 16 vs. ranged attacks 20 (least crystal of arrow deflection)
Attack: +8 melee, swordbow in longsword form (+1), 1d8+2, crit 19-20x2, slashing +10 ranged, swordbow in longbow form (+1), 1d8+1, crit 20x3, piercing Ammo: 50 masterwork arrows, 5 cold iron arrows, 5 silver arrows, 5 adamantine arrows +8 ranged touch or melee touch, damage by spell (+1 to hit within 30ft.)
Spells per Day: 6/8/8/7/7/7/4 (2 bonus for 1st and 2nd, 1 for all levels after up to 6th), DCs 16+ spell level, 17+ spell level for Evocation Spells Known: All spells of 6th level and below on Warmage spell list plus Tenser's Floating Disk (advanced learning at 3rd) and invisibility (eclectic learning at 6th, as a 3rd level spell) plus...Dimension Door as a 5th level spell (eclectic learning at 11th level)
Warmage Edge: any spell that deals HP damage also deals an extra 9 points of damage.
Special Class Abilities/Racial traits Warmage edge Armored Mage (medium) Low-light vision Immunity to magic sleep effects +2 on saves vs. enchantment spells Proficiency with longsword, shortsword, longbow, shortbow, and composite versions of each Elven search +2 on Listen, Search and Spot
Items Head: nothing Eyes: Glasses of Detect Magic Throat: nothing Shoulders: Cloak of Charisma +2 Rings: nothing Arms: nothing Torso: Vest of Resistance +1 Armor: +1 Elven Chain Mail (with lesser crystal of arrow deflection) Hands: Arcanist's Gloves (MIC) Ring: Ring of Invisibility Feet: Dimension Stride Boots (MIC)
Heward's Handy Haversack containing: Everlasting rations Everfull mug 10x cure light wounds potions 1x potion of lesser restoration Rod of Metamagic (lesser) Energy Substitution: Acid 1600gp, 1600sp (Glad I have a haversack)
Languages Common (auto) Elven (auto) Draconic (Int) Orc (Int) Goblin (Int) Giant (Int) Halfling (Int)
Holy crap, warmage spell list is published on Wizards' site. Therefore, I copy/paste it here for ease of use.
0-Level Warmage Spells (Cantrips) Acid Splash: Orb deals 1d3 acid damage. Disrupt Undead: Deals 1d6 damage to one undead. Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage.
1st-Level Warmage Spells Accuracy*: Doubles weapon's range increment. Burning Hands: 1d4/level fire damage (max 5d4). Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Fist of Stone*: Gain +6 Str and natural slam attack. Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4). Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8). Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8). Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage +1d8/two levels beyond 1st (max 5d8). Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8). Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage +1d6/two levels beyond 1st (max 5d6). Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). True Strike: +20 on your next attack roll.
2nd-Level Warmage Spells Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round. Continual Flame[M]: Makes a permanent, heatless torch. Fire Trap[M]: Opened object deals 1d4 +1/level fire damage. Fireburst*: Adjacent subjects take 1d8/level fire damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst. Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Pyrotechnics: Turns fire into blinding light or choking smoke. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Shatter: Sonic vibration damages objects or crystalline creatures. Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.
3rd-Level Warmage Spells Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold. Fireball: 1d6 damage per level, 20-ft. radius. Flame Arrow: Arrows deal +1d6 fire damage. Gust of Wind: Blows away or knocks down smaller creatures. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Lightning Bolt: Electricity deals 1d6/level damage. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage). Sleet Storm: Hampers vision and movement. Stinking Cloud: Nauseating vapors, 1 round/level.
4th-Level Warmage Spells Blast of Flame*: 60-ft. cone of fire (1d6/level damage). Contagion: Infects subject with chosen disease. Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread. Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened. Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded. Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled. Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed. Orb of Force*: Globe of force deals 1d6/level damage (max 10d6). Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Shout: Deafens all within cone and deals 5d6 sonic damage. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5th-Level Warmage Spells Arc of Lightning*: Line of electricity between two creatures (1d6/level damage). Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage. Cone of Cold: 1d6/level cold damage. Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold. Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage. Flame Strike: Smite foes with divine fire (1d6/level damage). Prismatic Ray*: Ray of light blinds target, deals random effect.
6th-Level Warmage Spells Acid Fog: Fog deals acid damage. Blade Barrier: Wall of blades deals 1d6/level damage. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Circle of Death[M]: Kills 1d4/level HD of creatures. Disintegrate: Makes one creature or object vanish. Fire Seeds: Acorns and berries become grenades and bombs. Otiluke's Freezing Sphere: Freezes water or deals cold damage. Tenser's Transformation[M]: You gain combat bonuses.
Aliiryn is the only daughter of the semi-noble Shezair Sha'dar, a noted alchemist, researcher, and wizard from Evermeet. Shezair was always just a little too focussed on status, so she sent her child to a prestigious school to learn the arts of magic. Much to Shezair's dismay, her daughter showed no interest in the courtly arts, instead excelling in magics that decimate her foes. Very shortly after Aliiryn's entry into school, she moved over to the warmages' college to learn the arts that she seemed to be best at.
Aliiryn excelled in her training; her marks were among the highest in the school. Shortly after graduation, her mother Shezair informed her that it was time for her to marry- and Shezair had selected her new mate for her from among the higher-status males in their social circle. Aliiryn rebelled. She told her mother in no uncertain terms that her choices were her own. Shezair, aghast at this choice, disowned her daughter and cast her out of her house. Alliryn left the Isle of Evermeet to forge her own destiny. She found that adventuring groups welcomed her presence among them; she started the process of gaining a name for herself as an expert tactician. Aliiryn also learned not to judge someone based upon race- one of her very good friends is a half-orc fighter named Jazred, who she travelled with in an attempt to clear an ancient tomb of ghouls. Aliiryn has an innate dislike for drow, as most of her race does. She also tends to be pushy and arrogant, as her type usually is. However, once her trust is earned, she will move the moons for you.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Well got the sheet up... needs revision and hopefully ill be able to finish it tomorrow... if someone can jump around and help me that is... well ill go to sleep its 2am here.
Edit: need help thinking up good paladin equipment.... cloak of charisma is obvious the rest... i can make up my mind... a little help pls?
Armor, preferably heavy. Why not do it? Weapon of some kind- if your deity is Selune, then probably a heavy mace. They deal a fair amount. Cloak of Cha- Sure. Divine Grace and all that. Shield- a heavy mace is a one-handed weapon. Be our meat shield. Or something. Resistance bonus to saves- if you're going cloak for Charisma, then Vest will do it. Random other stuff- how much are Boots of Striding and Springing? If you wear full plate, your speed's reduced...they negate that.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Well, getting half of Ray of Hope's effect from a Luckstone or an Ioun stone is about 20-30k alone (+1 to saves, ability checks, skill checks, and attacks), so..
I'd let it slide at 20k, but that's a bit out of your price range. A wand that activated it would be infinitely cheaper. 800gp for a 50-charge wand (the spell functions as though you cast it yourself, with caster level equal to your level.)
i think i finished the sheet... im just missing the mount which im not exactly sure what to pick also i wanted to ask alacar if you allow the use of the leadership feat...how exactly does that work? i didnt take it because i wasnt sure how the whole cohort thing is gonna work out or how much of it do i have to roleplay.
If theres any mistakes in the sheet let me know... also i wanted to remind alacar this is a variant paladin... if theres a spell that deals against chaos it should be altered to deal with law instead (just in case he wants to grant me th spells in the Magic of Faerun supplement :p)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
I generally frown on the Leadership feat--I don't like personal armies. Besides, that's something a LN or LE guy would do.
I'll review your sheet tomorrow, Sep.
Well if its a CG leader, you could always call it a band of Merry Men sorry i just had to.... (although im expecting someone to quote mel brooks in the next post :p)
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
As a fellow player in this campaign, please, please don't think of Leadership..it's a pain for more than one reason.
Take something like, hm, Extra Smiting. Smiting law is FUN
Oh, and I believe there's a spell list already modified to deal with a CG paladin. I know you replace Protection from Chaos to Pro. Law, and there are several other differences (such as the fact that you have aura of resolve rather than courage; do note that yours is somewhat narrow in that it only functions against compulsions; other random mind-affects work just fine), plus I believe that you don't get Remove Disease but instead Break Enchantment or something, but I may be thinking of the Holy Liberator PrC.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
Unearthe Arcana still lists remove desease in th CG paladin, ill take the extra smitting next chance available (next level), since we where lacking in healing i think the burst healing is a good feat to have since it lets me use spare turn undead attempts.
Also just to clarify, whats so bad about leadership? aside from the cohort system isnt it a good party support feat? (may be wrong here, going from what i have heard, i've never actually used this before)
regarding the spell list, UnA gives a list of spells to replace yes, but what about the spells found in other supplements such as Magic of Faerun which has unique spells that i could add but are designed towards the LG paladin, could i have those spells only altered to work for Chaos intead of law?
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Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
The check out whatever spell list the Holy Liberator prestige in Complete Divine gives you; that would probably be spot-on.
There are several alternative options for paladins that are cool, too- but if you don't have the books, finding them all would be a royal pain.
Plus, Magic of Faerun is a 3.0 book and most of the spells have been updated.
As yet our party composition is you (warrior), me (blaster), Fajen (daggerspell mage, which means some cool abilities and a bit of stealth), Yukora (he wants Dark Knight but I don't know if he's gotten the final OK yet, if so he's right next to you on the front lines), and I'm not sure what everyone else wants. So far we have a fairly rounded party, especially because you, as a paladin, variant or not, have healing magic along with lay on hands, and I'm not completely useless in a fight (close, though :p) if I can't use magic. Daggerspell mages can fire off spells while using their weapons, and are fair ranged combatants.
We've got it pretty much covered, though I'd love to see a ranger here.
And yes, no incantatrix for you. Or anyone. That class makes puppies cry. Mostly because they are the former Big Bads who have been Baleful Polymorphed into said puppies. By you. Because you're an incantatrix.
Quote from Yukora »
This is Deraxas we're talking about.
Remember, the girl that just killed an aspect of herself before literally consuming her?
Yeah, I don't see her handling a pissing match in any way other than a duel.
Quote from RedDwarfian »
Yes mistress...
Quote from About epic-level D&D »
There are only so many epic, psuedonatural barbarian/blackguard half-dragon akutenshai vampire balor paragons they can throw at you, right?
Quote from Concerning breeding habits of humans in fantasy games »
I suppose it's true. Though the logistics implied in a human/Great Wyrm Prismatic Dragon pairing makes me shudder.
...Something tells me that even should all arcane casters in the world unite, that the Grease spell would NOT be sufficient.
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8th level character, no LA races unless you're a Drow, Forgotten Realms and SRD sources are automatically 100% OK; otherwise I'll need to review what you have. Sources from official D&D books are typically alright--anything that looks egregious could be an issue.
Player list:
1. Avatar of Kokusho
2. Sepiriel
3. Amadi
4. Fajen Thygia
5. Yukora
6. Krashbot
Rules on generation
1. Mamelon Point Buy system (go to the d20 University for further details)
2. Money is based on wealth-by-level guideline: 27,000 gp
3. No item that has more than a +3 enhancement or is worth more than roughly half of your total wealth.
4. HP: Max for 1st and 2nd level, roll for the rest.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Also, I'm currently on vacation and don't have access to any of my D&D material. However, I'll be going home tomorrow, so this issue won't last long. Basically, I should have my char up in a timely manner, but I won't be doing any work on it for the next couple of days.
Edit: Time to get a character down. I was going to make this the start of the character, and then about two hours after I should be asleep, I have most of it done (not including the bio).
I'm going with the human character, so the Drow is going into storage (spoiler at the bottom of the post) just so I can look at it and laugh later.
Basic Info:
Player Name: Krashbot
Character Name: Intharos Grathnil
Class: Warlock 10 Hellfire Warlock 3
Race: Human [Silverymoon]
Alignment: Chaotic Neutral
Deity: Tymora
Size: Medium
Age: 22
Gender: Male
Height: 5' 2"
Weight: 132 lb
Eyes: Bright Blue
Hair: Red, short, and spiked
Skin: Light human skin tone
Ability Scores:
Original Point Buy: 10, 18, 16, 16, 12, 17
Str: 10 (+0)
Dex: 18 (+4) [ 22 (+6) ]
Con: 18 (+4) [ 20 (+5) ] [20 (+5) ]
Int: 16 (+3)
Wis: 12 (+1)
Cha: 18 (+4) [ 20 (+5) ]
Combat Info:
HP: 117/134/(134)
AC: 25 (10 + 6 arm + 6 dex + 1 nat + 1 def + 1 insight)
Touch: 18
FF: 19
Init: +6
BAB: +9/+4
Grapple: +9
Speed: 30 ft
Damage Reduction: 2/cold iron
Energy Resistance: Fire: 15; Acid: 5
Saves:
Fort: +10 (4 base + 5 con + 1 res)
Ref: +11 (4 base + 6 dex + 1 res)
Will: +17 (10 base + 1 wis + 1 res + 5 luckinvocation)
Skills:
Bluff (Cha): +11 (0 ranks + 5 cha + 6 invocation)
Concentration (Con): +21 (16 ranks + 5 con)
Diplomacy* (Cha): +15 (4 ranks + 5 cha + 6 invocation)
Intimidate (Cha): +20 (9 ranks + 5 cha + 6 invocation)
Knowledge (arcana) (Int): +19 (16 ranks + 3 int)
Knowledge (the planes) (Int): +19 (16 ranks + 3 int)
Spellcraft (Int): +21 +2 with scrollssynergy (16 ranks + 3 int + 2 synergy)
Use Magic Device (Cha): +15 +2 with scrollssynergy (10 ranks + 5 cha)
* - Cross-class skill
Feats:
Level 1: Spell Penetration, Ability Focus (eldritch blast)Human
Level 3: Weapon Focus (eldritch blast)
Level 6: Maximize Spell-Like Ability (eldritch blast)
Level 9: Improved Toughness
Level 12: Quicken Spell-Like Ability (eldritch blast)
Main Attack:
Eldritch Blast
Attack: +16 (ranged touch)
Damage: 6d6
Crit: x2 (12d6)
Range: 60 ft
Special: Spell-like ability (spell level 1), caster level 12 (+2 vs spell resistance)
+2 to all save DCs
Hellfire Blast: Adds +6d6 damage and I take 1 con damage
Invocations:
Base Save DC: 15
Least:
Beguiling Influence* (lvl 2)
Dark One's Own Luck** (lvl 2)
See the Unseen* (lvl 2)
Lesser:
Brimstone Blast (lvl 3)Eldritch Chain (lvl 4)
Walk Unseen (lvl 2)
Fell Flight* (lvl 3)
Greater:
Noxious Blast (lvl 6)
Vitriolic Blast (lvl 6)
* - 24 hour duration, cast once per day upon waking, so (basically) always in effect
** - 24 hour duration, cast upon waking for Will, so always in effect on Will unless specifically changed
AC: +6
Max Dex: +6
Check Penalty: 0
Spell Failure: 10% (ignored - light armor)
Weight: 10 lb
Price: 10,100 gp
Ring of Protection +1
AC: +1 (deflection)
Price: 2,000 gp
Amulet of Natural Armor +1
AC: +1 (enhancement to natural armor)
Prcie: 2,000 gp
Ring of Insight +1
AC: +1 (insight)
Price: 2,500 gp
Attack: +7/+2
Damage: 1d4
Crit: 19-20/x2 (2d4)
Type: Piercing or Slashing
Weight: 1 lb
Price: 302 gp
Special: Masterworked
Face: (none)
Throat: (amulet)
Shoulders: Cloak of Charisma +2 - 4,000 gp, 1 lb
Body: (armor)
Torso: Vest of Resistance +1 - 1,000 gp, 1 lb
Arms: Bracers of Constitution +2 - 4,000 gp, 1 lb
Hands: Gloves of Dexterity +4 - 16,000 gp, 1 lb
Ring 1: (Ring of Protection)
Ring 2: (Ring of Insight)
Waist: (none)
Feet: (none)
Rod of Bodily Restoration - 3,100 gp, 4 lb
Wand of Cure Light Wounds (48 charges remaining) - 750 gp, - lb
Heward's Handy Hoversack - 2,000 gp, 5 lb
Silver Holy Symbol of Tymora - 25 gp, - lb
Scroll of Fireblast and Pyrotechnics
Scroll of Bless and Mass Cure Moderate Wounds
Everlasting Rations - 350 gp, (HHH)
Everfull Mug - 200 gp, (HHH)
Bedroll - 1 sp, (HHH)
Silk Rope (100 ft) - 20 gp, (HHH)
Grappling Hook - 1 gp, (HHH)
Paper (19 sheets left, 1 used) - 8 gp, - lb
Inkpen - 1 sp, - lb
Ink (1 oz) - 8 gp, - lb
Letter from Sage Filani to Elminster
Notes on whereabouts of controllers of bonds
Wealth:
1 gem worth 500 gp
45 platinum pieces
62 gold pieces
37 silver pieces
Special Abilities:
Detect Magic at will
Deceive Item (take 10 on Use Magic Device)
Fiendish Resilience 1
Hellfire Infusion
Resistance to Fire 10
Hellfire Shield
Energy Resistance 5 (Fire, Acid)
Darkvision and see invisibility to 60 ft (invocation)
Languages:
Common
Chondathan
Illuskan
Abyssal
Infernal
Undercommon
Encumbrance:
Light Load: 0 - 33 lb
Medium Load: 34 - 66 lb
Heavy Load: 67 - 100 lb
Current Load: 24 lb (light load)
Unspent Gold
1,015 gp
7 sp
Intharos Grathnil was born and raised in the city of Silverymoon in the north. He was raised as one would expect any human boy in Silverymoon to be raised. His many friends consisted of other humans, elves, dwarves, and even some half-elves. He was like any other boy in his youth: playful and silly. He had incredibly agility and a shockingly strong personality from a very young age and always wanted to make a name for himself.
As he approached adulthood, Intharos discovered he had abilities that many others did not. At first he thought they were regular magical abilities, abilities that allowed him to tap into the Weave. “Maybe you can be a sorcerer,” his friends would say. The adults who knew him encouraged him to develop his magical talents and suggested various sorcerers who could teach him. He tested his abilities and practiced, but it did not work as it was supposed to. There was something different about his power.
The power, Intharos discovered relatively quickly, was not regular Weave magic, but something more sinister. It was as if regular Weave magic had been twisted by some dark power long ago and had since been passed down to him. He was enthralled by this new power, and tested it whenever he could. The adults who saw these displays of evil magic were appalled. They tried to convince Intharos to give up practicing with this sinister power, and move his focus to more traditional Weave magic. They tried ceaselessly to convince him to study under one of the great wizards of Silverymoon. But Intharos refused. He wanted to investigate what his newfound powers could do.
Soon after, the local community became worried that Intharos was being overrun by this evil power. He would not listen to what they said, and insisted on shooting this magic from his hands whenever he found the opportunity. They did not want to force him away, but they felt they had no choice. Finally, Intharos’ friends convince him to go in search of someone who understood his powers, someone who could help teach him what they could really do. After much thought, Intharos finally agreed. He packed up his things, bid farewell to his friends, and began a life of adventuring.
Intharos did find a warlock who was able to help him, but Intharos did not stay long. The man was a powerful tiefling by the name of Kharnol. However, the two fought constantly, and finally they mutually decided that it was best for Intharos to leave and train on his own. He wandered the land for a few years, testing different abilities as he discovered them. One day, in the midst of practicing a new invocation, something unexpected flew from his. He had accidentally shot something that looked like fire, but was far hotter than anything he had encountered before. Intharos searched long and hard, digging through old tomes in archives of great libraries across the land. He finally found, written in an old infernal text, that he had shot hellfire.
This hellfire became an obsession. Ever since, he has traveled and trained, working to shoot hellfire again. He has been unable to duplicate what he had before, but he continues to fire and brimstone in the hopes that he will discover once again shoot hellfire from his hands and maybe even learn how to control it.
Basic Info:
Player Name: Krashbot
Character Name: (TBA)
Class: Warlock 6
Race: Drow
Alignment: Chaotic Neutral
Deity: Oghma
Size: Medium
Age: 136
Gender: Male
Height: 4' 10"
Weight: 95 lb
Eyes: Pale Sliver
Hair: Silvery white and short (as picture of regular Drow in FR core book)
Skin: Black
Ability Scores:
Original Point Buy: 10, 18, 17, 16, 12, 16
Str: 10 (+0)
Dex: 20 (+5) [ 22 (+6) ]
Con: 16 (+3) [ 18 (+4) ]
Int: 18 (+4)
Wis: 12 (+1)
Cha: 18 (+4) [ 20 (+5) ]
Combat Info:
HP: (TBA)
AC: 24 (10 + 6 arm + 6 dex + 1 nat + 1 def)
Touch: 17
FF: 18
Init: +6
BAB: +4
Grapple: +4
Speed: 30 ft
Spell Resistance: 17
Damage Reduction: 1/cold iron
Saves:
Fort: +7 (2 base + 4 con + 1 res)
Ref: +9 (2 base + 6 dex + 1 res)
Will: +12 (5 base + 1 wis + 1 res + 5 luckinvocation)
+2 against enchantments
Skills:
Bluff (Cha): +11 (0 ranks + 5 cha + 6 invocation)
Concentration (Con): +13 (9 ranks + 4 con)
Diplomacy* (Cha): +11 (0 ranks + 5 cha + 6 invocation)
Intimidate (Cha): +20 (9 ranks + 5 cha + 6 invocation)
Knowledge (arcana) (Int): +13 (9 ranks + 4 int)
Knowledge (the planes) (Int): +13 (9 ranks + 4 int)
Listen* (Wis): +3 (0 ranks + 1 wis + 2 racial)
Search* (Int): +6 (0 ranks + 4 int + 2 racial)
Speak Language*: Infernal
Spellcraft (Int): +14 +2 with scrollssynergy (8 ranks + 4 int + 2 synergy)
Spot* (Wis): +3 (0 ranks + 1 wis + 2 racial)
Use Magic Device (Cha): +13 +2 with scrollssynergy (8 ranks + 5 cha)
* - Cross-class skill
Feats:
Level 1: Daylight Adaption
Level 3: Weapon Focus (eldritch blast)
Level 6: Maximize Spell-Like Ability (eldritch blast)
Main Attack:
Eldritch Blast
Attack: +11 (ranged touch)
Damage: 3d6
Crit: x2 (6d6)
Range: 60 ft
Special: Spell-like ability (spell level 3), caster level 6
Invocations:
Least:
Beguiling Influence*
Dark One's Own Luck**
Spiderwalk*
Lesser:
Brimstone Blast
* - 24 hour duration, cast once per day upon waking, so (basically) always in effect
** - 24 hour duration, cast upon waking for Will, so always in effect on Will unless specifically changed
AC: +6
Max Dex: +6
Check Penalty: 0
Spell Failure: 10% (ignored - light armor)
Weight: 10 lb
Price: 5,100 gp
Ring of Protection +1
AC: +1 (deflection)
Price: 2,000 gp
Amulet of Natural Armor +1
AC: +1 (enhancement to natural armor)
Prcie: 2,000 gp
Attack: +5
Damage: 1d8
Crit: 19-20/x2 (2d8)
Type: Slashing
Weight: 4 lb
Price: 315 gp
Special: Masterworked
Bracers of Con +2 - 4,000 gp, 1 lb
Cloak of Cha +2 - 4,000 gp, 1 lb
Vest of Resistance +1 - 1,000 gp, 1 lb
More to Come
Special Abilities:
Immunity to magic sleep effects
1/day as a spell-like ability: dancing lights, darkness, faerie fire
Darkvision to 120 ft
Light Blindness(removed by feat)Detect Magic at will
Deceive Item (take 10 on Use Magic Device)
Languages:
Undercommon
Elven
Common
Abyssal
Draconic
Drow Sign Language
Infernal
Encumbrance:
Light Load: 0 - 33 lb
Medium Load: 34 - 66 lb
Heavy Load: 67 - 100 lb
Current Load: (still to come)
Unspent Gold
4,585 gp
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Basic Info
Player: Sepiriel
Name: Orvel
Race: Human Tethyrian [Cormyr]
Class: Crescent Moon Knight 10 / Divine Champion 4
Alignment: Chaotic Good
Deity: Selune
Stats
Str: 18+4 [20+5]
Dex: 12+1 [12+1]
Con: 16+3 [18+4]
Int: 14+2 [14+2]
Wis: 17+3 [19+4]
Cha: 16+3 [16+3]
Point Buy: 16,12,16,14,16,16
HP: 147/161 (105 Base +56 Con)
BaB:+14/+9
AC: 26 (10 Base +10 Armor +3 Shield +1 Dex +0 Natural +2 Deflection)
Touch: 13
Flat-Footed: 25
Initiative: +1
Saves
Fort: +19 [11 Base +3 Con +3 Paladin +2 Resistance]
Ref: +13 [7 Base +1 Dex +3 Paladin +2 Resistance]
Will: +12 [4 Base +3 Wis +3 Paladin +2 Resistance]
Features/Special
Crescent Moon Knight
Aura of Good
Detect Evil At-Will
Smite Evil 3/day
Divine Grace
Lay on Hands
Aura of Resolve
Divine Health
Favored Enemy: Lycanthropes +2
Special Mount
Remove Disease 2/Week
Cure Lycanthropy
Battlesong
Divine Champion
Lay on Hands
Fighter Featx2
Sacred Defense +2
Smite Infidel
Equipment
Weapon: Selune's Vengeance
Holy Surge Heavy Mace +2
Attack:+24/+19
Damage:1d8+13, +2d6 against Evil Creatures
Critical:x2 +1d10 against Evil Creatures
Armor: Commander Full Plate Mail +2
(10 ; 1 ; -6 ; 35% ; 20ft ; 50lbs)
Special:
Shield: Full Shield of Fire Resistance +1
(3 ; - ; -2 ; 15% ; - ; 15lbs)
Special:Grants fire resistance 10
Magic Items:
Head: Helm of Tactics
Face:
Throat: Amulet of Health and Wisdom +2
Shoulders: Cloak of Resistance +2
Vest:
Arms: Blessed Bracers: +2 to weapon damage when worn by a divine warrior/spellcaster
Hands: Gauntlets of Giantfelling and Strength +2
Waist:
Feet: Frostwalkers: Ignore any movement-based penalties while in a cold climate.
Ring: Ring of Protection +2
Ring: Ring of Endurance: Protected by endure elements, may gain resistance 10 vs fire and frost 3/day.
Skills [17/8]
Climb (Str): +4 (0 ranks +4 Str)
Concentration (Con): +3 (0 ranks +3 Con)
Craft (Int): +2 (0 ranks +2 Int)
Diplomacy (Cha): +16 (13 ranks +3 Cha)
Handle Animal (Cha): +3 (0 ranks +3 Cha)
Heal (Wis): +16 (13 ranks +3 Wis)
Jump (Str): +4 (0 ranks +4 Str)
Knowledge [Nobility and Royalty] (Int): +2 (0 ranks +2 Int)
Knowledge [Religion] (Int): +19 (17 ranks +2 Int)
Profession (Wis): +3 (0 ranks +3 Wis)
Ride (Dex): +1 (0 ranks +1 Dex)
Sense Motive (Wis): +16 (13 ranks +3 Wis)
Spot (Wis):+15 (12 ranks +3 Wis)
Swim (Str): +4 (0 ranks +4 Str)
Feats
Weapon Focus: Heavy Mace [1st]
Power Attack [Human]
Cleave [3rd]
Great Cleave [6th]
Sacred Healing [9th]
Weapon Specialization:Heavy Mace [Bonus Divine Champion]
Melee Weapon Mastery: Bludgeoning [12]
Crushing Strike [Bonus Divine Champion]
Miscellaneous
Money
- gp
Languages
Common
Cormyrian
Elvish
Dwarven
Spells
Level 1: 2/day
Level 2: 2/day
Orvel is a paladin like few there is, he doesnt like to feel chained by authority preferring to wander free and at his own leisure. Friendly, charismatic and with a predisposition to help those in need, Orvel is none the less a free spirit and as such will never willingly help oppress the freedom of others. He feels more at home with the Wild Elves, Bards or Rangers and while his contact with Druids and good lycanthropes is limited he will go out of his way to help them.
His belief in Selune is based upon his life story and as such he will forever follow Selune while disaproving of anyone allied with Sharr or Malar.
The creature looking at Orvel scowled as he looked back towards the source of the howls, he made a serious of bark orders and the pack left before the new pack could reach them.
Scared, crying and with the image of their parents death in his mind he didnt notice as a new wolf-like creature entered the room, she had a snow white coat and an elegance and beauty the other creature would never posses as he stared at this new creature the moonlight entered the room and gave Orvel a sense of peace, so he did not react when this new creature completed her transformation into a half-elven female of remarkable beauty. She presented herself Arines Que'Lindel member of a pack of Druids and Lycanthropes in the service of Selune, tasked with a quest to hunt down the followers of Malar who had been stalking the countryside as of late. Orvel was speechless and since that day he vowed to follow Selune in hopes his travels will lead to the pack that killed his family.
besides if you are as strong or stronger than me i have to grudgingly respect you
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Sorry again about that--I don't like saying NO during character generation.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Character Name: Aliiryn Sha'dar
Class: Warmage 12
Race: Sun Elf
Homeland: Originally, Evermeet. Got into a difference of opinion with family and left. Usually hangs out in the Highforest when not fighting evil.
Alignment: Neutral Good
Deity: Hanali Celanil
Str: 12 (+1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 20 (+5)
Wis: 12 (+1)
Cha: 22 (+6, cloak of Cha +2)
Points Spent: +2 Str, +4 Dex, +6 Con, +10 Int, +2 Wis, +8 Cha (total 32 with racial modifications applied last)
BAB/Grapple: +6/+7
Saves:
Fortitude 4+2+1=7
Reflex 4+2+1=7
Will 8+1+1=10
Total HP: 84
Armor Class: 10+6+2=18
Touch 12
Flat-footed 16
vs. ranged attacks 20 (least crystal of arrow deflection)
Attack:
+8 melee, swordbow in longsword form (+1), 1d8+2, crit 19-20x2, slashing
+10 ranged, swordbow in longbow form (+1), 1d8+1, crit 20x3, piercing
Ammo: 50 masterwork arrows, 5 cold iron arrows, 5 silver arrows, 5 adamantine arrows
+8 ranged touch or melee touch, damage by spell
(+1 to hit within 30ft.)
Spells per Day: 6/8/8/7/7/7/4 (2 bonus for 1st and 2nd, 1 for all levels after up to 6th), DCs 16+ spell level, 17+ spell level for Evocation
Spells Known: All spells of 6th level and below on Warmage spell list plus Tenser's Floating Disk (advanced learning at 3rd) and invisibility (eclectic learning at 6th, as a 3rd level spell) plus...Dimension Door as a 5th level spell (eclectic learning at 11th level)
Warmage Edge: any spell that deals HP damage also deals an extra 9 points of damage.
Feats: 1st-Eschew Material Components. 3rd-Spell Focus: Evocation. 6th- Extra Edge. 7th (bonus)- Sudden Empower Spell, 9th- Weapon Focus: Swordbow, 10th (bonus)- Sudden Enlarge Spell. 10th (gameplay bonus) Energy Substitution: Force.
12th-Point Blank Shot.
Special Class Abilities/Racial traits
Warmage edge
Armored Mage (medium)
Low-light vision
Immunity to magic sleep effects
+2 on saves vs. enchantment spells
Proficiency with longsword, shortsword, longbow, shortbow, and composite versions of each
Elven search
+2 on Listen, Search and Spot
Skills
Concentration 15+2=17
Craft (Weaponsmithing) 4+5=9
Intimidate 12 + 5= 17
Knowledge (arcana) 15+5+2=22
Knowledge (history) 6+5=11
Profession (Smith) 5+1=6
Spellcraft 15+5=20
ccSpot 2+1+2=5
ccListen 2+1+2=5
ccTumble 2+2=4
ccDiplomacy 1+5=6
ccBalance 1+2=3
ccDecipher Script 1+5=6
ccKnowledge (dungeoneering) 1+5=6
ccKnowledge (the planes) 2+5=7
ccKnowledge (nature) 1+5=6
ccDisable Device 1+5=6
ccSleight of Hand 1+2=3
ccHide (Dex) 1+2=3
ccMove Silently 1+2=3
Items
Head: nothing
Eyes: Glasses of Detect Magic
Throat: nothing
Shoulders: Cloak of Charisma +2
Rings: nothing
Arms: nothing
Torso: Vest of Resistance +1
Armor: +1 Elven Chain Mail (with lesser crystal of arrow deflection)
Hands: Arcanist's Gloves (MIC)
Ring: Ring of Invisibility
Feet: Dimension Stride Boots (MIC)
Heward's Handy Haversack containing:
Everlasting rations
Everfull mug
10x cure light wounds potions
1x potion of lesser restoration
Rod of Metamagic (lesser) Energy Substitution: Acid
1600gp, 1600sp (Glad I have a haversack)
Languages
Common (auto)
Elven (auto)
Draconic (Int)
Orc (Int)
Goblin (Int)
Giant (Int)
Halfling (Int)
Holy crap, warmage spell list is published on Wizards' site. Therefore, I copy/paste it here for ease of use.
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage +1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage +1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Prismatic Ray*: Ray of light blinds target, deals random effect.
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death[M]: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.
Tenser's Transformation[M]: You gain combat bonuses.
Aliiryn excelled in her training; her marks were among the highest in the school. Shortly after graduation, her mother Shezair informed her that it was time for her to marry- and Shezair had selected her new mate for her from among the higher-status males in their social circle.
Aliiryn rebelled. She told her mother in no uncertain terms that her choices were her own.
Shezair, aghast at this choice, disowned her daughter and cast her out of her house.
Alliryn left the Isle of Evermeet to forge her own destiny. She found that adventuring groups welcomed her presence among them; she started the process of gaining a name for herself as an expert tactician. Aliiryn also learned not to judge someone based upon race- one of her very good friends is a half-orc fighter named Jazred, who she travelled with in an attempt to clear an ancient tomb of ghouls. Aliiryn has an innate dislike for drow, as most of her race does. She also tends to be pushy and arrogant, as her type usually is. However, once her trust is earned, she will move the moons for you.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Edit: need help thinking up good paladin equipment.... cloak of charisma is obvious the rest... i can make up my mind... a little help pls?
Armor, preferably heavy. Why not do it?
Weapon of some kind- if your deity is Selune, then probably a heavy mace. They deal a fair amount.
Cloak of Cha- Sure. Divine Grace and all that.
Shield- a heavy mace is a one-handed weapon. Be our meat shield. Or something.
Resistance bonus to saves- if you're going cloak for Charisma, then Vest will do it.
Random other stuff- how much are Boots of Striding and Springing? If you wear full plate, your speed's reduced...they negate that.
Just a few thoughts, y'know?
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Heavy mace is in my weapon focus so yeah ill add that
yep this ones a must.
yeah im usually a shiled bearer
what vest?? not sure what item you are referring
gotta check the price.
Thanks for the item suggestions, now to see if my money is enough to buy all this
Just a few thoughts, y'know?[/quote]
Boots are 5,500gp
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Ryttare Kelasin Luna Orelinalei
I'd let it slide at 20k, but that's a bit out of your price range. A wand that activated it would be infinitely cheaper. 800gp for a 50-charge wand (the spell functions as though you cast it yourself, with caster level equal to your level.)
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Ryttare Kelasin Luna Orelinalei
If theres any mistakes in the sheet let me know... also i wanted to remind alacar this is a variant paladin... if theres a spell that deals against chaos it should be altered to deal with law instead (just in case he wants to grant me th spells in the Magic of Faerun supplement :p)
I'll review your sheet tomorrow, Sep.
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Ryttare Kelasin Luna Orelinalei
Well if its a CG leader, you could always call it a band of Merry Men sorry i just had to.... (although im expecting someone to quote mel brooks in the next post :p)
Take something like, hm, Extra Smiting. Smiting law is FUN
Oh, and I believe there's a spell list already modified to deal with a CG paladin. I know you replace Protection from Chaos to Pro. Law, and there are several other differences (such as the fact that you have aura of resolve rather than courage; do note that yours is somewhat narrow in that it only functions against compulsions; other random mind-affects work just fine), plus I believe that you don't get Remove Disease but instead Break Enchantment or something, but I may be thinking of the Holy Liberator PrC.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.
Also just to clarify, whats so bad about leadership? aside from the cohort system isnt it a good party support feat? (may be wrong here, going from what i have heard, i've never actually used this before)
regarding the spell list, UnA gives a list of spells to replace yes, but what about the spells found in other supplements such as Magic of Faerun which has unique spells that i could add but are designed towards the LG paladin, could i have those spells only altered to work for Chaos intead of law?
There are several alternative options for paladins that are cool, too- but if you don't have the books, finding them all would be a royal pain.
Plus, Magic of Faerun is a 3.0 book and most of the spells have been updated.
As yet our party composition is you (warrior), me (blaster), Fajen (daggerspell mage, which means some cool abilities and a bit of stealth), Yukora (he wants Dark Knight but I don't know if he's gotten the final OK yet, if so he's right next to you on the front lines), and I'm not sure what everyone else wants. So far we have a fairly rounded party, especially because you, as a paladin, variant or not, have healing magic along with lay on hands, and I'm not completely useless in a fight (close, though :p) if I can't use magic. Daggerspell mages can fire off spells while using their weapons, and are fair ranged combatants.
We've got it pretty much covered, though I'd love to see a ranger here.
"I am in the arcane, and the arcane is in me."
Official Matron Mother of Clan Planar Chaos
Awesome Avatar and signature by DarkNightCavalier
Deraxas, Dark Maiden of Shimia,, still oddly obsessed with a mindmage.