This thead is for the upcoming 20th level gestalt campaign, obviously going towards epic.
I'm shooting for 6-7 players, but if there's a huge interest I can split a larger party into two groups of players.
Please post indicating your interest in joining. Include briefly your intended character concept, and then edit your character sheet into your post when you complete it. I will be having a PM discussion with each of you about your character so that I can get an idea of what story elements will be appropriate to incorporate.
If you have any variants that you want to include, now is the time to mention it.
Now for my (in construction) list of house rules:
-Concentration is a wisdom based skill
-Skill points are retroactive for intelligence
-Mamelon point buy
-Hit point progression 3/4 of hit dice at every level
-AoK vorpal
-AoK sorcerer variant
Put me down as an alternate. I'd love to make a character, but I'm not sure I'll have time/energy to play given how many other campaigns I'm already involved in.
I'll jump in if you don't have enough people sign up, but otherwise I'm really as interested in character creation as anything else.
As for a concept, if I'm going to play, I'm literally willing to go for just about anything the party needs (other than psion as I know all of nothing about psionics).
Alright, here goes a character sheet:
Basic Info: Player Name: Krashbot Character Name: Lyrillon Anacorm Character Level: 22 (Gestalt) Class:Fighter 18 / Arcane Archer 4 // Sorcerer 10 / Initiate of the Sevenfold Veil 7 / Archmage 5
Progression: (Fighter // Sorcerer) 6 --> (Arcane Archer // Sorcerer) 4 --> (Fighter // Initiate) 7 --> (Fighter // Archmage) 5 Race: Half-Celestial Elf (Native Outsider) (modified half-celestial template (LA +3)) Alignment: Lawful Good Deity: Heironeous Size: Medium Age: 167 Gender: Male Height: 5' 9" Weight: 112 lb Eyes: Calming light green Hair: Golden brown, past shoulders Skin: Pale gold-like color (almost a silvery gold)
Greater Bracers of Armored Archery +10 These silver bracers contain intricate curved gold inlay that looks like arrow paths weaving into a shield.
AC: +10 (armor)
+2 competence bonus on all attack rolls with bows
+1 competence bonus on damage rolls with bows
Price: 125,000 gp
Weight: 1 lb
Greater Crystal of Adaptation attached - 3,000 gp
(Protected as endure elements and immune to alignment and positive/negative traits of planes)
Ring of Deflecting Force Shield +5 This is a small iron band with a silver edge that shields the wearer in multiple ways.
AC: +7
+2 shield
+5 deflection
Price: 58,500 gp
Lucky Insightful Robe of True Eyes This flowing golden robe has numerous eye-like markings covering the entire garment.
AC: +10
+5 Insight
+5 Luck
Otherwise functions as a Robe of True Eyes*
Price: 542,500 gp
Weight: 1 lb
Sacred Tunic of Steady Spellcasting and Natural Armor +5/+5 This earth-tone tunic contains threads of gold that make it gleam in the sunlight along with runes of stability stitched in gold around the edges.
AC: +10
+5 sacred
+5 enhancement to natural armor
+5 competence bonus on Concentration checks
Price: 115,000 gp
Weight: 1 lb
Robe of True Eyes
This flowing golden robe allows the wearer to see in all directions at the same time due to many magical eye-like markings covering it. It grants the wearer true seeing (as the spell) out to 120 feet.
In addition, it provides a +20 competence bonus to Search and Spot checks. The wearer also retains her Dexterity bonus to AC even when flat-footed, and she can’t be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a the robe causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
Head: Greater Headband of Arcane Knowledge* - 225,000 gp, 1 lb Face: Third Eye Penetrate - 8,000 gp, - lb Throat: Brooch of Tongues* - 24,000 gp, 1 lb Shoulders: Cloak of Resistance +5 and Sacred and Insightful Charisma +6/+6 - 262,500 gp, 1 lb Body: (tunic) Torso: (robe) Arms: (bracers) Hands: Tymora's Gloves of Distant Combat* - 340,000 gp, - lb Ring 1: Ring of Arcane Might +2 - 80,000 gp, - lb Ring 2: (armor ring) Waist: Belt of Magnificence - 200,000 gp, 1 lb Feet: Boots of Swiftness - 256,000 gp, 1 lb
Non-Slot:
Orange Prism Ioun Stone - 30,000 gp, - lb
Pale Green Prism Ioun Stone - 30,000 gp, - lb
Iridescent Spindle Ioun Stone - 18,000 gp, - lb
Clear Spindle Ioun Stone - 4,000 gp, - lb
Brooch of Tongues: This silver broach is shaped in the form of an open mouth and grants the wearer the ability to speak and understand all spoken languages as the tongues spell.
Moderate Divination; CL 4th; Craft Wondrous Items, tongues; Market Price 24,000 gp; Weight 1 lb.
Greater Headband of Arcane Knowledge: This off-white headband with silver trim is heavily adorned with bright blue and gold arcane runes. The headband confers an unsurpassed knowledge of all things arcane onto anyone who wears it. The wearer gets a +30 competence bonus to both Knowledge (arcana) and Spellcraft.
Faint transmutation; CL 21rd; Craft Wondrous Items, Craft Epic Wondrous Items, fox's cunning; Market Price 225,000 gp; Weight 1 lb.
Tymora's Gloves of Distant Combat: These weightless golden silk gloves have magical silver bow paths woven through them and it is said that Tymora herself wore the first pair of these gloves. They greatly increase the ranged combat prowess of anyone wearing them.
The gloves confer +6 sacred and luck bonuses to Dex and +5 sacred and luck bonuses to all ranged attack rolls. They also bestow three negative levels on any evil creature wearing them and two negatives level on any neutral creature wearing them. While these negative levels never result in lost levels, they remain as long as the gloves are worn and cannot be overcome in any way (including restoration spells).
Gear:
Greater Rod of Metamagic Quicken - 170,000 gp, 5 lb
Rod of Metamatic Quicken - 75,500 gp, 5 lb
Rod of Metamagic Extend - 11,000 gp, 5 lb
Bag of Holding III - 7,400 gp, 35 lb
Quiver of Neverending Arrows* - 1,800 gp, 4 lb
Silk Rope (200 ft) - 40 gp, (BoH)
Paper, Pen, Ink, Signet Ring, and Sealing Wax - 40 gp, (BoH)
Remaining Wealth: (all in Bag of Holding)
1 diamond worth 1000 gp
3 gems worth 500 gp each
82 platinum pieces
65 gold pieces
75 silver pieces
Quiver of Neverending Arrows: This appears to be a well made quiver of leather with magic runes inscribed along it's edges. The quiver contains 20 regular (mundane) arrows at all times. If any of the arrows are removed, they are immediately replaced inside the quiver. However, any arrow removed from the quiver functions normally for one round and then vanishes.
Moderate Conjuration; CL 7th; Craft Wondrous Items, minor creation; Market Price 1,800 gp; Weight 4 lb.
Caster Level: 26 (10 sorc + 7 initiate + 5 archmage + 2 ring + 1 ioun stone + 1 spell power) +2 against SR
Base Save DC: 29 (10 + 18 cha + 1 spell power) +2 for Abjuration and Evocation spells
Initiate of the Sevenfold Veil
Warding 4/day (DC 36 save)
Red, orange, yellow, green, blue, indigo, and violet veils
Unimpeachable Abjuration (+7 to dispel DC of Abjurations)
Unanswerable Strike +4 (bonus to dispelling Abjuration)
Reactive Warding
Double Warding
Kaleidoscopic Doom
Archmage
Mastery of Elements
Mastery of Counterspelling
Mastery of Shaping
Spell Power
(Feat)
Items
Evasion (Boots of Swiftness)
Retain dex to AC when flatfooted and cannot be flanked (Robe of True Eyes)
True seeing to 120 ft in all directions at once (Robe of True Eyes)
Languages:
Common
Elven
Celestial
Draconic
(All while wearing broach)
Unspent Gold:
305,651 gp
5 sp See gear section for how I'm carrying the cash.
Little is known of Lyrillon Anacorm's early youth. Most of the stories are only rumor and even Lyrillon himself does not remember the first couple decades of his life. The exact time and place of his birth are unknown, though he claims to know his age quite precisely. His parents, too, are unknown even to him. It is said that his father, a celestial, was forced to leave the material plane not long after Lyrillon's birth and his mother, an elf, was killed not long after that. However, the legend says that she was able to hide the boy who was later found and raised by humans.
The earliest of Lyrillon's memories begin when he was 34 years old (by his claimed age). At the time he was living with a young family of humans who had volunteered to raise the young half-celestial elf. As an elf he naturally aged much more slowly than his family. Additionally he did not particularly like the fast-paced life of the humans. Lyrillon felt like an outcast among the human children. He was shorter, did not enjoy the speed of their games, and most of all looked extremely different. His golden-silver skin and feathery white wings set him so far apart that the other children pushed him away. One day he decided he could no longer survive around such creatures and it was time to leave.
In his mid 70s, still a very young age for an elf such as himself, Lyrillon picked up and left the human village. He had with him a bow and a short sword as his only protection. He could wield both, but his only formal training was a few basic techniques he had learned from the humans. He wandered for a few decades by himself, jumping from village to village. He stayed with humans, elves, and even a few gnomes during his travels. Around the time of his 100th birthday Lyrillon's elven roots began to reveal themselves. He developed some of the arcane abilities that are typically seen in young elven wizards. He tried for a short time training as a wizard. He learned much about magic and spells, but he was not one to study for long hours. Finally he decided he was not meant to be a wizard and started teaching himself to control this new magic, becoming a sorcerer. At the same time he continued informal training with the longbow, becoming quite adept with it at short range.
With his newfound power Lyrillon knew it was time to move on in the world. He did not want to wander aimlessly and knew he should have a specific task, so he started looking for adventuring work. Finally he found a job cleaning out a small dungeon with another group of adventurers. It was nothing of note, but it was work and he was able to hone his skills. This type of work continued for several years as Lyrillon became more and more used to the adventuring lifestyle. He used an interesting mix of magic and martial abilities while fighting. Eventually he realized that, with his elven roots, this was the perfect mix to train as an Arcane Archer.
He continued moving around, trying to protect people for several more years as he trained himself in somewhat more offensive magical capabilities to mix with his martial abilities as an Arcane Archer. Finally Lyrillon returned to southern elven lands for the first time in many years to search for someone who could train him. When the elves saw that he was a sorcerer rather than a wizard, they were at first reluctant to train him, but once he displayed his prowess with both the bow and the arcane arts, they agreed. He spent much time honing his skill with the bow under formal training and learning to further improve his defensive magical capabilities.
After surprisingly little training, Lyrillon was able to enter the ranks of the Arcane Archers. He fought alongside elves with his bow and his magic for a time. However, he was never quite like them. His celestial roots visibly set him apart visibly, his method of harnessing arcane power was different enough to nearly outcast him, but most importantly, his personality was far from his companions'. The other elves were free spirited creatures, while Lyrillon followed a much more rigid moral code. It took less than ten years before Lyrillon and the other Arcane Archers decided it was time to part ways.
The half-celestial knew that without the other elves he would not be able to progress effectively as an Arcane Archer so he would have to find a different path. Traveling alone he knew that he would need to protect himself, so he began to develop a deeper understanding of abjuration, a school in which he was already quite practiced. He knew that prismatic magic was one of the most powerful defensive magics, so he decided to focus on warding himself and others using prismatic effects. The task was neither fast nor easy. He tried for years to teach himself the same way he had taught himself nearly all of the other magic he knew. But eventually he realized that it would not be possible without more formal study. So he traveled to Tychos in search of a library of arcane knowledge and mages well versed in abjuration. Most of the wizards at the college were unwilling to teach a sorcerer such as Lyrillon despite his significant experience and great talent. They were willing, however, to direct him to someone who might be willing to help.
The man he found was known by most in the Abjuration department as “the crazy gnome” who worked at the top of the tower. His name was Hiquinok. He was an Abjurer of considerable power and even more considerable insanity. He was extremely short in stature, even for a gnome, standing barely three feet tall. At the age of 157 he had developed a reputation for being clever, resourceful, and mainly nuts. Hiquinok agreed to train the half-celestial in the art of harnessing prismatic energy. Hiquinok himself did not know much about the particular area of study, but he was never one to not teach something just because he didn't know it.
The two mages studied together for several years, both learning powerful secrets about prismatic spells and their function. The two became good friends despite being very different in almost every way. After mastering the art of warding himself and others with the weaker colors of prismatic energy, Lyrillon once again became restless with books and study. He bid Hiquinok farewell and promised to continue his study of prismatic energy in a more practical manner and return to Tychos when the time was right.
Lyrillon's course took him across the lands. He helped those who needed it and then moved on, never staying in one place for long. Along the way he practiced and trained, honing his ability to command arcane energy. He also never forgot his training as an Arcane Archer as he continued to train with the bow. Though this training was not under the tutelage of a master, Lyrillon had learned enough to know how to train and he was slowly mastering the art, though it was difficult to intersperse with his magic. After a decade and a half, much longer than it would have taken at the college in Tychos, Lyrillon finally mastered the violet veil, the final and most powerful of the prismatic veils.
Lyrillon returned to Tychos to display his new powers. Hiquinok, who was still at the college and as crazy as ever, was overjoyed at the elf's return. The gnome began telling him story after story and Lyrillon could hardly get him to stop. After much talking, several demonstrations, and some rest, the subject came up of what Lyrillon should do. He had already trained as an arcane archer and mastered prismatic energy. Hiquinok, with a mix of genius and insanity, managed to convince the half-celestial to become an archmage. It was only possible because Lyrillon, unlike most sorcerers, had a reasonable understanding of many different facets of magic. So, he decided to give it a try.
After reading a few books and consulting with a few mages around the city, Lyrillon decided that he would go out and train as an archmage away from the libraries and labs of Tychos. So once again, he bid Hiquinok farewell, again promising to return. For several more years Lyrillon roamed the lands putting as much effort as possible into truly mastering the arcane arts. He learned to bend energy to his will. He mastered the art of counterspelling. And he learned to shape spells as he pleased. Shortly after mastering the last of these three he received a summons from the Empress. He quickly returned to the Northwest and the province of the Empire, curious of what a being such as the Empress might want of him.
/in.
Thinking some kind of arcane caster//something or a warforged artificer//fighter (I'll explain).
Yay! By the way, before I start, I will have zero internet access for the month of July, so if its okay with you, I'll disappear fashionably for that period of time, and then return afterwards.
Race: Warforged Gender: Male Personality Size: Medium Class: Monk 20/Dragon Shen 2//Artificer 21/Infused Warrior(Astral Deva) 1
Str 30 (+10) (base 18, +12 from bracers of relentless might) Dex 14 (+2) (base 12, +1 at 12, +1 Manual of quickness in action) Con 28 (+9) (base 12, +2 racial, +1 at 16, 20, +12 from bracers of relentless might) Int 19 (+4) (base 16, +3 Tome of Clear Thought and Understanding) Wis 16 (+3) (base 18, -2 racial) Cha 22 (+6) (base 16, -2 racial, +1 at 4, 8, +6 Cloak of Charisma)
HP: 194 (Current: 194) AC: 38 (10 base, +5 monk class, +2 racial, +2 Dex, +3 Wis, +5 Ring of Protection, +3 Skin of the Hero, +8 Bracers of Relentless Might and Armor) Flat-Footed: 32 Touch: 33 Speed: 30 ft/round (90 ft while unarmored) Initiative: +2 Saves
Fortitude: +17 Reflex: +14 Will: +16 Spell/Power Resistance: 30 Damage Reduction: 10/magic
Base Attack Bonus:Ranged: +20/+15/+10 Melee: +28/+23/+18 Weapons:Greater Spell Storing Sonic Burst Unarmed Strike: 6d8+16 lethal or nonlethal+3d6 (6d6 on crit) sonic on command (lawful, magic, adamantine, cold iron, silver). Crit. x2. BAB +39/+34/+29. Can cast spells of up to 9th level into arm. Flurry of Blows: Same as above, but at BAB of +39/+39/+39/+34/+29.
Head: (none)
Face: Tracker Mask (warforged component) (Allows Clanger to smell; grants scent ability (MM 314); 18,000 gp) Shoulders: Cloak of Charisma +6 (+6 to Cha; 36,000 gp) Throat: Amulet of Mighty Fists +6 (+6 to unarmed and natural attacks and damage; 96,000 gp) Torso: (none) Body: (No body slot)
Arms: Bracers of Relentless Might and Armor +8 (+12 enhancement to Str and Con; considered one size category larger for trip, bull rush, etc.; +8 to AC; 4,448,000 gp) Hands: +5 Battlefist (warforged component) (+5 to attack and damage with unarmed strike, treated as one size larger for damage; 2,600 gp) Ring: Ring of Protection +5 (+5 to AC; 50,000 gp) Ring: Ring of Master Artifice (1 bonus 3rd and 4th level infusion per day; 25,000 gp) Ring: Fanged Ring (grants improved natural attack (unarmed strike); on critical, unarmed strike deals 1 point Con damage; 10,000 gp) Ring: Ring of Virtuous Good (constant holy aura effect; 250,000 gp) Waist: (none) Feet: Cloudwalker Anklets (constant air walk; 50,000 gp)
Wealth: 129,961 gp (all in Bag of Holding)
Bag of Holding, Type IV (At moment, holding gold)
Skin of the Hero (+3 to AC, all attacks and all saving throws; 77,000 gp) Staff of Power (211,000 gp) Staff of the Cosmos (683,437 gp)
Used: Tome of Clear Thought +3 (+3 to Int; 82,500 gp)
Manual of Quickness in action +1 (+1 to Dex; 27,500 gp)
Warforged:
-Living Construct: Clanger Duron is a construct with living construct subtype. Unlike other constructs, Clanger derives his hit dice, skill points, etc. from his chosen class. Also, unlike other constructs, Clanger has a Constitution score, does not have low-light or darkvision, and is not immune to mind affecting spells and abilities. Also unlike other constructs, Clanger is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, necromancy effects and death effects. However, he does have immunity to poison, sleep effects, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Clanger can be affected by both spells that target constructs and spells that can target humanoids. Warforged take damage from heat metal and chill metal as if he was wearing metal armor, and is repelled by repel wood and repel metal and stone. (See pg. 23 of Eberron Campaign setting for more info on living constructs.)
- +2 Con, -2 Wis, -2 Cha
- Composite Plating (+2 to AC; see pg 23 of the Eberron Campaign Setting.)
- Light Fortification: 25% chance to negate critical hits or sneak attacks.
- 1d4 natural slam attack
- Favored Class: Fighter Monk:
-[Improved] Evasion: When Clanger would make a Reflex save against an attack for half damage, if he makes his save and is unarmored, he takes no damage instead. If he fails his save, he takes only half damage.
-Still Mind: +2 for saves against enchantment spells.
-Slow Fall: (See PHB 41)
-Purity of Body (redundant due to Warforged racial ability)
-Wholeness of Body: Clanger can repair an amount up to twice his monk level of hit points per day. He can spread this healing about the day.
-Diamond Body (redundant due to Warforged racial ability)
-Abundant Step: Clanger can use dimension door as a spell-like ability once per day, his caster level being half his monk level, rounded down.
-Diamond Soul: Clanger has spell resistance equal to his monk level +10.
-Quivering Palm: (see PHB 42)
-Timeless Body: Clanger no longer ages, and cannot be magically aged.
-Tongue of Sun and Moon: Clanger can speak any language.
-Empty Body: Clanger can use etherealness as a spell like ability for a number of rounds equal to his monk level per day.
-Perfect Self: (see PHB 42) Artificer:
-Artificer Knowledge: (see ECS 31)
-Artisan Bonus: +2 to activate an item he has the proper feat for.
-Disable Trap: (see ECS 31)
-Infuse Self: Clanger has +1 to his caster level for when he uses an infusion on himself. (from substitution level; see RoE 130)
-Item Creation: (see ECS 32)
-Tools of War: (from substitution level; see RoE 129-30)
-Metamagic Spell Trigger/Completion: (see ECS 32)
-Skill Mastery: Clanger can always take ten on a Use Magic Device or Spellcraft check.
-Craft points: 6,000 Dragon Shen: -AC bonus: Dragon Shen levels stack with monk levels to determine the AC bonus derived from the monk class ability.
-Unarmed Damage: Dragon Shen levels stack with monk levels for determining unarmed damage.
-Ki Strike (silver) (obsoleted by Silver Tracery feat) Infused Warrior: -Icon of Glory: +2 to Charisma-based skill checks when dealing with creatures with good alignment
Improved Unarmed Strike (considered armed, even when unarmed)
Stunning Fist (Expend use to force someone hit by unarmed strike to make DC 23 Fortitude save or be stunned for 1 round; 25 uses per day)
Combat Reflexes (May make attacks of opportunity equal to Dex bonus, even when flatfooted)
Improved Trip (Doesn't provoke attack of opportunity when making trip attempt; +4 to Str check for trip; if trip successful in melee combat, make melee attack)
Scribe Scroll
Brew Potion
Craft Wondrous Item
Craft Magic Arms and Armor
Craft Wand
Craft Rod
Craft Staff
Forge Ring
Extra Rings
Legendary Artisan
Extraordinary Artisan
Exceptional Artisan
Attune Magic Weapon
Exotic Weapon Proficiency (Butterfly Sword)
Improved Fortification
Cold Iron Tracery
Silver Tracery
Fiery Fist
Ki Blast
Weapon Focus (unarmed strike)
Great Fortitude
Infusions per day: 4/4/5/5/4/4
Currently Left: 4/4/3/1/2/3
Common
Clanger came into being by the hand of a wizard by the name of Arthis. In a fit of mad rage, Arthis had created Clanger to kill his worst rival, who also happened to be his brother. Clanger, being newly emerged from his creation forge, had little of a conscience or independent thought, and dutifully followed his master’s order to the letter. The authorities of the land found of the murder (new warforged are anything but subtle) and promptly executed Arthis when they discovered his connection to the warforged. When they could not disable the warforged itself, they exiled Clanger from the town in which Arthis resided. Clanger wandered for a time on the roads in the plains surrounding the town, purposeless, until he became so corroded that he could no longer move. Eventually, a traveling artificer discovered him. When this artificer realized that Clanger was more than a simple golem, he repaired Clanger and took him in as his apprentice. Clanger eagerly took to each task given to him. During this time he received the moniker of Clanger (he had been nameless up until that point) for the clanking noises he made as he busied himself. Clanger decided at that point to take the surname of the artificer, to the latter’s delight. In time, the kind artificer took on another student, who was a former monk from the nearby monastery. Clanger eventually befriended the former monk, each taught each other their expertise. As Clanger continued to master the art of infusing himself with magic and crafting items similarly infused, he also progressed in his studies of the martial arts. One night, however, Clanger’s world was turned upside down. Bandits robbed the artificer’s workshop, and the artificer himself, who had been sleeping in the main part of the laboratory, was cruelly murdered during the robbery. Clanger and the monk awoke to find the artificer’s dead body, and in their grief, vowed to track down the killers. While traversing the plains and exploring many caves and dungeons on leads they found, Clanger and the monk continued in teaching each other what they knew (Clanger was a much more advanced student of the artificer). Eventually, they found the lair of the bandits and engaged them in battle. While Clanger was able to bring the bandits to justice, the monk fell in battle with the bandits. Clanger, grief-wracked, wandered the roads again, until he found a village under attack by a beholder. Clanger bravely dashed into battle and made quick work of the beholder. As it turned out, the village he saved was that of Arthis. Despite his earlier sin, because he saved the town, he was welcomed back in, and served as the town’s guardian for a time. Upon receiving notice from the Empress, he has decided to adventure again.
Base Attack Bonus: +21/+16/+11/+6 Weapons: Trial Off-hand weapon (t)(+7 Silver, Holy Bastard Sword (+2d6 damage vs. evil opponents, counts as good-aligned for overcoming DR)) 50,125 gp
Damage: 1d10+25 (+2d6 vs. evil) Verdict Main hand weapon (v)(+7 Cold Iron Bastard Sword of Speed (Can make one extra attack at full BAB)) 100,670 gp
Damage: 1d10+26
Full Attack: +46v/+46v/+46t/+41v/+41t/+336v/+36t/+31v
Head: Clear Ioun Stone (Don’t need food/water) 4,000 gp Eyes: Face: Shoulders: Wings of Flying (Fly at will) 54,000 gp Throat: Amulet of Epic Natural Armor +10 2,000,000 Torso: +7 Mithral Shirt (+11 armor, 6 dex) 50,100 gp Chest: Chest: Arms: Bracers of Relentless Might (+12 to Str and Con) 4,384,000 Hands: Gloves of Resistance +5 (+5 to all saves) 50,000 gp Ring: Ring of Protection +5 (+5 deflection to AC) 25,000 gp Ring: Waist: Feet: Boots of Dodging +5 (+5 dodge to AC) 62,500 gp
Bag of Holding Type IV: (1,500 lbs, 250 cubic feet) 10,000 gp Manual of Gainful Exercise +5 (+5 Strength) 137,500 gp Masterwork Thieve's Tools
2,257,548 Gold Pieces
Spells Per Day
2
CL: 5 Spells Prepared
Lesser Restoration
Read Magic
Common
Celestial
Threstan Birellis's past is an enigma. Not even he knows what happened in his early years. His memory starts at 10 years of age, when he woke up to a guard yelling at him for sleeping on the streets of an unknown city. He had no idea where he was, how he got there, or what had happened before that day. He did, however, know his name. For years, he lived as a thief and a pickpocket on the streets. While on the streets, he witnessed numerous crimes commited by the various shady characters that made up the city's underbelly. Even at the early age he was at, he hated those who commited those evil deeds.
Why should a man's throat be cut just because he had a copper ring on his finger? Why should that man's family have to go through the pain of losing him? After seeing all of those murders, threats, muggings, and all other crimes in between, Threstan decided that he didn't want to turn down that path. In town, there was a man named Kelva, who was a retired Paladin. He had some amount of fame for helping apprehend murderers and criminals in various cities, not to mention killing many evil creatures. Threstan, now 14, approached Kelva, asking to learn the ways of justice. Kelva agreed, and began training Threstan to be a Paladin. After 3 months, Threstan grew bored with the repetative training and drills his master was forcing him to go through.
Threstan left to persue justice his own way. Using his Paladin training and the skills he picked up on the streets, Threstan combined the skills of Rogue and Paladin into a single, unique (or so he thought) style. He became a bounty-hunter of sorts. The local guards would give him information on the latest law-breaker who had fled the city, and Threstan would track them down, capture them, bring them to the prison, and get paid for it. He lived like this for a while, staying at the local tavern with the money he earned. At the tavern, almost a year after beginning this "career", Threstan overheard a man asking about him. Thresten assumed the man was there to get revenge for him putting away one criminal or another. Threstan, always having been a hot-head, approached the man ready for a fight.
Threstan, his blade drawn, went straight up to the stranger and threatened him. The man calmly drew a sword, shattered the blade Threstan was wielding, and sheathed his weapon before Threstan had a chance to react. He then explained to Threstan that he was second-in-command of an group of holy knights: The Shadowbane Order. They combined both stealth and holy training, making them much more effective at rooting out evil. They had heard of Threstan and wanted to test him, and possibly allow him to join their order. Threstan agreed, wanting to help rid the world of evil. The man, who introduced himself as Aadem, took Threstan to the Shadowbane Order's base of operations: A fortress high in the mountains.
First, Threstan went through trial after trail, to make sure he was ready to join the Order. He was accepted after passing all the tests. He immediately began his training to become a specialized knight, a relentless hunter of evil, and a powerful force for good: A Shadowbane Inquisitor. At the fortress, Threstan took a liking to the difficult, but effective, two-weapon fighting style. He trained with many weapons, but his favorite was a pair of Bastard Swords. Normal men could barely use one in two hands, but Threstan had a natural talent with the blades, and was soon strong enough to wield one in each hand.
Not long after that, his master and friend, Aadem, sent Threstan on an important quest, designed to let Threstan prove himself to the higher-ups of the Shadowbane Order. Threstan, and a small group of veteran Shadowbane Inquisitors, were to infiltrate the castle of a powerful lich wizard and destroy him before his influence corrupted the entire region. Threstan and his group arrived at the castle and entered. But what they found was a surprise: They were in what appeared to be an undergound tunnel, not a castle hall. There were many paths to take, and they knew they had to try. So, splitting up, they each went down a tunnel in search of the undead mage. After almost 6 hours of walking and not seeing a single living (or unliving) creature, Threstan turned back. Arriving back at the entrance of the castle, Threstan saw the rest of his allies waiting for him.
But something was wrong. Five of his friends were attacking the sixth. They disarmed him and were raining blows down on him with their fists, having discarded their weapons. They had all been turned to zombies, and were attempting to murder his only remaining ally. Threstan quickly killed his former friends, and healed the only remaining knight: a veteran Inquisitor named Sajek. Then they pieced together what happened. When the first five had arrived back at the entrance, the lich had killed and reanimated them as a trap for the remaining two. Sajek, having been taken by surprise and losing his weapons, was cornered until Threstan had arrived. They set off together to find the lich and end his reign of evil. And they found him. Inside a castle within the castle, they found the lich surrounded by his undead servants. Threstan was not strong enough to battle the lich, so he held off the other undeads while Sajek fought the mage in one-on-one combat. After a prolonged and vicious fight, Sajek destroyed the lich with a smiting strike. The undead servants crumbled to dust, and Threstan found and destroyed the lich's Phylactery, ensuring that this evil would never threaten the land again.
As Sajek and Threstan exited the castle, they immediately knew something was wrong. They had entered the castle in the middle of summer, but when they exited they were in the middle of a blizzard. They had been in the keep for only a day. The moved as fast as they could in the snowstorm, taking shelter in a cave for the night. In the morning when it subsided, they continued on to the Order's stronghold. When they arrived, they discovered long abandoned ruins, not the mighty castle they had called home. Confused and scared, they headed to the nearest town. There, their world would be turned upside-down.
Entering the town, they asked about the destruction of the Shadowbane Temple, and learned that it had been attacked and destroyed... ten years previously. All the Shadowbanes had been murdered. Wandering from town to town, they slowly pieced together what had happened: a time disturbance within the lich's castle caused time to flow much faster outside than in. Ten years had passed since they entered, while it only seemed a day to those on the inside. With the Shadowbane Order destroyed, Threstan and Sajek turned away from the path of Shadowbane Inquisitors, becoming freelance mercenaries, though they still remained dedicated to destroying evil.
Years later, they recieved a task from a local noble: stop a Blackguard from amassing an army and assaulting a nearby Temple to Heironeous. Fighting their way into the Blackguard's castle, Threstan and Sajek confronted him. They were in for the shock of their lives. The Blackguard was Threstan's former teacher and friend: Aadem. Aadem revealed that he had known about the time disturbance in the lich's castle, and had purposely sent Threstan's group there so they wouldn't be at the Inquisitor Temple for the attack. Aadem had betrayed the Order and helped their foes attack the castle. He knew that the six Shadowbane veterans would have turned the tide of the battle and the temple wouldn't have fallen, so he sent them away on a quest. Threstan was only sent along because he was needed to make the quest seem convincing. Six veterans alone was overkill. Six veterans and a trainee was a training mission.
Enraged, Threstan attacked Aadem. But Aadem had always been too powerful for Threstan to defeat in training exercises, and this time was no different. Aadem easily fought off Threstan and Sajek, and they were forced to flee before they were killed. Over the next few years, Threstan and Sajek tracked Aadem and did their best to thwart any evil he was planning. They trained as hard as humanly possible, becoming expert warriors. When they felt the time had come, they gathered a small army of Paladins and other skilled fighters, and attacked Aadem's forces head-on. Threstan, a skilled tactician, was the general of the army, with Sajek as the field-commander.
During the ensuing battle, Sajek and Threstan charged Aadem, and for an hour the three of them fought. Aadem, the equal (or better) of both of the two warriors, managed to isolate Sajek from Threstan with a spell, and as Threstan watched, Aadem stabbed Sajek through the chest. Sajek fell to his knees, and just as Aadem was about to strike the killing blow, a pair of Bastard Swords cut through the air, cleaving Aadem's head clean from his shoulders. After the battle, Threstan had the army's clerics heal Sajek as best as they could, but they couldn't repair the damage done to Sajek's right lung. Sajek would live, but wouldn't be able to physically exert himself, or could become winded and suffocate due to lack of oxygen. It was then that Threstan and Sajek decided to begin the rebirth of the Shadowbane Order.
They rebuilt the old castle in the mountains, found promising young Paladins and Rogues to recruit, and began training them in the ways of the Shadowbane Inquisitors. Threstan and Sajek share leadership of the Order, though Threstan prefers to wander on his own rather than bark out orders and train recruits. Sajek, unable to adventure with Threstan, stayed behind at the Temple to act as trainer and leader of the Shadowbane Order. Threstan occasionally heads back, just to see how Sajek and the rest of the Order are doing, but ever since the old Temple was destroyed he dislikes staying there for extended periods of time.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
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.
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.
Choices: Feats by level: 01st(Bonus): Spellfire Wielder (May use spellfire.) 01st(Normal): Improved Initiative (+4 Initiative.) 01st(Flaw): Combat Reflexes (May make up to Dex modifier attacks of opportunity each round.) 01st(Flaw): Reactive Absorption (May absorb spell that I don't have readied action to do so against, this takes up an attack of opportunity for the round.) 02nd(Bonus): Endurance (May run longer etc.) 03rd(Normal): Area Absorption (Anytime I could absorb a spell, I can absorb an AoE spell. If I do, I gain spellfire levels equal to ½ spell level and the effect is nullified on me only.) 03rd(Bonus): Elemental Control (May turn the energy type of fire from Spellfire into either Cold, Electricity or Acid.) 06th(Normal): Improved Spellfire Burst (1d6+1 damage/Spellfire level expended instead of 1d6.) 09th(Normal): Greater Spellfire Burst (1d6+2 damage/Spellfire level expended instead of 1d6. (This was originally 1d6+cha, but I deemed it broken and didn't take it. Instead I took this nerf'd version.).) 09th(Bonus): Weapon Focus – Spellfire (+1 To hit with spellfire.) 12th(Normal): Resilient Spellfire (Spellfire functions normally in Antimagic Field or similar effect.) 15th(Normal): Improved Area Absorbtion (Get full caster level in spellfire levels when absorbing AoE Spells.) 18th(Normal): Greater Area Absorbtion (The spell is negated for everyone when absorbed, not only me.)
21st(Bonus): Lightning Reflexes (+2 Reflex saves.)
21st(Normal): Dextrous Will (I can use reflex save in place of Will save 1/round.)
21st(Bonus): Skill Focus: Diplomacy
Flaws & Traits: Murky-Eyed (Roll twice for concealment, use worse result.) Noncombatant (-2 to melee attack rolls.) Quick (+10ft speed, -1 hp/level.)
Languages: Common Rilmani Undercommon Abyssal Celestial Infernal Sylvan Draconic Giant
Back on your feet (Rise from prone as immediate action that doesn't provoke AoO's.)
Escape Attack (Can attack the same round I Escape Grapple.)
Point it Out (Give allies free action to spot something I've noticed.)
Clarity of Vision (See invisible for one round.)
Second Impression (Use bluff check to re-establish a blown disguise.)
Features: Shadow Creature Template: 50% more speed. +6 on Move Silently checks. Darkvision, Low-Light Vision. Cold Resistance 5+HD (20 cap) Shadow Blend (As long as I'm not in full daylight or daylight spell, I have total concealment.) The following chosen abilities: (Evasion, +2 Luck bonus to all saves. Fast Healing 2. Plane Shift 1/day to/from Shadow Plane. Damage Reduction 5/Magic.) Dark Template: +10ft speed to all movement modes. Darkvision 60' Hide in Plain Sight (As long as i'm within 10ft of any shadow, I can hide in plain sight.) Resistance to Cold 10 Superior Low-Light Vision. +8 Hide and +6 Move Silently. Cuprilach Monster Class 17: Outsider Traits (Darkvision 60ft. Cannot be raised or resurrected (Wish or Miracle restores life.).) Rilmani Traits (Immune to Electricity and Poison. Acid and Sonic resistance 20.) Sneak Attack +3d6 (When target is unaware or flanked by me.) Spell-Like Abilities (At Will – Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Feather Fall, Sanctuary, Tongues, Detect Thoughts, Knock, Locate Creature, Melf's Acid Arrow, Misdirection, See Invisibility. 3/Day – Dimension Door, Enervation, Mislead, Poison, Polymorph Self. Caster Level = HD. Save DC = 10+Cha Mod+Spell Level.) Summon Rilmani (1/day summon 1d3 Ferrumachs with 75% chance of success.) Swift Strikes (Full Attack as Standard Action, Fatigued 1d4 rounds after using. Cannot use when fatigued.) Hide in Plain Sight (As long as I'm withing 10ft of a shadow, I can hide behind nothingness.) Trap Sense (+2 to saves and AC vs traps.) Uncanny Dodge (Retains Dex to AC even when flat-footed or struck by invisible attacker. Cannot be flanked except for a rogue of level 16 or more.) +8 Racial bonus on Climb Checks. May take 10 in Climb always. Spellfire Warrior 20: Bonus Feat: Spellfire Wielder Force of Personality (Saves vs Spellfire Blasts at 10+½Class Level+Cha Modifier instead of static 20.) Rapid Fire Burst (May 'flurry' with spellfire blasts, firing 2. (Penalty is 0 at this time.).) Bonus Feat: Endurance
Bonus Feat: Elemental Control Spellfire Battery 5 (Maximum stored spellfire levels multiplied by that amount, different penalties for holding much spellfire.) Improved Healing (Heal 1d4+1 per level of spellfire expended, rather than 2.) Improved Wielding (Beginning at 5th level, spellfire warrior may use up to 2x his Constitution score in spellfire energy levels per round, but not more than his Constitution score per blast. This increases to 3x his Constitution score at 8th level, 4x his Constitution score at 11th level, and 5x his Constitution score at 14th level.) Drain Charged Item (Standard Action, Drain single charge from touched charged item.Gain 1 spellfire level. Opponent may attempt will save (DC 10+½Class Level+Cha Mod.) to prevent one of it's items being drained.) Greater Charged Item Drain (Like normal drain, but can drain up to Charisma Modifier charges. (Maximum what the item has remaining.).) Weapon of Energy (Free action, spend a Spellfire Level to increase damage of melee weapon by 1d6 energy damage for a round. (Can expend more to make it last longer.).) Bonus Feat: Weapon Focus – Spellfire Recharge (At each day, restore 2x Class Level spellfire energy. Can't increase my spellfire to more than my Con Score.) Drain Permanent Item (Can drain touched item. Must attempt Level check (1d20+class level.) with ½cha modifier as bonus against 11+Caster Level of the item. If succesful, the item loses it's powers for 24h, and I gain spellfire levels equal to ½ the caster level.) Greater Permanent Item Drain (No need for check, wielder of the item may make will save DC 10+½class level+Cha Mod. Gain Spellfire Levels equal to CL instead of ½CL.) Ranged Healing (May heal target within 25ft+5ft/4 levels. Heals 1d4+1/Spellfire Level expended. Needs a Ranged Touch.) Flight (May expend spellfire levels as free action to gain effects of fly speed for 1 minute / spellfire level expended. (Speed 60ft.).) Spellfire Reserve (May store spellfire levels in reserve. Takes Full-Round action to put them there or take them back. Endless space in reserve. Reserved spellfire is not available unless taken out of reserve. Not magical when everything in reserve.) Spellfire Burst (May use burst instead of normal blast. Range is the same, but instead of touch attack it affects everyone in 5ft-burst. (10ft with Maelstrom of Fire.) Targets are allowed reflex save with DC 10+½ClassLevel+Cha Mod. Can be used in conjuction with other abilities. Costs 2 more energy levels/blast.) Crown of Fire (By expending 10 spellfire levels, I gain a halo around my head. It grants DR 10/Magic, SR 32, Light equal to Daylight spell and melts all non-magical weapons that strike me. Cost to maintain is 10 spellfire levels/round.) Maelstrom of Fire (20-ft-radius-spread around me, spellfire damage to all creatures in the area. Those may attempt a reflex save (DC 10+½ClassLevel+ChaMod.) for half damage.) Overcharge (Triples are limits associated with Spellfire Stuff.) Speed of the Weave (By spending 5 spellfire levels, gain effects of haste. Maintainable with 2 spellfire levels/round.) Incarnate 2: (Smiting Arrow variant – No proficiency with heavy armor.) Elemental Affinity (Fire & Water. Nothing of use, but affects other stuff.) Detect Imbalance (Detect people with alignment subtype.) Smite Extremist (Cha bonus to attack, Level to damage. 1/day. Works against LG, LE, CG, CE. Can be used from 30ft with ranged attacks.) Divine Grace (Cha to Saves.) Elemental Burst (Cha Times/day. Fire a bolt (Ranged 60 touch.) that deals 1d4+Cha Fire damage and 1d4+Cha frost damage.) Spellfire Channeler 1: True Spellfire (No Ref save for half damage on spellfire. May Full-Attack with blasts (Still limit on how many levels I can spend/round, though.). Also, restore Con Mod*Class Level spellfire levels/day. (Up to Con Score, though.).) Increased Storage (2x Storage.) Reactive Absorbtion 1/day (Absorb stuff as immediate action, as long as I'm afraid of it happening.) Cleric 1:
Turn Undead 3+Cha times a day. (Whiich means.. 17 times. God, I do need a divine feat or something.)
2 Domains (Drow - Lightning Reflexes as bonus feat. Liberation - Slippery Mind.)
Aura of Neutrality (WUT!??!?!) Void Incarnate 1:
Blank Aura (I don't radiate aura of any kind: Detect Chaos, Detect Magic, Anything.) Marshal 1: Minor Aura - Motivate Dexterity (Anyone nearby gets my charisma modifier to their dexterity checks and dexterity based skill checks.. Including initiative.)
Bonus Feat: Skill Focus: Diplomacy Exemplar 1:
Skill Artistry: Sleight of Hand (+4 Sleight of Hand.)
Skill Mastery: (Take 10 in: Hide, Move Silently, Spot, Listen, Spellcraft, Tumble, Concentration, Escape Artist, Sleight of Hand, Search, Sleight of Hand.)
Spellfire Stuff: Maximum Storage: 30xCon (1320) Up to 3xCon: No Penalties 3x Con+1 to 6x Con: Eyes glow brightly, 1/day make Constitution Check (DC 10) or take 1d6 damage as one Spellfire Level backfires. 6x Con+1 to 9x Con: As above, and skin glows shedding light like a candle. Touch attack releases 1d4 spell levels as light, and much check for backfire every hour. 9x Con+1 to 12x Con: As above, except I shed light like an torch. Distracted as if by damaging spell (DC 20 to concentrate.). Must make backfire checks every minute. Touch releases 1d6 levels as flare spell (DC 10+Levels released.). 12x Con and Forward: As Above, and radiates nondamaging heat to 20ft. Is distracted as if in pain (DC 25 to concentrate.), And must check for backfire every round. Touch releases 2d6 spellfire levels as a flare spell (DC 10+Levels released.), And I have to roll DC 25 will save every round or fire a maximum-strength blast of energy at random target within 30ft in preference to any other action. Further DC 20 will save allows me to choose the target.
Items: 59500gp Head: Headband of Intellect +6 Face: Veil of Allure (+2 to save Dcs of cha-based supernatural abilities and compulsions.) Neck: Choker of Life Protection, Vitality +6 and Wisdom +6 (Prevents 3 negative levels/day. +2 Dodge bonus against undead.) Shoulders: Cloak of Charisma +6 Torso: Shirt of Wraith Stalking and Resistance +5 (Hide from undead at will, no save allowed.) Body: Robe of Eyes (360 vision, Darkvision 120, See Invis 120, See Ethereal 120, +10 Competence Bonus to Spot and Search. Can't be Flanked, keep Dex to AC when flat-footed. Can't avert eyes to avoid gaze attacks. Robe can be blinded with certain spells.) Arms: Ghostward Bracers of Armor +8 with Crystal of Arrow Deflection, Greater (Applies against touch. +5 AC against ranged attacks. (Untyped). Benefits of Deflect Arrows feat.) Hands: Gauntlets of Ghost Fighting and Dexterity +6 (Ignore miss chance against incorporeal targets, +1d6 damage on melee attacks vs undead.) Waist: Belt of Ogre Strength+6 and Battle. (+2 Initiative, 3 charges / day. Charges can be spent to get actions.) Feet: Boots of the Woodland (+10ft enhancement bonus to speed. +4 Insight bonus to reflex saves. +10 Competence bonus to Move Silently checks. Endure Elements always on.) Ring 1: Ring 2: Ring of Freedom of Movement (I has.. Freedom of Movement.) Misc: +5 Tome of Constitution 5x Ring of Protection +1 (Total CL 25. I drainz chargez.)
Ranirasgar was special from the 'birth'. Saying 'birth' because outsiders aren't born in mundane ways, they just kind of.. Happen. Anyways, his becoming was different than that of many, he was 'born' on the shadow plane, during a rilmani excavation to there to catch a powerful mage. Maybe it was the powerful magic in the air as he appeared, or the environment, but Ranirasgar was 'born' with many traits of the plane. Not only was he unnaturally quick, even for a cuprilach, but also extremely hard to see under most circumstances.
These greater powers lent him some freedom in othervise very hierarchical society of the Rilmani. As he became more understanding of his birthright powers, and other cuprilachs learned the art of rogues, thieves and assasins, he picked up a different study: Neverending study of the weave in it's clearest, purest and most powerful form - Spellfire. Power to absorb magic into his own body and fire it in blasts of tremendous destruction, capable of crashing through the thickest wall and killing the most worthy opponent. His area of study lent him very well on destroying insidious mages, mighty wizards and powerful necromancers that might shake, or even shatter the balance of power in the university, and that was what he spent many years doing, on behalf of the Rilmani and the balance.
Nowadays, with the impressive record of Ranirasgar, zero failed missions, and his unquestionable power Aurmachs gave him freedom to act on his own behalf, freedom to leave his homeplane. Blessing that they believed that he could act on his own better than in the hierarchy. To one that has lived countless years in Rilmani society, this came as a huge surprise.
There aren't many years from this, and lately Ranirasgar has been living on his own, travelling the world and researching it, correcting smaller imbalances as opportunities came. Many times he has come to doubt the Aurumachs reasoning, because oftentimes the challenges these smaller imbalances have proven to him could have been solved by anyone - Another cuprilach, ferrumach or even a mortal dedicated to balance. There he is now, seeking a challenge and reason for Aurumachs sending him away.
For variants:
Fractional BaB. (Seriously, gestalt gets to be reallllyyyyy stupid without it.For example: Fighter 1 / Wizard 19 // Archivist 20 has +20 BaB without fractional..) Psionics is Different. (Not a must-have, but i reaally prefer it.)
LA Buyoff (Meh, it's good. Not as needed here due to monster classes but anyway.)
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I missed something, wtf, improving BAB. Wow. I knew that mind arrow enhancement stacks with mind blade but I totally missed THAT part. Thanks for pointing that out!
* Avatar of Kokusho goes to revise her IRL soulbow now
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.
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.
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.
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.
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.
What are the rules with wonky races and LAs? Does it only apply to one side or both?
Same question goes for monster classes.
By gestalt rules:
LAs apply to both sides
Racial HD apply only to other side.
Monster classes apply only to one side.
Template classes apply only to one side.
Also, essentially, monster classes are broken in 25 pieces in gestalt. Not all of them, but a lot of them, because the loss of HD/Skills/BaB/Saves progression doesn't hurt nearly as much when you can have some class on the other side on that spot. Also, you can come up with monster class for pretty much any funky race, making it a lot better on the spot. (Assuming you would take all the levels in it, it'll be LA+HD total and you can count yourself as a member of it. If those two total over 20, it gets a bit harder and more subject to DM fiat.)
Quote from AoK »
I'm having a hell of a time deciding. Egoist, kineticist, or shaper????
Egoist is the strongest ofthe bunch, if not only because of Cheese-a-morphosis. Shaper has Construct as it's only real merit and Kineticist has Energy Missile and some higher-level powers (Tornado Blast etc.) that make it stand out.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Sage is occupied with the unspoken
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Everything scares me... kitties scare me... squirrels scare me... corpses....corpses bring forth a pletora of confusing feeling which i prefer not to dwell on...:p
Also, to make life easier, can we implement the hp progression system that we use in Jen's Godslayer campaign?
What is that?
Full hp at odd number character levels, half at even. It gives you somewhat above average hp for your class and, more importantly, there's no rolling involved so nobody gets screwed by bad luck.
Anyway, I still don't know what I'm doing for my character.
Question: I guess it helps if I know what books I can use. Spell Compendium???
You can use any book, but specific material from any one book will be handled on a case-by-case basis. Basically, if you're not sure about something, PM me about it and I'll give a verdict. Similarly, check with me on material printed by third parties as well as you own custom material.
For variants:
Fractional BaB. (Seriously, gestalt gets to be reallllyyyyy stupid without it.For example: Fighter 1 / Wizard 19 // Archivist 20 has +20 BaB without fractional..) Psionics is Different. (Not a must-have, but i reaally prefer it.)
LA Buyoff (Meh, it's good. Not as needed here due to monster classes but anyway.)
I'll grant fractional BAB so long as everyone is clear on how to do it. LA buyoff is a yes.
Oh yeah, a book list of allowed stuff is probably good to have. I've already taken MIC, Libris Mortis, CPsi (well, just the soulbow from the web), XPH (SRD bit), CScoundrel, Spell Compendium, PHB2, Complete Divine and Complete Arcane. And I suppose at least the first two would be disallowed (oh well, a few bonuses to my turning and 4 extra of them. I can lose that). How about MM3, specifically warbeast. Purchase price 100 gp + 75 gp/HD animals. (I'm thinking no)
How exactly does fractional BAB work? I've only played one gestalt campaign before and hence I am not familiar with this idea.
Second, what's the verdict on monster classes? I realize they're not as much better as they used to be thanks to LA buyoff, but I still thought I'd ask.
That's Amadi's realm, not mine. I pick general concepts that I think would be fun to play (and not horribly underpowered) and then I flesh them out in munchkiny ways. It results in powerful, but very rarely broken characters.
That said, if I do manage to break something in half using them, feel free to yell at me and I'll change it.
I'm shooting for 6-7 players, but if there's a huge interest I can split a larger party into two groups of players.
Please post indicating your interest in joining. Include briefly your intended character concept, and then edit your character sheet into your post when you complete it. I will be having a PM discussion with each of you about your character so that I can get an idea of what story elements will be appropriate to incorporate.
If you have any variants that you want to include, now is the time to mention it.
Now for my (in construction) list of house rules:
-Concentration is a wisdom based skill
-Skill points are retroactive for intelligence
-Mamelon point buy
-Hit point progression 3/4 of hit dice at every level
-AoK vorpal
-AoK sorcerer variant
Variants
-LA buyoff
-Fractional BAB
Roster:
1. BorosLegion1184
2. Caex Kothar
3. Krashbot
4. Halinn
5. Avatar of Kokusho
6. Amadi
7. Yukora
I'll jump in if you don't have enough people sign up, but otherwise I'm really as interested in character creation as anything else.
As for a concept, if I'm going to play, I'm literally willing to go for just about anything the party needs (other than psion as I know all of nothing about psionics).
Alright, here goes a character sheet:
Basic Info:
Player Name: Krashbot
Character Name: Lyrillon Anacorm
Character Level: 22 (Gestalt)
Class: Fighter 18 / Arcane Archer 4 // Sorcerer 10 / Initiate of the Sevenfold Veil 7 / Archmage 5
Progression: (Fighter // Sorcerer) 6 --> (Arcane Archer // Sorcerer) 4 --> (Fighter // Initiate) 7 --> (Fighter // Archmage) 5
Race: Half-Celestial Elf (Native Outsider) (modified half-celestial template (LA +3))
Alignment: Lawful Good
Deity: Heironeous
Size: Medium
Age: 167
Gender: Male
Height: 5' 9"
Weight: 112 lb
Eyes: Calming light green
Hair: Golden brown, past shoulders
Skin: Pale gold-like color (almost a silvery gold)
Ability Scores:
Original Point Buy: 14, 18, 14, 12, 12, 18
Str: 20 (+5) [ 26 (+8) ]
Dex: 30 (+10) [ 48 (+19) ]
Con: 18 (+4) [ 24 (+7) ]
Int: 18 (+4) [ 24 (+7) ]
Wis: 18 (+4) [ 24 (+7) ]
Cha: 29 (+9) [ 47 (+18) ]
Combat Info
HP: 316/316
AC: 66 (10 + 10 arm + 2 shi + 19 dex + 5 nat + 5 def + 5 sacred + 5 insight + 5 luck)
Touch: 51
FF: --
Init: +19
BAB: +20/+15/+10/+5 (+1 epic)
Grapple: +28
Speed: 60 ft
Fly 120 ft
Spell Resistance: 32
Saves:
Fort: +28 (14 base + 1 epic + 7 con + 5 res + 1 ioun stone)
Ref: +35 (9 base + 1 epic + 19 dex + 5 res + 1 ioun stone)
Will: +29 (15 base + 1 epic + 7 wis + 5 res + 1 ioun stone)
+4 racial bonus against disease and poison
+2 racial bonus against enchantment spells and effects
Immune to sleep effects
Skills:
Balance (Dex): +40 (0 ranks + 19 dex + 1 ioun stone + 20 boots)
Climb (Str): +29 (0 ranks + 8 str + 1 ioun stone + 20 boots)
Concentration (Wis): +32 (19 ranks + 7 wis + 1 ioun stone + 5 tunic)
Jump (Str): +29 (0 ranks + 8 str + 1 ioun stone + 20 boots)
Knowledge (arcana) (Int): +63 (25 ranks + 7 int + 1 ioun stone + 30 headband)
Knowledge (history) (Int): +33 (25 ranks + 7 int + 1 ioun stone)
Knowledge (the planes) (Int): +33 (25 ranks + 7 int + 1 ioun stone)
Listen (Wis): +24 (12 ranks + 5 wis + 2 racial + 1 ioun stone + 2 alterness)
Search (Int): +28 (0 ranks + 5 int + 2 racial + 20 robe + 1 ioun stone)
Spellcraft (Int): +70 (25 ranks + 7 int + 3 feat + 4 synergy + 1 ioun stone + 30 headband)
Spot (Wis): +55 +3 in bright lightfamiliar (25 ranks + 5 wis + 2 racial + 1 ioun stone + 20 robe + 2 alterness)
Tumble (Dex): +40 (0 ranks + 19 dex + 1 ioun stone + 20 boots)
Feats:
Level 1: Skill Focus (Spellcraft), Point Blank Shot(Fighter), Eschew Materials(Sorcerer)
Level 2: Precise Shot(Fighter)
Level 3: Spell Focus (Abjuration)
Level 4: Rapid Shot(Fighter)
Level 5: Spell Focus (Evocation)(Sorcerer)
Level 6: Greater Spell Focus (Abjuration), Weapon Focus (Longbow)(Fighter)
Level 9: Empower Sepll
Level 10: Maximize Spell(Sorcerer)
Level 12: Rapid Metamagic, Improved Precise Shot(Fighter)
Level 14: Weapon Specialization (Longbow)(Fighter)
Level 15: Improved Counterspell
Level 16: Quick Draw(Fighter)
Level 18: Heighten Spell, Greater Weapon Focus (Longbow)(Fighter)
Level 20: Greater Weapon Specialization (Longbow)(Fighter)
Level 21: Greater Spell Focus (Evocation)
Level 22: Far Shot(Fighter), Split Ray(Archmage)
These silver bracers contain intricate curved gold inlay that looks like arrow paths weaving into a shield.
AC: +10 (armor)
+2 competence bonus on all attack rolls with bows
+1 competence bonus on damage rolls with bows
Price: 125,000 gp
Weight: 1 lb
Greater Crystal of Adaptation attached - 3,000 gp
(Protected as endure elements and immune to alignment and positive/negative traits of planes)
Ring of Deflecting Force Shield +5
This is a small iron band with a silver edge that shields the wearer in multiple ways.
AC: +7
+2 shield
+5 deflection
Price: 58,500 gp
Lucky Insightful Robe of True Eyes
This flowing golden robe has numerous eye-like markings covering the entire garment.
AC: +10
+5 Insight
+5 Luck
Otherwise functions as a Robe of True Eyes*
Price: 542,500 gp
Weight: 1 lb
Sacred Tunic of Steady Spellcasting and Natural Armor +5/+5
This earth-tone tunic contains threads of gold that make it gleam in the sunlight along with runes of stability stitched in gold around the edges.
AC: +10
+5 sacred
+5 enhancement to natural armor
+5 competence bonus on Concentration checks
Price: 115,000 gp
Weight: 1 lb
This flowing golden robe allows the wearer to see in all directions at the same time due to many magical eye-like markings covering it. It grants the wearer true seeing (as the spell) out to 120 feet.
In addition, it provides a +20 competence bonus to Search and Spot checks. The wearer also retains her Dexterity bonus to AC even when flat-footed, and she can’t be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a the robe causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
Strong Divination; CL 17; Craft Wondrous Items, Craft Epic Wondrous Items, true seeing; Price 542,500 gp; Weight 1 lb.
Attack: +64/+64/+64/+59/+54/+49 OR +66/+66/+61/+56/+51 (-1 outside 30 ft)
Damage: 1d8 + 3d6electricity + 19 (-1 outside 30 ft))
Crit: x3 (3d8 + 9d6electricity + 57 (-3 outside 30 ft))
Type: Piercing
Range: 165 ft
Weight: 3 lb
Price: 5,780,400 gp
Special: Lesser Truedeath Crystal attached (+1d6 damage against undead and ghost touch) - 5,000 gp
Ammunition: (Quiver of Neverending Arrows)
+1 Short Sword
Attack: +30/+25/+20/+15
Damage: 1d6 + 9
Crit: 19-20/x2 (2d6 + 18)
Type: Piercing
Weight: 2 lb
Price: 2,310 gp
Ranged Touch Attack
Attack: +50 (+1 inside 30 ft)
Face: Third Eye Penetrate - 8,000 gp, - lb
Throat: Brooch of Tongues* - 24,000 gp, 1 lb
Shoulders: Cloak of Resistance +5 and Sacred and Insightful Charisma +6/+6 - 262,500 gp, 1 lb
Body: (tunic)
Torso: (robe)
Arms: (bracers)
Hands: Tymora's Gloves of Distant Combat* - 340,000 gp, - lb
Ring 1: Ring of Arcane Might +2 - 80,000 gp, - lb
Ring 2: (armor ring)
Waist: Belt of Magnificence - 200,000 gp, 1 lb
Feet: Boots of Swiftness - 256,000 gp, 1 lb
Non-Slot:
Orange Prism Ioun Stone - 30,000 gp, - lb
Pale Green Prism Ioun Stone - 30,000 gp, - lb
Iridescent Spindle Ioun Stone - 18,000 gp, - lb
Clear Spindle Ioun Stone - 4,000 gp, - lb
Moderate Divination; CL 4th; Craft Wondrous Items, tongues; Market Price 24,000 gp; Weight 1 lb.
Greater Headband of Arcane Knowledge: This off-white headband with silver trim is heavily adorned with bright blue and gold arcane runes. The headband confers an unsurpassed knowledge of all things arcane onto anyone who wears it. The wearer gets a +30 competence bonus to both Knowledge (arcana) and Spellcraft.
Faint transmutation; CL 21rd; Craft Wondrous Items, Craft Epic Wondrous Items, fox's cunning; Market Price 225,000 gp; Weight 1 lb.
Tymora's Gloves of Distant Combat: These weightless golden silk gloves have magical silver bow paths woven through them and it is said that Tymora herself wore the first pair of these gloves. They greatly increase the ranged combat prowess of anyone wearing them.
The gloves confer +6 sacred and luck bonuses to Dex and +5 sacred and luck bonuses to all ranged attack rolls. They also bestow three negative levels on any evil creature wearing them and two negatives level on any neutral creature wearing them. While these negative levels never result in lost levels, they remain as long as the gloves are worn and cannot be overcome in any way (including restoration spells).
Strong Divination, Strong Transmutation; CL 21; Craft Wondrous Items, Craft Epic Wondrous Items; mass cat's grace, foresight; Market Price: 340,000 gp.Greater Rod of Metamagic Quicken - 170,000 gp, 5 lb
Rod of Metamatic Quicken - 75,500 gp, 5 lb
Rod of Metamagic Extend - 11,000 gp, 5 lb
Bag of Holding III - 7,400 gp, 35 lb
Quiver of Neverending Arrows* - 1,800 gp, 4 lb
Silk Rope (200 ft) - 40 gp, (BoH)
Paper, Pen, Ink, Signet Ring, and Sealing Wax - 40 gp, (BoH)
Remaining Wealth: (all in Bag of Holding)
1 diamond worth 1000 gp
3 gems worth 500 gp each
82 platinum pieces
65 gold pieces
75 silver pieces
Moderate Conjuration; CL 7th; Craft Wondrous Items, minor creation; Market Price 1,800 gp; Weight 4 lb.
Caster Level: 26 (10 sorc + 7 initiate + 5 archmage + 2 ring + 1 ioun stone + 1 spell power) +2 against SR
Base Save DC: 29 (10 + 18 cha + 1 spell power) +2 for Abjuration and Evocation spells
Level 1: 11 (6 + 5)
Level 2: 11 (6 + 5)
Level 3: 10 (6 + 4)
Level 4: 10 (6 + 4)
Level 5: 8 (4 + 4)
Level 6: 9 (5 + 4)
Level 7: 8 (5 + 3)
Level 8: 8 (5 + 3)
Level 9: 9 (6 + 3)
Level 1: Magic Missle(E); Obscuring Mist; Ray of Enfeeblement; Stand (imm); True Strike
Level 2: Alter Self; Gust of Wind(E); Invisibility; Rainbow Beam(E); Scorching Ray(E)
Level 3: Fireball(E); Haste; Slow; Tongues
Level 4: Celerity; Dimensional Anchor(A); Dimension Door; Orb of Acid
Level 5: Duelward(A); Greater Fireburst(E); Hold Monster; Sending(E)
Level 6: Chain Lightning(E); Disintegrate; Greater Dispel Magic(A)
Level 7: Energy Immunity(A); Greater Teleport; Prismatic Spray(E)
Level 8: Discern Location; Polar Ray(E); Polymorph Any Object
Level 9: Mordenkainen's Disjunction(A); Prismatic Sphere(A); Weird
Hit Dice: 11
HP: 158/158
Initiative: +3
Speed: 60 ft fly (average)
10 ft ground
AC: 22 (10 + 2 size + 3 dex + 7 nat)
Attack: Talons +24 melee 1d4-2
Space/Reach: 2½ ft./0 ft.
Skills: Listen +16, Spot +37
Feats: Altertness, Weapon Finesse
Special Abilities: Improved evasion
Share spells
Empathetic link
Deliver touch spells
Speak with master
Speak with animals of its kind (birds)
Racial
Low-Light Vision
Darkvision to 60 feet
Spell resistance 10 + HD
Daylight as a supernatural ability 3/day
Usable once per day unless otherwise noted:
Bless
Protection from evil
Detect evil
Neutralize poison
Remove Disease
Cure critical wounds
Holy smite
Holy word
Regeneration
Heal 2/day
Sorcerer
Summon Familiar
Arcane Archer
Enhance arrow +2
Imbue arrow
Seeker arrow
Initiate of the Sevenfold Veil
Warding 4/day (DC 36 save)
Red, orange, yellow, green, blue, indigo, and violet veils
Unimpeachable Abjuration (+7 to dispel DC of Abjurations)
Unanswerable Strike +4 (bonus to dispelling Abjuration)
Reactive Warding
Double Warding
Kaleidoscopic Doom
Archmage
Mastery of Elements
Mastery of Counterspelling
Mastery of Shaping
Spell Power
(Feat)
Items
Evasion (Boots of Swiftness)
Retain dex to AC when flatfooted and cannot be flanked (Robe of True Eyes)
True seeing to 120 ft in all directions at once (Robe of True Eyes)
Languages:
Common
Elven
Celestial
Draconic
(All while wearing broach)
Encumbrance:
Light Load: 0 - 306 lb
Medium Load: 307 - 613 lb
Heavy Load: 614 - 920 lb
Load Carried: 67 (light load)
Experience:
Current: 236,000
Next Level: 253,000
Unspent Gold:
305,651 gp
5 sp
See gear section for how I'm carrying the cash.
Little is known of Lyrillon Anacorm's early youth. Most of the stories are only rumor and even Lyrillon himself does not remember the first couple decades of his life. The exact time and place of his birth are unknown, though he claims to know his age quite precisely. His parents, too, are unknown even to him. It is said that his father, a celestial, was forced to leave the material plane not long after Lyrillon's birth and his mother, an elf, was killed not long after that. However, the legend says that she was able to hide the boy who was later found and raised by humans.
The earliest of Lyrillon's memories begin when he was 34 years old (by his claimed age). At the time he was living with a young family of humans who had volunteered to raise the young half-celestial elf. As an elf he naturally aged much more slowly than his family. Additionally he did not particularly like the fast-paced life of the humans. Lyrillon felt like an outcast among the human children. He was shorter, did not enjoy the speed of their games, and most of all looked extremely different. His golden-silver skin and feathery white wings set him so far apart that the other children pushed him away. One day he decided he could no longer survive around such creatures and it was time to leave.
In his mid 70s, still a very young age for an elf such as himself, Lyrillon picked up and left the human village. He had with him a bow and a short sword as his only protection. He could wield both, but his only formal training was a few basic techniques he had learned from the humans. He wandered for a few decades by himself, jumping from village to village. He stayed with humans, elves, and even a few gnomes during his travels. Around the time of his 100th birthday Lyrillon's elven roots began to reveal themselves. He developed some of the arcane abilities that are typically seen in young elven wizards. He tried for a short time training as a wizard. He learned much about magic and spells, but he was not one to study for long hours. Finally he decided he was not meant to be a wizard and started teaching himself to control this new magic, becoming a sorcerer. At the same time he continued informal training with the longbow, becoming quite adept with it at short range.
With his newfound power Lyrillon knew it was time to move on in the world. He did not want to wander aimlessly and knew he should have a specific task, so he started looking for adventuring work. Finally he found a job cleaning out a small dungeon with another group of adventurers. It was nothing of note, but it was work and he was able to hone his skills. This type of work continued for several years as Lyrillon became more and more used to the adventuring lifestyle. He used an interesting mix of magic and martial abilities while fighting. Eventually he realized that, with his elven roots, this was the perfect mix to train as an Arcane Archer.
He continued moving around, trying to protect people for several more years as he trained himself in somewhat more offensive magical capabilities to mix with his martial abilities as an Arcane Archer. Finally Lyrillon returned to southern elven lands for the first time in many years to search for someone who could train him. When the elves saw that he was a sorcerer rather than a wizard, they were at first reluctant to train him, but once he displayed his prowess with both the bow and the arcane arts, they agreed. He spent much time honing his skill with the bow under formal training and learning to further improve his defensive magical capabilities.
After surprisingly little training, Lyrillon was able to enter the ranks of the Arcane Archers. He fought alongside elves with his bow and his magic for a time. However, he was never quite like them. His celestial roots visibly set him apart visibly, his method of harnessing arcane power was different enough to nearly outcast him, but most importantly, his personality was far from his companions'. The other elves were free spirited creatures, while Lyrillon followed a much more rigid moral code. It took less than ten years before Lyrillon and the other Arcane Archers decided it was time to part ways.
The half-celestial knew that without the other elves he would not be able to progress effectively as an Arcane Archer so he would have to find a different path. Traveling alone he knew that he would need to protect himself, so he began to develop a deeper understanding of abjuration, a school in which he was already quite practiced. He knew that prismatic magic was one of the most powerful defensive magics, so he decided to focus on warding himself and others using prismatic effects. The task was neither fast nor easy. He tried for years to teach himself the same way he had taught himself nearly all of the other magic he knew. But eventually he realized that it would not be possible without more formal study. So he traveled to Tychos in search of a library of arcane knowledge and mages well versed in abjuration. Most of the wizards at the college were unwilling to teach a sorcerer such as Lyrillon despite his significant experience and great talent. They were willing, however, to direct him to someone who might be willing to help.
The man he found was known by most in the Abjuration department as “the crazy gnome” who worked at the top of the tower. His name was Hiquinok. He was an Abjurer of considerable power and even more considerable insanity. He was extremely short in stature, even for a gnome, standing barely three feet tall. At the age of 157 he had developed a reputation for being clever, resourceful, and mainly nuts. Hiquinok agreed to train the half-celestial in the art of harnessing prismatic energy. Hiquinok himself did not know much about the particular area of study, but he was never one to not teach something just because he didn't know it.
The two mages studied together for several years, both learning powerful secrets about prismatic spells and their function. The two became good friends despite being very different in almost every way. After mastering the art of warding himself and others with the weaker colors of prismatic energy, Lyrillon once again became restless with books and study. He bid Hiquinok farewell and promised to continue his study of prismatic energy in a more practical manner and return to Tychos when the time was right.
Lyrillon's course took him across the lands. He helped those who needed it and then moved on, never staying in one place for long. Along the way he practiced and trained, honing his ability to command arcane energy. He also never forgot his training as an Arcane Archer as he continued to train with the bow. Though this training was not under the tutelage of a master, Lyrillon had learned enough to know how to train and he was slowly mastering the art, though it was difficult to intersperse with his magic. After a decade and a half, much longer than it would have taken at the college in Tychos, Lyrillon finally mastered the violet veil, the final and most powerful of the prismatic veils.
Lyrillon returned to Tychos to display his new powers. Hiquinok, who was still at the college and as crazy as ever, was overjoyed at the elf's return. The gnome began telling him story after story and Lyrillon could hardly get him to stop. After much talking, several demonstrations, and some rest, the subject came up of what Lyrillon should do. He had already trained as an arcane archer and mastered prismatic energy. Hiquinok, with a mix of genius and insanity, managed to convince the half-celestial to become an archmage. It was only possible because Lyrillon, unlike most sorcerers, had a reasonable understanding of many different facets of magic. So, he decided to give it a try.
After reading a few books and consulting with a few mages around the city, Lyrillon decided that he would go out and train as an archmage away from the libraries and labs of Tychos. So once again, he bid Hiquinok farewell, again promising to return. For several more years Lyrillon roamed the lands putting as much effort as possible into truly mastering the arcane arts. He learned to bend energy to his will. He mastered the art of counterspelling. And he learned to shape spells as he pleased. Shortly after mastering the last of these three he received a summons from the Empress. He quickly returned to the Northwest and the province of the Empire, curious of what a being such as the Empress might want of him.
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.
Thinking some kind of arcane caster//something or a warforged artificer//fighter (I'll explain).
Yay! By the way, before I start, I will have zero internet access for the month of July, so if its okay with you, I'll disappear fashionably for that period of time, and then return afterwards.
Sheet:
Age: 10
Height: 6'5"
Weight: 400 lbs.
Eyes: White
Hair: None
Skin Tone: Metallic
Alignment: NG
Deity: None
Race: Warforged
Gender: Male Personality
Size: Medium
Class: Monk 20/Dragon Shen 2//Artificer 21/Infused Warrior(Astral Deva) 1
Str 30 (+10) (base 18, +12 from bracers of relentless might)
Dex 14 (+2) (base 12, +1 at 12, +1 Manual of quickness in action)
Con 28 (+9) (base 12, +2 racial, +1 at 16, 20, +12 from bracers of relentless might)
Int 19 (+4) (base 16, +3 Tome of Clear Thought and Understanding)
Wis 16 (+3) (base 18, -2 racial)
Cha 22 (+6) (base 16, -2 racial, +1 at 4, 8, +6 Cloak of Charisma)
AC: 38 (10 base, +5 monk class, +2 racial, +2 Dex, +3 Wis, +5 Ring of Protection, +3 Skin of the Hero, +8 Bracers of Relentless Might and Armor)
Flat-Footed: 32
Touch: 33
Speed: 30 ft/round (90 ft while unarmored)
Initiative: +2
Saves
Fortitude: +17
Reflex: +14
Will: +16
Spell/Power Resistance: 30
Damage Reduction: 10/magic
Weapons: Greater Spell Storing Sonic Burst Unarmed Strike: 6d8+16 lethal or nonlethal+3d6 (6d6 on crit) sonic on command (lawful, magic, adamantine, cold iron, silver). Crit. x2. BAB +39/+34/+29. Can cast spells of up to 9th level into arm.
Flurry of Blows: Same as above, but at BAB of +39/+39/+39/+34/+29.
Face: Tracker Mask (warforged component) (Allows Clanger to smell; grants scent ability (MM 314); 18,000 gp)
Shoulders: Cloak of Charisma +6 (+6 to Cha; 36,000 gp)
Throat: Amulet of Mighty Fists +6 (+6 to unarmed and natural attacks and damage; 96,000 gp)
Torso: (none)
Body: (No body slot)
Arms: Bracers of Relentless Might and Armor +8 (+12 enhancement to Str and Con; considered one size category larger for trip, bull rush, etc.; +8 to AC; 4,448,000 gp)
Hands: +5 Battlefist (warforged component) (+5 to attack and damage with unarmed strike, treated as one size larger for damage; 2,600 gp)
Ring: Ring of Protection +5 (+5 to AC; 50,000 gp)
Ring: Ring of Master Artifice (1 bonus 3rd and 4th level infusion per day; 25,000 gp)
Ring: Fanged Ring (grants improved natural attack (unarmed strike); on critical, unarmed strike deals 1 point Con damage; 10,000 gp)
Ring: Ring of Virtuous Good (constant holy aura effect; 250,000 gp)
Waist: (none)
Feet: Cloudwalker Anklets (constant air walk; 50,000 gp)
Bag of Holding, Type IV (At moment, holding gold)
Skin of the Hero (+3 to AC, all attacks and all saving throws; 77,000 gp)
Staff of Power (211,000 gp)
Staff of the Cosmos (683,437 gp)
Used: Tome of Clear Thought +3 (+3 to Int; 82,500 gp)
Manual of Quickness in action +1 (+1 to Dex; 27,500 gp)
Appraise (Int) 10+4=18
Balance (Dex) 9+2=11
Climb (Str) 11+4=15
Concentration (Wis) 14+3=17
Craft (Woodworking) (Int) 5+4=9
Craft (Alchemy) (Int) 18+4=22
Disable Device (Int) 17+4=21
Intimidate (cc) (Cha) 3+6=9
Knowledge (arcana) (Int) 17+4=21
Knowledge (architecture and engineering) (Int) 10+4=14
Knowledge (nature) (cc) (Int) 2+4=6
Knowledge (religion) (Int) 5+4=9
Search (Int) 11+4=15
Spellcraft (Int) 26+4=30
Survival (cc) (Wis) 3+3=6
Use Magic Device (Cha) 26+6=32
-Living Construct: Clanger Duron is a construct with living construct subtype. Unlike other constructs, Clanger derives his hit dice, skill points, etc. from his chosen class. Also, unlike other constructs, Clanger has a Constitution score, does not have low-light or darkvision, and is not immune to mind affecting spells and abilities. Also unlike other constructs, Clanger is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, necromancy effects and death effects. However, he does have immunity to poison, sleep effects, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Clanger can be affected by both spells that target constructs and spells that can target humanoids. Warforged take damage from heat metal and chill metal as if he was wearing metal armor, and is repelled by repel wood and repel metal and stone. (See pg. 23 of Eberron Campaign setting for more info on living constructs.)
- +2 Con, -2 Wis, -2 Cha
- Composite Plating (+2 to AC; see pg 23 of the Eberron Campaign Setting.)
- Light Fortification: 25% chance to negate critical hits or sneak attacks.
- 1d4 natural slam attack
- Favored Class: Fighter
Monk:
-[Improved] Evasion: When Clanger would make a Reflex save against an attack for half damage, if he makes his save and is unarmored, he takes no damage instead. If he fails his save, he takes only half damage.
-Still Mind: +2 for saves against enchantment spells.
-Slow Fall: (See PHB 41)
-Purity of Body (redundant due to Warforged racial ability)
-Wholeness of Body: Clanger can repair an amount up to twice his monk level of hit points per day. He can spread this healing about the day.
-Diamond Body (redundant due to Warforged racial ability)
-Abundant Step: Clanger can use dimension door as a spell-like ability once per day, his caster level being half his monk level, rounded down.
-Diamond Soul: Clanger has spell resistance equal to his monk level +10.
-Quivering Palm: (see PHB 42)
-Timeless Body: Clanger no longer ages, and cannot be magically aged.
-Tongue of Sun and Moon: Clanger can speak any language.
-Empty Body: Clanger can use etherealness as a spell like ability for a number of rounds equal to his monk level per day.
-Perfect Self: (see PHB 42)
Artificer:
-Artificer Knowledge: (see ECS 31)
-Artisan Bonus: +2 to activate an item he has the proper feat for.
-Disable Trap: (see ECS 31)
-Infuse Self: Clanger has +1 to his caster level for when he uses an infusion on himself. (from substitution level; see RoE 130)
-Item Creation: (see ECS 32)
-Tools of War: (from substitution level; see RoE 129-30)
-Metamagic Spell Trigger/Completion: (see ECS 32)
-Skill Mastery: Clanger can always take ten on a Use Magic Device or Spellcraft check.
-Craft points: 6,000
Dragon Shen:
-AC bonus: Dragon Shen levels stack with monk levels to determine the AC bonus derived from the monk class ability.
-Unarmed Damage: Dragon Shen levels stack with monk levels for determining unarmed damage.
-Ki Strike (silver) (obsoleted by Silver Tracery feat)
Infused Warrior:
-Icon of Glory: +2 to Charisma-based skill checks when dealing with creatures with good alignment
Improved Unarmed Strike (considered armed, even when unarmed)
Stunning Fist (Expend use to force someone hit by unarmed strike to make DC 23 Fortitude save or be stunned for 1 round; 25 uses per day)
Combat Reflexes (May make attacks of opportunity equal to Dex bonus, even when flatfooted)
Improved Trip (Doesn't provoke attack of opportunity when making trip attempt; +4 to Str check for trip; if trip successful in melee combat, make melee attack)
Scribe Scroll
Brew Potion
Craft Wondrous Item
Craft Magic Arms and Armor
Craft Wand
Craft Rod
Craft Staff
Forge Ring
Extra Rings
Legendary Artisan
Extraordinary Artisan
Exceptional Artisan
Attune Magic Weapon
Exotic Weapon Proficiency (Butterfly Sword)
Improved Fortification
Cold Iron Tracery
Silver Tracery
Fiery Fist
Ki Blast
Weapon Focus (unarmed strike)
Great Fortitude
Infusions per day: 4/4/5/5/4/4
Currently Left: 4/4/3/1/2/3
Clanger came into being by the hand of a wizard by the name of Arthis. In a fit of mad rage, Arthis had created Clanger to kill his worst rival, who also happened to be his brother. Clanger, being newly emerged from his creation forge, had little of a conscience or independent thought, and dutifully followed his master’s order to the letter. The authorities of the land found of the murder (new warforged are anything but subtle) and promptly executed Arthis when they discovered his connection to the warforged. When they could not disable the warforged itself, they exiled Clanger from the town in which Arthis resided. Clanger wandered for a time on the roads in the plains surrounding the town, purposeless, until he became so corroded that he could no longer move. Eventually, a traveling artificer discovered him. When this artificer realized that Clanger was more than a simple golem, he repaired Clanger and took him in as his apprentice. Clanger eagerly took to each task given to him. During this time he received the moniker of Clanger (he had been nameless up until that point) for the clanking noises he made as he busied himself. Clanger decided at that point to take the surname of the artificer, to the latter’s delight. In time, the kind artificer took on another student, who was a former monk from the nearby monastery. Clanger eventually befriended the former monk, each taught each other their expertise. As Clanger continued to master the art of infusing himself with magic and crafting items similarly infused, he also progressed in his studies of the martial arts. One night, however, Clanger’s world was turned upside down. Bandits robbed the artificer’s workshop, and the artificer himself, who had been sleeping in the main part of the laboratory, was cruelly murdered during the robbery. Clanger and the monk awoke to find the artificer’s dead body, and in their grief, vowed to track down the killers. While traversing the plains and exploring many caves and dungeons on leads they found, Clanger and the monk continued in teaching each other what they knew (Clanger was a much more advanced student of the artificer). Eventually, they found the lair of the bandits and engaged them in battle. While Clanger was able to bring the bandits to justice, the monk fell in battle with the bandits. Clanger, grief-wracked, wandered the roads again, until he found a village under attack by a beholder. Clanger bravely dashed into battle and made quick work of the beholder. As it turned out, the village he saved was that of Arthis. Despite his earlier sin, because he saved the town, he was welcomed back in, and served as the town’s guardian for a time. Upon receiving notice from the Empress, he has decided to adventure again.
I have 15 cookies in my cookie jar.
/in
I'm thinking something along the lines of TWF Ranger/Fighter/Tempest/other.
Name: Threstan Birellis.
Age: 28 (Technically 38)
Height: 6’0
Weight: 185
Eye Color: Brown
Hair Color: Blond
Skintone: Tan
Alignment: Lawful Good
Deity: Heironeous
Race: Human
Size: Medium
Class and Level: Paladin 5/Tempest 5/Shadowbane Inquisitor 10/Rogue 12/Fighter 12
Progression (for determining hp and abilities):
Paladin/Rogue (1-5)
Shadowbane Inquisitor/Fighter (6-11)
Tempest/Fighter (12-15)
Tempest/Rogue (16)
Shadowbane Inquisitor/Rogue (17-20)
Fighter/Rogue (21-22)
STR 40 (+15)(10-base, 6-point buy, 1-20th level, 6-Belt, 5-Book, 12-Bracers)
DEX 24 (+7)(10-base, 6-point buy, 1-4th level, 1-12th level, 6-Belt)
CON 32 (+11)(10-base, 4-point buy, 6-Belt, 12-Bracers)
INT 18 (+4)(10-base, 2-point buy, 6-Belt)
WIS 20 (+5)(10-base, 4-point buy, 6-Belt)
CHA 26 (+8)(10-base, 10-point buy, 1-8th level, 1-16th level, 6-Belt)
HP: 417
AC: 51 (10 Base, 11 armor, 7 Dex, 5 Dodge, 4 Shield, 5 Deflection, 10 Natural)
Flat-Footed: 40
Touch: 31
Speed: 30 ft/round, Fly 60 ft/round (Good maneuverability)
Initiative: +7
Saves
Fortitude: +40 (15 (Base), +11 Con, +5 Gloves, +8 Divine Grace, +1 Epic)
Reflex: +32 (11 Base, +7 Dex, +5 Gloves, +8 Divine Grace, +1 Epic)
Will: +26 (7 Base, +5 Wis, +5 Gloves, +8 Divine Grace, +1 Epic)
Spell Resistance:
Power Resistance:
Immunities: Fear, Disease
Base Attack Bonus: +21/+16/+11/+6
Weapons:
Trial Off-hand weapon (t)(+7 Silver, Holy Bastard Sword (+2d6 damage vs. evil opponents, counts as good-aligned for overcoming DR)) 50,125 gp
Damage: 1d10+25 (+2d6 vs. evil)
Verdict Main hand weapon (v)(+7 Cold Iron Bastard Sword of Speed (Can make one extra attack at full BAB)) 100,670 gp
Damage: 1d10+26
Full Attack: +46v/+46v/+46t/+41v/+41t/+336v/+36t/+31v
Head: Clear Ioun Stone (Don’t need food/water) 4,000 gp
Eyes:
Face:
Shoulders: Wings of Flying (Fly at will) 54,000 gp
Throat: Amulet of Epic Natural Armor +10 2,000,000
Torso: +7 Mithral Shirt (+11 armor, 6 dex) 50,100 gp
Chest:
Chest:
Arms: Bracers of Relentless Might (+12 to Str and Con) 4,384,000
Hands: Gloves of Resistance +5 (+5 to all saves) 50,000 gp
Ring: Ring of Protection +5 (+5 deflection to AC) 25,000 gp
Ring:
Waist:
Feet: Boots of Dodging +5 (+5 dodge to AC) 62,500 gp
Bag of Holding Type IV: (1,500 lbs, 250 cubic feet) 10,000 gp
Manual of Gainful Exercise +5 (+5 Strength) 137,500 gp
Masterwork Thieve's Tools
2,257,548 Gold Pieces
Diplomacy: +33 (25 Ranks, 8 Charisma)
Disable Device: +29 (25 Ranks, 4 Intelligence)
Gather Information: +33 (25 Ranks, 8 Charisma)
Hide: +31 (25 Ranks, 7 Dexterity, -1 Armor penalty)
Intimidate: +32 (25 Ranks, 8 Charisma)
Knowledge- Religion: +29 (25 Ranks, 4 Intelligence)
Knowledge- Nobility/Royalty: +29 (25 Ranks, 4 Intelligence)
Listen: +30 (25 Ranks, 5 Wisdom)
Move Silently: +31 (25 Ranks, 7 Dexterity, -1 Armor check penalty)
Open Lock: +32 (25 Ranks, 7 Dexterity)
Sense Motive: +30 (25 Ranks, 5 Wisdom)
Search: +29 (25 Ranks, 4 Intelligence)
Spot: +30 (25 Ranks, 5 Wisdom)
Paladin
Aura of Good
Detect Evil
Smile Evil 2/day
Divine Grace
Lay on Hands
Aura of Courage
Divine Health
Turn Undead
Drakkensteed Mount (Replaces Special Mount ability)
Rogue
Sneak Attack +6d6
Trapfinding
Evasion
Trap Sense +3
Uncanny Dodge
Improved Uncanny Dodge
Improved Evasion (Rogue Special Ability 10th level)
Tempest
Tempest Defense +3
Ambidexterity -2/0
Two-Weapon Versatility
Two-Weapon Spring Attack
Shadowbane Inquisitor
Absolute Conviction
Pierce Shadows
Sacred Stealth +8
Smite 3/day
Improved Sunder
Sneak Attack +3d6
Merciless Purity
Righteous Fervor
Burning Light
Power Attack (1st)
Exotic Weapon Proficiency: Bastard Sword (Human bonus feat 1st)
Devoted Inquisitor (3rd)
Dodge (6th)
Two-Weapon Fighting (Fighter 1st level bonus feat (6th level))
Improved Two-Weapon Fighting (Fighter bonus feat 2nd level (7th level))
Improved Sunder: (Shadowbane Inquisitor bonus feat 3rd level (8th level))
Weapon Focus: Bastard Sword (Fighter bonus feat 4th level (9th level))
Mobility (9th)
Spring Attack (Fighter bonus feat 6th level (11th level))
Oversized Two-Weapon Fighting (12th level)
Weapon Specialization: Bastard Sword (Fighter bonus feat 8th level (13th level))
Greater Two-Weapon Fighting (Fighter bonus feat 10th level (15th level))
Two-Weapon Defense (15th level)
Quick Draw (18th level)
Two-Weapon Rend (Epic)(21st level)
Melee Weapon Mastery- Slashing (Fighter bonus feat 12th level (22nd level))
Spells Per Day
2
CL: 5
Spells Prepared
Lesser Restoration
Read Magic
Common
Celestial
Threstan Birellis's past is an enigma. Not even he knows what happened in his early years. His memory starts at 10 years of age, when he woke up to a guard yelling at him for sleeping on the streets of an unknown city. He had no idea where he was, how he got there, or what had happened before that day. He did, however, know his name. For years, he lived as a thief and a pickpocket on the streets. While on the streets, he witnessed numerous crimes commited by the various shady characters that made up the city's underbelly. Even at the early age he was at, he hated those who commited those evil deeds.
Why should a man's throat be cut just because he had a copper ring on his finger? Why should that man's family have to go through the pain of losing him? After seeing all of those murders, threats, muggings, and all other crimes in between, Threstan decided that he didn't want to turn down that path. In town, there was a man named Kelva, who was a retired Paladin. He had some amount of fame for helping apprehend murderers and criminals in various cities, not to mention killing many evil creatures. Threstan, now 14, approached Kelva, asking to learn the ways of justice. Kelva agreed, and began training Threstan to be a Paladin. After 3 months, Threstan grew bored with the repetative training and drills his master was forcing him to go through.
Threstan left to persue justice his own way. Using his Paladin training and the skills he picked up on the streets, Threstan combined the skills of Rogue and Paladin into a single, unique (or so he thought) style. He became a bounty-hunter of sorts. The local guards would give him information on the latest law-breaker who had fled the city, and Threstan would track them down, capture them, bring them to the prison, and get paid for it. He lived like this for a while, staying at the local tavern with the money he earned. At the tavern, almost a year after beginning this "career", Threstan overheard a man asking about him. Thresten assumed the man was there to get revenge for him putting away one criminal or another. Threstan, always having been a hot-head, approached the man ready for a fight.
Threstan, his blade drawn, went straight up to the stranger and threatened him. The man calmly drew a sword, shattered the blade Threstan was wielding, and sheathed his weapon before Threstan had a chance to react. He then explained to Threstan that he was second-in-command of an group of holy knights: The Shadowbane Order. They combined both stealth and holy training, making them much more effective at rooting out evil. They had heard of Threstan and wanted to test him, and possibly allow him to join their order. Threstan agreed, wanting to help rid the world of evil. The man, who introduced himself as Aadem, took Threstan to the Shadowbane Order's base of operations: A fortress high in the mountains.
First, Threstan went through trial after trail, to make sure he was ready to join the Order. He was accepted after passing all the tests. He immediately began his training to become a specialized knight, a relentless hunter of evil, and a powerful force for good: A Shadowbane Inquisitor. At the fortress, Threstan took a liking to the difficult, but effective, two-weapon fighting style. He trained with many weapons, but his favorite was a pair of Bastard Swords. Normal men could barely use one in two hands, but Threstan had a natural talent with the blades, and was soon strong enough to wield one in each hand.
Not long after that, his master and friend, Aadem, sent Threstan on an important quest, designed to let Threstan prove himself to the higher-ups of the Shadowbane Order. Threstan, and a small group of veteran Shadowbane Inquisitors, were to infiltrate the castle of a powerful lich wizard and destroy him before his influence corrupted the entire region. Threstan and his group arrived at the castle and entered. But what they found was a surprise: They were in what appeared to be an undergound tunnel, not a castle hall. There were many paths to take, and they knew they had to try. So, splitting up, they each went down a tunnel in search of the undead mage. After almost 6 hours of walking and not seeing a single living (or unliving) creature, Threstan turned back. Arriving back at the entrance of the castle, Threstan saw the rest of his allies waiting for him.
But something was wrong. Five of his friends were attacking the sixth. They disarmed him and were raining blows down on him with their fists, having discarded their weapons. They had all been turned to zombies, and were attempting to murder his only remaining ally. Threstan quickly killed his former friends, and healed the only remaining knight: a veteran Inquisitor named Sajek. Then they pieced together what happened. When the first five had arrived back at the entrance, the lich had killed and reanimated them as a trap for the remaining two. Sajek, having been taken by surprise and losing his weapons, was cornered until Threstan had arrived. They set off together to find the lich and end his reign of evil. And they found him. Inside a castle within the castle, they found the lich surrounded by his undead servants. Threstan was not strong enough to battle the lich, so he held off the other undeads while Sajek fought the mage in one-on-one combat. After a prolonged and vicious fight, Sajek destroyed the lich with a smiting strike. The undead servants crumbled to dust, and Threstan found and destroyed the lich's Phylactery, ensuring that this evil would never threaten the land again.
As Sajek and Threstan exited the castle, they immediately knew something was wrong. They had entered the castle in the middle of summer, but when they exited they were in the middle of a blizzard. They had been in the keep for only a day. The moved as fast as they could in the snowstorm, taking shelter in a cave for the night. In the morning when it subsided, they continued on to the Order's stronghold. When they arrived, they discovered long abandoned ruins, not the mighty castle they had called home. Confused and scared, they headed to the nearest town. There, their world would be turned upside-down.
Entering the town, they asked about the destruction of the Shadowbane Temple, and learned that it had been attacked and destroyed... ten years previously. All the Shadowbanes had been murdered. Wandering from town to town, they slowly pieced together what had happened: a time disturbance within the lich's castle caused time to flow much faster outside than in. Ten years had passed since they entered, while it only seemed a day to those on the inside. With the Shadowbane Order destroyed, Threstan and Sajek turned away from the path of Shadowbane Inquisitors, becoming freelance mercenaries, though they still remained dedicated to destroying evil.
Years later, they recieved a task from a local noble: stop a Blackguard from amassing an army and assaulting a nearby Temple to Heironeous. Fighting their way into the Blackguard's castle, Threstan and Sajek confronted him. They were in for the shock of their lives. The Blackguard was Threstan's former teacher and friend: Aadem. Aadem revealed that he had known about the time disturbance in the lich's castle, and had purposely sent Threstan's group there so they wouldn't be at the Inquisitor Temple for the attack. Aadem had betrayed the Order and helped their foes attack the castle. He knew that the six Shadowbane veterans would have turned the tide of the battle and the temple wouldn't have fallen, so he sent them away on a quest. Threstan was only sent along because he was needed to make the quest seem convincing. Six veterans alone was overkill. Six veterans and a trainee was a training mission.
Enraged, Threstan attacked Aadem. But Aadem had always been too powerful for Threstan to defeat in training exercises, and this time was no different. Aadem easily fought off Threstan and Sajek, and they were forced to flee before they were killed. Over the next few years, Threstan and Sajek tracked Aadem and did their best to thwart any evil he was planning. They trained as hard as humanly possible, becoming expert warriors. When they felt the time had come, they gathered a small army of Paladins and other skilled fighters, and attacked Aadem's forces head-on. Threstan, a skilled tactician, was the general of the army, with Sajek as the field-commander.
During the ensuing battle, Sajek and Threstan charged Aadem, and for an hour the three of them fought. Aadem, the equal (or better) of both of the two warriors, managed to isolate Sajek from Threstan with a spell, and as Threstan watched, Aadem stabbed Sajek through the chest. Sajek fell to his knees, and just as Aadem was about to strike the killing blow, a pair of Bastard Swords cut through the air, cleaving Aadem's head clean from his shoulders. After the battle, Threstan had the army's clerics heal Sajek as best as they could, but they couldn't repair the damage done to Sajek's right lung. Sajek would live, but wouldn't be able to physically exert himself, or could become winded and suffocate due to lack of oxygen. It was then that Threstan and Sajek decided to begin the rebirth of the Shadowbane Order.
They rebuilt the old castle in the mountains, found promising young Paladins and Rogues to recruit, and began training them in the ways of the Shadowbane Inquisitors. Threstan and Sajek share leadership of the Order, though Threstan prefers to wander on his own rather than bark out orders and train recruits. Sajek, unable to adventure with Threstan, stayed behind at the Temple to act as trainer and leader of the Shadowbane Order. Threstan occasionally heads back, just to see how Sajek and the rest of the Order are doing, but ever since the old Temple was destroyed he dislikes staying there for extended periods of time.
{Magic: The RPG}
However...
IN and I'll figure out what I'm doing.
Question: I guess it helps if I know what books I can use. Spell Compendium???
That, and placeholder.
I call dibs on kineticist instead of regular caster; now, what to mix that with....Here comes the Littlest Dragon.
"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.
"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.
Name: Ranirasgar
Race: Shadow Dark Cuprilach
Gender: Male
Classes1: Cuprilach Monster Class 17 / Incarnate (Variant Paladin, not Incarnate from Magic of Incarnum.) 2 / Spellfire Channeler 1 / Cleric 1 / Void Incarnate 1
Classes2: Spellfire Warrior 20 / Marshal 1 / Exemplar 1
Deity: Adheres to neutrality over religion.
Alignment: True Neutral
Str: 10(Base)+8(Racial)+6(Enhancement) = 24 (+7)
Dex: 16(Base)+14(Racial)+6(Enhancement) = 36 (+13)
Con: 18(Base)+10(Racial)+6(Enhancement)+5(Inherent)+5(Levels) = 44 (+17)
Int: 16(Base)+8(Racial)+6(Enhancement) = 30 (+10)
Wis: 10(Base)+8(Racial)+6(Enhancement) = 24 (+7)
Cha: 18(Base)+14(Racial)+6(Enhancement) = 38 (+14)
Combat Info:
Hit Points: 489
BAB: +18¾
Armor Class: 44 (Dex +13. Natural +13. Armor +8.)
Movement: 105ft. Climb 60ft. (When using spellfire to fly, fly 120ft. (Average).)
Initiative: +33 (+13 Dex, +4 Improved, +2 Belt of Battle, +14 Untyped.)
Will: +14(Base)+7(Ability)+5(Resistance)+14(Untyped)+2(Luck)+1(Epic)=+43
Fortitude: +10(Base)+17(Ability)+5(Resistance)+14(Untyped)+2(Luck)+1(Epic)=+49
Reflex: +12(Base)+13(Ability)+5(Resistance)+16(Untyped)+2(Luck)+4(Insight)+1(Epic)=+53
Attack 1:
Name: Spellfire Blast
Attack Bonus (Touch): +33 (+18 Base, +13 Dex, +1 Weapon Focus, +1 Epic.)
Damage: Spellfire Levels Expended * 1d6
Critical: x2
Special: Supernatural Ability (Works in AMF.)
Range: 400ft
Choices:
Feats by level:
01st(Bonus): Spellfire Wielder (May use spellfire.)
01st(Normal): Improved Initiative (+4 Initiative.)
01st(Flaw): Combat Reflexes (May make up to Dex modifier attacks of opportunity each round.)
01st(Flaw): Reactive Absorption (May absorb spell that I don't have readied action to do so against, this takes up an attack of opportunity for the round.)
02nd(Bonus): Endurance (May run longer etc.)
03rd(Normal): Area Absorption (Anytime I could absorb a spell, I can absorb an AoE spell. If I do, I gain spellfire levels equal to ½ spell level and the effect is nullified on me only.)
03rd(Bonus): Elemental Control (May turn the energy type of fire from Spellfire into either Cold, Electricity or Acid.)
06th(Normal): Improved Spellfire Burst (1d6+1 damage/Spellfire level expended instead of 1d6.)
09th(Normal): Greater Spellfire Burst (1d6+2 damage/Spellfire level expended instead of 1d6. (This was originally 1d6+cha, but I deemed it broken and didn't take it. Instead I took this nerf'd version.).)
09th(Bonus): Weapon Focus – Spellfire (+1 To hit with spellfire.)
12th(Normal): Resilient Spellfire (Spellfire functions normally in Antimagic Field or similar effect.)
15th(Normal): Improved Area Absorbtion (Get full caster level in spellfire levels when absorbing AoE Spells.)
18th(Normal): Greater Area Absorbtion (The spell is negated for everyone when absorbed, not only me.)
21st(Bonus): Lightning Reflexes (+2 Reflex saves.)
21st(Normal): Dextrous Will (I can use reflex save in place of Will save 1/round.)
21st(Bonus): Skill Focus: Diplomacy
Flaws & Traits:
Murky-Eyed (Roll twice for concealment, use worse result.)
Noncombatant (-2 to melee attack rolls.)
Quick (+10ft speed, -1 hp/level.)
Languages:
Common
Rilmani
Undercommon
Abyssal
Celestial
Infernal
Sylvan
Draconic
Giant
Skills & Skill Tricks:
Hide: 25+13(Ability)+8(Racial)+14(Untyped)
Move Silently: 25+13(Ability)+12(Racial)+10(Competence)+14(Untyped)
Spellcraft: 25+10(Ability)
Know (Arcana): 25+10(Ability)
Escape Artist: 25+13(Ability) (Freedom of Movement.)
Concentration: 25+7(Ability)
Bluff: 25+14(Ability)
Diplomacy: 25+14(Ability)
Use Magic Device: 25+14(Ability)
Disguise: 25+14(Ability)
Tumble: 25(Ranks)+13(Ability)+14(Untyped)
Sleight of Hand: 25(Ranks)+13(Ability)+4(Competence)+14(Untyped)
Spot: 25(Ranks)+7(Ability)+10(Competence)
Search: 25(Ranks)+10(Ability)+10(Competence)
Listen: 25(Ranks)+7(Ability)
Sense Motive: 25(Ranks)+7(Ability)
Balance: 5(Ranks)+13(Ability)
Back on your feet (Rise from prone as immediate action that doesn't provoke AoO's.)
Escape Attack (Can attack the same round I Escape Grapple.)
Point it Out (Give allies free action to spot something I've noticed.)
Clarity of Vision (See invisible for one round.)
Second Impression (Use bluff check to re-establish a blown disguise.)
Features:
Shadow Creature Template:
50% more speed.
+6 on Move Silently checks.
Darkvision, Low-Light Vision.
Cold Resistance 5+HD (20 cap)
Shadow Blend (As long as I'm not in full daylight or daylight spell, I have total concealment.)
The following chosen abilities: (Evasion, +2 Luck bonus to all saves. Fast Healing 2. Plane Shift 1/day to/from Shadow Plane. Damage Reduction 5/Magic.)
Dark Template:
+10ft speed to all movement modes.
Darkvision 60'
Hide in Plain Sight (As long as i'm within 10ft of any shadow, I can hide in plain sight.)
Resistance to Cold 10
Superior Low-Light Vision.
+8 Hide and +6 Move Silently.
Cuprilach Monster Class 17:
Outsider Traits (Darkvision 60ft. Cannot be raised or resurrected (Wish or Miracle restores life.).)
Rilmani Traits (Immune to Electricity and Poison. Acid and Sonic resistance 20.)
Sneak Attack +3d6 (When target is unaware or flanked by me.)
Spell-Like Abilities (At Will – Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Feather Fall, Sanctuary, Tongues, Detect Thoughts, Knock, Locate Creature, Melf's Acid Arrow, Misdirection, See Invisibility. 3/Day – Dimension Door, Enervation, Mislead, Poison, Polymorph Self. Caster Level = HD. Save DC = 10+Cha Mod+Spell Level.)
Summon Rilmani (1/day summon 1d3 Ferrumachs with 75% chance of success.)
Swift Strikes (Full Attack as Standard Action, Fatigued 1d4 rounds after using. Cannot use when fatigued.)
Hide in Plain Sight (As long as I'm withing 10ft of a shadow, I can hide behind nothingness.)
Trap Sense (+2 to saves and AC vs traps.)
Uncanny Dodge (Retains Dex to AC even when flat-footed or struck by invisible attacker. Cannot be flanked except for a rogue of level 16 or more.)
+8 Racial bonus on Climb Checks.
May take 10 in Climb always.
Spellfire Warrior 20:
Bonus Feat: Spellfire Wielder
Force of Personality (Saves vs Spellfire Blasts at 10+½Class Level+Cha Modifier instead of static 20.)
Rapid Fire Burst (May 'flurry' with spellfire blasts, firing 2. (Penalty is 0 at this time.).)
Bonus Feat: Endurance
Bonus Feat: Elemental Control
Spellfire Battery 5 (Maximum stored spellfire levels multiplied by that amount, different penalties for holding much spellfire.)
Improved Healing (Heal 1d4+1 per level of spellfire expended, rather than 2.)
Improved Wielding (Beginning at 5th level, spellfire warrior may use up to 2x his Constitution score in spellfire energy levels per round, but not more than his Constitution score per blast. This increases to 3x his Constitution score at 8th level, 4x his Constitution score at 11th level, and 5x his Constitution score at 14th level.)
Drain Charged Item (Standard Action, Drain single charge from touched charged item.Gain 1 spellfire level. Opponent may attempt will save (DC 10+½Class Level+Cha Mod.) to prevent one of it's items being drained.)
Greater Charged Item Drain (Like normal drain, but can drain up to Charisma Modifier charges. (Maximum what the item has remaining.).)
Weapon of Energy (Free action, spend a Spellfire Level to increase damage of melee weapon by 1d6 energy damage for a round. (Can expend more to make it last longer.).)
Bonus Feat: Weapon Focus – Spellfire
Recharge (At each day, restore 2x Class Level spellfire energy. Can't increase my spellfire to more than my Con Score.)
Drain Permanent Item (Can drain touched item. Must attempt Level check (1d20+class level.) with ½cha modifier as bonus against 11+Caster Level of the item. If succesful, the item loses it's powers for 24h, and I gain spellfire levels equal to ½ the caster level.)
Greater Permanent Item Drain (No need for check, wielder of the item may make will save DC 10+½class level+Cha Mod. Gain Spellfire Levels equal to CL instead of ½CL.)
Ranged Healing (May heal target within 25ft+5ft/4 levels. Heals 1d4+1/Spellfire Level expended. Needs a Ranged Touch.)
Flight (May expend spellfire levels as free action to gain effects of fly speed for 1 minute / spellfire level expended. (Speed 60ft.).)
Spellfire Reserve (May store spellfire levels in reserve. Takes Full-Round action to put them there or take them back. Endless space in reserve. Reserved spellfire is not available unless taken out of reserve. Not magical when everything in reserve.)
Spellfire Burst (May use burst instead of normal blast. Range is the same, but instead of touch attack it affects everyone in 5ft-burst. (10ft with Maelstrom of Fire.) Targets are allowed reflex save with DC 10+½ClassLevel+Cha Mod. Can be used in conjuction with other abilities. Costs 2 more energy levels/blast.)
Crown of Fire (By expending 10 spellfire levels, I gain a halo around my head. It grants DR 10/Magic, SR 32, Light equal to Daylight spell and melts all non-magical weapons that strike me. Cost to maintain is 10 spellfire levels/round.)
Maelstrom of Fire (20-ft-radius-spread around me, spellfire damage to all creatures in the area. Those may attempt a reflex save (DC 10+½ClassLevel+ChaMod.) for half damage.)
Overcharge (Triples are limits associated with Spellfire Stuff.)
Speed of the Weave (By spending 5 spellfire levels, gain effects of haste. Maintainable with 2 spellfire levels/round.)
Incarnate 2: (Smiting Arrow variant – No proficiency with heavy armor.)
Elemental Affinity (Fire & Water. Nothing of use, but affects other stuff.)
Detect Imbalance (Detect people with alignment subtype.)
Smite Extremist (Cha bonus to attack, Level to damage. 1/day. Works against LG, LE, CG, CE. Can be used from 30ft with ranged attacks.)
Divine Grace (Cha to Saves.)
Elemental Burst (Cha Times/day. Fire a bolt (Ranged 60 touch.) that deals 1d4+Cha Fire damage and 1d4+Cha frost damage.)
Spellfire Channeler 1:
True Spellfire (No Ref save for half damage on spellfire. May Full-Attack with blasts (Still limit on how many levels I can spend/round, though.). Also, restore Con Mod*Class Level spellfire levels/day. (Up to Con Score, though.).)
Increased Storage (2x Storage.)
Reactive Absorbtion 1/day (Absorb stuff as immediate action, as long as I'm afraid of it happening.)
Cleric 1:
Turn Undead 3+Cha times a day. (Whiich means.. 17 times. God, I do need a divine feat or something.)
2 Domains (Drow - Lightning Reflexes as bonus feat. Liberation - Slippery Mind.)
Aura of Neutrality (WUT!??!?!)
Void Incarnate 1:
Blank Aura (I don't radiate aura of any kind: Detect Chaos, Detect Magic, Anything.)
Marshal 1:
Minor Aura - Motivate Dexterity (Anyone nearby gets my charisma modifier to their dexterity checks and dexterity based skill checks.. Including initiative.)
Bonus Feat: Skill Focus: Diplomacy
Exemplar 1:
Skill Artistry: Sleight of Hand (+4 Sleight of Hand.)
Skill Mastery: (Take 10 in: Hide, Move Silently, Spot, Listen, Spellcraft, Tumble, Concentration, Escape Artist, Sleight of Hand, Search, Sleight of Hand.)
Spellfire Stuff:
Maximum Storage: 30xCon (1320)
Up to 3xCon: No Penalties
3x Con+1 to 6x Con: Eyes glow brightly, 1/day make Constitution Check (DC 10) or take 1d6 damage as one Spellfire Level backfires.
6x Con+1 to 9x Con: As above, and skin glows shedding light like a candle. Touch attack releases 1d4 spell levels as light, and much check for backfire every hour.
9x Con+1 to 12x Con: As above, except I shed light like an torch. Distracted as if by damaging spell (DC 20 to concentrate.). Must make backfire checks every minute. Touch releases 1d6 levels as flare spell (DC 10+Levels released.).
12x Con and Forward: As Above, and radiates nondamaging heat to 20ft. Is distracted as if in pain (DC 25 to concentrate.), And must check for backfire every round. Touch releases 2d6 spellfire levels as a flare spell (DC 10+Levels released.), And I have to roll DC 25 will save every round or fire a maximum-strength blast of energy at random target within 30ft in preference to any other action. Further DC 20 will save allows me to choose the target.
Items: 59500gp
Head: Headband of Intellect +6
Face: Veil of Allure (+2 to save Dcs of cha-based supernatural abilities and compulsions.)
Neck: Choker of Life Protection, Vitality +6 and Wisdom +6 (Prevents 3 negative levels/day. +2 Dodge bonus against undead.)
Shoulders: Cloak of Charisma +6
Torso: Shirt of Wraith Stalking and Resistance +5 (Hide from undead at will, no save allowed.)
Body: Robe of Eyes (360 vision, Darkvision 120, See Invis 120, See Ethereal 120, +10 Competence Bonus to Spot and Search. Can't be Flanked, keep Dex to AC when flat-footed. Can't avert eyes to avoid gaze attacks. Robe can be blinded with certain spells.)
Arms: Ghostward Bracers of Armor +8 with Crystal of Arrow Deflection, Greater (Applies against touch. +5 AC against ranged attacks. (Untyped). Benefits of Deflect Arrows feat.)
Hands: Gauntlets of Ghost Fighting and Dexterity +6 (Ignore miss chance against incorporeal targets, +1d6 damage on melee attacks vs undead.)
Waist: Belt of Ogre Strength+6 and Battle. (+2 Initiative, 3 charges / day. Charges can be spent to get actions.)
Feet: Boots of the Woodland (+10ft enhancement bonus to speed. +4 Insight bonus to reflex saves. +10 Competence bonus to Move Silently checks. Endure Elements always on.)
Ring 1:
Ring 2: Ring of Freedom of Movement (I has.. Freedom of Movement.)
Misc:
+5 Tome of Constitution
5x Ring of Protection +1 (Total CL 25. I drainz chargez.)
These greater powers lent him some freedom in othervise very hierarchical society of the Rilmani. As he became more understanding of his birthright powers, and other cuprilachs learned the art of rogues, thieves and assasins, he picked up a different study: Neverending study of the weave in it's clearest, purest and most powerful form - Spellfire. Power to absorb magic into his own body and fire it in blasts of tremendous destruction, capable of crashing through the thickest wall and killing the most worthy opponent. His area of study lent him very well on destroying insidious mages, mighty wizards and powerful necromancers that might shake, or even shatter the balance of power in the university, and that was what he spent many years doing, on behalf of the Rilmani and the balance.
Nowadays, with the impressive record of Ranirasgar, zero failed missions, and his unquestionable power Aurmachs gave him freedom to act on his own behalf, freedom to leave his homeplane. Blessing that they believed that he could act on his own better than in the hierarchy. To one that has lived countless years in Rilmani society, this came as a huge surprise.
There aren't many years from this, and lately Ranirasgar has been living on his own, travelling the world and researching it, correcting smaller imbalances as opportunities came. Many times he has come to doubt the Aurumachs reasoning, because oftentimes the challenges these smaller imbalances have proven to him could have been solved by anyone - Another cuprilach, ferrumach or even a mortal dedicated to balance. There he is now, seeking a challenge and reason for Aurumachs sending him away.
For variants:
Fractional BaB. (Seriously, gestalt gets to be reallllyyyyy stupid without it. For example: Fighter 1 / Wizard 19 // Archivist 20 has +20 BaB without fractional..)
Psionics is Different. (Not a must-have, but i reaally prefer it.)
LA Buyoff (Meh, it's good. Not as needed here due to monster classes but anyway.)
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I missed something, wtf, improving BAB. Wow. I knew that mind arrow enhancement stacks with mind blade but I totally missed THAT part. Thanks for pointing that out!
* Avatar of Kokusho goes to revise her IRL soulbow now
"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, can we use the Complete ##### books (Mage, Warrior, Adventurer, Arcane, Scoundrel), as well as the Compendiums (spell and item)?
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
I'm having a hell of a time deciding. Egoist, kineticist, or shaper????
"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.
Same question goes for monster classes.
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.
NO, not for the cheese.
"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.
"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.
"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.
By gestalt rules:
LAs apply to both sides
Racial HD apply only to other side.
Monster classes apply only to one side.
Template classes apply only to one side.
Also, essentially, monster classes are broken in 25 pieces in gestalt. Not all of them, but a lot of them, because the loss of HD/Skills/BaB/Saves progression doesn't hurt nearly as much when you can have some class on the other side on that spot. Also, you can come up with monster class for pretty much any funky race, making it a lot better on the spot. (Assuming you would take all the levels in it, it'll be LA+HD total and you can count yourself as a member of it. If those two total over 20, it gets a bit harder and more subject to DM fiat.)
Egoist is the strongest ofthe bunch, if not only because of Cheese-a-morphosis. Shaper has Construct as it's only real merit and Kineticist has Energy Missile and some higher-level powers (Tornado Blast etc.) that make it stand out.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Okay, I'm officially changing my character concept into this:
Paladin/Rogue/Shadowbane Inquisitor
{Magic: The RPG}
Full hp at odd number character levels, half at even. It gives you somewhat above average hp for your class and, more importantly, there's no rolling involved so nobody gets screwed by bad luck.
Anyway, I still don't know what I'm doing for my character.
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.
You can use any book, but specific material from any one book will be handled on a case-by-case basis. Basically, if you're not sure about something, PM me about it and I'll give a verdict. Similarly, check with me on material printed by third parties as well as you own custom material.
I'll grant fractional BAB so long as everyone is clear on how to do it. LA buyoff is a yes.
How do you want psionics to be different?
Each side of the gestalt multiclasses normally, yes.
See above about source material usage.
Let's keep it simple, shall we?
No cheese or animal companion abuse.
HP progression: at every level, take 3/4 of your better hit dice. I trust y'all can round to the nearest full number.
I am willing to consider an exception on alignment restrictions depending on what it is and what your reason is.
Second, what's the verdict on monster classes? I realize they're not as much better as they used to be thanks to LA buyoff, but I still thought I'd ask.
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.
That said, if I do manage to break something in half using them, feel free to yell at me and I'll change it.
Also, what's starting cash?
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.
Barbarian/Monk.
I may change my mind to something like a fighter/rogue or a cleric/rogue; I'm not sure yet.