Post your character sheets and any questions or comments regarding the campaign here.
Use the mamelon point buy system. You have 42 points to spend.
Any questions or thoughts regarding your characters or someone elses need to be posted here. I recommend you all work together.
Starting money is 10,000,000 gold. Created equipment must be submitted to me, and i'll give you the price for it, or a denial. My priceing is final, do not argue with me on it.
My Players will be:
Player 1: Avatar of Kokusho
Player 2: Yukora
Player 3: Master of Shadows
Player 4: Ain soph Aur
Player 5: Amadi
Player 6: Alacar Leorcar
Player 7: Caex Kothar
Player 8: Sepiriel
Player 9: ErickC
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
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.
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
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.
Race: Half-Elf Gender: Female Size: Medium Class and Level: Ranger 1/Fighter 1/Sorcerer 5/Spellsword 3/Dervish 10/Swiftblade 7/Tempest 5 Bonus XP: 2,000 to spend on spells/items
STR 28 (+9) (16 base +1 level+6 enhancement+5 inherent) DEX 34 (+12) (18 base+1 level+10 enhancement+5 inherent) CON 28 (+9) (16 base+1 level+6 enhancement+5 inherent) INT 28 (+9) (16 base+1 level+6 enhancement+5 inherent) WIS 27 (+8) (14 base+2 levels+6 enhancement+5 inherent) CHA 34 (+12) (18 base+1 level+10 enhancement+5 inherent)
Weapon: Butterfly Blade (Two-Bladed Sword: Keen Warning Blade of Speed +5//Keen Defending Blade of Speed +5: Keen: Doubles critical range; Warning: +5 to Initative; Speed: Extra attack at highest BAB when doing full-attack; Defending: May subtract up to 5 points of enhancement bonus to gain equal AC bonus; +5 to hit and damage for each blade.) 400,800 Weapon Crystals: 2 Greater Crystals of Energy Assault (Fire and Ice) (Each blade deals either +1d6 fire or +1d6 ice damage; Fire blade: Target takes additional 1d6 fire damage 1 round later; Ice blade: Target's speed is reduced by 10' for 1 round to a minimum of 5') 6,000 each
Weapon: Hideaway Composite Longbow of Speed +3 (Folds into small object to hold; Additional attack at highest BAB when making full attack; +3 to hit and damage) 74,300
Head: Circlet of Planetravel (Circlet of Mages: +2 to Concentration, 3 charges/day, use any number to retain a spell slot of that level; Helm of Teleportation: 3/day teleport; Comprehend Languages and Read Magic: Understand all languages and text, +5 to Decipher Script on incomplete magic text) 85,000
Face: None
Neck: Amulet of Planetravel +5 (Amulet of the Planes: Plane Shift at will, DC 15 Int check to arrive at desired location; Proof against Poison: Immunity to poison; Natural Armor +5: +5 to natural armor; Adaptation: Immune to harmful vapors and gases, always able to breathe) 206,000
Shoulders: Cloak of Epic Resistance and Epic Charisma +10 (+10 resistance bonus to all saves, +10 enhancement bonus to Charisma) 1,000,000
Chest: Alaina's Outfit (Padded shirt; Glamered: Looks like normal outfit; Masking: Continual nondetection; Greater Spell Resistance: SR 27) 852,900 Armor Crystal: Restful Crystal of Alacrity (Sleep in armor without fatigue; +5 morale bonus to speed) 4,000
Torso: Improved Bolt Vest of the Archmagi (1/day teleport; +15 Armor bonus and +5 deflection bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 1,455,000gp
Arms: Counterstrike Greatreach Bracers (2/day as a swift action may make an AoO on an opponent who misses her in melee; 3/day add +10' to weapon reach.) 4,500
Hands: Alaina's Gloves (True Strike: 1/day +20 to hit with weapon; Storing: May hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored item: Butterfly Blade; Ghost Fighting: ignore miss chance, +1d6 damage to incorporeal creatures; Dexterity +10: +10 enhancement bonus to Dexterity.) 1,017,500
Ring: Ring of Universal Energy Immunity (Immune to all energy types) 2,160,000
Ring: Ring of Wizardry I-IV and Sustenance (Doubles all 1st-4th level spells/day; Don't need to eat, sleep only 2 hrs/day) 232,500
Waist: Alaina's Belt (Belt of Magnificence +6: +6 enhancement bonus to all ability scores; Belt of Battle: +2 to Initiative. 3 charges/day: 1-Extra Move action 2-Standard action 3-Full-round action.) 208,000gp
Feet: Alacar's Boots (Boots of Swiftness and Climbing: +20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Clear Thought +5 (Int) 137,500
Tome of Leadership and Understanding (Cha) 137,500
Manual of Bodily Health +5 (Str) 137,500
Manual of Gainful Exercise +5 (Con) 137,500
Manual of Quickness of Action +5 (Dex) 137,500 (All tomes give inherent bonuses) Bag of Holding Type IV 10,000 Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500 Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000
3 Everlasting Rations (Field rations feed a single Medium creature once/day) 350 Everfull Mug (3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200 Spool of Endless Rope (Can generate up to 500' of silk rope at one time) 1,400 Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) 36,000 Dusty Rose Ioun Stone (+1 insight bonus to AC) 5,000 Dark Blue Ioun Stone (Alertness feat: +2 to Listen and Spot) 10,000 Pale Green Ioun Stone (+1 competence bonus to attack rolls, skill checks, saves, and ability checks) 30,000
Wand of Cure Serious Wounds (50 charges) 11,250 Efficient Quiver 1,800 Horseshoes of the Peerless Steed217,000
5 scrolls of Sending 5,625
5 scrolls of Locate Creature 3,500
5 scrolls of Locate Object 250
2 scrolls of Plane Shift 4,550
60 arrows 3 Heavy Warhorse, Annabella 400 Military Saddle 60
1 bottle of Krallisian Feywine
1,710gp
All skills gain a +1 competence bonus due to Ioun Stone
Balance* 25 10 ranks+12 Dex+2 synergy
Climb* 30 +9 Str+20 boots
Concentration 30 18 ranks+9 Con+2 helm+4 Combat Casting
Diplomacy 15 +12 Cha+2 racial
Escape Artist* 18 5 ranks+12 Dex
Gather Information 17 +12 Cha+2 racial+2 synergy
Hide* 13 +12 Dex
Jump* 37 5 ranks+9 Str+20 boots+2 synergy
Knowledge (arcana) 16 6 ranks+9 Int
Knowledge (dungeoneering) 11 1 rank+9 Int
Knowledge (geography) 12 2 ranks+9 Int
Knowledge (history) 15 5 ranks+9 Int
Knowledge (local) 15 5 ranks+9 Int
Knowledge (nature) 12 2 ranks+9 Int
Knowledge (the planes) 15 5 ranks+9 Int
Listen 27 15 ranks+8 Wis+2 stone+1 racial
Move Silently* 13 +12 Dex
Perform (dance) 27 14 ranks+12 Cha
Ride 23 1 rank+12 Dex+10 Horseshoes
Search 16 5 ranks+9 Int+1 racial
Spellcraft 26 14 ranks+9 Int+2 synergy
Spot 23 11 ranks+8 Wis+2 stone+1 racial
Survival 11 2 ranks+8 Wis
Swim* 10 +9 Str
Tumble* 49 14 ranks+12 Dex+20 boots+2 synergy
*ACP applies +2 to Use Rope involving bindings +2 to Survival when on other planes +2 to Survival when following tracks
+2 to Use Magic Device involving Scrolls
+2 to Ride when trying to stay in the saddle
Half-Elf:
Medium Size
Base land speed 30'
Immunity to sleep spells and similar magical effects; +2 racial bonus on saves vs enchantment spells and effects.
+1 racial bonus to Listen, Search, and Spot checks.
+2 racial bonus to Diplomacy and Gather Information checks.
Elven blood
Automatic languages: Common and Elven. Bonus languages: Any
Favored class: Any
Ranger:
Favored Enemy (Ex): Dragons. +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and damage rolls against Dragons.
Track: Bonus feat.
Wild Empathy (Ex): May make a Diplomacy check to affect the attude of a wild animal. May do the same against magical beasts at -4 penalty.
Fighter:
Bonus Feat at 1st level: Two-Weapon Fighting
Sorcerer:
Summon Familiar: Rat, Fray; +2 bonus to Fortitude checks
Spellsword:
Spellcasting: Additional Sorcerer levels at 1st and 3rd level.
Ignore Spell Failure 15%
Bonus Feat: Weapon Focus (Two-Bladed Sword)
Dervish:
+5 class bonus to AC: Applies when wearing no or light armor and is not immobilized.
Dervish Dance 5/day (Ex): Once per encounter, may make a full-attack action (melee slashing weapon(s) only) and still move up to her speed. Must move a minimum of 5' between each attack, and cannot return to a square just exited. Subject to AoOs while dancing, but may make tumble checks. Gains a +5 bonus to attack and damage rolls. Cannot use skills that require her to stay still; Dance lasts 7 rounds.
Movement Mastery (Ex): May take 10 when making Jump, Perform, and Tumble checks even when normally unable to.
Slashing Blades: Treat a scimitar as a light weapon (rather than two-handed) for all purposes.
Fast Movement +15' (Ex): +15 ft. enhancement bonus to speed only in light or no armor.
Spring Attack: Bonus feat.
Dance of Death: While under Dervish Dance, gain the benefit of the Cleave feat. She does not have to move 5' to make the extra cleave attack.
Improved Reaction (Ex): +2 bonus to initiative.
Elaborate Parry (Ex): +4 bonus to AC when fighting defensively or using all-out defense in melee combat.
Tireless Dance: No longer fatigued at the end of a Dervish Dance.
A Thousand Cuts (Ex): 1/day may double the number of melee attacks made while performing a full-attack (whether in a dervish dance or not). If dancing, makes 2 attacks between moves. Gains the benefit of Great Cleave while performing a Thousand Cuts; doesn't have to move 5' to make extra cleaves. Haste grants the extra attack but the bonuses do not stack.
Swiftblade:
Spellcasting: Additional Sorcerer level at every even-numbered level.
Quick Draw: Bonus feat (in place of Spring Attack, which was already acquired).
Swift Surge +2/+10'/+1d6: +2 bonus to attack rolls, dodge bonus to AC, and Reflex saves. +10' bonus to speed. +1d6 to weapon damage during any round in which you move at least 20'. Bonuses stack with haste and skirmish ability.
Blurred Alacrity (Ex): While under the effect of a haste spell cast herself, gain concealment 20%. Doesn't stack with blur, displacement, or other similar spell effects.
Sudden Casting (Ex): Can cast haste as a free action 1/round as if Quickened without spell slot modifier.
Arcane Reflexes (Ex): +10 bonus (Cha mod) to initiative.
Evasive Celerity (Ex): While under the effect of a haste spell cast herself, individually targeted spells have a 30% chance of failing against her. Doesn't stack with blink or similar spell effects.
Fortified Hustle (Ex): While under the effect of a haste spell cast herself, the haste effect is considered an extraordinary ability and cannot be dispelled.
Bounding Assault: Bonus feat, PHB2.
Tempest:
Tempest Defense (Ex): When wielding a double weapon or two weapons and not wearing medium or heavy armor, gain a +3 bonus to AC.
Ambidexterity (Ex): Attack penalties for two-weapon fighting are decreased by 2.
Two-Weapon Versatility (Ex): When fighting with two weapons, may apply benefits of these feats for one weapon to the other: Weapon Focus/Specialization, Improved Critical (and improved/greater variants of these)
Two-Weapon Spring Attack (Ex): When making a spring attack, may attack once each with two different weapons (or twice with a double-weapon) as an attack action. Applies only in light or no armor.
Alaina Leoricar was born out of the end of the Godslayer War. Her father, Alacar Leoricar, was teleported in just in time to be with her mother to see her born. She was born with magic to aid the delivery, and while there is no draconic blood in either her father's or her mother's known line, her childhood and youth was troublesome--she was gifted with innate magical power--a sorceress. Of course, her spells were simple and unrefined, but as she grew into womanhood, she mastered some spells her father had to work hard to research.
Alaina's youth was not a typical one. Born with immense beauty and talent, she was encouraged by her father to follow in his footsteps--her mother objected at first, but seeing her enthusiasm for it, she was quickly convinced otherwise. Alaina would often follow her father on his long journies, trekking with him and visiting numerous cities. This expanded her knowledge and her skill--with her father to protect her she had little to worry about. But as she reached sixteen, she didn't want to live in her father's shadow. Since she was young, she was always admired for her beautiful face and long golden hair.. compared to the goddess of the Sun and Beauty, Sune. She didn't become an acolyte, but rather an adopted daughter of the church. Alaina's magical talents were not as potent as her father's, but she was much more physically adept. She fought as a swashbuckling sorceress, quickly deciding, in her own little logical way, that "Two blades are better than one, but one weapon is more potent," she studied in the art of double-weapon fighting, to the point where she used her magical power to only enhance her fighting style, taking full use of the haste spell.
Alaina's adventures were average for an elven spellsword. Her last name brought with her a reputation for a while, especially in areas her father was well known, but she sought to make her name known for its own merit.
Even as she met up with her friends in her adventuring party, Alaina never really had a man in her life. She had a few boyfriends, a few flirts. But she never really trusted someone so deeply. Never truly fell in love. She had so much love for everyone that finding time or the will to focus on someone specifically. She was always tugged off by wanderlust or was afraid to commit. She didn't hate anyone that she was with, even as she left.. she just was afraid to make herself so vulnerable.
Even after achieving epic levels of acclaim, Alaina retains her cheerful demeanor, especially for her friends.
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
Multiaction [Epic]
Prerequisites: Character level 21st, ability to use 9th level manuevers in at least one discipline ~or~ Quicken Spell-Like Ability (Eldritch Blast or dragonfire adept's breath weapon) and access to Dark invocations
Benefit: You may use one additional swift action per round.
Q1: Would you allow that feat. It is relatively on the same power level as Multispell, as far as I am concerned.
Q2: Would you allow an artificer to qualify for it via some other means. Multispell doesn't work for them, and they usually won't qualify for that thing. (Okay, they can craft item that grants them one level 9 maneuver every encounter, and qualify via that, but bleh.)
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.
Q1: Would you allow that feat. It is relatively on the same power level as Multispell, as far as I am concerned.
Q2: Would you allow an artificer to qualify for it via some other means. Multispell doesn't work for them, and they usually won't qualify for that thing. (Okay, they can craft item that grants them one level 9 maneuver every encounter, and qualify via that, but bleh.)
I will allow an Artificer to qualify for it, if you mean for it to be for your infusions
Quote from Halinn »
I think I'll try my hand at Beguiler 20/Rainbow Servant 10 (assuming text over table for rainbow servant)
No, I don't think so, it isn't meant to work like that. I want everyone to be creative not intentionally broken
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
Name: Mu Height: 6'4" Weight: 150 lbs Eye Color: Black Hair Color: Black Skintone: Dark honey color Alignment: Lawful Neutral Deity: Reveres Rao, St. Cuthbert, Wee Jas, Xan Jae and Zuoken Race: Human Gender: Male Age: 30 Size: Medium Class/Level: Swordsage 20/Fighter 10/Sublime Weapon Master 2
Base Attack Bonus: +20/+15/+10/+5
Epic Bonus: +6
Total Attack Bonus: +45/+40/+35/+30
Grapple: +44
Ranged Attack Bonus: +36/+31/+26/+21
Weapon: Temptation
Special Properties: +5 Keen Vorpal Ribbon Falchion of Speed and Flaming Burst
Extra: Greater Crystal of Truedeath (10,000 gp)
Attack: +51/+51/+46/+41/+36
Damage: 2d4 slashing + 19 strength + 12 wisdom + 5 enhancement + 1d6 fire + 1d6 vs. undead
Critical: 10-20/x7 + 6d6 damage + 6d10 fire + DC 50 fort or die
Cost: 657,375 gp
Weapon: Denial
Special Properties: +5 Composite Longbow of Speed and Shocking Burst (+4 str)
Attack: +41/+41/+36/+31/+26
Damage: 1d8 piercing + 4 strength + 1d6 electricity + 5 enhancement
Critical: x3 + 2d10 electricity
Ammunition: 100 arrows
Cost: 200,800 gp
Armor: Armor of the Celestial Battalion
Special Properties: +7 Light chain shirt (Fly at will, magic circle against evil)
Type: Light
AC Bonus: +4
Maximum Dex Bonus: 10
Armor Check Penalty: -0
Arcane Spell Failure: 10%
Weight: 20 lb
Speed: 30 feet
Cost: 616,300 gp
Lavender and Green Ioun Stone (40,000 gp)
Bracers of Relentless Might (4,384,000 gp)
Ring of Protection +10 (2,000,000 gp)
Headband of Combat Poise (225,000 gp)
Belt of Battle [+6 insight bonus to str and con] (156,000 gp)
Greater Ring of Universal Energy Resistance (308,000 gp)
Cloak of Resistance +5 [+6 insight bonus to wis] (97,000 gp)
Boots of Swiftness [+6 enhancement and insight bonus to dex, +5 insight to initiative] (378,000 gp)
Periapt of Wisdom +6 (36,000 gp)
Manual of Bodily Health +5 (137,500 gp)
Manual of Gainful Exercise +5 (137,500 gp)
Manual of Quickness in Action +5 (137,500 gp)
Tome of Clear Thought +5 (137,500 gp)
Tome of Understanding +5 (137,500 gp)
Tome of Leadership and Influence +5 (137,500 gp)
Stances Known: 6
Level 1: Blood in the Water, Stonefoot Stance
Level 2:
Level 3: Assassin's Stance, Pearl of Black Doubt
Level 4:
Level 5: Giant's Stance, Hearing the Air
Level 6: Fiery Assault
Level 7:
Level 8: Stance of Alacrity, Strength of Stone
Common
Ignan
Mu was born in the eastern jungles of Kao to a poor family. He was the seventh son of his father. During the hardship of a drought, they were no longer able to afford to take care of him. At the age of five, he was left in the care of a monastery up in the mountains, the Silver Monastery of the Serene Void, removed from the troubles of the world.
Still at this age, he had not yet begun to speak, and thus when the monks asked his name he gave no answer. And so they called him Mu, 'nothing.' Throughout all of his life he rarely spoke, and sought solitude from the hymns and chants from the other monks. He began to show promise early on in the art of the Sublime Way. His teacher was an elderly swordsage from the desert steppes of the north, who taught him first in the ways of the Desert Wind discipline. Upon his death, Mu inherited his legendary ribbon falchion of the Seven Temptations, named such for its particularly brutal seven-strike blow once mastered. This ancient weapon, prized and coveted for generations, had turned many hands, the life of each warrior wielding it ending in a tragedy, which was recorded in the epic hagiographies at the Silver Monastery of the Serene Void. Meditating upon these great works, he vowed to become worthy of the weapon.
At the age of twelve, the village of his birth was attacked by a throng of demons, who were on the war path towards the Imperial Palace of the Celestial Immortals. The headmaster beseeched the monks to descend from the mountain and fend off their attacks. Mu and three others were sent. Only he returned, but not before he saw his mother and father killed. The village was overrun, and only he managed to escape, though the demons followed him up the mountain to the hermitage. The ascetic warriors managed to hold them off for two weeks, though many were slain. They were finally rescued by a battalion of Imperial Soldiers, though once they arrived, they drafted the swordsages into the army.
The next six years of his adolescent life, Mu was forced to adjust to the rigid fighting styles of the Imperial Army while he fought in the Great War. He nevertheless kept with him scrolls which he had taken from the monastery library, and studied them vigorously during every spare moment. He practiced relentlessly morning and night, secretly and away from his fellow soldiers. Only in maintaining this strict discipline was he able to proceed along the Sublime way, though he also found himself well versed in the ways of combat, a hardened veteran of many battles.
The Imperial Army fell into chaos after the death of the Celestial Emperor. Many joined the demons, pillaging and burning as they cut a swath of destruction through all of the Empire. Mu despised them, and personally hunted down every traitor which he could find. After he slew each of his unit, he realized that he was now free from the bindings of his duty to the Empire, and could return to the ways of the swordsage, though he never again approached his fighting styles as a lofty philosopher. He had no illusions about the profound meaning of any form or maneuver. He was first and foremost a warrior, his trade was death and dying. His mind became like a void, a perfect stillness and silence in which no pain or emotion could touch him. More and move he strove to become an emptiness, to express himself in nonaction as well as action.
While many fled and became refugees, Mu stayed to fight, the lone opposition to the chaos of the demons. He cut a path through them to the monastery of his childhood. In ruins, the sacred altar and instruments of meditation had been desecrated, the library burned. Mu decided that if he wanted to learn, he would have to do so on his own. He spent three years, hardly eating or sleeping to hone his skills. At the end of it, he knew that he was a master with his weapon and with his techniques. Taking this opportunity, he hunted down the so-called Demon King and massacred him. The demons fell into disarray. Having avenged the Celestial Emperor, Mu left the broken lands of the old Empire, killing as many demons as he could find in his way. He made his way west, into the new lands of promise. Perhaps there he could find the greater truth, the enlightenment that transcended the blade. The peace and serenity which had eluded him.
I will allow an Artificer to qualify for it, if you mean for it to be for your infusions.
I actually thought of activating more magic items/round with Metamagic Spell Trigger. Infusions already have cast times too long to be quickened.
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
"Damn! What in the name of the Spider Queen's Drider pet sock puppet is going on!?"
Quote from Amadi »
Blasphemy! The system is perfect. The ability to create a spell to duplicate gods at skill check DC 10 is totally balanced and doesn't say anything about the system's viability!
Artificer, seeking immortality in moving his soul into an artificially crafted body.
Ramses III, Pharaoh. Seeking world domination. To establish his great rolemodel over the whole world.
Which one should it be?
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.
Do we get any extra experience to use before we create our characters? To develop epic spells, for example? Or would using the experience make us start out at a lower level?
EDIT: Most likely going to go with some kind of Arcane Caster, though I might change my mind. I'm not sure yet, honestly.
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.
Well Oreo is supposed to be a wild card in a sense
hmmm im wondering if Dark Half-Nymph Catfolk thats a Rogue/Ranger/Master Thrower has possibilities... i cant remember if theres a feat for stacking Ranger and Rogue Levels though
Private Mod Note
():
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Quote from »
Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background.
Oreo, Glazing people better than Dunkin' Donuts since 2009
That is not dead which can eternal lie. And with strange eons even death may die.
Use the mamelon point buy system. You have 42 points to spend.
Any questions or thoughts regarding your characters or someone elses need to be posted here. I recommend you all work together.
Starting money is 10,000,000 gold. Created equipment must be submitted to me, and i'll give you the price for it, or a denial. My priceing is final, do not argue with me on it.
My Players will be:
Player 1: Avatar of Kokusho
Player 2: Yukora
Player 3: Master of Shadows
Player 4: Ain soph Aur
Player 5: Amadi
Player 6: Alacar Leorcar
Player 7: Caex Kothar
Player 8: Sepiriel
Player 9: ErickC
Fall of the Draco King Notes
My Characters:
Can I has this feat?
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Yes that feat is acceptable
Fall of the Draco King Notes
My Characters:
Also, what hp system are we using?
"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.
Age: 29
Height: 5' 9"
Weight: 140 lbs.
Eye Color: Green
Hair Color: Blonde
Skintone: Fair
Alignment: Chaotic Good
Deity: Sune, Tymora, Mielikki
Race: Half-Elf
Gender: Female
Size: Medium
Class and Level: Ranger 1/Fighter 1/Sorcerer 5/Spellsword 3/Dervish 10/Swiftblade 7/Tempest 5
Bonus XP: 2,000 to spend on spells/items
DEX 34 (+12) (18 base+1 level+10 enhancement+5 inherent)
CON 28 (+9) (16 base+1 level+6 enhancement+5 inherent)
INT 28 (+9) (16 base+1 level+6 enhancement+5 inherent)
WIS 27 (+8) (14 base+2 levels+6 enhancement+5 inherent)
CHA 34 (+12) (18 base+1 level+10 enhancement+5 inherent)
AC: 57 (10+12 Dex+15 armor+5 natural+5 deflection+5 dervish+1 dodge+3 swiftblade+1 feat)+1 while hasted+5 when using Defender weapon property
Flat-Footed: 45
Touch: 37
Speed: 70' (30' base+5 weapon+10 Swiftblade+5 morale+20 Boots(+15 Dervish, doesn't stack with boots))
Initiative: +37 (+12 Dex+4 Feat+5 Weapon+2 Dervish+12 Swiftblade+2 competence)
Reflex: 45 (15 base+12 Dex+6 epic+2 Swiftblade+10 resistance)
Will: 40 (16 base+8 Wis+6 epic+10 resistance)
Spell Resistance: 27
Grapple Bonus: +27
Ranged Attack Bonus: +37/+32/+27/+22
Melee Attack Bonus: +34/+29/+24/+19
Attack: Butterfly Blade
Attack Bonus: +40/+35/+30/+25 +5 to each when Dervish Dancing
Damage: 1d8+5+1d6 fire/1d8+5+1d6 ice +1d6 when moving 20'+, +5 when Dervish Dancing
Range: Melee
Type: Slashing/Slashing
Crit: 17-20/17-20/x2/x2
Weight: 10 lbs.
Attack: Hideaway Composite Longbow of Speed +3
Attack Bonus: +41/+36/+31/+26
Damage: 1d8+12
Range: 110'
Type: Piercing
Crit: x3
Weight: 3 lbs.
Ammo: 60
Weapon Crystals: 2 Greater Crystals of Energy Assault (Fire and Ice) (Each blade deals either +1d6 fire or +1d6 ice damage; Fire blade: Target takes additional 1d6 fire damage 1 round later; Ice blade: Target's speed is reduced by 10' for 1 round to a minimum of 5') 6,000 each
Weapon: Hideaway Composite Longbow of Speed +3 (Folds into small object to hold; Additional attack at highest BAB when making full attack; +3 to hit and damage) 74,300
Head: Circlet of Planetravel (Circlet of Mages: +2 to Concentration, 3 charges/day, use any number to retain a spell slot of that level; Helm of Teleportation: 3/day teleport; Comprehend Languages and Read Magic: Understand all languages and text, +5 to Decipher Script on incomplete magic text) 85,000
Face: None
Neck: Amulet of Planetravel +5 (Amulet of the Planes: Plane Shift at will, DC 15 Int check to arrive at desired location; Proof against Poison: Immunity to poison; Natural Armor +5: +5 to natural armor; Adaptation: Immune to harmful vapors and gases, always able to breathe) 206,000
Shoulders: Cloak of Epic Resistance and Epic Charisma +10 (+10 resistance bonus to all saves, +10 enhancement bonus to Charisma) 1,000,000
Chest: Alaina's Outfit (Padded shirt; Glamered: Looks like normal outfit; Masking: Continual nondetection; Greater Spell Resistance: SR 27) 852,900
Armor Crystal: Restful Crystal of Alacrity (Sleep in armor without fatigue; +5 morale bonus to speed) 4,000
Torso: Improved Bolt Vest of the Archmagi (1/day teleport; +15 Armor bonus and +5 deflection bonus to AC, +5 resistance to all saving throws, +2 enhancement bonus on caster level checks to overcome spell resistance, may spend an arcane spell as a swift action to heal himself 5 times the spell's level as many times as desired.) 1,455,000gp
Arms: Counterstrike Greatreach Bracers (2/day as a swift action may make an AoO on an opponent who misses her in melee; 3/day add +10' to weapon reach.) 4,500
Hands: Alaina's Gloves (True Strike: 1/day +20 to hit with weapon; Storing: May hold one object less than 20 lbs. that is summoned as a free action by snapping one's fingers. Stored item: Butterfly Blade; Ghost Fighting: ignore miss chance, +1d6 damage to incorporeal creatures; Dexterity +10: +10 enhancement bonus to Dexterity.) 1,017,500
Ring: Ring of Universal Energy Immunity (Immune to all energy types) 2,160,000
Ring: Ring of Wizardry I-IV and Sustenance (Doubles all 1st-4th level spells/day; Don't need to eat, sleep only 2 hrs/day) 232,500
Waist: Alaina's Belt (Belt of Magnificence +6: +6 enhancement bonus to all ability scores; Belt of Battle: +2 to Initiative. 3 charges/day: 1-Extra Move action 2-Standard action 3-Full-round action.) 208,000gp
Feet: Alacar's Boots (Boots of Swiftness and Climbing: +20 to Climb, Jump, and Tumble checks, +30' to movement speed, +6 enhancement bonus to Dex, 3/day haste for 20 rounds. In addition, may spider climb as the spell.) 263,200gp
Tome of Leadership and Understanding (Cha) 137,500
Manual of Bodily Health +5 (Str) 137,500
Manual of Gainful Exercise +5 (Con) 137,500
Manual of Quickness of Action +5 (Dex) 137,500 (All tomes give inherent bonuses)
Bag of Holding Type IV 10,000
Magic Bedroll (Recover +1 hp/level while resting, plus endures elements) 500
Daern's Instant Tent (Small triangle canvas turns into a 20'x20'x20' tent that can house 8 people as though in a Tiny Hut, with a firepit. Tent has electricity, fire, and acid resistance 10, and immunity to cold.) 9,000
3 Everlasting Rations (Field rations feed a single Medium creature once/day) 350
Everfull Mug (3/day, on command may generate 12oz. water, cheap ale, or watery wine.) 200
Spool of Endless Rope (Can generate up to 500' of silk rope at one time) 1,400
Truelight Lantern(Can illuminate as though under continual light, and when one speaks "reveal" in Celestial, everyone in sight sees all illuminated objects as though under true seeing.) 36,000
Dusty Rose Ioun Stone (+1 insight bonus to AC) 5,000
Dark Blue Ioun Stone (Alertness feat: +2 to Listen and Spot) 10,000
Pale Green Ioun Stone (+1 competence bonus to attack rolls, skill checks, saves, and ability checks) 30,000
Wand of Cure Serious Wounds (50 charges) 11,250
Efficient Quiver 1,800
Horseshoes of the Peerless Steed 217,000
5 scrolls of Sending 5,625
5 scrolls of Locate Creature 3,500
5 scrolls of Locate Object 250
2 scrolls of Plane Shift 4,550
60 arrows 3
Heavy Warhorse, Annabella 400
Military Saddle 60
1 bottle of Krallisian Feywine
1,710gp
Balance* 25 10 ranks+12 Dex+2 synergy
Climb* 30 +9 Str+20 boots
Concentration 30 18 ranks+9 Con+2 helm+4 Combat Casting
Diplomacy 15 +12 Cha+2 racial
Escape Artist* 18 5 ranks+12 Dex
Gather Information 17 +12 Cha+2 racial+2 synergy
Hide* 13 +12 Dex
Jump* 37 5 ranks+9 Str+20 boots+2 synergy
Knowledge (arcana) 16 6 ranks+9 Int
Knowledge (dungeoneering) 11 1 rank+9 Int
Knowledge (geography) 12 2 ranks+9 Int
Knowledge (history) 15 5 ranks+9 Int
Knowledge (local) 15 5 ranks+9 Int
Knowledge (nature) 12 2 ranks+9 Int
Knowledge (the planes) 15 5 ranks+9 Int
Listen 27 15 ranks+8 Wis+2 stone+1 racial
Move Silently* 13 +12 Dex
Perform (dance) 27 14 ranks+12 Cha
Ride 23 1 rank+12 Dex+10 Horseshoes
Search 16 5 ranks+9 Int+1 racial
Spellcraft 26 14 ranks+9 Int+2 synergy
Spot 23 11 ranks+8 Wis+2 stone+1 racial
Survival 11 2 ranks+8 Wis
Swim* 10 +9 Str
Tumble* 49 14 ranks+12 Dex+20 boots+2 synergy
*ACP applies
+2 to Use Rope involving bindings
+2 to Survival when on other planes
+2 to Survival when following tracks
+2 to Use Magic Device involving Scrolls
+2 to Ride when trying to stay in the saddle
Exotic Weapon Proficiency (Two-Bladed Sword) 1st
Two-Weapon Fighting Fighter bonus
Dodge 3rd
Mobility 6th
Weapon Focus (Two-Bladed Sword) Spellsword bonus
Improved Two-Weapon Fighting 9th
Spring Attack Dervish bonus
Combat Expertise 12th
Combat Casting 15th
Improved Initiative 18th
Quick Draw Swiftblade bonus
Whirlwind Attack 21st
Greater Two-Weapon Fighting 24th
Perfect Two-Weapon Fighting 27th
Two-Weapon Defense 30th
Bounding Assault (PHB2) Swiftblade bonus - When making a Spring Attack, Alaina may target two foes instead of one; May take -5 to attack rolls to get a second attack, either against the first target or split between the two targets.
6/18/18/18/14/3
Effectively a 10th level Sorcerer
Detect Magic
Light
Touch of Fatigue
Read Magic
Message
Flare
Arcane Mark
Presdigitation
1st
Magic Missile
True Strike
Feather Fall
Critical Strike (SC)
Blade of Blood (PHB2)
2nd
Protection from Arrows
Wraithstrike (SC)
Whirling Blade (SC)
Animalistic Power (PHB2)
3rd
Fly
Haste
Dispel Magic
4th
Stoneskin
Greater Mirror Image (PHB2)
5th
Greater Electric Vengeance (PHB2)
Elvish
Draconic
Halfling
Sylvan
Alaina's youth was not a typical one. Born with immense beauty and talent, she was encouraged by her father to follow in his footsteps--her mother objected at first, but seeing her enthusiasm for it, she was quickly convinced otherwise. Alaina would often follow her father on his long journies, trekking with him and visiting numerous cities. This expanded her knowledge and her skill--with her father to protect her she had little to worry about. But as she reached sixteen, she didn't want to live in her father's shadow. Since she was young, she was always admired for her beautiful face and long golden hair.. compared to the goddess of the Sun and Beauty, Sune. She didn't become an acolyte, but rather an adopted daughter of the church. Alaina's magical talents were not as potent as her father's, but she was much more physically adept. She fought as a swashbuckling sorceress, quickly deciding, in her own little logical way, that "Two blades are better than one, but one weapon is more potent," she studied in the art of double-weapon fighting, to the point where she used her magical power to only enhance her fighting style, taking full use of the haste spell.
Alaina's adventures were average for an elven spellsword. Her last name brought with her a reputation for a while, especially in areas her father was well known, but she sought to make her name known for its own merit.
Even as she met up with her friends in her adventuring party, Alaina never really had a man in her life. She had a few boyfriends, a few flirts. But she never really trusted someone so deeply. Never truly fell in love. She had so much love for everyone that finding time or the will to focus on someone specifically. She was always tugged off by wanderlust or was afraid to commit. She didn't hate anyone that she was with, even as she left.. she just was afraid to make herself so vulnerable.
Even after achieving epic levels of acclaim, Alaina retains her cheerful demeanor, especially for her friends.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Hp is maximum, you'll need it.
Requirements:
BAB: +25
Skills: Intimidate 28 Ranks
Feats: Combat Reflexes, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (Any)
Fall of the Draco King Notes
My Characters:
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Two Weopon fighting with Ranger/Scout+Swift Hunter, grab Dervish and or Tempest equals ouchifacation
Fall of the Draco King Notes
My Characters:
Sorcerer 4/Ranger 2/Spellsword 3/Swiftblade 6/Dervish 10/Tempest 5
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Q2: Would you allow an artificer to qualify for it via some other means. Multispell doesn't work for them, and they usually won't qualify for that thing. (Okay, they can craft item that grants them one level 9 maneuver every encounter, and qualify via that, but bleh.) Q1: Would you allow that feat. It is relatively on the same power level as Multispell, as far as I am concerned.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
I will allow an Artificer to qualify for it, if you mean for it to be for your infusions
No, I don't think so, it isn't meant to work like that. I want everyone to be creative not intentionally broken
Fall of the Draco King Notes
My Characters:
Name: Mu
Height: 6'4"
Weight: 150 lbs
Eye Color: Black
Hair Color: Black
Skintone: Dark honey color
Alignment: Lawful Neutral
Deity: Reveres Rao, St. Cuthbert, Wee Jas, Xan Jae and Zuoken
Race: Human
Gender: Male
Age: 30
Size: Medium
Class/Level: Swordsage 20/Fighter 10/Sublime Weapon Master 2
Strength: 48 (+19) [10 + 9 point buy + 6 level + 5 inherent + 12 enhancement + 6 insight]
Dexterity: 35 (+12) [10 + 8 point buy + 5 inherent + 6 enhancement + 6 insight]
Constitution: 40 (+15) [10 + 6 point buy + 1 level + 5 inherent + 12 enhancement + 6 insight]
Intelligence: 18 (+4) [10 + 2 point buy + 5 inherent + 1 level]
Wisdom: 35 (+12) [10 + 8 point buy + 5 inherent + 6 enhancement + 6 insight]
Charisma: 17 (+3) [10 + 2 point buy + 5 inherent]
HP: 756/756
AC: 51 [10 + 10 dex + 12 wis + 4 armor bonus + 7 enhancement + 10 deflection - 2 flaw]
Touch: 47
Flat-Footed: 41
Speed: 60 ft.
Initiative: +28
Base Attack Bonus: +20/+15/+10/+5
Epic Bonus: +6
Total Attack Bonus: +45/+40/+35/+30
Grapple: +44
Ranged Attack Bonus: +36/+31/+26/+21
Weapon: Temptation
Special Properties: +5 Keen Vorpal Ribbon Falchion of Speed and Flaming Burst
Extra: Greater Crystal of Truedeath (10,000 gp)
Attack: +51/+51/+46/+41/+36
Damage: 2d4 slashing + 19 strength + 12 wisdom + 5 enhancement + 1d6 fire + 1d6 vs. undead
Critical: 10-20/x7 + 6d6 damage + 6d10 fire + DC 50 fort or die
Cost: 657,375 gp
Weapon: Denial
Special Properties: +5 Composite Longbow of Speed and Shocking Burst (+4 str)
Attack: +41/+41/+36/+31/+26
Damage: 1d8 piercing + 4 strength + 1d6 electricity + 5 enhancement
Critical: x3 + 2d10 electricity
Ammunition: 100 arrows
Cost: 200,800 gp
Armor: Armor of the Celestial Battalion
Special Properties: +7 Light chain shirt (Fly at will, magic circle against evil)
Type: Light
AC Bonus: +4
Maximum Dex Bonus: 10
Armor Check Penalty: -0
Arcane Spell Failure: 10%
Weight: 20 lb
Speed: 30 feet
Cost: 616,300 gp
FORT: 39 [13 + 15 con + 6 epic + 5 resistance]
REF: 41 [18 + 12 dex + 6 epic + 5 resistance]
WILL: 41 [18 + 12 wis + 6 epic + 5 resistance]
Lavender and Green Ioun Stone (40,000 gp)
Bracers of Relentless Might (4,384,000 gp)
Ring of Protection +10 (2,000,000 gp)
Headband of Combat Poise (225,000 gp)
Belt of Battle [+6 insight bonus to str and con] (156,000 gp)
Greater Ring of Universal Energy Resistance (308,000 gp)
Cloak of Resistance +5 [+6 insight bonus to wis] (97,000 gp)
Boots of Swiftness [+6 enhancement and insight bonus to dex, +5 insight to initiative] (378,000 gp)
Periapt of Wisdom +6 (36,000 gp)
Manual of Bodily Health +5 (137,500 gp)
Manual of Gainful Exercise +5 (137,500 gp)
Manual of Quickness in Action +5 (137,500 gp)
Tome of Clear Thought +5 (137,500 gp)
Tome of Understanding +5 (137,500 gp)
Tome of Leadership and Influence +5 (137,500 gp)
76,525 gp
Appraise: 3 [0 ranks + 3 int]
Balance: 67 [35 ranks + 12 dex + 20 competence]
Bluff: 3 [0 ranks + 3 cha]
Climb: 39 [0 ranks + 19 str + 20 competence]
Concentration: 50 [35 ranks + 15 con]
Diplomacy: 3 [0 ranks + 3 cha]
Disguise: 3 [0 ranks + 3 cha]
Escape Artist: 12 [0 ranks + 12 dex]
Forgery: 3 [0 ranks + 3 int]
Gather Information: 3 [0 ranks + 3 cha]
Handle Animal: 3 [0 ranks + 3 cha]
Heal: 12 [0 ranks + 12 wis]
Hide: 47 [35 ranks + 12 dex]
Intimidate: 3 [0 ranks + 3 cha]
Jump: 39 [0 ranks + 19 str + 20 competence]
Listen: 47 [35 ranks + 12 wis]
Martial Lore: 68 [35 ranks + 3 int + 30 competence]
Move Silently: 47 [35 ranks + 12 dex]
Ride: 12 [0 ranks + 12 dex]
Search: 38 [35 ranks + 3 int]
Sense Motive: 12 [0 ranks + 12 wis]
Spot: 40 [28 ranks + 12 wis]
Survival: 12 [0 ranks + 12 wis]
Swim: 19 [0 ranks + 19 strength]
Tumble: 63 [31 ranks + 12 dex + 20 competence]
Use Rope: 12 [0 ranks + 12 dex]
Power Attack [Level 1]
Cleave [Human]
Improved Initiative [Flaw - Vulnerable]
Combat Reflexes [Flaw - Shaky]
Weapon Focus (Scimitar) [Discipline Focus (Desert Wind)]
Weapon Focus (Light Mace) [Discipline Focus (Desert Wind)]
Weapon Focus (Light Pick) [Discipline Focus (Desert Wind)]
Weapon Focus (Spear) [Discipline Focus (Desert Wind)]
Weapon Focus (Falchion) [Discipline Focus (Desert Wind)]
Exotic Weapon Proficiency (Ribbon Falchion) [Level 3]
Martial Stance (Pearl of Black Doubt) [Level 6]
Martial Stance (Hearing the Air) [Level 9]
Martial Study (Iron Heart; Manticore Parry)[Level 12]
Martial Study (Iron Heart; Scything Blade) [Level 15]
Martial Study (Iron Heart; Adamantine Hurricane) [Level 18]
Martial Knowledge (Feral Death Blow, Mountain Tombstone Strike, Strength of Stone) [Level 21]
Dual Stance Mastery [Level 24]
Epic Maneuvers [Level 27]
Strike of the Dual Adept [Level 30]
Great Cleave [Fighter Level 1]
Improved Critical (Falchion) [Fighter Level 2]
Devastating Critical (Falchion) [Fighter Level 4]
Overwhelming Critical (Falchion) [Fighter Level 6]
Intensified Critical (Falchion) [Fighter Level 8]
Greater Weapon Focus (Falchion) [Fighter Level 10]
Fighter:
Maneuvers Known: 30
Level 1: Clinging Shadow Strike
Level 2: Emerald Razor, Flashing Sun, Baffling Defense
Level 3: Strength Draining Strike, Fan the Flames
Level 4: Ruby Nightmare Blade, Hand of Death, Obscuring Shadow Veil
Level 5: Disrupting Blow
Level 6: Scorpion Parry, Desert Tempest, Moment of Alacrity, Manticore Parry
Level 7: Avalanche of Blades, Quicksilver Motion, Shadow Blink, Scything Blade
Level 8: Diamond Nightmare Blade, Fool's Strike, Enervating Shadow Strike, Wyrm's Flame, Raging Mongoose, Adamantine Hurricane, Rising Phoenix
Level 9: Time Stands Still, Five-Shadow Creeping Ice Enervation Strike, Inferno Blast, Tornado Throw, Feral Death Blow, Mountain Tombstone Strike
Epic Maneuvers (3/day): Onyx Nightmare Blade, Retributive Strike, Steel Blade Vortex
Maneuvers Readied: 13
Stances Known: 6
Level 1: Blood in the Water, Stonefoot Stance
Level 2:
Level 3: Assassin's Stance, Pearl of Black Doubt
Level 4:
Level 5: Giant's Stance, Hearing the Air
Level 6: Fiery Assault
Level 7:
Level 8: Stance of Alacrity, Strength of Stone
Common
Ignan
Mu was born in the eastern jungles of Kao to a poor family. He was the seventh son of his father. During the hardship of a drought, they were no longer able to afford to take care of him. At the age of five, he was left in the care of a monastery up in the mountains, the Silver Monastery of the Serene Void, removed from the troubles of the world.
Still at this age, he had not yet begun to speak, and thus when the monks asked his name he gave no answer. And so they called him Mu, 'nothing.' Throughout all of his life he rarely spoke, and sought solitude from the hymns and chants from the other monks. He began to show promise early on in the art of the Sublime Way. His teacher was an elderly swordsage from the desert steppes of the north, who taught him first in the ways of the Desert Wind discipline. Upon his death, Mu inherited his legendary ribbon falchion of the Seven Temptations, named such for its particularly brutal seven-strike blow once mastered. This ancient weapon, prized and coveted for generations, had turned many hands, the life of each warrior wielding it ending in a tragedy, which was recorded in the epic hagiographies at the Silver Monastery of the Serene Void. Meditating upon these great works, he vowed to become worthy of the weapon.
At the age of twelve, the village of his birth was attacked by a throng of demons, who were on the war path towards the Imperial Palace of the Celestial Immortals. The headmaster beseeched the monks to descend from the mountain and fend off their attacks. Mu and three others were sent. Only he returned, but not before he saw his mother and father killed. The village was overrun, and only he managed to escape, though the demons followed him up the mountain to the hermitage. The ascetic warriors managed to hold them off for two weeks, though many were slain. They were finally rescued by a battalion of Imperial Soldiers, though once they arrived, they drafted the swordsages into the army.
The next six years of his adolescent life, Mu was forced to adjust to the rigid fighting styles of the Imperial Army while he fought in the Great War. He nevertheless kept with him scrolls which he had taken from the monastery library, and studied them vigorously during every spare moment. He practiced relentlessly morning and night, secretly and away from his fellow soldiers. Only in maintaining this strict discipline was he able to proceed along the Sublime way, though he also found himself well versed in the ways of combat, a hardened veteran of many battles.
The Imperial Army fell into chaos after the death of the Celestial Emperor. Many joined the demons, pillaging and burning as they cut a swath of destruction through all of the Empire. Mu despised them, and personally hunted down every traitor which he could find. After he slew each of his unit, he realized that he was now free from the bindings of his duty to the Empire, and could return to the ways of the swordsage, though he never again approached his fighting styles as a lofty philosopher. He had no illusions about the profound meaning of any form or maneuver. He was first and foremost a warrior, his trade was death and dying. His mind became like a void, a perfect stillness and silence in which no pain or emotion could touch him. More and move he strove to become an emptiness, to express himself in nonaction as well as action.
While many fled and became refugees, Mu stayed to fight, the lone opposition to the chaos of the demons. He cut a path through them to the monastery of his childhood. In ruins, the sacred altar and instruments of meditation had been desecrated, the library burned. Mu decided that if he wanted to learn, he would have to do so on his own. He spent three years, hardly eating or sleeping to hone his skills. At the end of it, he knew that he was a master with his weapon and with his techniques. Taking this opportunity, he hunted down the so-called Demon King and massacred him. The demons fell into disarray. Having avenged the Celestial Emperor, Mu left the broken lands of the old Empire, killing as many demons as he could find in his way. He made his way west, into the new lands of promise. Perhaps there he could find the greater truth, the enlightenment that transcended the blade. The peace and serenity which had eluded him.
I actually thought of activating more magic items/round with Metamagic Spell Trigger. Infusions already have cast times too long to be quickened.
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Looks like a good group of players for this one.
{Magic: The RPG}
I can help with your items, but I encourage you to talk with your fellow players more so than with me. But remember you need my approval.
Yes, I will allow you to use it to active multiple wands or so, but don't go over board, i will not stand for stupidity
I saved your spot for you. I like your roleplaying style, so I figured i'd have you join my campaign by my personal invitation
Fall of the Draco King Notes
My Characters:
Artificer, seeking immortality in moving his soul into an artificially crafted body.
Ramses III, Pharaoh.
Seeking world domination. To establish his great rolemodel over the whole world.Which one should it be?
and acts without effort.
Teaching without verbosity,
producing without possessing,
creating without regard to result,
claiming nothing,
the Sage has nothing to lose.
Question-
Do we get any extra experience to use before we create our characters? To develop epic spells, for example? Or would using the experience make us start out at a lower level?
EDIT: Most likely going to go with some kind of Arcane Caster, though I might change my mind. I'm not sure yet, honestly.
{Magic: The RPG}
Here's the link to the source material:
http://www.giantitp.com/forums/showthread.php?t=95516
So if you have any problems with any of the feats given you can point it out now.
Edit: just received permission to Join! Weee!!!!!
Question Are you allowing Catfolks from Races of the Wild?
What about LA Buyoff?
Retroactive Skillpoints?
Im assuming we'll be using the Full HD in Odd, Half in Even for HP
I thought of Abjurer 4/Sorcerer 1/Ultimate Magus 17/Initiate of the Sevonfold Veil 7/Archmage 1 (with Epic Counterspell).
I thought of Sorcerer/Incantatrix/Archmage, but I'd love that more if there were another incantatrix in the party....
"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.
Illusionist/Sorcerer/Master Specialist/UM/Nightmare Spinner/Incantrix sound any good?
I also considered the shade template.
"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.
hmmm im wondering if Dark Half-Nymph Catfolk thats a Rogue/Ranger/Master Thrower has possibilities... i cant remember if theres a feat for stacking Ranger and Rogue Levels though