Feats: Cleric Bonus Feats: Exotic Weapon Proficiency (Whip); Weapon Focus (Whip) 1-Eschew Materials-cast spells without materials 3-Gift of the Spider Queen-sacrifice daily racial spell use for an ability 6-Master of Shadow- gain 1 extra use of each racial spell 9-Spell Penetration
Racial Features: 120ft. Darkvision Immunity to sleep spells +2 Will saves against spells, spell-like abilities, and enchantment effects. Spell Resistance: 21 Can use the spells Darkness, Faerie Fire, and Dancing lights each 1/day Proficient with Rapier, Shortsword, and Handcrossbow +2 Listen, Search, Spot checks Passing within 5 feet of a secret door grants Spot check Light Blindness
Class Features: Rebuke/Command Undead; +3; 2d6 + 12 damage Can switch any Spell to an Inflict Light Wounds Spell of equal level
Chaos Domain: Cast Chaos Spells at +1 level Thievery Domain: Add Bluff, Disguise, and Hide to class skill list
Equipment: Elven Chainmail: Move at normal rate, max +4 Dex Bonus; -2 AC penalty Wand of Magic Missile (5th level); 50 charges Force Shield Ring: Gain a +2 Shield Bonus to AC as if this ring were a heavy shield Ring of Protection +2: +2 deflection bonus to AC Bag of Holding Type 2 Morningstar of Disruption +2: when you hit an undead creature, must succeed on a DC 14 Will save or be destroyed. Flaming Whip +1: Can will to flame; causes 1d6 extra points of fire damage on hit. Distance Handcrossbow +1; Double Range increment 20 Potions of Cure Light Wounds 5,587gp
Spells: Per level (spell level-DC-Number of spells)(Bonus for high Wisdom already figured) 0-13-6 1-14-5+1 2-15-5+1 3-16-4+1 4-17-3+1 5-18-2+1
Memorized: 0- Detect Magic (2), Detect Poison, Create Water, Read Magic, Purify Water/Food 1- Cure Light Wounds (5); Domain: (Trickery) Disguise Self 2- Silence, Sound Burst, Aid, Delay Poison, Hold Person; Domain: (Trickery) Invisibility 3- Dispel Magic, Animate Dead, Cure Serios Wounds, Contagion; Domain: (Chaos) Magic Circle Against Law 4- Giant Vermin, Summon Monster IV, Cure Critical Wounds; Domain: (Chaos) Chaos Hammer 5- Raise Dead, Yochlol Blessing (in Drow of the Underdark Book); Domain: (Trickery) False Vision
"The twists and turns of the road are ever facilitated by those who hold power, but should not. They drive us into darkness when men do nothing, when bravery and honor is in short supply. They are a suffocating pall on the land, and only when brave men lift that pall can the better angels of men stride forward." --Captain Deudermont: "The Pirate King"
Interesting choices in gear but what are the enchantments? what do they do? Also a Gold dragon does not have a line for a breath weapon he gets a cone and may i suggest you look into the races of dragon you may find some very usfull feats, like one that allows you to use your breath weapon every 1d4 rounds
To answer your questions, adamantium on weapons by-passes hardness of anything less than 20, and makes anything made with it heavier that normal. Mithril makes things lighter. I think the others are pretty self explainatory, as they can be found in the DMG. Also I was using a program called E-tools which came out at the height of 3.0 and was updated to 3.5 and publshed by a company called codemonkey publishing. It was pulled when 4.0 came out as wizards figured it was no longer needed, and no longer continued support. Its not perfect, but it works pretty well. As for the dragon feats....I'll look into them later as right now I do have a plan for my feats upto at least fghtr lvl12. I might pick it up though if I get a free feat slot that I didn't plan for or decide later on to oush some of them farther on.
Did you read the blurb setting block. If not, you might want to...
Based on the outline of the setting, adventurers would rarely drop you off at a monastery to be raised, and there would rarely be a monastery. Two rarelys doesn't mean impossible, but it does mean pretty rare instance.
Also, a monastery would most likely be along similar lines to a kung fu academy out of any martial arts movie more so than a European monastery. Again, just making sure you are aware.
Also of note for everyone
This would be the thread where I would you like you guys to decide how you know one another, and why you have been adventuring together for 10 levels. (If you have been together all 10 levels). If someone wants to be "The new guy" that is fine, and I can work you into the story early, but I'd rather do a "You are an adventuring troupe" start than the "You all meet in some contrived circumstance, that forces you to trust one another implicitly" method.
I am pretty aware. I read it before I made up the background, but I needed some sort of device to explain the disparity between the evil side(orc) and the lg side(gold dragon). So, I believed its going to be one of two things.... a rival wanted this sorcerer out and paid some brutes to do it, or some one decided that the orc was a big enough threat and put out word for a group of adventurers to take him out. I went with #2 on that, and figured that the group would have at least one cleric (heal/dispel duty) and that they were at least of neutral or good alignment. With that they would just leave him there, they would take him to an orphanage, or in this case turn him over to the church for care. In my understanding monastary could also mean a place of learning. In the east there are monastries that never even train in martial arts as fighting is forbidden. In the west monastaries are places where priests and others go to live and learn about their faith. In this instance, I placed him into a monastary where clerics and paladins would go to learn and become the new class that they take up for their cause. Only he didn't take into the faith, but did take into the learning that they had given him. So, while improbable even clerics and paladins have to have somewhere to go and train. It still implies though of the struggle within to not become evil, and the conflict of his heratige without against more prejudiced others.
I mentioned in my bio that I am already a part of the group, but how, why, and how long I didn't get to yet. If anyone is interested in helping that along let me know.
One question though....is this going to be a good aligned or evil aligned group? I only ask cause I could change backstory and easily go from gold to red if evil or stay as is if good.
oh, and I apologize for the wall of text. Had a lot to say....
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Not much interested in good or evil, i'll leave that tot he fleshes. Thri-kreen have a very high tendency towards Chaotic Neutral. Keep me supplied with good company, things that burn down, and tasty treats and I'm pretty happy. If that tasty treat is a cleric of pelor or a demon bound warlock is all the same to me. Just another mammal.
I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
Well im not palattible, you know 500+ pounds for adamantine plates darkwood and other materials, don't taste good, but im happy to report im rust proof. but that is beside the point you guys know we have a caotic neutral drow cleric now right? so i no longer have to worry about heals for you lot. gotta say i love how my gear turned out, hehehe you can't take my lock picks from me, and i get a +4 with them. so ya im gonna ditch the wand of cure moderate in favor of a reapair moderate and a wand sheith
Joe_Puff74, sorry, but for now recruitment is closed, and we aren't accepting new players. What I will do if you want, is put you in as a "First alternative", and give you a heads up if something happens and a player needs to leave.
I am pretty aware. I read it before I made up the background, but I needed some sort of device to explain the disparity between the evil side(orc) and the lg side(gold dragon). So, I believed its going to be one of two things.... a rival wanted this sorcerer out and paid some brutes to do it, or some one decided that the orc was a big enough threat and put out word for a group of adventurers to take him out. I went with #2 on that, and figured that the group would have at least one cleric (heal/dispel duty) and that they were at least of neutral or good alignment. With that they would just leave him there, they would take him to an orphanage, or in this case turn him over to the church for care. In my understanding monastary could also mean a place of learning. In the east there are monastries that never even train in martial arts as fighting is forbidden. In the west monastaries are places where priests and others go to live and learn about their faith. In this instance, I placed him into a monastary where clerics and paladins would go to learn and become the new class that they take up for their cause. Only he didn't take into the faith, but did take into the learning that they had given him. So, while improbable even clerics and paladins have to have somewhere to go and train. It still implies though of the struggle within to not become evil, and the conflict of his heratige without against more prejudiced others.
All that sounds good. Just making sure you had read the setting blurb, and were aware that this wasn't common place.
One question though....is this going to be a good aligned or evil aligned group? I only ask cause I could change backstory and easily go from gold to red if evil or stay as is if good.
I have a feeling the group won't be too concerned with alignment.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
Well dam that is a pity guess i gotta get a wand and heal you lot... such a pity. you know what i can't affort another wand so ya you guys are on your own for now...
Alright, how does a Friday deadline for finished PCs sound? I'd like a rough bio, and full stats by then. As soon as everyone is in, I will go over them for any mistakes, suggestions, give a few days for changes, and then we can start. (Hopefully Monday?)
Can everyone make a note if/that their character is submitted, and let me know that that is "The final draft" so to speak.
What is the etiquette on a "PC storage thread" where everyone submits current character sheets? Frowned upon, not allowed, suggested, encouraged, or never come up?
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
Name:Mend Age: 2784 race: Warforged Appearance: A surprisingly femine Warforged in both her looks and personality. Mend's hands are far differant then her brothers and sisters, her hands sports 4 fingers rather then the 2. Mend also has 3 knuckles to each hand rather then the 2 the other warforged had. Her body was crafted to hold a femine shape and her breast plate is evedance of that. although sheithed in olive drab colored adamantine plates she is very graceful. Scratched into one of her adamantine plades on her left leg is the word "FREEDOM". Bio: "I artiface there for I am, I am there for I must exist, I exist there for I must survive, I am warforged, I am Mend," Mend's motto. Most Fleshlings look at me and can't fathom how old i really am. but that is fine for if they had witnessed half of what i have witnessed, they would go mad. Little Fleshlings id love to tell you all my tale however, i wouldn't finish in your life time. so i will say that i saw it at the hight of the last great empire, and i watched you fleshlings fall as my kind where sent to die for you. then your great empire fell. So you fleshlings now resort to plundering the past in an attempt to gain a future. But i shall warn you like i did your fleshling ancesters, Most secrets buried, where buried for a reason. But alas even i can't survive in your primitve land withour currancy, so i reduce myself to a lowly servent, and bare silent witness to the catastrophys of the future... For i am warforged, and we never forget. points spent: 36
Hp:58BAB 8 Touchac 12 Level: 10 Melee 8/3 flat-footed 18 Str: 10Ranged10/5 armor penalty-4 Dex:14 Fort7 Con:14 (+1 mod here) rex 5 Int:18 (+1 mod here) will 8 Wis:10 Ac: 22 Cha:14 Dr2/adamantine
Feats:Adamantine body, silver tracery, craft construct, extrodinary artisan, Empower spell, Class features:Artifacer knowledge, Artisan bonus, Disable trap, Infuse self, item creation, scribe scroll, brew potion, craft wonderous item, tools of war, craft magical arms and armor, Retain essance, metamagic spell trigger, craft wand, spellcarved runes, rune of extenstion, rune of resistance, rune of fortication Craft reserve: 200 Skills: Craft (armorsmithing) 17, Disable device 17, open lock 17, spell craft 17+4, search 17, knowledege (arcana) 17, use magical device 17, spot +4
Infusion level
Infusion per day
Bonus infusions
First level
3
1
Second level
3
1
Third level
2
1
Fourth level
1
Fifth level
Sixth level
Light load
33
Medium load
34-66
Heavy load
67-100
Adamantine body enchants:Blueshine, Nimbleness Attached components:Finger picks (hands), wand sheith [wand of repair moderate wounds (50)](bracer) Magic items: cannith goggles (Face) Weapons:Light exploding crossbow (+2d6 fire 5 radius) with gnome crossbow sights,Bolts 50, attached sword bayonet (treat as spear) Infusion componet pouch (hip) Eberron dragon shards 8 ointment Least 10 ointment lesser 10 ointment greater 10 energy alteration solution 5 stone construct 4 Gold 600