Jump to content

[D&D3.5] Homeland Adventures (recruiting)


Sandman XI

Recommended Posts

Stemming from the former thread, we're going to start an actual recruitment drive in full. I meant the old thread as a recruitment thread, but apparently people didn't think it was so now this is explicitly a recruitment thread. Setting details here.

Reiterating character creation details

40 point buy Calculator here Use the D&D one, of course :P

Level 2

900GP

Books I Will Be Using
Cores
Player's Handbook

Player's Handbook II

Dungeon Master's Guide

Dungeon Master's Guide II

Monster Manual

Monster Manual III

Monster Manual IV

Monster Manual V

Completes
Complete Adventurer

Complete Arcane

Complete Champion

Complete Divine

Complete Mage

Complete Psionic

Complete Scoundrel

Complete Warrior

Races ofs
Races of Destiny

Races of Eberron

Races of the Dragon

Races of Stone

Races of the Wild

Alternate Systems
Expanded Psionics Handbook

Magic of Incarnum

Tome of Battle: Book of Nine Swords

Tome of Magic

Unearth Arcana

Weapons of Legacy

Places
Cityscape

Dungeonscape

Frostburn

Sandstorm

Stormwrack

Planar Handbook

Monsters
Draconomicon: The Book of Dragons

Dragon Magic

Drow of the Underdark

Elder Evils

Exemplars of Evil

Fiendish Codex I: Hordes of the Abyss

Fiendish Codex II: Tyrants of the Nine Hells

Libris Mortis: The Book of Undead

Lords of Madness

Compendiums
Magic Item Compendium (I technically don't have this book It's the one that got away from me <ahttp://www.rpgpost.com/uploads/emoticons/default_sad.png' alt=':('>)

Rules Compendium

Spell Compendium

"Those that dont fit in any other category
Book of Exalted Deeds

Miniatures Handbook

Heroes of Battle

Heroes of Horror

Any questions?

Link to comment
Share on other sites

Warforged Psychic Warrior. Made in Homeland then wandered down south, open to character ties with other characters from down that way.

,,

I have my character made, just working on the background, seeing if anyone wants to have ties. Haven't submitted yet, but I'm good to go whenever.

,,

Question: What's the GM account that we need to submit to once we do, Kaoru or Sandman XI?

Link to comment
Share on other sites

Ok folks, quick question.

One of the ideas that I have is a "minionmancer", being a psion focused on telepathy and eventually prestige classing into one that increases the mindbending (charm, dominate, etc) capabilities of the character.

,,

I am aware that in some cases characters (and in other cases players) are disturbed by the implications of psychic subversion so I'm just testing the waters here.

Would anyone have a problem with such a character?

Link to comment
Share on other sites

As a player I have no Major issue with psychic subversion. it's not really any different from magical subversion such as charm person/charm monster. it also depend on how slavery in general is viewed in the game world.

Historically speaking slavery in one shape or another was pretty prevalent. The Romans, the Greeks the Egyptians, The Scandinavians all had some form of slavery. So if slavery and the social subjugation of people exists then enforcing it magically and psionically is only par for the course. from an IC standpoint I think it largely falls to the individual characters how they feel about it. A society that condones slavery probably wouldn't be all that concerned how one controls his property (depending on that societies rules for the treatment of slaves. but if slavery or the concept of slavery is repugnant in Homeland societies then magically/psionically controlling people would probably be seen as a horrible invasion.

Of course if you want to really get into it, different city-states may have different views and law about slavery... Am I overthinking this?

Link to comment
Share on other sites

That's another question.

,,

Are we dealing with "realistic" ancient societies, where slaves was just one of those things people had if they were wealthy or are we dealing with the "Modern" Fantasy world where Democracy and Freedom and the like are practiced by the "Good Guys" and "Dictatorship" and "Slavery" are practiced by the "Bad Guys"?

Link to comment
Share on other sites

I changed the first post to the correct account.

Thank you :),,

That's another question.

,,

Are we dealing with "realistic" ancient societies, where slaves was just one of those things people had if they were wealthy or are we dealing with the "Modern" Fantasy world where Democracy and Freedom and the like are practiced by the "Good Guys" and "Dictatorship" and "Slavery" are practiced by the "Bad Guys"?

The former, though not really realistic, more like 'fantastic' with all these gods walking around a magic flying everywhere :P That said, don't be a horrible person. I know ancient heroes tended to be total assholes sometimes, but they were the heroes for a reason. they were better than the 'bad guys'. So play up your ancient societies nontaboos if you wish, but remember you are a player in a modern world ;)
Link to comment
Share on other sites

Factotem, human, currently debating between male or female PC....Any votes one way or another? Either way, the character will have mixed Homeland/Southern (Egyptian) upbringing.

,,

I'm totally fine with the Psionic minionmancer so long as you're not a dick to the PCs (or more specifically, aren't so without hashing it out with the player of a targeted PC beforehand).

Link to comment
Share on other sites

Been a while since I've played anything 3.5, but the books are still on my shelf! I'll tell you now that given the resources you listed my idea is a Shadowcaster/Wizard on the way to the Noctumancer prestige class from Tome of Magic. This concept specializes in unraveling/redirecting enemy spells more or less, but like Red Mage (or Mystic Theurge, they were fooling no one) it won't take off till level 7 or 8.

,, ,,

I'd like to be a Shade, but they have a level adjustment of +4, and 3.5 doesn't have specific rules for one of those Fetchling creatures they have in pathfinder. I could probably just cobble it together by applying the Dark Creature template to Human if that's ok, it certainly wouldn't be any more powerful than a typical tiefling or aasimar (seeing as how they both have level adjust +1). Of course this all assumes that your setting has a Plane of Shadow for me to be from...

Link to comment
Share on other sites

Hm, good point. Since Hades runs the darkness connection then it makes sense that getting slapped with that template is probably his doing.

...

,,

Actually, I think I'll bow out of this one. I can already see this creating an association problem with Scion for me, since the first thing I thought was that Hades isn't really a darkness god, Erebus and Nyx are.

Link to comment
Share on other sites

Also, Tartarus would make a wonderful "shadow/death" plane, imo. :D

,,

True enough, though we'd have to ascribe to Tarterus the usual properties of the transitive plane of Shadow in order for Shadow Magic as presented in the Tome of Magic to work. Tarterus is used interchangeably to describe the prison of the titans as well as Erebus's Realm anyway.

,, ,,

The last thing I wanted to do was discourage someone from playing. I'm sure you and Sand can work something out... maybe you're a non-Homeland native (thus dark is some god other than Hades)?

,, ,,

From the look of the setting notes we're using the mythological world as opposed to the usual fantastical world, so Erebus and/or Nyx could probably be what generated Shadow Magic in the first place. Frankly, they are never depicted as evil or rapacious in ANY myths I've read (being Primordials as opposed to Titans) they just start up the universe and then kick back somewhere. If we were using Forgotten Realms the concept of Shadow Magic would be added by Shar (a being that essentially combines the roles of Nyx & Erebus) so the idea has precedent.

,,

Alright I'm interested again...I just send a charsheet to SandmanXI right?

Link to comment
Share on other sites

Okay here is an interesting question. The players guide says that wizards get all 0 level spells in their spellbooks at first level. Does that include 0 level spells in supplemental material like the Spell Companion or just the Player's guide? I can see it going either way but figured I'd ask.

Link to comment
Share on other sites

My character as it exists so far (bear in mind, this is a work in progress)

((This is Hyoseph, btw))


ralharath.png

Name: Dakkhad
Race:
Kalashtar (Favored of Morpheus)
Class: Psion(Telepath) 2

Sheet / Math


40 Point Buy
STR 8 (-1)
DEX 10 (+0)
CON 14 (+2)
INT 18 (+4)
WIS 14 (+2)
CHA 16 (+3)


===========================
Fort: +2
Refl: +0
Will: +5
===========================
HP: 11.5 (4+2, +2.5+2)
Skills: 30

Class Skills: Concentration, Craft, Knowledge, Profession, Psicraft, Bluff, Diplomacy, Gather Information, Sense Motive
Concentration: 5 (+2 Con) = 7
Bluff: 5(+3 Cha) = 8
Diplomacy 5(+3 Cha, +2 Bluff, +2 Sense Motive, +2 Knowledge) = 14
Gather Information 5(+3 Cha) = 8
Sense Motive 5 (+3 Cha) = 8
Knowledge (N&R) 5 (+4 Int) = 9

========================

Feats: Overchannel, Psicrystal Affinity(Psion), Talented(Flaw), Inquisitor(Flaw)
Flaws: Nonviolent, Vulnerable (-2 to Melee Attacks, -1 to AC)

========================

Power Point Reserve: 6(Psion) + 4(Int) + 2(Racial) = 12


Link to comment
Share on other sites

Okay I can't find a good picture for Atticus yet but mechanically he is done. His story is changed, but I'm still working on it. I'm also decided to go full Incarnate. No multiclassing. Here are his stats. let me know if I missed something?

Atticus Kontos

Azurin Incarnate 2

Lawful Neutral

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 10 (0)

Hit Points: 20

BAB: +1 (+3 Melee, +3 Ranged)

Armor Class: 18 (17 without Shield, 16/15 Flatfooted, 12 Touch)

Initiative: +2

Fortitude Save: +6

Reflex Save: +2 (+3 with Cerulean Reflexes)

Will Save: +6

SKILLS

Concentration: 4+3=7

Craft: 0

Knowledge-Arcana: 5+3=8

Knowledge-Religion: 3+3=6

Knowledge-The Planes: 5+3=8

Profession: 0

Spellcraft: 3+3=6

CLASS ABILITIES

Weapon Proficiencies: Simple Weapons

Armor Proficiencies: Light, Medium, Shields (Not Tower)

Essentia: 5

Meldshaping: 3 soulmelds/Day. DC to save against Soulmeld effect is 10 +Wis Bonus +Invested Essentia. No more than 6 soulmelds can be shaped at one time.

Chakra Binds: 1

Chakras Available: Crown

Aura of Law: Radiate and Aura of Law equal to his level as a Cleric. All Soulmelds register as Law.

Detect Chaos: At will he can attempt to detect the presence of Chaos as the Detect Evil spell.

FEATS

Cerulean Reflexes

Cobalt Critical

GEAR

Masterwork Breastplate (5 AC, 3 Max Dex Bonus, Armor Check Penalty -3, Speed 20, 30 lbs) 350 gp

Masterwork Light Steel Shield (1 AC, 6 lb) 159 gp

Dagger (1D4 Damamge, x2 Crit [19-20], 10 Range, 1lb) 2 gp

Shortspear (1D6 Damage, x2 Crit Damage, 20 Range, 3 lb) 1gp

Backpack

Bedroll

Flint and Steel

Grappling Hook

Hooded Lantern

5 1-pint Flasks of Oil

50 of Hemp Rope

Pound of Soap

Tent

Waterskin

2 belt pouches

Hammer

Whetstone

2 Tanglefoot Bags

2 Thunderstones

2 Alchemist Fires

2 Potions of Cure Light Wounds

60 Gold, 13 Silver, 8 Copper

Link to comment
Share on other sites

I've finished my character stats as well assuming Sandman has no objections. Background is pending his input, I don;t wanna step all over his setting material. ;)

This one shall be known as Verhadis the black. As soon as I figure out how you all put full pics into posts I'll draw him.

,,

[spoilertag: sheet]

Dark-Template Human Shadowcaster 1, Wizard 1 (Neutral)

STR: 10 DEX: 12 CON: 12 INT: 18 WIS: 14 CHA: 15

BAB: +0 (equipped with Spear, 1d6 damage)

Fort: +3; Ref +1; Will +6

HP: 10

Skills:

Concentration +6; Craft: Alchemy +6; Hide +5(13); Know: Arcana +9, Planes +9, Religion +5; Move Silently+5(11); Spellcraft +9; Spot +5

Feats:

Shadow Cast (Tome of Magic)

Nocturnal Caster-evocation (ToM)

Scribe Scroll

Current equips:

Belt pouch (contains: 10 platinum, 29 silver)

Spell component pouch

Backpack:

Spellbook, Bedroll, Healer’s kit, Waterskin,

Potion Belt (actual item is in Forgotten realms corebook, otherwise another belt pouch):

Acid, Alchemist Firex2, Antitoxin, Thunderstone

Scroll Case:

Silent Image x2, Benign Transposition, Voice of Shadow x3

,, ,, ,, ,, ,,

Spell Lists

Wizard Spells: Additonal 1st level spells purchased with starting cash. SC=Spell Compendium, CM= Complete Mage

All cantrips

1st level; Benign Transposition (SC), Mage Armor, Nightshield (SC), Silent Image, ray of Flame (SC), Sleep, Magic Missile, Comprehend Languages, Hail of Stone (SC), Sonic Blast (SC), Ice Dagger (SC), Shocking Grasp, Ebon Eyes (SC), Ray /Clumsiness (SC), Death’s Call (CM), Ray /Enfeeblement, Protection from /-, Featherfall, Identify, Expeditious Retreat, Animate Rope

,,

Shadowcaster Mysteries: (All found in Tome of Magic)

Fundamentals: Caul of Shadow, Shadow Hood, Mystic Reflections

Apprentice: Voice of Shadow

[/spoilertag]

Link to comment
Share on other sites

Here is:

,,

Shale!

,,

Shale

Genderless Warforged Psi_Warrior 2

True Neutral

Strength 14 (+2)

Dexterity 14 (+2)

Constitution 14 (+2)

Intelligence 12 (+1)

Wisdom 16 (+3)

Charisma 10 (+0)

,,

Size: Medium

Height: 6' 6"

Weight: 440 lb

Skin: Silvery

Eyes: Rubies

Hair: None

,,

Total Hit Points: 16

Speed: 20 feet [armor]

,,

Armor Class: 19 = 10 +8 [Adamantine Body] +1 [dexterity in armor]

Touch AC: 11

Flat-footed: 18

DR 2/Adamantine

,,

Initiative modifier: +2 = +2 [dexterity]

,,

Fortitude save: +5 = 3 [base] +2 [constitution]

Reflex save: +2 = 0 [base] +2 [dexterity]

Will save: +3 = 0 [base] +3 [wisdom]

,,

Attack (handheld): +3 = 1 [base] +2 [strength]

Attack (unarmed): +3 = 1 [base] +2 [strength]

Attack (missile): +3 = 1 [base] +2 [dexterity]

Grapple check: +3 = 1 [base] +2 [strength]

,,

Light load:58 lb. or less

Medium load:59-116 lb.

Heavy load:117-175 lb.

Lift over head:175 lb.

Lift off ground:350 lb.

Push or drag:875 lb.

,,

Languages: Common/Home Tongue, South Tongue

,,

Masterwork Longsword [+4 attack, 1d8+2, crit 19-20/x2 4 lb, one-handed, slashing]

War Hammer [+3 attack, 1d8+2, crit x3., 5 lb., one-handed, bludgeoning]

Slam [+3 attack, 1d4+2, crit x2, 12 lb., primary natural, bludgeoning]

Longbow [+3 attack, 1d8, crit x3, range incr. 100 ft., 3 lb, piercing]

Morningstar [+3 attack, 1d8+2, crit x2., 6 lb., one-handed, bludgeoning/piercing]

,,

Adamantine Body [heavy; +8 AC; max dex +1; check penalty -5]

,,

Feats:

Psicrystal Affinity (Artiste)

Psionic Weapon [psionic]

Adamantine Body

,,

Traits:

Appraise Int 1 = +1

Balance Dex* -3 = +2 -5cp

Bluff Cha 0 = +0

Climb Str* -3 = +2 -5cp

Concentration Con 7 = +2 +5

Craft Blacksmithing Int 6 = +1 +2 +3 [psi crystal]

Diplomacy Cha 0 = +0

Disguise Cha 0 = +0

Escape Artist Dex* -3 = +2 -5cp

Forgery Int 1 = +1

Gather Information Cha 0 = +0

Heal Wis 3 = +3

Hide Dex* -3 = +2 -5cp

Intimidate Cha 0 = +0

Jump Str* -3 = +2 -5 [speed 20]

Listen Wis 3 = +3

Move Silently Dex* -3 = +2 -5 cp

Profession Wis 0 = +0

Ride Dex 3 = +2 +1

Search Int 2 = +1 +1

Sense Motive Wis 3 = +3

Spot Wis 3 = +3

Survival Wis 3 = +3

Swim Str** -2 = +2 +1 -5 cp

Tumble Dex* -1 = +2 +2 -5 cp

Use Rope Dex 2 = +2

Autohypnosis Wis 7 = +3 +2 +2 [concentration]

Knowledge (psionics) Int 2 = +1 +1

* = check penalty for wearing armor

,,

Warforged:

• +2 constitution, -2 wisdom, -2 charisma (already included)

• Composite plating makes armor unusable, 5% arcane spell failure

• Cannot heal damage naturally

• Does not eat, sleep, breathe

• 25% chance to avoid criticals and sneaks

• -1 to -9 hp, inert but not progressing to death

• Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion

• Slam for 1d4 bludgeoning

,,

Psi_Warrior:

• Force Screen, 1PP, +4 Shield bonus to AC (+1/+4PP's), 1min/lvl, Std act

• Elfsight, 1PP, Lowlight vision/+2spot&search/notice secret doors, 1hr/lvl, Std act

,, ,,

Class HP rolled

Level 1: Psi_Warrior 8

Level 2: Psi_Warrior 5

4 Power Points/Day:

1 [psi warrior]

3 [wisdom bonus]

,,

Equipment:

Arrows x20

Masterwork Longsword

Warhammer

Longbow

Morningstar

Masterwork Blacksmithing Tools

Cold Weather Outfit

Everburning Torch

50' Silk Rope

Backpack

Ink

Inkpen

Parchment x9

Map Case

Potion (Repair Light Damage) x4

Small Tent

Waterskin

Power Stone (Adrenaline Boost/Catfall)x2

Belt Pouch

,,

pre_1394154620__shale.jpg

Link to comment
Share on other sites

Nope. I got all 40. Wis & Cha both get a -2, and Con at +2.

,,

I guess that depends on whether you put the -2 on the front or the back though... all the generators I've seen put it at the back end, so that Wis 16 actually got bought up to Wis 18 and then brought down.

Link to comment
Share on other sites

Omorphi

Changeling Druid 2

True Neutral

Str 10 (+0)

Dex 14 (+2)

Con 14 (+2)

Int 14 (+2)

Wis 14 (+2)

Cha 18 (+4)

Fort 5 (3 base, 2 con)

Ref 2 (0 base, 2 ref)

Will 5 (3 base, 2 wis)

+2 saves vs sleep and charm

HP 20 ([8+2], [8+2])

BAB +1 (+1 melee, +3 range)

AC 15 (12 touch, 13 flat-footed)

Init +2

Diplomacy 5 (+9)

Handle Animal 5 (+9)

Heal 5 (+7)

Knowledge (nature) 5 (+9)

Listen 5 (+9)

Speak Language 4 (see below)

Spellcraft 5 (+7)

Spot 5 (+9)

Survival 5 (+9)

Languages (Common [free], Home Tongue [free], Druidic [free], Sylvan, Elven, Dwarven, Orc, Celestial, North Tongue)

Alertness

Endurance

Lusty (-2 check/saves that would seduce)

Changeling Traits

* Shapechanger subtype

* Medium Size

* Base Land Speed 30 feet

* +2 racial bonus on saves against sleep and charm effects

* +2 racial bonus on Bluff, Intimidate and Sense Motive

* Speak Language is always a skill

* Minor Shapechange: full round action disguise self; actual changes, not illusion; +10 to disguise; reverts to natural form when killed.

Druid Traits

* Spells (see below)

* Spontaneous Casting (may cast Summon nature's ally instead of a prepared spell)

* Alignment Spells (cannot cast spells of opposite alignment [good/evil, law/chaos])

* Bonus Languages (get Druidic for free, may choose Sylvan as a starter language)

* Animal Companion (see below)

* Nature Sense (+2 to Knowledge [nature] and Survival checks)

* Wild Empathy (+6; d20+druid level+Cha mod, influence animals like diplomacy with people, takes 1 minute)

* Woodland Stride (can move through natural undergrowth without impairment)

Spells

Level 0, 5 known, 4/day, DC14

Detect Magic

Detect Poison

Light

Mending

Purify Food and Drink

Level 1, 2 known, 2/day, DC15

Summon Natures Ally I (free)

Cure Light Wounds

Magic Fang

Animal Companion

Grígora, Medium Viper

Size/Type: Medium Animal

Hit Die: 2d8 (9hp)

Initiative: +3

Speed: 20ft (4 squares), climb 20ft, swim 20ft

Base Attack/Grapple: +1/+0

Attack: Bite +4 melee (1d4-1 plus poison)

Full Attack: Bite +4 melee (1d4-1 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison

Special Qualities: Scent

Saves: Fort +3, Ref +6, Will +1

Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7

Feats: Weapon Finesse

Masterwork Studded Leather [175]

Wand of Cure Light Wounds (10 charges) [150]

Wand of First Level Spell (10 charges) [150]

Wand of First Level Spell (10 charges) [150]

Wand of First Level Spell (10 charges) [150]

Adventurer's Kit [35]

* Backpack

* Pouch

* Bedroll

* Flint and steel

* Hempen rope (50')

* 2 sunrods

* 10 days trail rations

* waterskin

[90gp left over]

Link to comment
Share on other sites

  • 2 weeks later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...