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Sqwonberron - Season IV
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Sqwonk



Joined: 26 Apr 2006
Posts: 419
Location: Milwaukee, WI

PostPosted: Mon Apr 02, 2007 8:01 pm    Post subject: Sqwonberron - Season IV Reply with quote

Only 1 returning character.
Party is still Citadel agents.

Characters:
Bealzubob - Duskblade and Archer
Knid - Warforged Fighter and Beguiler
Barendd - Mage and Cleric

Is that correct? No Celestial Bloodline Bards?

There is still time to change your minds.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Wed Apr 04, 2007 8:19 am    Post subject: Reply with quote

Barendd, Sqwonk mentioned that you might want to play a beguiler. Which character would this replace?

I'll play a favored soul if you don't want to run the cleric, and maybe I'll bring Wick back if you don't want to play the mage.


I also might make a human paladin instead of the warforged. Maybe I can be the holy twins.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Wed Apr 04, 2007 2:25 pm    Post subject: Reply with quote

Hmmm....Maybe Wick should come back as a Warlock?
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Sqwonk



Joined: 26 Apr 2006
Posts: 419
Location: Milwaukee, WI

PostPosted: Wed Apr 04, 2007 4:59 pm    Post subject: Reply with quote

KidVerisimilitude wrote:
Hmmm....Maybe Wick should come back as a Warlock?


I would think that Warlocks would be fairly boring to play. They really only do 1 thing - blast.
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Sqwonk



Joined: 26 Apr 2006
Posts: 419
Location: Milwaukee, WI

PostPosted: Wed Apr 04, 2007 9:00 pm    Post subject: Reply with quote

In case it would influence you:
House rules

*Sorcerer: HD:d6 Bonus Heritage Feats at 1,5,10,15th lvl
*Paladin can choose Mount or Spirits. Bonus Divine feat at 7,11,16,19th level
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Thu Apr 05, 2007 10:33 am    Post subject: Reply with quote

Sqwonk wrote:
KidVerisimilitude wrote:
Hmmm....Maybe Wick should come back as a Warlock?


I would think that Warlocks would be fairly boring to play. They really only do 1 thing - blast.


Well, that's all that Wick really did anyway. I'll figure out what I want to play when Barend chimes in with his choice.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Thu Apr 05, 2007 3:27 pm    Post subject: Reply with quote

Plus, I kinda like the idea that Wick has come back "changed" by his time with R&D. Who knows what kind of mysterious experiments they conducted on him? Plus, there has to be some long term effect from being a leather-pants-wearing bard for so long.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Fri Apr 06, 2007 8:39 am    Post subject: Reply with quote

If I made the Warforged into a paladin using the racial substitution levels from Races of Eberron, how would you handle the Spirit of Healing?

The substitution levels are:

1st-lose several skills, smite evil changes to smite evil AND constructs
2nd-lose Divine Grace, gain Durable Will (add Con bonus to Will saves), lose Lay on Hands, gain Repair Damage (can Repair Con bonusXPaladin level, or heal 1/2 that)
3rd-lose Divine Health, gain Immunity to Stunning

Would you allow the Spirit of Healing (which allows you to use the Spirit to heal up to your Lay on Hands amount) to use the Repair Damage rules? For example the Spirit of a 10 level paladin with a +3 con bonus could repair 60hp, or heal 30hp, (basically a heal costs 2 points from the repair pool)
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Fri Apr 06, 2007 1:05 pm    Post subject: Reply with quote

I think I'm going to go with the Warforged as paladin rather than fighter. He loses a little offensive juice, but he's much tougher and can heal himself.

I still don't know about the second character.
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Sqwonk



Joined: 26 Apr 2006
Posts: 419
Location: Milwaukee, WI

PostPosted: Fri Apr 06, 2007 2:32 pm    Post subject: Reply with quote

KidVerisimilitude wrote:
Would you allow the Spirit of Healing (which allows you to use the Spirit to heal up to your Lay on Hands amount) to use the Repair Damage rules? For example the Spirit of a 10 level paladin with a +3 con bonus could repair 60hp, or heal 30hp, (basically a heal costs 2 points from the repair pool)


Sounds reasonable. Plus very thematic.

What God is he going to be a paladin for? Or more of an ideal?
What kind of "code of conduct"?
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Fri Apr 06, 2007 3:10 pm    Post subject: Reply with quote

Sqwonk wrote:
KidVerisimilitude wrote:
Would you allow the Spirit of Healing (which allows you to use the Spirit to heal up to your Lay on Hands amount) to use the Repair Damage rules? For example the Spirit of a 10 level paladin with a +3 con bonus could repair 60hp, or heal 30hp, (basically a heal costs 2 points from the repair pool)


Sounds reasonable. Plus very thematic.

What God is he going to be a paladin for? Or more of an ideal?
What kind of "code of conduct"?


I was thinking more of an ideal. Protection and Nobility, specifically protection of Breland. King Boranel fighting for the freedom of warforged awakened a powerful drive. His name is Beacon, and he tries to embody all the ideals and nobility of his nation.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Fri Apr 06, 2007 3:35 pm    Post subject: Reply with quote

Beacon

Warforged
Paladin 10

HP 147

Str 16, Dex 12, Con 22, Int 11, Wis 14, Cha 12

FORT +13, REFX +4, WILL +11

Speed 30
AC 27 (armor +13, +1 dex, shield +3)
Init (+1)
BAB +10/+5
ATT +14 (+1 holy, adamantine longsword 1d8+3 +2d6 holy)
FAT +14/+9 (+1 holy, adamantine longsword 1d8+3 +2d6 holy)

Skills (2pts/level)
Craft:Sculpting +13 (+15 w/Repair Kit), Concentration +19

Feats
Adamantine Body, Improved Damage Reduction (3 times), Improved Toughness, Extra Turning, Divine Vigor, Sacred Vitality, Divine Fortune

Special
Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening, and Energy Drain (and Fear and Stunning from Class)
Light Fortification – 25% chance of Critical Hit or Sneak Attack bonus damage being negated.
Turn Undead 8/day (cleric level 7)
Smite evil or construct 3/day (+1 to hit, +10 damage)
Spirit of Healing-Repair 120, Heal 60
Repair Damage
Immunity to Stunning
Remove Disease 2/week
Detect Evil at will
Durable Will
Aura of Good
Aura of Courage

Spells (Caster Level 5)
1st-2 (+ 2 Pearls of Power)
2nd-2

Items
Adamantine Body-Armor +8, Enhancement +5, DR 5/adamantine, hvy armor, +1 max dex, -5 check, 35% arcane failure (25,000)
+1, Holy, adamantine longsword (21,315)
Amulet of Health +2 (4,000)
Heavy Steel Shield +1 (1,170)
Pearl of Power 1st (2) (2,000)
Boots of Striding and Springing (5,500)
Warforged Repair Kit (+2 Craft) (50)
Sliversheen (1) (250)
Potion of Enlarge Person (2) (500)
Oil of Bless Weapon (2) (200)
15 gp


Quote:
Sacred Vitality
Type: Divine
Source: Libris Mortis: The Book of the Dead

You can channel positive energy to gain protection from damage to your abilities or your life force.

Prerequisite: Ability to turn undead.
Benefit: As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.



Quote:
Divine Fortune
Type: Divine
Source: Player's Handbook II

With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect.

Prerequisite: Divine caster level 5th, ability to trim or rebuke undead.
Benefit: As an immediate action, you can expend a turn or rebuke undead attempt to gain a +4 bonus on your next saving throw. If this benefit is not used immediately, it lasts until the start of your next turn.


Quote:
Divine Vigor
Type: Divine
Sources: Complete Warrior


You can channel energy to increase your speed and durability.

Prerequisite: Turn or rebuke undead ability.
Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.


Last edited by KidVerisimilitude on Tue Apr 17, 2007 1:05 pm; edited 1 time in total
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Sqwonk



Joined: 26 Apr 2006
Posts: 419
Location: Milwaukee, WI

PostPosted: Fri Apr 06, 2007 4:36 pm    Post subject: test Reply with quote

What does Improved Damage Reduction x3 give Beacon
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Fri Apr 06, 2007 4:41 pm    Post subject: Reply with quote

That's a warforged feat that improves the damage reduction provided by Adamantine Body by 1/Adamantine. You can take it multiple tiimes, so he took it 3 times to give him DR 5/adamantine.
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KidVerisimilitude



Joined: 26 Apr 2006
Posts: 480
Location: Reality, WI

PostPosted: Mon Apr 09, 2007 8:41 am    Post subject: Reply with quote

Barend, if you decide to play the beguiler instead of the mage, I thought that I'd make an abjurer using the Focused Specialist alternative feature. He'd have Necromancy, Enchantment, and Illusion as his prohibited schools and he would focus on protection, countermagic, and battlefield control.
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