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Season 4 - first episode - Party makeup
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Sqwonk



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

PostPosted: Fri Apr 20, 2007 1:12 pm    Post subject: Season 4 - first episode - Party makeup Reply with quote

Is this correct?

Duskblade - Human
Rogue (Archer) - Human

Cleric - "Shifter"
Beguiler - human

Paladin - Warforged
Wiz (Abjurer) - Human
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KidVerisimilitude



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

PostPosted: Fri Apr 20, 2007 2:12 pm    Post subject: Reply with quote

Yes, for my characters.
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KidVerisimilitude



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

PostPosted: Fri Apr 20, 2007 3:11 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.
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KidVerisimilitude



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

PostPosted: Fri Apr 20, 2007 3:17 pm    Post subject: Reply with quote

Branimir Friedhelm
Human
Wizard (Abjurer) 3/Master Specialist (Abjurer) 7

Str 9, Dex 16, Con 16, Int 22, Wis 10, Cha 9

FORT +8, REFX +9, WILL +10

BAB +5
Melee +4
Ranged +8

MV 30
HP 49
AC 19 (Mage Armor +4, Dex +3, Nat +2) Extra (Shield +4 or +2)(Magic Circle +2 Deflection)
IN +7

Prohibited schools: Necromancy, Illusion, Enchantment

Special
Focused Specialist, Immediate Magic 6/day, Expanded Spellbook, Expanded Spellbook, Minor Esoterica (1/2 level bonus to Dispel checks), Moderate Esoterica (evasion/mettle after casting abj spell for 1 round/spell level), Caster Level +2

Feats
Improved Initiative, Spell Focus (abjuration), Scribe Scroll, Extend Spell, Quicken Spell, Skill Focus (Spellcraft), Spontaneous Casting, Arcane Mastery, Greater Spell Focus (abjuration) Extra Slot, Extra Slot, Vatic Gaze

Skills
Knowledge (Arcana) +19, Spellcraft +24 (+26 for abjuration, +19 for Ench, Nec, or Ill), Concentration +16, Decipher Script +19, Knowledge (Planes) +19, Knowledge (Architecture/Engineering) +19, Knowledge (History) +19


Equipment
Headband of Intellect +4 16,000
Ring of Counterspells (Dispel Magic) 4,000
Ring of Counterspells (Sound Lance) 4,000
Cloak of Resistance +3 9,000
Amulet of Natural Armor +2 8,000
Wand of Magic Missile (9th) 6,750
Gloves of Dexterity +2 4,000
Boots of Levitation 7,500

750gp


CL 10 (CL for abjurations 12, +4 bonus to Dispel checks, Take 10 on Dispel Checks, +2 save DC for Abjurations)

Spells
0-
1- Shield (abj), Magic Missile, Grease, Mage Armor
2-Resist Energy (abj), Glitterdust, Arcane Turmoil (CM), Fog Cloud
3- Dispel Magic (abj), Fly, Magic Circle Against Evil (abj), Stinking Cloud, Sound Lance
4- Wall of Fire, Dimension Door, Mass Resist Energy (abj), Lesser Globe of Invulnerability (abj), Orb of Force
5- Wall of Force, Arc of Lightning, Break Enchantment, Spell Theft (abj)(CS)


Typical Loadout
0-Resistance X3, Message X5
1-Shield X3, Mage Armor X2, Grease X2, Magic Missile
2-Arcane Turmoil X2, Resist Energy X2, Glitterdust X2, Fog Cloud X2
3-Dispel Magic X2, Magic Circle against Evil, Fly, Stinking Cloud, Sound Lance X2
4-Lesser Globe of Invulnerability X2, Mass Resist Energy, Wall of Fire, Orb of Force X2, Dimension Door
5-Spell Theft X2, Break Enchantment, Wall of Force, Arc of Lighting
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Barendd Nobeard



Joined: 26 May 2006
Posts: 64

PostPosted: Mon Apr 23, 2007 4:59 pm    Post subject: Reply with quote

Correct for mine, too.
_________________
"My farts smell like oil." - KidVerisimilitude, deep-immersive role played warforged
"Both of her nipples are glowing, too." - Sqwonk
"Is it a hungry, hungry, hippo?" - bealzubob
"Must be Wookie Thrashing Sickness." - Barendd Nobeard
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KidVerisimilitude



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

PostPosted: Sat May 12, 2007 11:27 am    Post subject: Reply with quote

Edit-New and Improved

Branimir Friedhelm
Human
Wizard 10


Str 9, Dex 14, Con 16, Int 22, Wis 10, Cha 9

FORT +8, REFX +5, WILL +7

BAB +5
Melee +4
Ranged +7

MV 30
HP 59
AC 19 (Armor +4, Dex +2, Def +3) Extra (Shield +4)
IN +2

Feats
Collegiate Wizard, Toughness, Scribe Scroll, Earthbound Spell (+2), Spell Penetration, Greater Spell Penetration, Empower Spell (+2), Great Fortitude, Extra Slot, Elven Spell Lore (Arc of Lightning), Vatic Gaze, Quicken Spell (+4)

Skills
Knowledge (Arcana) +21, Spellcraft +19, Concentration +16, Decipher Script +19, Knowledge (Planes) +19, Knowledge Architecture/Engineering) +19, Knowledge (Nature) +19

Equipment
Headband of Intellect +4 16,000
Wand of Magic Missile (9th) 6,750
Bracers of Armor +4 16,000
Scrolls to Spellbook-675
Ring of Protection +3 18,000
Potion Cure Serious 750
6 Potions of Cure Moderate 1,800

775 gp

Spells Known
0-All
1-Shield, Magic Missile, Alarm, Feather Fall, Enlarge Person, Hold Portal, Comprehend Languages, Benign Transposition, Ebon Eyes, Swift Expeditious Retreat
2-Earth Bind, False Life, Swift Fly, Glitterdust, Baleful Transposition, Invisibility, Locate Object, Chain of Eyes
3-Dispel Magic, Fly, Sound Lance, Fireball, Gaseous Form*, Magic Circle against Evil, Protection from Energy, Stinking Cloud, Acid Breath
4-Wall of Fire, Dimension Door, Resilient Sphere, Vortex of Teeth, Greater Invisibility, Arcane Eye, Locate Creature, Polymorph
5-Wall of Force, Arc of Lightning, Break Enchantment, Cone of Cold, Sending, Passwall, Telepathic Bond, Zone of Respite

CL 10 (+2 bonus to Dispel checks), SR check +4

Spells/day
0-4
1-6 DC 17
2-6 DC 18
3-5 DC 19
4-4 DC 20
5-3 DC 21

Typical Loadout
0-Spontaneous (4)
1-Spontaneous (6)
2-False Life, Swift Fly(2), Glitterdust, Earth Bind, Baleful Transposition
3-Dispel Magic (2), Fireball (2), Magic Circle Against Evil
4-Wall of Fire, Dimension Door, Vortex of Teeth, Resilient Sphere
5-Wall of Force, Arc of Lightning, Cone of Cold


Last edited by KidVerisimilitude on Tue Jul 17, 2007 8:18 am; edited 1 time in total
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KidVerisimilitude



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

PostPosted: Mon Jul 09, 2007 1:40 pm    Post subject: Reply with quote

I changed Branimir above to make him a Wizard 10.
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Sqwonk



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

PostPosted: Mon Jul 09, 2007 3:06 pm    Post subject: Reply with quote

What is:

Greater Enlarge Person?

Elven Spell Lore ?
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Sqwonk



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

PostPosted: Mon Jul 09, 2007 3:12 pm    Post subject: Reply with quote

KidVerisimilitude wrote:
I changed Branimir above to make him a Wizard 10.


A generalist. cool.

I wonder what kind of interesting combos you can do with Barendd's new Spellthief. (assuming that is what he changes his beguiler to.)
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KidVerisimilitude



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

PostPosted: Mon Jul 09, 2007 4:05 pm    Post subject: Reply with quote

Elven Spell Lore

Quote:
Prerequisite: Int 17 or elf, Knowledge (arcana) 12 ranks.
Benefit: Your understanding of the elven secrets of magic grants you two benefits. When you cast dispel magic or greater dispel magic, you gain a +2 bonus on your caster level check Your understanding of magic allows you to more easily unravel the power that sustains a foe's spell.
In addition, your knowledge of magic grants you rare insights into forgotten spell lore. Choose a single spell in your spellbook when you take this fear. When preparing that spell, you can alter the type of damage it deals to a single type of your choice. You must make this choice when preparing the spell (those who do not prepare spells cannot benefit from this aspect of the fear). You can prepare the spell multiple times, selecting the same or a different energy type for it with each preparation.
Special: You can gain this feat multiple times. The caster level bonus does not stack, and each time you take the feat, a different spell must be chosen.


If I'm reading it right Greater Enlarge Person bumps you up two size categories. It's in the Spell Compendium.

If Barendd isn't going to be the Beguiler I might pick up some Enchantment/Illusion spells. I thought he was going to have those covered. So, I may tweak spells a little before we play.
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Barendd Nobeard



Joined: 26 May 2006
Posts: 64

PostPosted: Mon Jul 16, 2007 10:56 am    Post subject: Reply with quote

KidVerisimilitude wrote:

If Barendd isn't going to be the Beguiler I might pick up some Enchantment/Illusion spells. I thought he was going to have those covered. So, I may tweak spells a little before we play.


Well, I'm not going to be a Beguiler because Tod said there wouldn't be many things I could beguile in the upcoming story arc(s). So, the illusions would be great (like Invisibility), but the Enchantment may be wasted.
_________________
"My farts smell like oil." - KidVerisimilitude, deep-immersive role played warforged
"Both of her nipples are glowing, too." - Sqwonk
"Is it a hungry, hungry, hippo?" - bealzubob
"Must be Wookie Thrashing Sickness." - Barendd Nobeard
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KidVerisimilitude



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

PostPosted: Tue Jul 17, 2007 8:20 am    Post subject: Reply with quote

Edited above to change spells

Removed-Greater Enlarge Person (it just changes it to hr/level), Blur, and Solid Fog

Added-Sending, Invisibility, and Greater Invisibility
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Barendd Nobeard



Joined: 26 May 2006
Posts: 64

PostPosted: Wed Jul 18, 2007 4:35 pm    Post subject: Stapor Reply with quote

I may adjust a few things, but here's the basics:

Stapor
Human
Spellthief 10

S 22, D 15, C 12, I 11, W 9, Ch 19

Fort +5, Ref +6, Will +7

BAB +7/+2
Melee +13/+8
Ranged +9/+4

MV 30
HP 57
AC 18 (Armor +5, Dex +2, Natural +1)
Init +8

Class Abilities
Sneak Attack +3d6
Trapfinding
Steal Spell
Detect Magic (4x day)
Spellgrace
Steal Spell Effect
Steal Energy Resistance
Steal Spell-like Ability
Absorb Spell
Arcane Sight (4x day)

Spells per Day (2/2)

Spells Known (4/3)
haven't picked 'em yet--any suggestions? A Spellthief can learn wiz/sor spells from abjuration, divination, enchantment, illusion, and transmutation. I found a list online, but it breaks them down by book so it's not easy to cut+paste it here.

Odd factoid: Spellthieves get no 0 level spells. Smile


Feats
Combat Reflexes, Dodge, Mobility, Spring Attack, Vexing Flanker, Adaptive Flanker, Rapid Reload (light crossbow), Improved Initiative, Quick Reconnoiter, Tactile Trapsmith

Skills
Concentration +14, Disable Device +16, Open Lock +16, Perception +12, Search +15, Sneak +15, Use Magic Device +17

Equipment
Winged Boots (16,000 gp)
Belt of Giant Strength +4 (16,000 gp)
+1 Heavy Mace (2312 gp)
+1 Light Mace (2305 gp)
+1 Light Crossbow (2335 gp)
40 bolts (8 gp)
40 silver bolts (24 gp)
40 cold iron bolts (16 gp)
40 adamantium bolts (488 gp)
Quiver of Eberron (1800 gp)
Heward's Handy Haversack (2000 gp)
m.w. thieve's tools (100 gp)
Mithril Chain Shirt +2 (5100 gp)
Amulet of Natural Armor +1 (2000 gp)
Pink and Green Ioun Stone (8000 gp)
Cloak of Resistance +1 (1000 gp)

512 gp
_________________
"My farts smell like oil." - KidVerisimilitude, deep-immersive role played warforged
"Both of her nipples are glowing, too." - Sqwonk
"Is it a hungry, hungry, hippo?" - bealzubob
"Must be Wookie Thrashing Sickness." - Barendd Nobeard
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Barendd Nobeard



Joined: 26 May 2006
Posts: 64

PostPosted: Thu Jul 19, 2007 8:33 am    Post subject: Reply with quote

OK, I'm definitely taking Nerveskitter (+5 to Initiative), so I can catch opponents flat-footed and sneak attack them and then forgoe sneak attack to drain spells.

And Invisibility, to catch 'em Dex denied if I can't get a flank.
_________________
"My farts smell like oil." - KidVerisimilitude, deep-immersive role played warforged
"Both of her nipples are glowing, too." - Sqwonk
"Is it a hungry, hungry, hippo?" - bealzubob
"Must be Wookie Thrashing Sickness." - Barendd Nobeard
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Sqwonk



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

PostPosted: Thu Jul 19, 2007 8:54 am    Post subject: Re: Stapor Reply with quote

Barendd Nobeard wrote:
+1 Heavy Mace (2312 gp)
+1 Light Mace (2305 gp)


Why does Stay Poor the SpellThief use a mace? And why 2?

Sneak attacking with a mace just seems wrong. Very Happy
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