It Ends In Darkness - Character Concepts

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dbb
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Re: It Ends In Darkness - Character Concepts

Post by dbb »

Maybe Brb2/Ftr2/Rgr2/PrC1 rather than Brb5/Rgr2? Barbarian 3-5 aren't awful, but they aren't all that good, either.
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Murtak
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Re: It Ends In Darkness - Character Concepts

Post by Murtak »


Ur-Priest should fit the bill nicely then. You can even keep your Barbarian / Hexblade / Geomancer approach. Just take Ur-Priest instead of Divine Crusader. You will be applying your Geomancer casting to something worthwhile and what's more, the Ur-Priest flavor of stealing power from the gods seems to fit quite well for a follower of Manik - just have Manik steal that power for you instead of stealing it on your own.

Just make sure to not enter Ur-Priest at your first opportunity, as 9th level spells at level 14 are not nice. Barbarian 2, Hexblade 4, one to three levels of fighter type classes with decent knowledges, Ur-Priest 2, Geomancer 8 should work well enough. You even get access to divine feats, as Ur-Priest 2 gives you turning.
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Essence
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Re: It Ends In Darkness - Character Concepts

Post by Essence »

Where is Master of Many Forms from? It doesn't ring a bell...

dbb wrote: Barbarian 3-5 aren't awful, but they aren't all that good, either.


Mostly I was after the 2nd Rage, and figured that unflankability was worth that next level.


Murtak wrote:- just have Manik steal that power for you instead of stealing it on your own.


I'm not sure if that's something the gods would be willing to do to one another, even Manik...but I'll look into it. Thanks!
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Re: It Ends In Darkness - Character Concepts

Post by dbb »

I'm not all that big on unflankability, myself, but it does come in handy sometimes. If you mostly want the second rage, however, consider:

Bbn5 gives you 2 Feats (+1 for being a human -- assuming you start at 1st), Rage 2/day, Fast Movement, Improved Uncanny Dodge, Trap Sense (which is ass), d12 hit dice and additional skill points.

Bbn2/Ftr2/PrC1 with the Extra Rage feat gives you 3 Feats (2 of which must be fighter bonus feats, + another 1 for being a human), Rage 3/day, Fast Movement, Uncanny Dodge, 2d12+2d10+1d? hit dice, and costs you a couple of skill points -- plus you get another cherry from whichever prestige class you pick. You will probably need to have a Ranger level in there before the PrC level, to get your BAB up to +5, but you can do that. You could even do Bbn2/Ftr1/Rgr2/PrC2 and end up down even less skill points, even on feats, and presumably get something really sweet out of whatever PrC. Which might even include Improved Uncanny Dodge if you pick the right one, IDHABIFOM.

In general, I'd rather have the latter, especially if there's a prestige class that fits my concept.

--d.
Kirin_Corrigan
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Re: It Ends In Darkness - Character Concepts

Post by Kirin_Corrigan »

Essence wrote:Where is Master of Many Forms from? It doesn't ring a bell...


It's in Complete Adventurer. It's the new Shifter: the prereqs have been changed to "Druid 5 with Alertness and Endurance". You get one additional wildshape per level, improved wildshape options (ranging from Humanoid to Dragon and from Diminutive to Gargantuan), the ability to speak normally even while morphed, to communicate with creatures of the same kind you morph into, to wildshape as a move action, to take the Ex abilities of what you morph into and eventually the ability to shapeshift at will with an immunity to any transmutation effect "you don't want" on top.

An interesting & easy build would be Druid 6 / MoMF 10 / Warshaper 4. Think about it.
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Murtak
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Re: It Ends In Darkness - Character Concepts

Post by Murtak »

Essence wrote:
Murtak wrote:- just have Manik steal that power for you instead of stealing it on your own.

I'm not sure if that's something the gods would be willing to do to one another, even Manik...but I'll look into it. Thanks!

Well, flavor text can be changed anyways - the important part is that this should fit your character concept while being on par with the rest of the group, power-wise. Anything else would be a bonus.

Oh, and you are welcome.
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Re: It Ends In Darkness - Character Concepts

Post by Neeek »

Essence at [unixtime wrote:1121743583[/unixtime]]Really, ideally, I'd like to be able to take Divine Crusader and just replace all of it's class features with the Geomancer's Drift abiliites. That would take me back to the Barbarian 5/Ranger 2/Divine Crusader 3 build, but with exactly the flavor and abilities I want.


Is there any particular reason why your DC/Geomancer combo class should be posponed until 8th level? DC is the one with the single domain spell list, right? Which were you going to take?
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Murtak
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Re: It Ends In Darkness - Character Concepts

Post by Murtak »


DC wants 7 BAB I believe.
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Re: It Ends In Darkness - Character Concepts

Post by Neeek »

Murtak at [unixtime wrote:1121839484[/unixtime]]
DC wants 7 BAB I believe.


I was kinda assuming that he'd be inventing an PrC for the game, thereby eliminating the need for prereqs. You could even make it a base class without too much trouble.
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Re: It Ends In Darkness - Character Concepts

Post by Username17 »

Master of Many Forms is, in case you were wondering, completely off limits. All it does is interact with polymorph in bizzare ways that allow you to dumpster dive for different monsters out of monster books to replace your stats with. I've already worked out everything that people can turn into with normal polymorph, so taking a class to circumvent those restrictions violates the whole point of doing it in the first place.

-Username17
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Re: It Ends In Darkness - Character Concepts

Post by Kirin_Corrigan »

Damn, I completely forgot about that...
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Re: It Ends In Darkness - Character Concepts

Post by Username17 »

So I'm actually willing to start things off right about now. The things I really need from everybody are their background knowledge checks.

That is, the knowledges we are using are:

Knowledge Arcana
Knowledge Engineering
Knowledge Geography
Knowledge History

If everyone could give me a result on a sigle knowledge skill check for each of those four, I can start writing out the background materials that everybody knows.

Let's get this show enroute.

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Essence
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Re: It Ends In Darkness - Character Concepts

Post by Essence »

I'm assuming that the stat arrays given still allow us to distribute our 2 stat points gained from levelling as we desire?
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Re: It Ends In Darkness - Character Concepts

Post by User3 »

Some minor problems:

I'm on a one-week, well deserved vacation and by that I mean that I won't have access to the Net every day, let alone at fixed hours.

I don't have my character's specs at hand, so I can't send you the finished version yet.

We didn't choose a dicebot, so we can't really make those checks yet.

I'll fix problem 1 and 2 above as soon as I get back home.
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Re: It Ends In Darkness - Character Concepts

Post by Username17 »

Essence wrote:I'm assuming that the stat arrays given still allow us to distribute our 2 stat points gained from levelling as we desire?


That's a totally valid assumption.

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Re: It Ends In Darkness - Character Concepts

Post by Essence »

OK, so I took Murtak's advice. Here's my final character, if Frank will accept him:

Chuihutlei, Human Wizard 1/Barbarian 1/Ranger 4/Ur-Priest 2/Mystic Theurge 2

Str: 18 +4 (load 100/200/300 lbs)
Dex: 13 +1
Con: 12 +1
Int: 14 +2
Wis: 16 +3
Cha: 6 -2

HP: 48
AC: 11
BAB: +7/+2
Fort: +10
Ref: +8
Will: +14

Class Features
[*]Wizard: Scribe Scroll, Familiar: Weasel, Transmutation Specialization (no Enchantment or Illusion)
[*]Barbarian: Fast Movement, Rage 1/day
[*]Ranger: Favored Enemy: Humans +1, Track, Wild Empathy, Rapid Shot, Endurance, Animal Companion: Eagle
[*]Ur-Priest: Rebuke Undead 1/day

Feats
Human: Cosmopolitan (Bluff)
Wizard 1: Precocious Apprentice
Wizard 1/Barbarian 1/Ranger 1: Iron Will
Wizard 1/Barbarian 1/Ranger 4: Spell Focus: Evil
Wizard 1/Barbarian 1/Ranger 4/Ur-Priest 2/Mystic Theurge 1: Practiced Spellcaster (Ur-Priest)


Skills
Bluff: 11 ranks, +11 modifier
Concentration: 8 ranks, +9 modifier
Knowledge (arcana): 6 ranks, +8 modifier
Knowlege (religion): 8 ranks, +10 modifier
Knowledge (the planes): 5 ranks, +7 modifier
Listen: 8 ranks, +11 modifier
Sense Motive: 10 ranks, +13 modifier
Spellcraft: 8 ranks, +10 modifier
Survival: 9 ranks, +12 modifier


Spells

Ranger (Caster Level 1, DC 14)
1st Entangle


Wizard (Caster Level 4, DC 12+spell level)
0th Detect Magic, Read Magic, Open/Close, Mage Handx2
1st Swift Expeditious Retreat, Mage Armorx2, Critical Strikex2
2nd Bladeweave x3, Swift Fly


Ur-Priest (Caster Level 9, DC 13+spell level)
0th Detect Magic, Purify Food and Water, Create Water, Cure Minor Wounds, Mending x2
1st Sanctuary, Cure Light Wounds, Divine Favorx2
2nd Brambles, Cure Moderate Wounds, Bull Strengthx2
3rd Bestow Curse, Close Woundsx2
4th Divine Power



Results of my knowledge checks:

Knowledge: Arcana --> 25
Knowledge: Engineering --> 5
Knowledge: Geography --> 14
Knowledge: History --> 11
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Re: Tentative first draft

Post by MrWaeseL »

Hey look it's Indiana Jones

Tlaloc

Male halfling rogue 10

Str 10 (12 base -2 racial)
Dex 20 (16 base +2 racial +2 levels)
Con 15
Int 14
Wis 12
Cha 14

AC 16 (+1 size +5 dex)
Init: +5
Bab/Grp: +7/+3
Hp: 6+9d6+20 (57.5 avg)

Attack: Acid Flask +14 ranged touch (+7 bab +1 size +1 racial +5 dex) ,+15 within 30 ft, 10ft range increment, 1d6 acid damage. (+7 bab +1 size +1 racial +5 dex)
Short Sword +8 melee (+7 bab +1 size), 1d6, 19-20/*2

Full attack: Acid flask +10/+10/+5 and +10/+5 ranged (as above but -2 for MWF and -2 for Rapid Shot), +1 within 30ft, 1d6 acid damage.
Short Sword +8/+3 melee (+7 bab +1 size), 1d6, 19-20/*2

Saves:
Fort +6 (3 base +2 con +1racial)
Ref +13 (7 base +5 dex +1 racial)
Will +5 (3 base +1 wis +1racial), +7 vs fear

Feats:
1 Point-Blank Shot
3 quick draw
6 Far Shot
9 Rapid Shot
rogue special: Perfect Multiweapon fighting

Skills (all at 13 ranks) :
Bluff +15
Diplomacy +15
Disable Device +15
Knowledge: History +15
Move Silently +20
Open Lock: +18
Search +15
Sense Motive +14
Spot +14
Use Magic Device +15
all at 0 ranks:
Climb +2
Jump +2
Listen +3

Special Abilities:
Melee SA: +4d6
Ranged SA: +6d6
Trapfinding
Evasion
Improved Uncanny Dodge
Trap Sense +3

I switched out Lingering Damage for perfect MWF, and switched all ranks in Hide for ranks in Knowledge: History.

Results of my knowledge checks:

Knowledge: Arcana --> 10
Knowledge: Engineering --> 5
Knowledge: Geography --> 19
Knowledge: History --> 33

http://invisiblecastle.com/find.py?u=Mr.W&limit=on
dbb
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Re: Tentative first draft

Post by dbb »

My dice continue their fine tradition of sucking. :)

Knowledge/Arcana: 7 (-2 = 5)
Knowledge/Engineering: 14 (-2 = 12)
Knowledge/Geography: 5 (-2 = 3)
Knowledge/History: 8 (-2 = 6)
http://invisiblecastle.com/find.py?u=dbb&limit=on

Evidently Mia's been paying more attention to whatever ancient ruins there are around her home than she has to how they got there or, in fact, where her home is in relation to the rest of the world. This suggests a somewhat insular person without much grasp of the broader picture, which is just fine with me, since it means we share a similar ignorance about what the world outside her door is like. :)

--d.
dbb
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Re: Tentative first draft

Post by dbb »

In neato-keen MrW format:

Miahuaxiutl
Female Human Druid 10

Str 14
Dex 13
Con 15
Int 12
Wis 18 (16 base +2 levels)
Cha 14

AC 11 (touch 11, flat-footed 10)
Init +1
BAB/GRP: +7/+9
HP: 8 + 9d8 + 20 (68.5 avg)

Attack/Full Attack varies widely with gear and/or wildshape form.

Saves (additional +4 to all saves vs. Fey spell-likes):
Fort +9 (7 base +2 Con)
Ref +4 (3 base +1 Dex)
Will +11 (7 base +4 Wis)

Feats:
Human: Ashbound
1st: Greenbound Summoning
3rd: Initiate of Malar
6th: Natural Spell
9th: Exalted Wild Shape

Skills:
Concentration 13 ranks = +15 (+2 Con)
Diplomacy 13 ranks = +15 (+2 Cha)
Handle Animal 8 ranks = +10 (+2 Cha)
Heal 1 ranks = +5 (+4 Wis)
Knowledge/Nature 13 ranks = +18 (+2 synergy from Survival, +2 Nature Sense, +1 Int)
Listen 9 ranks = +13 (+4 Wis)
Spot 9 ranks = +13 (+4 Wis)
Survival 9 ranks = +15, +17 aboveground (+2 Nature Sense, +4 Wis, +2 synergy from K/N aboveground)
Swim 3 ranks = +5 (+2 Str)

Special Abilities:
Animal Companion (depends on what's available)
Wild Empathy at 1d20+14 (+10 Druid levels, +2 Handle Animal Synergy, +2 Cha)
Woodland Stride, Trackless Step
Resist Nature's Lure
Wild Shape
Venom Immunity

I'll post a spell list shortly.

--d.
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Re: Tentative first draft

Post by MrWaeseL »

Does anyone have any good tips on what I should do against creatures with elemental resistance 6 or more (such as devils, demons, formians, etc.)? Because when the 1d6 acid damage is negated, all special damage (i.e. Sneak Attack) is as well.
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Re: Tentative first draft

Post by The_Matthew »

Opochtli

Male Human Cleric 5/Ur Priest 5

Str 6
Dex 12
Con 13
Int 13
Wis 20 (18 base +2 levels)
Cha 15

AC 11 (touch 11, flat-footed 10)
Init +1
BAB/GRP: +6/+4
HP: 8 + 9d8 + 10 (59
http://invisiblecastle.com/find.py?id=329824)

Saves
Fort +6 ( 5 base +1 Con)
Ref +3 (2 base +1 Dex)
Will +15 (8 base +5 Wis +2 Iron Will)

Feats:
Human: Iron Will
1st: Spell Focus(Evil)
3rd: Extend Spell
6th: Persistant Spell
9th: Divine Metamagic (Persistant Spell)

Skills:
Bluff +15 (13 ranks, +2 cha)
Concentration +14 (13 ranks, +1 con)
Knowledge (Arcana, The Planes, Religeon) +14 (13 ranks, +1 int)
Spellcraft +14 (13 ranks, +1 int)

Special Abilities:
Turn/Rubuke Undead 5/day
Turn Water creatures/Rebuke Fire creatures 5/day
Divine SR 15

Spells/day
Domains: Fire, Trickery
0th: 6 Ur-Priest, 5 Cleric (DC 15)
1st: 5 Ur-Priest(3 level, 2 bonus), 6 Cleric(3 level, 2 bonus, 1 domain) (DC 16)
2nd: 4 Ur-Priest(3 level, 1 bonus), 4 Cleric(2 level, 1 bonus, 1 domain) (DC 17)
3rd: 3 Ur-Priest(2 level, 1 bonus), 3 Cleric(1 level, 1 bonus, 1 domain) (DC 18)
4th: 2 Ur-Priest(1 level, 1 bonus) (DC 19)
5th: 1 Ur-Priest(0 level, 1 bonus) (DC 20)
Will decide on memorized spells later.

Before anyone asks, Opochtli can cast Cleric spells because he used an atonement spell, thus regaining his clerical abilities. He is a priest of Smoking Mirror, the trickery aspect of the sun who had been turned into a jaguar. Opochtli made a bet with smoking mirror that he could be just as powerful by taking power from the other gods as he could be by worshipping one full time. After he proved he was right, he regained his clerical abilities.

Knowledge/Arcana: 25 (Actually 30...)
Knowledge/Engineering: 17
Knowledge/Geography: 13
Knowledge/History: 10
http://invisiblecastle.com/find.py?u=Op ... imit=on[br]
Thanks Frank, Edits have been made.
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Essence
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Re: Tentative first draft

Post by Essence »

Mr Waesel: take 3 levels of Spellthief. :)

I'm sure there's some spells out there that lower elemental resistance. Get a wand and have a caster use it and/or UMD it.
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Re: Tentative first draft

Post by Username17 »

Opochtli has Knowledge of Arcana, Religion, and Planes. In this setting, that's only one knowledge skill, so there's 13 skill points up for grabs.

MRW: Do you have a citation for that? Sneak Attack is rolled simultaneously with the rest of the damage, so it's added in before the step where you compare the damage to energy resistance. Even if there was a rule of that sort somewhere, it's difficult for me to imagine it being written in such a way as to actually function (rather than being like the vampire staking rule, where other rules simply take precedence and keep it from coming up).

-Username17
MrWaeseL
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Re: Tentative first draft

Post by MrWaeseL »

I mixed up some rules. I was actually thinking of

SRD wrote:Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease.


Which isn't relevant and doesn't stop energy damage anyway.
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Essence
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Re: Tentative first draft

Post by Essence »

Frank wrote:Opochtli has Knowledge of Arcana, Religion, and Planes. In this setting, that's only one knowledge skill, so there's 13 skill points up for grabs.


In that case, Chuihutle's skill block should read:

Bluff 13 ranks, +13
Concentration 13 ranks, +14
Knowledge (religion/arcana/theplanes) 8 ranks, +10
Listen 8 ranks, +11
Sense Motive 13 ranks, +13
Spellcraft 8 ranks, +10
Survival 10 ranks, +13

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