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The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

Last post 02-06-2008, 9:52 AM by VkmSpouge. 313 replies.
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  •  5/23/2006 11:06:36 AM 778964 in reply to 778911

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    I used this to create a wild mage character. Dunno if it helps.
    I swear, now you're just doing it to piss me off.
  •  5/23/2006 5:21:38 PM 779015 in reply to 778964

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Phoenix of Borg:
    I used this to create a wild mage character. Dunno if it helps.

    No help there. The very opening says:

    "Because people were interested in it, I thought I'd come up with a fair and 3E-appropriate way to do a wild mage in the new version of the D&D rules. I didn't want it to be silly or goofy, and I wanted it to be a class that a serious player would want to take (as opposed to the "Wahoo, I fireball everything!" sort of player). Also, because part of the D&D design philosophy is that a character's abilities should not be based on random rolls*, there shouldn't be a character class whose abilities fluctuate greatly from day to day** . With those ideas in mind, I came up with this version, which has enough randomness to make it interesting but doesn't do anything really crazy (like pull off a 9th level spell at 1st level) and doesn't have a serious risk of screwing your chances for survival (like being 18th level and unable to cast even a cantrip)."

    Mad Mal is exactly the sort of character Sean K. Reynolds is trying to avoid with his wild mage build (the silly, random type of wild mage).


    Dungeon Crawl Inc. - It's the most fun you can have without three midgets and a whip!
  •  5/23/2006 6:03:06 PM 779021 in reply to 779015

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    In Complete Arcane, there is a prestige class called Wild Mage designed for those mages who believe "magic is one of the most capricious and unpredictable of all natural of supernatural forces in the universe."

    The requirements are:

    Alignment - any chaotic.

    Skills: Knowledge (the planes) 4 ranks, spellcraft 8 ranks, use magic device 4 ranks.

    Feats: Magical Aptitude, any metamagic feat

    Spells: arcane caster level 1st

    Wild mages get full spell progression as well as 'random magic' to enhance their freeform spellcasting.


    Nihil est ab omni partum beatum.
    (Nothing is an unmixed blessing)
  •  5/23/2006 6:05:04 PM 779022 in reply to 779021

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    yes, tht's the one firespark used...
    naruto
    Which Naruto Character Are You?
    Test by naruto - kun.com
  •  5/24/2006 2:41:19 AM 779044 in reply to 779021

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Morrigan:

    In Complete Arcane, there is a prestige class called Wild Mage designed for those mages who believe "magic is one of the most capricious and unpredictable of all natural of supernatural forces in the universe."

    The requirements are:

    Alignment - any chaotic.

    Skills: Knowledge (the planes) 4 ranks, spellcraft 8 ranks, use magic device 4 ranks.

    Feats: Magical Aptitude, any metamagic feat

    Spells: arcane caster level 1st

    Wild mages get full spell progression as well as 'random magic' to enhance their freeform spellcasting.

     

    Prowl is quite correct, in that this is indeed the prestige class that I used.

    Although I am beginning to sense that pehaps I may need to design a prestige class myself. One to specifically fit the role of "comedic relief".


    "Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick


    - An Answerer of questions, and Questioner of answers.
  •  5/25/2006 1:18:38 PM 779227 in reply to 779044

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Where did everyone's sense of humor go?  (Everyone being the creators of 3.5) 

    I think if people want to play a silly off the wall mage in their party, its their prerogative Big Smile [:D]  Its not like there arent other options to choose from if you dont want to be that silly or absurd


    If at first you dont succeed, dont try skydiving
    Both diapers and politicians need to be changed--and usually for the same reasons
  •  5/27/2006 4:18:44 PM 779404 in reply to 779227

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Watch out!  Here come more!!

     

    CASTOR ISENGRIM

    With Castor, I had the difficulty of trying to make a comparably leveled character as incompetent as possible, without making it seem ridiculous. To achieve this, I started with pitifully low Intelligence and Wisdom scores. But as nature has a way of finding a balance, he is extremely nimble. Next, we have his numerous skills, despite the lack of a decent Int score. His being a rogue helped this some, but I still wanted to try and achieve something that fell along the 'jack-of-all-trades' cliche. So what we get is a rogue that's pretty good at doing the straight rogue stuff (hide, move silently, open lock, sleight of hand, tumble), but isn't too good at anything else. His feat selection leans toward his dextrous nature. That and getting the hell away as fast as humanly possible.  Finally, I decided that even Castor needs some interesting magic items. So I gave him items I rarely see players choose. Such as murlynd's (which makes a set amount of gruel per day, that the DMG describes as tasting like wet cardboard) and a quaal's feather token [tree] (which is essentially a cool looking feather, that on command, turns into a huge tree. that's it.)  In the end we have nimble human who's good at escaping, which would explain Castor's continued existance.

     

    Castor Isengrim (Rogue 6)

    Medium Humanoid (Human M)

    Alignment: Chaotic

    Hit Dice: 6d6+12 (38 hp)

    Initiative: +5

    Speed: 30 feet

    AC: 19 (+5 Dex, +4 armor), touch: 15, flat footed: 14

    Base Attack/Grapple: +4 / +5

    Attack: +1 Short sword +10 melee (1d6+2 / 19-20);  or  throwing dagger +9 ranged (1d4 / 19-20)

    Full Attack: +1 Short sword +10 melee (1d6+2 / 19-20);  or  throwing dagger +9 ranged (1d4 / 19-20)

    Space/Reach: 5 ft. / 5 ft.

    Special Abilities: Sneak attack +3d6, evasion

    Special Qualities: Trap sense +2, uncanny dodge

    Saves: Fort +4, Ref +10, Will +1

    Abilities: Str 12, Dex 20, Con 14, Int 7, Wis 9, Cha 14

    Skills: Bluff +6, Climb +5, Decipher Script +2, Disable Device +2, Escape Artist +9, Hide +9, Open Lock +9, Jump +5, Listen +3, Move Silently +9, Search +2, Sense Motive +2, Sleight of Hand +9, Spot +3, Swim +5, Tumble +9

    Languages: Common

    Feats: Dodge, Run, Weapon Finesse, Mobility

    Equipment: +1 Short sword, 5 throwing daggers, +2 studded leather, masterwork thieves tools, traveler’s outfit, Murlynd’s spoon, Quaal’s feather token (tree), 2 potions of cure moderate wounds, 40gp

     

    Evasion (Ex): Castor can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if Castor is wearing light armor or no armor. If Castor is helpless (such as being unconscious or paralyzed) he does not gain the benefit of evasion.

     

    Sneak Attack: If Castor can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Castor’s attacks deal an extra +3d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-lethal.

     

    Trapfinding: Castor can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.

     

    Trap Sense (Ex): Castor has an intuitive sense that alerts him to danger from traps, giving him a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack. 

    Uncanny Dodge (Ex): Castor has the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

     

     


    "Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick


    - An Answerer of questions, and Questioner of answers.
  •  5/27/2006 4:26:28 PM 779405 in reply to 779404

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    TEAGAN D'RYNN

    Teagan was the hardest to really choose things for, namely because she's supposed to be evil, yet has that giant soft spot in her heart for Castor. So I'm left the thought of "How evil IS she?" In the end, the route I chose to go was to give a wide assortment of evil spell choices (because she does after all worship an evil deity), but through in a few curative items, plus high levels of knowledge plus skilled at healing.  Essentially, she's your basic drow cleric, with a tendency to back of earlier and more frequently than a typical drow would.

     

    Teagan D’Rynn (Cleric of Lolth 5)

    Medium Humanoid (Drow F)

    Alignment: Chaotic Evil

    Hit Dice: 5d8+5 (33 hp)

    Initiative: +3

    Speed: 30 feet (20 feet in armor)

    AC: 19 (+3 Dex, +6 armor), touch: 13, flat footed: 16

    Base Attack/Grapple: +4 / +6

    Attack: +1 heavy mace +7 melee (1d8+4);  or  Mwk hand crossbow +8 ranged (1d4 / 19-20)

    Full Attack: +1 heavy mace +7 melee (1d8+4);  or  Mwk hand crossbow +8 ranged (1d4 / 19-20)

    Space/Reach: 5 ft. / 5 ft.

    Special Abilities: Spell-like abilities(1/day dancing lights, darkness, faerie fire, CL 5), rebuke undead

    Special Qualities: Darkvision 120 ft, SR 16, immune to sleep spells and effects

    Saves: Fort +5, Ref +5, Will +9(+2 vs. spells and spell-like abilities, +2 vs. enchantment spells and effects)

    Abilities: Str 14, Dex 16, Con 12, Int 17, Wis 20, Cha 17

    Skills: Concentration +8, Diplomacy +10, Heal +12, Knowledge (arcana) +8, Knowledge (religion) +10, Spellcraft +12

    Languages: Common, Elven, Undercommon, Abyssal, Draconic, Drow sign language

    Feats: Daylight Adaptation, Blind-FightB, Lightning ReflexesB, Combat Expertise

    Spells Per Day: (5 / 5+1 / 3+1 / 2+1) [Spell DC = 15 + spell level] [Domains: Darkness, Drow]

    Typical Spells Prepared: 0 lvl – cure minor wounds(x2), detect magic, detect poison, purify food and drink;  1st – bane, cause fear, command, entropic shield, obscuring mistD, shield of faith;  2nd – aid, bear’s endurance, clairaudience/clairvoyanceD, spiritual weapon;  3rd – bestow curse, dispel magic, suggestionD

    Equipment: +1 heavy mace, masterwork hand crossbow, 20 bolts, masterwork dagger(ceremonial), +1 breastplate, periapt of wisdom +2, wand of cure light wounds [50 charges remaining], scroll of lesser restoration, traveler’s outfit, silver holy symbol of Lolth, 15gp

     

    Rebuke/Command Undead (Su): Teagan can rebuke or command undead creatures, forcing them to cower in awe of her power. Teagan may attempt to rebuke undead six times per day. Teagan has a +5 modifier to her Rebuke Undead check, and can affect up to 2d6+8 Hit Dice of undead creatures. A rebuked undead cowers in awe before her. If Teagan has twice or more HD than an undead creature she rebukes, she instead Commands it. (See the Player’s Handbook, pg. 159, for more information on the abilities of evil clerics that affect undead.)

     

     

    Spell-like Abilities: 1/day – dancing lights, darkness, faerie fire;  Caster level 5th.

     

     


    "Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick


    - An Answerer of questions, and Questioner of answers.
  •  5/28/2006 8:19:22 AM 779428 in reply to 779405

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Draconic is Wizards only language.

    "Everything is run by women, hence making us men just playtoys and slaves. Dont even think of arquing with them since they can make your life a living hell. In the end there will be no need for us men since women can do it by themselves."
    - Me, just before I got twacked with an aluminium pipe.
  •  5/28/2006 10:40:36 AM 779433 in reply to 779428

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Draconic is the racial language of dragons and dragon-kin.

    Wizards have access to it as one of their bonus languages. In no way is it a 'wizards only' language. The only class exclusive tongue is Druidic.


    Nihil est ab omni partum beatum.
    (Nothing is an unmixed blessing)
  •  5/28/2006 12:29:29 PM 779440 in reply to 779433

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    For non-dragonkin.. And this case Teagan is neither. And besides you knew what I ment.


    "Everything is run by women, hence making us men just playtoys and slaves. Dont even think of arquing with them since they can make your life a living hell. In the end there will be no need for us men since women can do it by themselves."
    - Me, just before I got twacked with an aluminium pipe.
  •  5/29/2006 9:48:30 AM 779493 in reply to 779440

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Nocharim:
    For non-dragonkin.. And this case Teagan is neither. And besides you knew what I ment.

     

    I refer you then to page 103 of the Monster Manual, under the entry for drow or 'dark elves', at the bottom of the right hand column, and I quote:

    "Automatic Languages: Common, Elven, Undercommon.    Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Kua-toan."

    Like I said before I started these character write ups, I like to do things by the rulebook.


    "Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick


    - An Answerer of questions, and Questioner of answers.
  •  5/29/2006 10:45:04 AM 779503 in reply to 779493

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    I can explain that with this:
    Designers intent. Either differend writers or they wrote it on the run to get beer.
    But seriously use your common sense on these things.

    "Everything is run by women, hence making us men just playtoys and slaves. Dont even think of arquing with them since they can make your life a living hell. In the end there will be no need for us men since women can do it by themselves."
    - Me, just before I got twacked with an aluminium pipe.
  •  5/29/2006 3:02:27 PM 779527 in reply to 779503

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    Nocharim:
    I can explain that with this:
    Designers intent. Either differend writers or they wrote it on the run to get beer.
    But seriously use your common sense on these things.

    I'm afraid that I'm not following your point.  In a number of places throughout D&D supplements, it speaks of how Draconic is one of the oldest languages around, since it was being spoken by dragon-kind when the other humanoid races were still young.  Also, it has been said in places that any character that deals with magic will tend to have Draconic if at all possible, due to the fact that a great deal of the ancient writings, and even some newer ones, will be written in Draconic.

    So I guess to sum up, I'm afraid I don't understand what "thing" it is I am supposed to "use my common sense" about.


    "Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick


    - An Answerer of questions, and Questioner of answers.
  •  5/30/2006 4:53:51 AM 779556 in reply to 779527

    Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)

    That its not always the best thing to follow the rulebook word to word.

    "Everything is run by women, hence making us men just playtoys and slaves. Dont even think of arquing with them since they can make your life a living hell. In the end there will be no need for us men since women can do it by themselves."
    - Me, just before I got twacked with an aluminium pipe.
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