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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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  •  5/30/2006 1:23:26 PM 779582 in reply to 779556

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

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

    Well, as I said earlier in the thread, if you have some ideas on how you think it shoud look, then post them. I'm open to all sorts of ideas. Although simply "not following the rulebook" isn't the exactly the most descriptive of terms. I invite you to lay out your thoughts for I am truly interested in hearing more interpretations, but perhaps we should move this conversation over to the D&D knowledge thread, located at this thread: http://webcomic.net/forums/thread/773523.aspx


    "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 6:29:13 PM 779608 in reply to 779582

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

    That would be a wise course of action as I'm very close to telling you both to stop your bickering and be civil.

    EPSC: She's crazy, lazy and oh-so-lovable!


    "The deific powers I emit will surely burn your retinas!!!"

    EPSC's World of Art!
    GHE Art Department
  •  5/30/2006 11:50:07 PM 779624 in reply to 779608

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

    Yes, PLEASE, EVERYONE STOP. I will not accept continuing arguments going on in my thread.
    If you don't have the time to read, you don't have the time or the tools to write. - Stephen King

    DCI Character Stats Thread
  •  5/31/2006 3:51:57 AM 779630 in reply to 779608

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

    Evil Princess Sarah Chlyallia:
    That would be a wise course of action as I'm very close to telling you both to stop your bickering and be civil.

    My apologies to both moderator and thread maker. I was not aware that my postings were being construed as bickering. I assure all, I will cease and desist with this particular debate, and I will strive to ensure it doesn't happen again.


    "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.
  •  5/31/2006 12:32:08 PM 779659 in reply to 779527

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

    I wouldnt worry, Firespark.  Youre doing a bang-up job.  Keep it up. 

    I didnt see the back-and-forth reactions as fighting Wink [;)]

    If at first you dont succeed, dont try skydiving
    Both diapers and politicians need to be changed--and usually for the same reasons
  •  5/31/2006 3:27:48 PM 779663 in reply to 779659

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

    Tybaltus:
    I wouldnt worry, Firespark.  Youre doing a bang-up job.  Keep it up. 

    I didnt see the back-and-forth reactions as fighting Wink [;)]

     

    Well, thank you sir.  But enough of this line of conversation I say!  Back to the character builds.  We have but one opinion of the last two (Castor and Teagan), and that one concerning the finer points of languages. Is there nothing else that anyone has questions or ideas about? There must, for I know I am far from perfect, and therefore unable to please every last one of you who read this thread.

    Please post your thoughts.


    "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.
  •  6/18/2006 7:48:30 AM 781114 in reply to 779663

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

    Well, tis many a week now, and no character builds. You may feel free to blame my work for the most of it, but also A-Kon 17 (which was a blast!) but now tis time to return to the character builds. And so here ya go, two more builds, comin' at ya!
    "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.
  •  6/18/2006 7:53:13 AM 781115 in reply to 781114

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

    GANELON MAGUSSON

    Ganelon was actually a fairly easy character to build. He's evil, is only interested in himself, and will do whatever it takes to make himself more powerful. And to boot he's a Shadow Weave user. So in keeping with my theme of putting the Shadow Pack at ECL 7, I decided to give him a level of Shadow Adept. As for his spells known, I used the ones that I could find in the comic, and then filled the remaining slots with spells that worked well with him being an evil, self-serving, shadow weave using bastard.

     

    Ganelon Magusson (Sorcerer 6 [CL 7]/ Shadow Adept 1)

    Medium Humanoid (Human M)

    Alignment: Neutral Evil

    Hit Dice: 7d4+7 (32 hp)

    Initiative: +3

    Speed: 30 feet

    AC: 17 (+3 Dex, +2 armor, +2 deflection), touch: 15, flat footed: 14

    Base Attack/Grapple: +3 / +4

    Attack: Light crossbow +7 ranged (1d8/19-20);  or  dagger +6 melee (1d4+1/19-20)

    Full Attack: Light crossbow +7 ranged (1d8/19-20);  or  dagger +6 melee (1d4+1/19-20)

    Space/Reach: 5 ft. / 5 ft.

    Special Abilities: Spells

    Special Qualities: Familiar (Morwen the raven)

    Saves: Fort +3, Ref +5, Will +9

    Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 15, Cha 19

    Skills: Bluff +13, Craft (alchemy) +11, Concentration +10, Hide +8, Knowledge (arcana) +11, Listen +4, Spellcraft +13, Spot+4

    Languages: Common, Draconic, Infernal

    Feats: Shadow Weave Magic, Heighten SpellB, Weapon Finesse, Spell Penetration, Insidious MagicB, Pernicious MagicB, Tenacious MagicB

    Spells Per Day: (6 / 7 / 7 / 5) [Spell DC = 14 + spell level]

    Spells Known: (7 / 5 / 3 / 2) 0 lvl – acid splash, arcane mark, daze, detect magic, ghost sound, silent portalF, touch of fatigue;  1st – color spray, grease, ray of enfeeblement, shield, spirit wormF;  2nd – invisibility, shadow sprayF, touch of idiocy;  3rd – improved mage armorF, vampiric touch

    Equipment: Bracers of armor +2, ring of protection +2, cloak of charisma +2, mwk light crossbow, 20 bolts, dagger, quarterstaff, wand of magic missile (5th) [33 charges remaining], 2 potions of cure light wounds, potion of shield of faith

     

    Morwen, Raven Familiar

    Tiny Animal

    Hit Dice: 1/2 Ganelon’s Max HP (16 hp) [For effects related to number of HD, Morwen has 7 HD]

    Initiative: +2

    Speed: 10 feet , fly 40 feet (average)

    Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch: 14, flat-footed: 15

    Base Attack/Grapple: +3 / –10

    Attack: Claws +7 melee (1d2-5)

    Full Attack: Claws +7 melee (1d2-5)

    Space/Reach: 2-1/2 ft. / 0 ft.

    Special Abilities: Improved evasion, share spells, deliver touch spells, speak with master

    Special Qualities: Alertness, empathic link

    Saves: Fort +2, Ref +4, Will +9

    Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6

    Skills: Bluff +7, Concentration +9, Hide +15, Knowledge (arcana) +8, Listen +3, Spellcraft +10, Spot +3

    Languages: Common

    Feats: Weapon Finesse

     

    Due to the following feats being either required, or granted, by the Shadow Adept prestige class from the Forgotten Realms Campaign Setting, I have listed them here for the convenience of the uninitiated.

     

    INSIDIOUS MAGIC [MEATMAGIC]

    You can use the Shadow Weave to make your spells harder for Weave users to detect.

      Prerequisite: Shadow Weave Magic

      Benefit: Any Weave user who employs a divination spell (such as detect magic), spell-like ability, or magic item that could detect the magical aura of one of your spells must make a successful level check (DC 11 + your caster level) to succeed. Similarly, a Weave user attempting to reveal the effects of one of your spells via divination (such as see invisibility) must make a caster level check to succeed. The Weave user may check only once for each divination spell used, no matter how many of your spell effects are operating in that area.

     

    PERNICIOUS MAGIC [METAMAGIC]

    You can use the Shadow Weave to make your spells harder for Weave users to resist.

      Prerequisite: Shadow Weave Magic

      Benefit: You gain a +4 bonus on caster level checks made to defeat a Weave user’s spell resistance. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. This benefit stacks with those from the Spell Penetration and Greater Spell Penetration feats, but it does not extend to spells you cast from the schools of evocation or transmutation.

     

    SHADOW WEAVE MAGIC [GENERAL]

    You have discovered the dangerous secret of the Shadow Weave.

      Prerequisite: Wis 15 or patron deity Shar.

      Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking any damage.

         The saving throw for every spell you cast from the schools of enchantment, illusion, and necromancy increases by +1. You also get a +1 bonus on caster level checks to overcome spell resistance with spells from these schools.

         The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of evocation and transmutation (except spells with the darkness descriptor) is reduced by one. A 1st-level Shadow Weave user cannot cast spells from these schools at all.

         You can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. Your ability to use magic items that produce light effects is also limited – you cannot invoke an item’s light power if its activation method is spell completion or spell trigger.

         From now on, any magic item you create is a Shadow Weave item.

     

    TENACIOUS MAGIC [METAMAGIC]

    You can use the Shadow Weave to make your spells harder for Weave users to dispel.

      Prerequisite: Shadow Weave Magic

      Benefit: Your spells resist dispelling attempts by Weave users. All creatures employing spells or spell-like abilities are considered Weave users unless they possess the Shadow Weave Magic feat. When a Weave user makes a dispel check to dispel one of your spells (including using dispel magic to counterspell a spell you are casting), the DC is 15 + your caster level. This benefit does not extend to spells you cast from the schools of evocation or transmutation.
    "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.
  •  6/18/2006 8:00:30 AM 781116 in reply to 781114

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

    ARUDIN

    Yay, Arudin! Again, a fairly easy character build to draft. Arudin is another one of those characters whose motives are are easy to recognize, and therefore extrapolate. Obviously, we all know Arudin can be a bastard sometimes, but his real drive is to find stuff and get treasure, he's always been out for the coin. And considering his attitude and personality (and on occasion spellcasting) that has been seen, I knew that when choosing spells, the bulk of them needed to be offensive evocation spells. Because nothing says Arudin like targeting a bunny with an Empowered Fireball! But I did give him some other spells to nicely round out his repetoire, but those spells are still a little self-serving. An thanks to him being a Sun Elf, and a wizard, Arudin by default is actually quite skilled. But since we've never seen him do a lot of physical stuff, I thought that it might stand to reason that most if not all his skills were those that are mental in nature.

     

    Arudin (Wizard 6)

    Medium Humanoid (Sun Elf M)

    Alignment: Chaotic Neutral

    Hit Dice: 6d4+6 (25 hp)

    Initiative: +3

    Speed: 30 feet

    AC: 16 (+3 Dex, +2 armor, +1 deflection), touch: 14, flat footed: 13

    Base Attack/Grapple: +3 / +3

    Attack: Quarterstaff +3 melee (1d6);  or  light crossbow +6 ranged (1d8 / 19-20)

    Full Attack: Quarterstaff +3 melee (1d6);  or  light crossbow +6 ranged (1d8 / 19-20)

    Space/Reach: 5 ft. / 5 ft.

    Special Abilities: Summon familiar

    Special Qualities: Low-light vision, immune to magical sleep effects

    Saves: Fort +3, Ref +5, Will +7 (+2 vs. enchantment spells and effects)

    Abilities: Str 10, Dex 16, Con 12, Int 20, Wis 15, Cha 11

    Skills: Concentration +10, Decipher Script +14, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (history) +10, Knowledge (the planes) +11, Listen +4, Search +7, Spellcraft +16, Spot +4

    Languages: Common, Elven, Draconic, Dwarven, Halfling, Ignan

    Feats: Spell Focus (evocation), Scribe ScrollB, Greater Spell Focus (evocation), Empower Spell

    Spells Per Day: (4/5/4/3) [Spell DC = 15 + spell level, Evocation spells DC = 17 + spell level]

    Spellbook: 0 lvl – All zero level spells;  1st – burning hands, charm person, expeditious retreat, hold portal, magic missile, ray of enfeeblement, shield, shocking grasp;  2nd – flaming sphere, fox’s cunning, gust of wind, locate object, melf’s acid arrow, protection from arrows, scorching ray;  3rd – explosive runes, fireball, fly, haste, lightning bolt, suggestion

    Typical Spells Prepared: 0 lvl – acid splash, light, detect magic, ray of frost;  1st – expeditious retreat, hold portal, magic missile(x2), shield; 2nd – fox’s cunning, melf’s acid arrow, protection from arrows, scorching ray;  3rd – fireball, haste, empowered ray of enfeeblement

    Equipment: Spellbook, spell component pouch, quarterstaff, light crossbow, 10 bolts, bracers of armor +2, ring of protection +1, headband of intellect +2, Moonblade (dormant)
    "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.
  •  6/18/2006 1:07:55 PM 781129 in reply to 781116

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

    Haven't these ones been long since done?
    I swear, now you're just doing it to piss me off.
  •  6/18/2006 8:03:11 PM 781159 in reply to 781129

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

    Phoenix of Borg:
    Haven't these ones been long since done?

     

    Yes thay have, but I decided to try and put my own spin on them. I'm not trying to say that these are the say all-end all of the character drafts.  Rather, they are simply my interpretations of how the characters in DCI would be represented within the context of a D&D v3.5 character write up.  It happens alot really.  Whenever a module gets updated, or a new adventure is written, but uses a pre-existing villain, there is usually a little rewriting done.  What I was trying to do was set up a sembelance of balance within the parties (bot DCI and the Shadow Pack) so that someone could easily drop them into a campaign if they wished.  I know I plan to sic the shadow pack on my poor victims, er, players here quite soon.  Ethan Wink [C;E]


    "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.
  •  10/25/2006 4:55:49 PM 789125 in reply to 781159

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

    Well, after some much-needed time to focus on some real-life issues, I've decided to focus on something a little more seasonal, notably Sraxsuth & Blinky. So far, here's everyone's favorite beholder.

    Blinky

    Lawful Evil Beholder (ECL: 11) (Large Aberration)

    Hit Dice: 11d8+44 (93 hp)

    Initiative: +6

    Speed: 5 ft (1 square) fly 20 feet (good manuverability)

    Armor Class: 26 (-1 size, +2 Dex, +15 Natural), Touch 11, Flat-footed 24

    Base Attack/Grapple: +8/+12

    Attack: Eye rays +9 ranged touch and bite +2 melee (2d4)

    Space/Reach: 10 ft./5 ft.

    Abilities:

    10 Strength

    14 Dexterity

    18 Constitution

    17 Intelligence

    15 Wisdom

    15 Charisma

    Saving Throws: Fortidude +9, Reflex +5, Will +11

    Special Attacks: Eye rays

    Special Qualities: All-around vision, antimagic cone, darkvision 60 ft., flight

    Skills and feats: Hide +12, Knowledge (Arcana) +17, Listen +14, Profession (Salesman) +14, Search +17, Spot +18, Survival +2 (+4 for following tracks); Altertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will

    Challenge Rating: 13

    Possessions: Unknown. Blinky resides in Sraxsuth's estate, so Blinky's personal possessions are questionable.


    If you don't have the time to read, you don't have the time or the tools to write. - Stephen King

    DCI Character Stats Thread
  •  10/26/2006 11:38:42 AM 789187 in reply to 789125

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

    Blinky's possessions are lots of cheeses and cheese weasels.

    Scratchit: But he's a cripple!
    Blackadder: He's not a cripple, Mrs Scratchit. Occasionally saying "Phew! My leg hurts!" when he remembers to wouldn't fool Baldrick!

  •  10/26/2006 9:08:06 PM 789239 in reply to 789187

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

    Well, here I am, burning the midnight oil, folks, but here he is in time for Halloween!

    Sraxsuth

    Lawful Evil Male Human Lich Necromancer 15 (ECL: 17) [Medium Undead (Augmented Humanoid)]

    Hit Dice: 15d12+45 (225 hp)

    Initiative: +2

    Speed: 30 feet (6 squares)

    Armor Class: 22 (+5 Natural, +2 Dex, +5 Armor) Touch 12, Flat-Footed 20

    Base Attack/Grapple: +7/+7

    Attack: Touch +7/+2 melee (1d8+5 bludgeoning, DC 18 Will save for half; magical for purpose of damage reduction) or +2 unholy dagger +9/+4 melee (1d4+2/19-20 slashing or piercing) or masterwork dart +10/+5 ranged (1d4+3 piercing)

    Abilities:

    11 Strength

    15 Dexterity

    -- Constitution

    23 Intelligence

    12 Wisdom

    16 Charisma (+4 from Mask of Thrilling Concealment)

    Saving Throws: Fortitude +12, Reflex +11, Will +15 (+4 all resists via Robe of Archmagi)

    Special Attacks: Fear Aura (Will DC 18), Paralyzing Touch (Fortitude DC 18)

    Special Qualities: Damage Reduction 15/bludgeoning and magic, Immunities (Cold, Electricity, Polymorph, Mind-Affecting Spells), Spell Resistance 18 (Robe of Archmagi), Summon Famliar (Bat or Rat only), Turn Resistance +4 (treat as 19th-level creature for Turn or Rebuke Undead)

    Skills and Feats: Concentration +21, Craft (Brewing) +24, Hide +11, Knowledge (Arcana) +24, Knowledge (Religion) +21, Listen +10, Move Silently +11, Profession (Brewer) +10, Sense Motive +16, Spellcraft +26 (+28 for spells of the Necromancy school); Craft Wand, Craft Wonderous Item, Empower Spell, Heighten Spell, Scribe Scroll; Spell Focus (Necromancy), Spell Penetration

    Spells Memorized: Cantrips - Acid Splash (x2), Detect Magic, Read Magic; 1st - Grease; Identify, Magic Missile (x2) Ray of Enfeeblement (x2), Reduce Person; 2nd - Command Undead (x3) Melf's Acid Arrow, Scorching Ray, See Invisibility; 3rd - Dispel Magic, Fireball, Flame Arrow, Haste, Lightning Bolt, Vampiric Touch; 4th - Animate Dead (x2), Bestow Curse, Enervation, Ice Storm, Lesser Globe of Invulnerability; 5th - Baleful Polymorph, Break Enchantment, Cloudkill, Cone of Cold, Symbol of Pain; 6th - Chain Lightning, Create Undead, Disintegrate, Globe of Invulnerability, Greater Dispel Magic; 7th - Control Undead (x2), Prismatic Spray, Spell Turning; 8th - Bigby's Clenched Fist, Create Greater Undead (Prohibited Schools: Enchantment, Illusion)

    Challenge Rating: 18

    Languages Spoken: Abyssal, Common, Draconic, Infernal, Loross (aka: language of Netheril), Undercommon

    Possessions: Robe of the Archmage (Black), Mask of Thrilling Concealment, +2 unholy dagger, 10 masterwork darts, Wand of Command Undead (4 charges left), scroll container, spellbook, spell component pouch; Sraxsuth inhabits a castle filled with various treasures, so his possessions - and possibly his CR - may vary.

     

    Mask of Thrilling Concealment: Sraxsuth uses this mask to conceal his features. As long as he is wearing it, he can suppress his Fear Aura. The item also acts as a Cloak of Charisma +4. As much as it fits him, though, it is likely the lich did not make this item himself.

    Moderate transmutation and faint illusion; CL 8th; Craft Wondrous Item, Disguise Self, Eagle's Splendor; Price 17,800 gp. Weight 3 lb.


    If you don't have the time to read, you don't have the time or the tools to write. - Stephen King

    DCI Character Stats Thread
  •  10/29/2006 5:02:17 PM 789429 in reply to 789239

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

    Yay! Smile Well done, Galuf.  I should really try and get these two on the cast page so there's be something to link these stats to.
    Dungeon Crawl Inc. - It's the most fun you can have without three midgets and a whip!
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