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Posted: Tue Oct 28, 2008 10:16 am
alright, this will be set generally anywhere between the North to Calimshan and Tethyr, out to as far as the Hordelands and Thay, and also down south as far as Luiren. i may also include some interaction with chult and Halruaa, and you should expect lots of seafaring on the west coasts as well, but you are unlikely to get actualy onto evermeet unless you are elves. also, the underdark is freerange here.
you may play any race listed in the player's guide to faerun, though i may ask for the stats for some of the ones i don't have th ebooks for. you may also play as any reasonable 'Monster" race you want, including anything in the FR supplement "Underdark", and the "Expanded Psionics Handbook." please use some discretion. no Abberations (that means NO illithids!!) and almost no outsiders. (native outsiders, as well as ones listed in the aforemention aproved sourcebooks are still welcome, such as genesi and the Gith races.)
as said, ECL 10 to start. any new players after the game starts will use the average level of all characters. we will be using 30 point buy system. average HP, starting and every level. (except that your level 1 HP roll is max.)
i can DM multiple parties easily, as well as solos. this is going to be almost like a living server on a MMO. except that everything stands still when nobody is doing anything.
a few rules for posting:
keep OOC minimal. except "pass" (see below).
no more than 3 posts per person until the whole group posts, and nobody can post twice in a row. anyone can post a "pass" option.
be serious.
be litterate, or at least try.
if multiple groups are playing, i expect them to be active. if you are in the middle of any important dynamic part of the storyline and another group has gotten considerably farther ahead, i will rule that something happens to end your game. no execptions!
no starting until i give you a PM telling you you can. PM me your character and await my responce.
House Rules: we will be using the spell points (energizing) variant, as well as traits and flaws. if requested i can have the rules for those posted up on this page.
also, i am incorporating free form honor, so expect your character's behavior to effect your rolls. this is not going to be nessasarilly on any specific type of honor, just individual honor. depending on NPCs you interact with you will recieve roll modifiers depending on how that NPC views you in terms of that NPC's personal honor code.
and finally, we are using weapon group feats. that is, proficiency in blades or axes or spears, for example, rather than simple and martial. once again, if the lists need to be put down i will post them here.
Important Notes: there is an Inquisition Church in Waterdeep that worships the combined Trio Deities. (Tyr, Helm and Ilmater.) they can choose any domains of the three, plus the Creation, Force and Inquisition domains.
Warforged regions are Halruaa and Lantan.
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Posted: Tue Oct 28, 2008 6:18 pm
Sounds good. Can books like the Complete Divine be used for feats, spells, domains and prestige classes?
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Posted: Wed Oct 29, 2008 12:57 am
yes, the complete series are definately allowed. i do not have complete devine myself, but if you would kindly PM me the feats and such that you are using than you may use them.
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Posted: Thu Oct 30, 2008 6:03 am
so with weapon groups does that mean I gain proficiency with exotic heavy blades if I chose them? such as a being able to use a fullblade?
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Posted: Thu Oct 30, 2008 6:45 am
you need to get heavy blades proficency AND exotic weapons proficiency. not hard realy. you use a fighter and your golden, they get basic weapons and any other 4 weapon group feats to start.
the exotic weapon proficiency feat states that you gain proficiency with all exotic wepons of any weapon group feats you have. so if you have axes & hammers, and heavy blades, you get profiency with all exotic heavy blades and exotic axes and hammers. you only need exotic wepons once.
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Posted: Thu Oct 30, 2008 7:27 am
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Posted: Thu Oct 30, 2008 8:43 am
Characters: King Robert Silvermyst
Atrus D'ni Male Human Cleric 5 / Church Inquisitor 5 Lawful Good House of the Trio
Strength 10 (+0) 12 (+1) [Gauntlets of Ogre Power] Dexterity 10 (+0) Constitution 12 (+1) Intelligence 12 (+1) Wisdom 17 (+3) Charisma 16 (+3) 18 (+4) [Cloak of Charisma +2]
Size: Medium Height: 6' 0" Weight: 180 lb Skin: Tan Eyes: Blue Hair: White; Long, Straight
Domains: Creation, Force, Inquisition [Gained from Church Inquisitor Prestige Class]
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 59 58
Speed: 40 feet [quick]
Armor Class: 19 Touch AC: 10 Flat-footed: 19
Initiative modifier: +0= +0 [dexterity] Fortitude save: +6 = 5 [base] +1 [constitution] Reflex save: +2 = 2 [base] Will save: +11 = 8 [base] +3 [wisdom] Attack (handheld): +9/+4 = 6 [base] +2/+2 [Weapon] +1 [STR while gloves are on] Attack (unarmed): +7/+2 = 6 [base] +1 [STR while gloves are on] Attack (missile): +6/+1 = 6 [base] Grapple check: +7/+2 = 6 [base] +1 [STR while gloves are on]
Worn/Wielded Items:
Weapon Ghost touch Flail +1 9/4 1d8+2 20/x2
Ghost Touch: This weapon can attack incorpreal beings.
Shield: Mithral Blinding Buckler +1 (2 AC)
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Gloves: Gauntlets of ogre power (+2 STR)
Armor: Mithral Light Fortification Breastplate +1 (7 AC)
Light Fortification: When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Cloak: Cloak of Charisma +2
Rings: Ring of Feather Fall It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Ring of Ram (50 charges) The wearer can command the ring to give forth a ramlike force, manifested as a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb.
Languages: Celestial Common
Feats:
Combat Casting Extra Turning x2 Divine Metamagic: Maximize Spell (uses 3 turn undead attempts to apply to spell) Divine Metamagic: Quicken Spell (uses 4 turn undead attempts to apply to spell)
Traits: Quick (+10 to speed, -1 hp per level)
Appraise Int 1 = +1 Balance Dex* 0 = +0 Bluff Cha 4 = +4 Climb Str* 0 = +0 Concentration Con 7 = +1 +6 Craft Jewely Int 5 = +1 +4 Diplomacy Cha 10 = +4 +6 Disguise Cha 4 = +4 Escape Artist Dex* 0 = +0 Forgery Int 1 = +1 Gather Information Cha 8 = +4 +4 Heal Wis 7 = +3 +4 Hide Dex* 0 = +0 Intimidate Cha 10 = +4 +6 Jump Str* 5 = +1 +4 [speed 40] Knowledge (arcana) Int 5 = +1 +4 Knowledge (local)Int 5 = +1 +4 Knowledge (religion)Int 5 = +1 +4 Knowledge (planes)Int 5 = +1 +4 Listen Wis 3 = +3 Move Silently Dex* 0 = +0 Ride Dex 0 = +0 Search Int 5 = +1 +4 Sense Motive Wis 7 = +3 +4 Spellcraft Int 5 = +1 +4 Spot Wis 7 = +3 +4 Survival Wis 3 = +3 Swim Str** 1 = +1 Use Rope Dex 0 = +0
* = check penalty for wearing armor
Points system Can cast up to 5th Level Cleric Spells 72 spell points per day
Human:
* Extra feat at first level (already included) * Four extra skill points at first level (already included) * One extra skill point at each additional level (already included)
Cleric:
* Alignment Aura
* Spontaneous Casting (heal)
* Turn Undead (14x/day) [15x while cloak is worn]
* High wisdom gains bonus spells daily
* Domain choices give additional abilities
Church Inquisitor
* Hit dice d8 * Can use Detect Evil as a Spell-like ability at will * Gains the Inquisition DOmain * Immune to Charms * Pierce Illusions * Pierce Disguise * Immune to Compulsions * At level 6, Force Shapechange * At level 8, Immunity to POssession * At level 9, Discern Lies as a spell-like ability 3/day * At level 10, Learn the Truth * Base 4 skill points per level * At every level, increase Divine casting class +1 level
Class HP rolled Level 1: Cleric 7 Level 2: Cleric 2 Level 3: Cleric 4 Level 4: Cleric 6 +1 to charisma Level 5: Cleric 7 Level 6: Church Inquisitor 8 Level 7: Church Inquisitor 4 Level 8: Church Inquisitor 4 +1 to wisdom Level 9: Church Inquisitor 3 Level 10: Church Inquisitor 4
Carried Equipment:
Backpack Bedroll Flint and steel Soap Tent Waterskins x1 Healer kit Holy symbol (silver) Spell component pouch
Gold: 8660
More about Atrus D'ni:
Atrus was born to a rather large family, consisting of his mother, father, 4 sisters and 3 brothers. With his parents too pressed to afford having more children, they eventually sent four of their children off to the House of the Trio, a new religious order that believed that Helm, Illmater and Tyr were all aspects of a single Deity. Atrus was raised from the age of 5 by the clerics in the ways of the faith along with his siblings. However, corruption exists even in the most holy of places. at the age of 17, Atrus found one of his elder brothers trying to steal the Medallion of the Trinity. When Atrus pressed his brother for answers, Atrus learned that his brother was about to toss in his lot with the followers of Cyric in trade for a large sum of gold. When word of this caught the ears of the high priest, Atrus was rewarded for his role in stopping his brother Sirrus and thus began his training as a church inquisitor, charged with rooting out corruption within not only their church, but any church of good moral standing that associated with them. His hair is dyed platinum white as a symbol of his position.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CORMAC MAC DOMHNAILL
Male Human Monk 10
Male Human Monk 10 Lawful Neutral Representing Jerimond
ABILITY SCORES Strength: 12 (+1) Dexterity: 15 (+2) Constitution: 12 (+1) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 10 (+0)
Size: Medium Height: 6' 0" Weight: 185 lb Skin: Tan Eyes: Light Brown Hair: Gray - Wavy - Beardless
Total Hit Points: 51
Speed: 60 feet [monk]
Armor Class: 18 = 10 +2 [dexterity] +4 [wisdom] +2 [monk level] Touch AC: 18 Flat-footed: 16
Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative] Fortitude save: +8 = 7 [base] +1 [constitution] Reflex save: +9 = 7 [base] +2 [dexterity] Will save: +11 = 7 [base] +4 [wisdom] Attack (handheld): +8/+3 = 7 [base] +1 [strength] Attack (unarmed): +8/+3 = 7 [base] +1 [strength] Flurry of Blows: +8/+8/+3 [includes strength modifier] Attack (missile): +9/+4 = 7 [base] +2 [dexterity] Grapple check: +8/+3 = 7 [base] +1 [strength]
ATTACKS Unarmed Damage: 1d10 +1 [strength] Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning] Dart [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing]
FEATS Blind-fight Improved Trip [monk] Combat Reflexes Improved Initiative Improved Unarmed Strike [monk] Snatch Arrows Stunning Fist [monk] Simple Weapon Proficiency
SKILLS Jump - 10 ranks (STR) [+2 due to Tumble, +12 due to movement speed] Listen - 11 ranks (WIS) Move Silently - 11 ranks (DEX) Sense Motive - 11 ranks (WIS) Spot - 11 ranks (WIS) Tumble - 11 ranks (DEX) [+2 due to Jump] Balance - 0 ranks (DEX) [+2 due to Tumble] Diplomacy - 0 ranks (CHA) [+2 due to Sense Motive]
ITEMS Weapons / Armor / Shield Backpack Bedroll Crowbar Flasks x1 Flint and steel Lamp (common) Mirror Oil flasks x3 Paper sheets x2 Rations (1 day) x3 Signal whistle Spyglass Torches x3 Waterskins x1 -------- ALSO 20 Darts
[Total weight - 35 lbs - light load]
SHORT BIO Not even Cormac knows the origin of his last name or who else shares it, but he was raised in an out-of-the-way monastery in Calimshan, and his times there are filled with successes in his training. He excelled as a monk to be sure, but being raised from beginning to end in such an environment effectively distanced him from the world around him. When it came time for him to leave the monastery, he became a wandering adventurer (not a very notable one at that). After a chance encounter with an adventuring party, however, he joined them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Geko87
Name: Bayne Height: 4'10" weight: 95 lbs eye color: green Hair: brown age: 131 class: Dual welding ranger race: elf lvl-10 HP:49 55 AC:19 flat 14 touch 15
Stats
Str 14 (2) Dex 20 (5) [+1] Con 10 (0) Int 12 (1) Wis 11 (0) Chr 10 (0) [+1]
Skills
Balance 4+6=10 climb 2+3=5 gath. info 0+6=6 heal 0+8=8 hide 4+13=17 jump 2+3=5 listen 4+6=10 move silently 4+13=17 search 2+5=7 spot 4+5=9 swim 2+3=5
Feats
class feats -armor prof light -martial and simple weapon prof -shield prof -track -endurance
style feats -two weapon fighting -improved two weapon fighting
other -point blank shot -precise shot -far shot -two weapon defense
saving throws
fort +7 reflex +12 will +3
weapons and armor
longsword (primary hand) atk bns +13/+8 (1d8+2) longsword (off hand) atk bns +13/+8 (1d cool longbow atk bns+15/+10 (1d cool
studded leather ac-3 dex-5 chk=-1 spell fail 15%
equipment
arrows (50) backpack -meals per day (3) -rope hemp -waterskin full explorers outfit
weight allowances
light 76 med 153 heavy 230
languages
common elven
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Warforged_Monk
I need to modify this some more when I get the time Falco the Carefree Genderless Warforged Soulknife 5 / fighter 5 Chaotic Good
Strength 16 (+3) Dexterity 12 (+1) Constitution 13 (+1) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 11 (+0) Size: Medium Height: 6' 0" Weight: 270 lb Skin: Blue and silver in Iron man fashion (blue replaces red and silver replaces gold) Eyes: Blue Hair: None
Total Hit Points: 77 69
Speed: 30 feet
Armor Class: 18 = 10 +2 [heavy steel] +1 [dexterity] +5 [mithral body]
Touch AC: 11 Flat-footed: 14 Initiative modifier: +5 = +1 [dexterity] +4 [imp. init.] Fortitude save: +6 = 5 [base] +1 [constitution] Reflex save: +6 = 5 [base] +1 [dexterity] Will save: +6 = 5 [base] +1 [wisdom] Attack (handheld): +11/+6 = 8 [base] +3 [strength] Attack (unarmed): +11/+6 = 8 [base] +3 [strength] Attack (missile): +9/+4 = 8 [base] +1 [dexterity] Grapple check: +11/+6 = 8 [base] +3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common Netherese
Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Feats:
Blind-fight (1st level fighter) Power Attack (2nd level fighter) cleave(3rd level) great cleave(4th level fighter) improved initiative (level 6 feat) weapon group (heavy blade) fighter weapon proficiency variants weapon group (light blade) weapon group (axe) weapon Group (exotic) Improved Critical x1 Weapon(s): mindblade (level 9) Wild Talent (soul knife) Mithral body [hand-edit as needed] (1st level) Weapon Focus x1 Weapon(s): Mindblade (soul knife)
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 1 = +1 Balance Dex* 7 = +1 +6 Bluff Cha 0 = +0 Climb Str* 9 = +3 +6 Concentration Con 6 = +1 +5 Craft_1 Int 1 = +1 Craft_2 Int 1 = +1 Craft_3 Int 1 = +1 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 1 = +1 Forgery Int 1 = +1 Gather Information Cha 0 = +0 Heal Wis 1 = +1 Hide Dex* 7 = +1 +6 Intimidate Cha 6 = +0 +6 Jump Str* 9 = +3 +6 Listen Wis 7 = +1 +6 Move Silently Dex* 6 = +1 +5 Perform_1 Cha 0 = +0 Perform_2 Cha 0 = +0 Perform_3 Cha 0 = +0 Perform_4 Cha 0 = +0 Perform_5 Cha 0 = +0 Ride Dex 1 = +1 Search Int 1 = +1 Sense Motive Wis 1 = +1 Spot Wis 6 = +1 +5 Survival Wis 1 = +1 Swim Str** 3 = +3 Use Rope Dex 1 = +1 Autohypnosis Wis 8 = +1 +5 +2 [concentration] Knowledge (psionics) Int 6 = +1 +3 +2 [autohypnosis] Martial Lore Int 7 = 1 +6
* = check penalty for wearing armor
Warforged:
+2 constitution, -2 wisdom, -2 charisma (already included)
Composite plating makes armor unusable, 5% arcane spell failure
Cannot heal damage naturally
Does not eat, sleep, breathe
25% chance to avoid criticals and sneaks
-1 to -9 hp, inert but not progressing to death
Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
Slam for 1d4 bludgeoning
Fighter : bonus feats
Soulknife:
Mind Blade,Throw Mind blade, Psychic Strike +1d8, +1 mind blade, free draw, shape mind blade Class HP rolled Level 1: Soulknife 10 Level 2: Soulknife 1 Level 3: Soulknife 5 Level 4: Soulknife 8 +1 to dexterity Level 5: Soulknife 3 Level 6: fighter 10 Level 7: fighter 10 Level 8: fighter 3 +1 to dexterity Level 9: fighter 7 Level 10: fighter 10
2 Power Points/Day:
2 [wild talent]
Falco's Equipment:
15 lb 2 lb 1 lb
_____ 18 lb Weapons / Armor / Shield (from above) Backpack Case (for map or scroll) Flint and steel Ink vial Ink pen Signet ring
Total
More about Falco:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Char Name: Arinia Xiloscient Class/lvl: Druidic Avenger/5, Warshaper/2, Nature's Warrior/3 Race: Female Elf Alignment: Chaotic neutral
Abil Mod Temp Mod STR 16 3 20 5 DEX 18 4 CON 15 2 19 4 INT 10 0 WIS 18 4 CHA 12 1
ARMOR Base Armor Shield Dex Size Natural Wis Misc 19 = 10 + + + 4 + + + 4 + 1 flatfooted: 17 touch AC: 14 Max Dex: AC penalty: Arcane fail:
HP: 87 HD: d8 / d8 / d10
SAVING THROWS 1 2 3 4 Abil Misc Fort = 13 = 5 + 3 + 3 + + 2 + Ref = 7 = 2 + 0 + 1 + + 4 + Will = 10 = 5 + 0 + 1 + + 4 +
ATTACKS 1 2 3 4 Abil Size Misc Melee = 10 = 3 + 1 + 3 + + 3 + + Ranged = 11 = 3 + 1 + 3 + + 5 + +
WEAPON ATT Damage Critical range type size Unarmed (+2): 12/7 2d6+5 19-20/x2 - bludgeon - Notes: +3 dmg (nat weapon) Longbow, Comp: 11 1d8+3 x3 110 pierce Large Notes: Exit Wound
SKILLS (only skills with ranks shown) Abil Ranks Misc 1 Misc 2 Balance = 11 = 4 + 7 + + Climb = 10 = 3 + 7 + + Concentration = 11 = 2 + 9 + + Intimidate = 10 = 1 + 9 + + Jump = 10 = 3 + 4 + 4 + Knowledge (Nature) = 13 = 0 + 9 + 2 + 2 Knowledge (The Planes) = 2 = 0 + 2 + + Survival = 15 = 4 + 9 + 2 + Swim = 8 = 3 + 5 + +
SKILLS (without ranks but with bonuses) Listen +2 Search +2 Stabilize Self +2
RACIAL ABILITIES Immune to Magic Sleep +2 vs Enchantments Low-light Vision
CLASS ABILITIES Nature Sense Wild Empathy (-4) Fast Movement Rage (3/day) Woodland Stride Trackless Step Resist Nature's Lure Wild Shape (4/day) (Sm, Med, Lrg) Nature's Armament (Claws of the Grizzly) (Nature's Weapon) Wilding Morphic Immunities Morphic Weapons Morphic Body
WILD SHAPE FORMS HD HP INIT SPD AC ATK STR DEX CON INT WIS CHA Dire Lion 10 94 2 50 15 16/16/10 25 15 17 10 18 12 Damage: 1d6+12 / 1d6+12 / 1d8+8; Rake (2x on charge =15 atk, 1d6+ cool ; Improved Grab Polar Bear 10 104 1 50 15 16/16/11 27 13 19 10 18 12 Damage: 1d8+13 / 1d8+13 / 2d6+9
FEATS Point Blank Shot Track Natural Spell Fast Wild Shape
LANGUAGES Common Elven Druidic Sylvan
MOVEMENT 40 ft, hustle 80 ft, run 160ft
CARRYING CAPACITY Light: 77 Over head: 230 Med: 153 Off ground: 460 Heavy: 230 Push/Drag: 1150
EQUIPMENT Druid's vestments 5 lb Backpack & pouches 5.5 lb Elven tree tent 5 lb Elven rope (60 ft) 15 lb Fishing net 5 lb Fishing tackle 5 lb Flint and steel 0 lb Bull's-eye lantern 3 lb Manacles 2 lb Climber's kit 5 lb 2x Waterskins 8 lb 5 Days rations 2.5 lb Monk's belt 1 lb Comp Longbow 3 lb (+3 str exit wound) Necklace of nat weps 0 lb (+2) Broach of Wilding 0 lb Arrows (60) 6 lb
TOTAL 76 lb
SPELLS DC LVL /day bonus 14 0 5 0 15 1 3 1 16 2 3 1 17 3 2 1
LVL 0 - Create Water - Light - Mending - Flare - Detect Magic
LVL 1 - Cure Light Wounds - Entangle - Magic Fang - Summon Nature's Ally 1
LVL 2 - Barkskin - Bull's Strength - Flaming Sphere - Summon Nature's Ally 2
LVL 3 - Call Lightning - Poison - Summon Nature's Ally 3
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Posted: Thu Oct 30, 2008 10:24 am
I am still not sure If I am gonna play yet still need to find a race I would like. would warforged be acceptable. I know they are ebberon but I have wanted to try one out once.
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Posted: Thu Oct 30, 2008 10:33 am
ummm... confused well... i'm normally not a big fan of tech. but... i dunno. warforged are interesting from what i have heard from my friend robbie. i'd say alright. he can be from lantan or halruaa then. we'll just say that those are two places that have researched the creation of warforged in the past or something.
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Posted: Thu Oct 30, 2008 10:51 am
thanks now is there a psionic like material that I could give it to make it able to take psionic classes?
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Posted: Thu Oct 30, 2008 10:55 am
psionic material is allowed. ^_^ i had stated it already, i suppose i was unclear.
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Posted: Thu Oct 30, 2008 10:58 am
ECL 10 huh? It's been a while since I got any chance to get in a campaign, so sure. I'll send a PM your way when I roll up my character.
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Posted: Thu Oct 30, 2008 10:59 am
I am not sure what those materials are that I can give him. I don't play too many psionic classes. any specific psionic metals or crystals that I can have my body made of or implanted into my head?
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Posted: Thu Oct 30, 2008 11:18 am
how about just any gemstone? o.o what's your favorite? different colored stones have different associated traits, and more specifically individual types of stones have their own myths attached to them. ^_^ you could look into that and pick which one sounds best, or be simple and pick your birthstone.
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Posted: Thu Oct 30, 2008 11:21 am
hmmmmmm well my favorite is sapphire
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