Sutremaine
2007-04-24, 08:31 PM
Starting stats, after racial adjustments: (36pb) 14,18,15,18,10,6 / 18,20,17,20,10,10
Level: 24
Alignment: CN/CE
Race: Tiefling/Half-Fiend (homebrew pseudo-lycanthropy)
Class levels: Swashbuckler 3/Duskblade 21 (I was considering a level of Wizard for wand usage, but the XP penalties and the further loss of caster levels put me off. Is there any PrC that will add to Duskblade levels and give me access to a Wizard's spell list? :smallcool:)
Weaponry: Flaming burst rapier (good crit range, Power Attack if feat taken), screaming burst (MIC) kukri (good crit range). Both pitspawned (DMG II), keen, possibly speed, possibly mithral, possibly wounding, and with appropriate damage dice abilities. No opposing elements on the same weapon. Backup weapons: Quarterstaff and distance comp. longbow (abilities on the arrows)
Other equipment: Not sure. Is it possible for a pure arcane caster to use a Bead of Karma? That plus Enervation plus Blasphemy would be fun. So would a ring of True Strike (for the low low price of 400,000gp!) which would make Power Attack fairly appealing.
Feats: Unknown, except for TWF and Arcane Strike (CW). Weapon Finesse and Combat Casting are free as class features.
Spells: Would depend on which ones work well with chosen feats.
Ability raises: All to Int. Tomes/manuals in the following order: Dex, Int, Str, Con, Cha, Wis. Not sure how many I can take advantage of, or if inherent bonuses can be gained +1 at a time.
Books: Core, SRD, C Adv, ToB, and PHB II preferred, since I have them at hand.
Focus: Mobility, crits, offence.
Other notes: Character is unable to wear magical items that use the bracer/bracelet magic item slot. No TWF tree (single feat). No epic magic. Would like to get some spells permanenced, but I don't think I can get my UMD mod high enough at mid-levels to take my chances with the checks.
Tiefling//Half-Fiend?
I'll just admit that this is one of those 'hey, I wonder what would be like as a D&D character?' builds, and that it was easier for me to do this than fart around with existing class features. Short version: he turns into a half-fiend for a number of rounds a day equal to his character level and takes Con damage in the process. Long version:
He is a half-fiend by blood, and at an early age was spared by a (perhaps foolish) paladin of Heironeous who believed that nothing was irredeemable. The paladin was able to convince a few others that, being half-human, the half-fiend had the potential to be a force for Good. After a while, a pair of bracelets were developed that would suppress the half-fiend's Evil blood and allow his human side to emerge. These bracelets are 8-shaped bands of magical cold iron that pass through each of the character's wrists, almost completely suppressing his demonic side. It can still emerge from time to time, and as the character grew more powerful he learned how to control it.
Shift DC: 25 minus character level
De-shift DC: 45 minus character level
Control Shift DC: 35 minus character level
More details:
Shift: Character must be conscious. This is a swift action.
De-shift: Character must be conscious. This is a swift action.
Control: If the character takes 4d8 damage and accumulates enough damage to reduce his current maximum hitpoint total by a third, he must make a Control Shape check to avoid involuntary transformation. The check must be repeated after each 4d8 and each additional one-third hitpoint loss. Magical healing resets the d8 counter.
If any checks are failed, the character transforms at the beginning of his next turn. Returning to normal form requires a Control Shift check and is a standard action.
The character takes 1 Con damage upon transforming, and a HD-dependant amount of Con damage at the beginning of the third round after transformation and at the beginning of every third round thereafter. Upon returning to regular form, he takes 1 Con damage. If at any time his Con falls to or below a certain number or he is rendered unconscious, he automatically returns to regular form at the beginning of his next turn.
{table=head;width=200px][b]HD|Damage|Threshold
1-5|1d4|11
6-10|1d6|12
11-15|1d8|13
16-20|1d10|14
21+|1d12|15
[/table]
I'm mostly happy with the system, but I'm still working on the Con damage numbers. I also have no idea what kind of LA this guy would have (+3 after the first two or three levels?), though even if it's the full +4 he'd have been able to finish buying it off at 21st level.
Level: 24
Alignment: CN/CE
Race: Tiefling/Half-Fiend (homebrew pseudo-lycanthropy)
Class levels: Swashbuckler 3/Duskblade 21 (I was considering a level of Wizard for wand usage, but the XP penalties and the further loss of caster levels put me off. Is there any PrC that will add to Duskblade levels and give me access to a Wizard's spell list? :smallcool:)
Weaponry: Flaming burst rapier (good crit range, Power Attack if feat taken), screaming burst (MIC) kukri (good crit range). Both pitspawned (DMG II), keen, possibly speed, possibly mithral, possibly wounding, and with appropriate damage dice abilities. No opposing elements on the same weapon. Backup weapons: Quarterstaff and distance comp. longbow (abilities on the arrows)
Other equipment: Not sure. Is it possible for a pure arcane caster to use a Bead of Karma? That plus Enervation plus Blasphemy would be fun. So would a ring of True Strike (for the low low price of 400,000gp!) which would make Power Attack fairly appealing.
Feats: Unknown, except for TWF and Arcane Strike (CW). Weapon Finesse and Combat Casting are free as class features.
Spells: Would depend on which ones work well with chosen feats.
Ability raises: All to Int. Tomes/manuals in the following order: Dex, Int, Str, Con, Cha, Wis. Not sure how many I can take advantage of, or if inherent bonuses can be gained +1 at a time.
Books: Core, SRD, C Adv, ToB, and PHB II preferred, since I have them at hand.
Focus: Mobility, crits, offence.
Other notes: Character is unable to wear magical items that use the bracer/bracelet magic item slot. No TWF tree (single feat). No epic magic. Would like to get some spells permanenced, but I don't think I can get my UMD mod high enough at mid-levels to take my chances with the checks.
Tiefling//Half-Fiend?
I'll just admit that this is one of those 'hey, I wonder what would be like as a D&D character?' builds, and that it was easier for me to do this than fart around with existing class features. Short version: he turns into a half-fiend for a number of rounds a day equal to his character level and takes Con damage in the process. Long version:
He is a half-fiend by blood, and at an early age was spared by a (perhaps foolish) paladin of Heironeous who believed that nothing was irredeemable. The paladin was able to convince a few others that, being half-human, the half-fiend had the potential to be a force for Good. After a while, a pair of bracelets were developed that would suppress the half-fiend's Evil blood and allow his human side to emerge. These bracelets are 8-shaped bands of magical cold iron that pass through each of the character's wrists, almost completely suppressing his demonic side. It can still emerge from time to time, and as the character grew more powerful he learned how to control it.
Shift DC: 25 minus character level
De-shift DC: 45 minus character level
Control Shift DC: 35 minus character level
More details:
Shift: Character must be conscious. This is a swift action.
De-shift: Character must be conscious. This is a swift action.
Control: If the character takes 4d8 damage and accumulates enough damage to reduce his current maximum hitpoint total by a third, he must make a Control Shape check to avoid involuntary transformation. The check must be repeated after each 4d8 and each additional one-third hitpoint loss. Magical healing resets the d8 counter.
If any checks are failed, the character transforms at the beginning of his next turn. Returning to normal form requires a Control Shift check and is a standard action.
The character takes 1 Con damage upon transforming, and a HD-dependant amount of Con damage at the beginning of the third round after transformation and at the beginning of every third round thereafter. Upon returning to regular form, he takes 1 Con damage. If at any time his Con falls to or below a certain number or he is rendered unconscious, he automatically returns to regular form at the beginning of his next turn.
{table=head;width=200px][b]HD|Damage|Threshold
1-5|1d4|11
6-10|1d6|12
11-15|1d8|13
16-20|1d10|14
21+|1d12|15
[/table]
I'm mostly happy with the system, but I'm still working on the Con damage numbers. I also have no idea what kind of LA this guy would have (+3 after the first two or three levels?), though even if it's the full +4 he'd have been able to finish buying it off at 21st level.