Kizara
2007-12-16, 11:29 PM
Setting and Backstory:
Imagine medieval Europe, and many feudal lords and their knights jockeying for favor, territory and prestidge.
Power lies in the strength of one's knights, land and reasources are gained by conquering castles and other assets. The Gods only lightly touch the land, and wizards are rare and feared. A man's is often weighed by the strength of his swordarm or the shot of his bow.
Although monsters roam the land, their numbers are small. Of the savage races, only orcs, goblins and hobgoblins cause much difficulty to the human lords. Elves and dwarves mainly mind their own affairs, although they trade with the humans heavily.
(I dont know/care if this is 100% historically accurate, I know that there WAS a time similar to this though)
My character, Jason Lightstrider, was born into this world. Heir to a small Baroncy, his father re-married and his new wife's son is older then him. According to the inheritance laws of the land, that means Jason is now merely a knight of the land, and has only his current title to lay claim to.
This suits him fine, and he intends to go out into a world that favors the strong, reasourceful and bold and make a name for himself.
What I want in character ability:
-A strong leader.
-A knight, chivilrous and brave.
-A melee powerhouse.
-Some degree of resourcefullness and versitility.
Rules of the game:
ToB, Cscoun, Ccamp, and Scp are not being used. Books such as Libris Motris and the like are used sparingly. Mainly core + phb2, Cdiv arc adv and war are used.
MANY houserules, too many to list, but the important stuff is that magic is nerfed fairly heavily. Many cheesy "I win" spells are hit hard, and Divine Metamagic is banned; Divine Power and Righteous Might have 1-round casting times.
Also, favored soul changes:
-Gain Deity’s Weapon Focus at 1st-level and Deity’s Weapon Specialization at 6th-level (instead of as listed)
-Lose Reflex good saves.
-Gain Wings at 11th-level instead of 17th.
-Lose Elemental Resistances.
-Gain DR 5 at level 10, DR 10 at level 15, and DR 15 at level 20. DR is to Good or Evil.
-Gain the appropriate cure or inflict spell (depending on alignment) each level for free as a Spell Known, including mass versions.
-Gain Heavy Armor Proficiency.
-Gain Turn or Rebuke Undead at level 1
-At level 6 gain the Luck Domain’s granted power (but not its spells).
-Casting is based off of Charisma in all respects.
Solo campaign, so no other PCs.
Stats: 18, 14, 16, 16, 13, 18. Gestalt.
My current build:
Side 1:
Knight 2/ftr 1/knight 4/ftr 1/cavalier 4/pal 2/cav 6
Side 2:
Favored soul 12/contemplative 1/fav soul 7
Feats:
1 Power attack, Improved Init.
2
3 Ride-By attack, ftr: Wpn focus (lance)
4
5 Knt: Spirited Charge
6 Leadership
7
8 ftr: Trample
9 Cavalry Charger
10
11
12 Divine Might
13
14
15 Quicken Spell (houserule allows normal use as spontaneous caster)
16
17
18 ?
19
20
Spell selection:
1
Detect Evil, Protection from Evil, Shield of Faith, Blade of Blood, Remove Fear, Entropic Shield
CLW
2
Divine Favor, Hold Person, Resist Energy, Sound Burst, Calm Emotions, Zone of Truth
CMW
3
Crown of Smiting, Dispel Magic, Prayer, Bestow Curse, Wrack, Greater Magic Weapon
CSW
4
Divine Power, Freedom of Movement, Dimensional Anchor, Death Ward, Restoration, Magic Vestment
CCW
5
Break Enchantment, Flame Strike, Righteous Might, True Seeing, Disrupting Weapon,
CLW, Mass
6
Heal, Harm, Find the Path, Blade Barrier,
CMW, Mass
7
Destruction, Repulsion, Holy Word, Mass Spell Resistance, Summon Monster VII,
CSW, Mass
8
Fire Storm, Antimagic Field, Greater Spell Immunity, Discern Location,
CCW, Mass
9
Gate, Miracle, Storm of Vengeance
So, what do people think? Good build? Am I making any silly mistakes? Should I make any different spell choices?
What do you reccomend for my 18th-level feat?
Imagine medieval Europe, and many feudal lords and their knights jockeying for favor, territory and prestidge.
Power lies in the strength of one's knights, land and reasources are gained by conquering castles and other assets. The Gods only lightly touch the land, and wizards are rare and feared. A man's is often weighed by the strength of his swordarm or the shot of his bow.
Although monsters roam the land, their numbers are small. Of the savage races, only orcs, goblins and hobgoblins cause much difficulty to the human lords. Elves and dwarves mainly mind their own affairs, although they trade with the humans heavily.
(I dont know/care if this is 100% historically accurate, I know that there WAS a time similar to this though)
My character, Jason Lightstrider, was born into this world. Heir to a small Baroncy, his father re-married and his new wife's son is older then him. According to the inheritance laws of the land, that means Jason is now merely a knight of the land, and has only his current title to lay claim to.
This suits him fine, and he intends to go out into a world that favors the strong, reasourceful and bold and make a name for himself.
What I want in character ability:
-A strong leader.
-A knight, chivilrous and brave.
-A melee powerhouse.
-Some degree of resourcefullness and versitility.
Rules of the game:
ToB, Cscoun, Ccamp, and Scp are not being used. Books such as Libris Motris and the like are used sparingly. Mainly core + phb2, Cdiv arc adv and war are used.
MANY houserules, too many to list, but the important stuff is that magic is nerfed fairly heavily. Many cheesy "I win" spells are hit hard, and Divine Metamagic is banned; Divine Power and Righteous Might have 1-round casting times.
Also, favored soul changes:
-Gain Deity’s Weapon Focus at 1st-level and Deity’s Weapon Specialization at 6th-level (instead of as listed)
-Lose Reflex good saves.
-Gain Wings at 11th-level instead of 17th.
-Lose Elemental Resistances.
-Gain DR 5 at level 10, DR 10 at level 15, and DR 15 at level 20. DR is to Good or Evil.
-Gain the appropriate cure or inflict spell (depending on alignment) each level for free as a Spell Known, including mass versions.
-Gain Heavy Armor Proficiency.
-Gain Turn or Rebuke Undead at level 1
-At level 6 gain the Luck Domain’s granted power (but not its spells).
-Casting is based off of Charisma in all respects.
Solo campaign, so no other PCs.
Stats: 18, 14, 16, 16, 13, 18. Gestalt.
My current build:
Side 1:
Knight 2/ftr 1/knight 4/ftr 1/cavalier 4/pal 2/cav 6
Side 2:
Favored soul 12/contemplative 1/fav soul 7
Feats:
1 Power attack, Improved Init.
2
3 Ride-By attack, ftr: Wpn focus (lance)
4
5 Knt: Spirited Charge
6 Leadership
7
8 ftr: Trample
9 Cavalry Charger
10
11
12 Divine Might
13
14
15 Quicken Spell (houserule allows normal use as spontaneous caster)
16
17
18 ?
19
20
Spell selection:
1
Detect Evil, Protection from Evil, Shield of Faith, Blade of Blood, Remove Fear, Entropic Shield
CLW
2
Divine Favor, Hold Person, Resist Energy, Sound Burst, Calm Emotions, Zone of Truth
CMW
3
Crown of Smiting, Dispel Magic, Prayer, Bestow Curse, Wrack, Greater Magic Weapon
CSW
4
Divine Power, Freedom of Movement, Dimensional Anchor, Death Ward, Restoration, Magic Vestment
CCW
5
Break Enchantment, Flame Strike, Righteous Might, True Seeing, Disrupting Weapon,
CLW, Mass
6
Heal, Harm, Find the Path, Blade Barrier,
CMW, Mass
7
Destruction, Repulsion, Holy Word, Mass Spell Resistance, Summon Monster VII,
CSW, Mass
8
Fire Storm, Antimagic Field, Greater Spell Immunity, Discern Location,
CCW, Mass
9
Gate, Miracle, Storm of Vengeance
So, what do people think? Good build? Am I making any silly mistakes? Should I make any different spell choices?
What do you reccomend for my 18th-level feat?