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  1. - Top - End - #121
    Barbarian in the Playground
     
    NinjaGuy

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    Dec 2017

    Default Re: (3.5e/+) End of Fate

    Rolling HP for two Fighter Levels:

    1) (1d10)[1]
    2) (1d10)[5]

    Getting so close to done!


    Alrighty, I guess I get 5HP for each level :(
    Last edited by RaiKirah; 2024-02-12 at 10:45 PM.

  2. - Top - End - #122
    Barbarian in the Playground
     
    NinjaGuy

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    Dec 2017

    Default Re: (3.5e/+) End of Fate

    Sorry about the Double Post, but here's Cyndred Ariangar


    Cyndred Ariangar


    An elementally influenced Barbarian, Cyndred Ariangar is a CG Mineral Warrior Shifter (Razorclaw) Barbarian 1/Fighter 2


    Spoiler: Stat Block(s)
    Show
    Male CG Mineral Warrior Barbarian 1/Fighter 2, ECL 4

    Air Binding
    Init 4, HP 40/40, Speed 30ft/30ft fly (good)/15ft Burrow
    AC 21, Touch 12, Flat-Footed 19, Fort 12, Ref 3, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Air) Str 20, Dex 14, Con 22, Int 10, Wis 14, Cha 9

    Earth Binding
    Init 3, HP 43/43, Speed 20ft/10ft Burrow
    AC 22, Touch 11, Flat-Footed 21, Fort 13, Ref 2, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Earth) Str 20, Dex 12, Con 24, Int 10, Wis 14, Cha 9

    Fire Binding
    Init 3, HP 40/40, Speed 40ft/20ft Burrow
    AC 19, Touch 11, Flat-Footed 18, Fort 12, Ref 2, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Fire) Str 21, Dex 13, Con 22, Int 10, Wis 14, Cha 9

    Water Binding
    Init 3, HP 40/40, Speed 30ft/15ft Burrow
    AC 20, Touch 11, Flat-Footed 19, Fort 12, Ref 2, Will 4, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Water) Str 20, Dex 12, Con 22, Int 10, Wis 16, Cha 9


    Chainshirt (+4 Armor, +1 Dex)
    Vest of Resistance +1
    Condition None


    Perk:
    [Elementalism](Level 1) You were always more in touch with the environment around you. Granting you an affinity towards nature learning how to harness it. +4 Wis. +5 to all elemental resistances. + Terran Language + Dark vision 60
    (Elemental binding) Change your innate element to receive bonuses from it. Takes a full round action to change.
    -Air- +2 Dex, +2 Nat armor. Fly 30ft (Good) Weight is halved. -4 vs overrun/bullrush. Air Mastery. (Airborne creatures take a -1 penalty on attack and damage rolls against you)
    -Earth- +2 Con, +4 Nat armor -10 speed +4vs overrun/bullrush. Earth Mastery (Gains a +1 bonus on attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls
    -Fire- +1 Str, +1 Dex +1 Nat Armor +10 Movement +5 fire resistance -5 Cold resistance. Adds burn for 1d4 rounds on attacks.
    -Water- +2 Wisdom +2 Nat Armor, Swim speed is equal to movement, Water breathing. Water Mastery (Gain a +1 bonus on attack and damage rolls if both you an your opponent are touching water. If the opponent or you are touching the ground, you takes a -4 penalty on attack and damage rolls)

    3/8h (Elemental Attunement) You are able to attune yourself to elements around you. Imbuing yourself with elemental might. Gain +1d6 dmg for chosen element (Wind is force. Earth is Sonic). Lasting for 1d3+wis+PL rounds.


    I unfortunately do not have a visual reference - if anyone can find something for an elementally infused unarmed barbarian I would be thrilled.

    Forsaken - I'm unsure what Flaw I should take (or is flawed enough to qualify). If you have any opinion I would be fine with any of the following: Bestial Instinct, Bravado, Frail, Vulnerable, Implacable

  3. - Top - End - #123
    Titan in the Playground
     
    Thundercracker's Avatar

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    Default Re: (3.5e/+) End of Fate

    stats:
    (1d10+8)[18]
    (1d10+8)[16]
    (1d10+8)[11]
    (1d10+8)[12]
    (1d10+8)[10]
    (1d10+8)[12]
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

  4. - Top - End - #124
    Titan in the Playground
     
    Thundercracker's Avatar

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    Default Re: (3.5e/+) End of Fate

    rerolling the 10 and 11, unless the first reroll is a 10.

    reroll 1: (1d10+8)[18]
    reroll 2: (1d10+8)[15]

    Edit: 18, 18, 16, 15, 12, 12

    Thinking human warlock base with the half-fey template from fiend folio (possibly, if allowed).

    Would like to see the list of 3 perks I can choose from assuming the template is not used. Looking to boost DR / cold iron to offset the low hps. Flying speed as a secondary benefit because flying is great. Low-light vision as tertiary (means I don't have to spend an invocation on it).

    Hopefully not too late to this; I can have a character + background up in 24 hours if we're looking to start soon.

    Edit: So if I understand correctly, if I pick a perk at chargen, I get 1, but if I let it be randomized after chargen, I get three perks?
    Last edited by Thundercracker; 2024-02-13 at 09:35 AM.
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

  5. - Top - End - #125
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: (3.5e/+) End of Fate

    For BaB and saves when multiclassing, which method are we using?

    what languages are worth knowing ie what else is in the area within a hundred miles or whatever the distance is for having occasional contact with/travelers from.
    Last edited by zlefin; 2024-02-13 at 11:22 AM.
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

  6. - Top - End - #126
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: (3.5e/+) End of Fate

    Bryanthe's character post (and sheet) now includes a backstory!

  7. - Top - End - #127
    Orc in the Playground
     
    Forsaken's Avatar

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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by RaiKirah View Post
    Sorry about the Double Post, but here's Cyndred Ariangar


    Cyndred Ariangar


    An elementally influenced Barbarian, Cyndred Ariangar is a CG Mineral Warrior Shifter (Razorclaw) Barbarian 1/Fighter 2


    Spoiler: Stat Block(s)
    Show
    Male CG Mineral Warrior Barbarian 1/Fighter 2, ECL 4

    Air Binding
    Init 4, HP 40/40, Speed 30ft/30ft fly (good)/15ft Burrow
    AC 21, Touch 12, Flat-Footed 19, Fort 12, Ref 3, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Air) Str 20, Dex 14, Con 22, Int 10, Wis 14, Cha 9

    Earth Binding
    Init 3, HP 43/43, Speed 20ft/10ft Burrow
    AC 22, Touch 11, Flat-Footed 21, Fort 13, Ref 2, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Earth) Str 20, Dex 12, Con 24, Int 10, Wis 14, Cha 9

    Fire Binding
    Init 3, HP 40/40, Speed 40ft/20ft Burrow
    AC 19, Touch 11, Flat-Footed 18, Fort 12, Ref 2, Will 3, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Fire) Str 21, Dex 13, Con 22, Int 10, Wis 14, Cha 9

    Water Binding
    Init 3, HP 40/40, Speed 30ft/15ft Burrow
    AC 20, Touch 11, Flat-Footed 19, Fort 12, Ref 2, Will 4, Base Attack Bonus +3
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+6/8 (1d4+3/4))
    Abilities (Water) Str 20, Dex 12, Con 22, Int 10, Wis 16, Cha 9


    Chainshirt (+4 Armor, +1 Dex)
    Vest of Resistance +1
    Condition None


    Perk:
    [Elementalism](Level 1) You were always more in touch with the environment around you. Granting you an affinity towards nature learning how to harness it. +4 Wis. +5 to all elemental resistances. + Terran Language + Dark vision 60
    (Elemental binding) Change your innate element to receive bonuses from it. Takes a full round action to change.
    -Air- +2 Dex, +2 Nat armor. Fly 30ft (Good) Weight is halved. -4 vs overrun/bullrush. Air Mastery. (Airborne creatures take a -1 penalty on attack and damage rolls against you)
    -Earth- +2 Con, +4 Nat armor -10 speed +4vs overrun/bullrush. Earth Mastery (Gains a +1 bonus on attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls
    -Fire- +1 Str, +1 Dex +1 Nat Armor +10 Movement +5 fire resistance -5 Cold resistance. Adds burn for 1d4 rounds on attacks.
    -Water- +2 Wisdom +2 Nat Armor, Swim speed is equal to movement, Water breathing. Water Mastery (Gain a +1 bonus on attack and damage rolls if both you an your opponent are touching water. If the opponent or you are touching the ground, you takes a -4 penalty on attack and damage rolls)

    3/8h (Elemental Attunement) You are able to attune yourself to elements around you. Imbuing yourself with elemental might. Gain +1d6 dmg for chosen element (Wind is force. Earth is Sonic). Lasting for 1d3+wis+PL rounds.


    I unfortunately do not have a visual reference - if anyone can find something for an elementally infused unarmed barbarian I would be thrilled.

    Forsaken - I'm unsure what Flaw I should take (or is flawed enough to qualify). If you have any opinion I would be fine with any of the following: Bestial Instinct, Bravado, Frail, Vulnerable, Implacable

    Also looking over it I think I forgot to add the line. While Earth attuned your weight is doubled. Doesn't do much but was supposed to be in there

    As for flaws ya don't need one lol but if you want I you should go for unreactive lol. or vulnerable hp is always nice.
    Spoiler: Potiential images. One fire aspect other wind. I personally like the fire one
    Show






    Quote Originally Posted by Thundercracker View Post
    rerolling the 10 and 11, unless the first reroll is a 10.

    reroll 1: [roll0]
    reroll 2: [roll1]

    Edit: 18, 18, 16, 15, 12, 12

    Thinking human warlock base with the half-fey template from fiend folio (possibly, if allowed).

    Would like to see the list of 3 perks I can choose from assuming the template is not used. Looking to boost DR / cold iron to offset the low hps. Flying speed as a secondary benefit because flying is great. Low-light vision as tertiary (means I don't have to spend an invocation on it).

    Hopefully not too late to this; I can have a character + background up in 24 hours if we're looking to start soon.

    Edit: So if I understand correctly, if I pick a perk at chargen, I get 1, but if I let it be randomized after chargen, I get three perks?
    I personally would prefer not adding templates as the perks are kinda templates in themselves. As for the perks right now, I believe it's just working with me to produce one for your character at this point the 3 option one was to provide you a multiple-choice one to pick but doesn't seem plausible to do atm.

    Also the dr from perks are more universal than one type. But a gargoyle perk kinda sounds like what you want roughly? Unless you want it to be fluffed a different way?

    Quote Originally Posted by zlefin View Post
    For BaB and saves when multiclassing, which method are we using?

    what languages are worth knowing ie what else is in the area within a hundred miles or whatever the distance is for having occasional contact with/travelers from.
    Generally I just do the level 1 stuff. So if bab at level 1 in the class is 0 then the second class is 1 third is 0 you get a bab +1. Same with saves but generally that makes saves high.

    Common, orc, elvish, abyssal, infernal, goblin. Basically all languages would be nice. last three are more baddies language

    Quote Originally Posted by Metastachydium View Post
    A quick update from me!

    Bryanthe Karbamis
    F NG Lesser Aasimar Spontaneous Cleric 1/Healer 3, Level 4, Init -4, HP 34/34, Speed 30'
    AC 16, Touch 12, Flat-footed 14, Fort 8, Ref 4, Will 9, Base Attack Bonus 2
    Shortspear +5 (m) or +4 (r) (1d6+3 or 1d6+4, ×2)
    Darts (10) +4 (1d4+3, ×2)
    Blue ice (totally not a metal!); masterwork Chain shirt (+4 Armor, +2 Dex)
    Abilities Str 17, Dex 14, Con 16, Int 15, Wis 19, Cha 20
    Condition None

    Concept: Ranged Healer! (PEW! PEW!!)

    A Picture:
    Spoiler: Would you like to be NOT dying right now? Is that… A yes? A no? Work with me, I can't tell.
    Show



    Background:
    Spoiler: Backstory Time
    Show
    There are those among the people who will, even more often than others, sometimes be mockingly asked: have you been living under a rock? Bryanthe couldn't not, if being as honest as she likes to be, answer such questions in the affirmative, since indeed: she grew up under one, and saw the tortured sky of the true world above for the first time some good decades after she was born. Her granparents were servants of the old heavens that, through foresight granted to only the few, understood the gravity of the coming storm earlier than most – and chose to flee from it. A spacious collection of caverns, washed into limestone by waters long since lost, was expanded and fortified by their hands and those of their trusted, far from the sea, in the east whence the sun used to rise. They entrenched themselves within and waited. Children were born to them; and the storm came. Children were born to their children; and the storm would not pass. With desperation surging and supplies running ever lower, it became evident that a change of plans was in order. But the slow burning war they started proved futile, the quick raids afterwards ever more costly and the subsequent quiet scavenging they resigned themselves to ever less successful. Bryanthe herself was kept under that rock in the meantime, first as a child, good for little else other than being hope embodied, just like the other younglings, and later as an asset, single-mindedly training herself in the art of healing so that she can patch up those doing the real work. But sooner than later, sheltered as her family may have wished to keep her, with fewer and fewer good agents having to range farther and farther from the caves, new blood had to be drawn into the sphere of active involvement out in the wild – Bryanthe included. And so, she began to walk the lands, playing support, as well as ever, and hunting supplies with varying success. And the rest… Well, the rest is history, after a fashion.


    Perk: No idea, honestly. Immediate action healing and some tactical extra movement to close with wounded enemies would be nice, though. Something like Divine Grace feels kinda thematic as well.
    How about Sanctified Healer?

    [Sanctified Healer] (Level 1) Your presence calms those around you as your aura expands outwards. You gain the ability to travel through your enemies squares without provoking an attack of opportunity. You gain +4 wisdom +2 Cha. +4 to diplomacy +4 heal +4 Bluff You are able to shine in darkness providing the same light as a torch can.

    3/8 Sanctified Healing: As a bonus action you may heal up to two creatures for half of a healing spell you cast.

    1/8 Self Sacrifice: You take half healing from all sources. You can sacrifice 2xhp per creature and heal them for the half the amount rounded down. Range 30ft. (Example if you sacrifice 6 hp for 3 creatures you provide +1hp to each creature. If you sacrifice 30 hp you can provide either +1hp for 15 targets or +15hp for one. If my maths wrong let me know lol)
    Spoiler: Avatar’s picture
    Show

  8. - Top - End - #128
    Orc in the Playground
     
    Forsaken's Avatar

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    Default Re: (3.5e/+) End of Fate

    Everyone who is still here and interested give me a boop lol as Im going to stop recruitment at 5 today. Then we are going to hammer out the rest of the details and then hopefully finish selection and have a game started by friday
    Spoiler: Avatar’s picture
    Show

  9. - Top - End - #129
    Barbarian in the Playground
    Join Date
    Jan 2022

    Default Re: (3.5e/+) End of Fate

    Player Character Race Classes Concept Approved and or Statements
    DeTess Eria Shiro Half Drow Swordsage 4 Spider-ninja-monk Pending
    Darius Porky Half-Ork Barbarian Boarbarian Pending
    TonberryKing Geress Loba Elf (True) SoulKnife Berserk Lightsaber Pending
    Auranghzeb Ja-The Cunning Skarn Bladedtotem of War Being a monkey (Ask player for real answer: p Pending
    Dakrsidder Ekkehardt Elan Factotum 3 / Psychic Rogue 1 Jack-of-some-trades Pending
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -

    Should be more or less finished minus the perk
    Intended to just randomize it, so I don’t have any interesting ideas

    (1d6)[3]
    (1d6)[5]
    (1d6)[2]

  10. - Top - End - #130
    Ogre in the Playground
    Join Date
    Nov 2011

    Default Re: (3.5e/+) End of Fate

    https://www.myth-weavers.com/sheets/?id=2879251

    there's Maynard Raynes the Paladin.

    almost completely done; just need to pick a final feat and add some more background stuff, and maybe a few minor details.

    their perk only manifested very recently (within a couple of months), after they were already 4th level. whatever it turns out to be.
    Last edited by zlefin; 2024-02-13 at 02:41 PM.
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

  11. - Top - End - #131
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: (3.5e/+) End of Fate

    Ja's background is on the Other Notes section of her sheet. I did have a request: swapping out ToB Iron Heart for Path of War Fool's Errand or Primal Fury as disciplines available to the Warblade.

    [QUOTE=Dakrsidder;25963051]
    Player Character Race Classes Concept Approved and or Statements
    DeTess Eria Shiro Half Drow Swordsage 4 Spider-ninja-monk Pending
    Darius Porky Half-Ork Barbarian Boarbarian Pending
    TonberryKing Geress Loba Elf (True) SoulKnife Berserk Lightsaber Pending
    Auranghzeb Ja-The Cunning Skarn Bladedtotem of War Being a WAR monkey Pending
    Dakrsidder Ekkehardt Elan Factotum 3 / Psychic Rogue 1 Jack-of-some-trades Pending
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -
    - - - - - -

    Blade Totem of War is the perfect name for a class
    Last edited by Auranghzeb; 2024-02-13 at 04:56 PM.

  12. - Top - End - #132
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by Forsaken View Post
    How about Sanctified Healer?

    [Sanctified Healer] (Level 1) Your presence calms those around you as your aura expands outwards. You gain the ability to travel through your enemies squares without provoking an attack of opportunity. You gain +4 wisdom +2 Cha. +4 to diplomacy +4 heal +4 Bluff You are able to shine in darkness providing the same light as a torch can.

    3/8 Sanctified Healing: As a bonus action you may heal up to two creatures for half of a healing spell you cast.

    1/8 Self Sacrifice: You take half healing from all sources. You can sacrifice 2xhp per creature and heal them for the half the amount rounded down. Range 30ft. (Example if you sacrifice 6 hp for 3 creatures you provide +1hp to each creature. If you sacrifice 30 hp you can provide either +1hp for 15 targets or +15hp for one. If my maths wrong let me know lol)
    That's beautiful. I'll take it.

  13. - Top - End - #133
    Titan in the Playground
     
    Thundercracker's Avatar

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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by Forsaken View Post
    Also looking over it I think I forgot to add the line. While Earth attuned your weight is doubled. Doesn't do much but was supposed to be in there

    As for flaws ya don't need one lol but if you want I you should go for unreactive lol. or vulnerable hp is always nice.
    Spoiler: Potiential images. One fire aspect other wind. I personally like the fire one
    Show








    I personally would prefer not adding templates as the perks are kinda templates in themselves. As for the perks right now, I believe it's just working with me to produce one for your character at this point the 3 option one was to provide you a multiple-choice one to pick but doesn't seem plausible to do atm.

    Also the dr from perks are more universal than one type. But a gargoyle perk kinda sounds like what you want roughly? Unless you want it to be fluffed a different way?



    Generally I just do the level 1 stuff. So if bab at level 1 in the class is 0 then the second class is 1 third is 0 you get a bab +1. Same with saves but generally that makes saves high.

    Common, orc, elvish, abyssal, infernal, goblin. Basically all languages would be nice. last three are more baddies language



    How about Sanctified Healer?

    [Sanctified Healer] (Level 1) Your presence calms those around you as your aura expands outwards. You gain the ability to travel through your enemies squares without provoking an attack of opportunity. You gain +4 wisdom +2 Cha. +4 to diplomacy +4 heal +4 Bluff You are able to shine in darkness providing the same light as a torch can.

    3/8 Sanctified Healing: As a bonus action you may heal up to two creatures for half of a healing spell you cast.

    1/8 Self Sacrifice: You take half healing from all sources. You can sacrifice 2xhp per creature and heal them for the half the amount rounded down. Range 30ft. (Example if you sacrifice 6 hp for 3 creatures you provide +1hp to each creature. If you sacrifice 30 hp you can provide either +1hp for 15 targets or +15hp for one. If my maths wrong let me know lol)
    Gargoyle is fine. Fey fluffed if possible please. I’m going to lean into the fey heritage feats.
    Last edited by Thundercracker; 2024-02-13 at 04:55 PM.
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

  14. - Top - End - #134
    Ettin in the Playground
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    Default Re: (3.5e/+) End of Fate

    I'm still here.
    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

  15. - Top - End - #135
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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by zlefin View Post
    https://www.myth-weavers.com/sheets/?id=2879251

    there's Maynard Raynes the Paladin.

    almost completely done; just need to pick a final feat and add some more background stuff, and maybe a few minor details.

    their perk only manifested very recently (within a couple of months), after they were already 4th level. whatever it turns out to be.
    gotcha gotcha

    [Divine Champion] Your will and desire turns you into an almost undefeatable hero! +2 str,+2 con.+2 wis. +4 to saves vs fear. +4 to resist poisons and mind alternating effects. Gain a passive barrier shielding you from harm. (This barrier protects you from damage you wont suffer until it breaks. Its hp is equal to (CON mod+ Wis mod+5)x PL (1) Recharges at the rate of 1 per hour

    3/8 Rapid Defense. Your desire to protect others make you move at an untold speed. As a reaction you may move to an ally and protect it. Taking the full brunt of the attack with a +2 Dr/ While also able protecting that ally for all the damage they would receive from that attack.

    1/8 Divine Strike. You channel all the damage you suffered (Barrier included) To deliver an ultimate attack. Dealing additional damage equal to the damage you have suffered in the last 8 hours.


    Thats ya perk :p

    Quote Originally Posted by Dakrsidder View Post
    Should be more or less finished minus the perk
    Intended to just randomize it, so I don’t have any interesting ideas

    [roll0]
    [roll1]
    [roll2]
    from your backstory it are you aiming for more sneaky sneaky? or spiritual? Also patching elan to live maximum 1000+1d6x10% years lol not giving immortality easily :3

    Quote Originally Posted by Auranghzeb View Post
    Ja's background is on the Other Notes section of her sheet. I did have a request: swapping out ToB Iron Heart for Path of War Fool's Errand or Primal Fury as disciplines available to the Warblade.

    Blade Totem of War is the perfect name for a class
    My brain is totally spoofing on fools errand lol. If its in tob its fine lol
    Quote Originally Posted by Thundercracker View Post
    Gargoyle is fine. Fey fluffed if possible please. I’m going to lean into the fey heritage feats.
    which feats? I can tweak it slightly but just need more info on which route your going for. Also a link to specific one if possible then ill fix the perk lol

    Quote Originally Posted by tonberryking View Post
    I'm still here.
    nice nice
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    Barbarian in the Playground
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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    The end goal is flexibility, so spiritual sounds more ideal than doubling up on sneaky stuff I suppose

    That’s fine if I don’t die early I’m still living longer than everyone not undead

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    oh? I guess I misunderstood the "pick one of 3 for perks if after character creation" I thought that meant after the character is built you get the choices, as opposed to those who get the perk early and then can adjust their build around it; but that everyone would have a perk at gamestart, and thus the notion of 'after character creation' meaning 'after the game has started' seemed nonsensical. It's a fine perk, I just thought I was doing the thing in the way which meant I had the choic eout of 3.

    Also what's this 3/8 and 1/8 thing? I don't get what that means
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by Forsaken View Post
    gotcha gotcha

    [Divine Champion] Your will and desire turns you into an almost undefeatable hero! +2 str,+2 con.+2 wis. +4 to saves vs fear. +4 to resist poisons and mind alternating effects. Gain a passive barrier shielding you from harm. (This barrier protects you from damage you wont suffer until it breaks. Its hp is equal to (CON mod+ Wis mod+5)x PL (1) Recharges at the rate of 1 per hour

    3/8 Rapid Defense. Your desire to protect others make you move at an untold speed. As a reaction you may move to an ally and protect it. Taking the full brunt of the attack with a +2 Dr/ While also able protecting that ally for all the damage they would receive from that attack.

    1/8 Divine Strike. You channel all the damage you suffered (Barrier included) To deliver an ultimate attack. Dealing additional damage equal to the damage you have suffered in the last 8 hours.


    Thats ya perk :p



    from your backstory it are you aiming for more sneaky sneaky? or spiritual? Also patching elan to live maximum 1000+1d6x10% years lol not giving immortality easily :3



    My brain is totally spoofing on fools errand lol. If its in tob its fine lol


    which feats? I can tweak it slightly but just need more info on which route your going for. Also a link to specific one if possible then ill fix the perk lol



    nice nice
    Fey heritage, fey power, fey skin from complete mage are what’s available at level 4. Fey skin is the one that adds to damage reduction.

    https://dnd.arkalseif.info/feats/com...110/index.html
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Hit points: (3d6)[1][5][5](11)
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Quote Originally Posted by zlefin View Post
    oh? I guess I misunderstood the "pick one of 3 for perks if after character creation" I thought that meant after the character is built you get the choices, as opposed to those who get the perk early and then can adjust their build around it; but that everyone would have a perk at gamestart, and thus the notion of 'after character creation' meaning 'after the game has started' seemed nonsensical. It's a fine perk, I just thought I was doing the thing in the way which meant I had the choic eout of 3.

    Also what's this 3/8 and 1/8 thing? I don't get what that means
    Yea sorry it was mainly everyone else went that way so made it the standard but you can reroll it 2 more times but if you say like the next one not as much you cant go back. So if it helps treat it like the dice rerolls.

    The 3/8 is 3 times in 8 hours. 1/8 is once every 8 hours. sorry must have forgot to add the h afterwards. When the skills level up time can reduce skill usage can go up stuff like that you might even learn extra skills. I orginally would have had the perks activate during the game you can rp yours doing that if you like I was just trying to make it easier.

    Did you want to reroll it?

    Quote Originally Posted by Dakrsidder View Post
    The end goal is flexibility, so spiritual sounds more ideal than doubling up on sneaky stuff I suppose

    That’s fine if I don’t die early I’m still living longer than everyone not undead
    kk i have it narrowed down. Last question supernatural or unnatural?
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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by Forsaken View Post
    Also looking over it I think I forgot to add the line. While Earth attuned your weight is doubled. Doesn't do much but was supposed to be in there

    As for flaws ya don't need one lol but if you want I you should go for unreactive lol. or vulnerable hp is always nice.
    Spoiler: Potiential images. One fire aspect other wind. I personally like the fire one
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    I personally would prefer not adding templates as the perks are kinda templates in themselves. As for the perks right now, I believe it's just working with me to produce one for your character at this point the 3 option one was to provide you a multiple-choice one to pick but doesn't seem plausible to do atm.
    I'll update the Earth attunement to reflect that.

    I like the Fire aspect image - I'll use that, thanks for the find!

    You mentioned not liking templates - should I remove the Mineral Warrior Template? I would add a second Barbarian level in it's place (assuming that a third class for a 1 level dip would not be looked well on :P).

    If I should remove the template, then the second level of Barbarian hp should be: (1d12)[9]

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    Could you elaborate on the difference? My understanding of supernatural is it’s something outside the laws of nature, which would be the same with something unnatural

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    Quote Originally Posted by Forsaken View Post
    Yea sorry it was mainly everyone else went that way so made it the standard but you can reroll it 2 more times but if you say like the next one not as much you cant go back. So if it helps treat it like the dice rerolls.

    The 3/8 is 3 times in 8 hours. 1/8 is once every 8 hours. sorry must have forgot to add the h afterwards. When the skills level up time can reduce skill usage can go up stuff like that you might even learn extra skills. I orginally would have had the perks activate during the game you can rp yours doing that if you like I was just trying to make it easier.

    Did you want to reroll it?

    ah, I see. Hmm, I'll have to ponder a bit and look over the other ones in the thread to get a feeling of what alternatives might be. Question: what is the "PL" in the equation? Paladin level? If so how would it work with the knight of the chalice prestige class, which is paladin-esque and I might well take if the game lasts that long.
    A neat custom class for 3.5 system
    http://www.giantitp.com/forums/showthread.php?t=94616

    A good set of benchmarks for PF/3.5
    https://rpgwillikers.wordpress.com/2...y-the-numbers/

    An alternate craft point system I made for 3.5
    http://www.giantitp.com/forums/showt...t-Point-system

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Sheet link below. Depending on perk details, I may tweak a bit but this is essentially done. Got a decent amount of damage reduction and high social skills, plus can blast away or hit small groups with swarms forever.

    https://www.myth-weavers.com/sheets/?id=358576
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Quote Originally Posted by Dakrsidder View Post
    Could you elaborate on the difference? My understanding of supernatural is it’s something outside the laws of nature, which would be the same with something unnatural
    Supernatural; Like mystical. Either casting fire or summoning undead. Outside the normal laws of man.

    Unnatural; Your able to fold your body and contort the muscles in your face to change your face and body shape.


    Man difference is one is more magical focus when the other is more body focused imo

    Quote Originally Posted by zlefin View Post
    ah, I see. Hmm, I'll have to ponder a bit and look over the other ones in the thread to get a feeling of what alternatives might be. Question: what is the "PL" in the equation? Paladin level? If so how would it work with the knight of the chalice prestige class, which is paladin-esque and I might well take if the game lasts that long.
    PL is Perk Level as your perks can evolve as well. Getting stronger and more powerful. So no matter which class you pick it will always be able to grow your not locked into anything. So yep any new classes in the future wouldnt effect the value in a negative way.


    Quote Originally Posted by Thundercracker View Post
    Sheet link below. Depending on perk details, I may tweak a bit but this is essentially done. Got a decent amount of damage reduction and high social skills, plus can blast away or hit small groups with swarms forever.

    https://www.myth-weavers.com/sheets/?id=358576
    [Winged Sentinel] (Level 1) Your body is imbued with strong magic as stone wings form of your back. Granting you the ability to fly (15ft poor) Due to their heavy and awkward nature flight is slow right now. As a Winged Sentinel your further strengthen giving you +2 CON, +2 Wisdom. +2 hide, listen, spot. +6 to hide if in a stoney location. +2 natural armor. + Darkvision 60ft. + 1DR/- and +4 to resist petrication.

    2/8 [Crystallization Form] Your stone wings incase your self transforming you briefing granting your body to merge all sources of DR together. While also Balancing your wings granting you fly 60 (good) Your attacks are also strengthened while also granting multiattack feat this form lasts 1d4 rounds +Both wis and con modifiers.

    3/8 [Stone Spear] Grants you a stone spear that you may launch up to 60ft away from yourself. Dealing 2d6+wisdom damage to the creature hit. If the creature is surrounded by a stone substance. You can launch the spear dirrecting from the stone object with a +4 to attack to hit your target
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    Default Re: (3.5e/+) End of Fate

    Quote Originally Posted by RaiKirah View Post
    I'll update the Earth attunement to reflect that.

    I like the Fire aspect image - I'll use that, thanks for the find!

    You mentioned not liking templates - should I remove the Mineral Warrior Template? I would add a second Barbarian level in it's place (assuming that a third class for a 1 level dip would not be looked well on :P).

    If I should remove the template, then the second level of Barbarian hp should be: [roll0]
    Yea would be nice for no templates lol with your perk mineral warrior seems kinda doubled down lol. Also glad ya like the image I realized it could go for both wing or fire depending on interpretation. Also missed ya question lol passed out while replying long day at work lol



    Friday is the latest it that sheets must be completed by as when I get my nap in Ill start reviewing all the sheets and finalizing everything since we will offically be starting on SUNDAY buhahaha
    Last edited by Forsaken; 2024-02-14 at 06:43 PM.
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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Ah, in that case I have no preference, so I flipped a coin and it landed supernatural, but I don’t really mind either way

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    Alrighty, updated:

    Cyndred Ariangar

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    m CG Barbarian 2/Fighter 2, ECL 4

    Air Binding
    Init 6, HP 43/43, Speed 30ft/30ft Fly (Good)
    AC 17, Touch 11, Flat-Footed 15, Fort 10, Ref 3, Will 5, Base Attack Bonus +4
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+4/+6/+7) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+5/7 (1d4+2/3))
    Abilities (Earth) Str 19, Dex 14, Con 18, Int 12, Wis 16, Cha 11

    Earth Binding
    Init 5, HP 47/47, Speed 20ft
    AC 18, Touch 10, Flat-Footed 17, Fort 11, Ref 2, Will 5, Base Attack Bonus +4
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+4/+6/+7) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+5/7 (1d4+2/3))
    Abilities (Air) Str 19, Dex 12, Con 20, Int 12, Wis 16, Cha 11

    Fire Binding
    Init 5, HP 43/43, Speed 40ft
    AC 15, Touch 10, Flat-Footed 14, Fort 10, Ref 2, Will 5, Base Attack Bonus +4
    Unarmed Strike (Baseline/Rage/+Shifting) +9/+11/+12 (1d3+5/+7/+8) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +10/+12 (+5/+7) (1d4+6/8 (1d4+3/4))
    Abilities (Fire) Str 20, Dex 13, Con 18, Int 12, Wis 16, Cha 11

    Water Binding
    Init 5, HP 43/43, Speed 30ft/30ft Swim
    AC 16, Touch 10, Flat-Footed 15, Fort 10, Ref 2, Will 6, Base Attack Bonus +4
    Unarmed Strike (Baseline/Rage/+Shifting) +8/+10/+11 (1d3+4/+6/+7) (Two Weapon Fighting -2/-2)
    Claws (Shifting/Rage (Secondary)) +9/+11 (+4/+6) (1d4+5/7 (1d4+2/3))
    Abilities (Water) Str 19, Dex 12, Con 18, Int 12, Wis 18, Cha 11


    Chainshirt (+4 Armor, +1 Dex)
    Vest of Resistance +1
    Condition None


    Perk:
    [Elementalism](Level 1) You were always more in touch with the environment around you. Granting you an affinity towards nature learning how to harness it. +4 Wis. +5 to all elemental resistances. + Terran Language + Dark vision 60
    (Elemental binding) Change your innate element to receive bonuses from it. Takes a full round action to change.
    -Air- +2 Dex, +2 Nat armor. Fly 30ft (Good) Weight is halved. -4 vs overrun/bullrush. Air Mastery. (Airborne creatures take a -1 penalty on attack and damage rolls against you)
    -Earth- +2 Con, +4 Nat armor -10 speed, Weight is Doubled. +4vs overrun/bullrush. Earth Mastery (Gains a +1 bonus on attack and damage rolls if both you and your foe are touching the ground. If an opponent is airborne or waterborne, you take a -4 penalty on attack and damage rolls
    -Fire- +1 Str, +1 Dex +1 Nat Armor +10 Movement +5 fire resistance -5 Cold resistance. Adds burn for 1d4 rounds on attacks.
    -Water- +2 Wisdom +2 Nat Armor, Swim speed is equal to movement, Water breathing. Water Mastery (Gain a +1 bonus on attack and damage rolls if both you an your opponent are touching water. If the opponent or you are touching the ground, you takes a -4 penalty on attack and damage rolls)

    3/8h (Elemental Attunement) You are able to attune yourself to elements around you. Imbuing yourself with elemental might. Gain +1d6 dmg for chosen element (Wind is force. Earth is Sonic). Lasting for 1d3+wis+PL rounds.


    Traits:
    Aggressive
    You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
    Benefit
    You gain a +2 bonus on initiative checks.
    Drawback
    You take a -1 penalty to Armor Class.

    Plucky
    You have a strength of will not reflected in your limited physical gifts.
    Benefit
    You gain a +1 bonus on Will saves.
    Drawback
    You take a -1 penalty on Fortitude saves.

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Quote Originally Posted by Forsaken View Post
    Supernatural; Like mystical. Either casting fire or summoning undead. Outside the normal laws of man.

    Unnatural; Your able to fold your body and contort the muscles in your face to change your face and body shape.


    Man difference is one is more magical focus when the other is more body focused imo



    PL is Perk Level as your perks can evolve as well. Getting stronger and more powerful. So no matter which class you pick it will always be able to grow your not locked into anything. So yep any new classes in the future wouldnt effect the value in a negative way.




    [Winged Sentinel] (Level 1) Your body is imbued with strong magic as stone wings form of your back. Granting you the ability to fly (15ft poor) Due to their heavy and awkward nature flight is slow right now. As a Winged Sentinel your further strengthen giving you +2 CON, +2 Wisdom. +2 hide, listen, spot. +6 to hide if in a stoney location. +2 natural armor. + Darkvision 60ft. + 1DR/- and +4 to resist petrication.

    2/8 [Crystallization Form] Your stone wings incase your self transforming you briefing granting your body to merge all sources of DR together. While also Balancing your wings granting you fly 60 (good) Your attacks are also strengthened while also granting multiattack feat this form lasts 1d4 rounds +Both wis and con modifiers.

    3/8 [Stone Spear] Grants you a stone spear that you may launch up to 60ft away from yourself. Dealing 2d6+wisdom damage to the creature hit. If the creature is surrounded by a stone substance. You can launch the spear dirrecting from the stone object with a +4 to attack to hit your target
    Ok, will add to the sheet but and might swap out frightful blast with entropic warding but I think I’m essentially done.
    TC for short

    "I like the sense of chaos this game provides. OOC, I like that I cannot know every available avenue, but that I can pursue whatever avenue I so choose. IC, I like that what I am doing has consequences. It's very very real." --Noedig

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    HalfOrcPirate

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    Default Re: (3.5e/+) End of Fate {CLOSED TO NEW INTEREST}

    Quote Originally Posted by Forsaken View Post
    Supernatural; Like mystical. Either casting fire or summoning undead. Outside the normal laws of man.

    Unnatural; Your able to fold your body and contort the muscles in your face to change your face and body shape.


    Man difference is one is more magical focus when the other is more body focused imo



    PL is Perk Level as your perks can evolve as well. Getting stronger and more powerful. So no matter which class you pick it will always be able to grow your not locked into anything. So yep any new classes in the future wouldnt effect the value in a negative way.


    If you allow me, since I also love giving personalized perks to my players though i call them Boons, it is easier to call them Supernatural (Su) and Extraordinary (Ex) to align them with game mechanics. This also interacts with antimagic fields.
    That also allows you to layer them in the whole gamut: Spell Like ability (Sp), (Su), (Ex) for different interactions and flavors like whether they can generate AoO. For example, there's a feat in Tome of Magic that allows you to do AoO when an enemy uses a Supernatural (Su), or if there are feats that affect them, for example if it's a Spell Like ABility (Sp) then you can use the feats that improve those.


    I is not really a coinflip. A (Su) is more powerful than a (Sp) and an (Ex) is more powerful than an either a (Sp) or a (Su) in their interaction with DND rules. (Sp) are subject to spell resistance, (Su) aren't, (Ex) are not cancelled by Antimagic Fields etc.
    Last edited by Auranghzeb; 2024-02-15 at 04:58 AM.

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