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  1. - Top - End - #1
    Bugbear in the Playground
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    Default Mordian forged (slightly op race game players and a very brave DM needed)

    Ladies and gentlemen

    we are astral constructs except we built with psi killer traits see racial traits. At level one to three get a pick from Astral Construct Menu A. at five, seven, ten and then they get a pick from Astral Construct Menu B finally at level thirteen, sixteen and nineteen they get to pick from Atsal construct menu c they also get a second pick from menu c at nineteen.

    Spoiler: THE MORDIAN fORGED AS A CHARACTER
    Show

    Mordian Forged characters possess the following racial traits
    • +4 str +4 dex - con (does not possess it) and as sentient astral constructs we posses int, -3 cha they are sociable awkward in the outside world
    • they get a bonus to hitdice based on thier size +10 for small, +20 for medium, +30 large, +40 huge
    • Size: they start out small and grow in size (5 hit dice they medium, 16 hit dice large and at 19 they become huge)
    • speed: start out 30 ft as they grow in size their speed increase by 10
    • Vision: low light and dark
    • Construct Traits: immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Due to the special way we were created were invert at 0 hit points and can't perform any actions until brought to 1 hit point at-10 we implode dragging and contorting all within range to the astral plane. The contorting is imploding twisting and compressing parts of the body as is dragged to the astral plane it does 5d6 damage and affects all within 30 ft of Mordian forged.
    • natuaral attack: they posses two slam attack that do 1d4 at level one increases with size.
    • natural defense they posses +5 natural armor
    • Evolution: at certain levels (1,2,3,5,7,10,13,16,19) they get to chose an ability from the menu. at tier 1 (1,2,3) they chose one ability from menu A. at tier two (5,7,10) they can choose from menu b and the final tier 3 (13,16,19) they can choose from menu c they also at level 19 receive an additional ability from menu c.
    • damage reduction: mordian forged were created to shake off attacks see below for details

      Hd Damage Reduction Bypassed by
      1-5 1/HD Magic
      6-10 (1/2HD) and [1/2HD] (adamantine) and [magic]
      11-15 (1/2HD) and [1/2HD] (Epic) and [Adamantine and magic]
      16-20 1/HD Epic and Adamantine
      21+ l 21 and ever 5lvls there after, the DR doubles (2/hd, 3/hd, 4/hd... we won't make it that far but for finished sake) Epic and Adamantine

      This being special because of the following
      At lvl 1-5, DR is equal to HD and bypassed by magic
      at lvl 6-10, you have two Dr's, unlike other DR's they stack so your Total DR is =HD but if a weapon is magic but not Adamantine (or vis versa) it is only half HD
      at lvl 11-15, its the same as 6-10 but instead half is bypassed if the weapon is Epic, or it halved because the weapon is both Adamantine and magic
      at lvl 16-20, to bypass your DR the Item used must be both Epic (+6 enhancement) and Adamantine
      at lvl 21 and ever 5lvls there after, the DR doubles (2/hd, 3/hd, 4/hd... we won't make it that far but for finished sake)

      i am also thinking about make epic level oblodrium (probably spelt that wrong, its a material from Stronghold Builder's guide) instead of Adamantine
    • Immunity to Psionics (Ex) completely resist psionic effects that are subject to power resistance.
    • Dispel Psionics (Su) can use dispel psionics as a free action once per round. The effect is as an area dispel in a 30-foot-radius burst. The dispel check is 1d20+1/2 HD (max +10)




    Spoiler: astral construct trait abilties
    Show

    Astral Construct Menu A

    Buff (Ex)
    The astral construct gains an extra 5 hit points.

    Celerity (Ex)
    The astral constructís land speed is increased by 10 feet.

    Cleave (Ex)
    The astral construct gains the Cleave feat.

    ADVERTISING

    Deflection (Ex)
    The astral construct gains a +1 deflection bonus to Armor Class.

    Fly (Ex)
    The astral construct has physical wings and a fly speed of 20 feet (average).

    Improved Bull Rush (Ex)
    The astral construct gains the Improved Bull Rush feat.

    Improved Slam Attack (Ex)
    The astral construct gains the Improved Natural Attack feat.

    Mobility (Ex)
    The astral construct gains the Mobility feat.

    Power Attack (Ex)
    The astral construct gains the Power Attack feat.

    Resistance (Ex)
    Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type.

    Swim (Ex)
    The astral construct is streamlined and shark-like and gains a swim speed of 30 feet.

    Trip (Ex)
    If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.

    Astral Construct Menu B

    Energy Touch (Ex)
    If you are a kineticist with the Expanded Knowledge feat tied to this power, the astral constructís physical attacks are wreathed in your energy type, dealing an extra 1d6 points of energy damage. Otherwise, the astral construct deals an extra 1d4 points of damage of an energy type you choose (fire, cold, acid, or electricity) when you manifest the construct.

    Extra Attack
    If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier ◊ 1Ĺ. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.

    Fast Healing (Ex)
    The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.

    Heavy Deflection (Ex)
    The astral construct gains a +4 deflection bonus to Armor Class.

    Improved Buff (Ex)
    The astral construct gains an extra 15 hit points.

    Improved Critical (Ex)
    The astral construct gains the Improved Critical feat with its slam attacks.

    Improved Damage Reduction (Ex)
    The astral constructís surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

    Improved Fly (Ex)
    The astral construct has physical wings and a fly speed of 40 feet (average).

    Improved Grab (Ex)
    To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself.

    Improved Swim
    The astral construct is streamlined and shark-like and gains a swim speed of 60 feet.

    Muscle (Ex)
    The astral construct gains a +4 bonus to its Strength score.

    Poison Touch (Ex)
    If the astral construct hits with a melee attack, the target must make an initial Fortitude save (DC 10 + Ĺ astral constructís HD + astral constructís Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.

    Pounce (Ex)
    If the astral construct charges a foe, it can make a full attack.

    Smite (Su)
    Once per day the astral construct can make one attack that deals extra damage equal to its Hit Dice.

    Trample (Ex)
    As a standard action during its turn each round, a Large or larger astral construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + it's Str modifier. The target can attempt a Reflex save (DC 10 + Ĺ astral constructís Hit Dice + astral constructís Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.

    Astral Construct Menu C

    Blindsight (Ex)
    The astral construct has blindsight out to 60 feet.

    Concussion (Ps)
    The astral construct can manifest a concussion blast (manifester level 7th) as a free action once per round.

    Constrict (Ex)
    The astral construct has the improved grab ability with its slam attack. In addition, on a successful grapple check, the astral construct deals damage equal to its slam damage.

    Dimension Slide (Ps)
    The astral construct can manifest dimension slide (manifester level equal to Hit Dice) as a move action once per round.

    Energy Bolt (Ps)
    The astral construct can manifest energy bolt (manifester level 8th) as a standard action once per round. The creator sets the energy type that the astral construct can manifest when he creates it.

    Extra Buff (Ex)
    The astral construct gains an extra 30 hit points.

    Extreme Damage Reduction (Ex)
    The astral constructís surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.

    Extreme Deflection (Ex)
    The astral construct gains a +8 deflection bonus to Armor Class.

    Natural Invisibility (Su)
    The astral construct is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.

    Power Resistance (Ex)
    The astral construct gains power resistance equal to 10 + it's Hit Dice.

    Rend (Ex)
    The astral construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1Ĺ times it's Str modifier.

    Spring Attack (Ex)
    The astral construct gains the Spring Attack feat.

    Whirlwind Attack (Ex)
    The astral construct gains the Whirlwind Attack feat.


    classes available well be determined by the dm as well all other aspects of the game except the race.

    Quote Originally Posted by D&DPrinceTandem View Post
    The Primus order has been fighting for the side of law for as long as time has persisted, sometimes even longer. The powers of Chaos has been held at bay until the day before today... Yesterday a great power joined the forces of Chaos, some refer to *it* as a beautiful monstrosity, the perfect chaos incarnate, She wields a power unforeseen and the worst, it doesn't seem Primus can deduce her actions, He, as the ultimate order and therefor the ultimate deducer of military action, should be able to, but he can't. Some scholars think a war, much similar to that of the blood war, is to break out and rock the axis of the multiverse.
    Today you sit viewing a large expanse of nothingness, this is where Primus believe the next chaotic incursion will occur. You wait here, a part of P-0456, The Psionic Temination Legion, 6000 strong. Will you be strong enough to end the tide of chaos and put the multiverse back in balance. of in the distance a wave of complex insanity rolls towards you like a colossal Tsunami. Time is short.

    Spoiler: Big 16
    Show
    What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 3.5.

    How many Players are you looking for? Will you be taking alternates, and if so, how many?
    I'm looking for 4-6 players.

    What's the gaming medium (OOTS, chat, e-mail, etc.)?
    PBP on the OOTS forums.

    What is the characters' starting status (i.e. experience level)?
    The Party will be Gestalted (the Race is 5 LA on one side) and level 15

    How much gold or other starting funds will the characters begin with?
    WBL

    Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    No Psionic Classes (This includes but is not limited to, Psion, Psi Warrior, Psi Rogue, Soulknife, and Wilder)

    What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Mordian Forged only, Templates... are questionable at the moment, if they are allowed they will be HIGHLY limited.

    By what method should Players generate their attributes/ability scores and Hit Points?
    32-point buy, max HP for each level.

    Does your game use alignment? What are your restrictions, if so?
    Yes, Any Lawful alignment is allowed, preferably Lawful Neutral for your sanity and mine.

    Do you allow multi-classing, or have any particular rules in regards to it?
    No XP penalty.

    Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    You make yours, ill make mine. Ill also make Perceptions (Listen, Search, Spot) because if you don't notice... you don't know you don't notice.

    Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    The following rules are in play: Gestalt and Character Flaws.

    Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Generous length. The Order Created you in mass. Work from there. What have you done? What do you aspire to?

    Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Combat and roleplaying will both be involved.

    Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    First-party material is fine unless specifically banned. Dragon Magazine requires my approval. Homebrew (except for mordian forged) is banned
    Last edited by niw18; 2019-05-14 at 04:27 PM.


  2. - Top - End - #2
    Ogre in the Playground
     
    Greenflame133's Avatar

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    What system this? d&d 3.5e? d&d 5e? pf 1e?
    I color is green, no I blue. Ok, ok, I think color. not sure now to call it

    Shameless self promotion in 3... 2... 1... my DA link. I got drawing, I got litterature. You have to see it

  3. - Top - End - #3
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    I am hoping for 3.5


  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    The Primus order has been fighting for the side of law for as long as time has persisted, sometimes even longer. The powers of Chaos has been held at bay until the day before today... Yesterday a great power joined the forces of Chaos, some refer to *it* as a beautiful monstrosity, the perfect chaos incarnate, She wields a power unforeseen and the worst, it doesn't seem Primus can deduce her actions, He, as the ultimate order and therefor the ultimate deducer of military action, should be able to, but he can't. Some scholars think a war, much similar to that of the blood war, is to break out and rock the axis of the multiverse.
    Today you sit viewing a large expanse of nothingness, this is where Primus believe the next chaotic incursion will occur. You wait here, a part of P-0456, The Psionic Temination Legion, 6000 strong. Will you be strong enough to end the tide of chaos and put the multiverse back in balance. of in the distance a wave of complex insanity rolls towards you like a colossal Tsunami. Time is short.

    Spoiler: Big 16
    Show
    What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 3.5.

    How many Players are you looking for? Will you be taking alternates, and if so, how many?
    I'm looking for 4-6 players.

    What's the gaming medium (OOTS, chat, e-mail, etc.)?
    PBP on the OOTS forums.

    What is the characters' starting status (i.e. experience level)?
    The Party will be Gestalted (the Race is 5 LA on one side) and level 15

    How much gold or other starting funds will the characters begin with?
    WBL

    Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    No Psionic Classes (This includes but is not limited to, Psion, Psi Warrior, Psi Rogue, Soulknife, and Wilder)

    What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Mordian Forged only, Templates... are questionable at the moment, if they are allowed they will be HIGHLY limited.

    By what method should Players generate their attributes/ability scores and Hit Points?
    32-point buy, max HP for each level.

    Does your game use alignment? What are your restrictions, if so?
    Yes, Any Lawful alignment is allowed, preferably Lawful Neutral for your sanity and mine.

    Do you allow multi-classing, or have any particular rules in regards to it?
    No XP penalty.

    Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    You make yours, ill make mine. Ill also make Perceptions (Listen, Search, Spot) because if you don't notice... you don't know you don't notice.

    Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    The following rules are in play: Gestalt and Character Flaws.

    Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Generous length. The Order Created you in mass. Work from there. What have you done? What do you aspire to?

    Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Combat and roleplaying will both be involved.

    Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    First-party material is fine unless specifically banned. Dragon Magazine requires my approval. Homebrew (except for mordian forged) is banned
    Spoiler
    Show
    Quote Originally Posted by Me
    I proudly proclaim myself The Godking of Psionics, disagree? lets talk about it.

    Shocki, Dom's Pet Dragons (10 of em)

    Quote Originally Posted by Flappeercraft
    Can I sig the Lmao Yee btw?
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    omg a wild dm appeared which is good I hope by having a dm this gets a look at and more intrest


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    Troll in the Playground
     
    GnomeWizardGuy

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    I'm potentially interested, what is the bonus to hit dice based on size? Do you get extra hit dice?
    So at level 5, you gain 20 hit dice?

    Or is it you gain 20 HP? Or 20 HP per hit dice?

    I could use clarification.
    Last edited by Aegis013; 2019-05-08 at 09:26 PM.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Aegis013 View Post
    I'm potentially interested, what is the bonus to hit dice based on size? Do you get extra hit dice?
    So at level 5, you gain 20 hit dice?

    Or is it you gain 20 HP? Or 20 HP per hit dice?

    I could use clarification.
    I think thats a typo, As Constructs they gain a bonus to there HP.
    Spoiler
    Show
    Quote Originally Posted by Me
    I proudly proclaim myself The Godking of Psionics, disagree? lets talk about it.

    Shocki, Dom's Pet Dragons (10 of em)

    Quote Originally Posted by Flappeercraft
    Can I sig the Lmao Yee btw?
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO

  8. - Top - End - #8
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    it works like any other construct since they do not have con modifier they get a bonus by size and I will fix it (15d? +20)

    added that they have slam attacks and their natural armor which forgotten

    clarified dr is 1/2 hd unless dm wishes it to be the same as a psi killer.



    my ideas

    la 5 / artificer 10 // warlock 15 blaster that has infusions that can heal the group

    la 5 / Monk 10 // warblade 15 unarmed warriror

    la 5 / shadowcaster 5 / shadow child 5 // warlock

    la 5 barbarian 10 // Battle Sorcerer 15
    Last edited by niw18; 2019-05-11 at 12:29 AM.


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    GnomeWizardGuy

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Thank you for the clarification.

    My original concept was nixed due to no Con and it would be reliant on abilities that would have duration based on Con mod.

    My second concept looks like it's outside the power band based on the ideas presented by niw18 for their character.


    I'm thinking right now of doing basically an honorable knight character (using Crusader + Hellreaver (in Fiendish Codex II). Maybe with a splash of Binder.

    Questions:
    1. Since this appears to be a Law v. Chaos game, would it be OK to switch Hellreaver from "Any good" and all abilities working against Evil enemies to "Any Lawful" and all abilities working against Chaotic enemies? Making a Chaosreaver?
    2. Hellreaver's 5th ability lets you take Con damage to replenish your resource pool for the PrC's abilities. With a Con score of -, does this just not work? Would it be OK to move the damage to a different stat instead?
    Last edited by Aegis013; 2019-05-13 at 12:34 PM.

  10. - Top - End - #10
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    @Aegis013

    don't change idea cause me it doesn't matter if your op compared to me


  11. - Top - End - #11
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    Morcleon's Avatar

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Interested, currently rolling a few concepts around.

    First is LA 5/Swiftblade 10//Wizard 5/Abjurant Champion 5/Duskblade 5, going for a magic knight aesthetic.
    Second is LA 5/Crusader 2/Cleric 1/Monk 2/Master of Nine 5//Swordsage 5/Ruby Knight Vindicator 10, for a serene character who seeks a path to understanding.

    Questions:
    1. Why does Mordrian-Forged's DR get a nerf at level 16 (changing from DR/adamantine to DR/adamantine or magic) and then get buffed at 19 (from DR/adamantine or magic to DR/adamantine and magic)?
    2. Retroactive skill points?
    3. Traits and flaws? Was already answered; I just didn't notice it.
    4. How much freedom do we get in backstories despite being created essentially as clone troopers?
    Last edited by Morcleon; 2019-05-13 at 10:13 PM.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  12. - Top - End - #12
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    GnomeWizardGuy

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by niw18 View Post
    @Aegis013

    don't change idea cause me it doesn't matter if your op compared to me
    If it's your game request, and if my character is excessively removed from the optimization level of yours (the most likely to be selected), it dramatically diminishes the chance I'll get selected. I'm not changing because of you, I'm changing because trying to balance for wildly different op characters is extremely hard for a DM, so this benefits me as long as it's a character I like and will enjoy playing.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    @Morcleon

    is or magic really a nerf if so I will have to remove that or fix it. I might change it so at 19 dr adamantine and epic if others think or magic is a nerf

    I beleive other questions answered in big 16 but if dm watching hopefully he can answer the question as well

    @Aegis013

    ok that makes sense I did not want you to feel restricted that's all I want everyone to have fun
    Last edited by niw18; 2019-05-13 at 06:48 PM.


  14. - Top - End - #14
    Firbolg in the Playground
     
    Morcleon's Avatar

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by niw18 View Post
    @Morcleon

    is or magic really a nerf if so I will have to remove that or fix it. I might change it so at 19 dr adamantine and epic if others think or magic is a nerf
    Having DR/adamantine or magic means that the DR can be bypassed by either an adamantine weapon or a magic weapon, as opposed to the previous DR/adamantine. I'd recommend having to progression go as follows:
    DR/adamantine
    DR/adamantine and magic
    DR/adamantine and epic

    So it just has to be adamantine at first, but then requires an adamantine magic weapon and then an adamantine epic weapon for bypassing.
    Avatar of Furude Setsuna, by Telasi.
    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

  15. - Top - End - #15
    Bugbear in the Playground
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    fixed it

    @D&DPrinceTandem

    whats your thoughts on la buy off


  16. - Top - End - #16
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Not sure if people wanted me to comment on proposed build ideas but for now I'll leave it to the fellow players.

    @niw18 I put the LA 5 there specifically, so Buy off is gonna be a solid no (and + La buy off rules is going to put it at epic level to drop it to +4 instead of +5, which i don't plan on getting to, epic level that is)

    Quote Originally Posted by Morcleon View Post
    Having DR/adamantine or magic means that the DR can be bypassed by either an adamantine weapon or a magic weapon, as opposed to the previous DR/adamantine. I'd recommend having to progression go as follows:
    DR/adamantine
    DR/adamantine and magic
    DR/adamantine and epic

    So it just has to be adamantine at first, but then requires an adamantine magic weapon and then an adamantine epic weapon for bypassing.
    Here is the DR as I am making it at the moment
    HD Damage Reduction Bypassed by
    1-5 1/HD Magic
    6-10 (1/2HD) and [1/2HD] (adamantine) and [magic]
    11-15 (1/2HD) and [1/2HD] (Epic) and [Adamantine and magic]
    16-20 1/HD Epic and Adamantine
    This being special because of the following
    At lvl 1-5, DR is equal to HD and bypassed by magic
    at lvl 6-10, you have two Dr's, unlike other DR's they stack so your Total DR is =HD but if a weapon is magic but not Adamantine (or vis versa) it is only half HD
    at lvl 11-15, its the same as 6-10 but instead half is bypassed if the weapon is Epic, or it halved because the weapon is both Adamantine and magic
    at lvl 16-20, to bypass your DR the Item used must be both Epic (+6 enhancement) and Adamantine
    at lvl 21 and ever 5lvls there after, the DR doubles (2/hd, 3/hd, 4/hd... we won't make it that far but for finished sake)

    i am also thinking about make epic level oblodrium (probably spelt that wrong, its a material from Stronghold Builder's guide) instead of Adamantine



    Quote Originally Posted by Morcleon View Post
    Questions:
    1. Why does Mordrian-Forged's DR get a nerf at level 16 (changing from DR/adamantine to DR/adamantine or magic) and then get buffed at 19 (from DR/adamantine or magic to DR/adamantine and magic)?
    2. Retroactive skill points?
    3. Traits and flaws? Was already answered; I just didn't notice it.
    4. How much freedom do we get in backstories despite being created essentially as clone troopers?
    2: yes, simplicity sake
    4: thats a problem i was thinking would come up, you have the freedom to justify classes (even a robot needs to be trained in magic) and achievements "I along with 50 other soldiers stopped a leak of the blood war onto the prime material"


    Quote Originally Posted by Aegis013 View Post
    Questions:
    1. Since this appears to be a Law v. Chaos game, would it be OK to switch Hellreaver from "Any good" and all abilities working against Evil enemies to "Any Lawful" and all abilities working against Chaotic enemies? Making a Chaosreaver?
    2. Hellreaver's 5th ability lets you take Con damage to replenish your resource pool for the PrC's abilities. With a Con score of -, does this just not work? Would it be OK to move the damage to a different stat instead?
    1. Feel free to (an example would also be, Smite evil turned to smite Chaos as a Phb Paladin) Law = Good and Evil = Chaos for this campaigns sake
    2. Cha dmg. Although this is only for things that don't already state an alternative or specific ruling (Ie. Hellfire Warlock wouldn't change)
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Preliminary character sheet: Vulcan

    Technically done both mechanically and fluff-wise, though I may shuffle around the items or adjust backstory. I'm not totally done mulling over some of the choices.
    I'm also hoping that all of my Stone Dragon maneuvers won't be shut offline due to a constant need to be flying.

    Fluff/personality: Basically a paladin of law/order.
    Mechanically: I was trying to make a character who could realistically be a heavily armored, mobile knight who can deal devastating blows without needing to use full attack. Using Power Attack, Furious Strike, Smite, and a hard hitting maneuver should hopefully produce decent damage on a standard action.

    Best attack (also assuming max Furious Counterstrike) would be something like: +42 to hit before Power Attack, +27 on full Power Attack
    4d6+34+18d6 (avg 111) damage on a Smite, Furious Strike, Ancient Mountain Hammer, no Power Attack.
    4d6+64+18d6 (avg 141) damage with full Power Attack.

    If this is outside the desired power range for you D&DPrinceTandem, let me know and I'll adjust some things.
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    I am debating what to do with side one that has la on it


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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by niw18 View Post
    I am debating what to do with side one that has la on it
    What are you planning on the side without the +5 LA?
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    I am going warlock


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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by niw18 View Post
    I am going warlock
    Are you looking for any particular thematic? Or would you like some suggestions that are mechanically synergistic?

    An interesting one you could do is 10 levels of Binder. Warlock and Binder have very compatible fluff, making deals with other beings for power.
    Plus, with improved binding feat you can get Zceryll. That gives you consistent access to Summon Monster VII, you can take Mindsight from Lord's of Madness with the telepathy.

    If you don't want to use that vestige because it's considered cheesy, you could use Tenebrous and Water Devotion feat. You can convert your turn attempt every 5th round into extra Water Devotion uses and whenever you want to you can spawn 10 water elementals over the course of a minute to do your bidding.

    You could also use Enlightened Spirit (haven't read it in awhile but possibly Hellfire Warlock too) just to turn your Eldritch blasts into death lasers.

    Just some thoughts.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Spoiler: Notes
    Show
    Character is mostly done. Still might fiddle with skill points or magic items a bit, but most of the main stuff is still there. Let me know if there's any power differences that need to be changed.

    Their maximum attack is around +36 to-hit with 12d6+80 (using Diamond Nightmare Blade and several buff spells).


    Name: Eridani
    Race: Mordrian-Forged
    Class: LA 5/Swordsage 2/Cleric +2/Sacred Exorcist 1/Master of Nine 5//Monk 2/Cleric 2/Crusader 1/Ruby Knight Vindicator 10
    Role: Mobile damage dealer, buff/utility mage


    Description:
    Eridani is designed to be sleek and fast, with a humanoid veneer over their frame. They are dressed simply with a black jacket and cloak and boots, designed for practicality and a hint of fashion. No weapons are visible, but their stance is precise and steady and every movement is perfectly efficient.

    Personality:
    Polite and open-minded, Eridani is a consummate professional, always doing their best and keeping to an honorable mindset. They enjoy the challenge of the fight itself and rarely take insults personally. However, when they do, they will stop at nothing to finish off their foe.

    Background:
    Created as a more mentally focused Mordian-Forged, Eridani was given only the most basic of initial trainings before being placed on the Material Plane. Their mission was to learn new techniques in order to benefit the Primus and to serve as an agent on the Prime Material. Though the first eternity spent doing so seemed of little consequence or importance to them, one happenstance led to another and soon Eridani found themselves in front of the Temple of Nine Swords.

    Though ruined and desolate, the Temple still held many tomes and secrets to be found. Every scrap of information was read and analyzed by Eridani, but the most valuable by far was a hidden tome, far older than the rest. Rather than focusing on a single discipline as most of the other texts did, this volume held notes from Reshar himself on the synthesis of all Nine. From this, Eridani began their long walk of their chosen path: to master all nine disciplines.

    They traveled throughout the world, seeking out the scattered masters of martial arts even as they took down threats to order using each newfound technique. From demonic invasions to rifts to limbo, each crisis they treated simply as a trial for a new ability. And even now, against this new threat, Eridani will fight with the same calmness and seeks to defeat it with the same ease they always have.
    Last edited by Morcleon; 2019-05-19 at 02:13 PM.
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Morcleon View Post
    Spoiler: Character info
    Show
    Spoiler: Notes
    Show
    Character is mostly done. Still might fiddle with skill points or magic items a bit, but most of the main stuff is still there. Let me know if there's any power differences that need to be changed.

    Their maximum attack is around +36 to-hit with 12d6+80 (using Diamond Nightmare Blade and several buff spells).


    Name: Eridani
    Race: Mordrian-Forged
    Class: LA 5/Swordsage 2/Cleric +2/Sacred Exorcist 1/Master of Nine 5//Monk 2/Cleric 2/Crusader 1/Ruby Knight Vindicator 10
    Role: Mobile damage dealer, buff/utility mage


    Description:
    Eridani is designed to be sleek and fast, with a humanoid veneer over their frame. They are dressed simply with a black jacket and cloak and boots, designed for practicality and a hint of fashion. No weapons are visible, but their stance is precise and steady and every movement is perfectly efficient.

    Personality:
    Polite and open-minded, Eridani is a consummate professional, always doing their best and keeping to an honorable mindset. They enjoy the challenge of the fight itself and rarely take insults personally. However, when they do, they will stop at nothing to finish off their foe.

    Background:
    Created as a more mentally focused Mordian-Forged, Eridani was given only the most basic of initial trainings before being placed on the Material Plane. Their mission was to learn new techniques in order to benefit the Primus and to serve as an agent on the Prime Material. Though the first eternity spent doing so seemed of little consequence or importance to them, one happenstance led to another and soon Eridani found themselves in front of the Temple of Nine Swords.

    Though ruined and desolate, the Temple still held many tomes and secrets to be found. Every scrap of information was read and analyzed by Eridani, but the most valuable by far was a hidden tome, far older than the rest. Rather than focusing on a single discipline as most of the other texts did, this volume held notes from Reshar himself on the synthesis of all Nine. From this, Eridani began their long walk of their chosen path: to master all nine disciplines.

    They traveled throughout the world, seeking out the scattered masters of martial arts even as they took down threats to order using each newfound technique. From demonic invasions to rifts to limbo, each crisis they treated simply as a trial for a new ability. And even now, against this new threat, Eridani will fight with the same calmness and seeks to defeat it with the same ease they always have.
    I really like your character concept, it evokes a warrior who fights in a trance-like state with a perfectly clear mind and no hesitation.

    From a mechanical perspective, I think Vulcan eeks out above Eridani as a bruiser, but bringing cleric casting and utility maneuvers will make yours a much more valuable character strategically.

    I noticed a couple of items on it that I'm curious about:

    How are you getting to IL 15 for 8th level maneuvers? Are you counting the +5 LA as the last 5 levels on the Swordsage/Master of Nine "track"? (I'm not, I assumed they would go at the start, but I didn't ask, so that might be OK, but could lead to me reevaluating to see if I can eek out 8th level maneuvevers) They're listed first in the line up and if they're considered as first it looks like you'd have an IL of 13, leaving you with 7th level maneuvers at your highest.

    Also, assuming the +5 LA is at the beginning, it looks like you'd only get up to 6th level cleric casting not 7th, right? Since you lose out on 3 levels during the first 5, then the Cleric +2/Sacred Exorcist overlapping the beginning of RKV shores up the first lost level from RKV, but not the second, leading to 4 total lost caster levels leaving you with 11. If I assume the LA is at the end, then your Cleric 2 and Cleric +2 are taken at the same time. It might be possible to have higher with the LA spread out on the side it goes on.

    If you have some really cool optimization trick or if I'm misunderstanding something please share, because I'm certainly fallible and could be overlooking something obvious.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Aegis013 View Post
    I really like your character concept, it evokes a warrior who fights in a trance-like state with a perfectly clear mind and no hesitation.

    From a mechanical perspective, I think Vulcan eeks out above Eridani as a bruiser, but bringing cleric casting and utility maneuvers will make yours a much more valuable character strategically.

    I noticed a couple of items on it that I'm curious about:

    How are you getting to IL 15 for 8th level maneuvers? Are you counting the +5 LA as the last 5 levels on the Swordsage/Master of Nine "track"? (I'm not, I assumed they would go at the start, but I didn't ask, so that might be OK, but could lead to me reevaluating to see if I can eek out 8th level maneuvevers) They're listed first in the line up and if they're considered as first it looks like you'd have an IL of 13, leaving you with 7th level maneuvers at your highest.

    Also, assuming the +5 LA is at the beginning, it looks like you'd only get up to 6th level cleric casting not 7th, right? Since you lose out on 3 levels during the first 5, then the Cleric +2/Sacred Exorcist overlapping the beginning of RKV shores up the first lost level from RKV, but not the second, leading to 4 total lost caster levels leaving you with 11. If I assume the LA is at the end, then your Cleric 2 and Cleric +2 are taken at the same time. It might be possible to have higher with the LA spread out on the side it goes on.

    If you have some really cool optimization trick or if I'm misunderstanding something please share, because I'm certainly fallible and could be overlooking something obvious.
    Thanks! Vulcan is definitely better overall at melee combat, so I'll be throwing buffs onto you for amplified effect and trying to set stuff up for you with utility.

    IL 15 is obtained because PrCs always stack their full level onto your IL, which means that even if I'm gestalting two of them together, they both add to my total IL. This would actually give me an IL of 18, but I'm forcibly capping it at HD because that makes the most sense. Of course, if our DM says otherwise, I'd be happy to take some 9th level maneuvers.
    Quote Originally Posted by Ruby Knight Vindicator
    You add your full Ruby Knight vindicator levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    Quote Originally Posted by Master of Nine
    You add your full master of nine levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    As for casting, it's just that taking a level of Cleric//RKV gives you (for 8/10 of the RKV levels) 2 levels worth of cleric casting. Again, I'm capping it at my HD, but this cap isn't reached because I've only got 13 level of cleric casting (Cleric 4, Sacred Exorcist 1, RKV 8).
    Last edited by Morcleon; 2019-05-19 at 08:42 PM.
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    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    I'll say now my points are debatable and I sincerely appreciate you for taking the time to help me understand. Ultimately the final decision on how to interpret any rule is up to D&DPrinceTandem, the rulings could change my character's abilities, which is a big reason I'm listing them here.

    I understand the gestalt rules to prohibit a Warblade 1 // Swordsage 1 from having an IL of 2, or a Cleric 10 // something 5/Full divine PrC 5 from having 15th level casting, since they say if both classes progress a feature, only progress at the rate of the faster class. IL and effective Caster Level are features of respective classes, so it can't progress faster than a +1 per level (though greater spell level access may be achievable with accelerated casting classes like Ur-Priest or Sublime Chord). If you have a level that doesn't give +1 from either class, my understanding is you can't make it up with an overlapped level because it still only gives +1. That's how I read the first bullet point under the class features heading in the gestalt rules on the SRD. Is there evidence to the contrary or is it possible I'm misinterpreting something?

    I'm AFB and it's not on the SRD, but even in that case, the IL level might work out, since I recall that ToB says usually PrCs add full IL and doesn't specify if it means only those in the book/chapter. It's an often contested reading though. If D&DPrinceTandem rules it that way, it does mean 8th level maneuvers for my character.

    If there's something there in the rules I'm missing though, or if there's a different way to interpret it, I'd very much like to learn about it.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    this is what got so far for Syfal


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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Aegis013 View Post
    I'll say now my points are debatable and I sincerely appreciate you for taking the time to help me understand. Ultimately the final decision on how to interpret any rule is up to D&DPrinceTandem, the rulings could change my character's abilities, which is a big reason I'm listing them here.

    I understand the gestalt rules to prohibit a Warblade 1 // Swordsage 1 from having an IL of 2, or a Cleric 10 // something 5/Full divine PrC 5 from having 15th level casting, since they say if both classes progress a feature, only progress at the rate of the faster class. IL and effective Caster Level are features of respective classes, so it can't progress faster than a +1 per level (though greater spell level access may be achievable with accelerated casting classes like Ur-Priest or Sublime Chord). If you have a level that doesn't give +1 from either class, my understanding is you can't make it up with an overlapped level because it still only gives +1. That's how I read the first bullet point under the class features heading in the gestalt rules on the SRD. Is there evidence to the contrary or is it possible I'm misinterpreting something?

    I'm AFB and it's not on the SRD, but even in that case, the IL level might work out, since I recall that ToB says usually PrCs add full IL and doesn't specify if it means only those in the book/chapter. It's an often contested reading though. If D&DPrinceTandem rules it that way, it does mean 8th level maneuvers for my character.

    If there's something there in the rules I'm missing though, or if there's a different way to interpret it, I'd very much like to learn about it.
    I've always interpreted caster levels more like how bonus feats works (in that you just get what the class says since they work similarly). Unlike the examples given in the gestalt rules (uncanny dodge), caster levels are something that innately stack and aren't things that have specific breakpoints where they gain improvements (like uncanny dodge's "If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead."). It's definitely something up for interpretation though, and I'm fairly certain I can change the ordering around to make it still work out even if the ruling is not in favor of my interpretation.

    As for IL, I don't believe that one's really a class feature in the same sense. It's just a stat and the class simply says that you add your class level in that PrC to your IL. ToB says that it's usually the case, which I believe is a reference to how the ToB PrCs have the line that says you add your class level to IL.
    Quote Originally Posted by Tome of Battle, pg 39
    Prestige classes work a little differently. In most cases, you
    add the full prestige class level to your martial adept level to
    determine your initiator level. See the prestige class descriptions in Chapter 5 for details.
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    Quote Originally Posted by Mephit View Post
    Don't worry, I like my characters the way I like my coffee: Strong, but with no cheese in it.
    Quote Originally Posted by Akagi
    Don't hesitate to tell the people you care about the feelings you have for them, because they may not be there tomorrow.

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    GnomeWizardGuy

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Morcleon View Post
    I've always interpreted caster levels more like how bonus feats works (in that you just get what the class says since they work similarly). Unlike the examples given in the gestalt rules (uncanny dodge), caster levels are something that innately stack and aren't things that have specific breakpoints where they gain improvements (like uncanny dodge's "If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead."). It's definitely something up for interpretation though, and I'm fairly certain I can change the ordering around to make it still work out even if the ruling is not in favor of my interpretation.

    As for IL, I don't believe that one's really a class feature in the same sense. It's just a stat and the class simply says that you add your class level in that PrC to your IL. ToB says that it's usually the case, which I believe is a reference to how the ToB PrCs have the line that says you add your class level to IL.
    Hmm, under the logic that caster level and initiator level aren't features of classes but rather functions of classes, that makes sense. If I were DM I'd be hesitant to allow it without the cap equal to HD. With that, which you already self enforced, there's certainly some merit to it.

    It provides a power boost, and it also reduces some of the odd complexity of gestalt if viewed that way.

    I'll be curious to see D&DPrinceTandem's decision on the topic.
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by niw18 View Post
    this is what got so far for Syfal
    Sorry for the double post, but I want you to know I didn't overlook your character. There's not a lot there to examine quite yet, but it looks like you liked the Binder suggestion.

    I am curious, though, with 10 levels and Improved Binding, you can bind as a 12th level Binder, meaning a maximum vestige level of 6. I see you have the information for Ashardalon, an 8th level vestige, listed in your Conditions and Effects area on the sheet. Are you intending to say you are binding Ashardalon? If so, how are you getting high enough effective Binder level, as it would require 15 effective levels (the two from Improved Binding feat would bump from 15 to 17 allowing the binding of 8th level vestiges).
    Quote Originally Posted by Thatwarforged View Post
    You sir are a True Pirate Lord.

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    Default Re: Mordian forged (slightly op race game players and a very brave DM needed)

    Quote Originally Posted by Aegis013 View Post
    Spoiler: Vulcan
    Show
    Preliminary character sheet: Vulcan

    Technically done both mechanically and fluff-wise, though I may shuffle around the items or adjust backstory. I'm not totally done mulling over some of the choices.
    I'm also hoping that all of my Stone Dragon maneuvers won't be shut offline due to a constant need to be flying.

    Fluff/personality: Basically a paladin of law/order.
    Mechanically: I was trying to make a character who could realistically be a heavily armored, mobile knight who can deal devastating blows without needing to use full attack. Using Power Attack, Furious Strike, Smite, and a hard hitting maneuver should hopefully produce decent damage on a standard action.

    Best attack (also assuming max Furious Counterstrike) would be something like: +42 to hit before Power Attack, +27 on full Power Attack
    4d6+34+18d6 (avg 111) damage on a Smite, Furious Strike, Ancient Mountain Hammer, no Power Attack.
    4d6+64+18d6 (avg 141) damage with full Power Attack.

    If this is outside the desired power range for you D&DPrinceTandem, let me know and I'll adjust some things.
    Quote Originally Posted by Morcleon View Post
    Spoiler: Eridani
    Show
    Spoiler: Notes
    Show
    Character is mostly done. Still might fiddle with skill points or magic items a bit, but most of the main stuff is still there. Let me know if there's any power differences that need to be changed.

    Their maximum attack is around +36 to-hit with 12d6+80 (using Diamond Nightmare Blade and several buff spells).


    Name: Eridani
    Race: Mordrian-Forged
    Class: LA 5/Swordsage 2/Cleric +2/Sacred Exorcist 1/Master of Nine 5//Monk 2/Cleric 2/Crusader 1/Ruby Knight Vindicator 10
    Role: Mobile damage dealer, buff/utility mage


    Description:
    Eridani is designed to be sleek and fast, with a humanoid veneer over their frame. They are dressed simply with a black jacket and cloak and boots, designed for practicality and a hint of fashion. No weapons are visible, but their stance is precise and steady and every movement is perfectly efficient.

    Personality:
    Polite and open-minded, Eridani is a consummate professional, always doing their best and keeping to an honorable mindset. They enjoy the challenge of the fight itself and rarely take insults personally. However, when they do, they will stop at nothing to finish off their foe.

    Background:
    Created as a more mentally focused Mordian-Forged, Eridani was given only the most basic of initial trainings before being placed on the Material Plane. Their mission was to learn new techniques in order to benefit the Primus and to serve as an agent on the Prime Material. Though the first eternity spent doing so seemed of little consequence or importance to them, one happenstance led to another and soon Eridani found themselves in front of the Temple of Nine Swords.

    Though ruined and desolate, the Temple still held many tomes and secrets to be found. Every scrap of information was read and analyzed by Eridani, but the most valuable by far was a hidden tome, far older than the rest. Rather than focusing on a single discipline as most of the other texts did, this volume held notes from Reshar himself on the synthesis of all Nine. From this, Eridani began their long walk of their chosen path: to master all nine disciplines.

    They traveled throughout the world, seeking out the scattered masters of martial arts even as they took down threats to order using each newfound technique. From demonic invasions to rifts to limbo, each crisis they treated simply as a trial for a new ability. And even now, against this new threat, Eridani will fight with the same calmness and seeks to defeat it with the same ease they always have.
    Quote Originally Posted by niw18 View Post
    Spoiler: Syfal
    Show
    this is what got so far for Syfal
    Will edit in a critique, just posting now so you know I'm still here.
    Last edited by D&DPrinceTandem; 2019-05-20 at 06:34 PM.
    Spoiler
    Show
    Quote Originally Posted by Me
    I proudly proclaim myself The Godking of Psionics, disagree? lets talk about it.

    Shocki, Dom's Pet Dragons (10 of em)

    Quote Originally Posted by Flappeercraft
    Can I sig the Lmao Yee btw?
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO

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