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    Pixie in the Playground
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    Default [Party] Steelclad Spleen-skewers

    A very unorthodox party composed of entirely of half-orcs. Each one boasting competent fighting abilities while still adhering together to form a fully functional party.
    The difference is that none of the party members has any weapons, per se. Instead, each half-orc relies entirely on being covered head to toe in steel spikes – both on armour as well as on shields. Though it may seem strange, it is brutally effective when employed. Once seen in action you will see why they don't need weapons. Think about 4 porcupines made of steel, as big as ogres and frothing with spittle charging at you. Scary thought.
    You could say that they have developed shield-bashing and grappling into an art form – that is, if there could be anything artistic about four hulking brutes decked out head to toe in spiked armour without one full set of grey matter between them and liking nothing more than the sights and sounds of battle.
    While this party may seem like they could be beaten hands-down by any competent party, this is not the case. I am an admitted TWINK and have brought many of my skills to bear on the construction of the party, I have put a lot of time and effort into their design, history and tactics to ensure that nothing is lacking. All characters have been made with standard races to ensure playability in most settings. Some items that are being carried by the party are not listed in any of the books and have been created according the the price guidlines in the DMG 3.5.

    History

    Lorkhan was an intelligent orc. Thanks to his headband of intellect, he did not revel in the fact that he was the head of a prestigious and powerful orcish clan. He knew as well as any of the stinking humans that his position was very precarious, he knew that one day some young upstart was going to beat him in combat and steal the leadership from under his nose: that was the way the orcs lived; how they had always lived; how they grew strong. If only he had just a handful of orcs that were utterly loyal to him – that could fight for him and protect him his position would be secure and he could turn his full attentions to conquering the wretched humans. He let that thought linger, how he hated the solidarity of the humans, how he hated the unthinking orc. He grinned – he had just had an idea he loved…

    The half-orc squad was perfect. The effort he spent in training and the cost he had spent on equiping them had been well spent. Every member performed beyond his expectations. Their battle cries combined with the screams and groans of those that had been impaled on their spikes resounded in his ears creating a warm and fuzzy feeling inside that he had never felt before. The Steelclad Spleen-skewers were like children to him, they were the ideal orcish children, he had taught them, he had raised them and indeed they were utterly loyal to him in turn. Loyalty was a human virtue he had learnt to use to his advantage. Lorkhan was jolted back to reality by a particularly satisfying scream, the scream and something else he had not felt before fired his unnaturally cool orcish blood and he went in to join his children in their fun.

    Things were… wrong. Lorkhan couldn’t figure out what was wrong, but there was definitely something wrong that refused to leave him alone. He had taken a wound in the battle and wasn’t thinking well. Someone had swung at his head with an axe, but only managed to gash his cheek and dislodge his helmet. He surveyed the field: the puny humans had fled and his Steelclad Spleen-skewers were standing around smiling at him like children – his children. Lorkhan stepped forward to congratulate them on their first blooding. Without his headband of intellect he realised too late his mistake. He was swept into a crushing embrace by two of his four children. Lorkhan died with an even more gratifying scream than the one that had fired his blood. It even sounded pleasant even to his own ears. Yes, his children had definitely exceeded his expectations

    Moral: Though magic can boost intelligence; there is still no such thing as an intelligent orc.

    General Tactics

    The others will delay their initiative so that Morkesh and Rannek act first. Morkesh will start the battle with either a maximised fireball/lighting bolt or haste spell. Rannek will cast blade barrier to cut off any avenues of escape. Kraloth will charge and attempt to overrun as many opponents as possible, aiming mostly for spellcasters, after the overrun Kraloth will attempt to grapple any weak combatants. Harodark will follow and support Kraloth with ‘sneak’ attacks when opponents cannot defend themselves effectively. If it looks like a hard fight Rannek will cast Divine Favour, Divine Power and Righteous Might before joining in. Otherwise Rannek will just support with spells like spiritual weapon from afar. Rannek reserves a Harm spell for any threat that comes close. If there is a opponent with a particularly nasty magical weapon Morkesh will cast true strike and then attempt to relive them of it. Otherwise Morkesh will join the fighters, grappling his own opponent while still casting spells.
    Overall, the aim is to take out the spellcasters and significant threats first, then any skilful classes and finally mop up the fighters who have no spells or other characters to support them.


    Stat blocks

    Ok, I know the stat blocks are huge, but I wanted to show how everything worked and nothing overlapped (It takes FOREVER to make good characters by the book). It also helps when you want to know the effect that a spell will have in regard to overlapping. Also hopefully you can see that everything is done strictly by the book with character wealth calculated to the last silver piece.
    Note: all the orcs are currently under the effects of an enlarge person/permanancy effect made by Morkesh.

    Morkesh
    Half-orc Neutral Evil

    Fighter1/Wizard(Evoker)5/Eldrich knight 6;
    Large Humanoid; HD 1d10+5d4+6d6+60; hp103;
    Initiative: +5 (+1 dex +4 improved initiative);
    Speed: 20ft;
    AC: 30 (10+11 armor+3 shield+2 deflection+2 natural+2 luck+1 insight+1 dex-1 size),
    Touch 14,Flat-footed 29;
    Base Attack: +9;
    Grapple: +21 (9+ 4 str+4 Improved Grapple+4 size);
    Attack: +13 melee (1d12+5 +1 Large Spiked Shield of Bashing) or Attack+13 melee (1d8+5 +1 armor spikes);
    Full Attack +13/+8 melee (1d12+5 +1 Large Spiked Shield of Bashing) or Attack+13/+8 melee (1d8+5 +1 armor spikes);
    Space/Reach: 10ft/10ft;
    Special Attacks: -;
    Special Qualities: darkvision 60ft;
    Saves: Fort +18 (8+5 con+3 res+2 luck), Ref +11 (3+1 dex+3 res+2 luck+2 familiar), Will +11 (6+3 res+2 luck),
    Abilities: str 18 (+2 racial+2 size+2 enhancement), dex 13 (-2 size+2 enhancement), con 20 (+2 enhancement), int 15 (-2 racial+2 enhancement),wis 10,Cha 6 (-2racial)
    Skills and Feats: Concentration+20, Spellcraft+17, Knowledge (arcana) +17, Sense motive +15;
    Still Spell, Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Combat Expertise, Improved Disarm, Improved Shield Bash, Improved Initiative,
    Wizard Spells Prepared (5/6/6/4/4/3; save DC 12 + spell level, Caster Level 10th):
    0—Light (2), Detect Magic (3);
    1st—Dancing Lights*, True strike (5);
    2nd—Magic Missile* (3), Shield*, Expedious Retreat* (2);
    3rd—Scorching Ray*, Resist Energy* (3);
    4th—Fireball* (2), Lightning Bolt*, Haste*;
    5th—Fire Shield*, Greater Invisibility* (2).
    *Still spell
    Possessions: Spiked (+1) Full Plate (+3) w/locked gauntlet, Large Spiked Shield of Bashing (+1), Metamagic rod, Maximise Lesser, Headband of Intellect (+2 enhancement), Gauntlets of Ogre Strength (+2 enhancement), Belt of Great Constitution (+2 enhancement), Boots of Dexterity (+2 enhancement), Cloak of resistance (+3 resistance), Robe of Protection (+2 deflection), Ring of Saving (+2 luck to saving throws), Amulet of Natural Armor (+2 natural), Ring of Luck (+1 luck to AC), Lens of Insight (+1 insight to AC), Backpack, Bedroll, Tent, Waterskin, 3*Rations, Silk rope 50ft, Spell Component pouch, Spellbook, 2788gp, 4sp, Weasel Familiar (see below);

    'hur hur, puny fighter thinks he is a match for Morkesh!'

    Background

    Although greatly diminished in power due to diluted bloodlines the fiendish blood in Morkesh still told true. Though manifesting nothing overtly indicative of his fiendish heritage, Morkesh still developed a fascination with the arcane arts during his training as a fighter. Acting on instinct Morkesh abandoned his fighter training in favour of the mysteries of the arcane. His greatest challenge in the pursuit of this goal was his orcish blood which reduced his capacity to understand the intricacies of the arcane arts. After many years of fruitless tuition Morkesh returned frustrated and bitter to his peers. He had not stayed there long before he was summoned by Lorkhan.
    Gifted with a headband of intellect Morkesh was finally able to overcome his orcish heritage and pursue his fascination in all things arcane with astonishing speed. In time Morkesh developed a unique and brutally effective blend of melee combat and arcane spell casting.
    Morkesh stayed as Lorkhan’s aide and advisor after his own training. It was under Morkesh’s suggestion that Lorkhan would train more half-orcs into an elite force. Driven by both his orcish and fiendish blood Morkesh used much of his time during the training of the others to subtlety subvert Lorkhan’s rule. This eventuated in a bizarre ‘accident’ that conveniently ended Lorkhan’s life and allowed Morkesh to live up to his fiendish blood in full.

    Role-playing

    Morkesh stands 12’10” tall and weighs 2568lbs, he has short brown hair and amber eyes that burn red when he is angry. Morkesh is covered from head to toe in custom-fitted spiked full-plate. In his right hand his large spiked steel shield of bashing is fastened to his grip with a locked gauntlet of ogre strength. His helmet is a headband of intellect that fully covers his head leaving only small spaces for breathing - the two rounded holes for vision being reinforced with magical lenses of insight. His left hand is in a wickedly spiked gauntlet of ogre strength but is otherwise free to either deflect incoming missiles, activate the metamagic rod strapped to his thigh plate or to catch a disarmed foe’s weapon (he casts true strike before attempting to disarm) or to deal damage during a grapple, after casting fire shield and any other spells (he doesn’t need to use gestures so he can cast these when grappling with a concentration check).


    Squeak (Familiar)
    Weasel Neutral evil

    Tiny Magical beast; HD 12d8; hp51;
    Initiative: +2 (+2dex);
    Speed: 20ft, climb 20ft;
    AC: 17 (10+2 size+2 dex +3 natural)
    Touch 14,Flat-footed 15;
    Base Attack: +9;
    Grapple: -3 (9-4 str -8 size);
    Attack: +11 melee (1d3-4 bite);
    Full Attack +11/+6 melee (1d3-4 bite);
    Space/Reach: 2.5ft/2.5ft;
    Special Attacks: Attach;
    Special Qualities: -;
    Saves: Fort +8 (base), Ref +5 (3+2 dex), Will +7 (6+1 wis);
    Abilities: str 3, dex 15, con 20, int 8, wis 12, Cha 5;
    Skills and Feats: Concentration+15, Spellcraft+14, Knowledge (arcana) +14, Sense Motive +16, Balance+10, Climb+11, Hide+13, Move silently+9, Spot+4
    Weapon Finesse (Bite), Alertness (master), Improved evasion, Share spells, empathic link, deliver touch spells, speak with master.

    'Master! Master! He squeaks louder than I when he has a spike through his spleen!

    Background

    Squeak was Morkesh’s eyes and ears in his subordination to Lorkhan, being a mere weasel, Squeak was very good at being in places that others would find barred. With the watchful eyes of Squeak Morkesh was able to anticipate and counter any attempts Lorkhan made to assure his cohort’s loyalty.
    It was through Squeak that Morkesh was able to magically suggest Lorkhan into wading into the battle that was his death.


    Harodark
    Half-orc Chaotic Evil

    Rogue8/Fighter4;
    Large Humanoid; HD 8d6+4d10+48; hp 98;
    Initiative: +1 (+1 dex);
    Speed: 20ft;
    AC: 36 (10+13 armor+6 shield+2 deflection+2 natural+2 luck+1 insight+1 dex-1 size),
    Touch 15, Flat-footed 31;
    Base Attack: +10;
    Grapple: +19 (10+ 5 str+4 size);
    Attack: +15 melee (1d12+5 +2 Large Spiked Shield of Bashing) or Attack+15 melee (1d8+5 +1 armor spikes);
    Full Attack +15/+10 melee (1d12+5 +2 Large Spiked Shield of Bashing) or Attack+15/+10 melee (1d8+5 +1 armor spikes);
    Space/Reach: 10ft/10ft;
    Special Attacks: Sneak Attack +4d6;
    Special Qualities: darkvision 60ft, Evasion, Trap Sense +2, Improved Uncanny Dodge;
    Saves: Fort +15 (6+4 con+3 res+2 luck), Ref +13 (7+1 dex+3 res+2 luck), Will +11 (3+1 wis+3 res+2 luck+2 Iron Will),
    Abilities: str 20 (+2 racial+2 size+2 enhancement), dex 13 (-2 size+2 enhancement), con 18 (+2 enhancement), int 13 (-2 racial+2 enhancement),wis 12,Cha 6 (-2racial)
    Skills and Feats:; Sense Motive +16, Intimidate +6, Use Magic Device +13, Disable Device +16, Open Lock +16, Listen +16, Spot +16, Search +16
    Combat Expertise, Improved Disarm, Improved Shield Bash, Iron Will, Armor Focus (Full Plate), Armor Specialization (Full Plate), Shield Focus (Large Shield), Shield Specialization (Large Shield);
    Possessions: Spiked (+1) Full Plate (+3) w/locked gauntlet, Large Spiked Shield of Bashing (+2), Headband of Intellect (+2 enhancement), Gauntlets of Ogre Strength (+2 enhancement), Belt of Great Constitution (+2 enhancement), Boots of Dexterity (+2 enhancement), Cloak of resistance (+3 resistance), Robe of Protection (+2 deflection), Ring of Saving (+2 luck to saving throws), Amulet of Natural Armor (+2 natural), Ring of Luck (+2 luck to AC), Lens of Insight (+1 insight to AC), Backpack, Bedroll, Tent, Waterskin, 3*Rations, Silk rope 50ft, Spyglass, Mirror small steel, Thieves tools masterwork 3198gp, 4sp.

    'I knows alls 'bout attacking, but.... WOT'S DIS 'BOUT SNEAKING?!'

    Background

    Harodark was always very withdrawn from the brainlessness of orcish society, instead finding machines and traps more deadly than any sword. Harodark learned the intricacies of what springs and gears could do better than a mailed fist. Although treading the rouge’s path Harodark was too attached to the workings of metal to ever forgo the protection of his armor.
    Harodark was used by Lorkhan to watch the actions of Morkesh, but Morkesh who was forewarned of each move Lorkhan was making, was able to elude Harodark as competently as he did Lorkhan. Harodark had noticed Squeak’s presence several times during his operations, but never thought of it any more than a mere oddity.
    He realised his folly when he witnessed Squeak speaking to Morkesh on the eve of Lorkhan’s death. Now Harodark treads very carefully around Morkesh.

    Role-playing

    Harodark is lither than his comrades standing 13’2” tall and weighing 1872lbs, he has short black hair and green eyes that seem supernaturally alert. Harodark is covered from head to toe in custom-fitted spiked full-plate. In his right hand his large spiked steel shield of bashing is fastened to his grip with a locked gauntlet of ogre strength. His helmet is a headband of intellect that fully covers his head leaving only small spaces for breathing - the two rounded holes for vision being reinforced with magical lenses of insight. His left hand is in a wickedly spiked gauntlet of ogre strength but is otherwise free to either catch a disarmed foe’s weapon or to deal damage during a grapple. Harodark prefers not to enter grapples himself, but rather to ‘sneak attack’ opponents that have been knocked down or are involved in grapples with the other party members.


    Kraloth
    Half-orc Chaotic Evil

    Fighter12;
    Large Humanoid; HD 12d10+60; hp 130;
    Initiative: +2 (+2 dex);
    Speed: 20ft;
    AC: 40 (10+15 armor+6 shield+2 deflection+2 natural+2 luck+2 insight+2 dex-1 size),
    Touch 17, Flat-footed 32;
    Base Attack: +12;
    Grapple: +25 (12+ 5 str+4 size+ 4 Improved Grapple);
    Attack: +18 melee (1d12+5 +2 Large Spiked Shield of Bashing) or Attack+18 melee (1d8+5 +1 armor spikes);
    Full Attack +18/+13/+8 melee (1d12+5 +2 Large Spiked Shield of Bashing) or Attack+18/+13/+8 melee (1d8+5 +1 armor spikes);
    Space/Reach: 10ft/10ft;
    Special Attacks: -;
    Special Qualities: darkvision 60ft;
    Saves: Fort +18 (8+5 con+3 res+2 luck), Ref +13 (4+2 dex+3 res+2 luck+ 2 Lightning Reflexes), Will +12 (4+1 wis +3 res+2 luck+2 Iron Will),
    Abilities: str 20 (+2 racial+2 size+2 enhancement), dex 14 (-2 size+2 enhancement), con 20 (+2 enhancement), int 6 (-2 racial),wis 12,Cha 8 (-2racial)
    Skills and Feats: Intimidate +14;
    Improved Shield Bash, Improved Unarmed Strike, Improved grapple, Iron Will, Lightning Reflexes, Power Attack, Improved Overrun, Armor Focus (Full Plate), Armor Specialization (Full Plate), Greater Armor Specialization (Full Plate), Shield Focus (Large Shield), Shield Specialization (Large Shield);
    Possessions: Spiked (+1) Full Plate (+3) w/locked gauntlet, Large Spiked Shield of Bashing (+2), Gauntlets of Ogre Strength (+2 enhancement), Belt of Great Constitution (+2 enhancement), Boots of Dexterity (+2 enhancement), Cloak of resistance (+3 resistance), Robe of Protection (+2 deflection), Ring of Saving (+2 luck to saving throws), Amulet of Natural Armor (+2 natural), Ring of Luck (+2 luck to AC), Lens of Insight (+2 insight to AC), Backpack, Bedroll, Tent, Waterskin, 3*Rations, Silk rope 50ft, 808gp, 4sp.

    'I gots it all! Brawn, err, ummm....... I forgets the other two.'

    Background

    Kraloth had orc blood coursing very strongly through his veins; he was an exemplary specimen of his kind big, tough, ugly and dumb. He excelled in all the things that orcs are naturally good at eventually becoming the strongest fighter despite being only half-orc. Eventually Kraloth became so adept at what he did that he cast away his weapons, preferring to wrestle up close rather than slashing with his sword.
    Kraloth was chosen by Lorkhan to treat as a big dumb pet that was not intelligent enough ever to act against him. Lorkhan perfected Kraloth’s weapon-less fighting style and laboriously taught Kraloth the advantages of having armor. After many sessions of this instruction Kraloth finally realised that armor might be a good idea. But instead of using it as protection he immediately covered it in an array of spikes that would be very useful in grappling. Lorkhan was astounded by such a great idea coming from Kraloth and immediately modified the other’s armor with spikes as well. Lorkhan praised Kraloth much for this and Kraloth even learn a new word ‘brains’ which he heard Lorkhan use a lot during his praise. Kraloth was taught rather exasperatedly by Morkesh that brains were the pink things that came out of heads when they were squished. Kraloth used the word ‘brains’ lots after that.
    One thing Lorkhan did not anticipate about Kraloth’s lack of brains was that Morkesh could easily suggest to Kraloth that giving Lorkhan a hug of appreciation for their first taste of real combat was a good idea. Kraloth liked Lorkhan; lots of brains came out when Kraloth squished Lorkhan’s head.

    Role-playing

    Kraloth is an unstoppable juggernaut of flesh, sinew and bone, figure standing 13’8” tall and weighing 3504lbs. he has wild brown hair and dull grey eyes. Kraloth solves problems by entering a screaming charge where he attempts to knock opponents down before entering a grapple (preferably a spellcaster but he isn’t picky). Kraloth is covered from head to toe in custom-fitted spiked full-plate. In his right hand his large spiked steel shield of bashing is fastened to his grip with a locked gauntlet of ogre strength. His helmet is a headband of intellect that fully covers his head leaving only small spaces for breathing - the two rounded holes for vision being reinforced with magical lenses of insight. His left hand is in a wickedly spiked gauntlet of ogre strength that he uses to devastating effect during a grapple.


    Rannek
    Half-orc Chaotic Evil

    Fighter1/Cleric (Gruumsh)11;
    Large Humanoid; HD 1d10+11d8+60; hp119;
    Initiative: +5 (+1 dex+4 Improved Initiative);
    Speed: 20ft;
    AC: 29 (10+10 armor+3 shield+2 deflection+2 natural+2 luck+1 insight+1 dex-1 size),
    Touch 14,Flat-footed 28;
    Base Attack: +9;
    Grapple: +21 (9+ 4 str+4 Improved Grapple+4 size);
    Attack: +13 melee (1d12+5 +1 Large Spiked Shield of Bashing) or Attack+13 melee (1d8+5 +1 armor spikes);
    Full Attack +13/+8 melee (1d12+5 +1 Large Spiked Shield of Bashing) or Attack+13/+8 melee (1d8+5 +1 armor spikes);
    Space/Reach: 10ft/10ft;
    Special Attacks: rebuke undead 2/day;
    Special Qualities: darkvision 60ft;
    Saves: Fort +19 (9+5 con+3 res+2 luck), Ref +11 (3+1 dex+3 res+2 luck+2 lightning reflexes), Will +14 (7+2 Wis+3 res+2 luck),
    Abilities: str 18 (+2 racial+2 size+2 enhancement), dex 13 (-2 size+2 enhancement), con 20 (+2 enhancement), int 6 (-2 racial) wis 15,Cha 8 (-2racial)
    Skills and Feats: Concentration+20;
    Improved Unarmed Strike, Improved Grapple, Deflect Arrows, Improved Shield Bash, Lightning Reflexes, Improved Initiative
    Cleric Spells Prepared (6/7/6/5/4/3/2; save DC 12 + spell level, Caster Level 11th):
    0—Create Water (3), Cure Minor wounds (2), Mending (1);
    1st—Enlarge Person*, Divine Favour (5), Bless (2);
    2nd—Spiritual Weapon* (6);
    3rd—Magic vestment* (2), Dispel Magic (2) Prayer;
    4th—Divine Power* (2), Magic Weapon, Greater (2);
    5th—Righteous Might*, Spell Resistance (2), True Seeing;
    6th—Blade Barrier*, Harm .
    *Domain Spell. Domains Strength (+11 enhancement to strength for 1 round 1/day), War (Weapon focus long-spear)
    Possessions: Spiked (+1) Full Plate (+2) w/locked gauntlet, Large Spiked Shield of Bashing (+1), Bead of Karma, Gauntlets of Ogre Strength (+2 enhancement), Belt of Great Constitution (+2 enhancement), Boots of Dexterity (+2 enhancement), Cloak of resistance (+3 resistance), Robe of Protection (+2 deflection), Ring of Saving (+2 luck to saving throws), Amulet of Natural Armor (+2 natural), Ring of Luck (+1 luck to AC), Lens of Insight (+1 insight to AC), 5*Wand of Cure Light Wounds, Backpack, Bedroll, Tent, Waterskin, 3*Rations, Silk rope 50ft, Unholy symbol silver, spell component pouch 2028gp 4sp.

    'I dunt care if yer Gruumsh, GET OUT OF MY 'EAD!'

    Background

    Nobody liked thinking much about Rannek, nobody that is except Gruumsh. In retrospect it might have been better if Gruumsh did not think so much about Rannek. You see Rannek did not like Gruumsh, Gruumsh was just an annoying voice in Rannek’s head telling him what to do. Because of this Rannek’s favourite pastime is smashing his skull against solid stone; Rannek did not like anyone (not even Gruumsh) telling him what to do.
    It is a testament to Rannek’s favour that Gruumsh remained with him and in time Rannek began to accept Gruumsh’s will. Following Gruumsh’s will rewarded Rannek with Gruumsh’s own powers of war and strength and the sign of being his favoured. Though things improved between Rannek and Gruumsh things were not always good. After being particularly upset Rannek unthinkingly went back to his old pastime. This time, in an amazing feat of strength Rannek fractured the stone walls of his cave when he bashed it with his skull. He was lucky that he did not collapse the entire cave system. Rannek was slightly disorientated after his run-in with the wall.
    Rather than risk Rannek doing a repeat and collapsing the cavern totally, Lorkhan decided to train Rannek to fully realise the power of his gift. Rannek’s potential was unleashed in the first combat that Rannek and the others experienced. Rannek had learnt to accept and obey Gruumsh. Pity Gruumsh did not like intelligent orcs.

    Role-playing

    Rannek stands 12’6” tall and weighs 2152lbs, he has unkept brown hair. His right eye is a dull green, however, his left eye is pure black and seems to lead on for eternity when looked directly into,
    Rannek is covered from head to toe in custom-fitted spiked full-plate. In his right hand his large spiked steel shield of bashing is fastened to his grip with a locked gauntlet of ogre strength. His helmet is a headband of intellect that fully covers his head leaving only small spaces for breathing - the two rounded holes for vision being reinforced with magical lenses of insight. His left hand is in a wickedly spiked gauntlet of ogre strength but is otherwise free to either deflect incoming missiles, activate the bead of karma on his bracelet or to deal damage during a grapple. Rannek always casts at least a Divine Favour spell on himself before wading into combat and sometimes he uses only spells to destroy his foes.

    Beware the power-gamer for he will TWINK you!

  2. - Top - End - #2
    Pixie in the Playground
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    Default Re: [Party] Steelclad Spleen-skewers

    great entry! I liked it.
    Magic Items Contest Winner (Funniest Items) The Arsenal of Mss’Age the Bard

  3. - Top - End - #3
    Pixie in the Playground
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    Default Re: [Party] Steelclad Spleen-skewers

    Well, my first contest entry did win anything but I think I know what people will vote for next time.

    My mistake perhaps was to create a party with a powerful combination of game mechanics and then build a party off that. The result being a party that can happily tackle 'impossible' monsters with CRs 5 points higher then their party level and do it in a unique and effective way.

    Seeing how the entry that won in msot of the catagories had the best basic idea and built from there. I think that is how I will desgin next time. Hopefull I can get a lot more backgroud history and personality while stil retaining their uber-powerful nature.


    Just for the record, looking at the other entries (some of which are 3 levels higher) I'm confident that my wizard could probably take on the fighters in the other entries and win without resorting to a single spell.
    Beware the power-gamer for he will TWINK you!

  4. - Top - End - #4
    Bugbear in the Playground
     
    Peregrine's Avatar

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    Default Re: [Party] Steelclad Spleen-skewers

    Well, I don't know about that. I think it's a very good party built on a very interesting idea. However, while I can't speak for the other voters, I myself didn't think their combat style stood up as a "theme", compared with the other entries. That's what really kept me from giving it my votes.

    I'll say again though, it's a good party and I do like it. Especially the punchline of the History. ;)
    I support paladins and the alignment system.

    My Homebrew Gaming Stuff (not updated lately) - My Campaign (ended)
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    <name of homebrew here> Copyright <year first posted>, T. Pederick

  5. - Top - End - #5
    Titan in the Playground
     
    Starbuck_II's Avatar

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    Default Re: [Party] Steelclad Spleen-skewers

    Quote Originally Posted by Cryshade
    Well, my first contest entry did win anything but I think I know what people will vote for next time.

    My mistake perhaps was to create a party with a powerful combination of game mechanics and then build a party off that. The result being a party that can happily tackle 'impossible' monsters with CRs 5 points higher then their party level and do it in a unique and effective way.

    Seeing how the entry that won in msot of the catagories had the best basic idea and built from there. I think that is how I will desgin next time. Hopefull I can get a lot more backgroud history and personality while stil retaining their uber-powerful nature.


    Just for the record, looking at the other entries (some of which are 3 levels higher) I'm confident that my wizard could probably take on the fighters in the other entries and win without resorting to a single spell.
    I voted for ya and all, but ye team were Evil mostly.

    Yeah, yours would be a good team for good guys to fight.

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