Magic has gone awry, the weave, as practitioners of the art know it, has been torn from the grips of the Magic God, shredded and left to unwind from reality. Users and wielders of the arcane arts have gone mad, or dead, or worse...huge zones of wild magic have engulfed nations and destroyed cities. Roiling zones of entropy and dead area's, to put it blunt, magic has gone and it has left a void. The gods are careless and have not acted, but they are still there and so the prayers of their petitioners and clergy are heard like normal, the power of the divine granting what they need for their purpose.
Whole worlds, nations, planes and races have been disheveled and moved, cultures have been torn apart and families asunder.
You are the those few people who have a glimmer of hope to stop the inevitable collapse of reality. All of you non-arcane users, but all powerful in your own right, you have met at the apex of your world, to meet and find a way to end this for good. But how?
Plan on fighting insane spellcasters, liches, wild magic, entropy, etc...
System: 3.5 Player Count: 4-6 Style of Play: Combat/RP, I like good RP players, I don't want people who are going to post 3 lines every time. I'm also somewhat slow (sometimes) to post, but steady as an ox. Allowed Content:
All WoTC pubs
Dragon Mag on request (including Dragon comp)
2 Homebrew request's per prospective player
Backstory: TMB (please put this in your character sheet)
Experience: Bottom of 8th (28,000 xp)
Wealth: WBL (27,000gp) no one item over 9K
Ability Scores: 8x 5d6b3 (take best 6) with 38 pb as reserve.
Hitpoints/Health: Max at 1st, 75% therafter (round up)
Alignment: Good Axis
No arcane classes, so the following classes are not allowed:
Dragon Fire Adepts
Bard can be taken, but must take the Divine Bard ACL (UA pg50)
On the Paladin side, I took an ACF which eschews my Special Mount for the Charging Smite ability, effectively giving me 3 points of damage per Paladin level for smiting evil on a charge, giving me 24 extra points of damage alone. With that, I have the Psionic Strike for my Soulknife, which at this level deals +2d8 extra damage, and the option to expend Psionic focus and 1.) deal +2d6 damage, 2.) deal +1d6 damage to Evil creatures and bypass DR as a Good-aligned weapon, or 3.) resolve attacks as Touch Attacks. Devastation gauntlets can allow me to deal an extra +4d6 points of damage per day on a critical hit as well. Once I expend focus, I might be willing to attempt to regain Focus next turn in the middle of combat, which provokes an AoO, but with Psionic Meditation I can regain focus as a move action, and with +14 giving me a good chance of regaining it, I can deal a lot of damage to something in front of me. Pretty much, I am a melee powerhouse with plenty of good options to go with.
Also, I have a total of +21 to Diplomacy, which gives a high chance of rolling only to avoid a 1.
On a side note, is anyone as concerned as I am as to the whereabouts of our DM? I want to say that he is on Thanksgiving vacation, and wish him well and an expedient return to the threads.
I'm still here, I have no future plans on leaving a game behind, I may be slow sometimes, but I always post...
I'll either post today or tomorrow, my new night shift leaves me on 8 days on and 6 days off, and right now im on the last day off, so little time to post during the days unfortunately...but what Low! my shift starts tomorrow! so if I don't post today, expect one tomorrow.
Like I said, Mortar is a walking siege weapon. He has the following abilities:
He can punch things really hard.
As a full-round action, he can punch things really, really hard.
When he punches things really hard, they fall down.
When he punches things really, really hard, they're stunned.
Sometimes, when he punches things really hard, they go flying.
Sometimes, when he punches things really hard, he zaps them too.
When he punches things really, really hard, they break easily.
He can punch ghosts.
When there are too many things to try punching them, he can just trample over them all instead.
As a swift action, he can make earthquakes.
He can move as a swift action at will, so he doesn't have to start next to something to punch it really, really hard.
Five times per day, for eight rounds, he can get really, really big.
Any time he's touching ground, he can heal 16 HP or cancel one spell affecting him by spending a full-round action.
His AC is over 30, and much of it applies to touch attacks.
Typhon has Tremorsense and ranks in Listen.
@V: Not at all. You'll notice that almost all of those are variations on 'I hit it.'
Hm de hm hm...... What do we have here....
*looks at sheet*
OH...... MY....... GAWD!!!!!!
He can kill me in one hit!
He's the Tsunade of our dimension!
The robot version of BamBam! Except he goes:
*Bam* Fries are done!
*Bam* Fries are done!
Run! Hide in terror! For the causes of crop circles has be found!They were all caused by this one robot's punch! It's the assault of the robot (don't be fooled by the others, the damage was really only done by him!)
But that's not all! His (head)bash is said to have sent people out into space. It's power is over 9000! It sends people into the 9th direction!