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Synyster Pope

PostPosted: Mon Nov 23, 2009 2:27 pm
I'm going to make a barbarian frenzied berzerker. Sorry I'm taking so long. I'll get it done tonight sometime.  
PostPosted: Mon Nov 23, 2009 2:32 pm
Yurro
Alright, I think I've got everything finished. Feel free to double check me if I forgot anything. Let's make some room for the great and powerful Nidhoggr the Ormr! XP

Lol noticed the dagger. I guess you've had trouble with big creatures which eat you xp  

Mongooseh

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Yurro

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PostPosted: Mon Nov 23, 2009 2:37 pm
It's always best to have atleast a back-up plan. Typically I would use a Dragonfang dagger from Draconomicon, but since the Dragon Spirit Cincture is in a book that isn't on the list I figured that a normal dagger would work. That and I breath freaking fire just for the lulz, if anything, I'll be using it to trim my fingernails.  
PostPosted: Mon Nov 23, 2009 3:11 pm
TryggR BallungR
Books used:
Complete Warrior
PhB1&2
Arms and equipment guide
Dungeon masters guide

Weird items and classes:
Exotic weapons master (complete warrior)
Acidic burst (Arms and equipment guide)
Fullblade (Arms and equipment guide)
Feats:
Flay (PHB2)
Lunging strke (PHB2)

Everything else is standard plus a background
Acidic burst details
Quote:
Acidic Burst: An acidic burst weapon functions as a
corrosive weapon (see below) that also explodes with
acid upon scoring a successful critical hit. The acid
does not harm the hands that hold the weapon.
Acidic burst weapons deal +1d10 points of bonus acid
damage on a successful critical hit. If the weapon’s
critical multiplier is ×3, add +2d10 points of bonus
acid damage instead, and if the multiplier is ×4, add
+3d10 points of bonus acid damage. Bows, crossbows,
CHAPTER 5: MAGIC ITEMS
95
and slings with this ability bestow the acid energy
upon their ammunition.


Exotic weapon master stunt details:
Quote:
Show Off: As a standard action, the character can display
his mastery with an exotic weapon and confound his opponent.
The character may make an Intimidate check against
a single opponent within 30 feet that can see him, adding
his base attack bonus to the result. If the result exceeds the
opponent’s modifi ed level check (see the skill description
on page 76 of the Player’s Handbook), the opponent becomes
shaken (–2 penalty on attack rolls, ability checks, and saving
throws) for 1 round per class level of the exotic weapon
master.
Trip Attack: The character can use a one-handed or twohanded
exotic weapon to make a trip attack. If he is tripped
during his own trip attempt, he can drop the weapon to
avoid being tripped. If the exotic weapon already allows
its wielder to make trip attacks, the character instead
adds a +2 bonus on any trip attempt.
 

Mongooseh

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Synyster Pope rolled 4 6-sided dice: 3, 6, 3, 6 Total: 18 (4-24)

Synyster Pope

PostPosted: Mon Nov 23, 2009 4:08 pm
I'm gonna start rolling. Sorry if it overloads the thread lol  
Synyster Pope rolled 4 6-sided dice: 2, 4, 6, 1 Total: 13 (4-24)
PostPosted: Mon Nov 23, 2009 4:09 pm
roll 2  

Synyster Pope

Synyster Pope rolled 4 6-sided dice: 4, 4, 6, 1 Total: 15 (4-24)

Synyster Pope

PostPosted: Mon Nov 23, 2009 4:10 pm
roll 3  
Synyster Pope rolled 4 6-sided dice: 6, 1, 4, 5 Total: 16 (4-24)
PostPosted: Mon Nov 23, 2009 4:11 pm
Roll 4  

Synyster Pope

Synyster Pope rolled 4 6-sided dice: 6, 4, 5, 4 Total: 19 (4-24)

Synyster Pope

PostPosted: Mon Nov 23, 2009 4:12 pm
roll 5  
Synyster Pope rolled 4 6-sided dice: 2, 2, 4, 6 Total: 14 (4-24)
PostPosted: Mon Nov 23, 2009 4:25 pm
last roll  

Synyster Pope


Synyster Pope

PostPosted: Mon Nov 23, 2009 5:46 pm
Scores after level and race bonuses

18
15
18
14
12
12  
PostPosted: Mon Nov 23, 2009 8:12 pm
Joe Dude - because of the diplomacy and sense motive 5 rank requirement, Vidar wouldn't be able to take classes in Holy liberator till lv 8. Diplomacy and sense motive are cross class skills for the barbarian and have a max ranks equal to one half that of your class skills ranks of the same lvl. You need to be lvl 7 to get the necessary ranks in each skill, thus opening up lvl 8 to acquire Holy liberator.  

Shingami Hiroshi


Shingami Hiroshi

PostPosted: Mon Nov 23, 2009 10:45 pm
Yurro - Your character looks good. Interesting way to overcome your lack of profecieny in armor. Don't forget the weight of your other possessions

Bag of holding type one (15 lb)
Boots of winterland (1 lb)
Eversmoking bottle (1 lb)
Back Pack (2 lb)
Ever burning torch (1lb)

And go ahead and add the bonus exp for your Bio  
PostPosted: Tue Nov 24, 2009 5:17 am
Oh my God, how did I not see that?! Lol! Okay gimmie another day to rethink him a bit, and I'll be done.

Back to the drawing board I guess. =/  

joe-dude667


bamaotaku
Crew

PostPosted: Tue Nov 24, 2009 6:46 pm
Alrighty, I've finished up my character now. Lets hear it for... Jarell, the Electro-Druid !!!

Sources used:

Players Handbook (base class and spells)
Complete Divine (prestige class)
Complete Warrior (Zen Archery feat)
Spell Compendium (spells)
Arms and Equipment (armor material)
Magic Item Compendium (equipment)

Additional information available if needed.  
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