Okay, First things first:
1) If we get 7-8 people, I am willing to run two games. So don't let too many people discourage you.
2) As far as mundane items. Get what you want within reason. If you fight with Flasks, maybe you have a few hundred of them of various kinds (feel free to use Evil Water/Lawful Water/Chaotic Water too). If you happen to want some manacles or whatever, you have them. Within Reason though.
3)Characters:
KORE
"MY RAGE IS HUGE!"
I HOPE MY RAGE IS NOT SHOWING!
Male Human Barbarian 5 (Raised by
Hydras)
Size/Type: Medium Humanoid [Human]
Hit Dice: 5d12+15 (53 HP)
Initiaitive: +3
Speed: 30'
Armor Class: 25 (7 Armor + 5 Shield + 3 Dex)
BAB: +5
Attacks:- Battleaxe +14 (1d8+7, 20/x3)
Armor Spikes +14 (1d6+7, 20/x2)
Shield +14 (1d6+7, 20/x2)
SA: Rage (-2 AC, +2 morale Atk/Dam/Saves, DR 4/-, +3d6 Rage Dice, Combat Movement +15', Battle Hardened, Sidestep Hazzards)
SQ: Fast Healing 5, DR 5/Adamantine, +4 Bullrush, +2 Disarm
Saves: Fortitude +7, Reflex +4, Willpower +2
Abilities: STR 20, Dex 16, Con 16, Int 12, Wis 12, Cha 10
Skills: Intimidate +8, Hide +9, Listen +9, Move Silently +9, Spot +9
Feats: Two Weapon Fighting, Combat School*, Blitz
Alignment: Neutral Good
Stuff:- 1. Magic Adamantine Battleaxe
2. Magic Adamantine Shield (+2 Bullrush, +2 Disarm)
3. Magic Masterwork Adamantine Breastplate with Magic Adamantine Armor Spikes (ACP -5, ASP -2, Dex +3; DR 5/ Adamantine, +2 Bullrush)
4. Belt of Magnificence (put into statistics)
5.
6.
7.
8.
Backpack with bedroll, trail rations, rope, pitons, and other crap i may or may not need to keep track of.
*
10 headed strike style (Axe, Shield, and Spikes)
What is a Belt of Magnificence? Are you seriously trying to pass of as one of your items something that gives six enhancement bonuses and is therefore completely destroying the Book of Gears by itself? The whole point of "eight items" is that you can only have 8 level appropriate bonuses, and everything else needs to be lateral power.
TAMMI
Male Aasimar Conduit Of The Lower Planes 5 (I Saw Mommy Kissing Mariliths, or, Rosemary Has Two Mommies)
Size/Type: Medium Outsider [Native, Human]
Hit Dice: 5d6+15 (35 HP)
Initiaitive: +2
Speed: 30'
Armor Class: 20 (10 + 5 armor +3 shield + 2 Dex)
BAB: +3
Attacks:hells if I care. SLAs.
SA: Spell-like abilities (Spheres: Violation [basic], Death [basic], Dominion [basic]), Enhanced Sphere Access (2/day 1st power, 1/day 2nd power)
SQ: Darkvision, Immunity to Electricity, Telepathy, healed by negative energy, Immunity to Death Effects,
Saves: Fortitude +6, Reflex +5, Will +6
Abilities: Str 8, Dex 14, Con 16, Int 12, Wis 10, CHA 23
Skills: Diplomacy +16, Concentration +10, Spellcraft +10
Feats: Leadership, Persuasive, Wings of Evil
Alignment: Neutral Evil
Stuff:
- 1. Magic Fedora (+CHA)
2. Amulet of Health (+CON)
3. Ring of Invisibility (at will? continuous? BoG isn't clear, as spell)
4. Magic Force Shield (+Saves, generated by bracelet)
5. Mithral Chain Shirt
Flashy (but mostly black) clothing, jewelry, handcuffs, and various adventuring sundries.
Assuming Leadership is as in DMG, I have 15th 1st and 1 2nd level followers. I'm going to say that I've started a [EDITED]-like cult of thief-acrobats and jesters. They steal shit, sneak about and piss off people I don't like.
1) Going by the DMG, you can't have a leadership score until level 6. Are you sure Tome Leadership gives you followers before level 6?
2) I'm going to have to ask for a Leadershipless game for right now. I'm looking at 5-6 tome characters already. And I hate leadership anyway, because having an Extra character is still always better than any other feat.
3) Ring of Invisibility isn't anywhere mentioned at all in Book of Gears. And if it were mentioned, it's a much more powerful item than any lesser item. So you wouldn't have it yet.
Aetheros
Neutral Aasimar Curator 5
Considering this as my character portrait, for it amuses me.
http://i244.photobucket.com/albums/gg21 ... drasil.jpg
Strength: 9 (-1)
Dexterity: 12 (+2)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 16 (+4)
Charisma: 22 (+6) (increased by 1 at level 4, +2 from amulet)
HP: 5d8+5 (28)
BAB: +3
AC: 27 (10 + 8 Armor + 5 Shield + 2 Dex +2 Cover (from shield's second power))
Fortitude: +5 (4 + 1)
Reflex: +3 (1 + 2)
Will: +5 (4 + 1)
Initiative: +2 (+2 Dex)
Skills:
Diplomacy (Cha): +14 OR +17 (8 Ranks + 6 CHA + ?3 Persuasive? )
Heal (Wis): +11 (8 Ranks + 3 WIS )
Knowledge (Planes) (Int): +3 (2 Ranks +1 INT)
Knowledge (Religion) (Int): +2 (1 Ranks +1 INT)
Knowledge (Arcana) (Int): +2 (1 Ranks +1 INT)
Knowledge (Nature) (Int): +2 (1 Ranks +1 INT)
Profession: 1 rank (Goldsmith)
Sense Motive (Wis): +11 (8 Ranks + 3 WIS )
Spellcraft (Int): +2 (1 Ranks +1 INT)
Spot (Wis): +11 (8 Ranks +3 WIS)
Tumble (Dex): +5 (4 Ranks +1 DEX)
Use Magic Device (Cha): +7 (1 Ranks +6 CHA)
Feats
[at level 1] Persuasive OR Zen Archery (if Zen Archery, move 2 points from Dex to Wis for 16 total Wis)
[at level 3] Flurry OR Point Blank Shot
[at level 6] Wings of Good OR Wings of Evil (Energy Wings)
[at level 9] Wrappings of the Ages OR Whispers of the Otherworld OR A Feast Unknown
Magic Item Slots:
Magic Mithril Suit (No skill penalty)
Magic Force Shield (generated by a bracelet) (Provides shield bonus to AC against Incorporeal, +2 cover AC)
Amulet of Nondetection (as the spell) Removed due to 4 magic item starting cap
Amulet of Resistance (+2 at level 5) Removed due to 4 magic item starting cap
Amulet of Deflection (+2 at level 5) Removed due to 4 magic item starting cap
Amulet of Fire Resistance (5 at level 5) Removed due to 4 magic item starting cap
Amulet of Charisma (+2 at level 5)
Bag of Holding
Class Features:
Benedictions (Su): At levels 1, 3, 5, and 7, a Curator learns a Benediction. Each Benediction requires an immediate action to activate, may target any creature the Curator can see within Close range (including herself), and is usable at will. The effects of a Benediction end at the start of the Curator's next turn, and the affected creature is surrounded by a faint glow while its effects persist.
Azure Aegis
• The target of your Benediction receives an amount of temporary HP equal to your ranks in the Heal skill.
• The target of your Benediction receives a +2 morale bonus to AC.
Blessing of the Crimson Sun
• The target of your Benediction receives a +2 morale bonus to all saves.
• The target of your Benediction is cured of one of the following status effects: dazzled, shaken, sickened, or magical fatigue (your choice at time of use).
Goldeneye
• The target of your Benediction gains a +5 insight bonus to Listen and Spot checks, and to resist enemy feints.
• The target of your Benediction gains blindsense out to 15'.
Spheres: At 2nd level, and every 4 levels thereafter, the Curator gains basic access to a Sphere, which must be one of: Exorcism, Mystery, Piety, Restraint, Revelation, Splendor, or Vigor (see below). If she selects a Sphere in which she already has basic access, she gains advanced access; if she already has advanced accesss, she gains expert access.
Basic Access: Restraint Sphere
Special: You gain a +3 bonus on saves against mind-affecting effects.
Level, Benefits
1 Entangle
3 Web
5 Stinking Cloud
7 Black Tentacles
9 Wall of Stone
11 Repulsion
13 Forcecage
15 Prismatic Wall
17 Temporal Stasis
19 Imprisonment
Heal Injuries (Sp): With a one minute ritual, a Curator of 4th level can heal a number of characters equal to her class level of a number of hit points of damage equal to her ranks in the Heal skill. This action may be taken a number of times per day equal to 3 + the Curator’s Charisma Modifier (if any), and all affected characters must be within close range of the Curator for the entire period.
Gonna have to say no to Flurry. So I guess go the Archery route.
Victor Winterson
Neutral Evil Human Dread Necromancer 5 (Veteran of The War of the Ice Crawlers)
Size/Type: Medium Undead (Dark Minded, Human, Augmented Humanoid)
HD: 5d12+25 (63 hp)
Attack: +4 (+3 BAB, -1 Strength, +2 magic gloves)
AC: 16 (+4 armor, +2 deflection)
Special: Spellcasting, touch of death +5d6, practiced caster (light armor), rebuke undead, DR 5/magic, +4 Turn Resistance, undead traits, dark minded traits
Abilities: Str 8, Dex 12, Con -, Int 16, Wis 10, Cha 19 (21)
Saves: Fort +11, Ref +4, Will +6
Skills: Bluff +13, Concentration +13, Disguise +13, Gather Information +13, Intimidate +13, Knowledge (arcana) +11, Knowledge (religion) +11, Spellcraft +11
Feats: Attune Sphere (Frostbite), Attune Sphere (Heresy), Body Assemblage, A Feast Unknown, Whispers of the Otherworld
Languages: Common, Elven, Draconic, Infernal
Alignment: Neutral Evil
Proficiencies: All Simple weapons, Light Hammer, Longsword, Scythe, Composite Longbow, Light Armor
Equipment: Shifting Spiderweb (+deflection to AC), Crown of Charisma (+2 enhancement to Charisma), Magic Hands (okay, Gloves; +2 enhancement to weapon and touch attack/damage), Cloak of Resistance (+2 resistance to saves)
Minions: TBD, possibly some troll zombies, swordwraiths, ghouls
Spells per day: 8, 5
Spell save DCs: 16, 17
Why do you have five feats?
Also, I think Dark Minded still take negative energy damage. You have a Curator, so you don't need to use your Charnel Touch, ...but, yeah. You still are going to take damage from your burst.
Also, what is "touch of death +5d6"?
THUNDER RYU
Chaotic Neutral Tiefling Ninja 3/Swashbuckler 2 (Royalty of a Fallen Nation Black Sheep Noble)
Size/Type: Medium Outsider [Human][Native]
Hit Dice: 3d6+2d8+10 (32 HP)
Initiative: +6 (+5 Speed of Thought +1 Dex)
Saves: Fort 3 (1+2), Ref 7 (6+1), Will 3 (0+3)
Speed: 45'/Climb Speed 45'
AC: 21 (10 + 5 Armored In Life + 5 Armor + 1 Dex)
BAB: +5
Attacks:
Heavy Pick x2 +9 (1d6+2, 20/x4)
Abilities: Str 14, Dex 10(12), Con 14, Int 19(21), Wis 10, Cha 8(6)
Item Slots:
1: Magic Adamantium Heavy Pick @ +2
2: Magic Grey Armor @ +2
3: Magic Ring of Kage Bunshin no Jutsu Mirror Image
4: Magic Adamantium Heavy Pick @ +2
Rations, Tales of the Totally Sweet Ninja, bright red scarf.
Feats: Whirlwind, Two Weapon Fighting
Skills:
Balance 10 (9+1)
Bluff 7 (9-2)
Disable Device 14 (9+5)
Tumble 10 (9+1)
Jump 11 (9+2)
Spot 9 (9+0)
Hide 5 (4+1)
Move Silently 6 (5+1)
Know (Your Mum, in the Biblical Sense) 6
Escape Artist 9
Gather Information 6
Craft (Alchemy) 6
Class Features: Armored in Life, Surprise! (auto-crit flat footed), Too Fast by Half, Wall Jump, Ninja'd (Either act first in Surprise round or make a Surprise round), at-will Invisibility, Speed of Thought (Int to Initiative, damage and attack on flanked and flat-footed enemies.), Cowabunga!
Fencing (once a round, can make a parry attempt), Your Opponent is Me! (if hit=successful, opponent must hit or Full Defend, or count as flat footed + 3xClass Level bonus damage), Combat Climbing (Climb = Move speed, enemies take -4 penalty to hit when climbing), Tie-Up (if hit=successful, target makes (Attack Roll) Escape Artist check or is Entangled. If they fail by 10 or more, immobile instead).
Where are these classes?
Also, what did you use to come up with the Ring of Mirror Image as a lesser item? Your own judgment, or is there so official Frank writing on spells on items that I missed?
Izz't Garl'gezmond (Yes, she's related to my previous character)
Neutral Good Drow Jester 5
Size / Type: Medium Humanoid [Elf]
Hit Die: 5d6+5 (35 HP)
Initiative: +2
Saves: Fort; 1+2, Will; 1+2, Ref; 4+2
Speed:
AC: 12
BAB: +3
Attacks:
Throwing Knives
Scimitar
Dagger
Abilities: Str 10 (0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 16 (+3)
Items Slots:
1: Cloak of Neverending Shuriken (Exactly as it sound, a cloak from which shurikens are produced at an unceasing rate. Also comes in black)
2: Bag of Holding Woodland Animals (Whenever an item is pulled from this bag, roll a d10 to see which Small woodland animal it is. Or if its a badger. (Chaos-tainted varieties gives you giant frogs))
3: Vorpal Scimitar
4: Mask of Many Faces (I can't remember the actual name of the item but it's basicly a mask with an alter self spell on it, right?)
(Too much? I'm not even very clear on what vorpal is except it cuts very well. As for others, I'm not entirely sure either)
Feats: Weapon Finesse, Two-Weapon Fighting
Skills: NYW
Class Features: Poison Use, Ignore Components, Harlequin's Mask (As long as she's masked, she ignores compulsion), Spell Casting, Laugh It Off (Add Charisma modifier to morale rolls), Powerslide (Make Balance check to halve damage), Sneak Attack, Jester's Feint (Throw random things opponent to deny Dex bonus), Cruel Comment (Say mean things to gives penalty)
All of your items are all wrong.
1) You only have lesser qualities to work with, and most items shouldn't even have that, just a bonus.
So:
1) Cloak of making weapons.
2) Bag of pulling Critters out of it.
3) Another weapon?
4) Looking like other things.
4) You can have a Mask of Disguise Self that works on touch too. Polymorph effects... well, you probably wouldn't want it to touch you. Basically, like the Changeling shift ability. Also, you should have it provide an enhancement bonus to either Disguise or Charisma. Probably Charisma, because that's more important.
3) Why do you want another weapon? Aren't you going to be throwing stuff all the time? Do you just want a magic item? Various energy flasks and poisons can make that not needed.
2 and 1) I'm thinking about giving you an item which will count as a moderate effect, and you'll just have slightly better gear than everyone else, but I don't think they will complain, as they are generally more optimized, and it won't be a big deal.
Here it is:
Extra dimensional Gloves of Summoning (Come up with a better name.)
These gloves provide an enhancement bonus to dex, and have the following two abilities:
1) As a free action, you may either place an item that could be wielded in one hand by an average medium sized creature (even as an improvised weapon) into the glove's extradimensional storage, or take such an item out of it. Items inside, even small animals, are in stasis.
2) As a free action, maximum of 5 times per round, you may have the glove summon one non magical, non living item that can be wielded in one hand at random from some random place. Anything with magical glyphs (Arcane Mark, Glyph of X, ect) or with a spell currently active on it counts as magical.
The DM basically makes something up. But you can totally use this as justification for having basically any number of simple alchemical items and non masterwork weapons to then store in the extradimensional space.
While the number of items that can be stored in the dimensional space is large, it is not infinite, if over 100 items are stored inside at once, all future items placed inside disappear to a random astral location, and cannot be returned.
The wearer is constantly aware of the number and type of items stored in the glove.
So that + Mask, +2 other items.