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About This Game

The Realm Folded Tavern sits, as the name suggests, in a wrinkle in the Universe. Between planes, of the planes but not part of the planes. From here the Barkeep runs a tidy house where adventurers of all shapes, sizes, skills, and experience can rest, socialise, and (most importantly) find work.

Game System

D&D 3.5e

Advertising

12/31/2024

Detailed Description

The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!


The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.

 

The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.

 

Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
 

Fun and adventure awaits you at the Realm Folded Tavern!

  1. What's new in this game
  2. In another game I am pretty much human (roleplaying the daughter of Poseidon) and she's got feats that grant concentration bonuses. So something else to consider for a 1 hit maneuver. At level 6, she has +19 in concentration. Although her strength is only 16, she has 1d20+19 to damage. INSIGHTFUL STRIKE Diamond Mind (Strike) Level: Swordsage 3, warblade 3 Initiation Action: 1 standard action Range: Melee attack Target: One creature You study your opponent and spot a weak point in her armor. With a quick, decisive strike, you take advantage of this weakness with a devastating attack. Your mind rather than your physical power allows you to deal grievous injuries to your foes. When you attack, your training and mental focus allow you to score a telling blow. As part of this maneuver, make a melee attack. If this attack hits, you do not deal normal damage. Instead, you make a Concentration check and deal damage equal to the check result. Your Strength modifier, your weapon’s magical properties (if any), and any other extra damage you normally deal do not modify this check (including extra damage from class abilities, feats, or spells).
  3. I must've forgotten about that line since it didn't apply to my character. Carry on then!
  4. 1. He's only level 3, 2. They cost 6,000 Gp. 3. They do not stack with powerful build. The effect of these bracers doesn’t stack with the powerful build trait (such as that possessed by the goliath race).
  5. Get you some Strongarm Bracers. Those let you wield weapons up to one size larger than you without penalties and no need to try and parse the Monkey Grip feat (plus it saves you a feat slot). This item is how my dwarf barbarian wields an alchemical gold bashing shield. (alchemical gold weapons are one effective size larger)
  6. I tend to agree, I believe the line in the book is more for flavor and the fact they have access to White Raven maneuvers and they kinda represent leadership so the user should be Charismatic and blah, blah, blah, I'd rather have +2 on Reflex saves and +2 on Crit confirming. And as you said any lack of Charisma I'll deal with extra skill points that I'll get thanks to Intelligence, maybe later get a Headband of Charisma +2. I'm not going for White Raven anyway. It's a third wheel so to speak. I plan to main in Iron Heart and Stone Dragon with occasional White Raven. They do have some useful maneuvers for the entire party. But as I said Very much last on the docket. I asked in questions but it may have gotten missed in the shuffle, however, it is important now. If I take Monkey Grip Feat should I be able to use Huge weapons with just a -2 penalty?
  7. Damien Oathsworn HP: 33/33 Letting out a low whistle at the shimmering wings that Dolly had in the morning, Damein wondered if some gods just weren't playing favourites more openly than others. Shaking away such thoughts from his head he stuck to the group following along at a decent pace. Unfortunately they weren't able to reach the Hollow on their first hike but being near enough to see it ensured that they would arrive in the early morning. Nodding at the right decision that the town's folk took in hiding away upon the appearance of another group that was not familiar to them Damien let the other members speak first. Hearing the village head speak of this Barrow King, Damien tried to recall what he could to share with the others. Statblock [URL=/sheets/?id=2842257][B][SIZE=+1]Damien Oathsworn[/SIZE][/B][/URL] Male Chaotic Good Lesser Aasimar Cleric / Paladin, [B]Level[/B] 3, [B]Init[/B] 0, [B]HP[/B] 33/33, [B]Speed[/B] 40 [B]AC[/B] 14, [B]Touch[/B] 10, [B]Flat-footed[/B] 14, [B]Fort[/B] 8, [B]Ref[/B] 5, [B]Will[/B] 11, [B]Base Attack Bonus[/B] +3 [B]Masterwork Greatsword [/B] +6 (2d6+3, 19-20 / x2) [B]Masterwork Composite Longbow (Arrows) [/B] +4 (1d8+2, x3) [B] Chain Shirt[/B] (+4 Armor) [B]Abilities[/B] Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14 [B]Condition[/B] Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion, Destroy Undead Attempts 9/9, Male Chaotic Good Lesser Aasimar Cleric / Paladin, Level 3, Init 0, HP 33/33, Speed 40 AC 14, Touch 10, Flat-footed 14, Fort 8, Ref 5, Will 11, Base Attack Bonus +3 Masterwork Greatsword +6 (2d6+3, 19-20 / x2) Masterwork Composite Longbow (Arrows) +4 (1d8+2, x3) Chain Shirt (+4 Armor) Abilities Str 14, Dex 10, Con 12, Int 14, Wis 18, Cha 14 Condition Dark Vision 60, Aura of Good (3), Smith Evil 1/day, Lay of Hands 12/12, Aura of Resolve (Compulsion) +4 to allies, Immune to Diseases, Detect Undead, Travel & Chaos & Knowledge Devotion, Destroy Undead Attempts 9/9,
  8. Yasei Not even feeling the slightest bit threatened by the Skeletons attacks Yasei watches as their swords swing wide of their mark. With just the two left, Yasei sees that Rhigoxus's slam attacks seem to be dealing significant damage.. Unfortunately Yasei wasn't yet that skilled so she needed to make do with what she had. Fuill Attack on Living (ha) Skeleton (Unsure if Faith kills one, if not I'll target weaker and then use any successful attacks after that on the remaining one) OOC - DMI'm really bad at this dice roller... I forgot the +2 for flanking on the Unarmed + Claw attacks again <<;; But it doesn't matter since I was greater enough and the second claw, which I wrote in Claw 1 would miss anyways. Sorry! Statblock [URL=/sheets/?id=2836334][B][SIZE=+1]Yasei Shizen[/SIZE][/B][/URL] Female Neutral Evil Half-Troll Shifter Barbarian, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 21, [B]Touch[/B] 13, [B]Flat-footed[/B] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] -2, [B]Base Attack Bonus[/B] 3 [B]Rend 2d4+7 (If two claws hit) Claw x2 [/B] +8 (1d4+5, x2) [B] Bite [/B] +8 (1d6+5, x2) [B] Unarmed strike [/B] +9 (1d4+5, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex, +4 Natural) [B]Abilities[/B] Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 [B]Condition[/B] Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will Female Neutral Evil Half-Troll Shifter Barbarian, Level 3, Init 5, HP 54/54, Speed 30 AC 21, Touch 13, Flat-footed 18, Fort 8, Ref 4, Will -2, Base Attack Bonus 3 Rend 2d4+7 (If two claws hit) Claw x2 +8 (1d4+5, x2) Bite +8 (1d6+5, x2) Unarmed strike +9 (1d4+5, x2) Mithral Chain Shirt (+4 Armor, +3 Dex, +4 Natural) Abilities Str 20, Dex 16, Con 20, Int 14, Wis 10, Cha 10 Condition Shifting 1/day 4+CON, Rage 1/day 3+CON Uncanny Dodge, Trap Sense +1, Illiterate, Pounce, Fast Healing 5, Scent, Dark Vision 60, Low-Light Vision, +2 on Saves Against Fire Spells/Effects, Purge Invisibility at Will
  9. Personally, I’d make the switch. Warblades get lots of neat INT bonuses. The bonus to social skills matter most at 1st level. As you gain levels, more skill points will catch up and eventually pass where you would be.
  10. : Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation) "Is that everyone?" Madison asks. If any of the undead are still fighting she throws an eldritch bolt at it and then moves to attack. Show Buer BUER, GRANDMOTHER HUNTRESS Vestige Level: 4th Binding DC: 20 Special Requirement: Yes Buer grants binders superior healing as well as powers against poisons and diseases. Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life. Special Requirement: Buer requires that her seal be drawn outdoors. Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body. Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you. Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks. Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world. Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill. Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you. Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves. Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level. Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead. Track: You can track foes as though you possessed the Track feat. Show Pact Augmentation +5 hit points +2 insight bonus on initiative checks
  11. Poop!! Grappling just Adult Red Dragon, no one in "Goliath Weekly" would be impressed by that. Jokes aside, yeah when I rectified the mistake thanks to you and opened Book of Stone I did notice that a LOT of feats and stuff for Goliaths have prerequisite Raging or Divine Magic. Since barbarian and Druid seem to be Martial and Spellcaster classes they take. But I sacrificed a lot of that mostly because I wanted to make barbarian with one of those other heavy hitters when I saw how many of them were there and now with I don't want to grow I seriously thinking of taking one of the Large classes and use that to negate penalty on Dex. Basically catching Barbarian Triplet: Str, Dex, and Con. And because I don't want to repeat myself with so many classes Goliath will have to live without all of those specializations. Not really too big of a bummer, maneuvers are substitute enough, but that is the reason why I didn't go the Barbarian route. Of course, I could've gone Warblade 3 II LA+1/Barbarian 2 and gotten the best of both worlds, so to speak but I think I'll need all the feats I can get. Build will not be optimal of course but I think it might be more interesting. Will not suffer in damage department in any case. While on the subject of damage if I took Monkey Grip does this mean I'd be able to wield Huge weapons with -2 penalty?
  12. No it specifies you don't get the benefit of powerful build while mountain raging. I only included the first sentence. Moutain Rage overwrites the powerful build when you become large.
  13. Sure thing, still kinda agonize over one Stat (Changing Charisma for intelligence), since I basically took Charisma because the book recommended it but besides skill Mod bonuses it doesn't really gel with Class while Int would already give me a much-needed boost to Saves and bonus to Crit confirm. Once that is done mechanics are basically done only fluff left and I have something in mind.
  14. And then thanks to Goliath counting as size larger when doing Grapple, Trip, Pin etc. he would count as Gargantuan (Red Dragons are considered Gargantuan since they become Old). So I could Grapple and theoretically Pin Great Wyrm Red Dragon without any size penalties. That's something to cross off the bucket list 😂
  15. Well, Goliath make good barbarians as well. They have a racial barbarian class levels you can take. When you rage, you become actual large. All the following are features of the goliath barbarian's racial substitution levels. Mountain Rage (Ex): A goliath barbarian who takes the 1st-level racial substitution level can tap into the mountain's strength to increase his size and power during a rage. When he rages, his size category increases to Large. Then you can have someone toss Enlarge on you to become huge.
  16. There is a lot of interesting stuff there, now when we have Arena in swing I might make some experimental characters and see how they do. I don't want to grow definitely sounds like the winner for some builds. I will have to go there and check some crazy build. A slightly more sane one might be Half-Ogre Barbarian, barbarian basically needs just Str, Dex, and Con. Use Build points to boost a Dex to a reasonable degree. That thing whacking you with Power Attack with Large Greataxe would be hideous. By the way, forgot to ask. Warblade 3 II LA 1/Fighter 2, seemed interesting as a maneuver barbarian basically. Hell, it gets maneuvers back by attacking and Fighter is plugging Feat holes left from LA+1 and gives proficiencies. I plan to concentrate on Iron Heart and Stone Dragon since they seem kinda Goliathy, maybe throw in a few White Raven stuff as the buff for others but not too many. The build is far from over, but it takes the shape in my mind. What is your opinion on the class combo considering the race.
  17. lol. Yeah since I am a fan of pathfinder and 3.5 as well has PF/3.5 Hybrid games when I see other players using ideas that are intriguing, I tend to take note for my own potential use in the future. I also understand things that can be broken, even in 3.5 and dragon magazine content. Like playing a Grell or Yochlol with 8+ tentacle attacks and so on. Or the Troll with the Fighter acf Pugilist special options. Iron Jaw: Whenever the pugilist suffers nonlethal damage, the damage is reduced by a number equal to the pugilist's Constitution bonus. The pugilist also gains a +1 bonus to saves to resist any attack that would leave her stunned. Shake it Off: The pugilist develops non-lethal damage only and reduces the duration of all stunning effects by 1 round, with a minimum of 1 round. The pugilist can take this ability multiple times; its effects stack. As for PF content. Look at the Shikigami feat chain. You can throw an improvised weapon and treat it 3x larger than it's original size. My halfling throws rocks that deal like 1d6 damage, And with the Rogue Archetypes, being able to throw a 4d6 bomb and sneak attack with it for another 4d6 if I move 10' in a round. Or 3.5 Playing an awakened diminutive spider warlock|rogue and you can sneak attack with a hideous blow (bite)
  18. Well, that is basically what I was going for (only with Feat democracy so to speak but never mind), Steel found like between 3 and 6 (I did not check), and with 2 old ones that would be say 5-8 preapproved Feats so far. Then don't do anymore as that goes, if Steel or someone else drags the corpse of a preapproved Feat that is not on the list just add it (after making sure whoever dragging that corpse is not BSing you), and make those 5 Feats new beginning, then as new Feats come and get approved or disapproved add them to the list as they come to your docket. I understand that this is both stressful and time-consuming, having you go hunting for Feats would be ungrateful, so just let them come to you. Since it would be a trickle more than a flood, going over the list once a week and adding a few that were accepted would be less stressful than having the same feat asked about several times. Or simply promote someone to do that job. I am not a Mod but a trusted oldhand just to keep Feat's bookkeeping in check. So Mods can concentrate on doing their job and just write it down in a designated place. I mean it is obvious that I'm pointing at Steel behind his back since he kinda semi-volunteered but since there are a lot of dark alleys around my house I'm not telling it out loud 😂
  19. Between us we'll update that page, but so far only with the ones Steel pointed out as missing. If anyone has had approval in their build threads for a PF feat that we haven't updated the list with, it would be a great help if they could tag it as a quote here to prompt us to make the update. 😀 We're only human (or at least multi-class human/human-adjacent) and sometimes things slip through the cracks; this entire chat was useful and, I think, makes us a stronger community for it. 😀
  20. Dolly the Deva: Deva 4// Bard 4 SLA 1 - Aid, Detect Evil, each 2/day for every HD she has 2- Bless Weapon, Remove Fear, each 1/day for every HD she has 3- Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has 4 - Protection from Arrows, Daylight 2/day SR14 Diva HD: d8 Level Bab Fort Ref Will Feature 1 +1 +0 +2 +0 Movanic Body, Heavenly Soul, +1 Dex 2 +2 +0 +3 +0 Deva, +1 Cha 3 +3 +1 +3 +1 Soothing Presence of Nature, +1 Dex 4 +4 +1 +4 +1 Wings, +1 Cha 5 +5 +1 +4 +1 Lesser Protective Aura, +1 Dex 6 +6 +2 +5 +2 Heavenly Deflection, +1 Cha 7 +7 +2 +5 +2 Divine Equilibrium, +1 Dex 8 +8 +2 +6 +2 Greater Protective Aura, +1 Cha 9 +9 +3 +6 +3 Cleansing Weapon, +1 Dex, +1 Cha Skills: 2+int modifier, quadruple at 1st level. Class skills are Concentration, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Any), Listen, Perform, Sense Motive, Spellcraft, Spot, Survival. Proficiencies: Movanic Deva is proficient with simple weapons, two martial weapons of their choice and no armour. Features Movanic Body: At 1st level, a Movanic Deva loses all racial bonuses it had and gains outsider traits (basically darkvision 60 foot). It is a medium outsider with a base speed 40ft and a Nat Armour bonus equal to her Con modifier. Heavenly Soul: At each Movanic Deva level she becomes able to use soma SLAs a certain number of times per day, according to the following list. Save DCs are 10+1/2HD+Cha Mod. 1-Aid, Detect Evil, each 2/day for every HD she has 2- Bless Weapon, Remove Fear, each 1/day for every HD she has 3-Consecrate, Continual flame*, Cure Serious Wounds, each 1/day for every 3 HD she has 4- Protection from Arrows, Daylight, each 1/day for every 2 HD she has 5-Create food and Water, Prayer, Discern Lies, each 1/day for every 3 HD she has, plus Tongues permanent effect on self. 6- Remove curse, remove disease, Neutralize poison each 1/day for each 4 HD she has 7-Death Ward, Divination, Holy Smite, each 1/day for every 5 HD she has 8-Polymorph, Hallow, each 1/day for every 7 HD she has 9- Atonement, Raise Dead, Commune, Ethereal Jaunt, each 1/day for every 9 HD she has. *Note: unless she pays the material component, a Movanic Deva's Continual Flame only last 1 minute per HD. A Movanic Deva who multiclass's for a divine casting class can count her Movanic Deva levels as levels of that class for purposes of CL and to learn new spells and get new spell slots. So for example, a Movanic Deva 2 who took 1 level of cleric could choose to have CL 3 and get 2 2nd level spell slots (1 normal and 1 domain). She wouldn't get the spell knowns and spell slots of a cleric 2 however, neither would her Movanic Deva levels count towards turn undead and domain abilities. In addition, a Movanic Deva may always use Charisma as her key ability score in any class she takes, instead of the normal one (like wisdom for normal clerics). Ability Increase: the Movanic Deva gains +1 Dex at levels 1, 3, 5, 7, 9 and +1 Cha at levels 2, 4, 6, 8, 9, for a total of +5 Dex and +5 Cha at level 9. Deva: At 2nd level, gains a bonus on saves against petrification and resistance to Acid, Cold and Electricity equal to her HD, and a bonus on saves against poison and resistance to Fire equal to half her HD. Soothing Presence of Nature: At 3rd level, unless magically compelled to do so, no animal or plant will attack a Movanic Deva. In addition, she gains SR equal to 11+HD and DR/magic equal to ½ her HD. She may lower or raise back her SR as a free action at any time even if it isn't her turn. Wings: At 4th level, the Movanic Deva grows beautiful feathery wings that allow her to fly at a speed of 10' per HD with good manoeuvrability. Lesser Protective Aura: At the 5th level, as a free action, a Movanic Deva can surround herself with a nimbus of light that acts as a circle of protection against evil with a radius of 20 feet, with CL equal to her HD. The circle can be dispelled as normal but the Movanic Deva can create a new one as a free action at the start of her next turn. Heavenly Deflection: As an immediate action, as long as she's holding a melee weapon, a Movanic Deva can deflect any ranged attack targeted against her, as well as spell and supernatural abilities, as long as they have the Movanic Deva as a specific target. This includes rays, orbs and spells with a single target that don't have attack rolls. To succeed the Movanic Deva must succeed on a Reflex Save with DC 20+Enanchment of the weapon (in the case of a ranged attack)/Level of the spell(in the case of spell or SLA)/ half the HD of the attacker (if it isn't a spell, SLA or weapon). If the Deva succeeds the attack is deflected and completely nullified. The Movanic Deva must be aware of an attack to try to deflect it. Divine Equilibrium Movanic Devas are immune to the harmful effects of Positive-dominant or Negative-dominant planar energy traits. Greater Protective Aura: The Movanic Deva's aura now replicates a minor globe of invulnerability with a 20-foot radius, CL equal to her HD, in addition to the magic circle against evil, and blocks spells up to (Half HD)-3 level. Cleansing Weapon: At will, as a swift action, the Movanic Deva may grant any weapon she wields the flaming property for 1 round. If the weapon already had the flaming property, it's upgraded to Flaming Burst. It ignores resistance to fire equal to the Monavic Deva's HD and has a 50% chance of ignoring immunity to critical and fire. If the weapon already had the flaming burst property, double the extra fire damage and it now has a 75% chance of ignoring immunity to critical and fire. At 20 HD this ability is always active. As Dolly rested the night before she began to experience some pain in her back, the pain intensified and something broke out of her back as well as new bones growing. By the time the pain had stopped, she had grown a pair of pearly white wings. Also at this time, the curse that had been troubling her dissipated and this helped her focus on her new form and added abilities. Waking and preparing for the day, her new wings had now dried out and granted her flight. Her magic grew stronger as she now could cast spells from the 2nd tier, being able to cast healing spells at this higher level meant she could keep the bigger hitters up and operational. Upon entering the village and seeing the women ushering their children inside, Dolly knew they were frightened and in need of some hope that this Barrow King could be defeated. Dolly intended that they would be that hope, they then entered the building with Osgar and listened to their tale. Dolly spoke as she ate "we have been sent to aid you from the Realm Folded Tavern, Myrna Swiftbow whom I believe is known to you called for aid and here we are. My name is Dolly and as you can see I am of celestial origin. We will be your aid in this endeavour and help you be rid of this Barrow King, please tell us what you know of them" she asked. Action:
  21. Yes, hence the Primordial Giant template LA +0 can be applied to any giant (Half-ogre template) which helps negate the mental disadvantages at the cost of 4 str, 2 con. Oslecamo is also an approved source. You could be a Primordial Storm Giant. Also the FAQ section, if you choose not to take "growth" instead you remain the same size, but gain +2 in a physical ability score. I don't want to grow! If a monster class would make you grow but you would rather stay in your previous size, you may instead simply gain a +2 to a physical stat of your choice. This includes changeable growths like the elemental classes have, but once done the decision is permanent.
  22. Noticed it when I was looking for Goliath and a few more (haven't looked into that particular part that often) Might consider it for my unarmed character since some Brawler-like class (Urban Barbarian again) would have fewer stats to look for (Basically Str, Con and boost 1 more). Here thanks to Warblade I really do need Charisma or Intelligence. Although honestly, I placed my extra points in Charisma since the book told me that is thematically appropriate for Warblade then in the first 3 levels hits me with 2 bonuses based on Intelligence, I'm seriously thinking scrapping Charisma and going into Intelligence.
  23. Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 38/39 | Size: Medium | Speed: 20/30 ft | Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18 Young sellsword, still with an asterisk hanging heavy over that job description, since it wasn't really a fully resolved issue, looks at the sorry mob waiting for them in the town and almost shudders as if they were outlaws. Despite having numbers these people were not warriors, at best few were retired warriors, too old or too injured to continue with that profession. If a fight actually took place it would be a massacre no matter the number and bravery of the locals. Once seated in the house he carefully approached the subject "How bad things are when decent people like you decide to raise weapons? You must know that even victory would be a phyric one, and then there would be not enough live bodies to Reppel another attack. The situation must be desperate. Unlike my large companion..." he nods toward Zeff "I'd like to know not only about the King but the general disposition of threats in the area, for example, which of the outlaw camps would be most dangerous for the "Hollow"? Do they extort you often? Some of their leaders? Things like that." Niko allows a careful smile "You know? If someone now yelled "Bandits are coming!" who would be first in your mind, if they are separated in several camps some of them could be...pruned. Without others noticing. Even better if leaders of some of those camps compete one against another for the favor of this Barrow King. All of that information would be welcome." Tools of the Trade Weapon: Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2) Warhammer: 1d20+6, 1d8+3 (x3) Dagger: 1d20+6, 1d4+3 (19/20x2) Armor: Mwk Full Plate Actions/OOC Free: Swift: Move: None Standard: Attack Immediate: Powers: [8]=Max Number Of Psi Points, [5]= Current Number Of Psi Points Level 1: Expansion Force Screen Precognition, Offensive Prevenom Weapon OOC:
  24. Yeah, goliath is a well deserved LA +1, but if you want better stats, there's always the half-ogre template instead. It's also LA +1. Going from medium to large will net you +8 Str, -2 Dex, +4 Con, Int -2, Cha -2. (Per the house rule). So your base race + template ability scores.
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