rorytheromulan Posted February 13 Clone Share Posted February 13 (edited) Status: Finished. Waiting on final word I've seen other people already express interest in this game before I thought about jumping on the bandwagon, so I am cool with waiting for them to get their characters in before mine is considered, in fact I'd hope that is the case. The house rules make Combat Style of rangers superfluous. If I have understood the Creation Points rules, with that in mind, I've been able to create this Favored Soul 3, UA Variant Ranger 6 build with the Bariaur race from Book of Exalted Deeds, with the aim of advancing Favored spell levels while sticking to Ranger advancement. Name Althea Whirlgrazer Gender female Race BariaurBook of Exalted Deeds, p.165 Nationality Crendu God/Align Ehlonna, NG Class: Fighter 9, Outsider 3, Favored SoulComplete Divine, p.6 5, Ranger 1 Role Ranged DPR, off-Support Office Surgeon Languages: Andaroni, Elven, Sylvan, Celestial Racial Traits Large, Quadruped, Darkvision, Outsider (Bariaur) Creation Points 1/19 -12, Favored spell level +4 -4, LA buyout 2 -1, Point-Buy Increase to 30 -1, Skill Group Extraordinary Ability (Heal) HP 135 AC 19 Defensive Bonus 16 Longbow 19/19/14/9/4 Fort/Ref/Will, Brave: 11/14/9, 12 Speed 40 Str 14 Dex 20 Con 14 Int 16 Wis 14 Cha 14 Skills Balance 9, Climb 9, Concentration 13, Diplomacy 4, Heal 21, Hide 13, Intimidate 9, Jump 21, Craft (Alchemy) 19, Knowledge (Geography) 6, Knowledge (Nature) 13, Listen 11, Perform (Flute) 3, Profession (Cook) 3, Profession (Sailor) 8, Ride 7, Search 6, Sense 8, Silent 10, Spellcraft 5, Spot 8, Survival 8, Swim 12, Use Rope 6 Companion Skills Spot 16 Class Features Fighter Bonus Feats, Bravery, Armor Training Lvl 9, Wild Empathy, Track, Favored Enemy (Magical Beast), Animal Companion (Eagle) Feats Point Blank Shot, Dodge, Mobility, Mounted Combat, Skill Focus: Heal, Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Improved Toughness, Precise Shot, Skill Focus: Concentration, Weapon Focus Longbow, Spring Attack, Weapon Specialization, Shot on the Run, Rapid Shot, Manyshot, Precise Shot, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack, Ranged Pin, Improved Rapid Shot, Weapon Finesse, Quick Draw, Skill Focus: Jump, Deflect Arrows, Improved Grapple, Snatch Arrows Gear Gloves of Dexterity+2, Mithral Chain Shirt Barding +1, Merciful Str-14 Composite Longbow +2, Unguent of Timelessness, Healer's Kit x2, Cloak of Resistance 1 Miscellany: Peasant Outfit, Backpack, Saddlebags, Rations x4, Torch x4, Sewing Needle, Paper Sheet x10, Inkpen x2, Ink vial, Lamp x2, Oil x2, Sack, Bucket, Soap, Vial x10, Flint and Steel, Waterskin, Blanket, Artisan's Tools (chef), 5g On-Ship: Alchemist's Lab (set up in personal cabin, or the surgeon station) Money: 1610g 2sp, 6cp Spells Favored (Bonus Spells Known and Spells Per Day: Charisma 14, on linked sheet) 0th: Stabilize, Light, Purify F/D, Guidance, Create Water, Mending 1st: Endure Elements, Sanctuary, Entropic Field, Cure Lite Wounds 2nd: Cure Mod, Silence, Lesser Restoration Skill Group Spells (Ex) Heal Level 0th - Detect Poison, Stabilize 1st - Cure Light Wounds 2nd - Cure Moderate Wounds, Delay Poison, Remove Paralysis 3rd - Cure Serious Wounds. Remove Blindness / Deafness, Remove Disease 4th - Cure Critical Wounds, Neutralize Poison 5th - Mass Cure Light Wounds 6th - Heal, Mass Cure Moderate Wounds Contacts/Notable Lathinar - Elf druid, childhood friend on Crendu. An experimenter in wizardry, fascinated with man-made magics and the magic of the natural world, and the idea of marrying them together beyond the "safe" scrolls, potions, and runes, even though it's an impossible dream. Vashi - another bariaur adventurer like Althea, who left on his own a few years shy of her own departure from the island. She was unruly, even for the island tribe's chaotic extraplanar cousins, and a prankster in the way only pixies can appreciate. She delighted in dramatic discord. She left of her own accord after breaking a few hearts and being an overall nuisance and the source of many disturbances. None have seen her since, and apart from family ties, for all they care it's good riddance to bad rubbish. Appearance Althea has a "just-washed in the river" look, wearing her hair long and swept back behind horns and ears. Before becoming a freebooter, Althea used to wear naught but a bra. Even after being introduced to the revolutionary notion of covering more skin than utility demands, the barrier between said skin now includes chain barding over a padded caparison and tunic. The paint on her face, in keeping with the traditions of her tribe, sets her apart as the exotic fish out of water on the roster. Of course, this is all incidental to her four-legged lower goat ewe (sheep) body, with a tan, shorthaired pelt. Personality Althea was demure during her life on the island, secretly proud of her talent. On deck, she prefers to be more scarce, wary of the intentions of the odd crewman willing to try a different rack of lamb, so to speak, and has sharpened her tongue and turned capricious after one such misadventure. Nevertheless, she is gentle in the triage cabin and genial in the galley. She misses the forests of Crendu dearly, and values any shore leave near foliage where she can run free and breathe in the country air. She also enjoys sweet wines. Background When the stars are right, the limits of the planes of the Great Wheel grow thin and may merge with ours, marking the beginning of many new journeys and journey's end for beings flying hither and thither across the firmament. One such people were a grand tribe of half man, half ram creatures, the nomadic bariaurs of Ysgard; a handful of their kin, weary of the petitioners of the Nordic gods, chose to settle in the forests of our world and foster a close kinship with the druids on the island of Crendu. To a pairing among these fast friends of the druids was born a horned eweling who found herself the object of sectarian debate over whether she was marked by Ehlonna or Tyr, a debate that grew more spirited when she began to work minor miracles. Both the druids and her kin agreed on one thing: the eweling must be prepared for a journey of her own, while the elders petitioned the gods for a sign to reveal her destiny. Until Tyr and Ehlonna broke their silence, the eweling, named Althea, was allowed to pursue a calling among her natural talents, among which she discovered an aptitude for healing, and felling big game. In the year that followed Althea's twenty-fourth winter, an Andaroni ship named "Swift Vengeance" made landfall after a recent skirmish, with several officers in critical condition. The healers of the tribe had their hands full already after a hunt gone wrong, landing these officers in Althea's tent at her juniors' tender mercies until she could return from slaying a rampaging dire bear and its mate with the warriors, though she did return in time to take over and apply a dear reprieve to her new patients with a proper application of pain-soothing salve, healing the fatal wounds with her miracles the following day. The captain of the Swift Vengeance was very impressed and offered to hire Althea on the spot. The druids and the tribe were in agreement and urged Althea to go, believing that Ehlonna's design for her life lay outside of the land of her birth. Perhaps sailing while serving the captain would lead her by the godess's benevolent will? Or, perhaps Tyr's, as the druids and the tribe had not yet reached a consensus on that issue. Unsure, but guided by her inner voice, she agreed to ride with the Swift Vengeance for a few days' journey to a port to resupply and hire fresh meat, during which she would have a trial run and get her sea legs. (Enter: Purple Dragon Inn) (added a flock name. It came as a part of the schism with the greater tribe of bariaurs, who dubbed the splinter tribe "Whirlgrazers" as an insult for wishing to stay in one place, denoting the archipelago of the game's Known World for being the splinter tribe's location of choice for settling down.) Portrait Crunch Racial Traits Bariaurs are Large, Quadruped creatures. They take up 10x10 on a grid. Outsider 3: 3d8 HD (gestalt: Fighter is superior), BAB 3 (equal to Fighter 3), two extra feats, +2 Listen and +2 Spot Abilities Point Buy STR 10 (2), DEX 16 (10), CON 12 (4), INT 14 (6), WIS 10 (2), CHA 14 (6) Total: 30 Racial Mods: +4 Strength, +2 Wis, -2 Cha, +10 Land speed Increases: All +1 at 4th Level and 8th Level Derived stats HP Fighter 12 +Con, +Improved Toughness x9 AC Chain Shirt 4+1 Enhanced, + 5 Dex (Mithral) -1 Size Defensive Bonus 10 +6 Dex (w/ Gloves) BAB Fighter, 1.25x9 +6 Dex -1 Ranged and Unarmed Attack Full Bonus, -Size, w/ Decimal: 20.25 and 16.25 Saves: Favored/Outsider: Good across board, 1/2*lvl +2. Fighter/Ranger: Good Fort/Ref 1/2 +2, Bad Will 1/3 Save decimals: 10/13/9.3 Land Speed 40 racial Skills Fighter 9 gestalt: Outsider (Bariaur) 3, Favored 5, Ranger 1 Start: (13+Int) *6 = 90 Bariaur Start, 90: Handle Animal 4, Hide 4, Jump 4, Listen 4, Silent 4, Sense 4, Spot 4, Survival 4, Intimidate 4, Ride 2, Climb 4, Alchemy 4, Swim 4 cross: Balance 2, Con 2, Diplomacy 2, Heal 2, Geography 2, Nature 2, Perform (Pan Flute) 1 Search 2, Spellcraft 2, Cook 1, Use Rope 2 Bariaur 2nd, 15: Hide 1, Jump 1, Listen 1, Silent 1, Sense 1, Survival 1, Climb 1, Intimidate 1, Swim 1, Alchemy 1 (hold 1) cross: Balacne 1, Use Rope 1 Bariaur 3rd, 15+1: Jump 1, Listen 1, Sense 1, Survival 1, Intimidate 1, Swim 2, Intimidate 1 cross: Balance 1, Heal 1, Geography 1, Search 1 Favored 1st, 6: Con 3, Heal 3 Ranger 1st, 12: Con 1, Heal 1, Jump 2, Sailor 2, Listen 1, Swim 1, Nature 2, Hide 2 Favored 2nd, 6: Con 3, Heal 3 Favored 3rd, 6: Con 1, Heal 1, Jump 1, Sailor 3 Favored 4th, 6: Jump 2, Sailor 1, Alchemy 3 Favored 5th, 6: Heal 1, Jump 1, Alchemy 2, Swim 2 Intelligence Improvement: Intelligence at level 8 adds 1 retroactive skill point for a total of 8 points, and 1 extra at level 9: Climb 2, Nature 3, Hide 2, Swim 2 Skill Focus: Heal Size: Hide -1 Totals: Balance 9, Climb 9, Concentration 12, Diplomacy 4, Heal 21, Hide 13, Intimidate 9, Jump 21, Craft (Alchemy) 20, Knowledge (Geography) 6, Knowledge (Nature) 10, Listen 11, Perform (Flute) 3, Profession (Cook) 3, Profession (Sailor) 8, Ride 7, Search 6, Sense 8, Silent 10, Spellcraft 5, Spot 8, Survival 8, Swim 14, Use Rope 6 Armor penalty negated by Mithral 3, Masterwork 1, and Armor Training 3 Feats Free: Weapon Finesse, Power Attack Outsider 1/Fighter 1 Fighter Feat: Point Blank Shot Bonus 1: Dodge Advance: Mobility Outsider 2/Fighter 2 Fighter Feat: Improved Unarmed Strike Bonus 3: Skill Focus Craft (Alchemy) Outsider 3/Fighter 3 Bonus 2: Improved Toughness --> (Complete Warrior p.101) Advance: Deflect Arrows, Improved Grapple, Snatch Arrows, Superior Unarmed Strike Favored 1/Fighter 4 Fighter Feat: Mounted Combat Bonus 4: Skill Focus Heal Advance: Mounted Archery, Ride-by-Attack, Spirited Charge, Trample, Spring Attack Ranger 1/Fighter 5 Bonus 5: Rapid Shot Advance: Manyshot Favored 2/Fighter 6 Fighter Feat: Combat Expertise Bonus 6: Skill Focus Jump Advance: Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack Favored 3/Fighter 7 Bonus 7: Ranged Pin --> (Complete Warrior p.104) Advance: Weapon Focus Longbow (class), Weapon Specialization (Longbow) Favored 4/Fighter 8 Fighter Feat: Improved Rapid Shot Bonus 8: Shot on the Run Advance: Greater Weapon Focus Favored 5/Fighter 9 Bonus 9: Stunning Fist Spell Slots and Known Spells Planned at later levels (much later): 0th: Stabilize, Guidance, Light, Purify F/D, , Detect Magic, Create Water, Mending 1st: Endure Elements, Sanctuary, Entropic Field, Cure Lite Wounds, Comprehend Languages, Divine Favor 2nd: Spiritual Weapon, Cure Moderate, Silence, Remove Paralysis, Restoration Lesser 3rd: Remove Disease, Remove Curse, Cure Serious, Windwall 4th: Cure Critical, Freedom of Movement, Restoration Spell Group Levels Spells Per Day +Int: Skill Group Level 7 = Six level 0, Six level 1, Five level 2, Three level 1 Per day: 0th 6/6, 1st 6/6, 2nd 5/5, 3rd 3/3 Skill Group Spells Known Heal rank 12-3 = 9 Gear 1610g 2sp, 6cp/36000 Gloves of Dexterity +2, 4000g Mithral Chain Shirt Barding +1, 18000 Merciful Strength 14 Composite Longbow +2, 10600g Cloak of Resistance 1, 1000g Alchemist's Lab, 500g ----> (set up in personal cabin, or the surgeon station) Unguent of Timelessness, 150g Healer's Kit x2, 100g Miscellany (total: 39g, 7sp, 4cp) Peasant Outfit (free) Backpack, 2g Saddlebags, 4g Rations x4, 20sp Torch x4, 4cp Sewing Needle, 5sp Paper Sheet x10, 40sp Inkpen x2, 2sp Ink vial, 8g Lamp x2, 2sp Oil x2, 2sp Sack, 1sp Bucket, 5sp Soap, 5sp Vial x10, 10g Flint and Steel, 1g Waterskin, 1g Blanket 5sp Artisan's Tools (chef), 5g Item source, calculation: Barding: Chain Shirt (Masterwork), Mithral (DMG I p.284), x4, Enhancement 1 (250+4000) x4, +1000 = 18000 Longbow: Masterwork Composite Longbow Strength 14, Merciful (DMG II v 3.5 p.225), Enhancement 2 600+2000+8000 = 106000 Gloves of Dexterity (DMG I p.257) Alchemy Lab (PHB p.110) Unguent/Oil of Timelessness (UA 1st p.91) Inspiration: Canopus in Tactics Ogre I chose Favored Soul to start out because it is hard to find a female ram-taur or cervitaur without horns, as they do not have them. My explanation in-lore is that her horns are a manifestation of Ehlonna's divine portent. Edited March 22 by rorytheromulan To date: updated contacts (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted February 13 Clone Share Posted February 13 I'm happy to see your interest. Bear in mind that some rules might change out from under you (though you'll get an update in the house rules changes thread). I am focusing on adapting the house rules from former campaigns at the moment, so it will be a while before I can look over what you're doing. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 14 Author Clone Share Posted February 14 Will do, I think I will advance Fighter for the arrow build, and Favored Soul to 3 and then switch to Variant Ranger while buying up spell level progression in Favored. I think I remember reading about a Creation Point cost to multi in an other class outside of the two chosen for the Gestalt pairing. Is that a one-and-done cost or is it per level in the desired class? Gosh this is some powerful homebrew. I wouldn't be surprised if all of the characters were chosen by the gods or something. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted February 14 Clone Share Posted February 14 I've eliminated the cost for adding classes, but templates cost 1 each. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted February 21 Clone Share Posted February 21 If you don't mind my giving advice: I think you should clarify what your build is Something like Favored Soul 9 | Bariaur 3/Fighter X/Ranger Y ? (I don't recall if racial HD takes one side or both; LA was clarified to take both IIRC but you're buying it off, so no matter.) We only get 19 points total, not 37, but then you only need 12 to buy 4th level spells (+1 set aside to get 5th level spells later on), not 24. Still, you may have to drop some other bonuses. You definitely don't get 5th level Favoured Soul spells at level 9. You need to be at least level 10 for that. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 21 Author Clone Share Posted February 21 I thought you could buy spell progression up to the highest spell slot available depending on what level you are, like 5th level for clerics. But I will drop that down anyway while I reduce and refigure distribution of my points. And while I'm getting to it, it's Fighter 9, Favored 3, and Ranger 6. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted February 21 Clone Share Posted February 21 Cleric 9 gets 5th level spells so needs 15 points for that, getting 4 more for other things. But if you have fewer levels of caster and thus fewer spell levels, you only pay for what you need at character creation time. Favoured Soul 9 gets 4th level spells, Ranger gets lesser, so the cost for that buld would be 3*4=12. Favoured Soul 10 gets 5th level spells, and so someone would need 3 character points if we advance to that level, meaning they'd need to save one point from the level 9 build to be able to afford that. in your case FS 3 needs 3rd level spells, Ranger 6 needs first, so you only pay 3x3 = 9 points for your spellcasting. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 21 Author Clone Share Posted February 21 Got it, I read the Ranger's spell table wrong too. New draft, correct spell slots and known spells, correct Creation Points, dropped 5 from Point-Buy, dropped extra Feats and put them in planning, dropped all Ex. Skill Group abilities except for Heal, removed the Diamonds, readded the Horseshoes of Speed. How's the layout working for you? I know it hasn't exactly conformed to the 2-post requirement for application threads, but are you able to find everything? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted February 21 Clone Share Posted February 21 12 points was if you took Favored Soul 8 or 9, to get 4th level spells. With 3 levels of Favored Spell, you're limited to 1st level spell, so you only have to pay 3 points for this 1 level of spell. And the 3 Bariaur Hit Dice replace class levels, they're not separate (also note that they don't give you additional feats, the 2 feats referred to are the ones you normally get at levels 1 and 3). So possible builds are Favored Soul 9 coupled with Bariaur HD and some combination of Ranger and Fighter, or Fighter 9 coupled with Bariaur 3, FS 3, Ranger 3 (but I don't think just 3 levels of FS make much sense). Or drop one of the classes. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 21 Author Clone Share Posted February 21 I see, well, I wanted Ranger partly for the class skills, so I'm fine with bumping Ranger down and squeezing Outsider in ahead of Favored. I'll end up with a bit of a wider skill portfolio than I thought, with some Outsider points buying Cross-Class ranks before taking levels of Favored & Ranger. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 23 Author Clone Share Posted February 23 (edited) Ok. After some thought I could drop Ranger to 1. Favored plays into the concept and I should lean into that. edit: there we go. Ranger 1, Favored 5. Got spell slot 4 with Favored level 5 +3 from Creation Points, and caught a few mistakes. Edited February 23 by rorytheromulan (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rorytheromulan Posted February 25 Author Clone Share Posted February 25 (edited) I've added another character hook for you. Now you should be able to work with at least two of those, I hope. Finally understood what you guys were trying to tell me. Proper spell level and spells known, thank you for your patience. 😐 Edited February 25 by rorytheromulan (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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