Power Characters
Moderators: Shir'le E. Illios, Bhaern Quel
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- Legend
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Power Characters
[color=darkred:1x9sjka0]Right now, Im joining a campaign where everyone has a crazily powerful pc. I was hoping I might hear some suggestions? It needs to be non-psionic, starting ECL= lvl 8. Thanks.[/color:1x9sjka0]
Life before death
Strength before weakness
Journey before destination
Strength before weakness
Journey before destination
That's nothing. I've once started playing a campaign from lvl 13. That was fun, couse creating the character took me about 2 h. But that's when Argoth actually first came to be, as he is today. The bard with a histoty I've written for him. This sure brings back memories...
Anyway I suggest a priest, or a monk.
Anyway I suggest a priest, or a monk.
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What about a Half-celestial Ogre? Or a half-fiend Troll? Oh, I know! A half-vampire/drow/angel/demon/cyborg!
P.S. Those first two suggestions were actual characters on a server I once played on. And is the half celestial ogre thing wasn't bad enough, the player also had levels of RDD. At level 16, he had something like 28 or 32 strength!
P.S. Those first two suggestions were actual characters on a server I once played on. And is the half celestial ogre thing wasn't bad enough, the player also had levels of RDD. At level 16, he had something like 28 or 32 strength!
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- Maid
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- Legend
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PRESTIGE CLASS)
Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
- Hit Die: d4.
- Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Race: Elf.
Skills: Concentration 5, Spellcraft 14.
Class : 11 levels in Sorceror, Wizard, or Cleric
Alignment: Any Good
Must not have any levels in Lich.
ABILITIES:
Level
1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds.
Baelnorn Defense: Damage Resistance 5 to cold and elctricity, +2 to Natural Armor.
Turn Undead: Can turn udead 3 times per day as a cleric of the same level.
Intelligence +2.
2: Baelnorn Properties II: Bonuses increase to +4.
Baelnorn Touch: Touch attack causes 1d8 + 5 damage and paralyzation for 1d4 minutes.
Baelnorn Defense: Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity.
Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name.
3: Balenorn Properties III: Bonuses increase to +6.
Baelnorn Touch: Paralyzation duration increases to 1d4 hours.
Baelnorn Defense: Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity.
Projection: Three times per day the Baelnorn may create a projection of itself.
Wisdom +2
4: Baelnorn Properties IV: Bonuses increase to +8.
Baelnorn Touch: Paralyzation effect becomes permanent.
Belnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
Turning Immunity: Cannot be turned by Good or Neutral characters.
Charisma +2
Undeath
Note: Upon reaching level 4, the Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score.
Baelnorns are elves who have sought undeath to serve their families, communities, or other purposes (usually to see a wrong righted or to achieve a certain magical discovery or deed). They are lich-like creatures that appear as impressive-looking elves with shriveled skin and glowing white eyes.
- Hit Die: d4.
- Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Race: Elf.
Skills: Concentration 5, Spellcraft 14.
Class : 11 levels in Sorceror, Wizard, or Cleric
Alignment: Any Good
Must not have any levels in Lich.
ABILITIES:
Level
1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot.
Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds.
Baelnorn Defense: Damage Resistance 5 to cold and elctricity, +2 to Natural Armor.
Turn Undead: Can turn udead 3 times per day as a cleric of the same level.
Intelligence +2.
2: Baelnorn Properties II: Bonuses increase to +4.
Baelnorn Touch: Touch attack causes 1d8 + 5 damage and paralyzation for 1d4 minutes.
Baelnorn Defense: Damage Reduction 5/+1, Natural Armor +3, and Damage Resistance 10 to cold and electricity.
Animate Dead : 5 times per day the Baelnorn animate dead as per the spell of the same name.
3: Balenorn Properties III: Bonuses increase to +6.
Baelnorn Touch: Paralyzation duration increases to 1d4 hours.
Baelnorn Defense: Damage Reduction 10/+1, Natural Armor +4, and Damage Resistance 20 to cold and electricity.
Projection: Three times per day the Baelnorn may create a projection of itself.
Wisdom +2
4: Baelnorn Properties IV: Bonuses increase to +8.
Baelnorn Touch: Paralyzation effect becomes permanent.
Belnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4.
Turning Immunity: Cannot be turned by Good or Neutral characters.
Charisma +2
Undeath
Note: Upon reaching level 4, the Baelnorn is fully undead, and therefore is immune to sneak attacks, critical hits, level drain, poison, and disease. An undead creature has no Constitution score.
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- Legend
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- Legend
- Posts: 1567
- Joined: Sat Apr 08, 2006 3:51 am