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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 31 Mar 2012 :  07:28:03  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote  Delete Topic
Here is my longest running PC of all time. 15 years on and off with the same friends. Once I hit level 20-25 I usually start over with new blood. But I can't seem to let this one go in the end. Maybe Erevan Ilesere himself moves my dice when I consider.

Anyway... in the middle of my last campaign with Curudin. If he lives through this I will have him as a sole NPC for future events in our long running gaming. Here he is as of right now in the game.

I would LOVE some comments good or bad with no harsh replies and plenty of feedback. Again... Thanks a bunch. Candlekeeps resident Proxy of Erevan Ilesere... Yours truly... CEV!

Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

Male Trickster-Touched Moon Elf; Rogue 5/ Cleric 7/ Mischiefmaker 4/ Divine Disciple 5 of Erevan Ilesere:

CR 24; medium size humanoid (elf)(outsider- chaos); HD 5d6+10, plus 7d8+6, plus 4d6+8, plus 5d8+10; HP 135;
Init +8; Spd 30'; AC 25 (touch 18, Ff 20);
Atk +20/+15/+10 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword *Hidden Smile*), +19/+19/+14 melee (1d6+5/17-20, +2 elven keen shortsword of speed *Little Sneak*), +18/+13/+8 ranged (1d4+6 plus 1d6 elemental/ 18-20, +3 daggers of Elemental aura);

SQ: spells, spell-like abilities, moon elf traits, rogue abilities, cleric abilities, mischiefmaker abilities, divine disciple abilities.
AL CG; SV Fort +14 (+18 versus poison), Ref +14 (+22), Wil+14; Str 17, Dex 26, Con 13, Int 21, Wis 20, Cha 19.

Age: 122, Height: 5'10", Eyes: Blue, Hair: Short sapphire-blue & silver, Skin: Pale white with blue tints.

Spell-like abilities:
Imbue with spell ability/1'st and 2'nd level spells known
Protection from Law/(Transcendence) Free action.
Mock law, Improved pass without trace, Alter appearance, Knock, Mislead, Polymorph other/ 2x day.
Detect Law, Detect Magic/ 3x day.

Skills: Knowledge (religion)(arcana) +11/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20);

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, False Theurgy, Hidden Blade, Quick Escape, Spot The Weak Point, Sudden Draw, Never Outnumbered, Swift Concentration, Twisted Charge, Walk The Walls, Second Impression.

Feats: TwF, Weapon focus (longsword/shortsword), Dodge, Lucky Fingers, Quick draw, Magical Fortune, Tempting Fate, Twin sword style, Freerunner (see below).

Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Divine Disciple abilities- New domain, Divine emissary, Sacred defense +2, Imbue with spell ability, Trancendence, Spells. Mischiefmaker abilities- Mock law, Improved pass without trace, Alter appearance, Knock, Thwart magic trap, Sneak attack, Mislead, Polymorph other, Spells. Rogue abilities- Trapfinding, Trap sense, Uncanny dodge, Sneak attack +4d6, Evasion. Cleric abilities- Turn/rebuke undead, Aura, Spontaneous Casting, Spells.

Trickster Touched abilities:
Resist: Trickster-touched creatures are undaunted by poison or poison traps. He gains a +4 racial bonus on Fortitude saving throws against poison.

Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. He gains the ability to detect law or detect magic as the spells cast at his total character level in any combination a total of 3/day.

Abilities: Trickster-touched creatures are nimble, clever, and amiable. His abilities gain a bonus Increase as follows: Dex +6, Int +6, Cha +4.

Special Qualities: Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features. (Curudin's Trickster-Touched Knowledge: +13)

Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks.

Cleric Spells per day: 6/7/7/7/6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck. Caster Level: 16

Current Spells:
0 level- Create water, light, read magic, detect poison, detect magic, guidance.

1st level- Divine favor, doom, entropic shield, protection from law, shield of faith, Change self, Random action, Healers vision.

2nd level- Spell shield, invisibility, Hold person, Curse of ill fortune, cure moderate wounds, Shatter, Sound burst, Manifestation of the deity.

3rd level- Searing light, bestow curse, dispel magic, nondetection, Bladebane, Negative energy protection, Magic circle against law.

4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity, Know vulnerabilities, Freedom of movement.

5th level- Flame strike, Pixie dust, Crawling darkness, Dispel Law, Teleport, False vision.

6th level- Animate objects, Mislead, Heal, Suppress glyph, Greater dispelling.

7th level - Word of chaos, Spell turning, Screen, Regenerate, Fortunate fate.

8th level - Cloak of chaos, Polymorph any object, Greater planar ally, Symbol of spell loss.

Possessions: +3 elven keen chaotic Vorpal longsword (Hidden Smile), +2 elven keen spell-storing shortsword of speed (Little sneak), +3 ring of protection, Ring of teleportation, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Wand of Polymorph other (6'th level), Wand of Mage Armor (6'th level) Moonfire salve, Fanged mask, Belt of priestly might and warding, The Tricksters Lucky Dice (Treat as Rod of Wonder)

Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and Everlund and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same cities. Exiled from Evermeet at the age of 60 for pranks and mischief that went awry, he is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life.

Blessed by the Trickster at the elven age of 10, he had mischief written in his eyes and a scar in the middle of his chest in the form of an Asymmetrical star burst. He is a hedonist in every sense of the word and thoroughly enjoys debauching others. He hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan, as his eyes gleam with otherworldly asymmetrical stars whenever he dons a sardonic grin or wry smile. Curudin is the consummate trickster, and the perfect, living mortal example of mischief incarnate! Change and excitement are the spices of his life, and he is always trying to reinvent himself and others, playing pranks that both amuse and enlighten. He has been blessed a special and rare gift from Erevan Ilesere and is known as Trickster-Touched.

Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it. He is wild, mischievous, independent, and utterly unpredictable, playing pranks on others for the sheer joy of it, and can be found deep in sylvan glades among the fun-loving subjects of the Seelie Court.

In the city of Silverymoon and Everlund his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out of town those thieves, and will even fight other rogues who try to set up shop in the city. So far they have never failed. He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery. Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks.

He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet.

He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, Torm, Grazz't, Beshabba, Tymora and others. Just recently (1374-75) he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and power from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life!

And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic.

As of 1375 he has been seen moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober and Fox-at-Twilight as of late. Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!!

Here's the guild members in short... "The Rogues of the laughing Twilight"

Curudin Ahmaquissar: Male Moon elf (stats above)

Laeirlefain Starleaf: Male Copper elf, Rogue 7/ Combat Trickster 3/ Tempest 2/ Divine Champion 2 of Erevan Ilesere.

Mitzlevexven Leafbower: Male Moon elf, Rogue 5/ Wizard 5/ Spellfiltcher 2

Azdeim Insilnarufen: Male Quickling (fey), Rogue 5/ Wizard 5/ Daggerspell mage 3

Seareghade Shimmerstar: Male Moon elf, Illusionist 10/ Arcane Devotee 5 of Erevan Ilesere. (3ED version)

Terrindill Shaelarra: Male Gold elf, Rogue 5/ Shadowdancer 5/ Shadow Lord 2. (Shadow walker template)

Cepheus Nightsong: Male Star elf, Bard 16/ Uncanny Trickster 1

Shen-Shen Mistriven: Female Gold elf, Spellthief 12

Quintillis Iliathor: Male gold elf, Rogue 5/ Divine Seeker 5/ Temple raider 4. of Erevan Ilesere.

Nym Nightsong: Male Star elf, Rogue 5/ Wizard 5/ Shadow Adept 3. (Shade Template)

Saffrathila Winterbough: Female Copper elf, Rogue 5/ Cleric 5/ Mystic Wanderer 2 of Erevan Ilesere.

Zallathel Amarillis: Male Moon elf: Rogue 5/ Wizard 5/ Mage-Killer 3.

Sathalindle Selorn: Male Wild elf: Scout 5/ Cleric 5/ Luck Master 2. of Erevan Ilesere.

Pheyloo Winterbough: Male Copper elf: Rogue 5/ Assassin 10.

All are followers of Erevan Ilesere and are very devoted to each other, mischief and the city of Silverymoon and Everlund. Their pranks range anywhere from making livestock talk, giving a bad stench to someone, turning somebody the colors of Erevan, freezing the bath water of a noble while they were bathing, animating objects to dance and sing, subtly cutting the belt of a warrior so it falls when they reach for their weapon, turning a persons wine or ale into milk or sand, Altering the appearance of someone to look like a Satyr, casting a spell to make a Bard sound like a bugbear, etc... etc.. But also, they are called upon to search and locate ancient elven artifacts and treasures long lost before falling into the wrong hands. And if powerful elven artifacts do fall into the wrong hands then they are also called upon to act as elven assassins to search, find and destroy these wizards and sorcerers who would weild the ancient elven magic. But keep in mind, they do so their own way, on their own terms, for their own reasons, which always lead back to Erevan Ilesere, and the ways of his dogma. As of early 1375 they are in the employment of Khelben Arunsun and working with the Moonstars towards major events soon to come in the year. They have found "The Shattering Swords of Coronal Ynloeth" along with his Bracer, as well as The ancient Dwarven weapon "Twinblades Alight".

Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 31 Mar 2012 :  07:32:08  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Here is the Mischiefmaker PrC unique to Cleric/Rogues of The Trickster!

The Mischiefmaker (specialty cleric of Erevan Ilesere)

The Mischiefmaker represents all that is chaotic and free. They bring change and excitement where ever they go be it for good or ill. They live on the edge in a constant state of self-reinvention. They thrive to puncture the self-righteousness, sanctimony, and pretension that pervades orderly society with mischievous pranks that both amuse and enlighten. They enjoy causing trouble for its own sake and have the ability to take care of themselves should a prank prove to be deadly or go awry. Most Mischiefmakers are Moon or Copper elves, but even Gold, Wild and Star elves take this class when the call of Erevan sings strongly in their hearts. Most Mischiefmakers are famous or infamous Rogue/Clerics in the favor of Erevan Ilesere and serve as his mortal right-hand. They are deadly-romantic in their charm and subtlety of skill. Brave and yet flighty. They are champions of trickery and modest in ability. To underestimate a Mischiefmaker is to court the surety of becoming the victim to an amusing, well thought, elaborate hoax that could end up costing you and being at your cost.

Hit Die: d6.

Requirements: To qualify to become a Mischiefmaker, a character must fulfill all the following criteria.

Race: Character must be a Elf or Half Elf.

Skills: Knowledge (religion) 6 ranks, Disguise 5 ranks, Disable device 6 ranks, Bluff 6 ranks, Hide 6 ranks, Move silently 6 ranks, sleight of hand 5 ranks.

Feats: Magical Fortune, Tempting Fate.

Spellcasting: Ability to cast 3'rd level Divine spells. Must have either the chaos, trickery or luck domain.

Special: +2d6 Sneak attack ability. Must have Erevan Ilesere as a Patron Deity.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Disable Device, Escape artist, Heal, Hide, Intuit direction, Jump, Knowledge (religion), Listen, Move silently, Open lock, Sleight of hand, Profession, Search, Spot, Tumble, Use magic device, Use rope, Wilderness lore.

Skill points at each level- 6 + Int mod.

Class Features: Weapon & Armor Proficiency: Mischiefmaker's gain no proficiency with small or light weapons.

Spells per day: A Mischiefmaker's training focuses on divine magic. Thus, when a character gains a new level of MP, she gains new spells per day as if she also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however gain any other benefit a character of that class would have gained.

Mock Law: At 1'st level the MM gains a +2 divine bonus on saving throws against any spell with the law descriptor, as well as the spell-like or supernatural abilities of outsiders. In addition the MM also gains a +2 divine bonus to the DC of all spells he casts with the chaos and trickery descriptor.

Improved pass without trace: At 1'st level the MM can use Pass without Trace as a spell-like ability once per day. In addition, if a spellcaster attempts to track or locate the MM by magical means while this ability is in use, then they suffer a -2 penalty to their spells DC.

Divine Spell Enhancer: At 2'nd level, as a free action, you may use this spell like ability one time a day. This ability enhances the next spell you cast from the Chaos, Luck, Trickery or Elf domain, making it more difficult for targets to resist at +2 caster level. After you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 DC as long as the quickened spell is a domain spell.

Erevan's Fortune: at 2'nd level, one time a day, the MM can reroll a Disable device, Sleight of hand and Open lock check. She may also reroll an Initiative check once per day, as well as reroll a Caster Level check once per day.

Fey jesters shroud: At 3'rd level the MM gains the ability to cloak himself in a divine shroud of swirling illusion as a free action. This ability functions the same as the 3'rd level Displacement spell. The shroud can be used 2 times a day and is cast at total divine caster level.

Sneak Attack (su): At 3'rd level the MM gains the sneak attack rogue ability. +1d6 dmg.

Mislead (sp): At 4'th level the MM gains Mislead as a spell-like ability once per day. In addition, any Will save to disbelieve the figment double is made at a -4 penalty.

Polymorph other (sp): At 4'th level the MM gains Polymorph other as a spell-like ability once per day.

Cloak of Chaos: At 5'th level the MM gains cloak of chaos as a spell like ability once per day. In addition, all opponents suffer a -2 penalty to their Will saves against the Confusion effects.

Faerie Form: at 5'th level the MM may assume the form of any type of faerie, brownie, or sprite (including atomies, brambles, dobies, faerie fiddlers, gorse, grigs, killmoulis, nixies, pixies, quicklings, sea sprites, squeakers, and other similiar fey creatures). The MM adopts the form of the creature, gaining all of that forms abilities. The MM also adopts all that forms weaknesses as well. The MM can change form as many times as desired, within the duration of the spell. The MM may turn into a sprite and fly away and then turn into a nixie and dive into a lake. The first form adopted has one-quarter of the hit points of the MM. Subsequent forms carry the current total hit points with them until the original form is resumed. Each alteration in form takes only 1 second. This ability can be used once a day, and lasts as many rounds equal to your total character level + your Wisdom modifier. This ability is a standard action.

(All spell-like abilities are cast at total character caster level)

CL-BAB-FS-RS-WS-Special- Spells per day

1'st-+0-+0-+2-+2-- Mock Law, Pass without trace- +1level

2'nd-+1-+0-+3-+3-False Theurgy, Erevan's Fortune -+1level

3'rd-+2-+1-+3-+3-Thwart magic trap, Sneak attack -+1level

4'th-+3-+1-+4-+4-Mislead, Polymorph other -+1level

5'th-+3-+1-+4-+4-Cloak of chaos, Faerie form-+1level

Any and all comments are welcomed. Thanks! ;)

Edited by - Copper Elven Vampire on 31 Mar 2012 09:52:58
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jerrod
Learned Scribe

157 Posts

Posted - 31 Mar 2012 :  08:39:46  Show Profile Send jerrod a Private Message  Reply with Quote
Impressive detail. The realms needs more high level fairies elves....! Lol ( may I borrow him for drow target practice? Sometimes even darkelves need humbling.)

I haven't been here in years but I used to be DARKFLAME MILLITHOR(DROW ARCHMAGE of wildmagic
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 31 Mar 2012 :  08:43:57  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by jerrod

Impressive detail. The realms needs more high level fairies elves....! Lol ( may I borrow him for drow target practice? Sometimes even darkelves need humbling.)



If they can actually hit him, then have at it. But let me know the details.
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Kentinal
Great Reader

4686 Posts

Posted - 31 Mar 2012 :  10:12:05  Show Profile Send Kentinal a Private Message  Reply with Quote
Retiring a PC, means you turn over control to the DM. If you want to keep control of your PC you should consider turning into more or an adviser to other PCs that you will play.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 31 Mar 2012 :  10:48:44  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Kentinal

Retiring a PC, means you turn over control to the DM. If you want to keep control of your PC you should consider turning into more or an adviser to other PCs that you will play.


As long as the DM has his back story and tactics, then I'm sure a good DM would play him right.
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Kentinal
Great Reader

4686 Posts

Posted - 31 Mar 2012 :  11:01:55  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

quote:
Originally posted by Kentinal

Retiring a PC, means you turn over control to the DM. If you want to keep control of your PC you should consider turning into more or an adviser to other PCs that you will play.


As long as the DM has his back story and tactics, then I'm sure a good DM would play him right.



A good DM will use any NPC best he or she cans. History of course a factor, however the present and future clearly can change outlook and even alignment of an NPC.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Penknight
Senior Scribe

USA
538 Posts

Posted - 31 Mar 2012 :  12:08:05  Show Profile Send Penknight a Private Message  Reply with Quote
Interesting character, CEV. I myself play a character that isn't welcomed by Queen Amlauril, though he works for the elven People after helping to be turned from evil and taught he can resist his base instincts, whose character sheet is in my signature. I was just curious if he's returned to the elven isle, or if he stays away. Was his exile ever lifted?

I know when I played through the encounter where Telethian actually went to Evermeet, I really enjoyed every minute of it, and his pain of being banished by the Queen after delivering to her (under heavy guard) several lost relics of the People he came across in Lothen and elsewhere in the High Forest, and a few he took for himself while in Myth Drannor when it was held by Sarya Dlardrageth.

After looking at my notes, I realize I've been playing Telethian since 2005, making him a character I have enjoyed for seven years. He's come a long way since 3.5E to Pathfinder, and I've enjoyed every tale told and each adventure had, just as I know I'll enjoy those still to come.

Telethian Phoenix
Pathfinder Reference Document

Edited by - Penknight on 31 Mar 2012 12:44:56
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Eldacar
Senior Scribe

438 Posts

Posted - 01 Apr 2012 :  04:03:36  Show Profile Send Eldacar a Private Message  Reply with Quote
quote:
Originally posted by Copper Elven Vampire

If they can actually hit him, then have at it. But let me know the details.


Setting aside characterisation and so on to talk just about the raw ability of the character build:

With a touch AC of 18, it won't be that hard to hit him. Even with a full AC of 25, he's easy to hit, since what you want is an AC that exceeds most creatures of a CR around what you'll fight by approximately 20 points (to allow for their dice rolls). Any less than that is a waste of time, and any more is needless overkill, since a natural 20 will always hit. He's in general a very low-op character in crunch/mechanics terms.

The lack of 9th level and epic level spellcasting will be brutal murder in high level play (to say nothing of only CL 16 spells), as is the lack of Wisdom optimisation (on average I would expect a 24th level character to have 35 WIS at the absolute lowest, preferably 40-50+). It wouldn't be difficult for characters more than five levels lower to defeat this build. More than ten levels, even (any more than that would require increasingly high mechanical optimisation). And while I didn't run the numbers, I think his WBL is lower than it should be.

The Mischiefmaker PrC is also rather weak, since it doesn't really add anything (despite very high requirements) that a spellcaster couldn't do on their own with ease. The only ability that's even remotely worthwhile is the capstone, but being usable only 1/day kills it too (and there's no reason for the character to not just turn into a Pixie and stay that way, with the always-on Greater Invisibility that it receives).

Bear in mind that these are just some notes on the overall power of the character. Since I don't know your group's style, it might actually be quite powerful for your regular playing level.

"The Wild Mages I have met exhibit a startling disregard for common sense, and are often meddling with powers far beyond their own control." ~Volo
"Not unlike a certain travelogue author with whom I am unfortunately acquainted." ~Elminster
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Ayrik
Great Reader

Canada
7971 Posts

Posted - 01 Apr 2012 :  04:35:57  Show Profile Send Ayrik a Private Message  Reply with Quote
Our group has no choice but to accept "waste of time" AC which allows opponents a fair d20 chance to hit, and classes without highest level spells (or attribute bonuses on spells) are still quite potent. Our campaigns are certainly not what powergamers would call "epic". Different gamestyles, neither is wrong.

But I'm just sayin' that I don't think turning yourself into a pixie is any kind of advantage.

[/Ayrik]
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Fellfire
Master of Realmslore

1965 Posts

Posted - 01 Apr 2012 :  08:09:23  Show Profile Send Fellfire a Private Message  Reply with Quote
I dono. At will invisibility is bad larry with the appropriate BACKSTAB!!!!

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out

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Ayrik
Great Reader

Canada
7971 Posts

Posted - 01 Apr 2012 :  08:18:52  Show Profile Send Ayrik a Private Message  Reply with Quote
Detect invisibility + large fly swatter ...

I never realized before that you're a mind flayer, Fellfire. Was your old avatar just an illusionary Jedi mind trick?

[/Ayrik]
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Fellfire
Master of Realmslore

1965 Posts

Posted - 01 Apr 2012 :  08:25:19  Show Profile Send Fellfire a Private Message  Reply with Quote
A mind-controlled dark elf was my avatar, but I have returned the Skull of Alaundo to the 'Keep.

Don't underestimate an invisibility spell, a silenced rock, a poison dagger and a handful of d6s, what?.

I don't get mad, I get stabby.

Misanthorpe

Love is a lie. Only hate endures. Light is blinding. Only in darkness do we see clearly.

"Oh, you think darkness is your ally? You merely adopted the dark. I was born in it, molded by it. I didn't see the light until I was already a man, by then it was nothing to me but.. blinding. The shadows betray you because they belong to me." - Bane The Dark Knight Rises

Green Dragonscale Dice Bag by Crystalsidyll - check it out


Edited by - Fellfire on 01 Apr 2012 08:33:18
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Ayrik
Great Reader

Canada
7971 Posts

Posted - 01 Apr 2012 :  08:42:56  Show Profile Send Ayrik a Private Message  Reply with Quote
Hey, cool! My turn to play with the Skull of Alaundo!

[/Ayrik]
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 01 Apr 2012 :  08:49:00  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
quote:
Originally posted by Eldacar

quote:
Originally posted by Copper Elven Vampire

If they can actually hit him, then have at it. But let me know the details.


Setting aside characterisation and so on to talk just about the raw ability of the character build:

With a touch AC of 18, it won't be that hard to hit him. Even with a full AC of 25, he's easy to hit, since what you want is an AC that exceeds most creatures of a CR around what you'll fight by approximately 20 points (to allow for their dice rolls). Any less than that is a waste of time, and any more is needless overkill, since a natural 20 will always hit. He's in general a very low-op character in crunch/mechanics terms.

The lack of 9th level and epic level spellcasting will be brutal murder in high level play (to say nothing of only CL 16 spells), as is the lack of Wisdom optimisation (on average I would expect a 24th level character to have 35 WIS at the absolute lowest, preferably 40-50+). It wouldn't be difficult for characters more than five levels lower to defeat this build. More than ten levels, even (any more than that would require increasingly high mechanical optimisation). And while I didn't run the numbers, I think his WBL is lower than it should be.

The Mischiefmaker PrC is also rather weak, since it doesn't really add anything (despite very high requirements) that a spellcaster couldn't do on their own with ease. The only ability that's even remotely worthwhile is the capstone, but being usable only 1/day kills it too (and there's no reason for the character to not just turn into a Pixie and stay that way, with the always-on Greater Invisibility that it receives).

Bear in mind that these are just some notes on the overall power of the character. Since I don't know your group's style, it might actually be quite powerful for your regular playing level.



Thank you for your input. I agree and disagree. I've been told by long term candlekeepians that the Mischiefmaker PrC is a bit weak... a bit too strong, a bit too in the middle. I believe thAT its just fine as of now. But thanks a bunch really. As far as a 24CR PC it just so happens that sometimes you can't be the rock-n-roll bad arse to make an example of. You just have to play the game you're given.

So what is your final feedback??
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 01 Apr 2012 :  08:50:46  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
Don't forget there is a major backstab damage by the time this said PC reaches 10'th level.
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Eldacar
Senior Scribe

438 Posts

Posted - 01 Apr 2012 :  09:37:36  Show Profile Send Eldacar a Private Message  Reply with Quote
quote:
Originally posted by Ayrik

But I'm just sayin' that I don't think turning yourself into a pixie is any kind of advantage.


Downside, you're a pixie. Upside:

"Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action."

It's not at-will, it's always on. Including when you attack, and if you've got the arrows (which are an Extraordinary ability) then you can be the ultimate hit-and-run sniper. Coupled with a 60 ft. fly speed, you've got yourself an amazing scout right there. It's the 1/day use that kills this for versatility purposes (a persisted Shapechange will get anybody with 9th level spells and Divine Metamagic/an Incantatrix buddy the same thing... plus the ability to change it up every round as a free action for 24 hours).

And I'm certainly not saying that even just 8th level spells are bad. But there is nothing that compares to the raw power of 9th level spells (Gate, Shapechange, Genesis, Astral Projection and others), and epic spells are on a completely different level again. Really, epic magic can break the game almost entirely by accident (the only other things that can really do that are Beholder Mages, Illithid Savants, Druids, Incantatrixes and Planar Shepherds, and maybe Dweomerkeepers as an outlier), with its only saving grace being that you can't get it until 21st level (20th with some "shenanigans" that won't often be seen). You can get away with just 8th level spells if you spam Holy Word and the like with an amped caster level (e.g. Prayer Beads + Ring of Arcane Might + Orange Ioun Stone = +6 right off the bat), but it isn't as ideal as it could be.

quote:
As far as a 24CR PC it just so happens that sometimes you can't be the rock-n-roll bad arse to make an example of. You just have to play the game you're given.

Oh, I'm aware that different games have different levels of optimisation. It's why I'm avoiding giving a particular verdict, since I don't know how your games usually go in general. All I can really say in a mechanical sense is that it is something I would expect to see in a "weak" or low-op game, especially for epic levels. It wouldn't really be out of place with a moderately strong group of 15-17th level characters.

RE: Sneak attack damage, at higher levels more and more things become immune to it (oozes, undead, elementals, plants, and various other enemies). There's little point getting into melee unless you're going for the CoDzilla builds. Leave the up-close stuff for the party tank - he's got the HP, hopefully the regeneration/healing, and hopefully the AC (and miss chance if he's smart) to tank it.

"The Wild Mages I have met exhibit a startling disregard for common sense, and are often meddling with powers far beyond their own control." ~Volo
"Not unlike a certain travelogue author with whom I am unfortunately acquainted." ~Elminster

Edited by - Eldacar on 01 Apr 2012 09:45:53
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TBeholder
Great Reader

2390 Posts

Posted - 08 May 2012 :  11:12:41  Show Profile Send TBeholder a Private Message  Reply with Quote
So, the Daggerspell classes are really used, in FR, and even without fixing? Huh. I mean, the concept is good, but the implementation is obviously subpar, even for 3.5 tools, no?

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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