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| Jindl12-06-04, 06:29 PM | It has been some time since both Myrridin and Magagumo offerred us a glimpse of playing in a CoCo Adventure. As time restrictions have sadly taken their toll on RttToEE and the Banewarrens, I would like to initiate my own game. Hopefully it will prove resilient and long lasting. My friends and I have recently acquired the Worlds Largest Dungeon (WLD). Intrigued by the challenge of such a vast module, we have begun playing it. Hopefully our experiences there will aid the running of this CoCo version of the WLD. So, I am looking for 5 players who are interested in giving this a try. Priority will not be given to the first 5 applicants. Instead, I encourage everyone to post a character and then I will select 5 to participate based on how well they should fit as a group and to a lesser extent upon how well developed they are, so do a good job on character design. Those not selected will be placed on the waiting list. The WLD is a dangerous module that requires a party to be pretty self sufficient and versatile. I have several suggestions to hopefully help in your character creation: The WLD will test your saving throws, especially Fort and Reflex saves. So please make sure you have a decent Con and an okay Dex. The extra hp's from a decent Con will be important as well. Several skills will be useful: balance, concentration, decipher script, diplomacy, disable device (the most important skill to have), heal, hide, intimidate, jump, listen, move silently, open lock, search (the second most important skill to have), speak language (undercommon, goblin, draconic, and celestial are a good start), spellcraft, spot, survival, and tumble. Other skills will see little use: disguise, forgery, gather information, perform, profession, ride, and sleight of hand. Some skills will be helpful but aren't necessary: craft, handle animal, knowledge (arcana, religion, dungeoneering, nature), sense motive, use magic device. I do have some suggestions for classes. The party will encounter many traps in the WLD, so I would suggest a highly skilled rogue. You will be spending considerable time within a dungeon environment where opportunities to rest/heal are scarce, so I think a cleric is a necessity. Since the WLD was written without psionics, I will warn you that there are no psionic treasure items. If you decide to play a character who uses psionic powers, I may add some psionic treasure, but it will still be much less than the "normal" treasure. I do have some suggestions for races. Darkvision will be a great asset. I also encourage at least one (probably a rogue or an arcane caster) character to be small sized. Since you will begin at 3rd level, both drow and the planetouched races will be allowed (and would have advantages in this environment, as well as some interesting RP oportunities). Since there are many secret doors, an elf with a good search check would also be quite useful. Please see below for campaign rules and standard character sheet. I open the floor for questions, comments, and potential character designs. |
| Jindl12-06-04, 06:30 PM | Character Creation: - Format: Use the standard character sheet (see below). - Race: Any from the 3.5 Core rulebooks or the SRD. You will have a 36 pt buy for stats. - Class: Any from the 3.5 Core rulebooks or the SRD. You will begin at 3rd level. - Alignment: LG, NG, CG, LN, TN only please. - Starting Wealth: 2700 gp. Spend it as you wish. Purchase rules are the same as the Arena rules (standard magic/psionic items only, etc.) - Group Fund: The starting characters should pool some money together to create a group fund, from which to purchase items like wands: cure light wounds, scrolls: identify, scrolls: lesser restoration, etc. - Crafting: Prior to the start, PC's can craft items using the same rules as the Arena (0.5 x market price for nonmagic items with a 10 on the skill check roll; 0.7 x market price to enchant magic items with appropriate feats/spells). After the start, crafting will follow standard Core rules. Active/Waiting List Active List: 1. Sinisitas Haebron (Caterane): Human Clr 3 2. Coralias Tahlron (Kaigan): High Elf Rng 3 3. Keldar Lightblade (Einzelgaenger): Aasimar Pal 2 4. Indreju A-Genay'asu (Beldin): Grey Elf Wiz 3 5. Tevli Shinmor (Sindorin): Tielfing Rog 2 6. Nihilucien (Zerone): Gray Elf Rog 2/Wiz 1 Waiting List: 1. T'Var 2. Snommelp 3. Huan 4. Captain Mutilate 5. Battousai2005 / One_Winged_Angel 6. Piuro 7. scaryfroman 8. Ayatoshi 9. turalisj 10. Myrridin 11. Cellardweller P&P Rules - The campaign should proceed at a pace requiring players to post at least once every 24 hours. I don't plan to take off many weekends, but I will announce it on this thread if play will be suspended for any length of time (weekend, holiday, etc). - Play will progress simply: Players will state their action for a single round. Once all actions are stated, I will make the rolls and determine the results. Rinse. Repeat. This applies both during combat and outside of combat (for knowledge, search, diplomacy, etc.) - I will be using the Vacuum Elemental Online Dice Roller found HERE. (http://krisinchico.brinkster.net/rolldata.asp) This link can also be found in my signature block. The rolls will be made/saved under the name "CoCo-WLD". |
| Jindl12-06-04, 06:30 PM | Here is an example character sheet, using a Human Barbarian 2 / Ranger 1. You'll notice a couple of conventions. Throughout the sheet, ()'s indicate a breakdown of the final modifier to its individual components and []'s indicate a conditional modifier that sometimes applies. In the equipment section, a list of items preceeded by a will follow each container to indicate its contents. Also, this character has contributed 200 gp to the group fund, presumably to help buy a wand: cure light wounds (50 charges). : Name: NG Male Barbarian 2 / Ranger 1 Medium Humanoid (Human) 6'0" tall, 240 lbs, brown hair, blue eyes Abilities: STR: 16 +3 (10 pts) [+4 rage] DEX: 14 +2 (6 pts) CON: 14 +2 (6 pts) [+4 rage] INT: 12 +1 (4 pts) WIS: 14 +2 (6 pts) CHA: 12 +1 (4 pts) Hit Points: 29 (12 + 1x6.5 + 1x4.5 + 6) [+6 rage] AC: 16 (+4 armor +2 Dex), Touch 12, FF 16 [-2 rage] Init: +2 (+2 Dex) BAB: +3; Grapple: +6 (+3 bab +3 str) [+2 rage] Speed: 40 (light armor) Capacity: xxx/xxx/xxx Weight Carried: xxx lbs Saves: Fort: +7 (+5 base +2 Con) [+2 rage] Ref: +4 (+2 base +2 Dex) Will: +4 (+0 base +2 Wis +2 feat) [+2 rage] Combat: MW Falchion (two-handed): +7 Melee, 2d4+4, 18/x2 [normal] +9 Melee, 2d4+7, 18/x2 [raging] Armor Spikes (light + grapple): +6 Melee, 1d6+3, 20/x2 [normal] +8 Melee, 1d6+5, 20/x2 [raging] MW Mighty {Str 16} Composite Longbow (ranged): +5 Ranged, 1d8+3, 20x3, 110' range Skills: (30 pts Barbarian = A, 8 pts Ranger = B) +6 Handle Animal (5 ranksA +1 Cha) +0 Hide (+2 Dex -2 acp) +6 Intimidate (5 ranksA +1 Cha) +6 Jump (5 ranksA +3 Str -1 acp) [+2 rage] +8 Listen (5 ranksA +1 ranksB +2 Wis) +0 Move Silently (+2 Dex -1 acp) +8 Spot (6 ranksB +2 Wis) +8 Survival (5 ranksA +1 ranksA +2 Wis) Speak Language: Common, Goblin Feats: Lvl 1 - Power Attack Human - Cleave Lvl 3 - Iron Will Ranger 1 - Track Human Traits: Bonus feat: Cleave Bonus skill points: 4 + 1/lvl Barbarian Abilities: Rage (+4 Str, +4 Con, +2 Will saves, -2 AC, 1 per day for 7 rounds) Fast Movement Illiteracy Uncanny Dodge Ranger Abilities: Bonus Feat: Track (1st) Favored Enemy: Magical Beasts +2 Wild Empathy: 1d20 +2 Equipment: mw chain shirt <250 gp> armor spikes <50 gp> mw falchion <375 gp> mw mighty {Str 16} composite longbow <700 gp> 2x quivers containing 40 arrows <2 gp> explorer's outfit <free> 2x potion: cure moderate wounds <600 gp> everburning torch <110 gp> backpack <2 gp> bedroll <0.1 gp> rations for 10 days <5 gp> 2x waterskin <2 gp> flint and steel <1 gp> 50 ft silk rope <10 gp> contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2107 gp Gold Remaining: 393 gp Equipment Used: Total cost: gp Allies: Background: |
| Jindl12-06-04, 06:31 PM | ... |
| Snommelp12-06-04, 07:01 PM | Tara Brightblade NG Female Rogue 3 Medium Humanoid (Human) Gender:Female Race:Human 5'1" tall, 120 wt, 16 yrs old Brown hair; Brown eyes; Fair skin Speaks Common, Elven, Dwarven Abilities Str 12, +1 Dex 18, +4 Con 14, +2 Int 15, +2 Wis 10 Cha 8, -1 Hit Points 19 AC 19 (+4 dex, +4 armor, +1 Dodge), Touch 15, Flat 14 Init +4 (+4dex) BAB +2; Grap +3(+1 str) Speed 30 (base 30, light load 0/43/86/130, light armor) Weight Carried 42.1 Saves: Fort +3 (1 +2 con) Refl +7 (3 +4 dex) Will +1 (1 +0 wis) Attacks: +7 Melee, Masterwork Rapier 1d6+1, 18-20/x2 (one-handed) +4 Melee, Masterwork Silvered Dagger 1d4 +1, 19/20/x2 (light) +7 Ranged, Masterwork Shortbow 1d6, 20/x3 60'r Skills (66 Points Rogue): +10 Balance (6 ranks +4 dex) +6 Disable Device (6 rank +2 int) +10 Escape Artist (6 ranks +4 dex) +12 Hide (6 ranks +4 dex +2 Stealthy Feat) +6 Listen (6 ranks +0 wis) +12 Move Silently (6 ranks +4 dex +2 Stealthy Feat) +10 Open Lock (6 ranks +4 dex) +8 Search (6 ranks +2 int) +10 Sleight of Hand (6 ranks +4 dex) +6 Spot (6 ranks +0 wis) +10 Tumble (6 ranks +4 dex) Feats: - Dodge (Human) - Stealthy (Level 1) - Weapon Finesse: Rapier (Level 3) Human Traits: - 4 extra skill points level 1 - 1 extra skill point each level - 1 extra feat level 1 Rogue Abilities: - Sneak Attack +2d6 - Evasion - Trap Sense +1 Equipment: Free outfit (worn, 5 weight) Mithral Shirt (worn, 25 wt) 1,100 gp Weapons: Masterwork Rapier (Right Hip, 2wt) 320gp Masterwork Silvered Dagger (Left Hip, 1 wt) 322 gp Masterwork Shortbow (Left Shoulder, 2wt) 330gp Quiver (Right Shoulder, 2wt) 1gp Belt: - Thunderstone (1wt) 30gp - Tanglefoot Bag (4wt) 50gp - Potion of Invisibility (0.1wt) 300 gp Other Possessions: - 247 gp (will be donated to group fund) Background Tara grew up in what she believed was a normal household. Her mother and father ran a shop downstairs, with the help of Tara and her two brothers. Tara's father taught her some tricks, such as how to sneak up on her older brothers and how to pick locks. Tara found all of this normal. She never suspected anything was wrong with her family, until one day when she was hiding from her brothers (another trick her dad taught her) and saw her dear sweet father slit her mother's throat. Tara nearly screamed, but managed to stop. She waited until her father had left, then ran to the town guard and told them what she had seen. The guards arrived at her house just as her father was cleaning the mess, and had him arrested. It turns out he was an assassin responsible for several deaths of important politicians and diplomats. After that, Tara left and struck out on her own, trying to use the talents her father taught her without becoming like him. Appearance and Mannerisms Tara is the kind of person who will usually go along with what she is told to do. She is quiet most of the time, and sometimes people forget that she is there. She is happiest when she can use the skills her father taught her, because they bring back memories of happy times, before she learned the truth about her father. |
| Jindl12-06-04, 07:26 PM | @Snommelp - I like Tara just fine, although you are welcome to switch to halfling or elf. Please do add some background as well. This is not just the dry combat of the arena, these characters should have life in them. RP is strongly encouraged between the characters :D You are welcome to post more than one applicant, in case you want to create a bard also. Also, if its not too much trouble, could you edit your sheet design to better match the standard sheet? I'm really going to try to get players to use the default character sheet above. I'll add Tara Brightblade to the waiting list. Once I select the 5 beginning characters from all the applicants, I'll move them to the active list. -Jindl |
| Piuro12-06-04, 07:36 PM | Mind if Malsvir joins? He's actually not antisocial... unless you try and kill him. |
| Kaigan12-06-04, 08:32 PM | I'd be interested in joining. I'll post a character soon. It'll be an elven ranger. That should be handy. |
| T'Var12-06-04, 09:51 PM | Name:Eric Conway LG Male Paladin of Red Knight 2 / Fighter 1 Medium humanoid (Human) 6'0" tall, 220 lbs, Blond hair, blue eyes Abilities: STR: 14 +2 (6 pts) DEX: 16 +3 (10 pts) CON: 10 +0 (2 pts) INT: 10 +0 (2 pts) WIS: 14 +2 (6 pts) CHA: 16 +3 (10 pts) Hit Points: 21 (10 + 2x5.5) AC: 19 (+5 armor +1 shield +3 Dex), Touch 12, FF 17 Init: +3 (+3 Dex) BAB: +3; Grapple: +5 (+3 bab +2 str) Speed: 20 (Med armor) Capacity: 58/116/175 Weight Carried: 105 lbs (63 lbs in combat) Saves: Fort: +7 (+3 base +1 Con) [+3 Divine grace] Ref: +6 (+0 base +3 Dex) [+3 Divine grace] Will: +5 (+0 base +2 Wis) [+3 Divine grace] Combat: MW Long sword (one-handed): +5 (+3 two weapon style) Melee, 1d8+2, 19/20x2 [normal] MW Light Steel Shield Spikes(one-handed) +5(+3 two weapon style) Melee 1d4+2, 20x2 MW Mighty {Str 14} Composite Longbow (ranged): +6 Ranged, 1d8+2, 20x3, 110' range Skills: (15 pts Paladin = A, 3 pts Fighter = B) +9 Handle Animal (5 ranksA +1 rankB +3 Cha) +8 Diplomacy(5 ranksA +0.5 rankB +3 Chr) +6 Sense Motive (5 ranksA +0.5 rankB +2 Wis) Speak Language: Common, Under Common Feats: Lvl 1 Improved Shield Bash Human Two Weapon Fighting Ftr 1 Power Attack Lvl 3 Cleave Human Traits: Bonus feat: Two Weapon Fighting Bonus skill points: 4 + 1/lvl Paladin Abilities: Aura of Good (Ex): The power of a paladins aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands (Su):[6 points] Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnt have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Equipment: mw breastplate (30 lbs)<350 gp> heavy steel shield (6 lbs)<9 gp> mw shield spikes (5 lbs)<310 gp> mw long sword (4 lbs)<315 gp> mw mighty {Str 14} composite longbow (3 lbs)<600gp> 2x quivers containing 40 arrows (6 lbs)<2 gp> explorer's outfit <free> 2x potion: cure moderate wounds (2 lbs)<600 gp> everburning torch (1 lbs)<110 gp> 2x backpack (4 lbs)<2 gp> bedroll (5 lbs)<0.1 gp> rations for 10 days (10 lbs)<5 gp> 2x waterskin (8 lbs)<2 gp> flint and steel (0 lbs)<1 gp> 50 ft silk rope (5 lbs)<10 gp> 5x sunrods (5 lbs)<10 gp> contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2237 gp Gold Remaining: 163 gp Equipment Used: Total cost: gp Allies: Background: Born in Waterdeep, the City of Splendor, and raised in privilege Eric joined the church of Red Knight to escape the constant socialities and parties his parents would throw to flaunt their wealth. The church, whos god is currently being sponsored by Tempus taught him many nuances of war and filled him with the tactics he would need to one day save himself and his allies. Becoming a Paladin of his god, his armor and weapons instead of their normal sparkling polish were all stained a deep red in honor of the God he serves. His family does not approve of his lives course feeling he should instead return to luxury and forget the life of an adventurer, however once that life is in your blood it is hard to stem. Eric looks like your stereotypical Paladin, flowing blond hair down to his shoulders, green generous eyes and a half grin that can make the ladies swoon |
| Battousai200512-06-04, 10:14 PM | http://enworld.cyberstreet.com/hosted/Pozas/Pictures/Iconics/lidda.jpg Name: Rayalia "Bladewind" Highhill CG Halfling Rogue Female Small Humaniod (Halfling) 3'2" tall, 30 lbs, Black hair, Green eyes Abilities: STR: 12 +1 (6 pts) (-2 Racial) DEX: 18 +4 (10 pts) (+2 Racial) CON: 16 +3 (10 pts) INT: 12 +1 (4 pts) WIS: 12 +1 (4 pts) CHA: 10 +0 (2 pts) Hit Points: 22 (6+3+4+9=22) AC: 18 (+3 armor +4 Dex, +1 Size), Touch 15, FF 14 Init: +4 (+4 Dex) BAB: +2; Grapple: -1 (+2 bab -4 size) Speed: 20 (light armor) Capacity: 33/65/98 Weight Carried: 32.5 lbs Saves: Fort: +6 (+1 base +3 Con, +1luck, +1 resist) Ref: +7 (+3 base +2 Dex, +1 luck, +1 resist) Will: +4 (+1 base +1 Wis, +1luck, +1 resist) +2 Saves vs. Fear Combat: MW Short Sword (one-handed): +7 Melee, 1d4+1, 19/x2 Dagger (light): +6 Melee, 1d3+1, 19/x2 [melee] +7 10ft, 1d3+1, 19/x2 [thrown][+1 when within 30 ft] MW Mighty {Str 16} Composite Longbow (ranged): +6 Ranged, 1d4, 20x3, 70' range[+1 when within 30 ft] Skills: (54 pts Rouge) +6 Open Lock (6 Ranks +4Dex) +14 Hide (6 Rogue+4 Dex+4size) +6 Disable Device (6 Rogue +1 Cha) +9 Listen (6 Rogue+1 Wis+2racial) +12 Move Silently (6 Rogue+4 Dex,+2racial) +7 Spot (6 Rogue +1 Wis) +8 Search (6 Rogue+2 Int) +10 Tumble (6 Rogue+4 Dex) +8 Climb (6 Rogue+0Str+2 racial) Speak Language: Common, Halfling, Dwarven Feats: Lvl 1 - Point Blank Shot Lvl 3 - Weapon Finesse Halfling Traits: +2 Dexterity, 2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halflings +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. A multiclass halflings rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Rogue Abilities: Sneak attack +2d6 Evasion Trapfinding Trap Sense +1 Equipment: mw Studded Leather <175 gp> 10lbs mw Short Sword <310 gp> 1lbs mw composite shortbow <375 gp> 1.5lbs 2x quivers containing 40 arrows <2 gp> 1wt MW Buckler <165 gp> 2.5lbslbs 5 Daggers <20 gp> 2.5lbs Cloak of Resistance +1 <1000 gp> explorer's outfit <free> 2x potion: cure moderate wounds <600 gp> backpack <2 gp> 2 wt bedroll <0.1 gp> 5lbs rations for 10 days <5 gp> 1lbs waterskin <1 gp> 4lbs flint and steel <1 gp> neg Thieves Tools <30 gp> 1lbs contributed towards group fund <7 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2700 gp Gold Remaining: 0 gp Equipment Used: Total cost: gp Allies: Enemy to no one who would be her friend. Background: Most of the time, a halfling embraces her nomadic heritage with pride. Sometimes, a halfling can embrace it beyond the normal call. Rayalia was one such halfling. She was never content to be in one place for very long. Early in her life, she demonstrated an affinity for mischif; more than even her fellows. No lock was a bar to her. She excelled in breaking into a caravan and leaving small 'gifts' for her friends. As she grew older, so did her restlessness. Rayalia was deadly with a dagger. She often would enter throwing matches. She never lost. Her friends nicknamed her "Bladewind" because she could throw daggers with such deadly precision and speed it looked like she had thrown the wind itself. She left her caravan to seek her own fortune. Recently, she stumbled into a party. She is loyal to them, and believes she has at last found an adventure... |
| Caterane12-06-04, 10:25 PM | http://home.arcor.de/caterane/Other%20PCs/Sinisitas%20Haebron%202.jpg Sinisitas Haebron NG Male Cleric of Lathander Medium Humanoid (Human) 6'1" tall, 230 lbs, blonde hair, blue eyes Abilities: STR: 16 (+3) [10 pts] DEX: 10 (+0) [2 pts] CON: 14 (+2) [6 pts] INT: 10 (+0) [2 pts] WIS: 14 (+2) [6 pts] CHA: 16 (+3) [10 pts] Hit Points: 23/23 [8 +2x4.5 +6] AC: 18 (+6 armor, +2 shield), Touch 10, FF 18 Init: +0 (+0 dex) BAB: +2; Grapple: +5 (+2 bab +3 str) Speed: 20 (heavy armor) Capacity: 0-76 (light), 77-153 (medium), 154-230 (heavy) Weight Carried: 73 lb (body), 25 lb (backpack) Saves: For: +5 [+3 base +2 Con] Ref: +1 [+1 base +0 Dex] Will: +5 [+3 base +2 Wis] Combat: [Ma]Greatsword: +7 melee, 2d6+4 (19-20/x2) [+Divine might] [Ma]Morningstar: +6 melee, 1d8+3 (20/x3) [+Divine might] Light crossbow: +3 ranged, 1d8 (19-20/x2), 80' range Skills: 18 skills points total (18 cle) +5 Concentration [3 rnk +2 con] +9 Diplomacy [6 rnk +3 cha] +3 Intimidate [0 rnk +3 cha] -3 Jump [0 rnk +3 str -6 acp] +4 Heal [2 rnk +2 wis] -6 Hide [0 rnk +0 dex -6 acp] +6 Know (religion) [6 rnk +0 int] +2 Listen [0 rnk +2 wis] -6 Move Silently [0 rnk +0 dex -6 acp] +1 Spellcraft [1 rnk +0 int] +2 Spot [0 rnk +2 wis] Speak Language: Common Regular and Class feats: [H] Power Attack [D] Weapon focus (Greatsword) [1] Divine might [3] Extra turning Class Abilities: Turn undead (10/d): Turn check (1d20+2+Cha), Damage (2d6+3+Cha) [8 left] Spontaneous cure spells Domain: War (Weapon focus) Domain: Charm (+4 Cha, 1/d) Spells per day (4/4/3): [CL 3] 0: Detect magic, Light, Light, Detect poison 1: Magic weapon, Bless, Protection from evil, Doom 2: Calm emotion, Resist energy, Bulls strength Equipment: Body equipment: Weapon: [Ma]Morningstar (308) [6 lb] Weapon: [Ma] (cold iron) Greatsword (400) [8 lb] Weapon: Crossbow (35) [4 lb] Weapon: Case with 20 (steel) bolts (1) [2 lb] Weapon: Case with 10 (cold iron) bolts (2) [1 lb] Weapon: Case with 10 (silver) bolts (3) [1 lb] Weapon: (silver) Dagger (2) [1 lb] Armor: Banded mail (250) [35 lb] Armor: Heavy (wooden) shield (7) [10 lb] Misc: Backpack (2) [2 lb] Misc: Everburning (silver) Holy Symbol (135) [1 lb] [Sheds 20ft light] Misc: Knight's outfit (0) [- lb] Misc: Scroll belt-tube (1) Misc: Spell component pouch (5) [2 lb] Wand: Cure light wounds (750) [- lb] [31 charges] Backpack equipment: Misc: Bedroll (0.1) [5 lb] Misc: Flint & steel (1) Misc: Holy symbol, wooden (1) Misc: Knight's outfit (10) [5 lb] Misc: Soap and other washing utilities (1) [1 lb] Misc: Spell component pouches [3x] (15) [6 lb] Misc: Torches [5x] (0.05) [5 lb] Food: Trail rations [5 days] (2.5) [5 lb] Food: Waterskins [2x] (2) [8 lb] Scroll Container: Scroll: 1xRemove paralysis [3] (150) Scroll: 2xSilence [3] (300) Scroll: 2xBless [1] (50) Scroll: 1xComprehend languages [1] (25) Scroll: 1xMagic weapon [1] (25) Scroll: 1xShield of faith [1] (25) Expenditures: Total cost: 200 gp Group Fund: 200 gp Total Gold Earned: 2700 gp Total Gold Spent: 2677.65 gp Gold Remaining: 22.35 gp http://home.arcor.de/caterane/Other%20PCs/Sinisitas%20Haebron%201.jpgBackground: In all the Realms there's perhaps no organization that promotes training and improvement of one's abilities like the Church of Lathander. From the early age on children are being trained in all kind of things ranging from physical strengthening, education in various important topics, diplomacy, up to learning to make one's own decisions. And if this child has rich parents, all the better. Sinisitas Haebron is one of these lucky children. Born into a Cormyrean Noble House he had been signed in at the Suzailian Halls of Morning led by High Morninglord Alansyn Ambrilar who soon realized the great potential that slumbered within the child. However, times in Cormyr weren't always peaceful and with a goblin invasion led by evil Gazneths, a red dragon roaming the landscape, and intrigues from rival noble houses who'd love to dispose of a noble's son, Sinisitas' parents decided that it wasn't save enough for him to stay in the Forest kingdom, so they secretly moved him to Morningdawn Hall in Shadowdale. Munro Casimar - a former Cormyrean himself - continued what Alansyn began. 15 years later. Fully equiped with both the power of faith and melee prowess Dawngreeter Sinisitas is send on his first mission. According to local rumors there are strange things going on in the region, and perhaps he might even find the ones responsible for his parent's demise. Appearance and personality: Sinisitas Haebron is a friendly and polite young man, sometimes with a piercing gaze that lends warmth to goodly folk, and makes those nervous that have something to hide. Despite his young age he radiates an aura of respect and confidence, always encouraging his friends to move on. Add his skill in diplomacy, and you have someone who may become a great leader one day. He is dressed in a knightly outfit with a shining armor and a white coat of arms displaying the rosι disc of Lathander. If not on adventures he dresses in a thick white robe held together with a goldcord at the waist, and the Morninglord's Holy Symbol sewed on the back. |
| MysticMonk200512-06-04, 10:28 PM | I'm interested. I'll post a human or dwarf Fighter when I have time. |
| Kaigan12-06-04, 10:38 PM | http://exhibition.dragonsworn.com/ellerton/8.jpg Name: Coralias Tahlron CG Female Ranger 3 Medium Humanoid (Elf) 128 yrs, 5'0" tall, 97 lbs, Blond hair, Hazelnut eyes, Pale Skin Abilities: STR: 10 +0 (2 pts) DEX: 20 +5 (16 pts) (+2 racial) CON: 12 +1 (6 pts) (-2 racial) INT: 14 +2 (6 pts) WIS: 14 +2 (6 pts) CHA: 8 -1 (0 pts) Hit Points: 20 (8 + 2x4.5 + 3Con) AC: 19 (+3 armor +5 Dex, +1 buckler), Touch 15, FF 14 Init: +5 (+5 Dex) BAB: +3; Grapple: +3 (+3 bab +0 str) Speed: 30 (light armor) Capacity: 33/34-66/67-100 Weight Carried: 63.4 lbs Medium Load Saves: Fort: +5 (+3 base +1 Con, +1 Cloak) Ref: +9 (+3 base +5 Dex, +1 Cloak) Will: +4 (+1 base +2 Wis, +1 Cloak) +2 vs. sleep enchantments and spells Combat: MW Silver Longsword: +3 Melee, 1d8-1, 19-20/x2 Cold Iron Scimitar: +3 Melee, 1d6, 18-20/x2 Light Mace: +3 Melee, 1d6, 20/x2 MW Composite Longbow (ranged): +10 Ranged, 1d8, 20x3, 110' range +8/+8 Ranged (Rapid Shot), 1d8/1d8, 20/x3, 110' range Skills: (Ranger: 6 + 2 int = 8) 48 +5 Handle Animal (6 ranks, -1 Cha) +11 Hide (6 ranks, +5 Dex) +8 Knowledge: Geography (6 ranks, +2 Int) +10 Listen (6 ranks +2 Wis, +2 racial) +11 Move Silently (6 ranks, +5 Dex) +10 Search (6 ranks, +2 Int, +2 racial) +10 Spot (6 ranks, +2 Wis, +2 racial) +8 Survival (6 ranks, +2 Wis) [+2 Search Synergy when following/looking for tracks] Speak Language: Common, Elven, Draconic, Sylvan Feats: Lvl 1 - Weapon Focus: Comp. Longbow Ranger 1 - Track Ranger 2 - Rapid Shot Lvl 3 - Point Blank Shot Ranger 3 - Endurance Elven Traits: +2 Dexterity, 2 Constitution. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks Ranger Abilities: Track (1st) Favored enemy: Magical Beasts (+2 to bluff, Listen, Sense Motive, Spot, and Survival, and damage) Wild Empathy: 1d20 +2, +2 Handle Animal Synergy Combat Mastery: Archery: Point Blank Shot Endurance (3rd) Equipment: -Mw comp. Longbow <280 gp> [3 lb] *Crafted by Nihilucien -Mw Silver Longsword <405 gp> [4 lb] -Mw Studded Leather Armor <175 gp> [20 lb] -Mw Buckler <155 gp> [5 lb] -Cold Iron Scimitar <30 gp> [4 lb] -Light Mace <5 gp> [4 lb] -Cloak of Resistance +1 <700 gp> [- lb] *Crafted by Indreju -1x quiver containing 20 arrows <1 gp> [3 lb] -1x quiver containing 20 Cold Iron Arrows <2 gp> [3 lb] -1x quiver containing 20 Silver Arrows <29 gp> [3 lb] *Crafted by Nihilucien -Forest Green Outfit <free> [- lb] -Everburning torch <110 gp> [1 lb] -Backpack <2 gp> [2 lb] -Bedroll <0.1 gp> [5 lb] -Rations for 4 days <2 gp> [4 lb] -Waterskin <1 gp> [4 lb] -Flint and steel <1 gp> [- lb] -5 pearls of identify <500 gp> [-lb] Contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2609.1 gp Gold Remaining: 90.9 gp Equipment Used: Total cost: gp Allies: Background: Coralias is a wanderer. Unlike her kin, she had no affinity for the arcane arts. Instead she had a calling to the wilderness. Although she is somewhat of a loner, she befriends many of her comrades in his quests. She has wandered the world since she was of age. Being a little quicker and more agile than her, she soon developed the ability to shoot two arrows, almost simultaneously, with the same precision. Her wanderings have taught her much of the natural world, however she wishes to learn more. |
| scaryfroman12-06-04, 11:22 PM | Devin here would easily make a good "face" for the party, with his impressive good looks and speaking ability. Name: Devin Harrison NG Male Bard 3 Medium Humanoid (Gnome) 3'1" tall, 78 lbs, brown hair, blue eyes Abilities: STR: 10 +0 (2 pts) DEX: 12 +1 (4 pts) CON: 12 +1 (2 pts) INT: 16 +3 (10 pts) WIS: 10 +0 (2 pts) CHA: 18 +4 (16 pts) Hit Points: 16 (7 + 3x3.5 + 3) AC: 16 (+4 armor +1 Dex, +1 Size), Touch 12, FF 15 Init: +1 (+1 Dex) BAB: +2; Grapple: +-3 (+2 bab -1 str -4 size) [+2 rage] Speed: 20 (light armor) Capacity: 17.3/xxx/xxx Weight Carried: 16.3 lbs Saves: Fort: +2 (+1 base +1 Con) Ref: +4 (+3 base +1 Dex) Will: +3 (+3 base +0 Wis) Combat: MW Whip: +3 Melee, 1d2-1, 15' reach, +9 Melee, Disarm, no AoO MW Dagger: +3 Melee, 1d3-1, 19-20/x2 +4 Ranged, 1d3-1, 10'19-20/x2 MW Light Crossbow +4 Ranged, 1d6, 80', 19-20/x2 Skills: (54 ranks Bard=A) +6 Balance (5 ranks A +1 Dex) +10 Bluff (6 ranksA +4Cha) +5 Climb (6 ranksA -1 Str) +12 Diplomacy (6 ranksA +4Cha +2 Synergy) +11 HIde (6 ranksA +1 Dex +4 Size) +7 Move Silently (6 Ranks A +1 Dex) +12 Perform (fife) (6 ranksA +4 Cha, +2 item) +6 Search (6cc ranksA +3 Int) +7 Tumble (6 ranksA +1 Dex) Speak Language: Common, Goblin, Gnome, Draconic, Orc, Terran (1 rankA +3Int) Feats: Lvl 1 - Combat Expertise Lvl 3 - Improved Disarm Gnome Traits: +2 Con, -2 Str Speed 20 Low-Light Vision Spell-Like Abilities: Speak with animals, dancing Lights, ghost sound, prestidigitation, all usable 1/day +2 Save vs. Illusion +1 DC on Illusion Spells +1 Attack vs. Kobolds and Goblins +2 Listen, Craft (alchemy) +4 dodge bonus vs. Giants Favored Class: Bard Bard Abilities: Bardic Knowledge (1d20+6) Bardic Music 3/day -Countersong -Fascinate -Inspire Courage +1 -nspire Confidence Spellcasting Equipment: Mithril chain shirt <1100 gp> mw whip <301 gp> mw dagger <302 gp> explorer's outfit <free> 6x potion: cure light wounds <300 gp> everburning torch <110 gp> mw Fife <100 gp> backpack <2 gp> bedroll <0.1 gp> rations for 10 days <5 gp> waterskin <2 gp> flint and steel <1 gp> Spells per day (3/2) Spells known (6/3):DC 14 +Spell Level +1 Illusion 0: Detect Magic, Mending, Lullaby, Flare, Open/Close, Mage Hand 1: Disguise Self, Silent Image, Sleep Total Gold Earned: 2700 gp Total Gold Spent: 2233.1 gp Gold Remaining: 446.9 Equipment Used: Total cost: gp Allies: Background: Devin was born in a small fishing hamlet, but had wanderlust, and soon left. He joined a traveling band of entertainers and learned to do acrobatic tricks and play the fife. He never returned home, and now wanders from town to town making money and new friends. Devin is very lighthearted, and will often travel playing his fife. He dislikes combat, preferring to talk his way out of things. If he does get in trouble, though, he relies on his trusty whip to get him through things. |
| Snommelp12-06-04, 11:32 PM | Am making a Gnome Bard. Will post stats later. Phooey, I was making a gnome bard! It's a shame to leave this character half finished... I suppose I'll post him anyways, and we'll see how alike the two end up being. |
| Kaigan12-07-04, 12:06 AM | @Bat... just curious cuz your base speed is 40, shouldn't it be 20? |
| Snommelp12-07-04, 12:41 AM | Dimble Garret Ulfgar Imsh Ivellios Beren NG Male Bard Small Humanoid (Gnome) 4'1" tall, 50 lbs, blonde hair, blue eyes[/COLOR] Abilities: STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 17 (+3) Hit Points: 19 [6+3.5x2+6] AC: 18 (+4 armor, +1 shield, +1 Size, +2 Dex), Touch 13, FF 16 Init: +2 (+2 dex) BAB: +2; Grapple: -2 (+2 bab -4 size) Speed: 20 (size) Capacity: 0-25 (light), 26-50 (medium), 51-75 (heavy) Weight Carried: 18.3 lbs Saves: For: +4 [+0 base +2 Con+2 Feat] Ref: +4 [+2 base +2 Dex] Will: +3 [+2 base +1 Wis] Combat: MW Rapier +5 Melee, 1d4 (18-20/x2) MW Light Mace +3 Melee, 1d4 (x2) MW Light Crossbow: +5 ranged, 1d6 (19-20/x2), 80' range {Masterwork Bolts} Skills: (42 bard) Bluff +9 (6 ranks +3 Cha) Concentration +8 (6 ranks +2 Con) Decipher Script +7 (6 ranks +1 Int) Hide +12 (6 ranks +2 Dex +4 Size) Listen +9 (6 ranks +1 Wis +2 Racial) Move Silently +8 (6 ranks + 2 Dex) Perform (Sing) +9 (6 ranks +3 Cha) Feats: Great Fortitude (Level 1) Weapon Finesse: Rapier (Level 3) Gnome Traits +2 Con, -2 Str Speed 20 Low-Light Vision Spell-Like Abilities: Speak with animals, dancing Lights, ghost sound, prestidigitation, all usable 1/day +2 Save vs. Illusion +1 DC on Illusion Spells +1 Attack vs. Kobolds and Goblins +2 Listen, Craft (alchemy) +4 dodge bonus vs. Giants Favored Class: Bard Class Abilities: Bardic Knowledge Bardic Music 3x/day - Countersong, Fascinate, Inspire Courage, Inspire Competence Spells per day (3/2) Spell Save DCs: 13+ Spell Level Spells known (6/3): 0: Detect Magic, Light, Lullaby, Flare, Message, Mage Hand 1: Sumon Monster I, Ventriloquism, Sleep Equipment: Mithral Shirt 1100 gp MW Rapier 320 gp MW Crossbow 335 gp MW Mace 305 gp MW Bolts (30) 210 gp Shield, Light Wood 3 gp Backpack 2 gp Potion, Barkskin +2 300 gp Potion, Sanctuary (2x) 100 gp Alchemist's Fire 20 gp Whetstone 2 cp Total Gold Earned: 2700 gp Total Gold Spent: 2697 gp, 2 cp Gold Remaining: 2 gp, 9 sp, 8 cp Background: Dimble was born and raised in a small Gnomish town off of a trade road. His father was a great Alchemist, and provided the town with many potions of many varying purposes. Dimble was never content to stay at home, though, and when he came of age he left the town to see the wide world. He made a generous amount of money singing, and spent some time with an adventuring group. He visited his old home once or twice during his travels, but never really felt at home there, and did not stay long. Appearance and personality: Dimble is short and proud of it. He is not afraid to show off, and will sometimes even use his magic at the end of the day to lighten the mood. In a dungeon situation, however, Dimble becomes very serious and rogue-like. Dimble likes to lead, but realizes that other people like to lead as well, and will take a back seat to overzealous party members. |
| Dalton Onestone12-07-04, 02:47 AM | I'll take the Wizard slot, if you'll have me. CG Elf Conjurer 3 -- prohibited schools being Enchantment (no Sleep -- Waah!!) and Necromancy. His main motivations are challenge, greed, and the fun of being on a team (he's a misfit back in arboreal elf-land, but not in a melodramatic way). He'll probably bring a pile of scrolls, but ask to be repaid out of the loot for the ones that are really support. Being a conjurer in a trap-heavy environment entails a certain callousness towards animals, but so be it. :) |
| Sindorin12-07-04, 02:52 AM | I'm on the next page, yo |
| Beldin12-07-04, 03:39 AM | Name: Indreju A-Genay'asu "What do you want to know?" LN male Wizard 3 Medium Humanoid (Grey Elf) 141 yrs, 5'2" tall, 92 lbs, Blond hair, green eyes, Pale Skin Abilities: STR: 08 -1 (2 pts) DEX: 16 +3 (6 pts) CON: 14 +2 (10 pts) INT: 20 +5 (16 pts) WIS: 10 +0 (2 pts) CHA: 08 -1 (0 pts) Hit Points: 15 (4 + 2x2.5 +6) AC: 13 (+3 Dex), Touch 13, FF 10 [+4 mage armor] Init: +3 (+3 Dex, +4 feat) BAB: +1; Grapple: +0 (+1 bab -1 str) Speed: 30 (no armor) Capacity: 26/53/80 Weight Carried: xxx lbs Saves: Fort: +3 (+1 base +2 Con) Ref: +4 (+1 base +3 Dex) Will: +3 (+3 base +0 Wis) +2 vs. sleep enchantments and spells Combat: Dagger: +0 Melee, 1d4-1, 19-20/x2 Longbow (ranged): +4 Ranged, 1d8-1, 20x3, 110' range Skills: (Wizard: 6 + 2 int = 8) 48 +12 Knowledge Arcana (7 ranksA +5 Int) +12 Knowledge Dungeoniering (7 ranksA +5 Int) +6 Knowledge History (1 ranksA +5 Int) +6 Knowledge Nature (1 ranksA +5 Int) +6 Knowledge the Planes (1 ranksA +5 Int) +10 Decipher Script (5 ranksA +5 Int) +14 Spellcraft (7 ranksA +5 Int +2 Synergy) +9 Concentration (7 ranksA +2 Con) +3 Balance (+3 Dex) +3 Hide (+3 Dex) +2 Search (+0 Wis +2 Elf) -1 Jump (-1 Str) +6 Listen (2/2 ranksA +0 Wis +2Elf, +2Alertness) +3 Move Silently (+3 Dex) +9 Spot (4/2 ranksA +0 Wis +2Elf +2Alertness +3Owl) +2 Survival (0 Wis +2 Synergy) Speak Language: Common, Elf, Draconic, Goblin, Undercommon, Ork Feats: familiae: allertness Lvl 1 Spell Focus Enchantment Lvl 3 Craft Woundrous Items Wizard 1 Scribe Scroll Elven Traits: +2 Dexterity, +2 Intelligence, 2 Constitution, -2 Stregth. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks Wizard Abilities: Bonus feat: Scribe Scroll Spells Known: (4l5l3) Owl familiar Spellbook : Level 0 - All Allowed Level 1 - Mage Armor, Identify, Detect Secret Doors, Sleep, Magic Missle, Enlarge Person, Color Spray, Alarm, comprehend languages Level 2 - Glitterdust, Hideous Laughter, False Life, See Invisibility, rope trick, Web, Acid Arrow, Spider Climb Prepared Spells (4/4/2): Level 0 DC 15/16: dancing lights, Daze, Read Magic, Detect Magic Level 1 DC 16/17: sleep*2, Enlarge Person, Mage Armor Level 2 DC 17/18: Glitterdust, Hideous Laughter Equipment: Longbow <37,5 gp> [3 lb] Sholars Outfit <free> [- lb] Signet ring (continual Flame) <115 gp> Belt: Wand of Magic Missle cl1 <750 gp> spell component pouch <5gp> Dagger <2 gp> [1 lb] 2x quivers containing 40 arrows <2 gp> [6 lb] Backpack <2 gp> bell bedroll <0.1 gp> small mirror <10 gp> comb, towel, cleanig utilities <0,3 gp> ink <8 gp> inkpen <0.1gp> Diary <5 gp> Sealing Wax <1 gp> rations for 10 days <5 gp> 2x waterskin <2 gp> flint and steel <1 gp> 50 ft silk rope <10 gp> Material scrolls Scroll Case: (*= self scribed) identify <117,5 gp>* contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2700 gp Gold Remaining:0,0 gp Equipment Used: Total cost: gp scrolls bought and scribed: Web, Rope Trick, False Life, See Invisibility; 350 each scribed: scorching ray (scroll from Nihilucien) <200gp> spider climb (scroll from Nihilucien; gold from Group) <200gp> Acid Arrow (scroll from Nihilucien; gold from Group) <200gp> Allies: Familiar (100gp): Aditu Owl - Tiny Animal HP: 7 (3HD) Speed: 10 ft; fly 40ft (avg) AC: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 14 Base Attk/Grp: +1/-9 Attk: Talons +6 melee (1d4-3) S Qual: Low Light Vision, improved evasion, share spells, empathic link Saves: Fort +2, Ref +5, Will +5 Stats: Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6 (+8 in shade) Feats: Weapon Finesse, flyby attack Background: Indreju has lived in Genai'asu, an elven place of learning and of magic. His Teachers realised that he was very intelligent but did not have the wisdom to wield the magical power he would soon reach wisely for the good of the people. So he was sent away to make his own live and learn to love the world - Things you can only learn from your own experience. he is a little bit reserved and dispises killing. He is not really mercyfull, Indreju just doesn't want to use brutal force and get his hands dirty while doing that 1st day: I had to leave Genay'asu. They said I know so much and have learned yet nothing. They forced me to leave my books. The library. To see the world with my own eyes. All my life I spent there, learning and enjoing my life; discussing with friends and teachers... Now that is gone. "Go to the Humans and learn from them." <sigh> What could an Elf learn from those... "Make your own experiences. See the world with your own eyes!" It has been raining all day... Will stay behind and disable opponents. |
| Piuro12-07-04, 05:30 AM | http://cff.ssw.net/merchandise/dvd-r2-05-card-l.jpg Ignore the Halo Name: Fenir CG Female Sorcerer/3 Medium Humanoid (Human) 53" tall, 108 lbs, dark hair, blue eyes Abilities: STR: 12 +1 (4) DEX: 14 +2 (6) CON: 14 +2 (6) INT: 14 +2 (6) WIS: 12 +1 (4) CHA: 16 +3 (10) Hit Points: 15 (6 + [2.5+2]2) AC: 14 (+2 Dex), Touch 14, FF 10 Init: +2 (+2 Dex) BAB: +1; Grapple: +2 (+1 bab +1 str) Speed: 30 Capacity: 43/86/103 Weight Carried: 18 lbs Saves: Fort: +2 (+0 base +2 Con) Ref: +2 (+0 base +2 Dex) Will: +3 (+2 base +1 Wis) Combat: Dagger: +2 Melee, 1d4+1, 19-20/x2 +3 Ranged, 1d4+1, 19-20/x2 Longsword, Masterwork +3 Melee 1d8+1 19-20/x2 Skills: (20+5+5) +8 Concentration (6 ranks +2 Con) +8 Spellcraft (6 ranks +2 Int) +6 Tumble (3 ranks + 3 Dex) +6 Move Silently (3 ranks + 3 Dex) +3 Speak Language (3 ranks) +1 Listen (1 Wis) +1 Spot (1 Wis) Speak Language: Common, Undercommon, Draconic, Goblin, Infernal, Abyssal Feats: Lvl 1 - Spell Focus Human Combat Casting Lvl 3 Martial weapon proficiency: Longsword Human Traits: Bonus feat: Combat Casting Bonus skill points: 4 + 1/lvl Equipment: MW Longsword 315gp 5lb Dagger x3 6gp 3lb Sling 0gp -lb Sling bullets 1sp 5lb Handy Haversack 2000gp 5lb [i]Bedroll 1sp 5lb Caltrops 1gp 2lb Case, map or scroll x3 3gp 1.5lb Lantern, Bullseye 12gp 3lb Mirror, Small Steel 10gp .5lb Pouch, Belt x3 3gp 1.5lb Rations, Trail x5 2.5gp 5lb Signal Whistle 8sp lb Sewing Needle x5 2.5gp lb Soap 2gp 4lb Universal Solvent 50gp lb Total Gold Earned: 2700 Total Gold Spent: 2422 Gold Remaining: 272 Party Funds: 250 Equipment Used: Total cost: -gp Allies: Aheans, the Greyhawk assassins guild, the Greater Duchy Adventurers guild, Worshippers of Xan Yae Background: Prologue: A child of the Aheans On a bright night in the Cairn Hills, a young woman sat crouched over a small cairn. She glanced left and right, and proceeded to remove the seal. Her name was Fenir Ahea, one of the mysterious humans of the Ahea clan, born with vestigial wings. Though to some what she was doing might look like grave robbing, few know the actual story. Fenir was born not 21 years ago, and she was instantly fascinated by the adventurers that frequented Leukish. She would watch them come and go, and what they seemed to do best. Of all who came and went, none fascinated her as much as a young Ahean woman who seemed to do the best she could to help people at all times, and had even stopped to talk to young Fenir several times. Fenir saw the woman grow to great strength as she grew older, and Fenir would stand on the sidelines and train with her sword that the Ahean woman had given her. She eventually managed to build up the courage to go into the adventurers guild when she was 15 years of age. The guilds folk laughed at her, and told her to come back when she had some talent. Of all the people; one remained silent. The Ahean woman walked up to young Fenir, with a scroll in her hands and vestigial wings flaring. The room fell silent. The woman stood tall and stared Fenir in the eyes. Are you sure? Fenir grabbed her swords hilt, nodded, and bowed. Again, the woman spoke; Your first task is twofold, that sword isnt what will get you far in life, its up here. She said poking Fenir on the forehead. Now go, and dont make me look like an idiot. Fenir ran home as fast as she could and gathered up all of her money. She looked at her sword which was more of a plaything than anything else. She decided against buying a new sword, and instead, she took her savings and went to by something to help her in case she was injured. Outside the potion shop stood the woman who had stood up for Fenir. Fenir blushed. Sorry I didnt get a chance to thank you earlier The woman looked more relaxed. Dont thank me; just make sure I dont look like an idiot for trusting you. And I'm impressed; most people would have gone straight to the weapon shop, considering that sword. Here she said, holding out a hand Pass me the sword. Fenir complied. The sword had an odd aura about it, and in a flash the blade sharpened, and it became new again. She passed the sword back to Fenir. My name is Faere the woman said. Fenir bowed and told Faere her name. The woman looked sternly at Fenir again; I told you your mission was twofold. So far you are doing well. Fenir looked taken aback. But I havent even looked at the scroll yet! she whimpered. Youre first task was to not do anything stupid. And by prioritizing your life over your sword, youve shown that. Fenir blushed, and then took out the scroll. Whats this? Fenir asked, looking at the scribbled map. This is your first assignment. We need some information on a criminal whos been rumored to have been staying in the Cairns to the west. All we want is you to catch a glimpse of him, and then run back as fast as you can. Faere said with a confident look. Its about 20 miles to the west, it shouldnt be too hard to find the Cairns. Finding the one you seek will be another matter. How will I know who it is I seek? Was all Fenir could manage to say. A glare like had never been seen emanated from the eyes of mortals caught her off guard. You will know. And at that, she left. Fenir bought the potion, and a length of cloth. With the cloth she bound her wings to her back, like many Aheans, and set forth to the cairn hills, which would forever change her. Chapter 1: The Madman To be continued Spoiler In case you coldnt guess by the chapter title, this does involve Malsvir. All material and names are © their creators. And if anyone cares, you can expet to see Fenir around the CoCo soon. |
| Ayatoshi12-07-04, 08:08 AM | Almost Done http://home.tampabay.rr.com/wlswendy/eldynn-draw2.jpg Name: CG Male Wilder 1 / Fighter 1 Medium Humanoid (Teifling) 5'4" tall, 125 lbs, brown hair, red eyes Abilities: STR: 16 +3 (10 pts) DEX: 18 +4 (10 pts) (+2 racial) CON: 15 +2 (8 pts) INT: 12 +1 (2 pts) (+2 racial) WIS: 8 -1 (0 pts) CHA: 12 +1 (6 pts) (-2racial) Hit Points: 15 (6 + 1x5.5 + 4) AC: 29 (+4 armor +1 sheild +4 Dex), Touch 14, FF 15 Init: +4 (+4 Dex) BAB: +2; Grapple: +5 (+2 bab +3 str) Speed: 30 (light armor) Capacity: xxx/xxx/xxx Weight Carried: xxx lbs Saves: Fort: +5 (+3 base +2 Con) Ref: +4 (+0 base +4 Dex) Will: -1 (+0 base -1 Wis) Combat: Syphon (two-handed): +6 Melee, 2d4+4, 20/x2 [15' reach, or melee] Mighty {Str 17} Composite Longbow (ranged): +6 Ranged, 1d8+3, 20x3, 110' range Skills: (21 pts Wilder = A, 3 pts Fighter = B) +6 Climb (5 ranksA +1 Cha) +3 Hide (+4 Dex -1 acp) +4 Intimidate (5 ranksA -1 Cha) +6 Jump (5 ranksA +3 Str -1 acp) -1 Listen (-1 wis) +3 Move Silently (+4 Dex -1 acp) -1 Spot (-1wis) Speak Language: Common, Infernal, Draconic Feats: Level 1 - Psionic Talent Fighter 1 - Exotic Weapon Pro (Chain, Spiked) Wilder Abilities: Wild surge +1 Psychic Enervation Fighter Abilities: Bonus Feat Equipment: mw chain shirt <100 gp> mw buckler <15 gp> mw deep crystal spiked chain <1325 gp> mw mighty {Str 16} composite longbow <400 gp> 2x quivers containing 40 arrows <2 gp> explorer's outfit <free> 4x potion: cure light wounds <200 gp> backpack <2 gp> bedroll <0.1 gp> rations for 10 days <5 gp> 2x waterskin <2 gp> flint and steel <1 gp> contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: gp Gold Remaining: 447gp Equipment Used: Total cost: gp Allies: Background: |
| Einzelgaenger12-07-04, 09:48 AM | Name: Keldar Lightblade LG Male Paladin 2 Medium Outsider (Aasimar) (ECL +1) 6'3" tall, 190 lbs, silver hair, green eyes Abilities: STR: 14 +2 (6 pts) DEX: 12 +1 (4 pts) CON: 14 +2 (6 pts) INT: 14 +2 (6 pts) WIS: 14 +2 (4 pts) [+2 racial] CHA: 18 +4 (10 pts) [+2 racial] Hit Points: 19 (10 + 1x5.5 + 4) AC: 19 (+6 armor +2 shield +1 Dex), Touch 11, FF 17 Init: +1 (+1 Dex) BAB: +2; Grapple: +4 (+2 bab +2 str) Speed: 20 (med armor/encumberance) Capacity: 58/116/175 Weight Carried: 120 lbs Saves: Fort: +9 (+3 base +2 Con +4 Cha) Ref: +5 (+0 base +1 Dex +4 Cha) Will: +6 (+0 base +2 Wis +4 Cha) Combat: MW Longsword (one-handed): +6 Melee, 1d8+2, 19/x2 [normal] +10 Melee, 1d8+4, 19/x2 [smiting] Warhammer (one-handed): +4 Melee, 1d8+2, 20/x3 [normal] +8 Melee, 1d8+4, 20/x3 [smiting] short sword (light) +4 Melee, 1d6+1, 19/x2 [normal] +8 Melee, 1d6+3, 19/x2 [smiting] light mace (light) +4 Melee, 1d6+1, 20/x2 [normal] +8 Melee, 1d6+3, 20/x2 [smiting] Armor Spikes (light + grapple): +4 Melee, 1d6+1, 20/x2 [normal] Shield Spikes (one-handed): +4 Melee, 1d6+2, 20/x2 [normal] MW Mighty {+2} Composite Longbow (ranged): +4 Ranged, 1d8+2, 20x3, 110' range Skills: (20 points Paladin = A) *=class -5 Balance (0 ranksA +1 Dex -6 acp) -4 Climb (0 ranksA +2 Str -6 acp) +7 Concentration (5 ranksA +2 Con)* +13 Diplomacy (5 ranksA +4 Cha +4 syn)* +4 Handle Animal (0 ranksA +4 Cha) +2 Heal (0 ranksA +2 Wis)* -5 Hide (+1 Dex -6 acp) +4 Intimidate (0 ranksA +4 Cha) -4 Jump (0 ranksA +2 Str -6 acp) +7 Knowledge (Nobility & Royalty) (5 ranksA +2 Int)* +2 Knowledge (Religion) (0 ranksA +2 Int)* (unusable) +4 Listen (0 ranksA +2 Wis +2 racial) -5 Move Silently (+1 Dex -6 acp) +1 Ride (0 ranksA +1 Dex)* +7 Sense Motive (5 ranksA +2 Wis)* +4 Spot (0 ranksA +2 Wis +2 racial) +2 Survival (0 ranksA +2 Wis) -4 Swim (0 ranksA +2 Str -6 acp) Speak Language: Common, Celestial, Draconic, Elven Feats: Lvl 1 - weapon focus (longsword) Aasimar Traits: +2 Wisdom, +2 Charisma. Medium size. An aasimars base land speed is 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks. Racial Feats: An aasimar gains feats according to its class levels. Special Attacks (see above): Daylight. Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5. Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Paladin. Level adjustment +1 Paladin Abilities: Aura of Good (Ex): The power of a paladins aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Smite Evil 1/day Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands 8 hp/day Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnt have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. Equipment: mw banded mail <400 gp> (35 lbs) armor spikes <50 gp> (10 lbs) mw shield, hvy steel <170 gp> (15 lbs) shield spikes <10 gp> (5 lbs) mw longsword <315 gp> (4 lbs) silver longsword <105 gp> (4 lbs) cold iron longsword <30 gp> (4 lbs) warhammer <12 gp> (5 lbs) short sword <10 gp> (2 lbs) cold iron shortsword <20 gp> (2 lbs) silver shortsword <30 gp> (2 lbs) light mace <5 gp> (4 lbs) mw mighty {+2} composite longbow <300 gp> (3 lbs) (crafted by Beldin) 2x quivers containing 40 arrows <1 gp> (4 lbs) (ditto) explorer's outfit <free> wand: cure light wounds <750 gp> 5x torch <.05 gp> (5 lb) backpack <2 gp> (2 lbs) bedroll <0.1 gp> (5 lbs) rations for 10 days <5 gp> (10 lbs) 2x waterskin <2 gp> (8 lbs) flint and steel <1 gp> whetstone <.02 gp> (1 lb) 50 ft silk rope <10 gp> (5 lbs) wooden holy symbol <1 gp> 2x Belt Pouch <2 gp> (1 lb) contributed towards group fund <400 gp> Total Weight: 136 lbs Total Gold Earned: 2700 gp Total Gold Spent: 2331.17 gp Gold Remaining: 68.83 gp Equipment Used: Total cost: gp Allies: Renald Blendan, Paladins, Good Temples Background: Keldar was always a champion of justice, even from an early age. It is only natural, with his racial tendencies, and strong sense of justice and vengeance, that he became a paladin, bent on protecting the weak and ridding the world of evil. During his childhood, Lightblade was always the one who would stand up to the playground tyrrany of bullies. Though not always quite as strong as them, he had a presence that almost always stopped a fight before it started. At age 12, returning home from town, Keldar found his parents murdered. From that day forth, he swore he would find and slay the murderers of his parents. He returned to town to eke out a living doing messenger work and the like. Soon after, he was discovered and approached by a paladin in search of a page, by the name of Renald Blendan. Seeing the drive and passion in the young Keldar, Renald immediately offered to teach him the arts of war to assist Lightblade in his quest for justice. Naturally, Keldar accepted. For 6 long years, Lightblade studied under the tutelage of Blendan the arts of war and the paladin. He honed his combat capabilities and their use against the powers of evil. At age 18, Keldar successfully became a full-fledged paladin, and was released from service to go and right wrongs himself. For two years now, Lightblade has scoured the countryside, doing just that. He still has little in the way of information concerning his parents murder, but he continues to search, vowing to find and kill those who wronged him, or die trying. Appearance and personality: You see a tall, handsome man in front of you. He radiates a presence of calm and command. He is wearing heavy banded mail, and is armed with a sword and shield, along with a number of other weapons. Though still saddened and angered by his loss, Keldar does not let his grief affect others. He usually is a calm and reassuring presence. He appears confident no matter the odds. "I smolder with generic rage." |
| Huan12-07-04, 10:45 AM | Chichiri Logart LG Male Fighter1/Monk 2 Medium Humanoid (Wood Elf) 58" tall, 180 lbs, Blonde hair, Green eyes, Fair skin Languages: Common, Elven Abilities: STR: 18 +4 (10 pt +2 race) DEX: 18 +4 (10 pts + 2 race) CON: 12 +1 (6 pts -2 race) INT: 10 +0 (4 pts - 2 race) WIS: 14 +2 (6 pts) CHA: 08 -1 (0 pts) Hit Points: 22 (10 Fighter + 2x4.5 Monk + 3x1 Con) AC: 16 (+4 Dex +2 Wis), Touch 16, FF 12 [+4 Mage Armor + 1 Dodge] Init: +8 (+4 Dex + 4 feat) BAB: +2; Grapple: +6 (+2 bab + 4 Str) Speed: 30 (no armor) Capacity: 100/200/300 Weight Carried: 52.5 lbs Saves: Fort: +6 (+5 base +1 Con) Ref: +7 (+3 base +4 Dex) Will: +5 (+3 base +2 Wis) [+2 vs Enchantments] [Immune to sleep] Combat: +6 [+4/+4 Flurry] Melee, Fist 1d6+4 (20/x2) [+Stun 2/day: DC 15] +6 [+4/+4 Flurry] Melee, Silver Kukri 1d4+3 (18-20/x2) +6 [+4/+4 Flurry] Melee, Cold Iron Kukri 1d4+4 (18-20/x2) +7 [+5/+5 Flurry] Melee, Quarterstaff 1d6+6 (20/x2) [not used for TWF] +7 Ranged, MW Composite Longbow (+4), 1d8+4 (20/x3), 110' range Skills: (8 Fighter + 8 Monk) +07 Climb (3 ranks + 4 Str) +08 Jump (4 ranks + 4 Str) +09 Tumble (5 ranks + 4 Dex) +05 Balance (1 rank + 4 Dex) +05 Swim (1 rank + 4 Str) +08 Listen (+4 ranks +2 Wis + 2 race) +02 Search (+0 ranks +0 Int + 2 race) +06 Spot (+2 ranks +2 Wis + 2 race) Feats: Lvl 1 Power Attack Fighter 1 Cleave Monk 1 Improved Unarmed Strike Monk 1 Stunning Fist Monk 2 Deflect Arrows Lvl 3 Ability Focus (Stunning Attack) Elven Traits: Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Class Traits: - Weapon Proficiencies: Simple, Martial, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. -Evasion Equipment: MW Composite Longbow (+4 Str) (3lb) <800 gp> 5x quivers (50 arrows) (5 lbs) <5 gp> MW Quarterstaff (4lbs)<600 gp> Cold Iron Kukri (2 lbs) <16 gp> Silver Kukri (2 lbs) <28 gp> Explorer's outfit <free> 2x backpack (4 lbs)<2 gp> everburning torch (1 lbs)<110 gp> bedroll (5 lbs)<0.1 gp> rations for 10 days (10 lbs)<5 gp> 1 lb of soap (1 lb) <.5 gp> 2x waterskin (8 lbs)<2 gp> flint and steel (0 lbs)<1 gp> 50 ft silk rope (5 lbs)<10 gp> Grappling hook (4 lb)<1 gp> 5x Alchemist's Fire (5 lb) <100 gp> Potions (0.1 lb each): 4xCure Light Wounds(200gp), 4xMage Armor (200 gp), 4xShillelagh (200 gp) Donation to group: 300 gp Equipment Used: none Total Gold Earned: 2700 gp Total Gold Spent: 2580.6 gp Gold Remaining (in wallet): 119.4 gp Roleplay: Coming soon ... |
| Jindl12-07-04, 11:16 AM | I just wanted to say that I am quite pleased with the number of applicants and the overall quality of the characters submitted. I think choosing 5 will be difficult. I plan to make my choice over the weekend, which gives players a few more days to submit applicants. Some suggestions for more pcs (based upon our RL campaign experience and what I've read so far into the module). I know some of you have posted applicants similar to these ideas, but perhaps I will give you an idea on how to make your character more successful: 1. Elven Rog 3/Wiz 2/AT X: His high Int/Dex combined with his rogue skills and elven bonuses make for a pretty ideal party rogue. While he shouldn't be the party wizard, he will likely be a better party rogue than the straightclassed one. 2. Human/Half-Orc/Dwarven/Psionic Duergar Monk: In our RL campaign, our party monk had the best AC (thanks to a mage armor from the wizard) and best saves of the group. Add the deflect arrows feat and he makes an impressive meat shield. I suggest the races above, for each of the benefits they bring: Human (extra feat/skills), Half-Orc (darkvision/improved strength), Dwarven (darkvision/racial saves/improved hps), Psionic Duergar (invisibilty/expansion/racial immunities/racial saves/improved hps). The monk also benefits from not needing much equipment (no armor, few weapons, etc), making him one of the more self sufficient party members. 3. ?? Wiz 7/Loremaster X: Regardless of which race you pick, a wizard will be an important party member. The loremaster PrC is a natural addition, especially when you consider how useful a spread of knowledge skills could be in the World's Largest Dungeon. Make sure your wizard has a decent dex and con, he'll need the extra hps and the slightly better saves. I'd also suggest spending some money on a low powered attack wand, like a wand: magic missile (CL1). You may also want to go ahead and copy some scrolls into your spellbook and bring some materials to craft more scrolls later (just state how many gps worth of scroll raw materials you are bringing). Finally, your party is strongly encouraged to buy you some 100 gp pearls to use as your components for identify spells. Otherwise your group will have a tough time identifying your loot. 4. Human/Aasimar Paladin: A paladin will have unique advantages in the WLD. His improved saves and healing ability will give him benefits beyond most other tanks. Also, his LG alignment will prove an asset in the dungeon. And his detect evil ability even gives him some limited scouting ability. I caution you to stay away from mounted combat feats and the ride skill. You will be much better off focusing on power attack/cleave/divine might feats and diplomacy/concentration/knowledge religion skills. Later, your special mount can actually be a melee ally (especially if you select a variant special mount from the DMG). Don't forget that you can use wands at low levels; that wand: cure light wounds might come in handy for some post-battle healing. That's just some ideas from things my RL campaign group did (or things which I wish they had done). Please, keep the submissions coming. Don't forget that players can post more than one applicant. Also please realize that I will base my selection both on the individual character's design and background, as well as how the 5 will work as a group. Note: I have edited the Character Creation rules to include guidelines for crafting (both magic and nonmagical equipment). Please feel to post any questions that you may have as well! -Jindl |
| T'Var12-07-04, 12:50 PM | Name: Karn, (just Karn) CG Male Wizard 3 Medium Humanoid (Dwarf) 4'0" tall, 240 lbs, brown hair (mohawk), black eyes Speaks: Dwarven, Common,(free) Elven, UnderCommon, goblin, draconic,(INT) celestial, Infernal, and Giant(ranks in SL) Abilities: STR: 8 -1 (0 pts) DEX: 14 +2 (6 pts) CON: 18 +4 (10 pts) [+2 race] INT: 18 +4 (16 pts) WIS: 12 +1 (4 pts) CHA: 6 -2 (0 pts) [-2 race Hit Points: 21 (4 + 2x2.5 + 12) AC: 12 (+2 Dex), Touch 12, FF 10 AC: 20 (+4 mage armor, +4 shield +2 Dex), Touch 20, FF 18 Init: +2 (+2 Dex) BAB: +1; Grapple: +0 (+1 bab -1 str) Speed: 20 (no armor) Capacity: 26/53/80 Weight Carried: xxx lbs Saves: Fort: +5 (+1 base +4 Con) [+2 racial vs spells/spell-like effects +2 vs poison] Ref: +5 (+1 base +2 Dex +2 Familiar) [+2 racial vs spells/spell-like effects.] Will: +4 (+3 base +1 Wis) [+2 racial vs spells/spell-like effects.] Combat: Heavy Crossbow (ranged) +3 Ranged 1d10 19-20/x2 120ft Touch +0 Melee +3 Range Skills: (Wiz 42) 10 Concentration (6 ranks +4 Con), 10 Decipher Script (6 ranks +4 Int), 10 Knowledge Arcana (6 ranks +4 Int) 10 Dungeoneering (6 ranks +4 Int) 10 Religion (6 ranks +4 Int) 10 Spellcraft (6 ranks +4 Int). +3 Speak Language (3.0 ranks) Feats: Lvl 1 Spell Focus (conjuration) Wiz 1 Scribe Scroll Lvl 3 Augment Summoning Dwarf Traits: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when its caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Wizard Abilities: Bonus feat: Scribe Scroll Spells Known: (all/9/4) Weasel Spellbook: DC()=With Fox's Cunning []=Conjuration <>=Both Level 0 DC14[15](16)<17>- All Allowed Level 1 DC15[16](17)<18>- Shield, Pro Evil, Mage Armor, Identify, Summon Monster 1, Floating Disk, Sleep, Ray of Enfeeblement, Magic Missles Level 2 DC16[17](18)<19>- Acid Arrow, Scorching Ray, Fox's Cunning, Summon Monster 2, Prepared Spells (4/3/2): Level 0: Detect Magic, Detect Magic, Daze, Acid Splash Level 1: Floating Disk, Shield, Sleep Level 2: Scorching Ray, Fox's Cunning Equipment: Spellbook <Free> 10x Scrolls of Summon Monster 2(CL3) (made) <525 gp> 10x Scrolls of Acid Arrow(CL3) (made) <525 gp> 10x Scrolls of Ray of Enfeeblement(CL2) (made) <175 gp> 10x Scrolls of Mage Armor(CL1) (made) <87.5 gp> 10x Scrolls of Shield(CL1) (made) <87.5 gp> 10x Scrolls of Pro Evil(CL1) (made) <87.5 gp> 10x Scrolls of Floating Disk(CL1) (made) <87.5 gp> 10x Scrolls of Magic Missle(CL3) (made) <262.5 gp> 10x Scroll cases <10 gp> (5 lbs)[All sets of scrolls are in there own case and labled. the last case carries the following scrolls] Scroll of Scorching Ray *learned*<150 gp> Scroll of Fox's Cunning *learned*<150 gp> Heavy Crossbow (8 lbs)<50 gp> 20 bolts (2 lbs)<2 gp> 2x backpack (4 lbs)<2 gp> bedroll (5 lbs)<0.1 gp> rations for 10 days (10 lbs)<5 gp> 2x waterskin (8 lbs)<2 gp> flint and steel (0 lbs)<1 gp> 50 ft silk rope (5 lbs)<10 gp> contributed towards group fund <200 gp> Total Gold Earned: 2700 gp Total Gold Spent: 2465.6 gp Gold Remaining: 34.4 gp Equipment Used: Total cost: gp Allies: Background: Horribly scared when he was only 25 by a cave in that left his face heavily damaged and his muscles warn by the time he had been rescued the healing from the clerics could repair the wounds but not the scars they formed. Swearing to himself while trapped behind the mass of stone and earth that he would never be alone again, he began studying magic focusing on the ability to summon other creatures to his aid. His scares left him friendless in the mountain homes of his people, the other children would tease him or just ignore him completely, leading to hours upon hours of time with just his books and the creatures he began to create. They would never leave him. Now just turned 50 he seeks to help the outcasts as he once was and bring heavy judgment on the cruel and wicked Karn wears a heavy cloak in all seasons of the year; some slight runes adorn the simple cloth on the outside, the inside is actually a very fine velvet purple hue. He also wears a strand of white cloth over most of his face in an attempt to hide the scars from so long ago. He uses a quarterstaff to walk and always seems to have a pain in his right knee |
| Kaigan12-07-04, 01:22 PM | @Jindl: Just wondering if I could tweak my character a bit. I want to give her Knowledge Geography so she can prc to horizon walker. That may be useful. |
| Jindl12-07-04, 01:39 PM | @Jindl: Just wondering if I could tweak my character a bit. I want to give her Knowledge Geography so she can prc to horizon walker. That may be useful. Sure. None of the applicants are considered final yet. I think many of the players are still tweaking... |
| Huan12-07-04, 01:44 PM | @Jindl So, even though the module was not designed for psionics, may we still purchase and use psionic equipment/items? |
| Jindl12-07-04, 01:48 PM | @Jindl So, even though the module was not designed for psionics, may we still purchase and use psionic equipment/items? As it stands now, the answer is yes. But I do think the psionic classes will be handicapped in the module, as there is no psionic treasure to be found (unless I add some). I'm still debating this point, and may decide not to allow psionics at all. -Jindl |
| Huan12-07-04, 02:31 PM | I'm still debating this point, and may decide not to allow psionics at all. Well, if you don't allow psionic items to be used/bought/made, that is actually all right with me (so long as the transparency is up to make magic and psionics interactive and equal, I don't think psionics should be excluded ... but you make the calls here). But, cutting out psionics entirely...? *shrugs* Well, if you do, please say so post haste, and I will make a new guy. |
| Jindl12-07-04, 02:55 PM | Well, if you don't allow psionic items to be used/bought/made, that is actually all right with me (so long as the transparency is up to make magic and psionics interactive and equal, I don't think psionics should be excluded ... but you make the calls here). But, cutting out psionics entirely...? *shrugs* Well, if you do, please say so post haste, and I will make a new guy. I will make my decision over the next few days. It should be one of the following two choices: 1. Psionics exist and are fully transparent with magic (CoCo standard). Psionic treasure within the WLD will be scarce and must be individually placed by the DM. 2. Psionics don't exist. I'll let you know once I make my final decision. However, I would suggest making a second applicant just in case I pick choice #2. After all, it doesn't hurt to have more than one applicant :D @Sindorin - I hope you are reading this too!! -Jindl |
| Sindorin12-07-04, 03:24 PM | I got it, will post a non-psionic character whenever I get a chance. Thanks for the heads up. I do like Tevli though. Could I just make her into a different class? |
| Jindl12-07-04, 03:32 PM | I got it, will post a non-psionic character whenever I get a chance. Thanks for the heads up. I do like Tevli though. Could I just make her into a different class? Sure. You're welcome to post a non-psionic version of her. -Jindl |
| T'Var12-07-04, 03:38 PM | Are we using a running XP total or just using CoCo rules on magical item creation? |
| Jindl12-07-04, 03:50 PM | Are we using a running XP total or just using CoCo rules on magical item creation? I edited the Character Creation rules (2nd post of this thread) to detail this. The short version: Use CoCo rules for creating starting equipment. Use standard DnD rules once the campaign begins. -Jind |
| Sindorin12-07-04, 05:25 PM | http://i3.photobucket.com/albums/y67/Sindorin/Tevli.bmp Tevli Shinmor Neutral Good Female Tiefling Rogue 3 +1 LA Medium Outsider (Native) 5'0" tall, 106 lbs, dark blue hair, gray eyes, fair skin, gray in certain lighting Speaks Common, Infernal, Celestial, Abyssal, Undercommon, Dwarven Abilities: STR: 16 +3 (10 pts) DEX: 20 +5 (16 pts +2 racial) CON: 12 +2 (4 pts) INT: 16 +3 (6 pts +2 racial) WIS: 8 -1 (0 pts) CHA: 6 -2 (0 pts 2 racial) Hit Points: 16 [6 + 3.5*2 + 1*3] AC: 20 (10 +4 armor +5 Dex + 1 shield), Touch 15, FF 15 Init: +5 (+5 Dex) BAB: +1; Grapple: +4 (+1 bab +3 str) Speed: 30 ft. (light armor) Capacity: 76/153/230 Weight Carried: 64.5 lbs (light load) Saves: Fort: +3 (+1 base +1 Con +1 resistance) Ref: +10 (+4 base +5 Dex +1 resistance) Will: +2 (+1 base -1 Wis +2 feat +1 resistance) Combat: +7 ranged MW Composite Longbow 1d8+3 x3, 120 ft. +5 melee MW silver Dagger 1d4+3 19-20/x2 +7 ranged MW silver Dagger 1d4+3 19-20/x2, 10 ft. +5 melee MW Greatsword 2d6+4 19-20/x2 +4 melee Warhammer 1d8+3 x3 Skills: (55 Rogue) +13 Hide (6 Rogue + 5 Dextertity + 2 Tiefling) +11 Move Silently (6 Rogue + 5 Dextertity) +13 Disable Device (6 Rogue + 3 Intelligence + 2 Nimble Fingers + 2 Tools) +11 Balance (6 Rogue + 5 Dextertity) +13 Tumble (6 Rogue + 5 Dextertity + 2 Synergy) +5 Spot (6 Rogue - 1 Wisdom) +5 Listen (6 Rogue - 1 Wisdom) +15 Open Lock (6 Rogue + 5 Dextertity + 2 Nimble Fingers + 2 Tools) +11 Jump (6 Rogue + 3 Strength + 2 Synergy) +6 Knowledge (dungeoneering) (6/2 Rogue + 3 Intelligence) +9 Search (6 Rogue + 3 Intelligence) Feats: Lvl 1 Nimble Fingers Lvl 3 - Iron Will Tiefling Traits: +2 Dextertity, +2 Intelligence, -2 Charisma Medium size Base land speed: 30 feet Darkvision out to 60 feet +2 racial bonus to bluff and hide checks feats according to class levels Darkness as spell-like ability once per day CL2 Resistance to cold 5, electricity 5, fire 5 Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc Favored Class: Rogue Level Adjustment +1 Rogue Abilities: Sneak Attack +2d6, trapfinding Evasion Trap Sense +1 Equipment: mithril chain shirt (worn) <1,100 gp> 10 lbs travellers outfit (worn) <free> Cloak of Resistance +1 <1,000 gp> 1 lb. backpack <2 gp> 2 lbs. bedroll (in backpack) <0.1 gp> 5 lbs. rations for 10 days (in backpack) <5 gp> 10 lbs. 2x waterskin (in backpack) <2 gp> 8 lbs. flint and steel (in backpack) <1 gp> - 50 ft silk rope (in backpack) <10 gp> 5 lbs. mw composite longbow (+2 str) (crafted by Nihilucien (slung over shoulder))<350 gp> 3 lbs. Quiver w/ 20 arrows (slung over shoulder) <1 gp> 1 lb. 20 cold iron arrows in quiver (in pack) <2 gp> 1 lbs 20 silver arrows in quiver (In pack) <20 gp> 1 lb MW Silver Dagger (left calf) <2 gp> 1 lb MW Thieves' Tools (belt) <100 gp> 2 lbs. Darkwood Buckler (strapped to right arm) <205 gp> 2.5 lb. MW Cold Iron Greatsword (on back) <400 gp> 8 lb. Warhammer <12 gp> 5 lb. contributed towards party fund <487.9 gp> Total Gold Earned: 3,700 gp Total Gold Spent: 3,700 Gold Remaining: 0 gp |
| Sindorin12-07-04, 05:28 PM | Disallowing psionics is okay, I like her rogue version better than the soulknife anyway. |
| scaryfroman12-07-04, 07:44 PM | I may post another char. your talking of the AT gave me ideas. |
| Piuro12-07-04, 08:02 PM | So you know. Fenir's level progression is straight sorcerer until (If you'll allow a nonevil) assassin at high levels. |
| Jindl12-07-04, 08:28 PM | I changed her to a cleric seeing how there is only one of those. Gosh, once you have an idea you like in your head it is really tough to go any other way... Keep in mind that CN is not an allowed alignment. So you know. Fenir's level progression is straight sorcerer until (If you'll allow a nonevil) assassin at high levels. Straight sorceror is fine. We do not allow a nonevil version of the assassin class. Also, I did notice a minor error on your sheet. Exotic Weapon Prof (Bastard Sword) has Str 13 as a prereq, and Fenir only has a Str 12. -Jindl |
| Captain Mutilate12-07-04, 10:08 PM | I'm not sure about stats, maybe I didn't read hard enough. However a character sheet WILL be posted here tomorrow and I'll use the standard CoCo stats. Meet Jack Oat... The certified Jack Of All Trades... diploma pending. |
| Piuro12-08-04, 12:11 AM | Keep in mind that CN is not an allowed alignment. Straight sorceror is fine. We do not allow a nonevil version of the assassin class. Also, I did notice a minor error on your sheet. Exotic Weapon Prof (Bastard Sword) has Str 13 as a prereq, and Fenir only has a Str 12. -Jindl Alright, then ill go solid spelltank (Unless you think I could do well to expand). *coughallowthespellswordcough* Fixed, is now a Longsword. |
| Zerone12-08-04, 04:58 PM | Deleted due to other character selected... |
| Captain Mutilate12-08-04, 05:06 PM | Jack Oat CG Male (High) Elf 5'2" tall, 140 lbs, Black Hair, Emerald Eyes Rogue 1/Ranger 2 Speaks Common, Elven, Undercommon, Sylvan, Draconic Str: 12 +1 (4 pts) Dex: 18 +4 (10 pts, +2 racial) Con: 12 +1 (6 pts, -2 racial) Int: 16 +3 (10 pts) Wis: 10 +0 (0 pts) Cha: 12 +1 (4 pts) Hit Points: 18 (6 Rge, 9 Rgr +3 con) AC: 18 (+4 dex, +4 armor) BAB/Grap: +2/+3 Init: +4 (+4 dex) Speed: 20 feet travelling, 30 during tactical (drops his pack and such) (light load, light armor) Capacity: ->43|44-86|87-130 Weight Carried: 68.5 Saves: "Hoo-whee!" (while dodging a fireball) Fort: +4 (+3 rgr, +1 con) Refl: +9 (+3 rgr, +2 rge, +4 dex) Will: +0 (+0 wis) Combat: "I'm a master of the bow. Stay back! ...So I can shoot you better..." Quarterstaff +3 melee, 1d6+1 20/x2 Dagger +3 melee +8 ranged 10 ft, 1d4+2 (point blank) 19-20/x2 MW Composite Longbow +8 ranged 110 ft, 1d8+1 20/x3 Skills: (44 Rge, 18 rgr) "I'm a Jack of all trades... diploma pending." (wink and smile) Disable Device: +7 (4 rge, +3 int) Escape Artist: +8 (4 rge, +4 dex) Handle Animal: +3 (2 rgr, +1 cha) Heal: +2 (2 rgr, +0 wis) Hide: +8 (4 rge, +4 dex) Jump: +5 (4 rge, +1 str) Know-Dungeoneering: +5 (2 rgr, +3 int) Know-Geography: +5 (2 rgr, +3 int) Know-Nature: +10 (5 rgr, +3 int, +2 synergy) Listen: +6 (4 rge, +0 wis, +2 racial) Move Silently: +8 (4 rge, +4 dex) Open Lock: +4 (4 rge, +4 dex) Search: +6 (+4 rge, +0 wis, +2 racial) Sleight of Hand: +5 (1 rge, +4 dex) Spot: +9 (4 rge, +3 int, +2 racial) Survival: +7 (5 rgr, +0 wis, +2 synergy (above-grnd evrnmts)) Tumble: +7 (3 rge, +4 dex) Use Rope: +8 (2 rge, +4 dex, +2 silk rope) Use Magic Device: +3 (2 rge, +1 cha) Feats -Point Blank Shot (1st level) -Track (Ranger 1) -Precise Shot (3rd level) -Rapid Shot (Ranger 2) Elven Traits: "These pointy ears ain't for nothing, ya know." +2 Dexterity, 2 Constitution. Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: Wizard. A multiclass elf s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Rogue Traits "Jack be nimble, Jack be quick. Jack's gonna steal the mage's candlestick!" -Sneak Attack +1d6 -Trapfinding Ranger Traits: "Jack be silent, Jack be deadly..." >.> <.< -Favored enemy: Animal -Track (bonus feat) -Wild Empathy (+3 to the check) -Combat style: Archery Equipment: "Ya see, I got this back off in Calderwood, and this I picked up recently... really useful item, this is..." Clothes/Armor/Weapons Free outfit (worn, 0 lbs) Cold Weather outfit (pack, 7 lbs) 8 gp Mw Studded Leather Armor (worn, 20 lbs) 175 gp Mw Mighty Composite Longbow +1 str bonus (back, 3 lbs) 400 gp 2 Quivers of arrows (hips, 6 lbs) 2 gp Quarterstaff (4 lbs) 0 gp 2 Daggers (thighs, 2 lbs) 4 gp Adventuring Stuff Backpack with Waterskin (back, 6 lbs) 3 sp Bedroll (strapped to pack, 5 lbs) 5 sp 5 fishhooks (the nonbarbed ends are currently used as earrings, - lbs) 5 sp Fishing net (25 sq feet, 5 lbs) 4 gp Sewing Needle (keeping a clothing rip closed for now, - lbs) 5 sp Sack (.5 lbs) 1 sp Flint and Steel (sack, 0 lbs) 1 gp 3x Tindertwigs (sack, 0 lbs) 3 gp 2x Trail Rations (backpack, 2 lbs) 1 gp 2x Torches (strapped to pack, 2 lbs) 2 cp 50 ft silk rope (pack, 5 lbs) 10 gp [u]Magical Items[/c] Bracers of Armor +1 (worn, 1 lb) 1000 gp Total gold: 2160 (xp penalty due to multiclassing) Gold used: 1609 gp, 9 sp, 2 cp Gold left: 550gp, 8 cp Background "See, as far back as I can remember, I grew up in the woods along with an elf tribe. They were wild things, with tattoos and markings and all that jazz. I have a pretty cool tattoo meself, but Ah'll only show it to ya if y'ask nicely. But anyways... I ran away from them when I was fifty... six I think it was, and ever since then Ah've been livin' offa the land and stuff. I found this bow at a tree shrine made by someone or other, and I've been using it ever since. The bow itself is a fine yew recurve, and the string is braided and gilded in some places. These two horns at the tips and around the handguard of the bow are probably from a wolf, butI can't really be sure because[size=1]they're worn down from age...[size]" |
| Zerone12-08-04, 05:08 PM | Nihilucien NG Male Rogue 2/Wizard 1 Medium Humanoid (Grey Elf) 57" tall, 152 lbs, White hair, Azure eyes, Pale Skin Abilities: STR: 10 +0 (4 pts, -2 Racial) DEX: 18 +4 (10 pts, +2 Racial) CON: 14 +2 (10 pts, -2 Racial) INT: 18 +4 (10 pts, +2 Racial) WIS: 10 +0 (2 pts) CHA: 8 -1 (0 pts) Hit Points: 18 (6, +1d6, +1d4, +6 Con) AC: 15, Touch: 14, FF: 11 (+4 Dex, +1 Shield) Init: +4 (+4 Dex) BAB: +1; Grap: +1 (1 BAB, +0 Str) Speed: 30 (Base 30, No Armor) Weight Capacity: 33/66/100 Weight Carried: 33 lbs Saves: Fort: +2 (0R, 0W, +2 Con) Refl: +7 (3R, 0W, +4 Dex) Will: +2 (0R, 2W, +0 Wis) +2 vs. Enchantment Immunities: Sleep Attacks: MW Composite Shortbow: +6 Ranged, 1d6, 20/x3, 70 Range Ranged Touch: +5 Ranged, 20/x2 Rapier: +1 Melee, 1d6, 18-20/x2 Skills: (55 Rogue, 6 Wizard) +8 Balance (2R, 0W, +4 Dex, +2 Synergy) +10 Craft: Bowyer/Fletcher (4R, +4 Int, +2 Tool) +4 Concentration (0R, 2W, +2 Con) +9 Decipher Script (5R, 0W, +4 Int) +11 Disable Device (5R, 0W, +4 Int, +2 Tool) +8 Escape Artist (4R, 0W, +4 Dex) +9 Hide (5R, 0W, +4 Dex) +6 Knowledge: Arcana (0R, 2W, +4 Int) +7 Listen (5R, 0W, +0 Wis, +2 Racial) +9 Move Silently (5R, 0W, +4 Dex) +11 Open Lock (5R, 0W, +4 Int, +2 Tool) +16 Search (5R, 0W, +4 Int, +2 Racial, +5 Item) +6 Spellcraft (0R, 2W, +4 Int) +7 Spot (5R, 0W, +0 Wis, +2 Racial) +9 Tumble (5R, 0W, +4 Dex) Speak Language: Common, Draconic, Drow Sign Language, Elven, Goblin, & Undercommon Feats: Point Blank Shot (Level 1) Scribe Scroll (Wizard 1) Precise Shot (Level 3) Gray Elf Traits: +2 Dex, +2 Int, -2 Str, -2 Con Low-Light Vision Rogue Abilities: Sneak Attack: 1d6 Trapfinding Wizard Abilities: Spells Spellbook: 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue 1: Color Spray, Grease, Mage Armor, Magic Weapon, Magic Missile, Ray of Enfeeblement, Reduce Person Spells Memorized: 3/2 0 DC 14: Acid Splash, Daze, Ray of Frost 1 DC 15: Color Spray, Grease Equipment: * = Crafted/Scribed Apparel <Total: 6.5 lb, 1,475 gp> Darkwood Buckler <2.5 lb, 205 gp> Goggles of Minute Seeing <0 lb, 1,250 gp> Monks Outfit <0 lb, 0 gp> MW Bandoleer <0.5 lb, 5 gp> Sash (Backpack) <2 lb, 2 gp> Signet Ring <0 lb, 5 gp> Spell Component Pouch <2 lb, 5 gp> MW Bandoleer <Total: 1 lb, 3 gp 1 sp> Flask, Glass x3 <0 lb, 5 cp*> Flask, Metal x2 <0 lb, 5 cp*> Flask, Metal (Giants Blood) <0 lb, 0 cp*> Vial, Glass x3 <0 lb, 1.5 gp*> Vial, Metal x3 <0 lb, 1.5 gp*> Sash (Backpack) <Total: 9.5 lb, 135 gp 6 sp 5 cp> Bell <0 lb, 1 gp> Candle, x5 <0 lb, 5 cp> Chalk, x9 <0 lb, 1 sp> Flint & Steel <0 lb, 1 gp> MW Thieves Tools <1 lb, 100 gp> Mirror <0.5 lb, 10 gp> Sewing Needle <0 lb, 5 sp> Spell Component Pouch <2 lb, 5 gp> Spellbook <3 lb, 15 gp> Thread <0 lb, 0 gp> Waterskin <4 lb, 1 gp> Weapons <Total: 16 lb, 240 gp 5 sp> Rapier <2 lb, 10 gp*> Knife (Belt, Boot, Hair) <0 lb, 0 gp*> MW Composite Shortbow <2 lb, 187 gp 5 sp*> Quiver of Arrows, x40 <6 lb, 1 gp*> Quiver of Cold Iron Arrows, x20 <3 lb, 1 gp*> Quiver of Silver Arrows, x20 <3 lb, 41 gp*> Donated to Party Fund <Total: 0 lb, 700 gp> Scribing Materials <0 lb, 400 gp> Scrolls given to Indreju: Melf's Acid Arrow & Scorching Ray <0 lb, 300 gp> Sack (Keldar) <Total: 24 lb, 57 gp> Chess Set <4 lb, 2 gp> MW Artisans Tools <5 lb, 50 gp> Rations for 10 days <10 lb, 5 gp> Sealing Wax <1 lb, 1 gp> Wineskin <4 lb, 1 gp> Weapons (Telvi) <Total: 12 lb, 43 gp> Quiver of Arrows, x40 <6 lb, 1 gp*> Quiver of Cold Iron Arrows, x20 <3 lb, 1 gp*> Quiver of Silver Arrows, x20 <3 lb, 41 gp*> Total Gold Earned: 2,700 gp Total Gold Spent: 2,654 gp 2 sp 5 cp Gold Remaining: 45 gp 7 sp 5 cp Equipment Used: None Allies: None Background Nihilucien was born into slavery. His earliest memories are of his mother, Lucienna, when she began teaching him how see things that were not meant to be seen. Every now and then Lucienna would set off to do her masters will. She was good at what she did and what she did wasnt good; eventually, she paid the price. When Nihilucien was young Lucienna left on a mission and did not return. She was caught and punished under torture until she revealed her employer. Hours later their masters hideout was invaded. Nihilucien hid amongst the rafters, unsure of what was happening, and escaped through the secret hatch in the roof after hearing what had become of his mother. With nowhere to go he turned to the streets. Left with nothing Nihilucien survived by hiding in the sewers until all were asleep or had gone home for the day, then popping up for a bite to eat and to take a little something to get him from here to there. Nihilucien eventually met up with some fellow artists who were plotting a heist, one that would put all their worries to rest. One problem existed, there was no humanly possible way past the guards, but Nihilucien knew rumors of a secret entrance. The heist was perfect and the Band of Burglars, as they so called themselves, escaped to a different city. The booty was split up evenly amongst the Band, enough to live a long-lasting plush life, and all was well for several years. There was a break in and their stashes were stolen. Eventually the members grew lazy and realized that their gambling habits and nightly romances were burning a hole into their wealth and as always, enough wasnt enough. Three of the members got together and decided that they could steal the other members portions and re-establish their wealth, blaming it on a the local thieves guild. All was going well until the other members of the Band returned early from the theater, as the play the three thieving members sent the others to was tomorrow, not tonight. A brawl ensued amongst the Band of Burglars, Nihilucien grabbed the nearest bag of gold and slipped away into the night. Retreating to parts of the sewer that he hadnt shown the Band, Nihilucien rested and opened the bag of gold only to find silver and copper. No matter, as this was all he needed to become inebriated. Nihilucien was confused by the Bands sense of allegiance and lost what little self worth he had, as the only thing he was loyal to, the Band, abandoned him. In the bar Nihilucien met an old homeless man and confided in him, seeing no danger in the old man hearing his story. Nihilucien lost consciousness as the alcohol took over. The next morning Nihilucien found himself next to a river in the middle of nowhere. Ello, tis good to see the drunken elf has not departed from this realm said an eerily familiar voice. Nihilucien stood and swirled abruptly, causing a dizziness he was unprepared for. He slipped, and just as he recognized the old man from the bar, waves of unconsciousness washed over him as his head smashed into the ground. Several moments later Nihilucien was awake again, and wondered how he and the old man had gotten out of the city, and why. Apparently, after hearing Nihiluciens story the old man, Lohan, told Nihilucien of the laws of the magic and Nihilucien asked if Lohan would teach him the ordered ways of magic lore. Lohan agreed and they began their journey to the Sacred Temples where Lohan studied, located high up in the mountains. Looking back towards the city, Nihilucien asked Lohan to describe the laws of the magic to him again, as he did not remember any of this. After hearing of what a life devoted to magic entailed, Nihilucien agreed to join him on a journey to the Sacred Temples. He liked not being treated as a thief, and like even more the idea of the structured ways scholastic life. Over the next year within the Sacred Temples, Nihilucien found confidence, self worth, and devoted his life to a path of magical enlightenment. Lohan approached Nihilucien with a task, one which he was willing to undertake, a task that was suited to his entire life, that of dungeon delving and magical exploration. Personality Since Nihilucien was once rich he realizes that money is only the means to an end, a very small part in the path of leading the good life. Above all else Nihilucien is kind-hearted and generous. He is sensitive to the pain of those he cares for, however, he delights in situations that are embarrassing to others. Not that he is cruel, just that he has a strong appreciation for irony. Curious to the point of rashness he sometimes stretches the bounds of good taste in order to make a point, even though he prefers to observe the squabbles of others rather than create his own. Nihilucien is willing to cooperate with others in pursuit of a common task provided it is of appropriate nature. This coincides with his spontaneity, as Nihilucien delights in adventures and new experiences in an extraordinarily carefree manner. Despite Nihiluciens lighthearted nature his unwavering loyalty to his companions is ever present. While generally a graceful risk taker, when duty calls he is calm and meticulous, examining all angles of a situation for possible pitfalls. Appearance Nihiluciens physique is wiry. His slender and tightly muscled figure is defined by pale skin that hints of silver and blue, alluding to his heritage. His waist length white hair is kept carefully braided down his back, usually hidden underneath the folds of his hooded cloak, save for two braids that fall down along his cheeks. Nihiluciens clothes mostly serve in the interests of modesty with the exception of a vivid red scarf accompanied by a white flower, which are worn about his neck and lend a distinct aroma about Nihilucien. His belt holds up over-sized black pants so large that they hide his feat even while walking, appearing more like a skirt rather than pants. Whatever his shoes must be they allow him a firm grasp of the earth as he walks, noted by his distinct and confident stride. An unfastened black vest is noticeable underneath a several sashes, which appear to be a backpack. Everything is enclosed by a hooded cloak made of dark gray leather that tussles with whatever surface he may be treading on at the time. |
| Zerone12-09-04, 11:07 AM | Attn. Jindl: When you said that a rogue should be Rog3/Wiz2/AT?, did you mean Arcane Trickster? If so, I'd have no problem with him going that route, except that it takes 5 levels of Wizard to cast a 3rd level spell, the requirement for AT... Both characters have gone under some revision... minor stat & skill changes along with the purchasing of equipment. Please look them over and mention any advice or errors. Thanks :D *. Z |
| Jindl12-09-04, 01:27 PM | Attn. Jindl: When you said that a rogue should be Rog3/Wiz2/AT?, did you mean Arcane Trickster? If so, I'd have no problem with him going that route, except that it takes 5 levels of Wizard to cast a 3rd level spell, the requirement for AT... Both characters have gone under some revision... minor stat & skill changes along with the purchasing of equipment. Please look them over and mention any advice or errors. Thanks :D *. Z Yes, I meant Rog3/Wiz5/AT10. I was just trying to stress again how important having a high search/disable device is in the WLD. An elven rogue with a high int is the best way to maximize those skills, and that is a perfect candidate for arcane trickster. Unfortunately for the drow, the +2 LA will delay the progression even farther and will reduce those skills by 2 pts compared to the +0 LA elves. To the drows advantage, the darkvision and spell resistance will help. Of course, surviving when you have 6 hps could be tough... -Jindl |
| Sindorin12-09-04, 02:44 PM | I've thought about that quite a bit. Tevli's non-psionic version has been edited to follow the rog3/wiz5/AT10 path. Please give her a lookover as well. |
| Zerone12-09-04, 03:28 PM | Jindl, I have posted 2 versions of the R/W/AT above, a Drow and a Gray Elf. Please check them out, as they are both different... higher Int and different skills... I will also be doing the same for the Wizard, it will be up shortly... The Mage is updated with 2 versions now... |
| Dalton Onestone12-10-04, 12:45 AM | Work very much in progress. Please let me know if you like this concept enough for me to flesh it out. Advancement plan: Keep the three classes pretty even, or perhaps emphasize Bard and Cleric over Wizard. A level of Bard definitely comes next. Name: CG Male Bard 1/Conjurer 1 (Necro, Enchantment prohibited)/Cleric 1 (Luck, Health domains) Medium Humanoid (Gray Elf) tall, lbs, hair,eyes Abilities: STR: 10 +1 (4 pts) -2 racial DEX: 16 +3 (6 pts) +2 racial CON: 12 +1 (6 pts) -2 racial INT: 17 +3 (8 pts) +2 racial WIS: 14 +2 (6 pts) CHA: 14 +2 (6 pts) Hit Points: 16 (6 + 2.5 + 4.5 + 3) AC: 19/20 (+4 armor +1 shield +3 Dex +1 size +0/1 Dodge Feat), Touch 15, FF 15 Init: +6 (+2 Dex, +4 feat) BAB: +0; Grapple: +0 Speed: 2 (light armor) Capacity: xxx/xxx/xxx Weight Carried: xxx lbs (will likely be medium load) Saves: Fort: +3 (+2 base +1 Con) Ref: +5 (+2 base +3 Dex) Will: +8 (+6 base +2 Wis) Combat: Longsword MW Longbow (ranged): +4 Ranged, 1d8, 20x3, 110' range Dagger Skills: (36 pts Bard = A, 5 pts Wizard = B, 5 points Cleric = C) Note: Search will go up to +15 at Level 4, Spot to +13/16, and Listen to +13 +11 Search (4 ranks A +3 INT +2 synergy +2 racial) +8 Knowledge: Arch + Eng (5 ranks + 3 INT) +7 Concentration (6 ranks (4A 1B 1C) + 1 CON) +10/13 Spot light/shadows (4 ranks A + 2 WIS +2 racial +2 alertness/familiar + 0/3 Owl famiilar) +10 Listen (4 ranks + 2 WIS +2 racial +2 alertness/familiar ) +7 Move Silently (4 ranks A + 3 DEX) +10 Craft/Armorsmithing (5 ranks + 3 INT + 2 MW tool) +11 Spellcraft (6 ranks (3A 3C) + 3 INT + 2 synergy) +8 Knowledge: Arcana (5 ranks (2A 3B) + 3 INT) +7 Perform (3 ranks A + 2 CHA + 2 MW Instrument) -- world's least talented minstrel Speak Language: Common, Elven, Draconic, XXX, XXX Feats: Wizard: Scribe Scroll Level 1: Improved initiative Level 3: Dodge Gray Elf Traits: +2 DEX, +2 INT, -2 STR, -2 CON Longbow proficiency Longsword profiency Bard abilities: Bardic music 1x per day Wizard Abilities: Bonus Feat: Scribe Scroll (1st) Familiar: Owl Cleric Abilities: Heal domain -- cast Heal spells at +1 CL Luck domain -- one luck reroll per day Turn undead Shield (except tower) proficiency Light and medium armor proficiency Simple weapon proficiency Equipment: Mithril chain shirt <550 gp> 10 lbs Darkwood buckler <102.5 gp> 2.5 lbs Longsword <15gp> 4 lbs MW longbow <375 gp> 3 lbs Dagger 1 lb 2x quivers containing 40 arrows <2 gp> 2 lbs MW Armorsmithing tool <55 gp> Left home explorer's outfit <free> weightless backpack <2 gp> 2 lbs Spell component pouch <5 gp> 2 lbs rations for 4 days <5 gp> 2 lbs waterskin <1 gp> 4 lbs Scroll case <2 gp> 1-2 lbs, counting scrolls MW Instrument 20x scrolls CLW 375 gp 5x scroll Silent Image 87.5 gp 2x scroll Animate Rope 35 gp 5x scroll Mage Armor 87.6 gp 2x scroll Grease 35 gp 2x scroll Disguise Self 35 gp 4x scroll Detect Secret Doors 70 gp 4x scroll Detect Good/Evil/Law/Chaos (1 each) 70 gp Total: 44 scrolls @ 17.5 gp each = 770 gp Bag of Tricks 900 gp (very useful for traps, dark niches, etc.) or maybe a Pearl of Power or +1 to AC or Cloak of Resistance +1 instead. [b] Typical Cleric spells memorized 1st Level -- CLW, Protection From Evil, Detect Evil 0th Level -- Guidance, Detect Poison, Create Water Bard spells known Detect Magic Ghost Sounds Resistance Prestidigitation Typical Wizard spells memorized 1st level: Mage Armor, Grease, Feather Fall 0th level: See Bard spells known Other wizard spells known: Animate Rope, Silent Image, Disguise Self, Detect Secret Doors, all standard cantrips Note: ASF 15%, down to 10% if he stows away the buckler. Total Gold Earned: 2700 gp Total Gold Spent: Gold Remaining: Equipment Used: Total cost: gp Allies: Background: He's just about the world's least typical gray elf. And there are good reasons for that. Stolen as a baby by kobolds, he was sold and resold in slavery a few times. Such a childhood being inherently abusive, there were only a couple of routes he could take, and he chose to become humble and accomodating. Now he serves and supports his associates in any way that he can. To the extent that he's proud, he's proud of his service, and particularly its incredible versatility. |
| Dalton Onestone12-10-04, 04:17 AM | I find the description of the Goggles of Minute Seeing to be VERY confusing. One interpretation is that they give a +5 to pretty much all Searching; another is that they give the bonus only to super-careful searches where you have your nose less than a foot from the wall. Under some rulings, they would seem like a must-have for this campaign. Ruling? |
| KerlanRayne12-10-04, 04:36 AM | I find the description of the Goggles of Minute Seeing to be VERY confusing. One interpretation is that they give a +5 to pretty much all Searching; another is that they give the bonus only to super-careful searches where you have your nose less than a foot from the wall.You could also try the Lens of Detection. KerlanRayne |
| T'Var12-10-04, 08:21 AM | I find the description of the Goggles of Minute Seeing to be VERY confusing. One interpretation is that they give a +5 to pretty much all Searching; another is that they give the bonus only to super-careful searches where you have your nose less than a foot from the wall. Under some rulings, they would seem like a must-have for this campaign. Ruling? granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects good for thiefs not so much for anyone else |
| Jindl12-10-04, 12:54 PM | I would again like to thank everyone for such excellent submissions. Making the decision of which 5 pc's to select was quite difficult. After struggling with a decision of who to cut last for more than an hour, I decided to increase the number of pc's to 6. Here are the 6 pc's selected: Active List: 1. Sinisitas Haebron (Caterane): Human Clr 3 2. Coralias Tahlron (Kaigan): High Elf Rng 3 3. Keldar Lightblade (Einzelgaenger): Aasimar Pal 2 4. Indreju A-Genay'asu (Beldin): Grey Elf Wiz 3 5. Tevli Shinmor (Sindorin): Tielfing Rog 2 6. Nihilucien (Zerone): Gray Elf Rog 2/Wiz 1 This selection was made both on the quality of the pc as well as how well I think they will work together in a group. The players not selected will be put on the waiting list. Should any of these players drop from the campaign, I will ask the players on the waiting list to create a replacement pc that will fit into the group dynamic. I will then allow the active players to provide their input as to which pc best replaces their departed comrade. After getting their input, I will select a replacement player and pc to fill the empty slot. Note: This only occurs when a player leaves the campaign, not whenever a pc death occurs. If a pc death occurs, the player will be given the option to create a new pc that fits the group, or drop from the campaign. Here is the waiting list of players: Waiting List: 1. T'Var 2. Snommelp 3. Huan 4. Captain Mutilate 5. Battousai2005 6. Piuro 7. scaryfroman 8. Ayatoshi I would again like to thank all of the players who submitted applicants. I wish I could have all of you in this game :(. For the 6 pc's: I suggest we now focus on correcting errors on your character sheet, and perhaps slightly modifying equipment, skill selections and spell selections to best form a party. For equipment: I suggest that the party purchases a couple of wands: cure light wounds, and several 100 gp pearls (for identifies). I also suggest eliminating any scrolls: cure light wounds and potions: cure light wounds in the group, as the wands will prove much superior. I do think potions: cure moderate wounds (or greater) are useful in combat, and could be kept. I also suggest the goggles of minute seeing as a purchase for the rogues (one of you, anyway). And I would recommend against pearls of power (clerics/wizards), as they will not be as useful as you may hope. Such funds would likely be better spent on additional wands/scrolls or perhaps a ring of protection or a handy haversack. For skill selections: I suggest you ensure that you designate one person to focus on the "face" skills: diplomacy, sense motive, bluff, intimidate, language skills. There should be at least one person in the group for each of the following knowledge skills: arcana, planes, architecture/engineering, nobility, religion, dungeoneering, nature. I do not think local knowledge will be useful. And of course I think both rogues should max out search, disable device, and open lock (and don't forget the mw thieves tools). For spell selection: Make sure identify is in your spellbook. Also, it would be wise to think ahead and bring some 2nd/3rd level spells on scrolls that you can scribe into your spellbook later (in order to expand your future spell selection beyond the 2 spells you learn automatically from levelling). I would recommend avoiding the summoning spells (I think they will be less useful in this enviroment) and suggest focusing instead on battlefield control, buffing, condition inflicting, and direct damage spells. Summoning will not be very helpful in this campaign (one of the reasons I am glad we don't have any druids...). As a final suggestion: I would like to repeat that having a good (especially LG) alignment will be of great benefit in this module. Please consider these suggestions and begin discussing among yourselves what changes you may want to make. Also, please review each other's character sheets and post any errors that need to be corrected. I expect the campaign to begin next Monday/Tuesday. -Jindl |
| Caterane12-10-04, 04:25 PM | Ok, switched the pearl for a wand. That makes it 100 charges altogether which should be enough for now and if our wands go empty Jindl will hopefully be so kind and drop another one ;) With the 1200 gp group fund, I'd suggest to buy a shining sword for me some identify pearls as I smell much treasure in there, and my nose's a good one :D Let's save at least 200 for bribing and blackmailing people. Wait, I'm chaotic neutral am I? lol |
| Sindorin12-10-04, 04:31 PM | woohoo, two sneeky people. I adhered as best as I could to jindl's recommendations, but I didn't quite have enough gold to get the goggles. Tevli doesn't have the best Search mod in the group, so if we decide to get them, I suppose we should leave it to one of the three elves in the party. If anyone has any other recommendations for Tevli, go ahead and state them and I'll see what I can do with her. What level does this module take us through? I guess in a way you don't have to answer that. Just thought I'd ask. Why would we need to save money to blackmail someone? :) |
| Caterane12-10-04, 04:35 PM | To get out of jail of course :D |
| Zerone12-10-04, 04:59 PM | Greatings fellow party members... :D Jindl and Sindorin: is Sindorin's character expected to go through the AT class as well? I do not see how this would be needed, perhaps he could go with some Ranger or Fighter to go with his 14 Str... Also, if he is not going the AT way, does he need an 18 Int? A 16 might be better, and allow you 4 more points to be spent on Wis or more Str... And I do not see the use of any Cha skills for this character, as you already have a -2... they just seem like wasted skill points to me... Also, you could get 6 ability points if you were to lower your Dex to 18, and again, spread them around for a possible +2 to +3 more stat bonuses versus the +1 they award you now. But that is just me, and I am just mentioning some random thoughts... Also, we all should coordinate our skills and languages so we do not have to many overlaps/etc... I plan on purchasing some scrolls for later scribing into my spellbook, and want to specialize, perhaps Evocation, as most of my spells will probably be attack based. I cannot lose Transmutation (Mage Hand is a requirement of Arcane Trickster), what else could I afford to lose? Enchantment and what? Beldin, If I remember correctly, your mage is specialized. I think that this is a bad idea. As the party mage I would rather see you have access to all the spells we encounter in the WLD versus 1 more spell per level... As for the rest of you, I'll probably review you characters and mention some of my random thoughts. And please remember, they are just that, ideas, and welcome feed back on my suggestions for your charaacters as well as ideas for mine! Thanks *. Z |
| Caterane12-10-04, 05:03 PM | Also, we all should coordinate our languages so we do not have to many overlaps/etc... Ok, I'll cover Common |
| Zerone12-10-04, 05:10 PM | Ok, I'll cover Common Nice job... Human :clap: :chicken: |
| turalisj12-10-04, 05:20 PM | Character Creation: - Format: Use the standard character sheet (see below). - Race: Any from the 3.5 Core rulebooks or the SRD. You will have a 36 pt buy for stats. - Class: Any from the 3.5 Core rulebooks or the SRD. You will begin at 3rd level. - Alignment: LG, NG, CG, LN, TN only please. - Starting Wealth: 2700 gp. Spend it as you wish. Purchase rules are the same as the Arena rules (standard magic/psionic items only, etc.) - Group Fund: The starting characters should pool some money together to create a group fund, from which to purchase items like wands: cure light wounds, scrolls: identify, scrolls: lesser restoration, etc. - Crafting: Prior to the start, PC's can craft items using the same rules as the Arena (0.5 x market price for nonmagic items with a 10 on the skill check roll; 0.7 x market price to enchant magic items with appropriate feats/spells). After the start, crafting will follow standard Core rules. Active/Waiting List Active List: 1. Sinisitas Haebron (Caterane): Human Clr 3 2. Coralias Tahlron (Kaigan): High Elf Rng 3 3. Keldar Lightblade (Einzelgaenger): Aasimar Pal 2 4. Indreju A-Genay'asu (Beldin): Grey Elf Wiz 3 5. Tevli Shinmor (Sindorin): Tielfing Rog 2 6. Nihilucien (Zerone): Gray Elf Rog 2/Wiz 1 Waiting List: 1. T'Var 2. Snommelp 3. Huan 4. Captain Mutilate 5. Battousai2005 6. Piuro 7. scaryfroman 8. Ayatoshi P&P Rules - The campaign should proceed at a pace requiring players to post at least once every 24 hours. I don't plan to take off many weekends, but I will announce it on this thread if play will be suspended for any length of time (weekend, holiday, etc). - Play will progress simply: Players will state their action for a single round. Once all actions are stated, I will make the rolls and determine the results. Rinse. Repeat. This applies both during combat and outside of combat (for knowledge, search, diplomacy, etc.) - I will be using the Vacuum Elemental Online Dice Roller found HERE. (http://krisinchico.brinkster.net/rolldata.asp) This link can also be found in my signature block. The rolls will be made/saved under the name "CoCo-WLD". um, is it too late for me to join in? |
| Kaigan12-10-04, 05:26 PM | I'm going to be getting rid of my 3 potions of CLw. If someone could do a quick look over that would be great, and any opinions would also be good too. I plan to go horizen walker after level 6 ranger. Oh and Jindl... in the dungeon, when i level up to level 4, how will I gain an animal companion? |
| Jindl12-10-04, 06:14 PM | um, is it too late for me to join in? I'll add you to the Waiting list. Oh and Jindl... in the dungeon, when i level up to level 4, how will I gain an animal companion? We'll cross that proverbial bridge when we get there (and if you survive...) What level does this module take us through? I guess in a way you don't have to answer that. Just thought I'd ask. If you survive ... it could go to 20th. But lets take it one level at a time, shall we? I plan on purchasing some scrolls for later scribing into my spellbook, and want to specialize, perhaps Evocation, as most of my spells will probably be attack based. I cannot lose Transmutation (Mage Hand is a requirement of Arcane Trickster), what else could I afford to lose? Enchantment and what? I'd suggest not specializing as an AT. You'll rely on your spells primarily for versatility. I don't think its worth losing access to 2 whole schools just so you can throw one more spell per level. @Beldin - I think your PC would be better served as not being a specialist wizard also. @ALL - It seems like there are some good suggestions and changes being made. Please keep them coming. @Caterane - Please help me figure out how you priced your continual flame silver holy symbol. -Jindl |
| turalisj12-10-04, 06:25 PM | yay! can i be a ranger? *looks upstream* oh, there already is one...... :( |
| Caterane12-10-04, 06:41 PM | Spellcasting service 3 (CL) *20 (gp) = 60 + 25 (symbol) = 85 gp Lvl 20? I might get a serious wisdom problem |
| Sindorin12-10-04, 07:00 PM | Greatings fellow party members... :D Jindl and Sindorin: is Sindorin's character expected to go through the AT class as well? I do not see how this would be needed, perhaps he could go with some Ranger or Fighter to go with his 14 Str... Also, if he is not going the AT way, does he need an 18 Int? A 16 might be better, and allow you 4 more points to be spent on Wis or more Str... And I do not see the use of any Cha skills for this character, as you already have a -2... they just seem like wasted skill points to me... Also, you could get 6 ability points if you were to lower your Dex to 18, and again, spread them around for a possible +2 to +3 more stat bonuses versus the +1 they award you now. But that is just me, and I am just mentioning some random thoughts... I had considered her abilities, and found that I like having high stats. I will take your suggestions into consideration. The 18 Int was purposely for skill points (it helps disable device too), and may help DCs if Tevli does go for some wizard. She may be gambling with the low wisdom score, but I just made the decision that way. I thought about what Jindl had said about taking advantages of the two classes' use of int and dex or something like that. I'm not used to having any arcane trickster in the party, so if we only need one, Tevli could possibly go Shadowdancer later on if I give her some different ranks... or if I do go Wizard as planned, I could even just skew off and take levels in Eldritch Knight (like Aku!!!) |
| Jindl12-10-04, 07:27 PM | Spellcasting service 3 (CL) *20 (gp) = 60 + 25 (symbol) = 85 gp + 50 gp material component (powdered ruby) = 135 gp. ;) -Jindl |
| Zerone12-10-04, 08:39 PM | Hey Cat... Do you really think that a Continual Flame belongs on an item that we cannot put away? I know that you are a human and need the light, but I'd rather see it cast on an item that we can put away in a pinch... not something that you need to cast with... Sindorin, that's cool, they were just some random ideas :) Lemmie here some ideas for my character, especially spells that I will need or that you would like me to cast on you... I'll let the specialization go, just thought that it would help, since I will already be 'behind' in number of spells... Jindl, is a Cloak of Resistance +1 worth it right now, or should we use the 1000 gp for other things, like Pearls and Googles of +5 Search? Beldin, I was also wondering about the cross-class skills you've taken (Listen & Spot). Could they be better used as more Knowledge skills - improving or other ones?I'm sure that between the Ranger and the 2 Thiefs that we should be ok... Einzelgaenger, As the only 'real' melee character we have (yes, Cat's is kinda), I think that you could benifit the party more with a 16 Str versus with a 14 Int? We can leave most of the Knowledge skills up to the mage... Also, is the MW armor worth the extra gold? Please lemmie here some ideas for my character, especially spells that I will need or that you would like me to cast on you, or how I could better serve the party... Oh! We might need some cold iron/silver weapons... "You know it's Sad But Truuue..." The irony? That was Metalica... :D |
| Jindl12-10-04, 09:46 PM | Jindl, is a Cloak of Resistance +1 worth it right now, or should we use the 1000 gp for other things, like Pearls and Googles of +5 Search? I think goggles would be very useful for the primary skill rogue (that's you Zerone, I view Sindorin as more of a combat rogue - flanking with the tanks: Caterane and Einzelgaenger). Beldin, I was also wondering about the cross-class skills you've taken (Listen & Spot). Could they be better used as more Knowledge skills - improving or other ones?I'm sure that between the Ranger and the 2 Thiefs that we should be ok... I would say knowledge skills and listen/spot are about equally useful. There are lots of times you'll be caught by a surprise round. Einzelgaenger, As the only 'real' melee character we have (yes, Cat's is kinda), I think that you could benifit the party more with a 16 Str versus with a 14 Int? We can leave most of the Knowledge skills up to the mage... Also, is the MW armor worth the extra gold? I guess that depends on whether any of you casters intend to take craft arms + armor. If so, then the paladins armor is ready to be enchanted (unlike the nonmasterwork version). I think you as a party should discuss if any crafting feats will be taken and by whom. Oh! We might need some cold iron/silver weapons... "You know it's Sad But Truuue..." :D Good idea (s). Keep them coming. -Jindl |
| Sindorin12-10-04, 10:39 PM | I don't know if flanking with my dagger is such a good idea though... I was going for more of a pot-shot rogue. I guess I could always get a silver dagger if needed... |
| Sindorin12-10-04, 11:16 PM | I ended up making quite a few tweaks to Tevli because of afterthoughts on the comment about her being more of a 'combat rogue'. I made her quite a bit better in combat, and also bought a silver dagger... |
| turalisj12-10-04, 11:25 PM | I ended up making quite a few tweaks to Tevli because of afterthoughts on the comment about her being more of a 'combat rogue'. I made her quite a bit better in combat, and also bought a silver dagger... um, what should i do about my character? :confused: i wanted to be a ranger....but i dont know if you wanted two rangers. :( |
| Sindorin12-10-04, 11:30 PM | For now, I would suggest posting whatever character you want, not worrying about what already is there. Since you're joining the wait list a bit late, you'll be pretty low on the list, and it may be a while before you get in (and hopefully you won't be getting the fifth slot :)). Whenever the opportunity arises for you to actually get into the game, the opening desired may fit your pc, but it may not. If that is the case, the party will say what they need or want, and may even pick who comes in. \ So many people are interested in these CoCo Adventures, it makes me want to DM one for the others on the wait list... the only problem with my doing that is that I don't own or have access to any modules... you guys would have to go into my homebrewed dungeons of doom... heh heh |
| Jindl12-10-04, 11:58 PM | um, what should i do about my character? :confused: i wanted to be a ranger....but i dont know if you wanted two rangers. :( As Sindorin indicated, you are now on the wait list (along with several other players). When one of the original 6 players decides to leave the campaign, then all of the players on the wait list will be given the opportunity to post a character to replace the leaving player. At that time, I will select the replacement character from those posted, with some input by the remaining original players. So for now, you are welcome to post your character. But until one of the original 6 players leaves the campaign, you won't proceed much further than character creation. I wish I could accomodate all of the great character submissions I recieved, but sadly there would be too many problems using more than 6 characters. -Jindl |
| Kaigan12-11-04, 02:55 AM | Okay, I have one weapon of each, Cold Iron and silver. I also have 203.9 gp left. Any Ideas on what to buy that would benefit the party? |
| Beldin12-11-04, 05:14 AM | Ok, no summons and no specialisation. |
| Einzelgaenger12-11-04, 05:15 AM | Well, I guess I'll be as much of a face for the party as possible... I dropped religion and added sense motive, since caterane seems to have that under control. Caterane, unless you believe two people w/ high diplomacy would be extremely useful, you may want to put those points into concentrate and/or spellcraft and/or heal. Your choice, though. I'm willing to change Elven to anything else I can learn if the party deems it more useful. I'm keeping Draconic, though. If anyone has any idea on how and if i should spend my remaining 450gp (or potentially 750-950), keep it, or put it into party funds, do suggest it to me. I don't think any of the money there needs to be spent on wands of cure light wounds, though, as both me and caterane have one. again, please make suggestions to me, i have a bit of money to potentially blow, and i wish it to help us as much as possible. |
| Einzelgaenger12-11-04, 05:20 AM | Einzelgaenger, As the only 'real' melee character we have (yes, Cat's is kinda), I think that you could benifit the party more with a 16 Str versus with a 14 Int? We can leave most of the Knowledge skills up to the mage... Also, is the MW armor worth the extra gold? sure, i can drop the MW, and get full plate later or something, but dropping the int seems like a bad idea. i'm well equipped to serve as the party face, and i also need concentration for some spellcasting later on. also, i'd have to drop int 4 points to gain 2 str, so i'd only get two of the four skill slots i originally had. but i'm dropping the MW armor as we speak additionally: if you think dropping the MW on the bow, and maybe the str mod too, i may |
| Caterane12-11-04, 06:23 AM | + 50 gp material component (powdered ruby) = 135 gp. Ok, will be corrected Do you really think that a Continual Flame belongs on an item that we cannot put away? It can be put away (under my coat of arms for example, or with the same action into my pocket). If we need to be stealthy and I have to put it away, I cannot cast anyway unless we meet some deaf guys. The rest is just for show :) Einzelgaenger, As the only 'real' melee character we have (yes, Cat's is kinda) I am ...hurt Okay, I have one weapon of each, Cold Iron and silver. I also have 203.9 gp left. Any Ideas on what to buy that would benefit the party? What about some useful scrolls? As Jindl said, there won't be a mage guild down there. Caterane, unless you believe two people w/ high diplomacy would be extremely useful, you may want to put those points into concentrate and/or spellcraft and/or heal. Your choice, though. I'd prefer to keep diplomacy in case you decease lol j/k. No seriously, two people with diplomacy can't hurt (is the assist rule applicable here?) and it also suits my character. I can use 0th level spells to stabilize, and I am not that depended on spells so concentration will be raised later when I get the more powerful spells. If anyone has any idea on how and if i should spend my remaining 450gp (or potentially 750-950), keep it, or put it into party funds, do suggest it to me. Buy some useful scrolls, like remove paralysis or lesser restoration. I had one but the everburning symbol just got more expensive so I have to drop them. additionally: if you think dropping the MW on the bow, and maybe the str mod too, i may No, keep it. +1 to attack and +2 to damage is huge for a meager price. @Jindl: Masterwork cold iron Greatsword. Price? 1) 50*2 +300 = 400 2) (50+300) *2 = 700 |
| Beldin12-11-04, 08:01 AM | any suggestions on scroll selection? Indreju does not like these brutal evocations... And will we get enough time to craft items? |
| Jindl12-11-04, 11:57 AM | @Jindl: Masterwork cold iron Greatsword. Price? 1) 50*2 +300 = 400 2) (50+300) *2 = 700 #1. The cost for the mw component is not doubled (at least as far as I can tell from the examples in the DMG.) -Jindl |
| Kaigan12-11-04, 11:59 AM | I can still buy scrolls for my ranger to use, even though he can't use them till next level yes? Or should I just buy scrolls for the casters in the party? And which ones would you like? Or I could just put my remaining 200 into the group fund. Any feedback? |
| Jindl12-11-04, 12:07 PM | any suggestions on scroll selection? Indreju does not like these brutal evocations... And will we get enough time to craft items? You'll probably be able to get a day or two, here or there, to craft stuff. I think craft wand, craft wondrous, and craft arms+armor would all be useful (and that's the order of importance I would give them). Spell suggestions (in no particular order): Mage armor, Identify, Ray of Enfeeblement, Alarm, Shield, Grease, Comprehend Languages, Detect Secret Doors, Sleep, Magic Missile, Color Spray, Enlarge Person, Magic Weapon, Reduce Person, Resist Energy, Protection from Arrows, Glitterdust, Melf's Acid Arrow, Web, See Invisibility, Tasha's Hideous Laughter, Scorching Ray, Mirror Image, Blindness/Deafness, False Life, Alter Self, Bull's Strength, Rope Trick, Spider Climb, Knock. Okay, that's my suggestions for 1st and 2nd level spells. You'll notice a mixture of direct damage, buffs, utility, battlefield control, and status inflicting spells. @Beldin - I would again encourage you to get a wand: magic missile (CL1) to use in combat so you don't run out of spells so fast. -Jindl |
| Jindl12-11-04, 12:08 PM | I can still buy scrolls for my ranger to use, even though he can't use them till next level yes? Or should I just buy scrolls for the casters in the party? And which ones would you like? Or I could just put my remaining 200 into the group fund. Any feedback? Yes you can buy scrolls for yourself to use next level. I'm sure the group could spend the money also... But if I were you, I'd buy some specialty arrows (cold iron and silver would be nice). -Jindl |
| Zerone12-11-04, 01:15 PM | On Nihilucien... Should his Dex or Int up to a 20? I'd lose Str (10 > 6) and Wis (10 > 8), but I'd have extra skills or a better chance to hit with ranged spells and weapons... Are his skills ok? Does anyone wish to see different ones or ones more focused on? Does he need Imrpoved Init? Now that we have 4 melee-ish characters... Cat's being on the low end of the spectrum... :devil:, I'm not needed to be as such... so I could use a better feat here... any suggestions? Items: Purchased the Goggles... but now I cannot purchase any scrolls/scribing materials/pearls... anyone want to 'lend' your good 'ol friend a few gold pieces? While you are at it, mention some spells that you want to see appear like magic... :confused: Don't ask...? I'll flush out his appearancwe and background when he is complete or Monday at the latest... I ended up making quite a few tweaks to Tevli because of afterthoughts on the comment about her being more of a 'combat rogue'. I made her quite a bit better in combat, and also bought a silver dagger... I like the changes... One question though... Are you only using the dagger because of the 'soulknife' character??? I think that a Short Sword and a Rapier/Scimitar would be better in the long run, as the extra 1.5 damage per attack will pay off in the end, and you can get them each for 30 gp (Cold Iron Scimitar, Silver Short Sword). The Cold Iron Rapier would cost 40 gp... Einzelgδnger: additionally: if you think dropping the MW on the bow, and maybe the str mod too, i may Caterane: No, keep it. +1 to attack and +2 to damage is huge for a meager price. I agree. Especially the +2 damage. I believe that Sindiron's character now has a +3 Str mod, but only a +2 mod on his bow. I suggest taht some of our funds go there... Spell suggestions (in no particular order): Mage armor, Identify, Ray of Enfeeblement, Alarm, Shield, Grease, Comprehend Languages, Detect Secret Doors, Sleep, Magic Missile, Color Spray, Enlarge Person, Magic Weapon, Reduce Person, Resist Energy, Protection from Arrows, Glitterdust, Melf's Acid Arrow, Web, See Invisibility, Tasha's Hideous Laughter, Scorching Ray, Mirror Image, Blindness/Deafness, False Life, Alter Self, Bull's Strength, Rope Trick, Spider Climb, Knock. Lemmie here it people, what do you want me to have? Beldin could take Craft Wondreous Items at level 3 and craft a Heward's Sack, my Goggles, Cloaks of Resist, and other things for much less gold... I could take it too, in place of my Imp. Init. feat... Thoughts? Party Gold Purchases: Scrolls for Scribing (Arcane) & Restoring (Divine) Better weapons for Sindorin Wand of MM for Beldin Specialty Arrows (Cold Iron & Silver) for Kaigen Pearls for Identify Heward's Handy Sack (2,000 gp or 1,400 gp crafted) Scribing Materials *. Z |
| Kaigan12-11-04, 03:02 PM | Um.... just wondering about the specialty arrows. How much would a set of cold iron arrows, and a set of silver arrows be? I'm going to get both i think. And does anyone have any ideas of which scrolls i should get? |
| Einzelgaenger12-11-04, 09:55 PM | Um.... just wondering about the specialty arrows. How much would a set of cold iron arrows, and a set of silver arrows be? I'm going to get both i think. And does anyone have any ideas of which scrolls i should get? cold iron: double cost, i think silver: +2 gp, i believe per shot |
| Sindorin12-11-04, 10:55 PM | well, before the strength change Tevli was almost encumbered, I was trying to keep a melee weapon that she wasn't going to use much light, but it doesn't really matter at this point. A dagger is also easier to conceal, and just much more rogue-ish IMO. Cold Iron and Silver arrows will do nicely for Tevli too! I don't think the party needs to buy my weapons after some of the changes that I have made. I've got a little bit of gold I can mess around with for those arrows... |
| Einzelgaenger12-12-04, 02:53 AM | another thing i think everyone should buy...in addition to cold iron and silver weapons, i would strongly advise getting a light backup that uses a different damage type. we don't want to be stuck all with swords when we encounter skeletons, do we? is there any time where silver and blunt together will be useful? if anyone has anything else they think i should buy for myself, please tell me, otherwise, another 200 gp can go into the party fund. also, is there any disadvantage at all to cold iron weapons, other than that they cost an extra 2k to enchant? |
| Beldin12-12-04, 06:36 AM | Beldin could take Craft Wondreous Items at level 3 and craft a Heward's Sack, my Goggles, Cloaks of Resist, and other things for much less gold... thats a good idea, I will take Craft Woundrous and craft these Items for you. So you should only pay 7/10 for these items; if Jindl is ok with that. |
| Jindl12-12-04, 04:59 PM | Beldin could take Craft Wondreous Items at level 3 and craft a Heward's Sack, my Goggles, Cloaks of Resist, and other things for much less gold... thats a good idea, I will take Craft Woundrous and craft these Items for you. So you should only pay 7/10 for these items; if Jindl is ok with that. That's fine with me. I'm assuming that the pc's have been a group for a few months at least prior to the start of the campaign. -Jindl |
| Zerone12-12-04, 07:00 PM | Are Beldin and I able to have copied spells out of each other's spellbooks from previously adventuring together? If so, Beldin, we should get our spells straight so we maximize our free slots to not overlap... :) |
| Jindl12-12-04, 08:08 PM | Are Beldin and I able to have copied spells out of each other's spellbooks from previously adventuring together? If so, Beldin, we should get our spells straight so we maximize our free slots to not overlap... :) It will still cost 100 gp per page. -Jindl |
| Zerone12-13-04, 12:01 AM | Between Beldin and myself, the following are the 2nd level spells that we do not have, Beldin still has 2 more Free at 4th and I have 4 Free for 3rd & 4th... These are scrolls I gave to Indreju (for me for later use...:D): Alter Self, Melf's Acid Arrow, Scorching Ray, Spider Climb <600 gp> These are the remaining ones we will not have access to... any of them you'd like included (below) or excluded (above)? Resist Energy, Protection from Arrows, Mirror Image, Blindness/Deafness, Bull's Strength, Knock Also, this leaves Beldin and myself with no Pearls for Identify and no materials for future scribing. Beldin still needs 800 gp to scribe the 4 scrolls that I gave him, if we want to be able to use them, otherwise I will just hold on to them myself... Do we need See Invisibility if we have Glitterdust, should we wait for 1 of them? Also, should my character have a familiar or not? Or should I take the Improved Familiar feat and get an Air Elemental (Level 5) or Imp/Pseudodragon (Level 7)? *. Z |
| Jindl12-13-04, 01:03 AM | Resist Energy, Protection from Arrows, Mirror Image, Blindness/Deafness, Bull's Strength, Knock I'd strongly encourage that you have these spells, with the possible exception of bulls strength (although I'm sure the tanks would appreciate it). Also, this leaves Beldin and myself with no Pearls for Identify and no materials for future scribing. I would encourage the group to buy some pearls and some materials for future scroll creation. Perhaps someone would be willing to trade a mw secondary melee weapon for a normal version and use that 300 gp for 3 pearls. There are other ways to finance the pearls as well, but I do think you will need them. Also, should my character have a familiar or not? Or should I take the Improved Familiar feat and get an Air Elemental (Level 5) or Imp/Pseudodragon (Level 7)? You do realize that as an AT, you won't be able to get the imp/psuedodragon. I'd suggest letting Beldin get the improved familiar (if he wants one) and you focus on feats that maximize your AT'ness (see the Character Optimization board for great hints for AT's.) -Jindl |
| Zerone12-13-04, 08:40 AM | A question... Which of the following is better over the long haul? Option 1: Cold Iron Scimitar: +5 Melee, 1d6, 18-20/x2 MW Composite Shortbow: +6 Ranged, 1d6, 20/x3, 70 Range Silver Light Mace: +5 Melee, 1d6-1, 20/x2 Touch/Ranged Touch: +5 Melee/Ranged, 20/x2 Feats: Improved Initiative (Level 1) Scribe Scroll (Wizard 1) Weapon Finesse (Level 3) Option 2: Rapier: +1 Melee, 1d6, 18-20/x2 MW Composite Shortbow: (Cold Iron & Silver Arrows) +6 Ranged, 1d6, 20/x3, 70 Range +4/+4 Ranged, 1d6, 20/x3, 70 Range Ranged Touch: +5 Ranged, 20/x2 Feats: Point Blank Shot (Level 1) Scribe Scroll (Wizard 1) Rapid Shot (Level 3) With either way, I'll take several Metamagic feats as I progress... Extend/Empower/Quicken and perhaps Precise Shot if Option 2 is recomended. Jindl, about the 2nd level spells, we recieve 6 more free spells over the next few levels between Beldin and I, how are we expected to have every spell in the book? And if we do, how are we to scribe them, and what do we take with or free slots then? I understand the importance of all the spells, but unless over half of our money (everyones) goes to wizsrd spells/scribing/pearls, it will be difficult to get all those spells... or am I missing something? Attn. Everyone: Please, give some feedback on which spells you'd like to see the party have over others, perhaps a list of importance, etc... Also, we need the Tongues spell for Beldin, so he can take Loremaster for his 8th level (Level 3 Divination required), which costs 375 gp. Thanks, *. Z |
| Jindl12-13-04, 10:19 AM | A question... Which of the following is better over the long haul? Option 2: Rapier: +1 Melee, 1d6, 18-20/x2 MW Composite Shortbow: (Cold Iron & Silver Arrows) +6 Ranged, 1d6, 20/x3, 70 Range +4/+4 Ranged, 1d6, 20/x3, 70 Range Ranged Touch: +5 Ranged, 20/x2 Feats: Point Blank Shot (Level 1) Scribe Scroll (Wizard 1) Rapid Shot (Level 3) With either way, I'll take several Metamagic feats as I progress... Extend/Empower/Quicken and perhaps Precise Shot if Option 2 is recomended. I'd say option 2, but with Precise Shot now instead of Rapid Shot. Both Point Blank and Precise Shot will work with your ranged touch spells, which is one of the main methods of attack for an AT (cantrips + sneak attack, scorching ray, melfs acid arrow, etc). I'd only pick weapon finesse if you plan to do A LOT of spectral hand based attacking. Jindl, about the 2nd level spells, we recieve 6 more free spells over the next few levels between Beldin and I, how are we expected to have every spell in the book? And if we do, how are we to scribe them, and what do we take with or free slots then? I understand the importance of all the spells, but unless over half of our money (everyones) goes to wizsrd spells/scribing/pearls, it will be difficult to get all those spells... or am I missing something? You don't have to have all of the spells I mentioned. But I would point out that neither of you are melee wizards. A spell like alter self which is personal only and really can only be used to increase your AC for a few minutes, is less useful to you. I'd say the same thing about shield. Mage armor is a much better spell than both, because with its longer duration one casting can last several encounters, and you can even offer it to other members of the party, should they need it. In short, I would suggest the following spell changes for both PC's current spellbook: For Nihilucien: Replace burning hands with ray of enfeeblement, replace shield with color spray. Your combat spells should focus on creating and executing sneak attacks. Grease was an excellent choice (anyone balancing on a greased area automatically loses their dex bonus), and with its ability to stun/blind/knock unconcious so is color spray. Ray of enfeeblement will really help out your tanks when they face the big nasties. Since burning hands can't carry sneak attack damage, allows a save, and is so short range, its probably not a good one. Color spray can perform the same job (attacking nearby foes) and do it even better since it allows you to escape when they are stunned. Shield is suboptimal because it only lasts for one fight, and as a ranged attacker you likely won't waste a round casting it. For Indreju: Replace shield with alarm, drop grease. This saves you 250 gp. In combat, you'll probably be buffing others (enlarge person + resist energy once you learn it) or controlling the battlefield (web + sleep + glitterdust) or directly attacking (magic missile wand or tasha's laughter). You shouldn't need to cast grease for Nihilucien, he can do that for himself. And as we discussed, shield is suboptimal because you have to waste a round for the armor bonus you'll not likely need. As for learning tongues later, perhaps it should just be one of the spells you gain automatically when you level up? I'd also like to make some equipment suggestions for these two pc's: For Nihilucien: A MW Composite Shortbow should only cost 375 gp. If you wanted to switch 4 skill points from Knowledge Arcana into craft bowyer/fletcher and buy some mw bowyer/fletcher tools, you could craft everybody's bows for the whole group at a greatly reduced cost, and you could make replacement arrows during your stay in the dungeon. Also, I would suggest a darkwood buckler instead of a darkwood light wooden shield, as the buckler can be used when wielding your bow. Also, you'll probably do better with cold iron/silver arrows than you will with a cold iron/silver melee weapons. Most AT's prefer to stay out of melee (something about that terrible bab and hps...) And I doubt it is necessary for you to buy 2 continual flame items. Actually, I don't think you need to buy even one, as the rest of your group has purchased several already. Take the money you save with these changes (both personal and money that your group saved for the cheaper bows) and put it towards extra scrolls, more identify materials, etc. For Indreju: With the money you saved from the spell changes above, I would get a longbow. It will serve you much better than the longsword will, and may even allow you to save some charges on your wand of magic missile. The rest of the money you save can go towards more identify materials. I'll try to make suggestions for the other pc's throughout the day today. I hope to begin the campaign by Wednesday. -Jindl |
| Kaigan12-13-04, 11:52 AM | Jindl: I don't think you can make a darkwood buckler as it is metal. |
| Jindl12-13-04, 12:14 PM | Jindl: I don't think you can make a darkwood buckler as it is metal. I would agree except that it is listed in the DMG/SRD as one of the specialty shields. So I guess it is an exception to the rule. Here's the quote: Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty. No aura (nonmagical); Price 205 gp. It does have a 5% asf, unlike the mithril version. But the mithril buckler costs 1015 gp. -Jindl |
| Beldin12-13-04, 12:39 PM | I had a longbow, I sold it to get enough money for the wand of mm you suggested |
| Kaigan12-13-04, 12:51 PM | Okay, cool, thanks Jindl... Umm.... i have about 100 gp left over, any one can have it. If not, i'll just use it to buy a pearl of identify if that's good? |
| Jindl12-13-04, 02:40 PM | I had a longbow, I sold it to get enough money for the wand of mm you suggested Well I do think the wand of mm was a good idea. I hope my suggestions aren't causing any frustration or anything. I just want to see you guys succeed :D Anyway, give me a little while to look over the character sheets of the other PC's and point out any errors, then we should start the game Wed. I'll open another thread when the game starts. -Jindl |
| Beldin12-13-04, 02:48 PM | @ Kaigan: -Cloak of Resistance +1 <1000 gp> [- lb] Indreju can craft the cloak and safe you 300 gp so, what do we do with the 1200 group gp? Buy some Pearls/ARCANE scrolls :D ? |
| Kaigan12-13-04, 04:24 PM | @beldin, yeah, i'd like to do that, thanks. |
| Kaigan12-13-04, 04:27 PM | @Jindl and everyone: Haha, i guess no one can craft me an efficient quiver... I guess I'll have to "find" one eh? |
| Zerone12-13-04, 10:14 PM | Nihilucien's been edited to the 'archer' style feats, and some different spells. Does he need Detect Secret Doors or no? I lost it in place of Magic Weapon... however, Cat could memorize that spell... Edited Skills and Inventory. Please look it over... Attn. All: I can now craft all bows and arrows so they cost half as much. Please make the necessary changes and add the extra gold where needed... such as pearls or something you might need (more arrows, etc.)... I'll hopefully add some 'color' to Nihilucien by the end of tomorrow... Attn. Beldin: Nihilucien has given these scrolls to Indreju (Melf's Acid Arrow, Scorching Ray, Spider Climb) if you want to scribe them, then I can scribe them from you later. Otherwise, I'll hold on to them for now if you do not want to scribe them... *. Z |
| Jindl12-13-04, 10:34 PM | @Zerone - I see only one mistake that needs to be corrected. You'll need to pay full price for the goggles, as nobody in your group can provide the true seeing spell needed for crafting them. Perhaps you could get rid of the spider climb scroll in order to help make up the difference. Other than that and a background, I'd say your character is done. :D -Jindl |
| Sindorin12-13-04, 11:06 PM | ooh, the crafted bow really saves some gold for Tevli, consider 350 more gp up for grabs, unless everything has been taken care of... |
| Zerone12-13-04, 11:38 PM | @Zerone - I see only one mistake that needs to be corrected. You'll need to pay full price for the goggles, as nobody in your group can provide the true seeing spell needed for crafting them. Perhaps you could get rid of the spider climb scroll in order to help make up the difference. -Jindl Done Background... not done... :P I'll have it up tonight tomorrow. :D |
| Kaigan12-14-04, 01:44 AM | I have 500 gp Plz tell me what I should buy... How many pearls, any scrolls... Thanks |
| Beldin12-14-04, 03:01 AM | I want to, but I do not have enough money left to scribe more than one :weep: . |
| Einzelgaenger12-14-04, 01:50 PM | all bows? including MW? okay, that saves me buttloads! |
| Zerone12-15-04, 01:05 PM | Nihilucien's history and appearance are finished... Nihilucien's Character Sheet (http://boards1.wizards.com/showpost.php?p=5009756&postcount=46) *. Z |
| Beldin12-15-04, 03:26 PM | we have to spent the 1200 group gp. We already have 2 clw-wands... Can I use 400 of these to scribe Nihilucien's scrolls into my spellbook? What shall we do with the rest? Buy 4 pearls and keep the rest? Scribe some additional scrolls? Or at least bui scribing materials? ... |
| Jindl12-15-04, 04:13 PM | Whatever you guys do, please do it soon. I will start the campaign tomorrow morning, so you should try to have everything finalized by then. -Jindl |
| Kaigan12-15-04, 05:12 PM | I have 500 gp Anyone want me to buy something if not, i'm just going to buy some more masterwork stuff... @Zerone: Not to be too nit picky, but you haven't listed any of the weights of the items, and the total weight. Cuz it looks like you have quite a bit of stuff there. At least 15 lbs worth of arrows too... It doesn't look like your burdened, but still... |
| Zerone12-15-04, 06:35 PM | I look at it like this... There are 3 people in the party with much higher Str scores than I... they can be really nice friends and take some of my burden for me... :D I'll list the weight. As for the gold, we should let Beldin scribe the scrolls and purchase some scribing materials and some pearls. If we have no scribing materials, no new spells - no pearls, no magic items... |
| Einzelgaenger12-16-04, 03:33 AM | Well find out what to do with the gold quick, and note you have 200 more of it to spend. if anyone wants to buy me full plate, i'd be glad to accept it, but there's probably more important stuff. |
| Beldin12-16-04, 03:52 AM | Kaigan can buy 2 pearls an one mw-stuff or better 5 pearls - he has already 2 mw-weapons. Einzelganger can buy two pearls. I scribe these scrolls (400 gp of group) 600 GP scribing materials? 200 GP for hard times? Does that sound ok? |
| Einzelgaenger12-16-04, 04:24 AM | Kaigan can buy 2 pearls an one mw-stuff or better 5 pearls - he has already 2 mw-weapons. Einzelganger can buy two pearls. I scribe these scrolls (400 gp of group) 600 GP scribing materials? 200 GP for hard times? Does that sound ok? could someone please make a complete list of everything bought and sold by the group, because i think this is getting convoluted. in fact, here's how i see it currently... Caterane: 200 gp given Kaigan: 200 gp given 590 gp remaining Me: 400 gp given Beldin: 200 gp given Sindorin: 487.9 gp given Zerone: 700 gp given and spent (400 gp scribing mat, 300 gp spells) that gives us 1487.9 gp plus how much else Kaigan is giving, so we could have up to approx 2100 for the group fund, and as little as 1500, as we can easily scrape another 12.1 gp from somewhere to even it out. purchases: is that 400 gp from zerone the same 400 gp you're using for scribing? and is that 600 of materials in addition to the 400 that zerone paid for? |
| Beldin12-16-04, 05:12 AM | now nothing is bought by the group - we have these 2100 gp to spend - preferably on scribing material and pearls. 1700 if I am allowed to scribe the 2 scrolls. I'd say keep some money and spent the rest on pearls/scribing materials. |
| Myrridin12-16-04, 09:17 AM | Hey guys, first of all, Jindl, I think this is an awesome idea. And given that I have slightly more time now than I did, I'd like to go on the waiting list as a potential player. To the rest of the party, good luck, and play smart. :) I wish that I had time to bring back RttToEE, as that party was doing really well. |
| Zerone12-16-04, 10:01 AM | Zerone: 700 gp given and spent (400 gp scribing mat, 300 gp spells) purchases: is that 400 gp from zerone the same 400 gp you're using for scribing? and is that 600 of materials in addition to the 400 that zerone paid for? That's 300 for the scrolls given to Beldin and 400 extra scribing materials for future use, and 53 remaining... if anyone needs part of the 53 I have remaining, just state that you are taking it and what for and I'll change my character accordingly before posting it to the game thread. I'll be gone till tomorrow morning or evening... depends on how everything goes... That means that I will not be able to post my character till then, as I will not have internet acces til then also... sorry for problems that it might cause... *. Z |
| Kaigan12-16-04, 12:56 PM | Okay, I'll buy 5 pearls. But what kind. Just tell me and it's done. |
| Jindl12-16-04, 01:58 PM | Okay, I'll buy 5 pearls. But what kind. Just tell me and it's done. 100 gp white pearl (see Identify spell). |
| Einzelgaenger12-16-04, 03:23 PM | Ok, I think I've got the party fund account dealt with. 1987.9 gp given 700 spent on pearls 400 spent scroll scribing 600 spent scribing materials that's 1700, so we have 287.9 plus whatever else anyone has in their personal stashes. (Caterane: 22.35, Kaigan:90.9, Me: 68.83, Zerone: 55.85) So that's a grand total of 525.83 gp remaining. We wanna just keep that around, or do we want to buy more pearls or materals or something else? |
| Snommelp12-16-04, 03:30 PM | I know I'm not technically involved in this, but here's my 2 cp: are there any spells that specifically require gp to cast? If not, the money's going to go to waste in a Dungeon delving. I sincerely doubt you'll find inns or shops in the World's Largest Dungeon. |
| Jindl12-16-04, 03:52 PM | @All - Please note that chapter 1 has begun !! :D -Jindl |
| Beldin12-17-04, 04:09 AM | an additional 400 in scribing materials, I'd say |
| Einzelgaenger12-17-04, 04:33 AM | an additional 400 in scribing materials, I'd say and another pearl, or do we want to keep 125 in hand? i was thinking 3 more pearls, and 1 or 200 more material, myself. i have this feeling there shall be much loot |
| Jindl01-13-05, 12:22 PM | As Sindorin indicated, you are now on the wait list (along with several other players). When one of the original 6 players decides to leave the campaign, then all of the players on the wait list will be given the opportunity to post a character to replace the leaving player. At that time, I will select the replacement character from those posted, with some input by the remaining original players. So for now, you are welcome to post your character. But until one of the original 6 players leaves the campaign, you won't proceed much further than character creation. I wish I could accomodate all of the great character submissions I recieved, but sadly there would be too many problems using more than 6 characters. -Jindl That time has arrived. With Zerone dropping from the game, I will need a replacement player (to be incorporated in the next week or two). So please follow the instructions quoted above: -Jindl |
| Huan01-13-05, 02:27 PM | That time has arrived. With Zerone dropping from the game, I will need a replacement player (to be incorporated in the next week or two). So please follow the instructions quoted above: -Jindl I made a new character (http://boards1.wizards.com/showpost.php?p=4998870) (RP will be up soon enough) that would like to be considered. :) |
| T'Var01-13-05, 03:09 PM | Name:Vannan Torrence LG Male ex-Bard 1 / Monk 2 Medium humanoid (Human) 5'9" tall, 150 lbs, 29 years old Bald, blue eyes Abilities: STR: 12 +1 (4 pts) DEX: 16 +3 (10 pts) CON: 12 +1 (4 pts) INT: 12 +1 (4 pts) WIS: 16 +3 (10 pts) CHA: 12 +1 (4 pts) Hit Points: 18 (6 + 2x4.5 + 3) AC: 16 (+3 Dex, +3 Wis), Touch 16, FF 10 Init: +3 (+3 Dex) BAB: +1; Grapple: +6 (+1 bab +1 str +3 feat) Speed: 30 (30) Capacity: 43/86/130 Weight Carried: 38 lbs Saves: Fort:+5 (3 Monk +1 Con +1 Magic) Ref: +9 (2 Bard +3 Monk +3 Dex +1 Magic) Will: +9 (2 Bard +3 Monk +3 Wis +1 Magic) Combat: Unarmed strike +5 (1 bab +3 dex + 1 feat) 1d6+1 20x2 Flurry +3, +3 (-1 bab + 3dex +1 feat) 1d6+1 20x2 Ranged Masterwork Heavy Crossbow +5 (1 bab +3 dex +1 masterwork) 1d10 120 ft 19-20/x2 Skills: (46pts Bard= A, 12 pts Monk= B) +7 Diplomacy (4 ranksA +2 rankB +1 Cha) +6 Knowledge (history) (4 ranksA +1.0 rankB +1 Int) +9 Listen (4 ranksA +2 rankB +3 Wis) +7 Jump (4 ranksA +2 rankB +1 Str) +5 Preform (4 ranksA +1 Chr) +9 Tumble (4 ranksA +2 rankB +3 Dex) +7 Sleight of Hand (4 ranksA +3 Dex) +9 Balance (4 ranksA +2rankB +3 Dex) Speak Language: Common, Elven Feats: Lvl 1 Weapon Finesse Human Blind Fighting Lvl 3 Weapon Focus (Unarmed Strike) Bonus Improved Grapple Bonus Deflect Arrows Human Traits: Bonus feat: Blind Fighting Bonus skill points: 4 + 1/lvl Bard Abilities: Bardic music, bardic knowledge, 1D20+4 countersong, fascinate, inspire courage +1 Monk Abilities: Bonus feat, Improved Grapple flurry of blows unarmed strike Bonus feat, Deflect Arrows evasion Equipment: explorer's outfit <free> 2x potion: cure moderate wounds (2 lbs)<600 gp> everburning torch (1 lbs)<110 gp> backpack (2 lbs)<1 gp> bedroll (5 lbs)<0.1 gp> rations for 10 days (10 lbs)<5 gp> 2x waterskin (8 lbs)<2 gp> flint and steel (0 lbs)<1 gp> 50 ft silk rope (5 lbs)<10 gp> 5x sunrods (5 lbs)<10 gp> Cloak of resistance +1 <1000 gp> Masterwork Heavy Crossbow <350 gp> 40 bolts <4 gp> Total Gold Earned: 2700 gp Total Gold Spent: 1739gp Gold Remaining: 961 gp Equipment Used: Total cost: gp Allies: Background: Vannan lived most of his life more or less drunk with his own ego and pride. Life was ment to be injoyed with wine women and what ever could be slid into his pocket without anyone noticing. Several years ago how ever that all changed. one night Vannan was drunk(as usual) and walking alone in the night half way in between towns when he was set uppon by a small band of orcs. Sober he might have been able to take two orcs on his own, but in his condition a child could out manuver him. Unconsious, robbed, naked, and a rusty dagger will in his stomach. That is how the monks of the Order of the Tiger found him. They took him back to there temple and mended his wounds. several days had passed before Vannan finally woke. He tryed to leave, but found he did not want to. He found that he injoyed the peace and calm that the temple could give. That was 5 years ago. Now Vannan is on a quest for enlightenment following the road and helping those he can. |
| Jindl02-10-05, 02:49 PM | Huan was selected by the party to replace Zerone. T'Var will the the replacement for the next player to drop. Thanks to both for their submissions. :D |
| Jindl02-22-05, 11:18 AM | I'd like to announce that Cellardweller has been added to the list of waiting players. :D |
| Sindorin02-22-05, 12:40 PM | Tis quite a list that we have, though... SO, like, when are we getting past level 1? Hum? :P :D |
| Caterane02-22-05, 12:56 PM | SO, like, when are we getting past level 1? Hum? :P :D Well, my character is level 3. But now we know why Tevli is always down :D |
| Jindl02-22-05, 01:05 PM | You guys can check the running total of xp awarded on pg 1 on the current campaign thread. As for as the current section of the dungeon, you have explored about 1/8th of the rooms in section A. |
| Sindorin02-22-05, 01:13 PM | OH, I mean, level 3. My mistake :D |
| Huan02-22-05, 02:12 PM | As for as the current section of the dungeon, you have explored about 1/8th of the rooms in section A. It would be handy (albeit metagame) if we had an ongoing "completion meter" for the sections we are in as well, heh heh. ;) (j/k) |
| Sindorin02-22-05, 02:39 PM | So is Huan's new PC (besides Nihilucien) going to join the party with normal starting gold? Now that we've had a decent taste of what possibly to expect, we probably could use another couple, if not one, healing wand(s)... just a thought... |
| Jindl02-22-05, 02:45 PM | So is Huan's new PC (besides Nihilucien) going to join the party with normal starting gold? Now that we've had a decent taste of what possibly to expect, we probably could use another couple, if not one, healing wand(s)... just a thought... Negative. Huan will play Nihilucien until either: You reach a point in the WLD where Nihilucien can leave and another pc plausibly take his place, or Nihilucien dies. Personally, I like Nihilucien (and hope that Huan is enjoying playing him). |
| Sindorin02-22-05, 02:49 PM | I see. Well it's not like I dislike Nihilucien, I was more trying to 'milk the system' and I guess I got caught red-handed trying to steal healing supplies. :rolleyes: |
| Huan02-22-05, 02:50 PM | Negative. Huan will play Nihilucien until either: You reach a point in the WLD where Nihilucien can leave and another pc plausibly take his place, or Nihilucien dies. Personally, I like Nihilucien (and hope that Huan is enjoying playing him). Oh, I do enjoy playing him. Party-wise, I recognize that Nihilucien is pretty essential, holding down the most skills out of the party, so I will do my best to keep him alive (not entirely up to me of course ;) ). |
| Sindorin02-22-05, 02:55 PM | I guess I never thought about this, but take a look: Skills: (55 Rogue, 6 Wizard) +8 Balance (2R, 0W, +4 Dex, +2 Synergy) +10 Craft: Bowyer/Fletcher (4R, +4 Int, +2 Tool) +4 Concentration (0R, 2W, +2 Con) +9 Decipher Script (5R, 0W, +4 Int) +11 Disable Device (5R, 0W, +4 Int, +2 Tool) +8 Escape Artist (4R, 0W, +4 Dex) +9 Hide (5R, 0W, +4 Dex) +6 Knowledge: Arcana (0R, 2W, +4 Int) +7 Listen (5R, 0W, +0 Wis, +2 Racial) +9 Move Silently (5R, 0W, +4 Dex) +11 Open Lock (5R, 0W, +4 Int, +2 Tool) +16 Search (5R, 0W, +4 Int, +2 Racial, +5 Item) +6 Spellcraft (0R, 2W, +4 Int) +7 Spot (5R, 0W, +0 Wis, +2 Racial) +9 Tumble (5R, 0W, +4 Dex) Speak Language: Common, Draconic, Drow Sign Language, Elven, Goblin, & Undercommon Then... Skills: (55 Rogue) +12 Hide (5 Rogue + 5 Dextertity + 2 Tiefling) +10 Move Silently (5 Rogue + 5 Dextertity) +12 Disable Device (5 Rogue + 3 Intelligence + 2 Nimble Fingers + 2 Tools) +10 Balance (5 Rogue + 5 Dextertity) +12 Tumble (5 Rogue + 5 Dextertity + 2 Synergy) +4 Spot (5 Rogue - 1 Wisdom) +4 Listen (5 Rogue - 1 Wisdom) +14 Open Lock (5 Rogue + 5 Dextertity + 2 Nimble Fingers + 2 Tools) +10 Jump (5 Rogue + 3 Strength + 2 Synergy) +5 Knowledge (dungeoneering) (5/2 Rogue + 3 Intelligence) +8 Search (5 Rogue + 3 Intelligence) He may have MORE skillz, but Tevli has higher checks :P :D Now, if I only knew how to use them... :cool: |
| Huan02-22-05, 02:59 PM | Heh heh, touche. But, better to have two rogues, in case one gets blown to smithereens... ladies first. ;) |
| Sindorin02-22-05, 03:00 PM | touche touche... Yeah, I will admit I was a bit worried when she went down... silly LA/low hit points... It's just too bad we haven't found any locks to pick yet. The Banewarrens was just as bad when Jindl had Cassandra join the party - her and Sokai could combine to easily get +40 Diplomacy checks... too bad that game kind of stopped... :( |
| Jindl02-22-05, 03:10 PM | Nihilucien's big advantage is that he is an elf with a +16 search check. He can quickly and accurately search for secret doors, just by walking around the edge of the room. Not to mention that he has a 40% better chance of finding a trap than Tevli (although she has a 5% better chance of disabling it). I'm glad you guys brought 2 rogues. I think it makes for a much better dungeon-crawling party. |