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| Lo77o01-22-06, 10:35 AM | Ok, im putting together 4 lvl 9 charecters for a party.. and they are all Dwarfs A dwarven warrior a bastion of defense along with a dwarven cleric who worships helm. These to are fairly easy to picture but iv got a bit more trouble with the next to. A dwarven Wizard who uses ancient dwarven runemagic to keep his fellow clansmen safe, and a dwarven bard :eek: who keeps up spirits with tales of great deeds. Now iv never played a dwarf before since iv allways found it hard to rolepley them the way i picture them in my head.. allways seem to end up with a schotish accent :( Now i realy want this group to work out.. not just as individuals but as a unity. As such i need ideas for a few basic things. Why are these 4 dwarfs adventuring? How is the dynamic between them? Who calls the shots? What are their names, and the name of their Clan? Any quirks worth mentioning that sets these dwarfs apart from the run of the mill other dwarfs? "besides the wizard and bard" Now i dont expect people to make a full background story for each of my 4 dwarfs or the group as a whole, but i would like people to give me some suggestions and ill figure out the rest :D And so people get a better idea about the group ill post the charecters below. Dwarven Bard Medium Humanoid: (Bard 9) Hit Dice: 9d6+27 (61) Initiative: +2 Speed: 20 ft. Armor Class: 27 (+2 Dex, +10 Armor, +4 Shield, +1 Deflection), touch 13, flat-footed 25 Base Attack/Grapple: +6/+8 Attack: Heavy Mace +9 (1d8+3) Full Attack: Heavy Mace +9/+4 (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf Traits, Spells Special Qualities: Darkvision 60 ft. Bardic Knowledge, Bardic Music "countersong, fascinate, inspire courage +2, Inspire competence, Suggestion, Inspire greatness" Saves: Fort +6, Ref +8, Will +7 (+2 against spells and poisons or +4 against magical poison) Abilities: Str 14, Dex 14, Con 16, Int 12, Wis 12, Cha 22 Skills: Bluff +18, Diplomacy +20, Gather Information +18, Perform (Oratory & Weapon Drill) +18, Spellcraft +13, Use Magic Device +18 Feats: Medium Armor Proficiency, Battle Caster, Subsonics, Disguise Spell Environment: Underground Organization: Group (3-6 Adventures) Challenge Rating: 9 Alignment: Neutral Good Advancement: By Class Possessions: Mithral Full plate +2, Large Steel Shield +1, Cloak of Charisma +4, Ring of Protection +1, Heavy Mace +1, 1.000 GP Spells: Dwarven Bard casts spells as a 9th-level bard. Spells Per Day (3/5/5/3; save DC 16 + spell level) 6 Known Spells 0th Prestidigitation, Message, Detect Magic, Mending, Open/Close, Mage Hand 4 Known Spells 1st Charm Person, Cure Light Wounds, Silent Image, Alarm 4 Known Spells 2nd Minor Image, Suggestion, Detect Thoughts, Invisibility 3 Known Spells 3rd Glibness, Lesser Geas, Major Image ---------------------------------------------------------------------------------------- Dwarven Tank Medium Humanoid: (Ranger 2 / Dwarf Paragon 3 / Deepwarden 4) Hit Dice: 2d8+3d10+4d12+90 (145) Initiative: -1 Speed: 20 ft. Armor Class: 39 (+10 Con, +13 Armor, +4 Shield, +1 Deflection), touch 21, flat-footed 26 Base Attack/Grapple: +9/+13 Attack: Dwarven Waraxe +14 (1d10+5 x3) Full Attack: 2 Dwarven Waraxe +14/+9 (1d10+5 x3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf Traits Special Qualities: Favored Enemy (Orc), Wild Empathy, Combat Style (Two Weapon Fighting), Craft Expertise +3, Improved Stonecunning, 90 ft Darkvision, Trap Sense +2, Stone Warden (use Con not Dex for AC), Animal Messenger, Uncanny Dodge Saves: Fort +21, Ref +5, Will +7 (+3 against spells and poisons or +6 against magical poison) Abilities: Str 18, Dex 8, Con 30, Int 12, Wis 10, Cha 6 Skills: Knowledge (dungeoneering) +13, Spot +12, Survival +12, Climb +10, Heal +12, Jump +10 Feats: Endurance, Dwarven Armor Proficiency, Heavy Armor Optimization, Greater Heavy Armor Optimization, Track Environment: Underground Organization: Group (3-6 Adventures) Challenge Rating: 9 Alignment: Lawful Good Advancement: By Class Possessions: Battle Plate +2, Large Steel Shield +2, Amulet of Health +4, Gauntlets of Ogre Power, Dwarven Waraxe +1, Ring of Protection +1, Cloak of Resistance +1, 520 Gold Pieces ---------------------------------------------------------------------------------------- Dwarven Wizard Medium Humanoid: (Wizard 4 / Fighter 1 / Runesmith 4) Hit Dice: 4d4+1d10+4d6+36 (70) Initiative: 1 Speed: 20 ft. Armor Class: 28 (+1 Dex, +11 Armor, +6 Shield, +1 Deflection), touch 12, flat-footed 27 Base Attack/Grapple: +5/+8 Attack: Dwarven Waraxe +7 (1d10+4 x3) Full Attack: Dwarven Waraxe +7 (1d10+4 x3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf Traits, Spells Special Qualities: Darkvision 60 ft, Rune Magic, Share Runes Saves: Fort +12, Ref +4, Will +9 (+2 against spells and poisons or +4 against magical poison) Abilities: Str 16, Dex 12, Con 18, Int 22, Wis 10, Cha 6 Skills: Concentration +16, Craft (Stoneworking) +24, Craft (Weaponsmithing) +24, Craft (Armorsmithing) +24, Knowledge (Arcane) +18, Spellcraft +18 Feats: Combat Casting, Spell Focus Transmutation, Dwarven Armor Proficiency, Shielded Spellcasting, Greater Spell Focus Transmutation, Scribe Scroll Environment: Underground Organization: Group (3-6 Adventures) Challenge Rating: 9 Alignment: Lawful Good Advancement: By Class Spells: Spells: Dwarven Wizard casts spells as a 8th-level wizard. Spells Memorized (4/6/5/4/3; save DC 16 + spell level DC 18 + spell level for Transmutation): 0th Mending x2, Arcane Mark, Detect Magic 1st Obscuring Mist x2, Mount x4 2nd Rope Trick, Invisibility x2, Protection From Arrows, Web 3rd Slow x2, Sleet Storm, Wind Wall 4th Mass Enlarge Person, Secure Shelter, Black Tentacles Possessions: Battle Plate +2, Tower Shield +2, Headband of Intellect +4, Gauntlets of Ogre Power, Dwarven Waraxe +1, Ring of Protection +1, Cloak of Resistance +1, 520 Gold Pieces ---------------------------------------------------------------------------------------- Dwarven Cleric of Helm Medium Humanoid: (Cleric 9) Hit Dice: 9d8+36 (80) Initiative: +1 Speed: 20 ft. Armor Class: 26 (+1 Dex, +10 Armor, +4 Shield, +1 Deflection), touch 12, flat-footed 25 Base Attack/Grapple: +6/+8 Attack: Heavy Mace +9 (1d8+3) Full Attack: Heavy Mace +9/+4 (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf Traits, Spells Special Qualities: Darkvision 60 ft. Saves: Fort +12, Ref +6, Will +14 (+2 against spells and poisons or +4 against magical poison) Abilities: Str 14, Dex 12, Con 18, Int 10, Wis 22, Cha 10 Skills: Concentration +16, Knowledge (Religion) +12 Feats: Extend Spell, Divine Metamagic Persist, Extra Turning x3 Environment: Underground Organization: Group (3-6 Adventures) Challenge Rating: 9 Alignment: Lawful Good Advancement: By Class Possessions: Nightstick x2, Full plate +2, Large Steel Shield +2, Ring of Protection +1, Periapt of Wisdom +2, Heavy Mace +1, Cloak of Resistance +2, 610 GP Spells: Dwarven Cleric casts spells as a 9th-level cleric. Spells Memorized (6/7/6/5/4/3; save DC 15 + spell level) Domains Planning/Protection 0th Mending x2, Detect Poison, Create Water, Detect Magic x2 1st Sanctuary, Obscuring Mist, Divine Favor x3, Entropic Shield x2 2nd Augury, Align Weapon x2, Status, Zone of Truth x2 3rd Protection From Fire, Magic Circle against Evil, Create Food and Water, Bestow Curse, Greater Vigor 4th Spell Immunity, Divine Power, Freedom of Movement, Death Ward 5th Spell Resistance, Righteous Might, Plane Shift Persisted Spells: Divine Power Greater Vigor Righteous Might Persisted spells gives : Full BAB, +6 Enchantment Bonus to Str, 9 temp HP, Fast heal 3, Increase to large size, +4 size bonus to Str, +2 size bonus Con, +2 enchantment bonus to Natural Armor, DR 3/evil, Character with persisted buffs: Large Humanoids: (Cleric 9) Hit Dice: 9d8+45 (89 [+9 temp]) Initiative: +1 Speed: 20 ft. Armor Class: 27 (+1 Dex, +10 Armor, +4 Shield, +1 Deflection, -1 size, +2 Natural), touch 11, flat-footed 26 Base Attack/Grapple: +9/+25 Attack: Heavy Mace +16 (2d6+8) Full Attack: Heavy Mace +16/+11 (2d6+8) Space/Reach: 10 ft./5 ft. Special Attacks: Dwarf Traits, Spells Special Qualities: Darkvision 60 ft. DR 3/evil Saves: Fort +13, Ref +6, Will +14 (+2 against spells and poisons or +4 against magical poison) Abilities: Str 24, Dex 12, Con 20, Int 10, Wis 22, Cha 10 Skills: Concentration +17, Knowledge (Religion) +12 Feats: Extend Spell, Divine Metamagic Persist, Extra Turning x3 Environment: Underground Organization: Group (3-6 Adventures) Challenge Rating: 9 Alignment: Lawful Good Advancement: By Class ---------------------------------------------------------------------------------------- |
| Ivelios201-22-06, 08:34 PM | Well the easiest way i would think of tying them all together is of course simply common interest. Since they are all dwarves a tightly knit community to begin with it would make sence they are all adventuring for somthing to benefit a dwarven kind. Perhaps the local dwarven Militia leader picked them the cream of the crop for a mission. Or perhaps they recived a vision from the dwarven god. Maybe they are just all out for treasure and glory who knows? The mission could be literly anything. Finding a lost dwarven city, Finding lost dwarven magical weapons or artifacts, Heading off a local ork army heading for the stronghold, traveling all over to different kingdoms to find allies to fight against above ork army or maybe an army of drow or anything from below. Maybe these allies would require somthing for their aid first? The list is endless. The dynamic between them should definatly be defined by the players themselves and not you just let them roleplay and see how things work out. Names should be their choice again but clans i see 2 choices all from the same clan which provides nearly unbreakable unity considering the dwarven nature. Or all different clans gathered together which would provide endless adventure hooks as each has his own friends family superiors etc. |
| Lo77o01-23-06, 12:57 AM | I knew i forgot to tell you something, this is an npc party that the pc's will have several encounters with, all the way from 1st level to what ever level they end at when the campaign ends. Normaly i make single major npc, maby 2 that knows each others like a master and a apprentice, but this time i want to try something diffrent. Ohhh and ya im think im gonna make it like a military unit, maby make them all helmites "Followers of Helm". I dont know yet if i should pick a single clan and make a good history about it, ot 4 different clans. |
| Morka01-23-06, 10:31 AM | I always keep a dwarven party in my pockets for this kind of situations :rofl:; I don't know, it could help... The dwarves 1) Einkil Holderhek, LG Ranger 3, Dual use Battle dwarven waraxe & hand axe. Favored ennemy: giants Feats: TrackB, Thunder Twin (FR), Two-Weapon Fighting B, Two-Weapon Defense S14 D16 C12 I8 W12 C11 2) Brottor Holderhek, LG priest of Clangeddin 3, domains war & strenght Use battle axe & shield Feats: Thunder Twin, Weapon Focus: Battle AxeB, Combat Casting S14 D12 C12 I8 W16 C11 3) Veit Torunn, NG rogue 2, use a short sword Feats: Dodge S8 D16 C12 I14 W13 C10 4) Eberk Berrin, LG fighter 2, great axe Feats: Weapon Focus: Great Axe, Power Attack, Cleave S16 D12 C16 I10 W8 C11 5) Hlin Torunn, NG priestess of Marthammor Duin 1, heavy mace & shield domains travel & dwarf Feats: Great FortitudeB, Eschew Material S12 D13 C12 I8 W16 C12 An human commoner usually think the dwarves look all the same, even the female ones. However, it is easy to see there is more similarities between Brottor and Einkil from any other dwarves. That's because the Holderhek brothers are Thunder Twins, born under Moradin's blessing. Favorable augury usually follow thunder twins, and the Holderhek are no exception. Einkil became a talented ranger and giant hunter, while Brottor entered the service of Clangeddin, in order to defend his community. When they heard about the adventurers contest in Suzail, Cormyr, they asked their friends Veit the tricky rogue and Eberk the strong but slow-thinking fighter. But Veit was not the trickiest in his familly: his younger sister Hlin didn't want to let him go without her. "Fine, said Einkil, we have a long road until Suzail, it wouldn't hurt to have a priestess of Marthammor Duin with us!" |