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| DBlizzard06-15-07, 02:59 AM | For Free RPG Day next Saturday I decided to run "Chimes at Midnight" at both of my FLGS. What I really need are 6 5th level characters to give the players. I thought about using Keith's Kech Volaar party, but they just don't seem appropriate for the adventure. Anyone have any floating about? |
| Rechan06-15-07, 04:44 PM | None on hand, but I could likely cook some up. I've been planning to run this for my party, so I've been looking through it disecting what's necessary. 1) Detective skills. That's obvious, but seriously, someone needs the Investigation feat. Someone desperately needs Gather Info and Search skills. 2) Combat. The combat really doesn't come into play until the last stretch of the adventure, but if the PCs aren't prepped for it, they will get tore up. 3) Connections. For this to be just a Free game at your local FLGS, the players may not be familiar with the campaign world, and may not have a detective Mindset. For instance, there are several Important Things they have to be able to grok in order to solve the mystery In Time. Having some friends in the Underworld or in the Watch would be helpful for additional clues. So I propose the following Characters or Archetypes. Each one is to provide each player with Something Important for their character to do during the adventure. The Inquisitive and The Sage overlap a little, but you get the notion. 1) The Inquisitive - Rogue or Bard. The guy who can find the clues, piece them together, really. 2) The Sage - Bard, Wizard, Cleric, or (and I heavily suggest) Artificer. This character has the magical know-how, and has the tricks and equipment to find out more information. That craft skill in the Shadow Marches silversmith's house would likely be made by this character. If we go with Artificer, this character would also have made several items to aid in skill checks or help find clues, and likely has outfitted members of the Team with cheaper magical items. Their spells are focused on detection, investigation and divination. 3) The Muscle - Urban Ranger, Urban Barbarian*. When you're poking around Sharn's criminal areas, you're going to get poked back. Any investigative team is going to get themselves in trouble, and this character needs to be able to pull their bacon from the fire. This character also likely Knows some people in the underworld; either a bounty hunter who's made collars and knows who to ask around, or aquaintances and colleagues, as this character "went legit" after working in crime for some levels. He might know the reps of some of Viktor's henchmen. 4) The Cop - Marshal (Miniature Handbook), Fighter, Rogue, Urban Ranger. This character is a liason to the law enforcement of Sharn. Perhaps he was discouraged by the corrupt nature of the Watch, or he is "retired" (read: forced out) and is now working independent. He knows people in the Watch, is more familiar with the Laws, and likely is familiar with The Citadel and some of the Henchmen's reps by word of mouth. 5) The Monkey - Monk, Warlock (Complete Arcane), Rogue, Urban Barbarian*. This character is the Go-To man for getting something. Whereas The Inquisitive is more cerebreal, checking and searching and putting stuff together, and with the social skills, The Monkey is all physical skills. Need to get in somewhere quiet? Need to chase down the fleeing stoolpigeon? Speak to The Monkey. 6) The Backup - Bard, Psion, Wizard, Cleric, Warlock (Complete Arcane). This character serves the role of "Any Role We Havn't Decided Yet". Generally they lay down support and enhance other characters, buffing the team and watching their back. Not someone who gets in the middle of it, but their spells are likely Buff/Defense and Offensive focused. Alternative notions: A "Kick in the door" style artificer with an inspelled crossbow. The "shoot first and ask questions to the dead guy with a Speak with Dead". *Urban Barbarian: Basically a barbarian as it stands, but instead of "primative" the schtick is "Thug, Brawler"; take out skills like Handle Animal and Survival, insert any skill you think is appropriate for an urban environment. Multi-classing any of these archetypes can be useful. For instance, the Cop being Fighter/Urban ranger, the Monkey being Rogue/Urban Barbarian, etc. It facilitates the concept. Suggested Races: Inquisitive: Gnome, Half-elf, Human. The Muscle: Warforged, Shifter, Halfling, Bugbear, Gnoll, Hobgoblin. These monster races have small LAs, so sacrificing a level for looking Bad Arse isn't a bad thing. Especially if this player gets into roleplaying. The Monkey: Shifter, Dwarf. Notes: Each character should have their own Schtick besides their archetype. By this I mean flaws, catch phrases, or distinguishing characteristics. The Sage might wear a wide brimmed hat and a big coat. The Backup might be mute and communicate with illusions. Anything that makes the characters Over the Top and appear more like individuals who are really fun to roleplay as opposed to numbers on a sheet, leaving the Player unsure what to do. Anything that appears Cool is going to get the job done. |
| Shady31406-15-07, 07:14 PM | For Free RPG Day next Saturday I decided to run "Chimes at Midnight" at both of my FLGS. What I really need are 6 5th level characters to give the players. I thought about using Keith's Kech Volaar party, but they just don't seem appropriate for the adventure. Anyone have any floating about? I liked Rechan's ideas and I'd be willing to come up with some concrete examples for you to pick and choose from but what sort of stat point spread am I working with? 25 Point buy? 32? Should I roll? The stats help me create them. |
| ryanroyce06-15-07, 10:55 PM | For Free RPG Day next Saturday I decided to run "Chimes at Midnight" at both of my FLGS. What I really need are 6 5th level characters to give the players. I thought about using Keith's Kech Volaar party, but they just don't seem appropriate for the adventure. Anyone have any floating about? While I am not familiar with "Chimes at Midnight", perhaps the following character may be of interest: Shon, male Changeling Rogue 2/Wizard 3. -Allegedly sired from an indiscretion between a Brelish noblewoman and a dashing changeling scoundrel, Shon was raised wealthy and has a distinct taste for the finer things in life. Shon's spell collection focuses on illusions, enchantments, and other subtle spells that assist him in his confidence scams. He wears a longcoat traced with mystic sigils and a nystul's aura to make it appear magical when it's not (the rest of his magic items have nystul's auras to mask their magic). The coat is also lined with small pockets containing his spell components and spellbook, even though he has Eschew Materials and Spell Mastery (knock, invisibility, charm person, minor image). |
| Kaodi06-15-07, 11:48 PM | Hmmm... I'm thinking of a female human marshall 1/fighter 4, with motivate intelligence, of the lightly armed and more dextrous variety. Throw in some social skills, and the appropriate feats, and you have a character who's abilities help in the searching for and interpretation of clues. |
| DBlizzard06-17-07, 02:11 AM | I liked Rechan's ideas and I'd be willing to come up with some concrete examples for you to pick and choose from but what sort of stat point spread am I working with? 25 Point buy? 32? Should I roll? The stats help me create them. I was thinking 28 point buy. Really, I'm interested in hard stats. I'm considering using the "Shards of Eberron" D&D Open characters, even though they are 6th. The "Scaling the Adventure" sidebar recommends no changes (except maybe DCs) for 6th level characters. (The next years characters were too dragoncentric). |
| Shady31406-18-07, 04:44 PM | I was thinking 28 point buy. Really, I'm interested in hard stats. I'm considering using the "Shards of Eberron" D&D Open characters, even though they are 6th. The "Scaling the Adventure" sidebar recommends no changes (except maybe DCs) for 6th level characters. (The next years characters were too dragoncentric). You know if you JUST need stats then http://www.pathguy.com/eberron.htm is invaluable at 1st level and incredibly useful at levels higher than that. (No way to add the equipment higher levels have) That's what I used with a 28 point buy as requested. So you'll need to add equipment. Or let your players if you'll have time. Especially for the artificer (if you use him) you'll need to see what kind of equipment he could have considering he can make it instead of buy it and (in this case) has the legendary and extraordinary artisan feats. I also stuck to core since I have no idea what's acceptable to you. So here's two and I'll probably put up two more. Whisper Male Warforged Ranger 1 / Rogue 4 True Neutral Strength 14 (+2) Dexterity 16 (+3) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 10 (+0) Charisma 6 (-2) Size: Medium Height: 6' 0" Weight: 270 lb Skin: Light Grey Eyes: Light Grey Hair: None Total Hit Points: 25 Speed: 30 feet Armor Class: 18 = 10 +3 [dexterity] +5 [mithral plating] Touch AC: 13 Flat-footed: 18 [uncanny dodge] Initiative modifier: +3 = +3 [dexterity] Fortitude save: +3 = 3 [base] Reflex save: +9 = 6 [base] +3 [dexterity] Will save: +1 = 1 [base] Attack (handheld): +6 = 4 [base] +2 [strength] Attack (unarmed): +6 = 4 [base] +2 [strength] Attack (missile): +7 = 4 [base] +3 [dexterity] Grapple check: +6 = 4 [base] +2 [strength] Light load: 58 lb. or less Medium load: 59-116 lb. Heavy load: 117-175 lb. Lift over head: 175 lb. Lift off ground: 350 lb. Push or drag: 875 lb. Region of Origin: Breland Languages: Celestial Common Draconic Dwarven Elven Gnome Halfling Feats: Mithral Body Dodge Track [free to rangers] Traits: Action Points: 7 (this level) Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier Appraise Int 3 = +3 Balance Dex* 13 = +3 +8 +2 [tumble] Bluff Cha -2 = -2 Climb Str* 10 = +2 +8 Concentration Con 0= 0 Diplomacy Cha -2 = -2 Disguise Cha -2 = -2 Escape Artist Dex* 11 = +3 +8 Forgery Int 3 = +3 Gather Info Cha -2 = -2 Heal Wis 0 = +0 Hide Dex* 11 = +3 +8 Intimidate Cha -2 = -2 Jump Str* 4 = +2 +2 [tumble] Listen Wis 8 = +0 +8 Move Silently Dex* 11 = +3 +8 Ride Dex 3 = +3 Search Int 11 = +3 +8 Sense Motive Wis 0 = +0 Sleight of Hand Dex* 11 = +3 +8 Spot Wis 8 = +0 +8 Survival Wis 0 = +0 Swim Str** 2 = +2 Tumble Dex* 11 = +3 +8 Use Rope Dex 3 = +3 * = check penalty for wearing armor XP penalty for multiclass as: Ranger This character also has 3 ranks in Speak Languages. Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Search >=5 ranks gives +2 on survival checks while tracking. Your wisdom is too low to use ranger magic. Warforged * +2 constitution, -2 wisdom, -2 charisma (already included) * Composite plating makes armor unusable, 5% arcane spell failure * Cannot heal damage naturally * Does not eat, sleep, breathe * 25% chance to avoid criticals and sneaks * -1 to -9 hp, inert but not progressing to death * Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion * Slam for 1d4 bludgeoning * Mithral body gives -2 armor check penalty on certain skill checks. Ranger * Favored enemies * Track as bonus feat (already included) * Combat Style * Wild empathy (roll level + charisma bonus) Favored Enemies: * Humanoids (elf) +2 Rogue * Sneak Attack +2d6 * Trapfinding * Evasion (level 2) * Trap Sense (level 3) * Uncanny Dodge (level 4) Class HP rolled Level 1: Rogue 6 Level 2: Ranger 2 Level 3: Rogue 5 Level 4: Rogue 6 +1 to dexterity Level 5: Rogue 6 More about Whisper: Whisper was one of the first sentient warforged to come out of a Creation Forge that wasn't some sort of Fighter. Whisper was trained to be not only a scout but an invisible infiltrator. Someone to sneak into the enemy camp and spy, steal plans, and he also found himself quite adept at killing fellow rogues. His trainers came to name him Whisper for the way he always moved as quietly as he could (a whisper) and his soft speaking voice. He's small for a warforged. Just barely reaching 6 feet and "only" 270 pounds. His skin is uniformly a light gray for camouflage and even his eyes are a light gray and set deep in his smooth face. Created in Breland and conditioned to long periods of solitude Whisper was never one of the more "mindless" warforged. In fact Whisper quite HATES the stereotype of the brute warforged fighter and rails against it when it comes up in conversation or a real life warforged fighter that thinks too little. He often found himself thinking to himself about things while on assignment and also came to believe strongly in the ideals of Brelish democracy. At the end of the Last War Whisper hoped warforged would be granted their freedom and when they were he promptly left the military service to forge his own destiny. Whisper has attempted to keep in contact with two other warforged like himself he trained with. Shadow and Patience but has not heard from them in quite awhile. Shadow in particular he worries about having falling in with the wrong crowd. Either the Lord of Blades or possibly the Swords of Liberty. Whisper made his way across Breland and after getting involved in a vicious fight sought aid from an artificer and came across Amras. He's since developed a friendly relationship with him, spending a lot of time with him as he had to stick around Amras while he upgraded his mithral body. So for equipment: Things that boost his hide and move silently (especially move silently.) I saw his weapon as a quarterstaff. His body probably enchanted with a +1 to armor. |
| Shady31406-18-07, 05:43 PM | Amras Thuranni which is a semi-secret as everyone knows him as Amras Narmolanya. Amras Thuranni/Narmolanya Male Elf Artificer 5 Neutral Evil Strength 10 (+0) Dexterity 16 (+3) Constitution 10 (+0) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 10 (+0) Size: Medium Height: 5' 8" Weight: 120 lb Skin: Tan Eyes: Blue Hair: Black; Straight; Thin beard Total Hit Points: 16 Speed: 30 feet Armor Class: 13 = 10 +3 [dexterity] Touch AC: 13 Flat-footed: 10 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +1 = 1 [base] Reflex save: +4 = 1 [base] +3 [dexterity] Will save: +4 = 4 [base] Attack (handheld): +3 = 3 [base] Attack (unarmed): +3 = 3 [base] Attack (missile): +6 = 3 [base] +3 [dexterity] Grapple check: +3 = 3 [base] Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb. Region of Origin: Breland Dragonmarked House: Thuranni [Mark of Shadow] Languages: Common Draconic Elven Goblin Orc Sylvan Feats: Extraordinary Artisan x1 Legendary Artisan x1 Point Blank Shot Scribe Scroll [free to artificer] Brew Potion [free to artificer] Craft Wondrous Item [free to artificer] Craft Magic Arms and Armor [free to artificer] Traits: Action Points: 7 (this level) Skill NameKeyAbilitySkillModifierAbilityModifi erRanksMisc.Modifier Appraise Int 4 = +4 Balance Dex* 3 = +3 Bluff Cha 0 = +0 Climb Str* 0 = +0 Concentration Con 0 = +0 Craft_1 Armorsmithing Int 12 = +4 +8 Craft_2 Weaponsmithing Int 12 = +4 +8 Craft_3 Sculpting Int 12 = +4 +8 Decipher Script Int 6.5 = +4 +2.5 Diplomacy Cha 0 = +0 Disable Device Int 12 = +4 +8 Disguise Cha 0 = +0 Escape Artist Dex* 3 = +3 Forgery Int 4 = +4 Gather Information Cha 0 = +0 Heal Wis 0 = +0 Hide Dex* 3 = +3 Intimidate Cha 0 =+0 Jump Str* 0 = +0 Listen Wis 2 = +0 +2 [elf] Move Silently Dex* 3 = +3 Ride Dex 3 = +3 Search Int 14 = +4 +8 +2 [elf] Sense Motive Wis 0 = +0 Spellcraft Int 9 = +4 +5 Spot Wis 2 = +0 +2 [elf] Survival Wis 0 = +0 Swim Str** 0 = +0 Use Magic Device Cha 8 = +0 +8 Use Rope Dex 3 = +3 * = check penalty for wearing armor Craft_1 >=5 ranks gives +2 on related appraise checks. Craft_2 >=5 ranks gives +2 on related appraise checks. Craft_3 >=5 ranks gives +2 on related appraise checks. Search >=5 ranks gives +2 on survival checks while tracking. Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls. Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls. First-level Artificer infusions: 4 (3+1) per day Second-level Artificer infusions: 4 (3+1) per day: Third-level Artificer infusions: 2 (1+1) per day: Elf * +2 dexterity / -2 constitution (already included) * Immune to magical sleep * +2 racial bonus to saves vs. enchantments * Low-light vision * Proficient with longsword, rapier, longbow && shortbow * +2 racial bonus on listen, search, and spot checks * Notice secret doors Class HP rolled Level 1: Artificer 6 Level 2: Artificer 5 Level 3: Artificer 1 Level 4: Artificer 2 +1 to intelligence Level 5: Artificer 2 The last 3 rolls here were awful. Might want to bump hp a few points. More about Amras Thuranni/Narmolanya: Amras was a talented artificer for House Phiarlan for more than a century. But when the house split rather than leave and join the new Thuranni house he retired in disgust at the pettiness and bickering, he renounced all ties which wasn't hard since he was not famous nor well known, and brought with him every piece of equipment he ever made on his own time with his own money. Which was not inconsiderable though mostly scrolls and potions. Retirement from either of the Shadows Houses is an often perilous affair. But like most agents he's taken enough safeguards to make any mysterious deaths not worth the trouble. (Kundarak deposit box for example) It also helps he has no dragonmark himself and so cannot make any dragonmark focus items. He was a valuable agent but not an irreplaceable one. He has submitted to a Geas forbiding him from ever speaking of his true work for Thuranni. Officially he just made props and magical trinkets for theaters and sculptures for buildings, art, etc. In reality he outfitted Shadow operatives in magical gear to help with their nefarious activities and at times even took to the field as a back-up to deal with traps and using Solis, his expeditious messenger, as a scout/spy satellite for the unit. He could tell some tales... but then the Geas would kick in. The Geas does not stop him betraying Thuranni or Phiarlan if he for some reason had to fight them indirectly or directly but he can never even hint towards the true activities of either house. From time to time "old acquaintences" will stop by to chat (really to check up on him). As any specialist in item creation would do when looking for work he took his nest egg he'd built up for decades and opened a humble shop. (Where and what exactly he makes is up to the player.) He's also middle aged approaching old (already worked middle age into the stats) and he's starting to slow down a little. Amras has undergone trasformation magic that has increased his height to the unusual(for an elf) 5'8" and given him a thin but somewhat scruffy black beard flecked with gray. His hair grows long and shaggy enough to cover his pointed ears and he can easily and often does pass for human. How he got the beard is a great mystery to those that know his true race and a big joke to Amras who has a somewhat mischievous sense of humor. Equipment: Amras needs a longbow obviously, a chainshirt and an assortment of scrolls and potions. |
| Kinger06-18-07, 06:10 PM | Rrog, Male Gnoll Barbarian 2, CN Humanoid (Gnoll) Strength 20 (+5) Dexterity 12 (+1) Constitution 19 (+4) Intelligence 10 (+0) Wisdom 8 (-1) Charisma 8 (-1) Hitpoints: 2d8 (Humanoid) + 2d12 (Barbarian) + 16 (Con) = ~41 hp Base Attack: +3 (+1 Humanoid, +2 Barbarian) Grapple: +8 Melee Attack: +8 Ranged Attack: +4 Bullrush: +9 Speed: 40ft unencumbered AC: 12 (+1 Dex, +1 Nat) Touch: 11 Flatfooted: 11 Saves: Fort +10 (+3 Humanoid, +3 Barbarian, +4 Con) Ref +1 (+1 Dex) Will -1 (-1 Wis) Skills: Climb +7, Jump +11, Listen +4, Speak Language (Common, Literacy), Spot +4 Feats: Power Attack, Improved Bullrush Ability Increases: +1 Constitution at 4 hitdice Languages: Common, Gnoll Class abilities: Rage 1/day (+4 Str, +4 Con, -2 AC, +2 Will), Fast Movement, Uncanny Dodge (retain dex to AC) Probable equipment: A two-handed weapon (Greatsword or Greataxe, likely), best Medium Armor he can get (or mithral Heavy armor), anything to boost his saves (Cloak of Resistance?) Proposed Background: Rrog grew up amidst the thugs of Daask, the monstrous criminal syndicate operating out of Sharn. His impressive physical abilities made him an ideal enforcer, and his above-average (for a gnoll) intelligence gave him the smarts to know what was good for him. Unfortunately, Rrog did not possess the sadistic tendencies or intimidating demeanor to truly instill fear. As a result, Rrog finds himself called on less and less often by his Daask masters. This suits him well enough, for Rrog thinks himself destined for bigger and better things than simply smacking about shopkeeps so he can get some scraps from an ogre's table. Oooh, ogres. Big, smelly, and arrogant. Rrog loves nothing more than the rare occasions he gets to put the big oafs in their place. Such opportunities arise most often in an adventuring line of work, much more so than in petty thuggery, which was one of the major appeals to the job. Rrog is smart enough to know what he is and isn't capable of. He knows he can't talk his way out of a jam. He knows he can't decypher arcane riddles or call on holy power. He knows he's not going to win many damsels' hearts with song. But what he does know is that he can put very big holes in things (and people) if he wants to. Who needs songs when you can do that? Rrog also has a better head for tactics than one might expect. Living and working predominantly in Sharn, Rrog has learned the simple efficiency of pushing a foe off of a ledge and letting gravity do the work of smashing him. Its surprising how far coins and gems can fall without being damaged. In combat, Rrog tends to power attack to his fullest (-3), giving him an additional +6 to damage (if wielding a two-handed weapon). Coupled with his strength, Rrog can hit things for upwards of +13 bonus damage, which will kill many foes outright, and on a critical hit could very well threaten immediate death anyway. Sometimes for fun (or whenever it's a tactically superior alternative), Rrog may bullrush an opponent past a group of his allies, allowing them all to take attacks of opportunity against the foe. This is most impressive when the victim is bullrushed off a ledge at the end. Gnoll traits (from MM 130) Str +4, Con +2, Int -2, Cha -2 Medium size Base speed 30 Darkvision to 60ft 2 Humanoid racial hitdice (2d8 hp, +3 Fort) Racial Skills (5 x (2+Int), Listen and Spot are class skills) +1 Natural Armor Automatic Languages: Gnoll LA +1 |
| Rechan06-18-07, 06:31 PM | Kinger, I'm confused. Gnoll is a LA +1. So you sacrifice 1 level for being a Gnoll. Rrog is 2nd level. But DBlizzard is looking for 5th level PCs. So Rrog should be 4th level, unless I'm missing something. :) |
| Kinger06-18-07, 10:11 PM | Kinger, I'm confused. Gnoll is a LA +1. So you sacrifice 1 level for being a Gnoll. Rrog is 2nd level. But DBlizzard is looking for 5th level PCs. So Rrog should be 4th level, unless I'm missing something. :) You are missing something. :) Gnolls aren't just LA+1. They also have 2 Humanoid hitdice. So, really, Rrog's levels boil down thus: Level 2 Humanoid, Level 2 Barbarian, Level 1 Adjustment. Hobgoblins, Aasimar, and other creatures with Level Adjustments but no racial hitdice don't have this problem. Lizardfolk, Troglodytes, Bugbears, Gnolls, Hound Archons, Mindflayers, etc, do. |
| ChaoticGood06-20-07, 10:04 PM | Not that those aren't cool PCs so far, but if you have a bunch of strangers coming to the table cold, you need to keep it simple... especially since this isn't the typical "kick in the door and kill the monster" type of one-shot that is generally played at this type of event. A lot of complicated abilities aren't going to get used. Standard races and Core + Eberron Core only is probably the way to go, with each character serving a tightly defined role. |
| Kinger06-20-07, 10:15 PM | I thought a gnoll would be simple. Tell whoever's playing him "You're a gnoll, you're more powerful than an ordinairy human just because of that. Here's your HP and essential stats, you've got the abilities of a 2nd level Barbarian, have fun. You hit stuff REAL good." Rrog seemed more interesting than "Generic Half-Orc Barbarian." Though I do see Bullrush as potentially causing problems. Swap it out for Cleave or Iron Will even if you'd prefer. |
| ChaoticGood06-20-07, 11:04 PM | My apologies, Kinger... I thought you had posted all of those. So consider that comment directed at Shady as well. Although, now that I am trying, I really can't make a much simpler Artificer... So never mind. Just consider that comment ill-advised. Based on Rechan's suggestions, here's what I have so far. Note that I have intentionally left the genders of these characters ambiguous, and Azidan's Craft skill is undefined, but should match the required Craft check in the module. (I don't have the module handy.) "1) The Inquisitive - The guy who can find the clues, piece them together, really." Billet Medani (NG Half-Elf Rog 3/Master Inquisitive 2) HP: 15 AC: 15 (+2 Dex +3 armor) Str: 10 +0 Dex: 14 +2 Con: 8 -1 Int: 16 +3 Wis: 12 +1 Chr: 14 +2 Fort: +1 Refl: +4 (+1 vs. traps) Will: +2 (+2 vs. enchantment) BAB: +3 Init.: +2 Speed: 30 ft. Languages: Common, Draconic, Elven, Goblin, Orc SKILLS: Appraise +11 Decipher Script +11 Diplomacy +14 (racial and synergy) Escape Artist +10 Gather Information +12 (racial) Listen +11 (Alertness + racial) Knowledge (architecture) +8 (Education) Knowledge (nobility) +8 (Education) Search +12 (racial) (+2 synergy to find secret doors) Sense Motive +9 Spot +12 (Alertness + racial) Tumble +10 FEATS: Education, Investigate, Alertness Special Abilities: Low-light Vision Sneak Attack +2d6 Trap-finding Evasion (Ex) Trap Sense +1 (Ex) Zone of Truth 1/day (Sp) Contact (3rd level) Basic Gear: Dagger, Light Crossbow +1, Leather Armor +1 Bio: Billet is whip-thin and has a slight, nagging cough that just won't go away. This outward frailty belies an intense mind and sharp senses, and Billins loves to carry on a conversation. Educated as a minor official of House Medani, the slight half-elf now works as a free-lance negotiator to help resolve business and political disputes across Breland. Billet's contact is Nardo Mack, a human Exp 3 who works as a coach driver on the Orien trade road between Wroat and Sharn. He often drives for mid-level government officials and minor crime captains, so he overhears some of Breland's juiciest secrets. They met while Billet was mediating a right-of-way disagreement between coach companies. Nardo managed to accidentally violate the complex business agreement before the ink was dry, and Billet intervened to prevent Nardo's employer from firing him. Tips for play: You are the eyes and ears of the party. Whenever you arrive in a new area, use Gather Information to chat up the locals. Feel free to use Sense Motive if someone seems shady, but remember that you represent your House and it's considered impolite to use zone of truth without asking permission. If the party is at a loss for what to do or where to go, use Investigate to look for a clue. Combat: You're no warrior, so stay out of melee combat at all costs. If a fight does break out, use your crossbow, and don't be afraid to use Tumble to move to a new position from which you can Sneak Attack before reloading. "2) The Sage - This character has the magical know-how, and has the tricks and equipment to find out more information." Daerni Kennick (NG Human Brd 5) HP: 25 AC: 16 (+2 Dex +4 armor) Str: 8 -1 Dex: 14 +2 Con: 12 +1 Int: 14 +2 Wis: 10 +0 Chr: 16 +3 Fort: +2 Refl: +6 Will: +4 BAB: +3 Init.: +2 Speed: 30 ft. Languages: Common, Elven, Gnomish SKILLS: Bardic Knowledge +9 Bluff +11 Concentration +9 Gather Information +11 Knowledge (arcana) +5 Knowledge (dungeoneering) +5 Knowledge (history) +5 Knowledge (history) +5 Listen +8 Perform (violin) +12 (masterwork instrument) Spellcraft +14 (Magical Aptitude and synergy) Use Magic Device +16 (Magical Aptitude and Skill Focus) FEATS: Magical Aptitude, Skill Focus (Use Magic Device), Song of the Heart Special Abilities: Bardic Knowledge Bardic Music 5/day - Countersong - Fascinate (DC Perform check +1) - Inspire Courage +2 - Inspire Competence +3 Spells per Day: 3/4/2 Spells Known: 6/4/3 0-level: dancing lights, ghost sound, lullaby, message, prestidigitation, resistance 1st level: cure light wounds, hideous laughter, identify, sleep 2nd level: cure moderate wounds, heroism, locate object, silence Basic Gear: Shortbow +1, Studded Leather Armor +1, Wand of Cure Light Wounds, Masterwork Violin Bio: Born to a well-to-do business family, Daerni recieved a musical education with the family's heirloom violin. When the family business folded in 990 YK, the ginger-haired youth left to serve as a communications officer for the Brelish infantry on the Cyran front. Armed with only the violin, a few inspiring melodies, and some wands of cure light wounds, Daerni saved the lives of many soldiers by issuing timely orders via message and healing the fallen. Since the war, Daerni has earned enough of a reputation as a violinist to become a visiting professor of music at Morgrave University, a job which leaves plenty of time for expeditions to research the music of foreign cultures. Tips for play: You lived through the War because you kept a light heart despite it all. Your greatest asset is your ability to keep your party smiling. Play a song when things get tough, and always keep your wands handy to patch things up if a situation turns bad. If you think an enchantment is affecting your party, call for a Spellcraft check to identify the spell and attempt to countersong it if possible. If there's a question that's vexing your friends, there's a good chance you know the answer, so use your Knowledge skills and Bardic Knowledge whenever possible. Your students may also know useful tidbits about the city, if you can convince them that it will help their grades. Combat: If you get to act first, try to fascinate the enemy and end the combat before it begins. Otherwise, hang back and inspire courage for at least a few rounds before rushing to the aid of wounded combatants with your wands. 3) The Muscle - Any investigative team is going to get themselves in trouble, and this character needs to be able to pull their bacon from the fire. Azidan Goldorak (LN Dwarf Ftr 5) HP: AC: 18 (+2 Dex +6 armor +2 shield) Str: 16 +3 Dex: 14 +2 Con: 16 +3 Int: 12 +1 Wis: 10 +0 Chr: 6 -2 Fort: +7 (+2 vs. poison) Refl: +3 (+2 to all vs. spells) Will: +1 BAB: +5 Init.: +2 Speed: 20 ft. Languages: Common, Dwarven, Goblin SKILLS: Craft (*) +9/+11 (+2 racial if related to metal or stone) Intimidate +6 Jump +6 (armor penalty) FEATS: Weapon Focus (Dwarven Waraxe), Heroic Spirit, Combat Reflexes, Pursue, Weapon Specialization (Dwarven Waraxe) Special Abilities: Darkvision Stonecunning Weapon Familiarity Stability +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type Basic Gear: Dwarven Waraxe +1, Warhammer, Chainmail +1, Masterwork Heavy Steel Shield Bio: Azidan is everything that Billet is not: hale and hearty and silent as a rock. Conversations with the dwarf last only as long as they must, with no "hello" or "goodbye" to mark the beginning and end. The surly warrior distrusts the government, having never really forgiven the Brelish government for withdrawing from Droamm, where Azidan's regiment was stationed during the Last War. To make up for missing all the action in the War, Azidan chose to become a member of the Sharn Watch, specifically because it was the only city in the country where a basic patrol was almost guaranteed to include knocking some heads together on a daily basis. The junior lieutenant's gruff demeanor led to trouble though, and Azidan was dismissed from duty after making a snide and highly offensive comment to a high-ranking Brelish nobleman, questioning whether or not his mother had shown any undue preference for the company of "malformed minotaurs" in the months before his birth. Many of the younger officers still remember the exchange with glee, and might provide information about open cases and local criminals over drinks with the dismissed lieutenant. Tips for play: Few people are to be trusted; fewer still deserve your words. In fact, your party is among the few people in this world that you can even stand to be around - not that you'll ever show it. Advocate force of arms, and take the lead when there's danger ahead. Combat: Your waraxe is your best friend, and your warhammer is your second-best. You should be relentless in your attack. You have extra Action Points to spend, so if an enemy tries to back away, don't hesitate to spend an one to activate Pursue. |
| Shady31406-21-07, 04:30 AM | My apologies, Kinger... I thought you had posted all of those. So consider that comment directed at Shady as well. Although, now that I am trying, I really can't make a much simpler Artificer... So never mind. Just consider that comment ill-advised. I know you said never mind but I feel compelled to say I specifically stuck to the core and Eberron core to ensure their simplicity and ease of use. I myself rarely use material outside of those so for safety's sake I rarely offer any mechanics outside of them. I had to put up an artificer and warforged! It's THE defining class and race of Eberron :) and this might be the first time someone plays in the setting. I did indeed keep him as simple as I could while trying to give him an attractive background. I'm glad you noticed eventually. :) EDIT: Oh gotta say I like the dwarf a lot. I was going to post one very similar but with a level of barbarian but yours is just as good so I'm not going to bother. |
| DBlizzard06-21-07, 04:40 PM | I thought a gnoll would be simple. Tell whoever's playing him "You're a gnoll, you're more powerful than an ordinairy human just because of that. Here's your HP and essential stats, you've got the abilities of a 2nd level Barbarian, have fun. You hit stuff REAL good." Out of curiosity are you familiar with the adventure? It is an investigation slanted adventure. Of course, there is plenty of opportunity for "kick in the door", but one place could get you killed if you choose that option ;) Anyway, thanks all for the options. Tomorrow I plan on sitting down and seeing what I have. I think I'm pretty likely to use Chaotic Good's inquisitive. I'll just up him to 6th level if I decide to lean heavily on the GenCon pregens. You are missing something. :) Gnolls aren't just LA+1. They also have 2 Humanoid hitdice. So, really, Rrog's levels boil down thus: Level 2 Humanoid, Level 2 Barbarian, Level 1 Adjustment. Hobgoblins, Aasimar, and other creatures with Level Adjustments but no racial hitdice don't have this problem. Lizardfolk, Troglodytes, Bugbears, Gnolls, Hound Archons, Mindflayers, etc, do. He's probably a player in the RPGA's Xendrik campaign. They ignore the hit dice and are just LA +1 in that campaign (a much better way or using them, IMO). |
| Kinger06-21-07, 05:24 PM | Out of curiosity are you familiar with the adventure? It is an investigation slanted adventure. Of course, there is plenty of opportunity for "kick in the door", but one place could get you killed if you choose that option ;) Anyway, thanks all for the options. Tomorrow I plan on sitting down and seeing what I have. I think I'm pretty likely to use Chaotic Good's inquisitive. I'll just up him to 6th level if I decide to lean heavily on the GenCon pregens. He's probably a player in the RPGA's Xendrik campaign. They ignore the hit dice and are just LA +1 in that campaign (a much better way or using them, IMO). I have to say I am unfamiliar with the adventure in question. I opted for a kick-in-the-door-and-smash-faces character 'cause he was the quickest I could write up. :) I'm also unfamiliar with RPGA variant rules. I will admit that removing Rrog's hitdice in favor of more class levels makes him a statistically better PC in pretty much all respects, save for his Spot modifier. :) |
| DBlizzard06-21-07, 06:27 PM | I'm also unfamiliar with RPGA variant rules. I will admit that removing Rrog's hitdice in favor of more class levels makes him a statistically better PC in pretty much all respects, save for his Spot modifier. :) That I figured. The rules is pretty much so you can play a gnoll from 1st level. In the RPGA campaigns (at least Xen'drik) they allow you to start with LA +1 characters (with very restricted options there) at 1st level. You just don't gain a class level until 3rd level. |
| Rechan06-21-07, 07:31 PM | Since Saturday is your game, and you don't have Six yet, I thought I'd throw something together. I've tried to make this character as FUN as possible, as that's how I figure a pre-made character should bel. Krin, Shifter (Longstride) Rogue5 Str 14 3 +2 Dex 15 7 +2 Con 14 6 +2 Int 13 7 +1 Wis 10 2 +0 Cha 9 3 -1 HP: 28 AC: 17 (+2 Dex, +4 Chain shirt +1, +1 Ring) Init: +2 BAB +3 Atk: +6 Masterwork Rapier, +5 Ranged Dmg: Rapier 1d6+2 Saves: Fort: +3 Ref: +6 Will: +1 Abilities: +3d6 Sneak attack, Evasion, Trap Sense +1, Uncanny Dodge. Movement: 40 Feet Feats: Combat Expertise, Improved Disarm Skills: Roll Ranks Modifier Balance +10 8 +2 Bluff +7 8 -1 Climb +8 8 +2 Disable Device +10 8 +2 Hide +8 8 +2 Jump +15 8 +2 Move Silently +8 8 +2 Open Lock +10 8 +2 Tumble +10 8 +2 Equipment: +1 Chain shirt, Ring of Protection +1, Boots of Striding and Springing, Masterwork Rapier Abilities: +3d6 Sneak attack, Evasion, Trap Sense +1, Uncanny Dodge. Action points: 7 Languages: Common, Elven Shifting: Once per day, 5 rounds When shifting: Init: +3 AC: 18 Ref: +7 Speed: 50ft +1 to Balance, Move Silently, Hide, Tumble, Open Lock. Bio: Originally an acrobat and swordfighting showman in a traveling circus, Krin was a star in his own right. He did trapeze, general high-flying activity, and mock duels, he drew the most applause. Then the circus closed after one of the animals went crazy and attacked the audience. Krin never really adjusted to life outside of the Circus. Too boistrous for the House of Shadow's performers, he took jobs as an adventurer, and too prideful to be a criminal (besides, the point is to NOT be seen), he took up a life of crime fighting. Because of his low Charisma, Krin doesn't quite understand that he's not the best, the most attractive, that his jokes aren't funny. His over-the-top flamboyance may be appropriate in the center ring of a circus for the peasants, but one doesn't need to throw back their head and laugh to a knock-knock joke. In a word, he's obnoxious. And dense to this. RP tips: In your head, you are the star of the show. You're a brilliant fencer, a daredevil and all the women love you. In a fight you pose dramatically, in conversation you speak loud, everything is over the top, all for the audience. The only time you're even remotely low key is if you have to sneak in somewhere, otherwise it's all you, baby. In Combat: Leap or tumble in, blade first! Set up a flank to stab someone proper! And if you can't do that, Feint Feint Feint! But keep aware of your openings, so Combat Expertise is your friend. The guy's getting away? CHASE HIM Down! For DBlizzard I went with the Boots of Striding and Springing for one important reason: The rush to get to the Baron at the lightning rail station. Being able to leap OVER the guards and run ahead of everyone else should let this character shine. If they shift during this moment, all the better. |
| Rechan06-22-07, 09:09 PM | Let us know how it goes tomorrow, DBlizzard. |
| ChaoticGood06-24-07, 03:57 AM | I did indeed keep him as simple as I could while trying to give him an attractive background. I'm glad you noticed eventually. :) Again, I really apologize. Looking back, your characters aren't nearly as complicated as I apparently thought they were. I think that if I had all that on a character sheet rather than on a forum post, I might not have shot off my mouth - err, keyboard - so hastily. :embarrass At this point, the only issue I have with your characters - and this is only from the "someone new to the setting" point-of-view - is that I would have gone for a less unusual warforged. I think someone new to Eberron might be rather confused, i.e.: "Wait, I'm a giant metal man, and I'm supposed to be sneaky?" It's an awesome concept for a personal character in an on-going campaign, but it has its issues in the "game day at the FLGS" environment. That said, so does my Inquisitive build. A 5th level character with 2 levels in a PrC? I'm sure that's going to raise some eyebrows. Thanks for the compliment, on Azidan, though. I'd really like to see how often that Heroic Spirit + Pursue combination comes up. |
| DBlizzard06-27-07, 05:10 PM | Let us know how it goes tomorrow, DBlizzard. Still digesting. I didn't run in the afternoon (enough players for one game, and I decided to play since I was certainly Dming in the evening). The evening game started at 7:30 and went until 2:00 am (I lost track of time and the players didn't hint that it was late until after we finished). |