Hero Craftsman 13: Do you feel lucky? [Archive] - Wizards Community

Post/Author/DateTimePost
Zherog

12-08-07, 10:37 AM
Welcome to the Hero Craftsman 13 contest, where you make a character and get it voted on according to all its facets by our judges, to see who can make the best character!

This is the 13th contest, so our chosen theme is luck.

Do you suffer from Triskaidekaphobia? Well, hopefully you were able to make it into the thread in spite of your phobia. Luck plays many parts in an RPG. Most often, the dice are used to represent that luck factor; and yet, designers continue to develop mechanics to quantify luck. And we're going to use 'em in this contest.

For this contest, you'll make a character who is touched by luck - good or bad. How do we define "touched by luck?" Well, that's up to you, really. We're going to make several elements available, but you get to decide what it means to be touched by luck, and how to implement that on your character sheet and/or background.

The required level for this competition is 4th level, which gives each character 5,400gp to spend on magic items and equipment, with no more than 2,700gp to be spent on any one item. (note: normally we go with a limit of 1/3rd this amount for a single item; however, one third (1800 gp) would exclude the ownership of magic weapons; so we went with 1/2 this time)

Make sure to check The Rules for any rules changes, including the allowed sources for this competition.

Contest Rules

The following are rules for the Hero Craftsmen competition, and are subject to change at any time between competition periods.
Do note that the Code of Conduct is in effect for all aspects of this contest, and those who break it will be disqualified, and their post will be reported.

1) All entries must be submitted with a complete stat block of any format or length, (so long as the stat block is complete, including content like equipment, skills, special abilities etc.) accompanied by a character background also of any format or length.

2) All entries must be submitted by the date and time given by the Coordinating Judge; any entries submitted late will not be judged but they are still allowed to be commented on by other users/judges, and may provide a valuable resource to other players out there. The time given for any competition is likely to be within 2-3 weeks; the exact times and dates will be stated by the Coordinating Judge during the contest's start.

3) After submitting an entry, a 30-minute grace period is allowed to edit your work, in the case of mechanical or formatting errors, typos, and the like. Editing your work after 30 minutes is considered breaking the rules. Hence, we urge you to revise your entry throughly prior to submitting it, to save hassle. Making use of the preview button in the post window will help you catch most errors before posting.

4) One Entry Per Contestant, and that creator must be the submitter (meaning that all work has to be original, and not stolen from someone else.) Also, do not post an entry if you do not want it to be officially judged.

5) At the start of each competition, the coordinating judge will state a single theme around which to base your entry. There are no restrictions based on the character theme itself; it is merely a suggested guideline, but following it in a creative and interesting way will give merit to your entry.

6) There are other restrictions, however. Material in the three core books is allowed. Any material found in the following books is also permitted: Complete Adventurer, Complete Arcane, Complete Champion, Complete Divine, Complete Mage, Complete Soundrel, Complete Warrior, Expanded Psionics Handbook, and Player's Handbook II. The use of Psionics, Item Creation rules, Epic Characters, and anything else in the Official SRD (http://www.wizards.com/default.asp?x=d20/article/srd35) is permitted. In addition, we're going to allow the use of some variant material from Unearthed Arcana. You're character may have one flaw or trait, as defined in that book. However, you must clearly tie the use of that flaw or trait to your luck theme. If you don't have access to Unearthed Arcana, fear not! The material is designated as Open Game Content and is available on d20srd.org (http://www.d20srd.org/). You can find both flaws (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm) and traits (http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm) on that site. Flaws and traits from any other source are not permitted in this contest.

7) Additionally, the character must be created with the recommended character wealth as discussed in the DMG, with average hit points per hit die (eg-2.5hp for d4, 3.5hp for d6, 4.5hp for d8, 5.5hp for d10, 6.5hp for d12; Max hit points at 1st level), using the 28 point-buy system, as discussed in the DMG pg169.
For those who do not have access to the DMG, the following sample arrays of scores have been set up for your convenience:
18, 14, 12, 10, 8, 8
15, 14, 13, 12, 11, 10

8) One special rule regarding Crafting: When (and only when) crafting a magic item for your character, the gp cost is 75% of the market price of the item (instead of 50%), and the xp cost is 0, for purposes of this contest. This is to represent that your character may have bought an item prior to crafting it, and the experience that he spent evens out to the required level for the competition.

9) Judges reserve the right to disqualify entries that do not follow the above rules, as they see fit.
Scoring

Points will be awarded for how well the judges think the character is made and expanded on. Entries from each of the judges will be added up to give a final score. The highest-scoring entry will win gold, second-highest silver, third-highest bronze.

The judges may also give a single entry each one bonus point for whatever reason; this bonus point is merely to make out an 'honorable mention' of the competition, and is not likely to make an impact on the results themselves. The judges are expected to be very stingy about their bonus point, meaning that it is possible for no entries to get one in a competition.

Special awards will be given to the entry that performs the best in each of the four categories (detailed below), determined by a majority nomination among the judges and/or the highest average score in that category. These awards will have no effect on the total score of each entry.

Additionally, the judges reserve the right to post comments on entries, and any contestant may ask to have their scoring (and/or comments) sent to them via PM.

Each entry will be scored according to four categories: Thematic Creativity (10 points), Background Content (10 marks), Rules Use (10 points), and Clarity (5 points), for a total of 35 points.

-Thematic Creativity is a measure of how well the entry fits with the theme of the contest, decided by the coordinating judge at the start of the competition. It is also a measure of how creative the entry is when fitting in with the theme, meaning that taking the most obvious class for the theme may or may not be the best idea.

-Background Content measures how well-written the background of the entry is, and how creative it is. Including plot points, events that shaped your character, and so on, will earn you high points here.

-Rules Use is based on how well your character is made mechanically, as well as for how well your entry follows the RAW. Is his attack bonus correct? Has she spent all her skill points? Is all the gold in the sheet accounted for? And the like. Powerful characters will earn at least some points in this category.

-Clarity is a measure of how well we can read everything. This includes correct grammar (No leet über txt), and legibility of the entry's stat block. We want to be able to find what we need to judge the entry.

Hints to Help

This is not a competition to see who can make the most optimized character. It is a competition to find who can create the most creative and interesting character; one that you would love to see played in a gaming group. Of course, optimized characters can still be creative and interesting, but optimization is not the sole focus of the competition.

Please consider your format before submitting an entry. As judges, we want to know exactly where you got that +3 in Tumble, or how you've laid out your ability scores. If we are helped in this endeavor, it reduces the chances of us (as well as you) making mistakes, and points may be earned for Clarity.

For example, you could lay out your modifiers to everything, from AC to Skills to Abilities. If your +3 in Tumble came from 3 ranks, 13 dexterity and a check penalty of -1, point it out to us. If your Strength score of 16 comes from a base of 13, a +2 racial bonus, and a +1 boost at fourth level, point it out to us.

Also, gold is a big hassle, so if you show how much everything costs, it saves us the trouble of going IRS on you.
Consider including a chart or something that shows the complete level build-up of your entry, incase of cross-class skills, stacking class features and other such stuff that would be otherwise difficult for us judges to detect.

Backgrounds are very important in this competition, worth at least 10 points. While your entry's background doesn't have to be literary genius, you are advised to cover at least the basic stuff, like parents, friends, homeland, motivation, behavior, and at least one plot point that a DM can latch onto, among others. In this case, covering most or all of the aspects of a character is more advisable than simply focusing on one or two aspects in great detail.
Don't worry, though, length is usually not an issue for us judges.

The Leadership feat is quite often a wonderful choice. It offers characters a lot of power, and provides for some excellent background exploration. If you opt to give your PC the Leadership feat, we don't need a full stat block for the cohort or followers; all we need is the cohort's name, race, class(es), and level(s). You can provide the same sort of information for important followers. Note that you can provide more information - but doing so only increases your chances of miscalculating something, and therefore lowering your score.

You are allowed to build characters with non-standard races, including Monster Races from the MM. However, please carefully consider this path before attempting it. You are creating a character of the appropriate ECL, and monster races have caused many contestants to stumble over the mathematics involved. Make sure you are prepared to walk this difficult road. (Ye Be Warned!) It is also very helpful if you list the basic racial stats for such characters.

Our list of Eligible Judges are Doopliss, TheChilliGod, Zherog, jennibert, JasonOrlandoHawk, Heros_Backpack, DarkKitsune, Mercurius, Haruspex, Kit_the_Odd, edwardsobel, and wrecan. The gold-medal winner of each Hero Craftsmen competition will be added to this list as a prize; in addition, contestants who have accumulated a certain number of medals overall will be added to the eligible list. After each competition, we will seek volunteers for the next contest from the list until we have three judges. It is a voluntary thing, so if you (as a recent gold-medal winner) feel uncomfortable with judging, or just don't have the time, that's fine with us.

Our judges for this contest will be Zherog, JasonOrlandoHawk, and Heros_Backpack; Zherog will be our coordinating judge.

This contest starts when this post is posted, and is due to end at 11:59pm on Wednesday the 26th of December 2007 GMT, giving you a bit over two weeks to enter your characters.

If you have any concerns or suggestions to consider for the next Hero Craftsman competition, don't hesitate to post your comments in This Thread. (http://boards1.wizards.com/showthread.php?t=621823)

Finally, best of luck to all entries.
Zherog

12-08-07, 10:38 AM
Zherog's Big List o' Entries

Valerie Verdaline (http://forums.gleemax.com/showpost.php?p=14558456&postcount=31), by Magus888
Audran Madstone the Mascot (http://forums.gleemax.com/showpost.php?p=14560273&postcount=42), by wrecan
Eldric Ilseran, Cleric of Fharlanghn (http://forums.gleemax.com/showpost.php?p=14561866&postcount=44), by Eldritch_Lord
Black Hagnes (http://forums.gleemax.com/showpost.php?p=14582309&postcount=60), by Johnathan_Vagabond
Granny Gamble (http://forums.gleemax.com/showpost.php?p=14591225&postcount=68), by Kimokeo
Matthias Luman (http://forums.gleemax.com/showpost.php?p=14661803&postcount=87), by Capfalcon
Dave Batista, the Cursed Thief (http://forums.gleemax.com/showpost.php?p=14665965&postcount=89), by Far_Traveler
Zarreck Aluce (http://forums.gleemax.com/showpost.php?p=14669017&postcount=91), by inthesto
Hapsibandro "Hap" Turen (http://forums.gleemax.com/showpost.php?p=14669089&postcount=92), by Mercurius
Sadiya Devlin aka Chance (http://forums.gleemax.com/showpost.php?p=14672263&postcount=94), by jennibert
Conner Sterling, aka Conner the Incredible, aka the Laughing Bandit (http://forums.gleemax.com/showpost.php?p=14673684&postcount=95), by Kit_the_Odd
Idetosh (http://forums.gleemax.com/showpost.php?p=14673834&postcount=96), by CheeseMan
Zherog

12-08-07, 10:40 AM
FAQ (Frankly Answered Questions)

How can I represent luck?

That's up to you to decide, really. Here's a few ideas that might get things rolling:

The Luck cleric domain
Luck feats from Complete Scoundrel
Your character suffers from a bestow curse spell


Additionally, creative use of a flaw or trait, as allowed by the rules, should be good enough to hit the theme.
Dog_O_War

12-08-07, 11:01 AM
Still can't buy magic weapons.

Minimum price is 2,300gp.
Zherog

12-08-07, 11:15 AM
Still can't buy magic weapons.

Minimum price is 2,300gp.

Doh! I'll adjust.

edit: increased to a full one half value (2,700 gp)

edit2: and note that this was a "coordinator executive decision" while posting the thread. So if somebody dislikes the idea, direct all ire towards me rather than the other judges. I went with the "executive decision" model because we've already taken a week to get this together.
JasonOrlandoHawk

12-08-07, 01:37 PM
Also bear in mind, certain judges find Snickerdoodle cookies to be very "lucky." Not that bribes would ever be condoned by a member of this judging panel. :angelhide

Seriously, though, I am looking forward to this competition. My last class this semester ends Wednesday, so I should have a lot more time available. Bring on the entries!

Secret Bonus Question: What excuse will Jason use for not getting a head start on judging this time?
TheScapegoat

12-08-07, 03:19 PM
Can you use feats/skills that are not directly related to luck by the RAW but are shown through character background and build that they are "luck" rather then something trained.

Example, if I had a character who I gave skill focus profession (gambling) but instead of describing the ability as having just extensive training but that the character is just so lucky he seems to always get the right cards/dice roll/what have you.

I know this is the RAW intention of certain feats, but I was curious how the judges felt about different interpretations for how skills/feats are applied.
Heros_Backpack

12-08-07, 04:15 PM
Personally, I'll (probably) be looking for signs of luck in your background and personality description and only then going on to see how you've backed it up with mechanics.

If Character X is described as being a gambler who always gets that lucky roll/card, backing that up with the Skill Focus would work fine for me, but I can't answer for the other judges. :)
JasonOrlandoHawk

12-08-07, 08:17 PM
Technically, you could argue any stat as being the result of luck, rather than training... even a good BAB or High HP. Theoretically, with a convincing background, any stat could be representative of "Lady Luck."

That being said, certain things would be easier to argue than others. Skill Focus (Profession: Gambler) is much easier to attribute to luck than the +8 Armor bonus to your AC.

"Ha, ha! Lady Luck shines upon me! My Full Plate has diverted your blade!"

I just don't think I'd buy that one.

So, long story short, you're not required to use any particular mechanic to demonstrate your luck (or lack thereof), but the demands on your background will be correspondingly greater if you want a high Thematic Creativity score.

And... I'd like to say, don't forget the negative aspect of luck as well. You could be suffering from a Bestow Curse spell. A character with a low Dex could be clumsy and prone to accidents. A character with a low Cha may have the tendency to say the wrong thing at the critically, oh-so-wrong time. Recovering from the bitter twists of fate is just as acceptable in this competition.
Zherog

12-08-07, 08:47 PM
Example, if I had a character who I gave skill focus profession (gambling) but instead of describing the ability as having just extensive training but that the character is just so lucky he seems to always get the right cards/dice roll/what have you.

I think this has decent potential to get a good "Thematic Creativity" score. I want you to convince me your character is lucky (good or bad). How you opt to do that is entirely open-ended.

Write down Skill Focus (Profession: gambler) on your character sheet and be done? Interesting, but it's probably going to get a low score.

Write down Skill Focus (Profession: gambler) and have a fun background about how you won your fancy sword and shiny armor and cloak and boots and an assload of money while gambling? Yeah, that'd be cool.
wrecan

12-09-07, 09:59 AM
This is going to be a fun contest!!
jennibert

12-09-07, 01:42 PM
Luck, huh? A very interesting choice...now I'm going to have to come up with something that fits it....I'll admit, I'm more tempted by the "bad" aspect than the good...this could be interesting...

And just in case my entry isn't as interesting as it should be....I'm off to bake those snickerdoodles....

:D


(Really. I have some of the slice and bake kind in my fridge right now, and since Jason brought them to mind, I now want some....)
JasonOrlandoHawk

12-09-07, 03:02 PM
(Really. I have some of the slice and bake kind in my fridge right now, and since Jason brought them to mind, I now want some....)

The Range on my Telepathy powers has increased!!! :evillaugh

Now it is just a matter of time until my scheme for global domination is...

...wait, never mind. You heard nothing! :emp:
FarrenCronwing

12-10-07, 08:03 AM
Ah. This seems like a lot of fun. Was a little panicked at first, due to the level, but I realized what I wanted to play would still work.

Two questions: Are we allowed to use ANYTHING from UA, or just flaws/traits?

And lemme get this straight: Judging for luck/unluck will go by fluff, then see how it is represented by crunch?

Looking forward to his competition!
Zherog

12-10-07, 08:20 AM
Two questions: Are we allowed to use ANYTHING from UA, or just flaws/traits?

Only flaws and traits, and only one total per contestant.

And lemme get this straight: Judging for luck/unluck will go by fluff, then see how it is represented by crunch?

Judging this theme will be no different than other contests. Your fluff should support your crunch, and your crunch should support your fluff. As is always the case in these contests.
wrecan

12-10-07, 12:28 PM
Question: Can we use the Variant Classes (http://www.d20srd.org/indexes/variantClasses.htm) from d20srd.org (and Unearthed Arcana), or only the Flaws and Traits system? I was a little unclear on that point.
Mercurius

12-10-07, 12:40 PM
Judging by Zherog's prior comment, only flaws/traits. Nothing else from UA.

One of these days, I've gotta see spelltouched feats in action, though...
Zherog

12-10-07, 12:44 PM
Mercurius is correct. Only flaws and traits, and you can use only one total - even though the "rules" for flaws allow for two. You can use one flaw or one trait. And the use of either needs to be directly tied to your luck concept. For example, you can't take the "Near-Sighted" flaw just to get another feat into your build; if you take the Near-Sighted flaw, it needs to be directly related to your character's luck (good or bad).
wrecan

12-10-07, 01:06 PM
Okay. Thanks... back to the drawing board...
JasonOrlandoHawk

12-10-07, 02:16 PM
To reiterate, your fluff must be represented by some crunch. You don't necessarily have to use a mechanic with the word "Luck" in it, but your crunch should demonstrate (one way or another) that your character has been affected by the whims of lady luck.

In one of my previous examples, you could portray a character who is notoriously clumsy by giving him/her a very low Dex score. The fluff says "luck," but is supported by your crunch.
FarrenCronwing

12-10-07, 05:01 PM
Another quick question. Would it damage our scores for us to create an intentionally weak character? Not the character, the player. I.E giving them a negative effect (Let's say curse.) Would this damage mechanics for creating a less than optimized character?
Mercurius

12-10-07, 07:29 PM
That is an interesting question, especially considering the frequent mentions of suffering from a bestow curse penalty. In a similar vein, how does one incorporate something like that - an ongoing penalty not normally incorporated into character generation? If I was to say my character suffered from bestow curse, would I have to, say, actually decrease a stat by 6, or would it be better for me to claim that the 8 I put into strength is actually a 14 that's been penalized by the spell (though it's really the case that I didn't increase it at all)?
Talisman

12-10-07, 11:21 PM
Aha! Trying to slip the new HC by me, eh? Subscribed! (and entering...hmm, ideas...)
jennibert

12-11-07, 12:53 AM
Aha! Trying to slip the new HC by me, eh? Subscribed! (and entering...hmm, ideas...)

That does seem to happen...unless I'm the person who posts it, I never seem to find the competition until a day or two after it goes up....:D

I don't like the flaws and traits. None of them work the way I want them to. :pout: Oh well. Such is life.

The snickerdoodles were yummy....
JasonOrlandoHawk

12-11-07, 01:07 AM
Wow, a lot of complicated questions:

Let me say, first, that these are my answers, and that they do not represent any consensus by the judges. You'll probably want to hear what they have to say before running with this.

1) Will I be penalized for creating an intentionally weak character?

-First off, I want to make an important distinction: the difference between intentionally weak and practically unplayable. I will be lenient in the first case, but as harsh as normal in the second. For this competition, I've lowered the number of points that "Rules Use" will be worth, and made "Mechanics" correspondingly more weighty, which should also help that out.

How do I define practically unplayable? When I judge "Rules Use," I open to the NPC class tables found in the DMG. I find the class that is closest to your character's role, and I compare across the board. If you don't measure up, I consider the character too weak. (I also try and determine how well your various abilities work together, but that is a smaller portion of the Rules Use points.)

The way I figure, they have lower starting stats and less gear (not to mention the less optimized gear). If you consider the Bestow Curse route, then I recommend you just make a quick comparison when you're done stating the character out, and see if everything is roughly equal. Considering your roll-up advantages, that shouldn't be to hard to achieve, even after such a spell.

Also, as a piece of advice, just because your character is cursed doesn't mean that you haven't found a way to deal with it. Maybe you were once a swordsman, but when the witch drained your strength away, you switched to a bow. If you were cursed at level 1-2, by level 4 you should have made some adjustments that help you continue to adventure.

As a final note, a well made character who is suffering from a Bestow Curse or other similar effect will probably have a higher Thematic Creativity score. Overall, as I plan on scoring the entries, well made cursed characters need not worry about their overall score.

2) Should the effects of a Bestow Curse (or similar effect) be applied to the character? Or, alternately, should the character have a low score and blame it on (insert effect here)?

-I'm divided here, but here's how I'm going to call it: If you plan on removing it, suffer from it.

In other words, if your character is cursed, and is trying to get the curse removed, then it should be reflected in your stats. Basically, roll the character up, and then apply the penalty as appropriate. It wouldn't make much sense, in game, to remove a curse and the person have no difference in stats.

If the effect is permanent, and it's going to stay that way, then you don't need the effect (and, probably don't need the spell either). I.e.: The clumsy character w/ a low Dex has no curse to remove, so he doesn't need to apply the spell. He's always been that way, and he'll always remain that way. This could also apply to really powerful family-line curses and the like, again so long as the effect won't be removed in game.

Clear as mud?

(Jennibert, are you trying to taunt me???)
Zherog

12-11-07, 12:30 PM
I think Jason's answers are pretty spot on for my opinions as well. But I'm nothing if not verbose, so I'll expand a bit.

This contest has never been about making the "most optimized" character. "Functional" has ruled the day way more than "optimized." Just as a real quick and easy example: there have been numerous characters in the previous 12 versions that have taken more than 2 levels of fighter. Hop over to the character optimization forum, and you'll learn that - with rare exception - that's a very "un-optimized" thing to do.

Now, I've certainly pointed out deficiencies in the past. I'll make a comment like, "Your fighter's Will save is quite low. You're almost begging for an enchanter to dominate you and have you attack your party." There's things you can do to fix that, of course. Getting a Wisdom boost helps. Grabbing the Iron Will feat helps.

In this contest, though, you have an opportunity to take those weaknesses and exploit them a little bit. Sticking with the fighter example, you could attempt to spin his poor Reflex and Will saves as bad luck. Is it the best idea? Maybe - depends on your story.

In the past, when I've judged "thematic creativity" I've looked for entries that were, well... creative. I wanted people to explore the theme, and maybe not go with the most obvious idea. I've had the "obvious idea" in my mind, and anybody who went down that path got a lower creativity score from me. In this one, I still want people to explore the theme and be creative. But I don't really have a "most obvious" idea in mind. We intentionally left the definition of "luck" vague, because we want to see what you come up with.

As for mechanics, I generally don't deduct points for weaknesses. The fighter with the poor Will save will not receive a lower score, even though I'll point out that your Will save is likely to get your party into some trouble. When I judge the Rules Use category, it's all about the "math." Do you meet the pre-reqs for everything? Did you add up all your skill points correctly? Did you spend your money? Did you select all your bonus languages (something that regularly gets missed - *hint, hint* )? Those are the sorts of things I look at when putting together your Rules Use score.

This is the spot that takes me the longest for me to judge, because I essentially rebuild your character from the ground up. I plug your stats into the spreadsheet I use to make PCs and NPCs, I attempt to rebuild your skills, I "purchase" all your equipment and add up the total value, and so on. If I find a discrepancy, I go hunting for it. If I can't figure it out, I double check my math. If I still can't figure it out, I assume a mistake was made.

*

On the bestow curse angle... Jason is pretty much spot on. If you intend to ever get "cured" of your curse, then your character should be "suffering" from the effects of it. If, however, you're just weaving a story as a way to explain a sucky stat, then certainly keep the stat low without buying points.

Basically, flex your creative muscles and find an interesting way to represent luck. Weave your story and stats together and I think you'll do fine.
Magus888

12-11-07, 03:13 PM
Okay. I have a character ready to post, but I don't know how to make the spoiler-hiding-tag-things that most people use. Seeing as how my character takes about five and a half pages in my word processor, I don't think that just copy and pasting is a good idea, and all I can find in the board FAQ is instructions on how to add images or smilies. So if someone could be so kind as to explain how to collapse text (like the OP did with the rules), or provide a link to some part of the FAQ that I missed which explains it, I would be very grateful.
wrecan

12-11-07, 03:15 PM
I don't know how to make the spoiler-hiding-tag-things that most people use.

Use the following:

This is the information in the Spoiler Block

It will result in:
This is the information in the Spoiler Block

Be sure to use "Preview Post" a lot to correct for typos and formatting.
Heros_Backpack

12-11-07, 03:18 PM
I pretty much agree with the other judges.

I'd just say, if you plan on removing the curse at some point, pay for the extra 6 pts in your point buy. If you don't plan on ever removing them, then don't pay.

On the power front, let me just quote the opening post.


Hints to Help

This is not a competition to see who can make the most optimized character. It is a competition to find who can create the most creative and interesting character; one that you would love to see played in a gaming group. Of course, optimized characters can still be creative and interesting, but optimization is not the sole focus of the competition.
Zherog

12-11-07, 03:44 PM
Wrecan's answer is perfectly correct. I just want to add one thing.

So if someone could be so kind as to explain how to collapse text (like the OP did with the rules)...

Whenever you see a post that does something cool with forum code, you can always press the quote button to see the code the poster used.
Magus888

12-11-07, 04:16 PM
Thank you very much, Wrecan, Zherog.

Without further ado:

Valerie Verdaline

Dressed in a practical set of pants and shirt, with a short cloak hanging over her chair back, and a saber over her shoulder, the black haired elf is an unremarkable, if pretty, patron of this bar, a favourite of sell-swords and adventurers. A metal chain passes around her neck and disappears beneath her shirt, doubtless concealing a pendant of some kind. She is visibly annoyed at the man who is repeatedly offering her drinks and companionship, but continues to turn him down politely despite of this. As he finally turns, disappointed, back to his fellows at the bar itself, he tangles his foot in a stool beside him, and trips into a table, spilling the bar-goers drinks all over himself. After shamefacedly paying for them all, he (purse much lighter) left the bar, pursued by the mocking grin of the dark haired Valerie. Bad luck for him.

Valerie Verdaline is an elfish looking young woman. Although she is only half elvish herself, she regularly goes about town with her hair tied back into a ponytail of braids to reveal her pointed ears and accentuate her slanted eyes, dressed in robes that look vaguely elfish, she claims this is only to attract attention to herself. Marcel Delaine, quite possibly the only person who could claim to be Valerie's friend, thinks that the choice of appearance, as well as the rapier and bow she favours in combat, are only half made for business advertising. If you asked him (and if he were inclined to answer you honestly) he would tell you that Valerie is trying to distance herself from the human mother who abandoned her.

Her appearance is much more conventional when she heads out on a mission, her hair is still in the braids, but she doesn't bother to tie it back, and the clothes she wears are a considerably more practical pair of pants and blouse under a coat of brigandine. The most remarkable thing about her attire when on a mission is the fact that above the satchel on her back sits her bowcase, quiver, and saber sheath, all bound together with a small mace thrust horizontally into the bottom bindings. Her companions swear that the weapons should tangle each other up, yet she always draws her sword, bow, or arrow smoothly, and always the one she intends. Marcel, who is a formal student of Valerie and those like her, theorises that Valerie has spontaneously created an efficient quiver, completely unconsciously. Of course, he'd never tell her that. Valerie figures that she's just lucky whenever she pulls the arrow she needs for her target.
Valerie's mother was a prostitute in a wealthy port city. Due to this prosperity, her mother managed to support herself with her trade, able to avoid the worst neighbourhoods, and to afford the herbs that the apothecary offered for temporary barrenness. However, despite her regular consumption of those herbs, she nevertheless managed to conceive, and nearly a year later she gave birth to a very delicate young girl, who she named Valerie, after her own aunt, who shared the same blue eyes that were her child's most startling feature. This birth was only the first of many improbable happenings that occurred to Valerie. The young girl grew up headstrong and willful, with a temper that soon became proverbial within her mothers tenement. As time passed, Valerie's mother's lot in life gradually began to deteriorate. Accidents happened to her neighbours and especially to her. When she fell leaving her rooms one winter night it was the last straw. Having no money left to support her daughter, and unable to work with her injury, she took the counsel of the desperate, went to the local temple of Olidamara, and left her daughter with the local chaptermaster, Jerome, along with an explanation of the circumstances. Fortunately for Valerie, Jerome was a former adventurer, and he recognised the scenario that Valerie's mother had spelled out. Valerie was, like him, one of a number of individuals blessed by Olidamara with the gift of manipulating luck. The benevolent priest decided, for both the good of the child, and for those around her, to hone this talent, and teach her to control it.

It took only a few weeks for Jerome to realise that Valerie's temper rendered her unsuitable for the priesthood, even for a deity as laid back as the Laughing Rogue. He instead resolved to teach her basic techniques of control, and see where she would go with her own power. Once Valerie began to gain some measure of control over her gift, it manifested itself primarily as curses. This, coupled with her temper, made her vastly unpopular with the majority of the acolytes at the temple, but Jerome, equipped with his natural sense of humour (and a high Will save) merely shrugged of her adolescent petulance, and began training her in the skills that he had found useful in his adventuring youth. One thing that she learned from him was one of his favourite tricks: the ability to put a minor hex on one opponent, so that they had a harder time attacking her. As Valerie grew, she learned to throttle down her temper. She also put her natural half-elven talents at diplomacy to work, as she found that an apology and an offer to do some chore or other went a long way towards making up for an hour's bad luck when she lost her temper. Even with her smooth tongue, however, by the time she was twenty, she had worn out her welcome rather thoroughly at the temple that had become her home. Jerome, deciding to put both her gift and the talents that he had trained her in to some use, told her to go to a friend of his who ran a mercenary outfit near the badlands. Accompanied by a few other novices who were out to make something of themselves, Valerie set off for the next stage of her life. Among those who left with her was Marcel Delaine, a student of arcane phenomenon, who finds Valerie a fascinating subject of study, and is quite possibly the only person who finds her interesting enough to put up with her temper for any extended period of time.

Marcel and Valerie were the only survivors of the first mission that Father Jerome's friend, Samuel Altock, sent the novices on. The necromancer in they were to eliminate turned out to be only one of a small cabal. Marcel and Valerie captured a pair of large onyx gems that the cabal was planning to use, and wear them as lucky charms in memory of their narrow escape. Samuel Altock has long since stamped out the cabal, but several lower level acolytes involved with it managed to escape.

That was five years ago, and Valerie has long since left Altock's mercenary company that she started with. She has built up a small reputation for herself, which is buoyed by the fact that elves are uncommon in this part of the world. Valerie usually contracted by parties of adventurers who are in need of someone who can take out individual targets, especially mages, but has sometimes been approached by individuals to put accomplish a mission with a team she put together herself. She works with Marcel Delaine fairly regularly, and has accomplished a few missions with just the two of them. Business has been relatively good, as necromancers and diabolists are reasonably common in the badlands, as are shaman led tribes of savage humanoids.
Valerie Verdaline
Half-Elf Hexblade 2/Spellthief 2
Hit Dice: 2d10+2 plus 2d6+2
Abilities: Str 11, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Alignment: Chaotic Neutral
Languages: Common, Elven, Gnome
Initiative: +2 [+2 Dex]
Speed: 30 ft
Saves F/R/W: +1 [+1 Con]/ +2 [+2 Dex]/ +6 [+6 Base Save] (All saves +3 [+3 Cha: Arcane Resistance] vs spells\spell like abilities) (All saves +1 [+1 competence: Spellgrace +1] vs spells) (All saves +2 racial vs enchantment spells\spell like abilities)
Hp: 26 [10+3.5+5.5+3.5 [Hit Dice] +4 [+1 Con x 4 HD]]
AC: 15 [+3 Mwk Studded Leather, +2 Dex] (16 w/ Minor Hex); Touch: 12 (13 w/ Minor Hex)
Flat Footed: 13
BAB: +3; Grapple: +3
Attack: +6 [+2 Dex, +3 BAB, +1 enhancement] (1d6+1, +1 shortbow)
+6 [+2 Dex, +3 BAB, +1 enhancement] (1d6, mwk rapier)
+5 [+2 Dex, +3 BAB] (1d6, light mace)
+5 [+2 Dex, +3 BAB] (1d4, dagger)
Full Attack: +6 [+2 Dex, +3 BAB, +1 enhancement] (1d6+1, +1 shortbow)
+6 [+2 Dex, +3 BAB, +1 enhancement] (1d6, mwk rapier)
+5 [+2 Dex, +3 BAB] (1d6, light mace)
+5 [+2 Dex, +3 BAB] (1d4, dagger)
Special Attacks: Hexblade's Curse 1/day (Range 60ft and LOS; -2 to attacks, saves, ability/skill checks, weapon damage; Duration 1 hour; Will Save DC 14 [10 Base +3 Cha +1 Hexblade 2/2] negates)
Sneak attack +1d6
Steal Spell (On successful sneak attack, forgo one sneak attack die to remove one prepared spell/spell slot from target. May cast spell stolen at any point within one hour of theft.)
Detect Magic 3/day [+3 Cha], (Duration Concentration, max 2 min.)
Steal Spell Effect (On successful sneak attack, forgo one sneak attack die to remove one spell effect from target and transfer it to self. Max Caster Level affected 5. [+2 Spellthief 2, +3 Cha] Duration 1 min)
Special Qualities: Trapfinding
Spellgrace +1 (+1 saves vs spells)
Arcane Resistance (+3 [+3 Cha] saves vs spells/spell like abilities)
Half-Elf traits (Immunity to sleep effects, +2 Diplomacy, Gather Information, +1 Spot, Listen, Search, +2 saves vs. enchantments, elven blood, low light vision)
Feats: Minor Hex (use rules for Dodge), Weapon Finesse
Skills: Bluff +10 [+7 ranks, +3 Cha], Diplomacy +10 [+5 ranks, +3 Cha, +2 racial], Spellcraft +6 [+5 ranks, +1 Int], Hide +8 [+6 ranks, +2 Dex], Move Silently +8 [+6 ranks, +2 Dex]
Everything that I used for this character is in the SRD, except for the two classes. Hexblade is presented in Complete Warrior pg. 5-8, and Spellthief is from Complete Adventurer pg. 13-20. I used the 10,11,12,13,14,15 array, arranged as follows: Str 11, Dex 14, Con 13, Int 12, Wis 10, Cha 15.

The class progression alternates, starting with Hexblade:
Hexblade 1: Minor Hex [1st level feat], 12 skill points [2 class, +1 Int, x4 for 1st level]: +4 each for Bluff, Diplomacy, and Spellcraft.

Spellthief 1: 7 skill points [6 class, +1 Int]: +3 Hide, +3 Move Silently, +1 Bluff.

Hexblade 2: Weapon Finesse [3rd level feat], 3 skill points [2 class, +1 Int]: +1 each for Bluff, Diplomacy, and Spellcraft.

Spellthief 2: +1 Cha [4th level stat increase], 7 skill points [6 class, +1 Int]: +3 Hide, +3 Move Silently, +1 Bluff.
To the judges: The number in parentheses () is the cost of the item. The number in brackets [] is the item's weight. I realise weight is not normally taken into account in this competition, but I included it because it impacts Valerie's tactics. All writing in red regards weight so that you can easily skip over it if you like.

Satchel (Backpack) (2 gp) [2 lbs]
Gear in Satchel:
10 flasks of acid (100 gp) [10 lbs]
Flint and steel (1 gp) [-]
5 pints of oil (5 sp) [5 lbs]
Waterskin (1 gp) [4 lbs]
4 days trail rations (2 gp) [4 lbs]
Bedroll (1 sp) [5 lbs]
Scholar's Robes (5 gp) [6 lbs]
2 potions of cure light wounds (100 gp) [-]
2 potions of shield of faith +2 (100 gp) [-]
3 thunderstones (90 gp) [3 lbs]


Total weight of Satchel: 39 lbs.
Total cost of Satchel and gear in it: 401 gp, 1sp.

Gear carried not in Satchel:
Explorer's Outfit (free set of clothes) [8 lbs]
Mwk Studded Leather (175 gp) [20 lbs]
Onyx pendant (200 gp) [-]
Dagger (2 gp) [1 lb]
Efficient Quiver (That's what it's called in the SRD. I seem to recall that the paper DMG calls it a Quiver of Elhonna) (1800 gp) [2 lbs]
In the 'bow' section: +1 shortbow (2330 gp) [2 lbs]
In the 'javelin' section: Mwk rapier (320 gp) [2 lbs]
Light mace (5 gp) [4 lbs]
Everburning torch (w/ cap) (110 gp) [1 lb]
In the 'arrows' section: 20 silver arrows (3 gp) [3 lbs]
40 cold iron arrows (4 gp) [6 lbs]

The Efficient Quiver is an item that I am not exactly sure of its effect. The item is described as creating a nondimensional space, like a Bag of Holding, but unlike the Bag, or Handy Haversack, another similar item, it doesn't specifically note that it negates its contents weight. Considering the nearness in price (Quiver 1800 gp, Haversack, 2000 gp, Bag of Holding I, 2500 gp), the restrictions on storage in the Quiver, and the similar terminology in the description, I decided to assume that the quiver negates the weight of its contents. In light of that:

Total weight of gear not in Satchel: 31 lbs.
Total cost of gear not in Satchel: 4952 gp.

Total cost of all gear: 5353 gp, 6 sp.
Thus, Valerie has 46 gp, 4 sp in coins.

Regarding weight:
Carrying capacity for Str 11 Medium biped:
Light Load: up to 38 lbs.
Medium Load: 39-76 lbs.
Heavy Load: 77-115 lbs.

Total weight carried: 70 lbs. Medium load.

If the GM told me that my assumption about the Efficient Quiver was incorrect I would take the light mace, the torch, and 40 of the arrows (25 cold iron, 15 silver) and put them in the satchel. This would change the weight distribution as follows:

Satchel: 50 lbs,
Other: 37 lbs
Total weight carried: 87 lbs. Heavy load.
Valerie keeps in regular correspondence with her old mentor, Father Jerome, a human spellthief 6/cleric of Olidamara 5, who is the closest thing Valerie has to a father figure.

Valerie's closest confidant, Marcel Delaine, is a human monk 2/cleric of Boccob 2. He is a student of strange arcane phenomenon, and as such, started out simply viewing Valerie as a particularly vexing experiment. He has long since come to regard her as a friend, having survived several missions with (and occasionally because of) her.

Valerie is well known among the sell-sword community as a mage hunter. Samuel Altock, a half-orc ranger 10 who runs a mercenary company known as “Sam's Hammers”, and an old friend of Father Jerome, has had good experiences employing Valerie and Marcel in the past, and he occasionally sends business that his company can't profitably handle because of scale or circumstance their way.

Amanda Illuzzi is a gnomish smith (expert 3) in a town in the badlands. Valerie saved her daughter in the course of one of her missions. Together with her prospector husband, she provides a ready supply of the silver and cold iron arrows that Valerie favours, as well as giving her a discount on other metalwork she needs done. She made the matching onyx pendants that Valerie and Marcel wear as mementos of their first mission.
Offensive: If Valerie and her companions are the instigators of the combat, she will have hidden her backpack before the fighting starts. This will reduce her the weight carried to a light load, removing the penalties that a medium or heavy load entails. Valerie prefers to infiltrate into some sort of a flanking position before combat. She will try to get as close as possible to the targets before she attacks. If she can get within sneak attack range (30 ft) of a spellcaster, she will begin the fight with a sneak attack to steal a 1st level spell. If she is targeting an arcane caster, she prefers to try for Ray of Enfeeblement, or Magic Missile. If she targets a divine caster, she will try to steal a Cure Light Wounds. If she knows that her target has a buff (courtesy of her Detect Magic SLA), she will instead try to take the buff, assuming it is CL 5 or less. Valerie saves her Hexblade's Curse to negate the greatest martial threat, because the curse doesn't affect spellcasting or AC, and because martial targets are more likely to fail the rather easy will save. If she can't get close enough to sneak attack, she will open with a Curse, and then proceed to try to either shoot melee characters or engage ranged characters in melee as the opportunity presents itself. Her thunderstones are a favourite tool for disabling casters if she can't get close enough to sneak attack them.

Defensive: If Valerie and her companions are attacked, her first action is to drop her satchel, and her second is to draw whatever weapon seems appropriate (taking a 5' step first, if she is threatened by an enemy). She will throw her curse at the biggest martial target she can, and will try to support her party with arrows, using flaming oil on the ground to cover a retreat if she has to. Although she prefers to leave melee to the more heavily armoured party members, she will willingly fight hand to hand in order to defend the more vulnerable party members, especially if she can get a flanking position to let her sneak attack.
Zherog

12-11-07, 04:54 PM
List updated!
Johnathan_Vagabond

12-11-07, 05:10 PM
This will be my first attempt at such a contest and I have two questions I didn't see answered (presumably because most people know the answers already).

Is homebrew material grounds for disqualification or does raise risk of a lower score?

I assume these Hero creations are for the purpose of designing PCs, in that light, are "Heroes" of the evil alignment allowed?
Talisman

12-11-07, 06:14 PM
Two questions:

1: If my character has an object for plot device purposes only (i.e., it doesn't help him in any way), but said object should have a gp value, do I need to account for the cost? If I were making Frodo, would I have to pay for the One Ring?

2: If I make my hero cursed a la bestow curse, would a homebrew curse be allowed, as per the line "You may also invent your own curse..."? I realize that I'd be taking a chance with this, but is it possible? Or should I just stick with the "standard" (and, IMHO, relatively flavorless) curses?
JasonOrlandoHawk

12-11-07, 06:15 PM
Homebrew material is most certainly not grounds for disqualification. In fact, there is rumor that one of the judges has a habit of stealing particularly well-designed homebrew material for his games... :angelhide

Typically, though, you want to provide enough information that we understand important story elements. For example, if you serve the mighty deity of Plot Device, then it is helpful if you provide a small notes section that describes said deity (a sentence or two typically suffices).

Check out some of the work by Mercurius in the old competitions if you'd like some good examples of how to do this.

As for Evil alignment, you need to convince the judges that your character plays well with others. So, in theory, an evil character is possible for any of these competitions (save the Exalted competition, but I regress). You just need to convince the judges that the character will not disrupt a standard adventuring party. In fact, I tend to be leery of CN characters for the same reason (What do you do? I stab the king!!!). Still, any character is possible as long as they play nice with others.

And if you are creating Frodo, that would probably score low on Thematic Creativity... wait, never mind. Yes, Frodo needs to pay for his ring. Bear in mind the fact, however, that you don't necessarily need to account for it's full power. The Bagginses only used one power, invisibility, on a regular basis, despite the plethora of other things the ring could accomplish. So, if this were Frodo, he'd be paying for a Ring of Invisibility (and not any of the other powers, since he can't/doesn't use them).

In case that's confusing, you do need to account for the cost of every item, but you can include a note about said item to the effect of "...if the DM desires, more abilities/a stronger curse could come about over time." In my current campaign, the Dwarven Ranger has been using an axe that has slowly been "awakening" to it's full power.

Also, feel free to make up your own curse. That's got bonus Thematic Creativity points written all over it. However, if you want to avoid losing points in the Mechanics category, you should make sure that your curse is both equally dangerous and something that you can represent in your stats. Remember, bestow curse is a level 3 spell, which means it is comparable in power to fireball. Don't let your curse be too weak mechanically.
Zherog

12-11-07, 06:20 PM
This will be my first attempt at such a contest and I have two questions I didn't see answered (presumably because most people know the answers already).

Welcome to the fun. :)

Is homebrew material grounds for disqualification or does raise risk of a lower score?

The only material permitted is from sources listed in the first post of this thread. And note that the list of available sources changes from contest to contests.

Now, if you wanted to do something like rename a feat or spell (see Magus's entry for an example, with the Dodge feat), that's allowed and cool and all that stuff.

Homebrew material has popped up in the past, with varying degrees of success. For example, I turn a very critical eye towards it (ask Mercurius about pricing items some time when you get a chance ;) ).

Hmmm... I see "homebrew" and immediately think crunchy pieces. I'm glad Jason got in with a response before me; Yes - homebrew fluff is permitted, but it's a good idea to give us enough background info to make a judgment about your use of the material.

I assume these Hero creations are for the purpose of designing PCs, in that light, are "Heroes" of the evil alignment allowed?

There is no restriction on alignment. However, your character will be judged on "how well he/she/it plays with others." That is, a psychopathic murderer who kills for fun and sport is probably going to do poorly, because it's not likely to be a good team player.

Note that this applies to the "good" side of the alignment spectrum too. A vigilante who hunts down psychopathic murderers who kill for fun and sport, but insists on always working alone, is also going to do poorly, again because it's not likely to be a good team player.
Zherog

12-11-07, 06:23 PM
Two questions:

1: If my character has an object for plot device purposes only (i.e., it doesn't help him in any way), but said object should have a gp value, do I need to account for the cost? If I were making Frodo, would I have to pay for the One Ring?

Yep. If you possess it, you need to account for it on your character sheet, including the value.

2: If I make my hero cursed a la bestow curse, would a homebrew curse be allowed, as per the line "You may also invent your own curse..."? I realize that I'd be taking a chance with this, but is it possible? Or should I just stick with the "standard" (and, IMHO, relatively flavorless) curses?

Bestow curse, as written, leaves it very open-ended as to what is allowed, as you point out. Using that part of the spell's text to your advantage is fine.
Eldritch_Lord

12-11-07, 06:41 PM
Two questions from me as well:

1) Is Complete Psionic included under the generic "psionics allowed" rule, or is it only the XPH/SRD stuff?

2) Is there any particular reason Incarnum, Tome of Magic stuff, Tome of Battle stuff, and other "weird" books aren't allowed, or is it just because the judges don't have them?

Assuming (1) is answered in the affirmative, I'll have my entry up in a day or two; otherwise it might be a bit longer while I think up a new concept.
Zherog

12-11-07, 06:51 PM
Two questions from me as well:

1) Is Complete Psionic included under the generic "psionics allowed" rule, or is it only the XPH/SRD stuff?

Only XPH/SRD

2) Is there any particular reason Incarnum, Tome of Magic stuff, Tome of Battle stuff, and other "weird" books aren't allowed, or is it just because the judges don't have them?

I don't have any of those books, and I'm fairly sure Heros_Backpack doesn't either. Past contests have allowed the Tome series; I don't recall Incarnum being used in any previous contest, though.
JasonOrlandoHawk

12-11-07, 06:57 PM
It's only XPH/SRD Psionics this time around. While I have Complete Psionic, Z and Heros don't. I can't remember if we intended to use it or not, but since an entry has already been posted, we really can't go back and change the rules now.

In general, the books selected are based on what books the judges have access to, and are comfortable judging. For example, I don't have Incarnum, and while I have Tome of Magic, I really don't feel comfortable enough with it to judge the material. Tome of Battle was left out just to annoy Mercurius. :D (Or, possibly because I was the only judge who had it...)
Eldritch_Lord

12-11-07, 07:00 PM
It's only XPH/SRD Psionics this time around. While I have Complete Psionic, Z and Heros don't. I can't remember if we intended to use it or not, but since an entry has already been posted, we really can't go back and change the rules now.

In general, the books selected are based on what books the judges have access to, and are comfortable judging. For example, I don't have Incarnum, and while I have Tome of Magic, I really don't feel comfortable enough with it to judge the material. Tome of Battle was left out just to annoy Mercurius. :D (Or, possibly because I was the only judge who had it...)

:weep: Ah, well, there goes my divine mind/swordsage...;) I suppose I'll be able to think of something else. Thanks for the clarification.
wrecan

12-11-07, 07:36 PM
Audran Madstone the Mascot (ECL4)
A scrawny kid, Audran looks like a well-treated henchman. He still has the ruddy face of a farmboy, and wears peasant's clothing, which conceals his well-crafted armor. The spear and crossbow are also expertly crafted, which is odd next to this clumsy, slender, dullard. His face always seems to be contorted in contemplative pose, as if he is concentrating very hard on understanding what everyone around him is explaining. However, there is also a serenity to his simple features, and an innocent confidence that is difficult not to like. In conversation, he is amiable and optimistic, but not pollyanna-ish. He is a competent assistant, who fades to the background when not needed, and it often overlooked by friend and foe.Nothing in Audran’s childhood would have led any observer to believe he would become an adventurer. Born the seventh son of poor ploughman, his parents worried unceasingly about how Audran would make his way. He was too weak to be a ploughman like his father (or most of his brothers). He was too clumsy to work with his hands, and too dull to work with his wits. And he had a twitch where he would move his fingers around whenever he was under stress. Yet Audran was well-liked by not only his brothers but most people who met him. He had a simple way of making people feel comforted and comfortable. His parents hoped that one of his brothers would take Audran in, if only out of fraternal love.

Audran, guileless as he was, knew nothing of his parents’ worries. He had a happy childhood with his brothers, playing with them. They called him their “mascot” because, although he rarely excelled (or was even competent) at any of the sport, games or puzzles they played, they simply enjoyed having him around.

As his older brothers grew up, married and moved onto farms of their own, Audran became lonely. He loved his parents, but for the first time he could see that his eldest brothers would be inheriting the farm, and justly so, as Audran was unable to move a plow more than a few feet. Audran was sitting on the bank of the river, contemplating his future, when a cloaked stranger approached him.

He must have thought Audran was a poor beggar-boy, because the mysterious figure handed Audran a gold piece dangling from a chain. Audran had never held so much money before in his life. “This coin shall bring you luck, my boy, but only if you don’t spend it,” said the man and then he laughed. “Let’s see how long that lasts,” he concluded before walking away. Audran placed the coin around his neck and thought about luck. A gold piece could buy food, or cloth or other things his parents needed. But what of luck? Auran decided he had little need for luck for himself. What he wanted was luck for those near him. He thought of how one could bless others with luck and those people he heard about in church who blessed others with their presence.

He contemplated this idea of communal luck as he want home and he continued to contemplate it for the days that followed. Over time, Audran noticed that people around him were lucky. His brothers finished their crafts quicker, often by accident. Whenever his brothers would play slapball against the other families, they fared much better when Audran was on the sidelines. It soon became “tradition” to take Audran the Mascot wherever they needed a bit of luck.

When the town was plagued by a nasty dire rat, the able-bodied men (including some of Audran’s brothers) were recruited to ferret it out and kill it. Superstitiously, they took Audran along to carry the healing kit. The expedition was a great success, no doubt in thanks to Audran’s mastery of first-aid, but also, they attributed it, to his luck.

Audran continued to study healing, and continued to help the stronger men about town, and his reputation as a “lucky charm” grew. At some point two adventurers on a quest passed through town. Audran sheepishly asked if he could hire on as a pack handler as he had some small skill with animals. They agreed, at a hireling’s salary. Audran’s father gave him their best horse, Edmond, for the journey. The adventurers soon learned that the rumors of Audran’s luck were more than mere stories. In gratitude, Carval, the party’s ranger, trained Edmond not to flee in the misdt of combat and trained Audran to use simple weapons like his spears and crossbow. Although the elven wizard Shamla had her suspicions about Audran’s true nature (and eventually identified his magic coin for him) she kept her suspicions private.

After the adventure with Shamla and Carval, Audran hired on with other adventuring parties, helping them with his remarkable first aid and with the pack animals. They still check in on him occasionally, and have become good friends. Eventually, he earned enough money to buy himself some protective gear and well-crafted weapons. (He realized others were lucky around him, but it was best to protect himself, he decided.) In the meantime, he continued to contemplate his idea of communal luck, and is beginning to notice that some of the “lucky breaks” around him really cannot be explained simply by luck. His healing abilities, for example, are better than any mundane healer he has ever met. And he, with his clumsy fingers, fixes things faster than any craftsman. If he could find the mysterious man with the magic coins, perhaps he could teach him the secret….Audran is indeed lucky, but he is more than that. He is a cleric devoted to the idea of altruistic luck, luck for others. He just does not realize he has acquired divine powers, and attributes all these occurrences to his lucky coin. Over the years as a hireling, Audran has garnered enough experience to reach 4th level. Now, he is beginning to realize his “true” nature. Will he embrace his divine calling? And who is the mysterious man?Audran Madstone the Mascot (ECL4)
hp: 33 (4d8+12)
male human cleric 4
CG medium humanoid (human)
Init -1; Senses Listen +3, Spot +3
Languages: Common
AC 17, touch 10, flatfooted 17
(-1 dex +7 armor +1 luck)
Fort +8, Ref +1, Will +8
Speed: 20 ft. (4 squares)
Melee Masterwork spear +3 melee d8-1 (×3)
Ranged Masterwork spear +3 ranged d8 (20 ft., ×3) or masterwork light crossbow +3 melee d8 (80 ft., 19-20/×2)
Base Atk +3; Grp +2
Spells Typically Prepared (caster level 4th):
2nd—silent bless, silent shield of faith, shield other (silent bless as domain spell)
1st—bless, divine favor, shield of faith×2 (bless as domain spell)
0—guidance×2, mending, resistance×2
Abilities: Str 8 Dex 8 Con 16 Int 8 Wis 16A Cha 16
SQ Domains (Luck and CommunityB), Community Domain Power (use calm emotions as a spell-like ability once per day; +2 competence bonus on Diplomacy checks), Luck Domain Power (reroll one roll before DM declares whether the roll results in success or failure; must accept the result of the reroll, even if worse than the original roll), Spontaneous Healing, Turn Undead (10/day, +3 on check, 2d6+7 damage)
Feats Divine Metamagic (Silent Spell)C, Extra Turning, Silent Spell
Skills (-8 armor check penalty) Concentration +6 (3 points +3 con), Diplomacy +8 (3 points +3 cha +2 domain), Handle Animal +4 (2 pointscc +3 cha) , Heal (Wis) +7 (2 points +3 wis +2 kealers’ kit), Ride +1 (4 pointscc -1 dex)
Possessions peasant’s outfit, banded armor +1, cloak of resistance +1, amulet of lucky breaksD, masterwork light crossbow, masterwork spear, 2 quivers of 10 bolts, and a sack containing a healer’s kit, 3 pp, 8 gp, 9 sp and 5 cp.

Edmond, his mount (CR1/6)
hp: 22 (3d8+9)
male light warhorse
N large animal
Init +1; Senses low-light vision, scent, Listen +4, Spot +4
AC 14, touch 10, flatfooted 13
(-1 size +1 dex +2 natural)
Fort +6, Ref +4, Will +2
Speed: 60 ft. (12 squares) (40 ft. (8 squares) when mounted by Audran)
Melee hoof +4 melee (1d4+3)
Base Atk +2; Grp +9
Abilities: Str 16 Dex 13 Con 17 Int 2 Wis 13 Cha 6
Feats Endurance, Run
Tricks Combat Riding (attack, come, defend, down, guard, and heel)
Possessions riding saddle, waterskin, hooded lantern, 2 saddlebags containing feed (one week), trail rations (one week), 2 winter blankets, bedroll, 10 flasks of oil, flint & steel, 10 spears, light crossbow, and 5 quivers of 10 bolts each.Wt Cost Loc Item
1.0 2000.00 Neck Amulet of lucky breaks
35.0 1400.00 Body Banded armor +1 (+7 AC)
1.0 1000.00 Back Cloak of resistance +1
4.0 335.00 Belt Masterwork light crossbow
6.0 302.00 L.Hand Masterwork spear
1.0 50.00 Sack Healer’s kit
1.0 1.00 Belt 2 quivers of 10 bolts
0.5 0.10 Belt Small sack
0.0 0.00 Body Peasant’s outfit
0.5 38.95 Sack 3 pp, 8 gp, 9 sp, 5 cp
n/a 272.95 Outside Mount and equipment (see below)
50.0 5400.00 TOTAL

Wt. Cost Item
n/a 150.00 Edmond, light warhorse
25 10.00 Riding saddle
70 0.35 Feed, one week
7 3.50 Trail rations, one week
16 8.00 Saddlebags, 2
6 1.00 Winter blanket, 2
5 0.10 Bedroll
2 7.00 Hooded lantern
10 1.00 Oil, 10 flasks
0 1.00 Flint and steel
4 1.00 Waterskin
60 20.00 Spears, 10
4 35.00 Light crossbow
5 5.00 Quivers of 10 bolts, 5
214 272.95 TOTAL Wisdom increased from 15 to 16 at 4th level.
The Community Domain is found in Complete Divine. The domain power allows the cleric to use calm emotions as a spell-like ability once per day and also gains a +2 competence bonus on Diplomacy checks.
Divine Metamagic is a feat found in Complete Divine, which allows the priest to use one of their Turn Undead attempts to spontaneously apply a metamagic feat to a memorized spell.
This item grants a +1 luck bonus to AC. It was crafted using the Item Creation rules in the Dungeon Masters’ Guide for an item with AC bonus (other). Assume entropic shield is the spell used in its creation, and the Caster Level is 5, just as with a ring of protection. This item also serves as Audran's divine focus, although any gold coin on a chain will do.Audran is an odd duck in that he uses his powers without realizing he is using his powers. This means that the player has to be very careful to keep separate what the player knows Audran can do and what Audran knows Audran can do. Audran doesn’t know he is a cleric. Audran doesn’t know he casts spells. He doesn’t know he can turn undead. All he knows is that ever since he found that lucky coin, whenever he is nearby, his friends are lucky.

Not all DMs might want Audran in a campaign. First of all, in order to maintain Audran’s self-deception, he picks a sub-optimal spell selection, with most of his second-level spells being Silent 1st-level spells, even if there’s no good reason to have Silent spells. Second, it requires us to accept that Audran’s somatic castings are not noticed, even by Audran! (I included Shamla the Wizard, who has noticed Audran’s hand movements to explain why people might notice the casting but not bring it up.) Third, it has the real potential to get gimmicky, with Audran giving out more and more tortured excuses to explain his spells. For this reason, I anticipate a big shake-up for Audran by the time he reaches fifth-level.

Basically, right now, Audran can maintain the self-deception as long as the sum of his turn undead attempts in a day plus the number of spells he casts with divine metamagic do not exceed ten. In a typical campaign this is unlikely to be an issue. At his next level, however, there is no way he will be able to maintain the deception. At some point, he will cast an non-Silent spell, speaking the words of power that will reveal to everyone – including himself – that he has divine power.

At that point, Audran will have a moment of truth. He is a priest. His philosophy of altruistic luck has given him real power. At this point, Audran will begin to retool himself to be a more traditional cleric. He will begin to preach (not in a prosyletizing way) the belief in communal luck. He may begin a church. He may discover that he has been worshipping a heretofore unknown god. Or he may not and, if the campaign reaches epic proportions, he might become the founder of a new church and become divine himself! That’s a long way to come for the youngest idiot child of a poor ploughman.
Talisman

12-11-07, 08:19 PM
And if you are creating Frodo, that would probably score low on Thematic Creativity... wait, never mind. Yes, Frodo needs to pay for his ring. Bear in mind the fact, however, that you don't necessarily need to account for it's full power. The Bagginses only used one power, invisibility, on a regular basis, despite the plethora of other things the ring could accomplish. So, if this were Frodo, he'd be paying for a Ring of Invisibility (and not any of the other powers, since he can't/doesn't use them).

In case that's confusing, you do need to account for the cost of every item, but you can include a note about said item to the effect of "...if the DM desires, more abilities/a stronger curse could come about over time." In my current campaign, the Dwarven Ranger has been using an axe that has slowly been "awakening" to it's full power.

I'm getting quasi-conflicting info from Jason and Zherog here.

If my guy has an item he can use, I have to pay for it. I get that.

But what if he literally can't use it? In retrospect, Frodo was a bad example. Let's say I make a fighter who (for plot reasons) has a pearl of power. It's utterly useless to the fighter, except in that it appears to be a valuable pearl. Do I have to pay full pearl of power cost, or just the mundane value of the pearl itself?

What if I merely indicate that said item has "unknown magical properties" or some such?
Eldritch_Lord

12-11-07, 10:39 PM
Well, here's my first attempt at a Hero Craftsman contest. I've never optimized anything with a "luck" theme in mind before, so prepare to be underwhelmed.

Eldric Ilseran, Cleric of Fharlanghn

A young man clad in armor emblazoned with Fharlanghn’s symbol walks into the tavern, stumbling over people as usual.
“Hey, watch it!”
“Sorry.”
He seems to always have his head in the clouds, though he can be quick when he’s paying attention...which doesn’t happen often. When he doesn’t have his head in the clouds, he has his head in some holy text or other, like he does now. He brushes brown hair out of his eyes for the thousandth time, ambles over to the bar, and orders an ale. A local bravo accosts him from behind:
“Hey buddy. Didn’t ya notice there was someone sittin’ here already.”
He looks up. “No.”
“Ye’re gonna move.”
“No thanks, I like this seat.”
“I’m not askin’ ya, I’m tellin’ ya. Who do you think you are!?”
“Eldric Ilseran, priest of Fharlanghn. Nice to meet you, sir.” Eldric returns his attention to the scroll in his lap, mumbling something about the fourth verse of a morning hymn and ignoring the bravo. A look of anger crosses the bravo’s face. He draws back his fist to throw a punch when the young man drops his scroll.
“Oh, I’m sorry, pardon me, excuse me...”
Eldric bends down to pick up the scroll as the bravo’s fist impacts the bar with a heavy thud.
“Hey!” the bravo says as he winces in pain. “Is that yer idea of funny?”
“Hmm? Oh, I’m sorry, I didn’t know you were still here. Can I help you with something?” The bravo scowls and unsheathes a dagger.
“Can yer fancy armor block a dagger, tough guy?”
As he thrusts his dagger, Eldric looks at his chest and raises his arms to look at his set of mail, interposing the shield on his arm he forgot to take off.
With a clang, the bravo’s dagger slides off the shield, and the young man lowers his arms.
“Yes, I think so. Why?”
“Friggin’ priests...” the bravo mumbles. “Hey, Eladra! Get over ‘ere!” A woman a few tables away rises and walks towards them, arcane energy crackling on her fingers. The bravo gestures at the young man, and Eladra waves her arm, whispers a word, and sits down beside Eldric.
“Young sir, what say you move and, say, hand over some gold for interfering in our tavern, and everyone will be fine.” Eldric shakes his head without looking up. The sorceress hisses to the bravo, “The charm didn’t work. Kill him?” Eldric looks up.
“Oh, I’m sorry, was I supposed to act friendly now? ‘Cause charms don’t really work that well around me. But I can act nicely if you want.”
The sorceress scowls and raises her hand. “Avoid this!” A flame sparks into life in her palm, setting Eldric’s scroll on fire.
“Hey! That’s expensive,” he cries, as he drops the scroll and edges back. A flame shoots past, almost scorching his nose, and he looks back at the sorceress. “Umm...okay. I avoided it; what now?”
The bravo, at this point is looking uncertain, exchanges a glance with the equally bemused sorceress. “Uh, hand over your dagger and money pouch...”
“Okay, here’s my money. The dagger on the bar? It’s not mine, but you can have it. Catch.” He tosses the pouch and the dagger; the pouch lands at the bravo’s feet, and, when he goes to pick it up, the dagger ends up in the gap in his leather armor, point first. As the bravo collapses in pain, a look of surprise on his face, the sorceress launches another ball of fire in Eldric’s direction, which leaves black scorch marks on the bar and several injuries to other patrons, but leaves Eldric unharmed. All heads in the tavern turn to watch the scene unfolding.
“What was that for!? You ruined the bartender’s drinks, and you...uh...I, uh....” He breaks off as he notices the look of murder in the sorceress’s eyes. Backing up, he fishes around in his belt for something, anything, that could help him. He feels what he thinks is his holy symbol and concentrates. “Fharlanghn, help me please. I—”
Suddenly, with a concussion like noiseless thunder and a flash of rainbow light, the sorceress and half the tavern-goers lie whimpering on the floor clutching their heads. Eldric pulls out the object in his pouch, which turns out to be an expensive gem.
“Hmm, wonder what that was. Ah, heh heh...*ahem*, sorry for the disturbance, sir,” he says to the stunned bartender, “I guess I should leave now; got to be moving on. Priest of the Traveler, you know.” He stoops down to pick up his money bag and begins to leave. At the door he turns and sketches a quick sign in the air: “Um, the blessings of Fharlanghn go with you in your travels.” As the door shuts behind him, the tavern patrons breathe a collective sigh of relief.

Eldric Ilseran is a walking, talking, armor-clad incarnation of bad luck. Everywhere he goes, it seems, people get upset at him, he sticks his nose where it doesn’t belong, and things just generally get screwed up. On the flip side, he has an almost miraculous ability to avoid the harm that follows him like a plague. Daggers whiz over his head as he stops to tie his boot laces, enchantments slough off his mind like scales off a dragon’s back, and lightning bolts seem to go out of their way to avoid him. He’s fairly intelligent and very perceptive when he wants to be; however, he’s usually not paying a lot of attention, so his incessant bad luck makes him appear clumsy to those who don’t know him. Eldric doesn’t tend to know when he’s manifesting powers, casting spells, or using items—things just sort of happen around him; in his presence, everyone is already tripping over themselves and missing their targets, so how would he know that he knocked them out or deflected a dagger?

Eldric’s father was a priest in the service of Fharlanghn, like his father before him and his father before him, so their family was always on the move. His mother was a priestess of Olidammara, who always argued over their constant moves and insisted that they stay in the city. When Eldric was born, even true love could not convince her to follow his father around with a small child, so she stayed in a temple of Olidammara to raise him. It soon became obvious that Eldric had inherited both his father’s wanderlust and curiosity and his mother’s incredible luck (good and bad); he was constantly exploring the roof of the temple, the catacombs of the temple, the thieves’ guild the temple was hiding, the merchants’ warehouses serving as a front for the temple’s illicit activities, and many other places, but no matter how many jars of holy water he smashed, ladders he tripped over, and nobles he insulted, he got off without a reprimand and without a scratch. After he ruined two break-ins, burned down a shrine, and knocked the head of Olidammara’s temple raiders down two flights of stairs all within a week of his fourteenth name-day, the priests regretfully banished him from their temple.

Eldric’s mother was heartbroken, and by this time too old to travel, so she told him of his father’s travels and asked him to seek out the nearest temple of Fharlanghn for training, hoping they had heard of his father and would take him in. On the way to the temple, he had yet another stroke of bad luck—a group of wizards captured him as a subject for experimentation to see whether arcane magic could impart psychic powers. A few weeks later, a tired and confused Eldric—now an elan, and missing most of his memories—wandered out of the wizards’ lair, having seemingly tripped over every staff, cracked every beaker, and smudged every scroll in the place. Although he didn’t remember his mother’s instructions, Fharlanghn took pity on him, guided Eldric to his temple, and had the priests train him in their services.

Everything was going well—for a change—when Eldric began to manifest side effects of his transformation. He couldn’t do anything flashy, but now whenever he fell off a high platform or smacked his head on the doorway, he got away without even a bruise to show for it. The priests didn’t know what to do with this increasingly unfortunate and clumsy young man, so they kept training him in the hopes that he could make something of himself. Eventually his wanderlust got the best of him, and he began to travel between temples to experience life; he is still traveling and looking for companions, and of course facing the obstacles that inevitably cross his path. His lack of mamories of his past, combined with that lack of the normal elan support network to tell him what happened, leave him somewhat awkward or oblivious in social circumstances, as his behavior is perfectly rational from his point of view and he hasn't had time to become reaccustomed to society.

Eldric Ilseran
Elan Wilder 3/Cleric 1 of Fharlanghn
Hit Dice: 1d4-1 plus 3d6-3
Abilities: Str 8, Dex 14, Con 8, Int 10, Wis 12, Cha 17
Alignment: Chaotic Neutral
Languages: Common
Initiative: +2 (+2 Dex)
Speed: 20 ft (encumbered)
Fort Save: +1 (-1 Con, +2 base); Ref Save: +5 (+2 Dex, +3 base); Will Save: +6 (-1 Wis, +4 base)
HP: 12 (5+2.5+2.5+2.5)
AC: 20 (+2 Dex, +6 armor, +2 shield); Touch 15 (+3 Cha); Flat Footed 18
BAB: +1; Grapple: +1
Attack: Quarterstaff +3 (BAB +1, +2 Dex) for 1d4-1 bludgeoning; Full Attack: Quarterstaff -3/-7 for 1d4-1/1d4-1 bludgeoning
Special Attacks: Turn undead
Special Qualities:
Spontaneous casting of cure spells
Wild Surge (+2 ML, 10% to be dazed and lose 3PP)
Elude Touch (add Cha to touch AC)
Elan traits (Aberration type, +2 PP at 1st level, spend 1PP to gain +4 to saves for 1 turn, spend PP to reduce 2xPP damage, spend 1PP to not eat/drink for 24 hrs)
Luck domain power (reroll d20 once/day)
Protection domain power (+1 to next save within 1 hr, touch range, once/day)
Flaw: Inattentive (-4 on Spot and Listen)
Power Points: 20
Powers Known: mind thrust, vigor
Feats: Psionic Talent, Psionic Talent, Empower Power
Skills: Use Magic Device +9 (+3 Cha, +6 ranks), Spot +1 (-1 Wis, -4 flaw, +6 ranks), Listen -4 (-4 flaw), Diplomacy +9 (+3 Cha, +6 ranks), Concentration +8 (+1 Con, +7 ranks), Autohypnosis +0 (-1Wis, +1 ranks), -4 armor check penalties to appropriate skills


Skill Breakdown:
Wilder 1 16 SP
Use Magic Device 4, Spot 4, Diplomacy 4, Concentration 4
Wilder 2 4 SP
Use Magic Device 5, Spot 5, Diplomacy 5, Concentration 4, Autohypnosis 1
Cleric 1 2 SP
Use Magic Device 5, Spot 5, Diplomacy 5, Concentration 6, Autohypnosis 1
Wilder 3 4 SP
Use Magic Device 6, Spot 6, Diplomacy 6, Concentration 7, Autohypnosis 1


Everything is from the SRD using the 18, 14, 12, 10, 8, 8 array, arranged Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 17 (-2 Elan, +1 4th level boost).

Class progression:
Wilder 1: Psionic Talent (1st level feat), Psionic Talent (Flaw), Wild Surge +1, 16 skill points (4 from class x4 for 1st level)
Wilder 2: Elude Touch, 4 skill points
Cleric 1: Empower Power (3rd level feat), 4 skill points, Luck & Protection domains
Wilder 3: Wild Surge +1, +1 Cha (4th level stat increase), 4 skill points


Armor: +1 Chainmail (+6 AC, +2 max Dex, -4 check penalty) 1300 gp
Shield: +1 Light Steel Shield (+2 AC, -0 check penalty) 1159 gp
Weapon: Mundane quarterstaff 0 gp

Other Gear:
Explorer's Outfit 0 gp
Everburning torch 110 gp
2 1PP cognizance crystals 1000 gp
2 power stones of concussion blast 300 gp
1 power stone of psionic blast 375 gp
Bedroll 1 sp

Total Cost: 5244 gp, 1 sp
Leftover Currency: 155 gp, 9sp

Typical Cleric Spells Prepared:
3 0-level: detect magic, read magic, guidance;
2 1st-level: doom, entropic shield;
Domain 1st-level: sanctuary

Combat: If he isn’t surprised, Eldric will cast entropic shield on himself and get out his quarterstaff. He is horrible in melee with his low strength and endurance, but he carries the quarterstaff as a last resort and to make himself appear prepared for melee. He depends mostly on his mind thrusts for offense, trusting that 3d10 straight to the brain can take down attackers. If he sees a spellcaster in the attacking group, he’ll use his Protection ward on himself or any allies and/or cast guidance if there is time. If he is facing only one opponent and catches it unawares, he will open up with a wild-surged empowered mind thrust and risk being dazed if he thinks he can end combat quickly. If things are stacked drastically against him and he’s about to die, he will use sanctuary to escape battle. Otherwise, he tries to conserve his spells for healing, as overusing vigor would use up his mind thrusts and force him into melee. His big guns are his psionic blast and concussion blast power stones, which he is loath to use unless he is being chased while under the effects of sanctuary, there is a chance that all of his allies will die, or if he is outnumbered by two or three to one.

Roleplaying: Eldric's luck manifests in his incredible survival ability: Between his elan's resilience ability, vigor, sanctuary, and his high AC, almost nothing can touch him. He seems to lead a charmed life, so while his player knows that Eldric manifested vigor and used his resilience to reduce the damage from a sword thrust, all Eldric knows is that the person attacking him missed by a hair--again--and almost slipped and fell. It's best to play Eldric with an HP-as-luck-and-endurance mentality rather than HP-as-physical damage, as it lets the player emphasize his incredible fortune and lack of awareness about his own abilities. Eldric's powers are unconscious on his part and his spells are favors from Fharlanghn that happen to manifest, rather than deliberate castings.
JasonOrlandoHawk

12-12-07, 01:18 AM
Three entries!!! Excellent!!!

Now it's time for me to get a head start and come up with excuses not to judge until the very last moment.

Any suggestions?

Oh, and btw, welcome to our newcomers. Glad you took the time to participate.
Heros_Backpack

12-12-07, 06:25 AM
Now it's time for me to get a head start and come up with excuses not to judge until the very last moment.

Any suggestions?


"The dog ate my printout"?


:hides:
Zherog

12-12-07, 08:42 AM
I'm getting quasi-conflicting info from Jason and Zherog here.

If my guy has an item he can use, I have to pay for it. I get that.

But what if he literally can't use it? In retrospect, Frodo was a bad example. Let's say I make a fighter who (for plot reasons) has a pearl of power. It's utterly useless to the fighter, except in that it appears to be a valuable pearl. Do I have to pay full pearl of power cost, or just the mundane value of the pearl itself?

What if I merely indicate that said item has "unknown magical properties" or some such?

You would need to account for the cost of the pearl of power, in my opinion. Another judge might view it differently.

If you're going to go with the "unknown magical properties" method, you would still need to account for it somehow or other. The item still has value, even if you don't know what it is. However, I suppose being vague about what the item is does give you a bit of flexibility in listing its cost.

*

I'll get the list updated with our new entries a bit later today. I wanted to make sure Talisman's question got answered, before I forgot about it and it got lost in a flurry of other posts.
jennibert

12-12-07, 09:58 AM
Three entries!!! Excellent!!!

Now it's time for me to get a head start and come up with excuses not to judge until the very last moment.

Any suggestions?

Oh, and btw, welcome to our newcomers. Glad you took the time to participate.

"The hamster who runs my computer is taking a snack break."

Oh, and for the record, yes, I was taunting you;)....Which is possibly a bad move considering I've already got my character largely written....though it still probably won't be up until this weekend. Yay for basketball season. (And go Muskies!)
JasonOrlandoHawk

12-12-07, 02:29 PM
Or I could combine the two suggestions:

"The hamster that runs my computer is taking a snack break... and he decided to snack on my printouts!"

Talisman, I'm going to go w/ Z on this: If you say it's a pearl of power, you need to pay for a pearl of power (irregardless of the benefit). Part of this is because, yeah, a fighter might not get much use out of it, but you are one multiclass level away from gaining some benefit.

If it's a "Pearl you've been told to hang on to, but you have no idea why," then you can charge yourself for a pearl. Why? Because then the DM decides what powers, if any, the pearl may have, and can award those powers as part of a future treasure roll. He can also decide that the pearl has no power, and there's no real reason for you to be hanging on to it.

Oh, and jennibert, don't worry...

I'm not the sort of petty person who would harshly penalize your character just for taunting me about snickerdoodle cookies.

No, I'm the sort of petty person who would, instead, one up you by mentioning that for his birthday, his family surprised him with a giant snickerdoodle cookie cake shortly after buying him the largest Ribeye Steak available at Texas Roadhouse. :dancin:

See, you have absolutely nothing to worry about. :P
Talisman

12-12-07, 02:39 PM
Talisman, I'm going to go w/ Z on this: If you say it's a pearl of power, you need to pay for a pearl of power (irregardless of the benefit). Part of this is because, yeah, a fighter might not get much use out of it, but you are one multiclass level away from gaining some benefit.

If it's a "Pearl you've been told to hang on to, but you have no idea why," then you can charge yourself for a pearl. Why? Because then the DM decides what powers, if any, the pearl may have, and can award those powers as part of a future treasure roll. He can also decide that the pearl has no power, and there's no real reason for you to be hanging on to it.

Thanks, guys. That makes sense.
Eldritch_Lord

12-12-07, 05:07 PM
Or I could combine the two suggestions:

"The hamster that runs my computer is taking a snack break... and he decided to snack on my printouts!"

Could you at least be plausible with your excuses? I mean, who's really going to believe that you would have a hamster running your computer without having a backup hamster ready? Now, if your hamsters were abducted by aliens, I could see that happening; just don't insult our collective intelligence with implausible excuses.

On a completely unrelated note, does your last post indicate that you would like a steak with the cookies that I sent you, or will the current bribe suffice to get me 1st place?
V1zharan

12-12-07, 05:09 PM
I am considering a halfling cleric of Dallah Thaun. For those who don't know that is a secret halfling deity of luck and trickery and such, basically handles all the not so bright and pure halfling matters.(Robin Hood style thefts, stealthy stuff) Basically a halfling Olidimarra, only problem is that Dallah Thaun is from Races of the Wild. Can I worship her?

~V1zharan~
JasonOrlandoHawk

12-12-07, 08:33 PM
In regards to other books, you aren't allowed to use mechanics from sources outside the ones we've allowed. However, it is perfectly acceptable to use fluff from any source. For example, we haven't allowed any Forgotten Realms material for this contest, thus you couldn't use any FRCS material, such as regional feats or the Harper Paragon PrC.

However, you could take any fluff you wanted from that setting. So, while the mechanics may not be allowed, it is entirely possible that someone could entire a Ranger from FRCS that is a member of the Harpers. As long as the stat block used only mechanics from the allowed sources, that character would be fine. (For an excellent example of a FRCS character used in these competitions, check Mercurius' entry in HC#2: The Divine Servant.)

So, long story short, yes you can worship Dallah Thuan, but you can't use any mechanics presented in Races of the Wild. Note: It may be helpful to provide a brief description of Dallah Thuan in your notes section for those who aren't familiar with her. A sentence or two should suffice.

Oh, and Eldritch_Lord, I would remind you to note my avatar. Abberation-subtype. I am the alien kidnapping the hamsters. The only problem is they tire out so quickly. I need to find a new power source.

As for the "Unrelated Issue," I must say I am confused. I've noted many, many times before that no member of the judging panel would ever condone the use of bribes. I must therefore assume that your question was hypothetical. Still, in regard to the hypothetical snickerdoodle cookies (they were a bit stale... holiday shipping I guess), I would say they would only be effective to ensure a victory if they were given as a bribe to all of the judges. I'm not the only one who's scores are tallied. Also, you need to remember that any and all purely hypothetical bribes would be competing against any other purely hypothetical bribes that may be offered.

Oh... that reminds me. You know who you are. New York was amazing. Thank you.
V1zharan

12-12-07, 08:43 PM
What about choosing domains? She has no non-core domains, so I don't think that would be a problem. (Chaos, Knowledge, Luck, and Trickery)

~V1zharan~
Mercurius

12-12-07, 09:14 PM
Having entered divine casters and judged them in the past, I feel reasonably confident in saying that you pretty much get to mix and match your domains as you see fit, so long as those domains are from approved sources. Heck, I could enter a character with the Healing and Death domains if I wanted to (and, technically, that'd actually be a legal pairing for a cleric in my CS, assuming they worshipped Yarin, God of Life & Death...).

And I keep getting mentioned. That's, like, three times my entries have been mentioned so far this competition. I must be doing something right (even though my FRCS character entry failed to make first place, dangit).
Eldritch_Lord

12-12-07, 09:46 PM
Oh, and Eldritch_Lord, I would remind you to note my avatar. Abberation-subtype. I am the alien kidnapping the hamsters.

Why do you think I said it would be more plausible that aliens were kidnapping the hamsters? :D

The only problem is they tire out so quickly. I need to find a new power source.

Head over to the Magic & Spells and the Psionics boards. For every "psyonics r teh b0rken" post God kills a kitten, so get the M&S folks to hook you up with an animate dead and you'd be set.

As for the "Unrelated Issue," I must say I am confused. I've noted many, many times before that no member of the judging panel would ever condone the use of bribes. I must therefore assume that your question was hypothetical.

Of course.:angelhide

Still, in regard to the hypothetical snickerdoodle cookies (they were a bit stale... holiday shipping I guess), I would say they would only be effective to ensure a victory if they were given as a bribe to all of the judges. I'm not the only one who's scores are tallied.

Well, I couldn't muster the 910gp for a teleport object, so yeah, it was holiday shipping. And don't worry, the snickerdoodles for the other judges are in the FedEx truck as I type this.

Also, you need to remember that any and all purely hypothetical bribes would be competing against any other purely hypothetical bribes that may be offered. Oh... that reminds me. You know who you are. New York was amazing. Thank you.

Again, in purely hypothetical terms, if I knew what the other bribes were, I'd be better able to match and exceed them--er, I mean, reward the appropriate judges for their hard work.
JasonOrlandoHawk

12-13-07, 01:45 AM
I mean, reward the appropriate judges for their hard work.

Much better terminology. The word bribe is such a horrible term. As for a list of purely hypothetical rewards...

I'll get back to you.

Oh yeah... a couple more shout-outs that are completely unrelated to the contest: Books-a-million! Awesome place! Picked up some great literature! And also, if you've never had a professional massage, you should really get one. They are a great way to relax. After that, I highly recommend renting a boat and going skiing. You'd be surprised how easy it is to learn.

Anyways, back to the contest...

As long as the domains are from a legal source, it's acceptable. In fact, since you're using fluff from elsewhere, you could technically choose any two domains you wanted (as long as they were from legal sources), and say they were domains offered by that deity. It would annoy the daylights out of me since I have Races of the Wild, and can check it, but it wouldn't be an actual violation of the rules.
Zherog

12-14-07, 10:06 AM
The list of entries has been updated
Mercurius

12-14-07, 10:54 AM
I'm mostly done with stats, just got to spend my gold (lousy MIC-less magic items... You judges need to pick that book up, it's 75-90% awesome ;) ).

Then it's on to filling out the concept and background and all that "fluff" stuff thta's so important.
Johnathan_Vagabond

12-14-07, 11:05 AM
Black Hagnes

Black Hagnes stands a 4 foot 2 and weighs 187lbs. She is a haggard gold dwarf, with stringy hair dangling from a balding head, even though she is only 70. Her hair straggles between black and gray as the stress of the world has aged her quickly. Seven yellow teeth adorn her mottled gums and permanent halitosis wafts from her open mouth. Her face is like the moon, round and filled with dozens of tiny craters. Her eyes are full of malice beneath her jutting brow and her nose looks like an onion stuck above her lips. Perhaps her only redeeming feature is the strong dwarven jaw that is almost masculine.

Moving on from her face she is wildly disfigured. The hunch on her back is level with her head, and one arm is definably higher up than the other. Her arms, though misshapen, betray powerful muscles. Were she unclothed (gods forbid it) the muscles would run all throughout her body. She has six fingers and a hammer shaped burn on her right hand. On the inside of her left hand is another burn, this one eye shaped.

Over-top the rags that she wears is an awkward looking chain shirt that dangles down over her boots. It may have been shiny once but is now sooty and blackened. Bones and profane symbols are tied to the links with bits of twine. Harpy feathers, small animal skulls, orc tusks, and a goblin head stand out amongst the rest. The cloak she drapes over this assortment is tattered and worn. It would have been black once, but is so spattered with dust and mud that it looks like a ruddy brown. A great jagged tear runs up the left side of the cloak all the way to her shoulder. Her hobnail boots are well made with thick mountain goat leather, but caked with mud and gravel. She carries a burlap sack draped over her hunchback that ties together on her chest.

A crudely made dwarven leather belt in cinched around her midsection and two weapons dangle from it. One, a rusty pitted sickle and the other an obsidian long bladed dagger. She uses a well crafted Lucerne Hammer as a walking stick and a weapon. The hammer is also sooty and black and looks vaguely unnerving. Hagnes has tied a number of trinkets and charms to the hammer as well, including the marred and mutilated holy symbols of Moradin and Gruumsh. Also hanging from the hammer are a knuckle bone, two finger bones, and a trio of orc tusks (tied together).
Hagnes was born under a cursed star. The same night she left the womb, six miners were killed in a cave in. The village she was born into was very superstitious, as miners and dwarves are wont to be, and the combined timing of the cave in and the disfigurement of the child made them shun Hagnes and her family, claiming they were being punished by Moradin. Stricken by the town's reaction, Hagnes's father became sullen and her mother resentful. Her father Droger Jarvarson was assigned the deepest and least profitable mines and her mother Haaga neglected the misshapen girl.

By her tenth birth the infant Hagnes's hunchback was well defined and her arms slightly off center. The other children shied away from her or teased her. When she dashed an older boy's head's against a stone at the age of 25 Hagnes was forcibly isolated from the rest of the children. The boy Gurmuun Ironfounderson survived to antagonize Hagnes for the rest of her youth. Because of the fundamentalist nature of the community, Hagnes was dragged before Hulf Anvilson, the Priest of Moradin, to answer for her attack, even though she was but a child at the time. Facing the combined wrath of superstition and fundamentalism, she was branded with Moradin's Mark of Justice. The hot brand driven into her right palm was infused such that if she ever did harm to a worshiper of Moradin again, her great strength would fail her.

Bitterness blossomed in her heart as the rest of the dwarves, especially Gurmuun, cursed her. She learned many curses, whether she wished to or not. Over the next few years Hagnes forgot what forgiveness meant. She worked the mines where her father worked until she was an adult at 50. She could no longer stand living in her tiny village with their curses and slanders so she packed her things and left. Her mother was waiting for her at the exit of the village. Instead of wishing her daughter well, she stripped Hagnes Jarvarson of her clan name before a dozen elders and the priest of Moradin. Without the clan name, they called her in the open what she'd been called for years in private, Black Hagnes. Embittered she railed back at her mother with a curse. Her mother reeled and fell over, dead. Black Hagnes had claimed her first victim. She ran down the cliff, panting with exultation as she lost her pursuers. Weakness overcame her but the thrill of revenge filled her with joy.

Hagnes did not run far. She climbed a cliff nearby and made her home in a cave just a mile from the village. The cave turned out to be well connected and lead by one route to the mine which had collapsed on the day of her birth. Terrible stories began circulating in the town about fog that floated out of that tunnel late at night. Wherever it went ill luck followed it. People became accident prone and talented craftsmen created wretchedly flawed works. One of these was a Lucerne Hammer being crafted in one of the dwarven forges. A master enchanter and craftsman was working on a powerful weapon for the priest of Moradin, but when he finished, it was sooty black. The hammer of Moradin was twisted and the anvil of Moradin cracked. The smith left to tell the priest of this but when he returned the pole arm was gone.

The village was not Hagnes's only victim. She discovered cave was connected to much more than the dwarven town. A small orc clan with a few goblin slaves lived a few tunnels away. They were lead by a cleric of Erythnul. Hagnes stumbled upon them once while returning from the dwarven village, shocking both the orcs and herself. She raised her cursed mist out of the ground before fleeing. The orcs chased her, but soon became lost and separated. They found the mist filled nearly every inch of cavern and through that, Hagnes was able to pick them off, one by one. Slowly but surely the strongest of the orcs died, they never saw Hagnes, but they heard her curses reverberate through the tunnels. Hagnes collected grim souvenirs from the dead orcs and the clan moved on.

Hagnes's tormenting of the village stopped eventually. A large orc war band came and ravaged the mountainside. Many waves hammered into the village and unlike the orcs from previous raids, these were battle hardened veterans. Hagnes watched from her cave as the orcs battled with the people of the town gleefully. They were a better curse than any she could conjure and soon she found herself cheering the orcs on. Hagnes moved freely, unnoticed as the battle raged. Her pleasure turned to panic when she realized her father was in the fray. She scrambled to the top a tall rock and, shaking her lucerne hammer, bellowed might curses at the orcs. Ill luck took its toll on them one by one until a group of them made for Hagnes. Her ill mist rose from the ground and weakened the orcs rushing towards her. The vile curses that Hagnes had held within her flowed from her mouth; some orcs suffered heart attacks, others died of sudden fatigue, still others felt a blood vessel pop in their brain. When the first orc came within range she smote him with the broad side of her hammer and sent him tumbling across the floor. Her father and many dwarves escaped, but not Hagnes, cleric of Gruumsh silenced the world around her, and the next orc that reached her dashed her upside the head, knocking her unconscious.

Hagnes awoke amongst the orc raiding camp, bound by a makeshift wooden cage. Her foul mouth was gagged and the orc priest watched her warily. Seeing her awaken, he smiled and spoke to her. He incanted his god and touched her. She understood the orcs around her, although this faded in time, and the orc "Huzgra Man-Hewer" introduced himself. He informed her that she was now his servant, and that she would do what he wished. To ensure this he took a branding iron while another orc held Hagnes's left palm flat. As he invoked the one-eyed orc he jammed the brand into her hand and Hagnes was once again cursed with a Mark of Justice. Were she to ever harm a follower of Gruumsh, she would be wracked with intense pain and become nigh useless. Hagnes now served the orcs.

In time she learned their language, and learned their cruelty. She was punished severely if she disobeyed; flayed, beaten, or starved. Her rewards for obedience were minor, an obsidian dagger or a warm meal of meat. Like his personal weapon, Huzgra bent her wicked curses towards those who opposed his ravaging. He toppled three more small dwarven communities. The next village Huzgra bent his army towards was a small dwarven throp, hidden deep in a cavern. As per usual, he sent the grunt orcs in first but as Hagnes was moving further into the entrance of the cavern she noticed the stonework was strange and moments before it collapsed she ducked out of the cave. The majority of the war band was trapped within, including Huzgra. Hagnes saw him, struggling beneath the rubble, his legs pinned. When he held his hands out and ordered her to help she came to his side and smiled venomously. She snatched the holy symbol of Gruumsh from his breast. Huzgra howled in rage as Hagnes staved off his attempts to grab her. She waited until he passed slowly into unconsciousness then stripped him of his possessions, including a chain shirt sickle, potions, and coins.

The orcs began to collect themselves and Hagnes fled the scene. Free from the vile cleric she ran, hiding in ditches and living off small animals. Eventually she arrived at .

Black Hagnes
Gold Dwarf Warlock 4
[b]Hit Dice: 4d6+14 (24.5)hp
Abilities: Str 14, Dex 6, Con 15, Int 10, Wis 8, Cha 18
Alignment: Lawful Evil
Languages: Common, Dwarven, Orc
Initiative: -2 (-2 Dex)
Speed: 20 ft (unencumbered), 15 ft (medium load), 10ft (heavy load)
Fort Save: +3 (+2 Con, +1 base); Ref Save: -1 (-2 Dex, +1 base); Will Save: +3 (-1 Wis, +4 base)
AC: 13 (-2 Dex, +5 armor); Touch 8; Flat Footed 13
BAB: +3; Grapple: +5
Attack:
Melee +6, +7 Two handed
Ranged +1
Full Attack:
Lucerne Hammer +8, 2d4+4 20x4 B/P
Hideous Blow; Lucerne Hammer +8 2d4+4+2d6
Cursed Hideous Blow; Lucerne Hammer +8, 2d4+4+2d6 (Cursed: Will negates DC17, -2 to attacks, saves, and skill&ability checks for 1 minute.)
Eldritch Blast: +1, 2d6, 30ft range
Cursed Eldritch Blast: +1 2d6, 30ft range (Cursed: Will negates DC17, -2attacks, saves, and skill&ability checks for 1 minute)
Special Attacks: Eldritch Blast 2d6, Hideous Blow, Cursed Blast
Special Qualities: DR 1/Cold Iron, Detect Magic at will, Deceive Item
Dwarven traits (Medium Humanoid, Stone Cunning, Stability, Darkvision 60ft, +2 to Appraise & Craft on Metal & Stone, +2 saves v. poisons, +2 saves v. spells, +4 dodge AC v. Giants, +1 attack v. Aberrations)
Invocations Known: Cursed Blast, Hideous Blow, Cursed Mist
Feats: Martial Weapon Proficiency: Lucerne Hammer, Ability Focus: Eldritch Blast
Skills: Intimidate +11 (7 ranks +4 Cha), Sense Motive +6 (5 ranks -1 Wis), Speak Language: Orc (2 ranks), -4 armor check penalties to appropriate skills


"Banehammer": This lucerne hammer has a broad mallet and a long spike. It is sooty black and covered with charms. +1 Lucerne Hammer +1 attack 2d4+1 20x3 B/P. 10ft Reach, +2 to sunder cannot be sundered in return. 2,310gp, 10lbs.
"Cursing Knife": This dagger shimmers in the light. It is made of obsidian and is thusly jet black. Masterwork Dagger +1 attack 1d4 19-20x2 P 10ft range. 302gp, 1lb.
"Damn Orc Sickle": This sickle is rusty and pitted, it was taken from the unconscious body of Huzgra Man-Hewer. Sickle 1d6 20x2 P. 6gp, 2lbs.
"Damn Orc Armor": This chain shirt is excellent quality and covered with a variety of evil charms. +1 Chain Shirt, +5 AC, Max Dex 4, -1 check penalty, 20% ASF. 1,250gp, 25lbs
Sack: Dirty and patched. 1sp, 1/2lb
Explorers Clothes: Well sewn rags, thick shoddy cloak, hobnailed boots, leather belt. 10gp, 8lbs.
50ft Silk Rope: Worn and knotted to help climbing. 10gp, 5lbs
Bedroll: Dusty and patched: 1sp 5lbs.
2 Cure Moderate Wounds Potion: Labeled in orcish, 600gp.
3 Mage Armor Potion: Labeled in orcish, 150gp.
Unguent of Timelessness: Labeled in orcish, 150gp.
56 platinum coins
51 gold coins
8 silver coins

Total weight: 10+1+2+25+.5+8+5+5=56.5lbs (light load through 58, medium through 116, heavy through 175)
Money Spent: 2310+302+6+1250+.1+10+10+.1+600+150+150= 4788gp 2sp
Money Carried (equivalent)=611gp 8sp
Combined=611.8+4788.2=5,400gp

+1 from 4th level to Constitution
Gold Dwarf from DMG p.171
Warlock Class and Ability Focus: Eldritch Blast both come from Complete Arcane.
The two marks of Justice that Hagnes bears are the result of the brandings by the Priest of Moradin and Huzgra Man-Hewer. They are unique in that each curse is only temporary, and in exchange for that temporariness, they do not disappear after triggering and increase the remove DC by 4.
Mark of Moradin: If you ever knowingly or unknowingly harm a follower of Moradin, you suffer a -6 to strength for 2d4 hours. This mark does not disappear after triggering and resets automatically. +4 DC to remove.
Mark of Gruumsh: If you ever knowingly or unknowingly harm a follower of Gruumsh, you have a 50% chance to act normally and a 50% chance to be wracked with pain and do nothing for 2d4 hours. This mark does not disappear after triggering and resets automatically. +4 DC to remove.
Cursed Blast:(Based off Sickening Blast)
Least Invocation (Eldritch Blast)
Target also becomes cursed with bad luck for 1 minute. (Will Neg). The target suffers a -2 luck penalty to attacks, saves, and skill & ability checks. Subsequent Cursed Blasts do not stack, but do reset the duration.
Effective Spell Level: 2nd.
Cursed Mist: (Based off Miasmic Cloud)
Invocation, V,S, 1 Standard Action, Instantaneous
Creates a 20’ radius Spread by 20’ high area of mist around the invoker, which grants Concealment to everyone within it. All creatures (except the invoker) within the mist suffer from bad luck (Will Negates, SR applies) until 1 round after they leave the area of effect. They suffer a -2 luck penalty to attacks, saves, skill&ability checks. Does not block Line-of-Sight.
The mist dissipates in 1 minute, or can be dispersed immediately by a Moderate Wind or the fire of a torch.
Effective Spell Level: 1st.

Hagnes is motivated almost entirely by the desire for revenge. She sees her curses as her opponents comeuppance. She bears deep resentment for followers of either Moradin or Gruumsh, and slightly less resentment for dwarves and orcs in general. She will gladly take up with any group that is crusading against any of these forces (despite her marks of justice).

Hagnes's lawful streak comes from her extreme loyalty towards any "what do right by her". Her evil twist is a macabre obsession with revenge and cruelty towards those "what done wrong by her". She is compatible with any adventuring party that treats her with respect, chivalry, or even honor. Allies that save her from harm on one or multiple occasions, especially at risk of personal danger, will earn her undying loyalty as per her lawful nature (and their enemies her undying vengeance as per her evil nature). Hagnes has no compunctions about slaughtering her opponents wholesale, and will willingly commit torture and murder for revenge or for an allies benefit.

If someone were ever to remove or have removed either of the Marks of Justice she bears, Hagnes will do anything for that person unquestioningly, unless they were to betray her or her closest allies. Perhaps her only hesitation would be in harming her closest allies, those that have befriended and protected her for a long time.

Black Hagnes has a love for melee combat, where her misshapen body suddenly has a use, and will generally use her turn to make a Cursed Hideous Blow using her Lucerne Hammer. She also has no delusions about her personal vulnerability though and maneuvers herself to take the best advantage from her reach attack by making the Standard Action Cursed Hideous Blow and then taking a move action.

If Agnes sees one of her allies in trouble she will immediately either rush to their aid or loose a Cursed Eldritch Blast at the opponent until they either seem to become ineffective or stop attacking the ally. When she herself is in danger Hagnes will use her Cursed Mist, but tries to avoid doing so if her allies are within the range. If stealth is needed, Hagnes will use the Cursed Mist to provide herself concealment since she is poor at sneaking. Any time that Hagnes uses her Eldritch Blast class feature, she accompanies it with a vicious curse of some sort in any language she can fathom.

To clarify: Hagnes will work with any group of alignments, provided they are kind or helpful to her. She has no impulses towards backstabbing unless backstabbed first and will always keep a promise (good or bad).

Hagnes is a breaker and taker of other creatures luck. Her mist and cursed blast both cause opponents to become unlucky and make errors. She herself has also suffered from frequent bad luck which is the source of her power (instead of a fey or evil sponsor). She learns curses from everything that goes wrong, storing them deep in her heart to unleash at people. She remembers every ill action taken against her, and will wish it upon an opponent. Her untyped Eldritch Blast damage is explained by poor luck. Opponents suffer from heart attacks or strokes, bandages that should have held break, the wrong memory is called up at the wrong time, and many other things. As a result, foes come to fear Hagnes, who uses the threat of her curses to intimidate others (to good effect).
Johnathan_Vagabond

12-14-07, 11:07 AM
Introducing my entry, the DWITCH!

Whats a dwitch you ask?

Well, rhyme it with something, that should get you close.
Zherog

12-14-07, 11:15 AM
I'm mostly done with stats, just got to spend my gold (lousy MIC-less magic items... You judges need to pick that book up, it's 75-90% awesome ;) ).

It's on my Christmas list. We'll see if Mrs. Zherog actually picks it up.

*

List is updated again.
FRRC

12-14-07, 04:44 PM
Doubt I'll enter this one. I just stumped at thinking up a character. :(

Having a hard time basing a character on hypothesis; and a Hexblade or Warlock is a little too cliche for my tastes :/
CheeseMan

12-14-07, 06:02 PM
...how did it take me this long to realize HC13 had started?
Johnathan_Vagabond

12-15-07, 12:17 PM
Oooh, cliche am I?
JasonOrlandoHawk

12-15-07, 12:42 PM
I must say, I don't feel lucky right now.

Last night, I had the closing session of my most recent campaign. My party (6 level 20 characters w/ about 10-15% more power than normal) managed to drop 6 Titans in 4 rounds. Why? The dice favored my party.

As a precursor to this, I must explain that I use some house-ruled luck effects. Every character has a randomly determined Astrological Sign, and at the start of each game, the players check to see if the stars are in their favor (or, moving against them). At most, one person a game gets hit by either of these effects. Someone favored by the stars gets a Lucky Reroll, usable once per game. Someone cursed by the stars gets an "Unlucky Reroll," which is like a lucky reroll, only the DM picks when it happens.

This time, 3 of my 6 players were "favored," and 1 of the players earned an "Unlucky" reroll.

Round 1:

Catfolk Rogue w/ Pounce and Rend crits on initiative, goes first. She charges. Successfully crits with both attacks, and rolls a ludicrous amount of damage. Titan falls over dead.

Up next is the group's archmage, who is using a "Yamato Cannon," a heavily modified Huge Balista which releases a Meteor Swarm effect on strike. So, anyways, he crits as well. Miraculously, the Titan survives, with a little less than half health.

At this point, the group starts joking about how many people can possibly crit in this round. Up next is the Dwarf Ranger, who is using a (among other things) Keen Dwarven War Axe. Notably, he is the character with the Unlucky Reroll.

He rolls. Natural 19 on the attack roll. I don't want the Titans to drop so quickly, so I use the Unlucky Reroll. "Reroll that!!!"

Natural 20.

The rest of round one plays out painfully for the Titans, and the following rounds only get worse.

Last night, I saw 6 people crit over 20 times in 4 rounds. The catfolk crit 7 times herself, 8 if I count the initiative roll. No one even needed to use their regular lucky rerolls.

Meanwhile, the highest roll I managed all night was a 12.

I'm not sure which member of my gaming group is a luck stealer, but I really don't fell lucky right now.

Just thought you all would enjoy the tale. I'm going to wander off and try to forget it. :twitch:
jennibert

12-15-07, 01:57 PM
That's quite a lot of crits. But look at this way: Your players will be talking about that session for YEARS. Someday, when we're all old fogeys playing 6th edition (or possibly just grumping about it), your players will still be saying, "Yeah, but remember that 3.5 campaign when we critted all of those times and took out 6 titans in 4 rounds?" They'll tell the story even if they have to explain all of the mechanics to their listener first. And, since you created the adventure, you can take credit for it:)

On another note, I am reminded of the end of the campaign in which I played Misery, in which the fact that a grapple check is an attack roll, and thus automatically fails on a natural 1 came into play....The possessed villain had a higher grapple modifier that the 17 STR fighter, but she rolled a 1 and he a 3....

I really should go do dishes so I can bake cookies....
Kimokeo

12-15-07, 02:20 PM
At the age of 100, Granny Gamble sat in the Hearthstone Tavern, her glasses before her, when a weather beaten young man arrives, supported by one of the town guard. He stops at Granny and hands her a leather sack that carries Granny’s family crest. Inside, she shudders as she retrieves a dark smoothly polished stone. The Loadstone of Gamble.

It is always carried by the youngest living Gamble as has been tradition for several centuries. Granny begins to cry as she is now the last. There are no other Gambles living today.

Already succumbed to slowness (flaw), the weight of this burden is realized. Realizing that it will take her triple the time to drink her draughts than the normal double-time, she settles back on the stool for a long evening ahead.

The young man explains how the body of the last remaining Gamble was found. Murdered by the most vile, evil elven temptress. The enemy of her family for generations, the revenge now rests in her feeble hands.

Granny had postponed the inevitable for too long and decides it is time she takes on her nemesis once and for all. Gathering what remains of her possessions this night, Granny steps out of her room in the inn and knocks at the door across the hall. The venerable dark-haired Valencia answers the door and draws Granny into the room. Sitting across from each other at the table, sipping down some grog, she asks what Granny wants at this hour.

“Your life!” Granny grabs Valencia’s wrists. Before Valencia can act, a shadow comes across her face, and fades.

“You dare to try to take my life?” she cackles, the elven witch states, standing upright.

“You shall pay, human!” Granny kicks back the table, and tries to draw her crossobw, but Valencia completed her spell.

Valencia laughs as she leaves, but turns on her ancient enemy, “Our families are no more, Granny. Let this end now.”

Granny looks in the mirror and realizes that revenge is going to be much more difficult from this time forward. But, having been left alive, she pursues Valencia to this day.

Granny, 3rd level Cleric of Nerull (Death & Trickery)/1st level Druid
Str 4, Dex 6, Con 6, Int 11, Wis 11, Cha 22
Feats: Divine Metamagic, Silent Spell, Still Spell
Recently under the effect of a baleful polymorph spell. She’s a monkey.
She rides her companion, Penelope, a riding dog.

Items: Stone of Weight, Hat of Disguise, Slaying bolt (elf), hand crossbow 223gp
Zherog

12-16-07, 01:34 PM
List updated
JasonOrlandoHawk

12-18-07, 02:16 AM
Yeah, jennibert, I agree with what you're saying. One of my DMing philosophies is that, most of the time, the players should win. A little tragedy is fine, but overall, I want them to be able to brag about their accomplishments.

I still have requests for a repeat of one of my previous campaigns: a three-year long game that went from level 1 to level 25, and ended with a legendary battle with Cthulu. Luck was a factor in that victory as well: the barbarian suffering from an Insanity effect randomly rolled his action, "attack the caster (originator) of this effect." However, he was 1% off, "attack the nearest creature," which would've been a member of the team. The attack would've certainly killed his teammate, but instead he dealt enough damage to Cthulu to set up the party's Hammer of Moradin for the kill.

My gaming group still speaks fondly of that fight scene: one villain, 4 1/2 hours.

So yeah, luck has an amazing effect on games, and an oddly profound effect on "last boss fights" in various campaigns. Mostly, I just shared the story about the Titans because it seemed to fit well w/ the "Luck" theme of this thread.

Oh, and to clarify: Snickerdoodle cookies are typically considered "lucky," but taunting certain members of the judging panel with snickerdoodle cookies could prove "unlucky" in certain scenarios. (Actually, at the moment, the last thing I want is cookies. With Christmas season in full force, I have more sweets than I know what to do with...)
Zherog

12-19-07, 10:08 AM
Little over one week left for entries...
Talisman

12-19-07, 08:06 PM
I may not get an entry in (much as I want to), what with multiple commitments, gearing up for a new campaign, and RL X-mas craziness.

Jason teased me about making Frodo...well, I actually started making an entry about a halfling...a rogue...hired as a burglar...who acquired a magic ring...and was pursued by an unstoppable undead. Original, huh??
Cartigan

12-19-07, 11:06 PM
I had an idea for something but I couldn't think of anything to do with luck, then I forgot.
Zherog

12-19-07, 11:20 PM
then I forgot

That's some bad luck. ;)
JasonOrlandoHawk

12-20-07, 01:45 PM
Jason teased me about making Frodo...well, I actually started making an entry about a halfling...a rogue...hired as a burglar...who acquired a magic ring...and was pursued by an unstoppable undead. Original, huh??

I can't put my finger on it, but I feel as if I've heard that story somewhere before.

And in unrelated news, I recently read that Peter Jackson has signed for the rights to produce The Hobbit. Part of my is ecstatic, but part of me is worried b/c he plans on making two films...

I really hope we're going to have more entries than this, however. Turn out seems low this time around.
JackSnape

12-20-07, 03:00 PM
:eek:
I have an idea to enter this but I don't have any of my books at work and I'm busy with x-mas stuff at home :(
With any luck I might be a last second entrant.
CheeseMan

12-20-07, 06:12 PM
havent even thought up my concept yet, but i'll get one in...probably last minute
jennibert

12-20-07, 11:27 PM
I'm working on one. Have the backstory written up (mwa ha ha ha!), and the stats mostly worked out, but not typed. Work's been killing me....darn end of semester book buyback combined with a good basketball team bringing in extra people over and above the normal Christmas crowd....

Anyways, I plan to get my character in, but it may the the very last minute....I have the 26th off, after all....

Oh, and Jason, that was not meant as cookie taunting. I was not baking snickerdoodles. I just was trying to remind myself I had stuff to do;)
Capfalcon

12-21-07, 01:49 AM
Hi, everyone. I've finally gotten to see one of these with enough time to actually make an entry, so I'm gonna give it my best shot.

Just one question. If I have 33.5 HP, do I round up or down? Never was sure...

Anyway, thanks in advance.
Also, thanks for the work y'all put into this. I have really enjoyed reading the prior threads.

P.S.
In theory, how would one go about giving a... gift... to these judges who work so hard? As stated earlier, I really apprecate the work that is done, and I would like to show my apprecation for the judges who work so hard on these contests.
Heros_Backpack

12-21-07, 06:47 AM
Hi, everyone. I've finally gotten to see one of these with enough time to actually make an entry, so I'm gonna give it my best shot.

Just one question. If I have 33.5 HP, do I round up or down? Never was sure...



Round down. In 3.5 everything is always rounded down. :)
Talisman

12-21-07, 01:27 PM
I really hope we're going to have more entries than this, however. Turn out seems low this time around.

X-mas craziness. Stupid wonderful holiday.
CheeseMan

12-22-07, 09:26 PM
oh dear, my tendancy towards playing human characters has caught up with me, meaning i have a question.

i intend to make a halfling, with 14 Strength and 14 Dexterity. would i apply the racial adjustments before point buy, which would result in:
Str: 14 (8 points, -2 racial)
Dex: 14 (4 points, +2 racial)
for a total of 12 points used, or do i apply the adjustment after point buy, resulting in:
Str: 14 (10 points, -2 racial)
Dex: 14 (4 points, +2 racial)
which uses 14 points?

anyway, that and proofreading aside, i'm done with the crunch. i'll get to work on the backstory in a few days.
wrecan

12-22-07, 09:58 PM
Racial adjustments are applied after point buy.
JasonOrlandoHawk

12-23-07, 02:29 AM
wrecan is correct: racial ability modifiers apply after point buy.
FRRC

12-23-07, 04:45 AM
I always just follow the ruling that the first 6 cost one point, then two points, and so on.

So if you did the modifiers first, to get to 14 STR as a halfling would still cost 10 points. That way I don't slip up.
CheeseMan

12-23-07, 12:22 PM
alright, guess i've got some ability scores to switch up. i messed up the after point buy point usage anyway :s so its not as bad as i thought. thanks guys
Capfalcon

12-24-07, 04:45 PM
Alright, here's my first shot at this

Some people are lucky. Some people are unlucky. Matthias Luman, on the other hand, is neither. He is luck.


“Come on, that wasn’t even close!”
“Well, let’s see how well you do when you slip in a puddle!”
“Move over, moron!”

Ah, music to my ears, though Matthias. Anyway, I had better convince these thugs that I’m not the easy mark they thought me to be. Pausing for a moment, Matthias focused on depriving the thugs of any form of good luck. And so their luck went.

One thug swung at Matthias and missed. However, the thug was thrown off balance and slammed into the ally wall, knocking him out cold. Although the other man dodged Matthias’ morning star, the potted plant from three stories up hit him just as hard.

After checking the two unconscious men for anything valuable, a man looking nothing like Matthias and more like a young noble walked out of the alley, with a pouch of gold and silver in his hand.

Must have been my lucky day…


Standing around 5 foot 7 inches, Matthias Luman has a thick head of black hair. The high cheekbones frame his blue eyes, and he has a bit of a beard growing in. His white undershirt and chain shirt can be seen through the holes in his leather jacket, speaking of a variety of exceedingly near misses. The thick leather gloves have no fingers, apparently allowing for improved dexterity and manipulation. He has a morning star hanging from his silver buckled belt. His green trousers are tucked into a pair of rugged travel boots.

Abandoned in the city, Matthias quickly acquired a reputation for sneaking around after curfew and stealing useful items. Any useful items that he stole, but did not need, he sold to a fence named Koriel. Koriel, after seeing the young man come in day after day with new goods for him, eventually started to give Matthias a bit of preferential treatment. He would tell Matthias what jobs were particularly lucrative and easy to do. One such example was the retrieval of a rather expensive axe sitting in an inn who owed Koriel a few favors. In exchange for an additional 5% of the fencing fee, Koriel would have the inn unlocked and the room key of the dwarf hidden in a tankard left on a table.

However, during this unfortunate fiasco, Matthias attempted to relieve the axe from a dwarf who only appeared to be asleep. Before Matthias could blink, he was on the ground with a knee on his throat. The axeman, named Garwel, instructed Matthias, saying, “Quit squirming or I’ll make ya quit.” After calming down, Garwel stared intently at Matthias, and he then gave Matthias two options. Garwel could turn him into the watch, or Matthias could come along with Garwel and work off the crime. Not surprisingly, Matthias chose the latter. Garwel then tied up Matthias and locked the door, biding Matthias good night.

After waking, Matthias, still bound, was greeted by a jovial halfling who proceeded to talk about the latest wares on sale in the market. The halfling continued the one sided conversation until Garwel returned with three plates of food. The halfling, apparently named Jarath, greeted Garwel and took two plates of the food, setting one in front of Matthias. Garwel then began to talk about their plans.

“The two of us have been trackin’ a demon binder. We’ve found various spies, mostly imps and other scum, but we finally tracked him down. He, ironically enough, has been hidin’ in a nearby cemetery. Never thought to look there, on the count of him being a demon binder, not a necromancer. Rather clever. But, anyways, we found him, but we could use all the help we can get. Now that I told ya this, I am willin’ to allow you to make your choice again. You can assist us to the best of your abilities, or I can give you to the watch. Theft of a weapon wouldn’t be that long, and you would be out in a year or two if you cooperate with the guards. But, if you help us, I will not make a report of the attempted theft.”

Matthias stared at the two of them. A demon binder would be a rough mark. They played for keeps. On the other hand… Defeating a demon binder would make him a local hero. The watch would probably look the other way for a while. He could really use that kind of reputation…
Matthias then made the decision that would affect his life forever.

He agreed.

Garwel gave him another hard stare, then untied Matthias. After rubbing his wrists to get feeling back into them, Matthias then set into his plate of food. After finishing, Garwel and Jarath, with their “volunteer” in tow, headed out for the graveyard.

Even during the day, the graveyard seemed to be gloomy and foreboding. Matthias was beginning to have second thoughts, but Garwel and Jarath crept right ahead. Jarath motioned for Matthias to take point and lead the way into the crypt. Moving through the decay riddled crypt, Matthias was surprised that the group as a whole was silent. As they trekked deeper into the crypt, the sound of chanting grew louder. A hellish green light shone from around the corner, and the group stopped to talk over their plans. Garwel instructed Matthias that his role was to sneak in and to attempt to knock out the demonologist, while the other two distracted his minions and him.

The fight went off without a hitch. The demonologist was too absorbed in his ritual to notice Matthias sneak in, and, with a loud enough disruption from Garwel and Jarath, his minions were preoccupied with the intruders to notice the sap smash into the back of their master’s head. Or maybe they did notice and simply followed their orders. Who can tell with demons, anyway?

Once the clean up was finished, they each split up to look for different things. Garwel to see if there were any more imps hiding around, Jarath to see which of the demonologist’s texts should be burned and which would be useful to keep, and Matthias for anything of remote value not clamed by the other two.

Embedded in the bookstand near a bed and bookcase, was a rather large ruby that would make sure that Matthias would live comfortably for quite a while. Hearing the sounds of Matthias’ knife working against the ruby, Jarath looked up and grinned. However, as he walked over, he blanched and yelled for Matthias to stop. Matthias, thinking that Jarath didn’t want Matthias to profit from his “community service,” kept working against the gem. It came out. Then, Matthias’ world exploded in a blast of white light and deafening noise.

After Matthias’ sense cleared for a second, he noticed that the noise was still there. He then noticed that the room was collapsing. Doing what the only reasonable thing, he got out of there as fast as his legs would carry him. As he neared the exit, he saw that Garwel was already heading out. As both of them cleared the collapsing tomb, Garwel seized him by his leather shirt and yelled, “What did you do down there, you blasted fool?” Matthias, now realizing that the energy from the gem had somehow destabilized the tunnels, confessed. Throwing Matthias to the ground, Garwel ran away, seeking some sign that Jarath had survived. Matthias started to walk back to town, with only his guilt to keep him company.

Before he had reached the edge of the graveyard, several of the newly-freed imps ambushed Matthias. Frightened beyond belief, Matthias flung his hands out in self defense. Expecting to be torn apart any second, he opened his eyes and saw that the imps had both missed him. Feeling more confident, he reached out for his morning star and crushed one of them beneath its spiked ball. The other imp, sensing prey too tough for him, turned and fled. Matthias, relieved, started to point and laugh at the fleeing imp. To Matthias’ great shock, a brilliant flash of white light shot out of his hand and caught the fleeing imp in the back. Shock overcame Matthias, and he numbly started to walk home.

Days later, Matthias had eventually figured out a few things about the events of the crypt. After paying Koriel a handsome sum of money, Matthias had the gem that he took from the crypt identified. Apparently, it was a special kind of luck stone; however, it was currently depleted. Emily, the scholar, was puzzled over the fate of the tomb and suggested that the tunnels were already unstable and the removal of the gem was simply the straw that broke the camel’s back, as it were. Voicing an interest in Matthias’ newly developed power, Emily encouraged Matthias to come back if he ever needed help in things arcane. Thanking her, Matthias returned to his home to figure out what to do next.
Matthias Luman

Male Human Rogue 1 / Warlock 3

CN Medium Humanoid
Init +2
Senses: +0 Spot and Listen
Language: Common

AC: 17 (10 base + 2 Dex + 5 Armor)
Hp: 4d6 + 4 (20 hp)
Immune: N/A
Fort: (+0 Rogue + 1 Warlock + 1 Con)
Ref (+2 Rogue + 1 Warlock + 2 Dex)
Will (+0 Rogue + 3 Warlock + 0 Wis)
Speed: 30 Ft

Melee: Morningstar +2 (1d8, x2) (8 gold)
Sap +2 (1d6 subdual, x2) (1 gold)
Dagger +2 (1d4, 19-20 x2) (1 gold)
Ranged: Eldritch Blast +4 (2d6, x2)
Base Attack: +2 (+0 Rogue +2 Warlock)
Grapple: +2
Special Actions:
Frightful Blast
Miasmic Cloud
1d6 Sneak Attack
2 Luck Rerolls per day
Combat Gear:
Weapons plus
Wand of Cure Light Wounds, 50 charges; (750 gold)

Invocations Known:
Frightful Blast
Miasmic Cloud

Abilities
Str: 10 (2 points)
Dex: 14 (6 points)
Con: 14 (6 points)
Int: 10 (2 points)
Wis: 10 (2 points)
Cha: 17 (10 points) (plus Level 4 stat boost)

SQ
Detect Magic, at will; Trap finding; DR 1/ Cold Iron

Feats
First Level: Victor’s Luck
Human: Lucky Start
Third Level: Ability Focus (Eldritch Blast)

Skills
Use Magic Device: +10 (+4 ranks Rogue +3 ranks Warlock + 3 Cha)
Diplomacy: +9 (+4 ranks Rogue +3 Cha +2 Bluff Synergy)
Bluff: +10 (+4 ranks Rogue +3 ranks Warlock + 3 Cha)
Gather Information +7 (+4 ranks Rogue +3 Cha)
Hide +5 (+4 ranks Rogue +2 Dex -1 Armor)
Move Silently +5 (+4 ranks Rogue +2 Dex -1 Armor)
Search +4 (+4 ranks Rogue +0 Int)
Disable Device +6 (+4 ranks Rogue +0 Int +2 Masterwork Tools)
Disguise +10 (+4 ranks Rogue +3 ranks Warlock + 3 Cha) (Situational +2 Synergy from Bluff to act in character) (+2 from a use of the Disguise kit)

Possessions

Combat gear plus (759 gold)
Heward’s Handy’ Haversack (2000 gold)
+1 Chain Shirt (1250 gold)
Elixir of Love x2 (300 gold)
Signal Whistle (8 silver)
Bedroll (1 silver)
Tent (10 gold)
Bell (1 gold)
Grappling Hook (1 gold)
Chalk (1 copper)
Water Skin (1 gold)
Flint and Steel (1 gold)
2 x 50’ Silk Ropes (20 gold)
20 Rations (10 gold)
Holy Symbol of the Laughing Rogue (1 gold)
Masterwork Thief’s Tools (100 gold)
Explorer’s Outfit (Free)
Peasant’s Outfit (1 silver)
Courtier’s Outfit /w jewelry (30 gold + 50 gold)
Scholar’s Outfit (5 gold)
Disguise Kit (10 uses left) (50 gold)
Sunrod x 10 (20 gold)
5 vials of Acid (50 gold)
Crowbar (2 gold)
Lucky Ruby (300 gold)
436.99 Gold

Weight

+1 Chain Shirt (20 lbs)
Morningstar (6 lbs)
Heward’s Handy Haversack (5 lbs) with everything else inside
31 lbs (Light Load)

Koriel: A Human Rogue who works as a fence. He has taken a liking to Matthias. He throws some of the better business Matthias’ way, though not without a cost.

Garwel: A Dwarven Paladin and member of the Shadowbane Inquisition. Close friend of Jarath. After being denied permission to bring Matthias to justice for the supposed murder of Jarath, Garwel decided to take it upon himself to bring Matthias to justice... one way or another.

Jarath: Halfling Cleric and member of the Shadowbane Inquisition. Believed deceased.

Emily: Human Wizard and friend of Koriel. Found Matthias to be a fascinating object of study. Willing to assist Matthias in research.

Matthias' two warlock invocations should actually be represented in the narration as simply poor luck. The Frightful Blast and Miasmic Cloud both give minuses because of current condition, such as shaken. Simply make these penalties to skills, attacks, etc. sound like bad luck on the attacker's part. The Miasmic Cloud's concealment effect can be represented as the represented as the tendency for foe's to be looking the wrong way at the wrong time. Also, he should make liberal use of his luck feats.

Frightful Blast: Be sure to share the luck with your friends. Hit every enemy with this until everyone is a bit unlucky.
Miasmic Cloud: Miasmic cloud makes everyone a bit unlucky, except you. If your party has high Fort saves, feel free to use it with impunity. The concealment, however, does affect everyone. This can be a great way to escape by activating this, and, when everyone else is looking the wrong way, make a hide and move silently check.
Bag O’ Tricks: While not the magic item, Bag of tricks, Matthias keeps practically a whole wardrobe in his Haversack. He can use disguise to look like just about any class, since he has the clothes to match. Interestingly enough, Clerics of the Laughing Rogue tend to avoid ceremonial dress, so simply pulling out their holy symbol could be considered enough to pass as one. Also, if you really need someone's cooperation, remember that a Charm Person is just a bottle away.
Sneak attack: Remember, you can sneak attack with Eldritch Blast. Just make sure that they are flat footed. One way to do so is to be disguised and appear to be harmless. Then make them regret turning their back to you.
Opening Stuff: Matthias is realistic enough to see that there are better lockpickers than him. But, he also knows that Acid + (Door + Lock) = Door - Lock
Zherog

12-24-07, 08:35 PM
Welcome! :)

List updated.
Far_Traveler

12-25-07, 11:19 AM
Dave Batista, the Cursed Thief
LN Human Rogue 4
Age: 23
Deity: Olidamara
Height: 4’6
Weight: 90 lbs
Eyes: Green
Hair: Black
Skin: Light Tanned


Str: 10 (2)
Dex: 17 (10 + 1 level)
Con: 12 (4)
Int: 14 (6)
Wis: 10 (2)
Cha: 12 (4)

HP: 16 (4d6)
Initiative: +3
Speed: 30ft
Languages: Common, Halfling, Sylvan
AC: 10 + 3 dex +3 armor = 16 (+1 vs. traps)
Flatfooted n/a (13), Touch 13
BaB/Grapple: +3/+3
Saves: +3 Fort, +8 Ref, +2 Will, (1/4/1 base, 1/3/0 ability, 1/1/1 vest) (+1 Ref vs. Traps)
Attacks:
Masterwork Short Sword +7 melee (1d6/19-20)
Two Masterwork Short Swords +5/+5 melee (1d6/19-20)
Masterwork Sap +7 melee (1d6 nonlethal)
Dagger +6 melee or ranged (1d4/19-20/10ft range inc.)
Masterwork Composite Shortbow +7 ranged (1d6/x3/70ft. range inc.)
Unarmed: +6 melee (1d3 nonlethal)

Feats:
Flaw: Frail (-1 hp/level)
Flaw Bonus feat: Combat Expertise
1st: Deft Hands
1st(human bonus): Two-Weapon Fighting
3rd: Weapon Finesse

Class Features:
Sneak Attack +2d6
Trapfinding
Evasion
Trap sense +1
Uncanny Dodge

Skills: 77 Rogue
Diplomacy 7 ranks
Disguise 5 ranks, skill trick ‘Assume Quirk’*
Forgery 7 ranks
Gather Information 7 ranks
Hide 7 ranks
Move Silently 7 ranks
Open Lock 7 ranks
Search 7 ranks
Sleight of Hand 7 ranks
Tumble 7 ranks
Use Rope 7 ranks

Total Modifiers:
Balance +5 (+3 dex, +2 tumble)
Climb +0 (str), +2 when climbing ropes
Diplomacy +8 (7 ranks, +1 cha)
Disguise +8 (5 ranks, +1 cha, +2 kit) no bonus on spot for familiar viewers
Escape Artist +3 (dex), +2 on escaping bindings
Forgery +11 (7 ranks, +2 int, +2 kit)
Gather Information +8 (7 ranks, +1 cha)
Hide +12 (7 ranks, +3 dex, +2 kit)
Jump +2 (+0 str +2 tumble)
Listen +0 (wis) +2 item on doors
Move Silently +10 (7 ranks, +3 dex)
Open Lock +12 (7 ranks, +3 dex, +2 tools)
Search +9 (7 ranks, +2 int)
Sleight of Hand +12 (7 ranks, +3 dex, +2 feat)
Tumble +10 (7 ranks, +3 dex)
Use Rope +14 (7 ranks, +3 dex, +2 feat, +2 rope)

Equipment (5,400gp):
Traveler’s Outfit (-)
Vest of Resistance (1,000)
Masterwork Short Sword x2 (620)
Masterwork Sap (101)
Masterwork Composite Short Bow (375)
Three Ordinary Daggers (TM) (6)
40 Arrows (2)
Masterwork Studded leather (175)
Masterwork Thief’s Tools (100)
Camouflage Kit^ (40)
Forgery Kit^ (40)
Handy Haversack (2000)
10 cure light wounds potions (500)
Disguise kit (50)
2 Waterskins (2)
150ft. silk rope (30)
Mirror (10)
Bullseye Lantern (12)
Show Torches x3 (15) (see notes)
10 pints of oil (1)
31 pieces of chalk, a whetstone, a jug, 3 flasks, a basket, and 3 lbs. of soap (1)
a Bell (1)
signal whistle and 1 sheet of parchment with an ale stain (1)
Spell component pouch (your guess is as good as mine) (5)
Half-eaten apple pie, 3 hunks of cheese, 3 hunks of beef, 1 hunk of pork, 1 hunk of venison, and a fish hook (2)
Three Tanglefoot bags (150)
Bronze Pearl ring (101)
Holy symbol (wood, Pelor) (1)
Sprig of holly and mistletoe (-)
Grappling hook

Remaining money: 4pp, 11gp, 23sp, 20cp

Items carried on person (rather then in handy haversack):
Traveler’s outfit (-)
Vest of resistance (1)
Armor (20)
Swords (4)

Haversack (5) within is:

Main Bag: (76.5lbs/80lbs)
Thief’s tools (2)
Forgery Kit (5)
Camouflage Kit (5)
Daggers (3)
Sap (2)
Bow+arrows (2+6)
Potions (-)
Disguise Kit (8)
Waterskins (8)
Rope (15)
Mirror (0.5)
Lantern (3)
Oil (10)
Soap (3)
Pelor Holy Symbol (-)
Holly + Mistletoe (-)
Grappling Hook (4)

Right Pouch: (filled to capacity: 20 lbs)
Basket (1)
Whetstone (1)
Chalk (-)
Jug (9)
Flasks (4.5)
Misc. foodstuffs (4.5)

Left Pouch: (filled to capacity: 20lbs.)
Tanglefoot bags (12)
Pearl Ring (-)
Torches (6)
Whistle (-)
Bell (-)
Stained Parchment (-)
Spell Component Pouch (2)

Total Weight: 30 lbs, capacity: <34 light, <67 med, <101 heavy




Dave was a vagabond in the modest city of Soushire in the nation of Downedom, named after Queen Downe XVI (Long live the Queen!), he tended to steal to survive, with an honest pretext of being an entertainer, juggling knifes, balls, or torches as the situation called, as well as some tumbling or other tricks such as tying twine into fancy knots for tips.

Despite his less then honest way of earning his keep, his easygoing front helped him foster many friendships among the less reputable and his dashing wit and good looks helped him get someone to help feed him among the housewives. Well, he would, except he was so small, just edging out five feet tall, he looked more like a large Halfling then a human. But this was fine, as most of his friends and admirers were among the very large Halfling community in the city, and Halfling housewives always have food on hand, especially with the prosperity brought on by Queen Downe XVI (Long live the Queen!)

However, Dave is a very calculating and scheming individual, with charts and schedules on who he asks food from and when, as well as files on potential marks and children to play with to keep up PR, including a daily schedule of Queen Downe XVI (Long live the Queen!), things like that. Unfortunately for Dave, a new Halfling family moved in, and things got a little out of hand.

You see, the family consisted of one Halfling wizard and one Halfling paladin, both of limited but significant strength. Back then, Dave wasn’t exactly quite as… lets say humble as he is now, so when the paladin turned on the smite-o-vision, things started to go downhill real fast for Dave. She had her husband investigate what he’d been doing, and his plots had come out for all to see. Dave had been swindling the entire town, for years, before he picked up his first rogue level he had been swindling the town with his handsome looks and polite demeanor, and the wizard devised a cruel curse on this man who valued efficiency and stability almost as much as Queen Downe XVI (Long live the Queen!).

This curse, so potent, so creative, throws Dave’s mind into chaos whenever he has the physical ability to steal something with a more then 50/50 shot of getting away with it (and with his sleight of hand ranks that’s a lot of stuff), giving him a 50/50 shot to try and steal it. Dave fled the Halfling district, but this curse so cruel made him swiftly caught and made him have to escape from prison, steal a boatload of equipment from the prisoner’s stuff room (including the handy haversack of some cleric of Pelor, two really nice swords, and his armor), fence some of it, and flee the nation Queened by the great Queen Downe XVI (Long live the Queen!)

He tried to live in the nearby, less prosporous town of Unshire, but the curse thwarted that plan. He fled to a forest, finding solace in the total lack of material possessions that weren’t his. After his trail rations ran out, he found the most beautiful girl he had ever seen by a lake. In his words she was “a slight beauty, she couldn’t of been more then four feet tall, with emerald eyes, hair, and skin, glistening with water and serenity, like a miniature green version of Queen Downe XVI (Long live the Queen!).”

He was entranced with this beauty, even going deep into the lake to follow her. Oddly, he didn’t drown, but instead he was allowed to perform tasks to woo this maiden. Eventually, she asked him to walk away and never come back. But that didn’t stop him! He went to a third city, managed to somewhat control his impulse, figuring out how to make the situations come up less, etc. and he learned sylvan, he became a somewhat respectable swordsman (his juggling made two-weapon fighting second nature to him), and earned an honest living. This, along with his love, transformed his outlook to a gentler, nicer Dave. His curse still came up occasionally, allowing him a collection of various knick-knacks, but eventually he was caught again, and he fled back to the lake to see his minuature Queen Downe XVI (Long live the Queen!)

He waited for a long while, but eventually a dire wolf that apparently used that lake as a watering hole was convinced by the nixies that he was a VERY good lunch. Two tanglefoot bags, one grappling hook in a tree, and a few dozen arrows later, the wolf was slain. For his efforts, his maiden came back to him and beckoned Dave back into the depths. He followed, and was allowed to court his maiden once more. Eventually, a team of adventurers came and wiped out the nixies, releasing him from their spell. After the realization that the nixies were simply charming him, he decided to join up with the band of adventurers and assist them, all the while plotting revenge on the wizard and paladin who placed the curse upon him, lifting said curse, and possibly bedding Queen Downe XVI (Long live the Queen!).



Big enemies of Dave would be the paladin (4th level) and her wizard husband (5th level) who placed the curse on him in the first place, followed by the communities in which he is ostracized (although the heat will eventually die down presumably), followed by that cleric who he stole the handy haversack from.

Dave’s allies would be typical contacts in cities, he maintained his connections in all the major cities he escaped from, and with his disguise and gather information ranks he can network through much more contacts then he actually has. In addition, his polite ways and handsome looks can secure him shelter from pretty much any housewife, Halflings especially (call it experience).



Dave’s torches are made from metal, and are made in such a way so as to burn oil for multiple uses. A pint of oil can last him a half-hour of showmanship for all three torches. He used these torches in the high-roller acts he performed for.

Dave used to be LE, but the conditions his curse made him live in made him drift to LN with evil tendencies.

I had fun coming up with random stuff that amounted to whole gold-piece values that qualified as ‘stuff he’d stolen’, although notice how most of them have an obscure practical use, for example the bronze pearl ring is 1gp bronze and 100gp pearl, allowing for it’s use as a material component for an identify, and no one expects the rogue to have a spare spell component pouch.

I know I technically broke the rules on his height/weight, but I wanted him to fall in love with a fey, and I figured if he was diminutive that would make a little more sense, seeing as how except for nymphs/dryads, all fey are small sized, and nixies seemed perfect, furthermore, it fits his flaw.

I realize that his haversack is a huge amount of wealth spent, but it was so integral to the concept I had to do it.

His flaw was tricky, and it might not tie in with the luck as well as you might like, but way I figure it is that his size made him lucky at first (score points with the food-loving Halflings when motivation was to just get by) but then it really fudged things up for him (leaving him somewhat more vulnerable to the nixies due to similar sizes, harder to become a respected bladesman, a normal paladin would probably of just tried to kill him instead of doing a cruel and unusual curse, pretty much the cause of all his current problems to a certain extent. Granted, if he wasn’t so small he probably would have had different problems but things still might be different.

I was thinking of giving him disable device, but he’s a city rogue and just doesn’t need it. Also, I understand and accept that he’s not really optimized (and personally would revamp his skills to a more optimal set, but that wouldn’t make sense with his story)

The precise effect of the curse is that whenever he thinks he an steal something (which is less, but still a lot, now that he's neutral), or that his hands get within stealing range without his explicit knowledge of it (DM's discretion), he has a 50% chance of being compelled to steal it.

Long live the Queen! :D (inside joke, have to say it when Queen Downe XVI is mentioned, you can't shorten it, and you must use it at least once in every paragraph of backstory. Call it artistic liberty.)


* Complete Scoundrel
^Complete Adventurer
Far_Traveler

12-25-07, 11:20 AM
Bet all you guys was wondering what the heck I was doing huh?
inthesto

12-25-07, 11:50 PM
Okay, finally managed to throw everything together (pun intended, as you will soon see). The crunch may appear to be a little messy and difficult to read at point, but rest assured that I aim for comprehensiveness. However, I recognize that I, above all other people, am the most used to reading my own stat blocks, so any suggestions on how to clean it up while keeping brevity in mind will be well accepted.

Standing tall and strong, Zarreck has a thin, athletic build. He has a handsome face, though not distinctively so. In fact, the only thing particularly unique about his appearance is his manner of dress. He always has red paint streaked across his face. His hair, cut short in the back but worn long in the front, has a great silver streak running down the middle. His colorful head is a perfect complement when he wears his entertainer's suit. Tailored to gaudy impractability, it exposes much of his upper body, trimming it in red and gold. It contains a great deal of loops, enough to hold his four large weapons and conceal his many darts. Unfortunately, as attention-drawing as his entertainer's suit is, his presence in and of itself is just as, if not more uncommanding.

Dressed in his adventuring gear, his dress is only slightly less outstanding. Though he wears practical, light armor for ease of movement, his arrangement of weapons borders on comical. Wearing his broken greatsword across the back of his waist, three rapiers around his belt, and twenty darts strapped across his chest, others often can't decide whether he is a warrior or a madman, although his face paint and hair dye usually lead them to the latter. Strangely enough, Zarreck remains hopelessly ignorant of his manner of dress, thinking it's his most practical option given the tools he has.

It all started with a skirmish between two lords. Zarreck was an average farmboy, growing up on an average farm with an average family. Then, Zarreck's lord needed more soldiers, so he decided to conscript the third son of every family. Why the third son? Maybe he was bored with tradition or maybe he really liked the number three, but nobody really knows. Zarreck whined, pleaded, and begged. Take his oldest brother the hunter, or at least the older brother who had fought off a wolf or two while tending sheep. All Zarreck ever did was climb trees and throw apples at people who passed by. But no, the lord's decree would not be denied, and Zarreck was dragged off kicking and screaming.

After barely a week of training, he and his fellow conscripts were sent to the frontlines of battle. Zarreck asked his commander in every nice way he could think of to get a bow instead of a sword, but his pleas went unheard. "You'll swing a sword, and you'll like it. Or you'll die. Or probably both," he was told. Well, Zarreck definitely didn't like swinging his sword. Every time he went to cut somebody, he'd turn his head away and shut his eyes. Strangely enough, he didn't die either. Sure, the rest of his unit was killed, but Zarreck got through with only mental scars and quite the unflattering blood smear on his face. As the sole survivor, Zarreck did stand out like a sore thumb. One of the big armored guys on a horse - probably a knight or something, but like Zarreck would ever know - sought to fix that with a charge, lance pointed right at Zarreck's less-than-war painted face. Without much time to think, Zarreck did what was most natural to him: he threw his sword. A hit to the dead center of the throat put Zarreck in the safest place he had been all day.

After all, nobody wants to approach a guy covered in blood who screams like a banshee while throwing his sword. Especially after he just killed your big, bad leader.

Zarreck never did figure out why everyone just let him walk away from the battlefield that day, but he wasn't up to questioning it. With a little bit of elbow grease, Zarreck drifted his way from town to town. Amazingly enough, he could get a few coppers a day by impressing locals with sword throwing tricks, if not at other people then at least at the space right next to them. When that wasn't good enough, he could at least eat the food they threw at him, and scrounge up something edible in the woods. So Zarreck lived for a few months. Over this time he developed a getup and routine for himself. He painted his face red as a tribute to the "lucky" blood smears on his face that let him live that day; a broken sword he had found on the field that day became his trademark act, "The Vanguard". Zarreck may have been on his way to becoming a solo act until he ran into a town when the traveling circus was visitng.

Zarreck was running his usual routine, ignorant of any toes he might have been stepping on. The ringmaster butted into the act, accompanied by the strongman for intimidation. Unfortunately for them, Zarreck was instantly thrown off of his game, Vanguard slipped from his hand mid-throw, and the broken blade found itself buried in the strongman's chest. Five minutes of negotiation later, Zarreck found himself once again conscripted, only this time into the service of a circus. Not that he fought very hard this time, as it was only fair that he fill in for the now-decomposing strongman with his own act, and circuses are generally known to have lower mortality rates than armies.

As a circus performer, Zarreck found his act polished up and expanded upon. While he himself was nothing of a spectacle, his new costume and performances drew in the attention of the crowd. On the other hand, Zarreck never got to see a drop of pay, as he had to work of his debt for the dead strongman. Nonetheless, Zarreck was glad to see him life finally smooth out. He was guaranteed a bed and meals, and he was even almost making friends, particularly with the cute trapeeze girl. That all turned around when Yaezul the Kobold Pyrotechnician disappeared.

Central to many of the circus' acts, Yaezul's disappearance was bad, bad news for the circus. This obviously meant that somebody had to go looking for him, and so the entire crew drew straws over it. Zarreck was not familiar enough with circus custom by this point and foolishly drew the blue straw, instantly casting himself as the loser. With a roll of the eyes and a boot to the ass, Zarreck found himself back on the streets, searching high and low for a kobold that could be damn near anywhere.

This brings Zarreck to the present day. Though he still searches for Yaezul in earnest, he has literally no skills or abilities to aid his quest - after all, Vanguard has no magical enchantment to home in on kobold pyromanics when thrown. He mostly spends his time performing street shows to manage from day to day, asking for clues to find the kobold after every show. It's almost as if he's hoping for another person, or even a group with skills to complement his to help him find what he needs.

Basics
---
Name: Zarreck Aluce
Classes and Levels: Fighter 2/Expert 2
Experience: 6,000
Race: Human
Sex: Male
Alignment: N
Size: Medium
Age: 22
Height: 6'3"
Weight: 192 lbs
Languages: Common

Stats
---

STR: 14 (+2)
DEX: 18 (+4)
CON: 10 (+0)
INT: 11 (+0)
WIS: 12 (+1)
CHA: 08 (-1)
HP: 20 (6 + 5.5 + 5.5 + 3.5)
AC: 18 (10 + 4 armor + 4 DEX)
Initiative: +4

Skills
---

Balance: +10 (4 ranks + 4 DEX + 2 synergy)
Climb: +8 (6 ranks + 2 STR)
Jump: +10 (6 ranks + 2 STR + 2 synergy)
Knowledge (Nature): +7 (5 ranks + 0 INT + 2 synergy)
Sleight of Hand: +11 (7 ranks + 4 DEX)
Survival: +8 (5 ranks + 1 WIS + 2 synergy)
Swim: +4 (2 ranks + 2 STR)
Tumble: +12 (6 ranks + 4 DEX + 2 synergy)

Feats
---

Non-combatant [UA flaw]
Quick Draw
Point Blank Shot
Far Shot
Precise Shot
Throw Anything [from CWar]
Weapon Focus (Greatsword)

Saves
---

Fort: +3 (3 base + 0 CON)
Ref: +4 (0 base + 4 DEX)
Will: +4 (3 base + 1 WIS)

Attacks
---

BAB: +3
Grapple: +3 (3 BAB + 2 STR - 2 flaw)
Melee Attack: +3 (3 BAB + 2 STR - 2 flaw)
Ranged Attack: +7 (3 BAB + 4 DEX)
Greatsword (melee): +5 (3 BAB + 2 STR + 1 magic + 1 focus - 2 flaw), Dmg 1d12 + 4, Crit 19-20/x2
Greatsword (thrown): +9 (3 BAB + 4 DEX + 1 magic + 1 focus), Dmg 1d12 + 4, Crit 19-20/x2, Range increment 20 ft
Rapier (melee): +4 (3 BAB + 2 STR + 1 masterwork - 2 flaw), Dmg 1d6 + 2, Crit 18-20/x2
Rapier (thrown): +8 (3 BAB + 4 DEX + 1 masterwork), Dmg 1d6 + 2, Crit 18-20/x2, Range increment 20 ft
Dart: +7, Dmg 1d4 + 2, Crit 19-20/x2, Range increment 40 ft


"The Vanguard" - +1 Greatsword; while Vanguard appears broken, this mysteriously does not affect Zarreck's ability to throw it and make it hurt [2350]
"The Triplets" - 3 masterwork rapiers [960]
"The Swarm" - 20 darts [10]
Studded Leather Armor +1 [1175]
Entertainer's Outfit [3]
Backpack; contains following items [2]
-Full water flask [.03]
-Hooded Lantern [7]
-Rations, one week's worth [3.5]
-10 pints of oil [1]
Belt Pouch; contains following items [1]
-3 vials of alchemist's fire [60]
-3 vials of acid [30]
-2 potions of Cure Moderate Wounds [600]
-3 potions of Cure Light Wounds [150]

47 gp, 4 sp, 7 cp

Zarreck has two main sets of contacts. The first is his family. He has yet to see them since his draft into the army, and nobody has heard from him since. Although he is assumed dead, he could easily make his way home for a surprise visit - if only it occurred to him.

His other contact is the circus crew, namely the ringmaster. Zarreck is expected to find Yaezul eventually and bring him back to the circus. Since Zarreck will inevitably discover that he prefers the adventuring life to having regular employment at a circus, he will eventually have to figure out a way to negotiate out of his pseudo-contract. However, rest assured that Zarreck will be very reluctant to say goodbye to the trapeeze girl again.

Starting stats: STR 14/DEX 17/CON 10/INT 11/WIS 12/CHA 08
Expert 1:
Balance +4, Climb +4, Jump +4, Knowledge (Nature) +4, Sleight of Hand +4, Survival +4, Tumble +4
Other class skills are Profession (Farming), Craft (Blacksmithing), and Knowledge (Local)
Non-Combatant, Point Blank Shot, Far Shot, Precise Shot

Fighter 1:
Climb +1, Jump +1, Swim +1
Weapon Focus (Greatsword)

Fighter 2:
Climb +1, Jump +1, Swim +1
Throw Anything, Quick Draw

Expert 2
Knowledge (Nature) +1, Sleight of Hand +3, Survival +1, Tumble +2
DEX +1

Over the course of time, Zarreck's personality has become more muted and resigned. While he fought being drafted into his lord's army, by the time he's cheated into finding Yaezul, he barely has the breath to mutter a protest. Zarreck definitely realizes the futility of his search, but feels he has no choice other than to persist in failure. Feeling like the victim Murphy's Law one too many times, Zarreck is a fairly mopey and pessimistic guy. This is reflected in his perfomances, where rather than use any sort of outstanding personality to attract viewers to his shows (Perform skill), he relies on pure physical ability to wow the audience (Sleight of Hand).

In combat, Zarreck's role is fairly obvious. The Non-Combatant flaw combined with light armor assures that melee combat is a deathtrap for him. However, his skill in throwing things - particularly swords - is on par with any archer's. Zarreck is an odd mid-ranged combatant, tumbling about the battlefield and flinging unconventional weapons, often confusing the enemy as much as injuring them. He is far too used to throwing his swords in his circus acts to switch to using a bow in combat at this point, and actually prefers his unconventional fighting style to anything else he has seen.

It should be fairly obvious that Zarreck generally has crappy luck. Make note of the Non-Combatant flaw: it's not bad enough that Zarreck is drafted into the army as the third son of his family (a decree only reflecting Zarreck's crap luck to begin with), but Zarreck is just born to not hit other people. The weapon he's most skilled with, he's really only skilled in throwing it, clearly going against its intended use. Generally speaking, Zarreck's luck is so bad that it often leaks onto other people. See the knight who got a sword to the throat, the strongman getting a sword to the chest, and Yaezul mysteriously disappearing. Zarreck's only good events really come about when his bad luck osmoses onto somebody else, so he gets the long end of the stick by comparison. After all, notice how his lucky charms are face paint based on blood smears and a broken sword. Zarreck is exactly the kind of character who is caught in the middle of a chase during his performance, knocked over my the city guard into a pile of dung, only to have his sword fly out of his hand and horribly maim somebody in the crowd.
Mercurius

12-26-07, 12:02 AM
It's about time I posted my entry, so here goes. I give you Hapsibandro "Hap" Turen, the luckiest unlucky gnome ever. It should be noted that this character was conceived before the unfortunate "Tiefling and Gnome" animated short, but that only encouraged me to get him up and in the competition, to show people how cool gnomes really can be. If WotC can't find a place for gnomes using their own fluff, I'm certainly available for consultation.

Hapsibandro "Hap" Turen (http://img.photobucket.com/albums/v39/discipleofsakura/Other%20Peoples%20Stuff/catholdup.jpg)

The illusory clock slowly ticked away the moments, as Lathianduriapu Relthuanchi sat at his desk, looking over the day's reports. Lath, as no one but his immediate family called him, sighed sharply and turned his gaze upwards, to the roiling sky that was projected upon his ceiling from the rune-covered globe in the corner of his office. Here and there a light would burst forth and then disappear in a mass of silver and violet clouds. Clearly, something was happening to obfuscate the dreamscape, and it seemed to be growing. It had been getting steadily worse for fourteen years now, but it had been a slower progression. The Dream Guard had almost not noticed it at first, but the insidious shape of the dream serpent that writhed through the clouds in the western corner of his office told him that something was happening, and likely soon.

There was a knock at the door to his office, and Lath casually flicked his wrist, opening it from across the room. The junior ensign of the Dream Guard quietly, and with some trepidation, entered and crossed to Relthuanchi's desk. "Sir," he began, somewhat unevenly, "we have a report regarding waking-deviant 915." The aged gnome behind the desk nodded and motioned for him to continue. "Well, sir, we received a report from Agent Kiraiya, sir. She, uh, she caught up with the subject in the city of Balthusda in Vierge, where he was attempting to find a party of adventurers to sign on with. Apparently, he had gotten into some trouble with a local constable and..." Seeing the look of his superior's face, the younger gnome cut to the point. "Agent Kiraiya cornered him in an abandoned church, and they engaged in battle. Apparently, she managed to maneuver him onto a precarious ledge, but somehow he slipped at just the right moment, which caused her to lose her balance and fall three stories. When she came to, he had made good his escape."

Lath sighed again. Waking-deviant 915 had evaded a dozen of the Dream Guard's agents in as many months. He was easy enough to track from the base, where the best diviners were at work, and he was a definite threat. Something about the gnome, despite his stunted mental state, had tied him to the events happening in the dreamscape, and he was a danger. But, no matter how hard they tried, the accursed target always seemed to engineer a miraculous escape. Magic had determined that he registered no more magical than apprentice level, if even that, but he was quickly becoming a thorn in Lath's side. He gestured his dismissal of the ensign, and studied the full report that had been handed over. Then he reached up, rubbed between his eyes, hoping to alleviate the head-ache that was driving him mad, and leaned back in his chair. He might just have to take a walk in the dreamscape himself, sooner or later, the senior agent mused.

History
Oh, where to begin? I'm not really important. Not nearly important enough to bother with. Seriously. My dad, he was important. He was a rather well regarded artificer at the Giere Arcanomach Development and Re-appropriation Agency (GADRA). He was always pretty busy, but he and mom were nice enough parents, despite my... shortcomings. My older brother, Dulisathruin, he was pretty special. He was a natural oneiromancer, making his dreams reality way more effectively than most of us kids. He wound up getting sent to schooling for it, something about being a Dream Traveler, and he definitely had his sights set on getting into the Dream Guard proper. Heck, last time I heard, he was even able to conjure a Tulpa, which is no mean feat for someone who's not a Dream Crafter, as I hear it. I'm nothing compared to that. I mean, Salz, even my little sister, Billiannagina, was smart and charming. She was a natural story teller, got shipped right off to Tamaraltay College when she was of age to start training, learning all about history and magic and music and stuff. Psh, bards. Sounded pretty neat, I guess...

But me? I mean, I couldn't even get mom's soup to taste like it was porridge, let alone steak. Couldn't get the lights to shine. Just didn't have it in me. Mom and Dad were pretty disappointed. Everyone was. You've got no idea what it's like to not be able to do all those little magical things that make us gnomes special in the first place. It's like being a cripple. Can't make your weaving do anything special, have ta use actual pigments to color your pottery in class. Heck, I wasn't even smart enough to do anything with my studies. Big disappointment, and it was hard, y'know, hard living like that. So I decided to get away from Giere, from the big populations of gnomindallin, find my own way maybe. I'm a bit clumsy, always have been. But I'm not bad with trails, or with walking, so I figured I'd go hiking, learn about the hills and mountains and forests, maybe get a job being a guide for humans or something who aren't expecting me to make pretty lights or music for 'em. Might pay for a place to stay, I figured.

I did a bit of it, being a tour guide. Got in a couple of scrapes, too, with some folks who were wanting help getting to places that were a bit more dangerous. I was mostly just in the way, not really, y'know, a help. Couldn't hit the broad side of a barn, as the saying goes. Decided to steer clear of them what wanted trouble, because I'd rather not go risking my neck for a few coin when some crazy tall people decide they want to find some old atelier and get themselves hacked to pieces by old undead guarding the place. Crazy people, seriously.

So I set off on my own again, just kinda lookin' around. Y'know, getting the feel of the country, steering clear of all the major settlements where my... limitations weren't always being brought up. We gnomes are nice enough, but most of 'em just don't get it when you can't do what they can. Same everywhere, I guess. So I was wandering around, and the hill underneath me gave out, crashed right down into some caves somewhere. Lots of pretty crystals all around, and I know enough about crystals to know that some are pretty valuable, let alone potentially magical. I also know that where there's lots of crystals, there could very well be trouble. Found what looked like the remains of trouble not too far down into that crystal cave. Some poor bloke dead on the ground, nothing but a skeleton. His clothes were kinda torn up and ruined, but he had this shiny necklace. Pretty thing, but nothing great. I pocketed it, no sense just leaving valuables lying around where there not doing anyone any good, and then I grabbed a handful of crystals and got myself out of there, before any trouble found its way back to me.

I got some kind buyer to pick up most of the crystals from me. Got a pretty penny for 'em, honestly. Used it to buy myself a bit better kit. Had two of the prettier crystals put into a good luck charm, and I took a liking to that guy's necklace. Decided to keep it for myself. So I started going about my business again, trail blazing, and stuff. Even visited the hole that swallowed me up, made some more money from the crystals up there. Not bad work. After a couple a months, things were goin' okay. I had myself some gold, some respect, even managed to get myself a nice suit of armor with my earnings, which made it a bit easier getting into tighter areas of that cave. I was still kinda clumsy, but I was doing okay. Then the weird stuff started.

This inn I was staying in catches fire in the middle of the night, see? People are running around like crazy, trying to put out fires and stuff, and then the gorram malruuka come bargin' in, cuttin' people up if they can. Crazy sadist deviant freaks. So I do what any sensible gnome does, and I start trying to high tail it out, not drawing attention to myself, and then I see them going for this poor maid who was pretty nice to me, even though I wasn't that great. Dunno what I was thinkin, but I decide to try and help. I reach around in my pocket, fishing for something to throw, maybe, and I find a little pebble (I always seem to have pebbles in my clothes, no idea where they come from). I throw it right at the little bugger's head, and it hits him square in the temple, knocks him over the balcony. How do ya like that? Then they're all after me, saying something about "there it is" or something, and they're running up the stairs after me and I'm just looking at 'em and figuring I'm in deep. So I run the opposite direction from the cute maid and her pretty blue eyes, and right into one of 'em. He takes a swing at me, and I thought I was a gonner, but the board underneath me gives out a bit, and I slipped and fell, and he missed me, clean as a whistle. I wasn't gonna look a gift creaky board in the mouth, so I started running, but the bastard was hot on my tail, so I rummaged around for another rock and tossed it right at him again - *BAM* he fell right over. Good ol' rocks, I'm thinkin', and I make my way out, dodging a few more pointy nosed gits while I'm at it. In all the commotion, I managed to get away, thankfully.

Phew, I'm thinkin' it might be a good time to get going a bit, try and make a bit of distance between a town that's got deep gnome issues and me. Not too long later, maybe a week or so, I'm resting, all nice and comfy in a hot spring, when these gargoyles come screeching out of the sky right towards me. Bugger that! I haul my little butt out of that bath and grab my bag on my way out the door, wishing for all the world that I could at the very least make some illusion clothes to cover me while I'm on my way. Toss a rock or two at them, but I'm figuring rocks aren't gonna do much good to gargoyles. I mean, they're already mostly rock anyway, aren't they? What good's a rock gonna do? Apparently a few of 'em are gonna be sorta handy, 'cause I plinked one of the mean flying rock heads right in the eye, and he flies head-first into a building and crashes. People are staring at me as I haul down the street, this clutch of gargoyles on my tail for no freakin' reason and me naked as a jay bird. Thank goodness for those crazy adventurers that happened to come out of a nearby tavern to help out. Gave me time to put some trousers on, at least. And they weren't all bad, buying me a drink after they finished off the last two of the flight. I even pelted one of 'em with a lucky shot, which is pretty good for a guy who still trips getting out of bed in the morning.

So I figure something weird's going on, and I just might need a bit of protection. I tagged along with Kadra, Salurian, and Mina for a bit, showed them what I knew about Denedeep and basically trying to avoid trouble (at least as much as I can for being with a crazy adventuring company who don't want to bother sitting down and leading a quiet life). We got jumped by some Malruuka again a few weeks into it, but having friends was nice. Kept 'em at bay, and I was starting to wonder just why we were dealing with deep gnomes. Aren't they supposed to be all underground and such? Anyway, after the Malruuka, Kadra and company were exploring an old castle keep when we came across some ghouls who seemed to have tracked her there. Mean blighters, but we managed to get away, thankfully. One or two narrow misses, but those pebbles are handy things, and I even slipped on a few, saving myself as well. Around this time, I started getting weird dreams, with gnomes hunting me in twisting caves and such. A few of 'em almost caught me, but I managed to get away a few times, thankfully. I mean, these things were like weird, disembodied gnomes, nothing nearly as friendly and non-threatening as me, I can promise you that.

So, lessee, weird dreams, monsters, both living and undead, showing up all the time, for some reason Kadra and company seemed to think that I was the liability. Crazy, huh? They cut me loose just outside of Denedeep, and I figured that I might as well stick to Vierge. At least the stigma of my complete inability to use magic wouldn't hurt me so much there. Could get a job as a tracker or something, maybe make a bit of money. You'd think that'd be easy, right?

About a year later, and I'm starting to think that Vierge ain't such a happy place as the Miara-lovin' humans paint it up to be. I've been attacked by more Malruuka, a pack of ghouls and some gaunt life-sucking bastard, at least two dozen human soldiers, a minotaur, a freakin' Kage elf, and even a few of my fellow normal gnomes. The last one happened just the other day, some crazy gnome with a rapier trying to catch me. I managed to get away after she fell off this narrow piece of masonry (I almost fell off it myself, so I can't blame her for it) in an old church. Dunno why she was attacking me, something about taking me back to Denedeep. I've gotta say, I'm glad I bought that lucky charm way back when, because I have really needed it!

So, uh, that was a bit of a long winded story, huh? I have no idea why people keep coming after me. I'm nothing special, but crap seems to keep falling into my lap, and I have no idea what's going on, but I could really use some help. I hear you guys are heading to Renmazuo, or Olaril, or somewhere that's not Vierge, so I was sorta hoping you might let me tag along. Promise I won't be any trouble, and in a pinch, I'm pretty good with rocks...

Adventures
Hap doesn't want to adventure, but he's deep in the middle of one. He mostly sticks to adventuring groups when he can because it's the only way to make sure he has someone watching his back when the crap hits the fan. He'd love to just sit at home, making a bit of money with his wanderings, and maybe relax for the rest of his life, but things just keep happening, and he has no idea why. Ideally, he'll get to the bottom of it eventually, but hopefully he won't be dead when it happens.

Character
Hap is an unassuming gnome, not striking in any way. He stands about three foot four, with a raggedy red-brown beard and tussled hair to match. His piercing green eyes often glow a bit when he whips his amazingly dangerous pebbles at a threat, making them stand out all the more against his dirt-brown skin. He dresses in simple, utilitarian garb ideal for someone who has no idea what to expect, and he tries to keep as low a profile as he can. He's friendly enough, though socially awkward, prone to speaking his mind when it benefits him least.
Hap has little understanding of his abilities. He always seems to find small pebbles on his person, which are a psycho-tactile manifestation of his Eldritch Blast (explaining his reasonably unerring accuracy with them, as they are a magical ranged touch attack). He often avoids direct combat if he can, and frequently runs around the battlefield avoiding threats and benefiting from his skirmish damage (very lucky hits). He rummages around in his pockets looking for choice pebbles when he psionically refocuses, and is capable of extremely lucky shots when he really needs them (Psionic Shot). He unknowingly manifests biofeedback or defensive precognition when he enters combat, and his "tumble" skill is really more a matter of slipping at the right time to dodge an attack than actually knowing what he's doing. All in all, Hap is completely unaware that he even has a level in a PC class, let alone four. He's just riding a wave of complete improbability best represented by character levels. When he goes to bed at night, he focuses on his "lucky charm" (the cognizance crystal), subconsciously putting any remaining power points in it in order to refill it.

Allies and Enemies
Hap has a few friends and a lot of enemies.
Family: Hap's family likes him a great deal, even if they do look at him as the sort of slow brother or son that they're a bit ashamed of. His brother is a reasonably skilled Psion (Nomad), while his sister is a bard of some accomplishment. His father and mother are both concerned about Hap, as well as the questions the Dream Guard have been asking about him, but they have no idea how to find him.
The Dream Guard: The Dream Guard is tasked with monitoring the dreamscape of A'Thea and preventing significant disruptions. Most of their members are psions of some skill, and elite agents have levels in the Psion Uncarnate prestige class. They are a somewhat ruthless agency, but all for the greater good. At present, Hap has been categorized as a "Waking Deviant" by the Dream Guard, marking him as something capable of damaging the dreamscape even in his waking hours. The exact nature of his threat is not entirely clear to them, though he seems linked to the growing upheaval there.
The Sanguine Empress: The Sanguine Empress, queen of undeath and necromancy, seems to have gained some sort of interest in poor Hapsibandro. Being that she is an immortal vampire necromancer of immeasurable power, this is decidedly a bad thing for Hap, though she typically has limited herself to minor minions at this time - the Sanguine Empress is patient in the extreme, and extraordinarily secretive, certainly unwilling to devote all of her considerable resources to obtaining the Eye of Elithat.
The Daughters of Anphisba'ena: A coterie of powerful dark elven nobles, each daughter is interested in obtaining the Eye of Elithat for their own gain. They have used their alliances amongst the deep gnomes as well as some monster races to gain the gem from Hap, but their influence on the surface world is limited.
The Scarlet Order: A group of human supremacists devoted to crushing non-humans under their heel and subjugating the world, this cabal of wizards has set their sights on the movements of the Eye of Elithat as well. Utilizing their skill at all three branches of magic, their agents have been tracking Hap since he first came to their attention.
The Eye of Elithat: Hap's pretty necklace is, of course, an Amulet of Inescapable Location. What it may or may not be beyond this is anyone's guess, but it certainly isn't good. The Eye is the cause of all of poor Hap's misadventures, allowing his enemies to find him easily no matter how hard he tries to hide.
Kadra and company: This adventuring company liked Hap well enough, but not all the trouble that they seemed to get into after letting him on board. In a pinch, they'd give him a hand, but they wouldn't let him tag along again if they could help it.

Setting Information
* Gnomes (Gnomindallin), are a naturally psionic race in A'Thea. This is represented by Hap's Wild Talent feat, since I'm not allowed to go around rewriting the races to fit my setting (darn it :P).
* Psionics is dream magic in A'Thea, commonly called Oneiromancy. It is the power of the dream made manifest, and gnomes are the most skilled and commonly oneiromantic race around.
* Gnomes come in three breeds - Hill gnomes (Doane), Mountain Gnomes (Haruni), and Deep Gnomes (Malruuka). Hill and Mountain gnomes are typically nice, playful pranksters and inventors who live in the country of Denedeep in the southwestern corner of Agris. Deep Gnomes are incredibly cruel, sadistic creatures who find amusement in the pain and suffering of others. They are, understandably, not part of the gnome community, and live beneath the ground, plying their trade as assassins and boogeymen. Unlike Hill and Mountain Gnomes, Malruuka have long, pointed noses.



Hapsibandro "Hap" Turen
Chaotic Good Humanoid (Gnome) Scout 1 (Complete Adventurer)/Warlock 1 (Complete Arcane)/Psychic Warrior 2 (Expanded Psionics Handbook)
Strength: 6 (-2) = 8 base - 2 race
Dexterity: 17 (+3) = 16 base + 1 level
Constitution: 18 (+4) = 16 base + 2 race
Intelligence 10 (+0) = 10 base
Wisdom: 14 (+2) = 14 base
Charisma: 8 (-1) = 8 base

Fortitude: +6 (+7, Defensive Precognition) = + 3 Psychic Warrior + 4 Constitution (+ 1 Insight Defensive Precognition)
Reflex: +9 (+10, Defensive Precognition) = + 2 Scout + 3 Dexterity(+ 1 Insight Defensive Precognition)
Will: +4 (+5, Defensive Precognition)= + 2 Warlock + 2 Wisdom(+ 1 Insight Defensive Precognition)

BAB/Grapple: + 1 (+0 Scout +0 Warlock +1 Psychic Warrior)/-5 (BAB - 2 Strength - 4 Size)
Initiative: + 3 = + 3 Dexterity
Armor Class: 18 (19 with Defensive Precognition)= 10 + 3 (Dex) + 4 (Chain Shirt) + 1 Size (+1 Insight - Defensive Precognition)
Touch AC : 14 Flat Footed AC: 15
Hit Dice: 8 + 1d6 + 2d8 + 16 = 36.5 hp
Speed: 20' = 20' base

Attack Routines
Eldritch Blast + 5 ranged touch (1d6 damage) = + 1 BAB + 3 DEX + 1 Size
Eldritch Blast when moving 10' + 5 ranged touch (1d6 + 1d6 precision)
Eldritch Blast when expending focus + 5 ranged touch (3d6 damage)
Eldritch Blast w/in 30' + 6 ranged touch (1d6+1 damage) = +1 point blank shot
Dagger - 2 (1d3 - 2) = + 1 BAB - 2 STR + 1 Size - 2 Noncombatant
Handaxe - 2 (1d4-2) = + 1 BAB - 2 STR + 1 Size - 2 Noncombatant


Tactics
Typically, Hap stays on the move in combat, utilizing his skirmish damage in addition to his normal eldritch blast. He avoids melee if at all possible, as he is particularly inept at it, and often trips on loose rubble or has his weapon slip at an inopportune time. When he absolutely needs to, he expends his psionic focus to use his Psionic Shot feat, ideally in combination with a skirmish attack, to deal a substantial amount of damage to his opponent. He often hustles or runs to gain distance between himself and his enemies if he needs to regain his psionic focus.


Skills {Class Skill max ranks 7, cross class 3.5, 32 Scout + 2 Warlock + 4 Psychic Warrior)
Appraise: + 0 = 0 ranks + 0 INT
Balance: + 3 = 0 ranks + 3 DEX
Bluff: - 1 = 0 ranks - 1 CHA
Climb: - 2 = 0 ranks - 2 STR
Concentration: + 11 (+ 15 to regain Psionic Focus) = 7 ranks + 4 CON (+ 4 Narrow Mind)
Craft (any): + 0 (+ 2 Craft Alchemy) = 0 ranks + 0 INT (+ 2 Racial to Craft Alchemy)
Diplomacy: - 1 = 0 ranks - 1 CHA
Disguise: - 1 = 0 ranks - 1 CHA
Escape Artist: + 7 = 4 ranks + 3 DEX
Forgery: + 0 = 0 ranks + 0 INT
Gather Information: - 1 = 0 ranks - 1 CHA
Heal: + 2 = 0 ranks + 2 WIS
Hide: + 10 = 3 ranks + 3 DEX + 4 Size
Intimidate: - 1 = 0 ranks - 1 CHA
Jump: - 8 = 0 ranks - 2 STR - 6 Speed
Knowledge (Geography): + 1 = 1 rank + 0 INT
Listen: + 8 = 4 ranks + 2 WIS + 2 Race
Move Silently: + 7 = 4 ranks + 3 DEX
Ride: + 3 = 0 ranks + 3 DEX
Search: + 0 = 0 ranks + 0 DEX
Sense Motive: + 4 = 2 rank + 2 WIS
Spot: + 6 = 4 ranks + 2 WIS
Survival: + 6 = 4 ranks + 2 WIS
Swim: - 2 = 0 ranks - 2 STR
Tumble: + 7 = 4 ranks + 3 DEX
Use Rope: + 3 = 0 ranks + 3 DEX


Languages
Gnome (Racial Bonus), Viergan (Human nation to the east)

Feats
1st Level
- Point Blank Shot
- Wild Talent (Expanded Psionics Handbook) [Flaw Bonus]
3rd Level
- Psionic Shot (Expanded Psionics Handbook)
- Narrow Mind (Expanded Psionics Handbook) [Psychic Warrior Bonus]
4th Level
- Psionic Meditation (Expanded Psionics Handbook) [Psychic Warrior Bonus]

Flaw
Noncombatant (Unearthed Arcana)

Proficiencies
All simple and martial weapons, armor and shields (but not tower shields).

Psionics
5 Power Points (1 Psychic Warrior + 2 Wisdom Bonus + 2 Wild Talent)
Typically, he has access to one additional point by way of his Cognizance Crystal.

1st Level Powers Known
- Precognition, Defensive (Expanded Psionics Handbook)
- Biofeedback (Expanded Psionics Handbook)

Invocations
Eldritch Blast 1d6 (60' Ranged Touch) (Complete Arcane)
Entropic Warding (20% Miss Chance for ranged attacks, leaves no trail, cannot be tracked by scent) (Complete Arcane)

Special Abilities
Small Size [Gnome]
Low-Light Vision [Gnome]
Weapon Familiarity: Gnome Hooked Hammer [Gnome]
+2 on Saving Throws against Illusions [Gnome]
+1 to Save DC of Illusion Spells [Gnome]
+1 bonus on attack rolls against Kobolds and Goblinoids [Gnome]
+4 Dodge bonus to AC against giants [Gnome]
+2 Bonus on Listen [Gnome]
+2 Bonus on Craft (Alchemy) [Gnome]
1/day Speak with Animals (Burrowing animals only, duration 1 minute) [Gnome]
Favored Class: Bard [Gnome]
Trapfinding [Scout]
Skirmish +1d6 [Scout] (Complete Adventurer)
Invocations [Warlock] (Complete Mage)
Eldritch Blast [Warlock] (Complete Mage)
Psionics [Psychic Warrior] (Expanded Psionics Handbook)
Bonus Psionic Feats [Psychic Warrior] (Expanded Psionics Handbook)
- 10 Penalty on saves vs Divination Spells [Amulet of Inescapable Location] (DMG)
- 2 Penalty on Melee attack rolls [Noncombatant Flaw] (Unearthed Arcana)

Equipment
Amulet of Inescapable Location (1000 gp) (DMG) - lbs (The Eye of Elithat)
Mithral Chainshirt (1100 gp) (DMG) 5 lbs
1 Power Point Cognizance Crystal (1000 gp) (XPH) - lbs
Explorer's Outfit (free) (PHB) - lbs
Heward's Handy Haversack (1800 gp) (DMG) 5 lbs (or 2.5, if small size applies)
Bedroll (1 sp) 2.5 lbs (in Haversack)
Blanket, Winter (5 sp) 1.5 bls (In Haversack)
Caltrops (1 gp) 2 lbs (In Haversack)
Firewood, 2 days (2 cp) 40 lbs (In Haversack)
Fishhook (1 sp) - lbs (In Haversack)
Flask (Empty) (1 sp) 1.5 lbs (In Haversack)
Flint and Steel (1 gp) - lbs (In Haversack)
Grappling Hook (1 gp) 4 lbs (In Haversack)
Mirror, small steel (10 gp) 2 lbs (In Haversack)
Parchment, 5 sheets (1 gp) (In Haversack)
Pot, Iron (5 sp) 10 lbs (In Haversack)
Rations, trail (5 days) (2.5 gp) 2.5 lbs (In Haversack)
Silk Rope, 50' (10 gp) 5 lbs (In Haversack)
Sewing Needle (5 sp) - (In Haversack)
Signal Whistle (8 sp) - (In Haversack)
Tent (10 gp) 10 lbs (In Haversack)
Waterskin (1 gp) 2 lbs (In Haversack)
Whetstone (2 cp) 1 lb (In Haversack)
Everburning Torch (110 gp) 1 lb (In Haversack)
Tanglefoot Bag, 3 bags (150 gp) 12 lbs (In Haversack)
Antitoxin, 1 vial (50 gp) - (In Haversack)
Holy Symbol, Wooden (1 gp) -
Thunderstone x2 (60 gp) 2 lbs (In Haversack)
Dorje of Biofeedback (5 charges) (75 gp) (XPH) - lbs (In Haversack)
Tindertwig x 2 (2 gp) - (In Haversack)
Sunrod x 1 (2 gp) 3 lbs (In Haversack)
Dagger (2 gp) .5 lbs (In Haversack)
Handaxe (6 gp) 1.5 lbs (In Haversack)

Weight Carried: 10 lbs
Light Load = 15 lbs = 20 (Base) x 3/4 (Small Size)


Remaining Gold: 7 gp, 8 sp, 6 cp

Notes
28 point stat-buy
STR: 0 points = 8 - 2 Race
DEX: 10 points = 16 + 1 Level
CON: 10 points = 16 + 2 Race
INT: 2 points = 10
WIS: 6 points = 14
CHA: 0 points = 8

Skill Points Spent:
1st Level - Scout - 4 ranks each in Escape Artist, Move Silent, Listen, Survival, Spot, Tumble; 2 ranks in Concentration (Cross Class) and Sense Motive, 3 ranks in Hide, 1 rank in Knowledge (Geography)
2nd Level - Warlock - 2 ranks in Concentration
3rd & 4th Level - Psychic Warrior - 2 ranks from each level in Concentration
Zherog

12-26-07, 01:29 PM
Interesting. I played in a fairly long running Eberron game. The cleric's name was Hap.
jennibert

12-26-07, 02:39 PM
Here's my entry. I was going to write a cute little intro bit, but I'm short on time and lazy besides;). Hope y'all like her!

Chance
also known as Sadiya Devlin


I am Sadiya Devlin, the eldest child of the Duke of Mokuba. We were not the richest Dukedom, but not the poorest either. We lived well, and my father was respected both by his peers, his vassals, and even his serfs. He was training me, as I had no brothers, as his heir, with lessons in diplomacy and swordplay, though I was better at the latter than the former. He had started taking me with him when he went to visit his vassals or to look over his fields, or whatever he might be doing. I enjoyed talking to the people, but I liked it better when we were set upon by bandits. My father had been a respected warrior before he settled into the ruling of his Dukedom following his father's death, so we rarely bothered with guards. If the bandits weren't too tough, he would let me fight them...and if they were, I still got to help him track them back to their hideout for later extermination by his guard. I loved it, and I was good at it. Life was great.

Things changed when the Earl of Marek, a man my father distrusted but couldn't refuse for political reasons, came to visit us. He was charming and witty and generous, but I trusted him as little as my father did. It didn't help that he treated me like a little girl instead of a grown woman of eighteen..though I was slightly charmed that he took the time to learn I liked stuffed bears, and to offer me one. And yet...something told me I shouldn't accept it. So I told him off instead....and later saw the bear in the possession of my youngest sister, Rabekr. He left two days later.

After that day, I often sensed Rabekr watching me. She was eight, and had always been quiet and prone to observing, but it had gotten a sudden...odd undertone to it. My other two sisters, Teya and Mai, told me I was being silly, and my parents said the same. And yet I couldn't shake the strange feeling that Rabekr wished me harm...wished us all harm...

It was late one night, after everyone was in bed, that I felt a strange feeling, telling me I should get up, should leave my room and take the rapier my father had given me along. I followed the instinct, and crept down the hall and out into the courtyard just in time to watch the family wing go up in flames. I tried to run back, to find my parents and sisters, screaming for the servants to help with the blaze, but no one came. And halfway back, I found Rabekr.

"What are you doing here, Sadiya?" she asked, her voice light and sing-songy. My blood chilled.

"Rabekr, there's a fire!"

"I know. Why aren't you there with them?"

I stared at her in frank horror. "That's our family! I'm going to help them!" I started running past her, but as I reached her, I was flung back.

"No, Sadiya, you are not," she said with a small smile. "I can't risk you saving them, you see."

Blinking in astonishment, too shocked for tears, my eyes fell upon the bear she clutched--the one the Earl had given her. In a flash, I knew that it was the enemy, that this was what had caused my sister to do such a thing. My rapier in my hand, I lunged for the bear...and a flash came from it, slashing across my face and nearly taking out my eye. Determined, I lunged again, and again was repulsed, and so I went a third time...just in time for the servants to put in a late appearance and see what looked for all the world like me trying to skewer my youngest sister (who started crying at about that point). I guess, in retrospect, I can't blame them for thinking that I was the villain. Especially with the fact that I was screaming rather maniacally.

At the time, I knew only that I had to get away from them, and away from Rabekr. That same strange feeling that had told me to refuse the Earl's gift and had sent me from my room that night returned. I moved just out of the way of their restraining arms, or barely scraped at them to send them reeling back. And then I ran, faster than I had ever run before, until I simply collapsed of exhaustion.

When I awoke, I was in the back of a wagon, with a gnome leaning over me. "Don't worry. You're safe here," he told me as I started awake, terrified to find that only one eye opened. "We'd have given you better healing, but our cleric was killed in an ambush two days ago. I'm afraid your eye will scar."

I could only stare at him as he introduced himself as Solomon, and his two human companions as S'to and Tristan. "What's your name?" he asked, and I momentarily panicked. That instinct told me not to tell him the truth. "Chance," I said instead, the nickname that my father had called me when we were fighting bandits--a joke on the fact that my given name means luck. We had never used it anywhere else--Rabekr wouldn't know it. "Call me Chance."

Not long after, we heard the story of the tragic fire that had claimed the lives of the Duke of Mokuba, his wife, and two of his daughters. Rumor held that I had set the fire, and when my youngest sister had fled the blaze, had tried to kill her with my own hands. My plot ruined by the servants who saw me lunge at her, I had fled, and was now considered a fugitive. Rabekr, traumatized by the events, was now under the protection of the Earl of Marek.

If my new companions connected me to the story, they said nothing, and so I stayed with them, fighting beside them and using the tricks I had learned at my father's side to aid them as best I could. It was Tristan, the wiry, charmingly dumb fighter type who first called me their "Lucky Charm."

"You make the luckiest moves I've ever seen," he praised me. "Luck's smiled on us all since we met you." I thought about his words, and wondered. Was that what that instinct was? Luck smiling on me?

I had traveled with them for several months when that instinct--that sense of luck--had me again up in the middle of the night. We had cleaned out a small group of kobolds who'd been causing problems for some local farmers two days before. And as I settled down beside Tristan, who was on watch, I spotted a group of those same creatures creeping towards us, and sounded the alarm. Tristan swung his greatsword, and Solomon and S'to blasted off spell after spell while I darted around just missing the blasts, but there were too many of them. By the time the kobolds retreated, Solomon and S'to were dead, and Tristan was only barely hanging on to life. As I knelt over him, trying to staunch his bleeding, I heard a voice call in the night: "Better be careful, Sadiya."

Shaken to the core, I managed to keep Tristan alive long enough to get him to a temple and arrange for them to care for him, and to bury my other friends. And then I left, unwilling to see him hurt again.

To that point, I had made the mistake of not altering my appearance beyond the scar on my face, which I tried to hide as much as I could. After I left Tristan, I cut my flowing blonde hair short, and paid a druid to show me which bark to use to make it a deep nut brown. I played up the scar, emphasizing it, and changed my style of dress to be more flamboyant and less proper and demure as I had been trained to present myself in society. And then I found new companions, but they didn't last long before they too were set upon and mostly killed. Again, I only just escaped, though at least this time there was no disembodied voice calling my name.

I've outlived the better part of four adventuring parties at this point. I've yet to figure out if I'm bad luck, bringing down the wrath of the Earl and Rabekr on them, or if it's simply that the instincts that guide me are very lucky, bringing me out of situations that should mean my death. I force myself to believe the latter, so that their deaths are not on my head. It almost works.

But I can't stop. I have to adventure. It is the only way to gain enough power to take out the Earl of Marek, reclaim my only remaining sister, and clear my name so that I can take my rightful place. For, from the moment of my father's death, I became not merely Sadiya Devlin, but Sadiya, Duchess of Mokuba. It is a duty I cannot forego, even if taking my rightful place means a battle.



Sadiya is basically two people. She herself is well-spoken and polite, a little headstrong, but generally demure as she was taught a noblewoman should be. However, since the Earl of Marek knows that about her, she feels he will be more likely to look for that sort of girl. Consequently, she has created "Chance," the personality she shows to the world. Chance is a show-off, frequently outspoken and brash, and occasionally rude. She comes off as a little sarcastic and quite flighty, but Sadiya's personality shows through in her intense devotion to those she accepts as her comrades, and in her practical desire to be ready for anything.

Physically, Sadiya is a slender girl of medium height, with features that are pretty but not particularly distinctive aside from the wicked looking scar across her right eye. Naturally, her skin is pale and her hair golden blonde. Time intentionally spent in the sun (along with some careful application of cosmetics) has tanned her skin, and regularly applied dye keeps her hair nut brown. Her eyes are still their natural blue, but with a hardness to them that makes them difficult to recognize. Her clothing is usually brightly colored, and cut to show off the best points of her figure.



The Earl of Marek. The Earl is the source of Sadiya's trouble, and would very much like to know that she is dead and thus completely out of the picture. Rumors abound that he is not actually human, but some sort of creature that merely looks human, though his wife (Florence) has borne him a son (Maximilien), who does at least look human. There are also rumors that the Earl plans to marry his son to Rabekr, something Sadiya would stop at pretty much any cost.

The Evil Bear and Rabekr. Whether the Earl is controlling Rabekr through the bear or the bear is in league with the Earl but controlling Rabekr of its own accord is something Sadiya is still trying to figure out. But she is certain that the bear is the source, for how could such evil actually be coming from her nine year old sister?

Tristan. The young human fighter is kind of sweet on the girl he knows as Chance, and has been looking for her since she left him at the temple for healing. She's rather fond of him as well, which is why she tries to avoid him, feeling she is a danger to him. He is also hoping to ressurrect his other adventuring companions, Solomon the gnome bard and S'to the elf wizard.

Sadiya's family. Sadiya's father (Slyfur) and mother (Serenity) and two middle sisters (Teya and Mai) are all assumed to have died in the fire that destroyed their home.



Sadiya has no idea that she has psionic powers. To her, they are just manifestations of luck. Her precognition power is usually manifested subconsciously outside of combat, and she takes 10 on the concentration check to do so without a display. Her other powers are usually manifested in combat, but the display is indistinct enough that she has not yet connected her increased luck with the minor sounds or slight visual cues that come with manifestation--especially since she at least tries (subconsciously of course!) to make the concentration check to manifest without a display, so the effects only appear some of the time.

In combat, Sadiya usually takes the first round to "study her opponents;" actually she is manifesting one or the other of her combat related powers. If that is not possible, sometimes she will manifest later in the fight....and sometimes she just won't manifest them at all. It is worth noting that spellcasters or other psions that she travels with will possibly identify the source of her luck, but as yet, anyone who has done so has not told Sadiya.

She is poised to take another level in Psion at 5th level, when she will spend 3 skill points in Knowledge(Dungeoneering) so that she will meet the prerequisites for the Slayer prestige class. (Please note that I have specified the SRD Slayer, not the Illithid Slayer in the XPH.) This, of course, depends on her identifying the exact type of psionic creature that Earl of Marek and/or the evil teddy bear and/or Rabekr really are, but if not then she'll just stay in swashbuckler until the plot allows her to take Slayer.



Chance aka Sadiya Devlin
Human Swashbuckler 3/Psion (seer) 1
Lawful Neutral
19 years old

Ability Scores
STR 10 +0 (2 pts)
DEX 16 +3 (8 pts +1 4th level)
CON 11 +0 (3 pts)
INT 14 +2 (6 pts)
WIS 13 +1 (5 pts)
CHA 12 +1 (4 pts)

Hit Points: 23 ((10 + 11) Swa + 2.5 Psi)
Armor Class: 18 (10 + 5 armor +3 Dex)
Touch: 13 Flat-Footed: 15
+1 insight to all ACs under defensive precognition.
Speed: 30 feet base; 40 ft while psionically focused
Base Attack Bonus: +3 (+3 Swa +0 Psi)
Grapple: +3 (+3 BAB +0 STR)

Languages:
Automatic: Common
Bonus (+2 INT): Celestial, Gnome

Special Abilities

Swashbuckler:
Grace +1
Insightful Strike

Psion:
Discipline: Seer
Manifester Level 1
Power Points: 5 (2 + 2 Psionic Talent + 1 High INT)
Powers Known (all 1st level): precognition, offensive precognition, defensive precognition
Power DC (not actually applicable): 13 (10 +2 INT +1 power level)

Saves
Fortitude +3 (+3 Swa +0 Psi +0 CON)
Reflex +5 (+1 Swa +0 Psi +3 Dex +1 Grace)
Will +4 (+1 Swa +2 Psi +1 WIS)

+1 insight bonus to all saves under defensive precognition.

Feats
Track (Character 1)
Negotiator (Human Bonus)
Weapon Finesse (Swashbuckler Bonus)
Speed of Thought (Psion Bonus)
Psionic Talent (Character 3)

Attacks

MW rapier +7 (+3 BAB +3 DEX +1 MW) Dmg: d6 +2 (+2 INT precision*) Crit: 18-20x2

MW longbow +7 (+3 BAB +3 DEX +1 MW) Dmg: d8 Crit: 20x3

Dagger +6 (+3 BAB +3 DEX) Dmg: d4 +2 (+2 INT precision*) Crit: 19-20x2

+1 insight bonus to all attacks while under offensive precognition.

*precision damage not applicable against undead, constructs, oozes, or other creatures immune to critical hits.

Skills

Balance +5 (0 rnaks +3 DEX +2 synergy (Tumble))
Bluff +8 (7 ranks +1 CHA)
Concentration +5 (5 ranks + 0 CON)
Disguise +3 (+5) (0 ranks +1 CHA +2 Disguise Kit (+2 to act in character (synergy (Bluff)))*
Diplomacy +12 (5 ranks +1 CHA +2 synergy (Bluff) +2 synergy (Sense Motive) +2 Negotiator)
Escape Artist +7 (4 ranks +3 DEX)
Jump +7 (5 ranks +0 STR +2 synergy (Tumble))
Knowledge(Dungeoneering) +3 (1 rank +2 INT)
Knowledge(Nobility & Royalty) +3 (1 rank +2 INT)
Sense Motive +9 (6 ranks +1 WIS + 2 Negotiator)
Survival +3 (2 ranks +1 WIS)
Tumble +12 (7 ranks +3 DEX +2 synergy (Jump))

*She is mostly trying to keep the casual observer from recognizing her from her description. She doesn't really expect to fool anyone who actually knows her.

Skill Breakdown:
Level 1 Swashbuckler 1: Bluff 4, Diplomacy 3, Escape Artist 3, Jump 4, Knowledge(Nobility&Royalty) 1 (2 cc), Sense Motive 4, Survival 2 (4 cc), Tumble 4
Level 2 Psion 1: Concentration 5
Level 3 Swashbuckler 2: Bluff 2, Diplomacy 1, Jump 1, Sense Motive 1, Tumble 2
Level 4 Swashbuckler 3: Bluff 1, Diplomacy 1, Escape Artist 1, Knowl(dunge) 1 (2 cc), Sense Motive 1, Tumble 1

Note: Her background made it seem more probable that she would have picked up Knowledge(Dungeoneering) after leaving home than before.

Equipment

Masterwork Rapier (320 gp, 2 lbs)
Masterwork Longbow (375 gp, 3 lbs)
Dagger (2 gp, 1 lb)
Arrows (20) (1 gp, 3 lbs)
+1 Mithral Chain Shirt (2100 gp, 10 lbs)
Hewards Handy Haversack (2000 gp, 5 lbs)
Everburning Torch (110 gp, 1 lb)
Traveler's Outfit (free at character creation, doesn't count)
Waterskin (1 gp, 4 lbs)
Signal Whistle (0.5 gp, none)

All other equipment carried in Haversack:
Arrows (80) (4 gp)
Disguise Kit (50 gp)
Signet Ring (with seal of Duke of Mokuba) (5 gp)
Courtier's Outfit* (30 gp) and attendant jewelry (50 gp)

Bedroll (0.1 gp)
Winter Blanket (0.5 gp)
Caltrops (1 gp)
Map Case (1 gp)
Chalk (20 pieces) (0.2 gp)
Candles (3) (.03 gp)
Flint and steel (1 gp)
Fishhooks (5) (0.5 gp)
Fishing net (4 gp)
Small Steel Mirror (10 gp)
Hammer (0.5 gp)
Crowbar (2 gp)
Clay Tankard (.02 gp)
Grappling hook (1 gp)
Silk Rope (100 ft) (20 gp)
Sealing wax (1 gp)
Sewing needles (3) (1.5 gp)
Soap (3 lbs) (1.5 gp)
Shovel (2 gp)
Whetstone (0.02 gp)
Parchment (10 sheets) (2 gp)
Inkpen (0.1 gp)
Ink (2 oz) (16 gp)

Trail Rations (10 days worth) (5 gp)
Fine Wine (10 gp)
Cheese (big hunk) (0.4 gp)

Alchemist's Fire (20 gp)
Antitoxin (50 gp)
Tanglefoot bag (50 gp)
Holy Water (25 gp)
Acid (10 gp)

Potion of Cure Light Wounds (50 gp)
Oil of Magic Weapon (50 gp)

15 gp, 1 sp, 3 cp (or equivalent)

Total Cost: 5400 gp. Total Weight Carried: 29 lbs (Light Load: 33 lbs)

*She's entitled to a noble's outfit, but doesn't bother to carry that around. Courtier's Outfit will get the point across well enough when she eventually has to deal with that darn Duke.
Kit_the_Odd

12-26-07, 06:27 PM
Conner Sterling, aka Conner the Incredible, aka the Laughing Bandit




Conner is a lucky guy. Sure he just seems to be good with his hands sometimes, he just seems to be able to pull things off that you wouldn’t think he could. But mostly it is just that his life seems to be full of coincidences and second chances.

Conner was born the third child of a moderately successful merchant. Unfortunately his father was killed in a wagon accident when he was four years old. His mother was able to keep the business going, but nearly as well as before. After two years the family finances were tight, and things were looking rough. So when a professor at the local bardic college offered to take Conner as an apprentice his mother was happy to let him go. Master Kincaid had heard Conner singing as he worked in the family shop and was impressed with his potential. Conner still keeps in contact with his family, but since that time his life has gone in a much different direction than the more mundane lives of his mother and siblings.

Ten years later, at the age of sixteen, fortune again to a hand in Conner’s life. He was a dashing young man almost ready to graduate as an apprentice and begin training as a full bard and seemed destined for greatness, until he fell for the wrong girl. Kalea was the daughter of a powerful wizard, Theon. A wizard that was also a very jealous and protective father. After seeing his daughter kissing Conner he became enraged, his daughter was meant for better things than this pipsqueak. Watching the couple, Theon came to realize that Conner’s musical ability was the thing that most enthralled his daughter. So he cursed Conner, inflicting him with disfiguring marks and deformities, but also removing all musical talent from him. Conner was crushed when Kalea rejected him after this.

A week later, during dinner at the college, Conner overheard one of the traveling bards talk of a shrine to Olidammara that he had heard of called Olidammara’s Shell. Not only did it bestow luck on those that could penetrate its traps and tricks, but it was said that anyone who was able to touch the shell might also be able to ask a boon of the deity. Conner decided that this was his chance to remove the curse he was under. He packed up his gear and snuck out that night. He was barely able to get to the shell when he slipped while disabling a trap, but fell on the disarming lever instead of the trigger. After touching the shell he cried out to Olidammara to remove the curse that made his disgusting and without music. To his great surprise a figure appeared. The spectral being held out a deck of cards and told Conner that he could pick one of the cards to remove that curse, but that Olidammara’s boon’s were chancy things. Some of the cards were purely good, some would only make things worse, and most were a mixture of good and bad fortune. Conner selected a card anyway. Immediately his disfigurements were cured and most of his musical ability was restored. However, his eyesight was affected and his ability to sing was still gone. He could play music, but his voice was unable to keep pitch. He also gained a new set of magical abilities. The figure told him that in time he might learn of a way to regain his voice, but that it might be a difficult challenge.

After returning home Conner continued his schooling until graduation. This earned him the papers to travel as a minstrel. He did not continue on to study as a full bard where he would learn to infuse his music with magic, but instead began his life a wandering performer and adventurer. His schooling included many of the things that adventurers might need in addition to the more performance oriented curriculum.

Since then Conner has traveled extensively, sometimes with caravans and sometimes alone. He has found work not only as a performer, but also a spy, burglar, and reconnaissance expert. He has also learned to take care of himself in a fight, since traveling alone can be a dangerous business. His performing name is Conner the Incredible, and his act consists of music, performing dogs, and sleight of hand. He prefers to ask someone from the audience to cast detect magic and verify that all his tricks are actual sleight of hand and not magical. His secretive alter ego is gaining notoriety as the Laughing Bandit, and has gained a reputation as an annoyance to the proud and rich, and a benefactor of the poor and humble.





Conner is average size, but very good looking with light brown hair and green eyes. When he is performing he is very flamboyant and outgoing.



His family – although he has only small contact with his family, and little in common these days, he does care for them and they for him.

Master Kincaid – Conner still keeps in contact with his old benefactor and with the college.

The Order of Nobles – this secret organization has begun to pay attention to the stories of the Laughing Bandit. They are dedicated to preserving and expanding the power of the nobility, and in keeping the lower classes in their place.




Conner should fit into almost any party as a sneaky rogue and/or the party face.







Conner Sterling
Human Male Rogue3/Swashbuckler1
CG

Abilities:
STR: 10 (2 pts)
DEX: 16 +1 Level 4 (10 pts)
CON: 12 (4 pts)
INT: 14 (6 pts)
WIS: 8 (0 pts)
CHA: 14 (6 pts)


HP: 22.5
AC: 17
Touch: 13, Flat-Footed: 14
BAB: +3 (Grapple 3, Melee 3, ranged 6 (3 + 3 Dex))
Init: +3

Fort: +5 (+1 Rog, +2 Swash, + 1 Con, +1 Cloak)
Ref: +7 (+3 Rog, +0 Swash, + 3 Dex, +1 Cloak),
Will: +1 (+1 Rog, +0 Swash, -1 Wis, +1 Cloak) +2 luck with an unused luck reroll.

Speed: 30ft/x4

Main Attack Options:
MW Rapier (Primary), +5 (+3 BAB, +3 Dex (Weapon Finesse), +1 MW, -2 TWF), 1d6, 18-20/x2
MW Short Sword (Seconday), +5 (+3 BAB, +3 Dex (Weapon Finesse), +1 MW, -2 TWF), 1d6, 19-20/x2

MW Rapier (One Handed), +7 (+3 BAB, +3 Dex (Weapon Finesse), +1 MW), 1d6, 18-20/x2

MW Longbow, +5 (+3 BAB, +3 Dex, +1 MW, -2 Shaky), 1d8 , 20/x3

Conditional additions to damage:
+2d6 Sneak Attack, Weapon Capsules

Flaw:
Murky-eyed: Roll miss chance from concealment twice.

Feats:
1st: Lucky Fingers – reroll Disable Device, Open Lock, or Sleight of Hand check.
1st(human): Two-Weapon Fighting, TWF penalties reduced by 2
1st(Bonus – flaw): Night Haunt – dancing lights, prestidigitation, unseen servant 1/day
3rd: Unbelievable Luck – 2 luck rerolls, +2 luck bonus to lowest save while unused luck reroll

Class Abilities:
Trapfinding
Sneak Attack +2d6
Weapon Finesse
Trap Sense +1
Evasion


Skills:
Balance: +5 (+3 Dex, +2 synegy (Tumble))
Bluff: +9 (+7 rnaks, +2 Cha)
Diplomacy: +11 (+7 ranks, +2 Cha, +2 synergy (Bluff)))
Disable Device: +10 (+6 ranks, +2 Int, +2 MW tools)
Disguise: +7 (+3 ranks, +2 Cha, +2 kit)
Handle Animal: +5 (+1 rank, +2 Cha, +2 MW tool)
Hide: +9 (+6 ranks, +3 Dex)
Move Silently: +9 (+6 ranks, +3 Dex)
Open Lock: +11 (+6 ranks, +3 Dex, +2 MW tools)
Perform(strings): +10 (+6 ranks, +2 Cha, +2 MW instrument)
Perform(woodwinds): +3 (+1 rank, +2 Cha)
Perform(percussion): +3 (+1 rank, +2 Cha)
Search: +8 (+6 ranks, +2 Int)
Sleight of Hand: +9 (+2 ranks, +3 dex, +2 synergy (Bluff), +2 MW tools)
Tumble: +10 (+7 ranks, +3 Dex)
Use Magic Device: +11 (+7 ranks, +2 Cha, +2 MW tool)

Languages: Common, Elven, Dwarven

Non-Core Sources:
Complete Adventurer (Alchemical Weapons Retainer and Capsules)
Complete Arcane (Night Haunt feat)
Complete Warrior (Swashbuckler class)
Complete Scoundrel (Lucky Fingers and Unbelievable Luck feats, Instrument Blade, Concealed Compartment)



All prices in gp. (h) – carried on horse, (m) – carried on mule

Item Cost Weight Notes

Magic Items
Cloak of Resistance +1, 1000, 1

Armor
Mithril Chain Shirt, 1100, 10

Weapons
Mwk rapier, 320, 2
MW short sword, 310, 2
MW dagger, 302, 1
MW Longbow, 375, 3 (h)
dagger (3), 6, 2 (h), 1 (m)
sap, 1, 2 (m)
arrows (20), 1, 3 (h)

Consumable Magic Items
Universal Solvent, 50, -
Wand of CLW (25 charges), 375, -
Scroll of Endure Elements, 25, -

Alchemical Items
acid (2), 20, 1, 1 (m)
fire (2), 40, 1, 1 (m)
everburning torch, 110, 1 (m)
holy water (2), 50, 1, 1 (m)
sunrod (4), 8, 1, 3 (m)
tanglefoot bag (2), 100, 4 (h), 4(m)
thunderstone (2), 60, 1, 1 (m)
tindertwig (5), 5, -
Weapon Capsule Retainer - Rapier, 100, -
Quickfrost (2), 50, -
Quickspark (2), 50, -
Quickflame (2), 50, -


Mundane
Backpack, 2, 2 (h)
Belt Pouch, 2, 1
Bedroll, 0.1, 5 (m)
Winter blanket (5), 2.5, 15 (m), 1 each for dogs, horse, and mule
Tent - Travel, 10, 20 (m)
Tent - Performing, 20, 20 (m)
caltrops, 1, 2 (h)
chalk, 0.01, -
flask (empty), 0.03, 1.5 (h)
Flint and steel, 1, -
hooded lantern, 7, 2 (h)
Flask of Oil (5), 0.5, 2 (h), 3 (m)
mirror, 10, -
mug, 0.02, 1 (m)
Trail Rations (10 days), 5, 1, 2 (h), 7 (m)
Silk rope (50 ft), 10, 5 (h)
waterskin (3), 3, 4, 4 (h), 4(m)
Inkpen, 8, (m)
Ink, 0.1, 0.1 (m)
Parchment (10), 2, (m)
Paper (3), 1.2, (m)
Whetstone, 0.02, 1 (m)
shovel, 2, 8 (m)
soap, 0.5, 1 (m)
Sewing needle, 0.5, (m)
Sack (5), 0.5, 2.5 (m)
Iron Pot, 0.5, 10 (m)
Fishhook, 0.1, -
Firewood, 0.02, 40 (m)
Chest w/ lead lined secret bottom, 62, 27.5 (m)
Lock - simple, 20, 1 (m)
Case - map or scroll, 1, 0.5 (m)
Canvas (5 sq yds), 0.5, 5 (m)
Bucket, 0.5, 2 (m)
Bell, 1, 1 (m), Big bell, used to announce performances

Tools & Clothes
MW Theives' tools, 100, 2, Disable Device and Open Lock +2
climber's kit, 80, 5 (h), Climb +2
explorer's outfit, free, -
Entertainer's clothes, 3, 4 (m)
MW mandolin w/ hidden blade, 110, 3 (h), Peform(mandolin) +2
MW dog wistle, 50, -, Handle Animal +2 (priced as MW, weight as signal wistle)
MW wrist pockets, 50, 1, Sleight of Hand +2 (worn under poofy sleeves)
MW "Book of Common Magic Items", 50, 1 (h), Use Magic Device +2 (contains lists of common magic items with typical activation requirements)
Disguise Kit, 50, 8 (m), Disguise +2


Mount & Stuff
Light Horse "Tagon", 75
Riding Saddle, 10, 25 (h)
Bit & Bridle, 2, 1 (h)
Saddle Bags, 4, 8 (h)
Horse Feed (10 days), 0.5, 10 (h), 90 (m)
Performing Guard Dogs (2) "Tiny" & "Twinkles", 100, Tricks: attack, defend, down, fetch, heel, perform Cost Note: Dog cost 25gp, Trick Training 25gp (trained hirelings rounded up to account for missed checks)

Dog Feed (20 days), 1, 100 (m), 20 days - 10/dog - assume 5lbs/day
Mule "Talulah", 8
Pack Saddle, 5, 15 (m)


Cash: 18gp, 9sp

Loads:
Conner - Light
Tagon (horse) - Light
Talulah (mule) - Medium





1st – Rogue 1 - Feats: Lucky Fingers, Two-Weapon Fighting, Night Haunt – Skills: Bluff 3, Diplomacy 4, Disable Device 4, Disguise 3, Handle Animal 1 (2 skill points), Hide 4, Move Silently 4, Open Lock 4, Perform(strings) 4, Perform(wood) 1, Perform(percussion) 1, Search 4, Sleight of Hand 1, Tumble 1, UMD 4.

2nd – Swashbuckler 1 – Skills: Bluff 2, Diplomacy 1, Tumble 4

3rd – Rogue 2 – Feat: Unbelievable Luck - Skills: Bluff 1, Diplomacy 1, Disable Device 1, Hide 1, Move Silently 1, Open Lock 1, Perform(strings) 1, Search 1, Tumble 1, UMD 2.

4th – Rogue 3 – Ability Increase: Dexterity – Skills: Bluff 1, Diplomacy 1, Disable Device 1, Hide 1, Move Silently 1, Open Lock 1, Perform(strings) 1, Search 1, Sleight of hand, Tumble 1, UMD 1.
CheeseMan

12-26-07, 06:56 PM
Idetosh
Far off in the eastern sea lies the tiny nation of the Walhari Atoll, and within it the village of Loatsu on the island of Nehro Butuhto. It is here that the story of Idetosh, the halfling barbarian, begins. A hunter by trade, of creatures both on land and in the sea, he was also a trained warrior, as were most men (and some women) of his nation, due to frequent, though short wars with nearby goblins and kuo-toa. He himself was a veteran of two such wars with the goblins, neither of which lasted longer than two weeks. Life was good in his small village of roughly one-hundred and ten inhabitants for most of his life. At the age of thirty-one he was wed to Yaoli, the sister of his long-time friend, Akkhar, and she soon gave him a son, Sheedo.

Unfortunately, his peaceful life in that little village would soon come to an end. One day, while far out in the ocean in his canoe, hunting sharks with Akkhar, and two other friends, Jahdam and Reso, a great storm blew in from the south. Though the small boat and all within survived, they found themselves in completely unknown waters. So they paddled, and paddled, and paddled some more, and in two days time they came upon the port town of Gendensburg.

Despite searching all over the town, they could find no one who knew the location of Walhari, nor could they find a map with the small nation on it. Not ones to simply give up, the group soon set out again in their tiny canoe, there destination simply wherever they chanced to come across, hoping to find their way home.

In the eight months since, they’ve had several adventures, most notably on the island of Halla Dormi, where they saved the inhabitant humans from giant (Huge) centipedes set upon them by an angry goblin shaman. Afterwards the humans held a festival in their honor, saying they’d brought good ‘big jampo’ back to the island.

After having departed from Halla Dormi, they sailed to the town of Kowlun on the large island of Mattakari. There they met Yamii, an elf researching the giant temple they could see over the treetops. Agreeing to help him with his work, they set off into the jungle with him.


Personality: Perpetually in good spirits and full of curiosity, Idetosh always enjoys a good adventure, but he also very much wants to go home to his wife and child. When he gets into a fight he become very ferocious, despite his usual demeanor.

Battle Tactics: Idetosh generally starts a battle off with a throwing axe or two as he closes on his foe. Once in melee he attacks ferociously with his spear, going into a rage if it looks like it’ll be a tough fight. The exception to this is when they’re at sea, when he only uses his spear.

Other Fluff Information:
Walhari: Tiny island atoll nation in the eastern sea, population roughly 1000, all halflings.

Nehro Butuhto: Second largest island of the Walhari atoll.

Loatsu: Idetosh’s home, a village of about 110 on Nehro Butuhto.

Akkhar: A NG halfling rogue who is Idetosh’s best friend and brother-in-law.

Jahdam: A LG halfling cleric (no deity), son of Loatsu’s shaman (also a cleric)

Reso: A NG halfling ranger, also has a wife and two children back in

Halla Dormi: An island in the southern sea where the locals worship ‘big jampo’ spirits.

Kowlun: A town on the coast of Mattakari, the canoe is currently docked there.

Mattakari: An island in the southern sea with a great temple rising in the middle of its jungles.

Yamii: An elf wizard researching the Mattakari temple.

Idetosh
Male Halfling, age 33
Barbarian 4
Neutral Good, No patron deity
Size: Small
Height: 3’1” Weight: 34lb
Eyes: Brown Hair: Black, Short
Skin: Dark brown

Str: 14 +2 (10 pts, -2 racial)
Dex: 14 +2 (4 pts, +2 racial)
Con: 16 +3 (8 pts, +1 at lvl 4)
Int: 10 +0 (2 pts)
Wis: 10 +0 (2 pts)
Cha: 8 -1 (0 pts)

HP: 43 (4d12+12)
AC: 17 (Base 10 +4 Armor +2 Dex +1 Small Size), T: 13, FF: 17
Speed: 30ft (+10ft Fast Movement)
Init: +6 (+2 Dex, +4 Imp. Init.)

Saves:
Fort: +8 (+4 Base, +3 Con, +1 racial)
Ref: +6 (+1 Base, +2 Dex, +1 racial, +2 Lightning Reflexes)
Will: +2 (+1 Base, +1 racial)

BAB, Grapple: +4, +2 (+4 BAB, +2 Str, -4 Small Size)

Attacks:
+1 Spear: +8/1d6+4, x3, 20ft, Piercing

Masterwork Throwing Axe: +8/1d4+3, x2, 10 ft, Slashing

Dagger: +7/1d3+2, 19-20/x2, 10ft, Piercing or Slashing

Armor:
+1 Studded Leather Armor: Light, +4 Armor Bonus, +5 Max Dex Bonus, 0 Armor Check Penalty, 15% Spell Failure

Racial/Class Abilities:
Halfling Traits
Fast Movement
Illiteracy
Rage 2/day

Skills:
(28 skill points)
Climb: +9 (5 ranks, +2 Racial, +2 Dex)
Hide: +6 (+4 Small Size, +2 Dex)
Jump: +9 (5 ranks, +2 Racial, +2 Str)
Listen: +6 (4 ranks, +2 Racial)
Move Silently: +4 (+2 Racial, +2 Dex)
Survival: +7 (7 ranks)
Swim: +9 (7 ranks, +2 Str)
Speak Language: Common [automatic initial], Halfling (Walhari Variant Dialect) [automatic initial]

Feats:
1: Improved Initiative
3: Lightning Reflexes


Rage:
Per day: 2
Duration: 8 rounds
Str/Con Bonus: +4
Will Save Bonus: +2
AC Penalty: -2

Items(on person): (Gear Total: 5400 gp/22.8 lb)
Light Load: ≤43 lb Medium Load: 44-87 lb Heavy Load: 88-131 lb

Sack (1 sp /-)
Everburning Torch (110 gp/1 lb)
Waterskin (1 gp/4lb)
Flint and Steel (1 gp/-)
Short Trousers and Sandals [Peasant’s Outfit] (free/doesn’t count)
+1 Studded Leather Armor (1025 gp/10 lb)
+1 Spear (2002 gp/3 lb)
Masterwork Throwing Axe x2 (924 gp/3 lb)
Dagger (2 gp/.5 lb)
Potion of Cure Light Wounds x 3 (150 gp/.3 lb)
Big Jampo Firewater [Elixer of Fire Breath] (1100 gp/-)
Coins (25 gp, 8 sp, 10 cp/1 lb)

Items Not on Person:
Outrigger Canoe [Rowboat] (50 gp/100 lb, docked in Kowlun)
Oar x2 (4 gp/20 lb, in canoe)
50ft Hemp Rope (1 gp/10 lb, in canoe)
Fishing Net (4 gp/5 lb, in canoe)
Zherog

12-26-07, 08:33 PM
And just to be all official like, we're now closed for official entries. However, folks are certainly free to continue to post "Luck" themed characters. In addition, please feel free to make comments on each other's characters.

edit: and the list is updated
jennibert

12-28-07, 11:47 AM
Well, it's been nearly two days, and no one's said it yet, so I guess I will....

Hey judges! Are you done yet? ;)
Zherog

12-28-07, 12:00 PM
Well, I just finished yours. Looks like a zero to me. Anybody else wanna ask?

:P :smirk: :schemes:
JasonOrlandoHawk

12-28-07, 02:26 PM
Oh! We're supposed to be judging? Probably should get around to that...

Actually, I probably won't get started until Monday. I'm still finishing up the holiday fiasco. Still, I should have quite a bit of time next week. Also, since I probably won't get started until Monday, that gives any late "gift packages" time to arrive. I sure do love the holiday season.
wrecan

12-28-07, 09:31 PM
Well, I just finished yours. Looks like a zero to me. Anybody else wanna ask?

:P :smirk: :schemes:

Actually, Magus888, Eldritch_Lord, Johnathan_Vagabond, Kimokeo, Capfalcon, inthesto, Mercurius, Kit_the_Odd and CheeseMan want to know if you're done too.

Personally, I think they shouldn't be pestering you about this sort of thing. Take all the time you need. :angelhide
inthesto

12-28-07, 11:25 PM
On the contrary, I want to know when you won't be done.

:shifty:
Eldritch_Lord

12-29-07, 10:30 AM
Actually, Magus888, Eldritch_Lord, Johnathan_Vagabond, Kimokeo, Capfalcon, inthesto, Mercurius, Kit_the_Odd and CheeseMan want to know if you're done too.

Personally, I think they shouldn't be pestering you about this sort of thing. Take all the time you need. :angelhide

Hey! Don't put words in my mouth! Or whatever the equivalent is for an online forum! If I'm going to complain about judging time, I'll do it myself--in a handwritten note attached to a "gift package" to the judges :D.

I humbly submit to the judges that obviously wrecan has not sent enough gift packages and is simply worried about the next ones getting there on time, so you can safely ignore that slanderous message.
wrecan

12-29-07, 10:42 AM
:surrender
Eldritch_Lord

12-29-07, 11:03 AM
:surrender
:devil:
Kit_the_Odd

12-29-07, 11:40 AM
I would never pester the judges about when they are going to be done (at least for a week). After having done some judging myself I know how long it can take (at level 12).


:D

Besides, as I sit here at home, on vacation from work, it would be boorish and hypocritical of me to harass someone else for not working.
JasonOrlandoHawk

12-29-07, 12:04 PM
Sadly, the reason that I must wait until next week to start is that I'm currently working under a deadline at my new house. I only get to keep the dumpster for another 3 days, and there is still a lot of junk to clean out. This project has instilled a new level of extreme annoyance for those who can't/won't/refuse to take care of their homes. Who knows? Maybe w/ a month & a half worth of work, it'll be livable again... (I may just be annoyed that I had to wake up early and go work on Christmas vacation.)

Oh well, off to work...
Mercurius

01-01-08, 08:48 PM
Happy New Year, Hero Craftsman afficionados!

I look forward to a new year of excellent competitions, at least until this summer when 4e kills it all. :weep:
Eldritch_Lord

01-02-08, 07:47 AM
Are you kidding? 4e will be great for Hero Craftsman because if we start running out of ideas we can reuse old ones with the new system! Besides, they'll get even more popular if we can hold a 3.5e version on these boards and a 4e version on the 4e boards when they come.
Zherog

01-02-08, 08:28 AM
Are you kidding? 4e will be great for Hero Craftsman because if we start running out of ideas we can reuse old ones with the new system! Besides, they'll get even more popular if we can hold a 3.5e version on these boards and a 4e version on the 4e boards when they come.

I suspect "these" boards will go away. It's not in WotC's interests to maintain a full forum dedicated to a "legacy" system. For evidence, take a look at previous editions - they all get dumped into one forum, the Out of Print forum.
Mercurius

01-02-08, 09:42 AM
Yeah, these boards are going to go away. And since I have little real intention of "upgrading" to 4.0 any time soon, even if the Hero Craftsman continues, I won't be participating. C'est la vie.
Eldritch_Lord

01-02-08, 04:39 PM
I suspect "these" boards will go away. It's not in WotC's interests to maintain a full forum dedicated to a "legacy" system. For evidence, take a look at previous editions - they all get dumped into one forum, the Out of Print forum.

I doubt the boards will be going away immediately, and at least not for a while after 4e comes out. First, if they can have one forum for generic out-of-print stuff and 8 forums for out-of-print campaign settings, I think keeping some forums for 3.5e (even if they need to archive all current threads) wouldn't be too much for an edition that more people play and that has more players that would be likely to use them. Second, with all the bad PR they've been getting from the "They killed our D&D" folks on the boards, closing them immediately could drive away some who might otherwise be willing to try 4e.
jennibert

01-06-08, 02:11 PM
Well, since no one's posted in a couple of days.....:bump:
JasonOrlandoHawk

01-07-08, 01:35 PM
Personal judging update:

I'm at about the halfway mark, but I'm going to have to take a break for a couple of days for school stuff. My scores will be in by Saturday, though I will try to get them in sooner.

As for the other judges, I have no clue how they're doing.
Zherog

01-08-08, 10:48 AM
Life interrupts. Again.

Some of it is "day job" work getting in the way. Some of it is "paid writing" work* getting in the way. Some of it is life in general getting in the way.

I'll make sure I'm done by Saturday as well. And I'll make Sunday the deadline for getting scores posted; that is, if I don't have somebody's scores by Sunday night, I'll post scores based on what I have.

I think this'll be the last contest I judge for quite a while. I could, in theory, coordinate without judging. Anyway - there's my update.

* I'll take this moment to slip in a plug. :D Buy me! (http://www.goodman-games.com/4371preview.php)
Heros_Backpack

01-08-08, 06:42 PM
Plodding along, plodding along. (Sticks head out of judging pile) Saturday? Should be done by then. (Dives back into pile, reaching for shovel and toothpick)
Eldritch_Lord

01-09-08, 10:38 PM
(Dives back into pile, reaching for shovel and toothpick)

Toothpick? Um...do we want to know why? :twitch:
JasonOrlandoHawk

01-09-08, 10:44 PM
If you are ever initiated...

...you will know.
wrecan

01-10-08, 12:41 PM
Well, now that the MDMC scores are posted, I thought I'd let you know I have a lot of free time to read the judge's praise of my entry. You know, if you see anything worth praising in it. :bigeyes:
Heros_Backpack

01-10-08, 01:24 PM
Toothpick? Um...do we want to know why? :twitch:

:angelhide Well, I need something to pick entries apart with... :schemes:
JasonOrlandoHawk

01-10-08, 01:45 PM
Well, now that the MDMC scores are posted, I thought I'd let you know I have a lot of free time to read the judge's praise of my entry. You know, if you see anything worth praising in it. :bigeyes:

It took quite some time, but I think I may have found something. :cool:
Kit_the_Odd

01-11-08, 11:15 AM
I've got a few comments on the entries an a non-judge. They are just a few thoughts I had while reading the entries, mostly just first impressions.



Valerie
I’m not real familiar with either of your classes, but the fluff as you’ve written it certainly works well as “luck”. You don’t seem to fit into one of the typical party roles, but that’s no reason you couldn’t be a very effective party member. And hey, who am I to talk, I like bards. :)

Audran
I really like the “Mascot” nickname here. You identified your biggest potential problem yourself – not knowing what you really are. As a player or a DM I’d have a lot of fun with this character, especially with the moment of realization.

Eldric
Not only do we have the “I don’t know what I am” thing going on , we also have amnesia. Could be a very fun PC. I’m concerned that the lack of self awareness could be a problem, especially if left unaddressed unlike Audran above.

Granny
An interesting setup, but not really a complete entry. Makes me wish I could see a full write up.

Hagnes
Evil PCs are always a potential problem (unless it is an evil campaign), but I think there is enough here for Hagnes to be able to work with most parties rather than against them. I’m not sure why you’ve got a difference in your attacks 1 and 2 handed. Either I missed something or you’re adding 1.5 Str to your attack instead of just damage as should be.

Chance
While the ‘I don’t know I’m psionic’ thing is not entirely unique, the focus on precognition fits the lucky theme pretty well. Even for a 4th level character I think this is the shortest background I’ve ever seem from jennibert. A lot of great hooks for a DM to use. I am a little curious about the speed at which she’s gone through parties, 4 parties in 4 levels is a lot of dead adventurers. I would think that even 2 dead parties would be enough to get the point across. Overall a great entry.

Hap
Wow, not only doesn’t he know he’s psionic, he also doesn’t know he’s a warlock. I do like the lucky/unlucky find of the crystals and amulet. This poor guy is in way over his head, multiple big baddies as well as the fact that the good guys are after him too. I’m pretty sure the handy haversack is 2000gp however, not 1800. So your money is overspent. Dude, now you’ve got the credit card company after you too, Hap is so screwed.

Idetosh
Other than getting blown into a new area I don’t see much to do with luck here. I like the character overall, but I don’t see him matching the theme well. I also like that he has family that isn’t dead (at least as far as he knows). It is a good hook, and also could set up some interesting moral dilemmas – do I help the people here or try to get back and take care of my family.

Matthias
Ah, someone that actually knows that they are a warlock. One things to watch for is that CN can tend toward selfishness in the character, especially when you have ‘good guys’ as antagonists. That may make it difficult to ‘play well with others’, but doesn’t have to.

Zarreck
You don’t really have a problem matching you luck fluff with your luck crunch because there isn’t much in the way of luck crunch. Other than an odd choice of fighting style there isn’t much to say (crunch wise) that he is lucky or unlucky. Your fluff does have a mot of nice luck in it though. The biggest problem I see is that Zarreck’s personality and stats don’t seem to match up well. He seems to be really bad at understanding what is going on, which would be wisdom and/or intelligence, and he is average or above average in both of these. I would probably have put more into Cha and less into Wis. He’d be a better performer, but no so quick on the uptake. But that is more my preference than a black mark against you. (see Conner Sterling) :)

Conner
Well other than some red ink in the fluff and maybe some more work on making the equipment section more readable I think this guy is just about the perfect entry. It is almost like the competitor ran out of time cleaning up this wonderful entry. And all joking aside, I really would enjoy playing this guy in a game. I may just have to add him, or a version of him, as an NPC in my campaign.
CheeseMan

01-12-08, 05:58 PM
Response to 'Not for judges!!

yea, luck just wasnt something i was getting a lot of ideas for, so i just wrote it so his destinations were purely chance, guess thats what i get for spending literally five minutes on his background :D . mechanics-wise i was going to max his saves to add to the luck-factor, but i just wasnt feeling it.


i might submit some comments of my own in a day or two just for the heck of it
Zherog

01-13-08, 07:02 PM
I'm putting scores together now and expect to have them available to post within an hour or so.

I'm sad to say one judge didn't get his scores done on time. I'm embarrassed to say that judge was me. I apologize for not living up to my commitment; I'll be recusing myself from judging again for a good long while.

edit: actually, a technical issue might delay those scores until sometime tomorrow. After it's been resolved, I'll explain.
Zherog

01-13-08, 09:44 PM
I may have to go check, but this might just be the closest ever between third place and first place. Since this has dragged out long enough, let's get right to it...

The bronze medal for HC13 goes to:



Zarreck Aluce, by inthesto, with a final score of 25.25



The silver medal goes to:



Sadiya Devlin aka Chance, by jennibert, with a final score of 25.5



And, the winner - and therefore luckiest character - of Hero Craftsman 13 is:



Valerie Verdaline, by Magus888, with a final score of 26



Congrats to our medalists. Magus - you now qualify as a judge for future contests. You are under no obligation to perform any duties if you aren't interested, of course.



Valerie Verdaline, by Magus888 -- 26
Sadiya Devlin aka Chance, by jennibert -- 25.5
Zarreck Aluce, by inthesto -- 25.25
Audran Madstone the Mascot, by wrecan -- 24.25
Hapsibandro "Hap" Turen, by Mercurius -- 23.5
Conner Sterling, aka Conner the Incredible, aka the Laughing Bandit, by Kit_the_Odd -- 23.25
Matthias Luman, by Capfalcon -- 22.25
Dave Batista, the Cursed Thief, by Far_Traveler -- 22
Eldric Ilseran, Cleric of Fharlanghn, by Eldritch_Lord -- 20.5
Idetosh, by CheeseMan -- 20.5
Black Hagnes, by Johnathan_Vagabond -- 20.25
Granny Gamble, by Kimokeo -- 8.5


With only two judges turning in scores, the Best Of awards might appear a bit funny. Here's who was nominated for each Best Of category:

Thematic Creativity: Valerie Verdaline (Magus888), Eldric Ilseran (Eldritch_Lord)
Background: Black Hagnes (Johnathan_Vagabond), Hapsibandro "Hap" Turen (Mercurius)
Rules Use/Mechanics: Matthias Luman (Capfalcon), Zarreck Aluce (inthesto)
Clarity: Idetosh (CheeseMan)

As for the technical glitch that delayed scores: It seems I missed one contestant when building the Master List back on the first page. Fortunately, one of the judges, it seems, doesn't use the Master List to find the entries. Once I figured out why one judge had more scores than the other, I sent off a PM to the judge who missed the entry to get it graded. The Master List is now correct.

It's nice to see some new names appearing in the list of winners, and also in the list of "Best Of" nominations. Please feel free to continue to discuss the various characters - things you liked, mechanical issues, and so on.

I sincerely apologize for flaking out and not getting scores done in time. I feel terrible that I failed to keep my commitment, and will be removing myself from judging for the foreseeable future.

Congrats to our winners, and thanks to everybody who entered Hero Craftsman 13!
wrecan

01-13-08, 10:00 PM
Oooh. Missed a medal by one point. Congrats to the winners!
JasonOrlandoHawk

01-13-08, 10:03 PM
Congratulations to all our winners!!! In fact, well done all around!

A quick matter of business. I intend to post character comments sometime tomorrow night. If you don't want me to post the comments on this thread, let me know by PM. If I don't hear from you between now and then, the comments will be considered public. For newcomers, I try to give moderately detailed feedback, and I know being publicly critiqued can be... embarrassing. (I've been called on foolish mistakes in the past myself.) However, my comments should be taken as constructive criticism. You took the time to create and submit a character, and I respect that. Please don't take my comments as harsh or demeaning.
inthesto

01-13-08, 10:35 PM
Oooh. Missed a medal by one point. Congrats to the winners!

Which is a larger margin than between 1st and 3rd. :P

But seriously, I didn't expect to do this well, since I felt my entry had one of the weaknesses that Kit_the_Odd pointed out (i.e. the thematic crunch was lacking). But hey, I guess I did something else right enough, so I won't complain.

Looking forward to the next contest I can compete in.
Capfalcon

01-14-08, 01:00 AM
Well, I guess I didn't do too shabby for my first shot at this. Anyways, Thanks again for taking the time to do this!

Just wait until next time... I'm going home with the gold!
And the Silver!
And the Bronze!
And yes, I know that that doesn't make sense, but my entry will be just that freaking awesome!

Congratulations to all our winners!!! In fact, well done all around!

A quick matter of business. I intend to post character comments sometime tomorrow night. If you don't want me to post the comments on this thread, let me know by PM. If I don't hear from you between now and then, the comments will be considered public. For newcomers, I try to give moderately detailed feedback, and I know being publicly critiqued can be... embarrassing. (I've been called on foolish mistakes in the past myself.) However, my comments should be taken as constructive criticism. You took the time to create and submit a character, and I respect that. Please don't take my comments as harsh or demeaning.

Eh, Trust me, when I start getting embarrassed by a person I never met, in front of other people I never met, is when I think I care too much about the Intawebz.

All comments welcome, for me anyway.
Magus888

01-14-08, 09:38 AM
My thanks to the judges for their time (especially since it appears that they did not have much to spare). Also my congrats to the other participants in the contest. I think that the .75 pt. spread between 1st and third is a fairly strong indicator of the quality of all entries.

Regarding my new eligibility for judging: as this is my first Hero Craftsman contest, I don't really feel I have a sufficient understanding of the rules to be a qualified judge. Ironic as it may sound, this win could simply be a lucky break. Perhaps after I have a few more entries under my belt.
CheeseMan

01-14-08, 11:01 AM
not my best score to date, but that 'best of' is nice, big thanks to Jason, who's HC11 entry i borrowed my formatting from. big congrats to all competitors on a job well done.
Capfalcon

01-14-08, 07:04 PM
Oh, quick question. Does the "Best of" award count toward one's ability to judge?
Zherog

01-14-08, 07:13 PM
No, it's just a fun little thing Jason started way back when.
wrecan

01-14-08, 07:17 PM
I like the best of categories in this contest.
JasonOrlandoHawk

01-14-08, 09:07 PM
All right, general comments first, with specifics to come as I get them copied over...

First and foremost, please remember that these comments are given as suggestions to help you improve. Please don't take anything I say as a personal attack or insult. This was a very difficult contest to judge, which was surprising because I thought I was getting off easy due to the low level. There were a lot of very good entries, and I encourage everyone to come back again. You've got talent.

Still, I must nitpick, so let the nitpicking begin...

This was the hardest category for me, to be perfectly honest. I didn't have a real clear idea of what a "Luck" character should be, and I'm not sure that I do now. Still, I had to have a standard by which to judge, so here's what I went with:

In my mind, I associate the "skill-based" classes, such as Rogue, Ninja, Beguiler, & Swashbuckler (ok, Swashbuckler isn't a true skill class, but it's close enough in my mind) the strongest w/ "Luck." The classes I least associate with "Luck" are the caster & manifester classes. In my mind, magic/psionics is bending the universe to your will, not rolling with the punches, as it were. Combat classes occupy the middle ground in my mind.

Does that mean that I all casters scored badly? No. Still, if you used a casting class, I needed a better argument to be convinced. Some casters did very well & some skill characters didn't do as well. Still, overall, the rogue/swashbuckler-esque classes had an advantage.

I did cheat a bit. If you used an actual "Luck" mechanic, such as the Luck domain or a Luck feat from Complete Scoundrel, then I accepted that pretty easily.

One last comment on the "Creative" part of this portion: There were just too many Warlocks this go around. I don't grade by order of entry, so if you had a Warlock, you lost at least one point. Sorry, that's just the way it goes sometimes.

Background was not as heavy an issue in this contest as it was in the previous contest. I didn't expect an Epic from 4th level characters. In fact, I didn't even mark off for a lack of a major antagonist this time around. Overall, I was much nicer.

I did expect the usual basics. Family. Allies (one or two was fine, here). Some idea of how you entered your class. Since you were 4th level, I did want a background befitting a low level character (so, no greater wyrm kills, etc...). As long as your background matched your stats, I didn't grade too harshly.

Overall, everyone did decently in this category.

Contest regulars know my usual format for comments here: Mechanics= Rules Errors. Rules Use= Poor Character Build.

As always, see your entry for specific details. Still, there are two general comments I need to make:

1) I modified my scoring a bit this time around. Rules Use carried much less weight, and amounted for, at the most, only 2 of the 10 points available in this category. Not that it was an issue since...

2) This contest featured some of the most consistently, mechanically sound builds I have seen out of this competition. Believe me when I say that there were a lot of entries where I struggled to find any error at all. Also, this contest holds the distinction of being the first contest where I awarded someone a perfect score in this category. Seriously guys, good job!

For the contest regulars, nothing really changed here. As always, the teacher in me showed up. If there were any issues of poor grammar, incorrect spelling, or painful sentence structure, then you earned some "Red Ink."

Also, I did expect people to "Cite Sources." My rule on this is, if you use any non-core material (a.k.a.: anything not in the PHB, DMG, or MM), you should note somewhere in your entry where you found that material. I don't care if it's a spell, feat, PrC, variant race, or musical instrument... if it's not core, assume I can't find it. (Actual Logic: Visitors to this thread may want to know where the cool [insert rule here] is found.)

I do tend to like a simple format for the statblock. I need to be able to quickly & easily check your work. A Level-by-level breakdown is often very useful. Typically, if you want to provide a very detailed explanation for something (say, a breakdown of your attack bonus), I prefer that you move that to the end of the entry so that the actual stat block doesn't get too cluttered.

Hopefully, I'll have individual comments up within the hour.
JasonOrlandoHawk

01-14-08, 09:34 PM
Thematic Creativity:
• Nicely done. Pulling off a “mascot” without taking levels in Bard.
• Overall, I think you tried to hard to pull off the “doesn’t know he’s a Cleric.” Honestly, he doesn’t need Silent Spell to pull it off. Those funny words he spouts off: folk superstition. Without ranks in Knowledge (Religion), he would probably associate certain phrases, words, and gestures w/ “good luck.”

Background:
• Not bad: usable NPC’s, a small mystery, and a vague, but usable character goal. This is a character I would welcome to one of my games.

Rules Use/Mechanics:
• Mechanics #1: Gold: I came up w/ different totals on your gear. Your gear carried by your mount came to 252.95gp, rather than 272.95gp, which means you were 20gp shy of your allotted amount. Yeah, under the amount isn’t nearly as much of a problem as over. Just thought that Audran might want to do some extra shopping.
• Rules Use #1: As I mentioned above, I think you took “doesn’t realize he’s a Cleric” too far. While your character definitely stacks up to the normal power levels, I think using Silent Spell constantly cuts into your power levels unnecessarily. Chalk it up to folk superstition and start tossing around some level 2 spells.
• Jason’s Random Commentary: Your Point Buy is a little peculiar. Most gamers hate to have one stat below 10, much less three stats below 10. I mean, in this case it works, and it actually adds some variety to the Point Buy system. Overall, it’s situations like these that make me hate Point Buy. Even if it isn’t as well balanced, I just prefer rolling for stats because it doesn’t punish you for having one or two good stats. (No points were lost in the making of this random comment.)

Clarity:
• Cited Sources. Thank you.
• Red Ink: What exactly is a “kealer’s” kit?
• Overall, I found the organization of your stat block a bit peculiar. For example, I usually prefer your ability scores to be closer to the top of the stat block. Also, it was a bit disconcerting having your attacks listed before your Base Attack Bonus. You didn’t forget anything. It was just strangely arranged in certain places.

Thematic Creativity:
• Even though you used Warlock, I must applaud you. Well done.

Background:
• Ok, let me just say this real quick, “The Heroes of Horror competition has already come and gone. This is a luck-themed competition.” Seriously, your background could have gone toe-to-toe with most of the backgrounds from the previous competition. Very creepy.
• Excellent character description.
• You’ve got a nice range of antagonists, but I am a bit worried that Black Hagnes doesn’t have any allies.

Rules Use/Mechanics:
• Mechanics #1: Speed: Dwarves do not suffer a reduction of their land speed, either for medium/heavy armor, or medium/heavy loads, which means you do not have to worry about encumbrance.
• Mechanics #2: Melee Attack Bonuses: When you wield a weapon two-handed, you multiply your Str. Bonus by 1.5 for purposes of damage only. You don’t get the benefit on the attack roll itself. The rule is listed in the Damage section of the Combat chapter, PHB p.134. Thus, your Melee attack bonus is +5 (+3 BAB, +2 Str) + any bonus for Masterwork/Enchantment.
• Mechanics #3: Invocations: The Save DC of your Cursed Eldritch Blast is 18 (10 + 2 Effective Spell Level + 4 Charisma Modifier + 2 Ability Focus). You need to list a Save DC for your Cursed Mist effect. Considering the changed flavor text, I approve of both Invocations requiring a Will Save, but just to make sure you’re aware: both of the original effects call for a Fort. Save, not a Will save.
• Mechanics #4: Invocations, cont.: Personally, I disagree with the effects of Cursed Mist. Miasmic Cloud inflicts the “fatigued” status (-2 Str, -2 Dex, can’t run/charge). As written, Cursed Mist inflicts the “sickened” status. While I don’t mind changing the flavor text (penalties caused by bad luck rather than a sickened stomach), I probably wouldn’t allow you to change the actual stat-effect. Also, Miasmic Cloud (and thus, Cursed Mist) is a 10ft radius, not 20ft radius.
• Mechanics #5: Invocations, cont.: In addition to the other effects, your Cursed Blast would also inflict a -2 penalty on weapon damage rolls.
• Mechanics #6: Weapon Damage Type: Daggers are Piercing/Slashing Weapons, not just Piercing. Sickles are Slashing Weapons, not Piercing Weapons.
• Mechanics #7: Skill Totals: As written, you should have a +4 total to Sense Motive, not +6. I think you added +1, rather than subtracting the -1 for Wisdom.
• Rules Use #1: Stealth: Cursed Mist is probably a poor choice for Stealth tactics. First, the Mist is only a 10ft radius spread, which is a small area to attempt to hide in. Second, it doesn’t block Line of Sight. So, while it may offer concealment, and arguably, a Hide check, you probably won’t disappear for long.

Clarity:
• Citation Issues: Thank you for Citing your Source on Gold Dwarves, but to be completely honest, I have no idea where the Lucerne Hammer comes from. Since I can’t find it, I don’t know if you got the rules right or not. Where did you find it?
• Red Ink: Mild Red Ink. (Dwarven “throps?” What are those?)
• Your equipment section was a mess, and quite confusing.

Thematic Creativity:
• Swashbuckler rescues this as a “luck” character for me. I have a hard time seeing casters/manifesters as “luck” characters, but the skill, wit, and bravado I associate with swashbucklers managed to help you qualify, IMO.

Background:
• Solid Background. The “Evil Teddy Bear” was disconcerting at first, but I think I like the twist.
• You’ve hit all the background basics nicely, but the strongest part is your antagonist: The Earl of Marek. You’ve given the DM a lot of flexibility with this villain. He could be around for a few levels, or he could plague you for an entire campaign. Not to mention, how can a DM not have fun with a nod towards the possibility of aberrations, and in particular, mind flayers.

Rules Use/Mechanics:
• Mechanics #1: Jump Modifier: While, normally, your Jump modifier would be +7, when your Psionically Focused, the modifier would increase to +11 due to your higher than normal speed.
• And… yeah… umm… so that’s all I’ve got. Come on. Give me something!!! A misspent gold piece. An extra skill point. Something! How am I supposed to laugh manically when there are no errors to catch?
• (Consider the above rant a very begrudging, “Nicely done.”)
• Btw, nice to see someone give the Swashbuckler class some love. People say it’s underpowered, but I’m really enjoying the one I’m playing in my friend’s current campaign.

Clarity:
• Cite your Sources: Swashbuckler & the Psionic material.
• Mild Red Ink.
• Other than citing your sources, this entry was very neat. Well done.

Thematic Creativity:
• Skill based character + Luck feats. Nice combo. Fits the theme nicely.

Background:
• Overall, a very good background.
• Personally, I feel as if the Order of Nobles was a hasty, last minute addition. Besides, there is so much antagonist potential in Theon and Kalea. In my games, my players are well aware, and frequently comment, that the most fatal thing in my games is romance and marriage. (Strange that I hold marriage in such high esteem in life, yet treat it w/ such cynicism in game…)

Rules Use/Mechanics:
• So… ummm… Hero Craftsman entries are getting way too good. Guess what I found to complain about this time. No. Go on. Guess.
• You purchased 5 Winter Blankets, 1 each for your dogs, horse, and mule. You only own 4 animals. (And yes, I know the 5th belongs to you.)
• Come on! Give me something! (Consider this a veiled “Good Job!”)

Clarity:
• Very Mild Red Ink.
• Excellent job citing sources.
• I would suggest adding the damage on your Capsules (+1d6 Fire, Cold, or Elec., 1 round) to your Conditional Damage section.
• Your gear section was very accurate, but very headache inducing. I don’t know how to recommend a clean up, but it could use some condensing.

Thematic Creativity:
• A kleptomaniac thief? An interesting punishment/curse. Not bad at all.

Background:
• Overall, average. I would probably alter your antagonists a bit (to make it a bit more interesting/difficult), but the rest of the material is very usable.
• Are you familiar with that picture that Mercurius keeps posting on HC threads? The one w/ the kitten? About the fifth time I read, “Long live the Queen,” I started seeing that picture in my head, only the kitten was wearing a crown…

Rules Use/Mechanics:
• A Masterwork Sap costs 301gp, not 101gp. This, of course, puts you over the max for the allowed gear total for this competition.
• As a “Build” issue, I’m worried that this character wouldn’t last very long. While you’ve done the Two-Weapon Fighting routine fairly well, when you couple that w/ the Frail Flaw… let’s put it this way: You have the HP of a level 3 NPC Rogue. I’m very worried that Round 3 of combat is a mythological time period, as far as this character would be concerned.

Clarity:
• No Red Ink (well… “Long live the Queen!” was beat into the ground a bit…)
• Cite your Sources: Assume Quirk skill trick
• Your entry was very neat and well organized. Good job.

Thematic Creativity:
• This entry had my standard problem w/ casting/manifesting as a road to luck, but the use of the Luck Domain pulled this character into the Luck category well enough.

Background:
• Eldric’s background left me wanting a bit more. You have potential allies (Temple of Fharlanghn) and antagonists (the wizards who transformed you), but it just seemed like this entry stopped just shy of being fleshed out.
• For reasons I can’t quite put my finger on, your character “snap-shot” was kind of hard to follow, and it took a few reads to get it taken in completely. It seems to be 1 part style and 2 parts paragraph structure (a.k.a.: impending Clarity comment) that threw me off, but it did effect the quality of your background.

Rules Use/Mechanics:
• Mechanics #1: How did you assign your ability scores?: Your list of assigned ability scores in the build breakdown doesn’t match your ability scores at the top of your entry. You switched Wis and Con, which basically means that everything tied to those scores (HP, Saves, certain skills, etc…) are up in the air. I can’t work backwards because there are places where you use both sets of ability scores. (Your saves and skills assume a Wisdom Score of 8, but seeing as you couldn’t cast Cleric spells with a Wisdom score of 8…)
• Mechanics #2: Base Save Bonuses: The Base Save bonuses for a Wilder 3 are 1/1/3. The Base Save bonus for Cleric 1 are 2/0/2. That means your final base save bonuses should be 3/1/5.
• Mechanics #3: Skill Point Totals: You gave yourself too many skill points for your level in Cleric. A Cleric has 2 + Int. mod. Skill points/level, which means that you would get 2 (not 4) skill points when you level up in Cleric.
• Rules Use #1: Sorry, I’ve got to say it… I know you have bad luck, but how could you forget to bring some clothes with you?

Clarity:
• Red Ink: Paragraph Structure (see background comment)
• Cite your Sources: Ok, so it’s not too big a deal, but my general rule is that anything outside of the core 3 books requires a citation, which means you should’ve mentioned Expanded Psionics Handbook. I know it’s kind of obvious…
• You need to list the save DC of your powers.
• Typically, I find it easier if you place gear, spells, & other “character sheet” information before the Level-by-level breakdown.

I'm not going to bother with specific feedback here. Your character concept would've hit the theme very, very well, but your entry was simply incomplete. There was just too much missing from this entry.

Thematic Creativity:
• Nice use of a cursed item in your background. You have given any maniacal DM a wonderful tool to torment your character… err… umm… use as a plot hook.

Background:
• Kittens died. It was good, but somehow, it was just seemed rather epic in comparison to the ECL 4 requirement. Kittens died.
• That aside, I did enjoy your story quite a bit, and I’m intrigued by your “reinventing” of the gnome race. Considering the quality of other samples of your work, I’d be curious to see how you stat them out some time.
• I also like the use of a (as far as I can tell) Lawful Good antagonist. Nicely done.

Rules Use/Mechanics:
• Mechanics #1: Save Bonuses (Typo?): You have the correct modifiers for your save bonuses, but your final totals for your Fort and Ref saves are off.
• Rules Use #1: Long Term Build: For the moment, your character functions well enough, but I’m worried that in the long run this character would suffer too much. I’m really surprised you didn’t go strait Warlock or Psion (and no, not Psychic Warrior… that class didn’t seem to fit this character). As it stands, you’re facing some stiff multi-classing penalties at higher levels, and trying to keep three classes within one level of each other will cost you a lot of power in the long run.
• Jason’s Rant: Note: Does not actually affect score: Your character has caused me to realize that Warlocks are the only Arcane class that are not punished for having a low caster stat. They use Charisma to determine how strong their Eldritch Blast and Invocations are, but if they have an abysmally low Cha, they don’t lose access to those class abilities. That just hurts my brain. It’s like saying a Wizard with an Int. of 8 can still cast his spells. But hey, it’s legal!

Clarity:
• Mild Red Ink.
• Cited Sources: One note, however: Eldritch Blast and your Invocation come from Complete Arcane, not Complete Mage.

Thematic Creativity:
• This character hinted at luck, but I think fell short of the actual theme. You had some items in your story that touched on luck briefly (i.e.: the storm), and for some reason I associate Halflings with luck, but I would say overall that you didn’t hit the theme well.

Background:
• I did enjoy this character, and the tribal feel to his story. You have a lot of usable material, and a very solid character goal. Nicely done.

Rules Use/Mechanics:
• Mechanics #1: Gear Costs: You seem to be confused about the cost of Masterwork Items, and it hurt you. A Masterwork Weapon adds 300gp to the cost of the regular item, which means that your 2 MW Throwing Axes are 308gp each, for a total of 616gp. Also, a weapon must be masterwork before it can be enchanted. So, the cost of your +1 Spear is actually 2,302gp. Armor isn’t quite as bad, as masterwork only costs +150gp, but again the armor must be masterwork to be enchanted, which means your +1 S. L. Armor is 1,175gp. Overall, after accounting for these adjustments, you go over the allowed amount of gold by 141gp.
• Mechanics #2: Attacks: Your attacks may be correct, or they may not be. Your regular attack bonus is +4 BAB and +2 Str. With an enchanted or masterwork weapon, you get an additional +1 enhancement bonus. Thus, your total would be +6 or +7. However, Halflings also get a +1 bonus on thrown weapons, which would bump the totals up to +7/+8. You never say if your attack totals are melee or ranged. I can assume that your axes and dagger are ranged attacks, which means they are correct as stated. However, your tactics section notes that you use the spear as a melee weapon, which means the total attack bonus should be +7.
• Mechanics #3: Attacks, con’t.: On your masterwork throwing axe, your damage bonus is incorrect. It should be +2, not +3. I think that you applied the masterwork/enhancement bonus to attack and damage, but the bonus from masterwork only applies to attack. You have to get the item enchanted if you want to gain a bonus to damage as well.
• My compliments, sir. Using Core Only material and a Point Buy roll up, you have managed to create a very solid Halfling Barbarian, who could stand up in an adventuring group. It is a simple, but effective build. Good job!

Clarity:
• No Red Ink problems.
• No need to cite sources. (One of the advantages of a Core Only Build.)
• My only real complaint is that you didn’t specify if your attacks were melee or ranged.

Thematic Creativity:
• You hit the theme pretty well, particularly with your Rogue levels and the Luck feats.

Background:
• Your background is very solid, and there are a lot of DM usable allies & antagonists.
• My main issue with your background is that you end the story after you gain your first level in Warlock. Weird events and a funny ruby, and suddenly you gain access to unusual powers… but where did the other two levels come from? One more sentence and it would’ve matched up nicely. Something to the effect of, “Since then, Matthias has…”

Rules Use/Mechanics:
• Pat yourself on the back, your entry was golden in this department… much to my annoyance. (Stupid Hero Craftsman contestants not giving me anything to nitpick.) This character is right on target with power levels, and would interact well in most groups.
• The only nitpick I could find was obviously a typo. Your Combat Gear costs 760gp, not 759gp. However, when you add up your gear to account for that fact, your Gear GP value is dead on the money.

Clarity:
• Minor Red Ink
• Cite your Sources, please.
• While your stat block was very accurate, it was horribly disorganized. Ability Scores halfway down the list. Gear split up in two places. I had to jump back and forth a lot to check everything.
• Also, general memory aid: If you have DR, it is typically good to note it near your HP, even if it will be listed again later on in the stat block. That way, you don’t forget about it when you are hit in combat.

Thematic Creativity:
• Very, very well done here. Hexblade very solidly placed this character within the theme of this competition. Also, your opening story didn’t feel strained, but actually fit your character well.

Background:
• Very usable background. Decent assortment of allies & antagonists. Matches your stats nicely.

Rules Use/Mechanics:
• HA!!! I get to nitpick something trivial!! Overall, your final gear total was 5,397gp, which was 3gp shy of the amount allowed in this competition.
• And besides that… well… umm…
• And in the continuing theme of entries that I don’t get to nitpick near as much as I’d like too, you also deserve a pat on the back for an entry well made.

Clarity:
• Minor Red Ink. (Break up the paragraphs a little better.)
• Cited Sources, Thank you.
• The problem with your stat block was that it had almost too much information. There were so many notes (all accurate, mind you) that it was difficult to make out parts of your stat block. When you include that much information, please allow some more white space in your entry so it is easier to read.

Thematic Creativity:
• I really liked this character, and the Throw Anything Feat is one of my all time favorites. (Granted, the 3.0 version was funnier, since weapon proficiency wasn’t required, and literally anything could be a ranged weapon… including the annoying wizard’s cat familiar.) This character was well done.

Background:
• This may seem strange to say, but I feel as if you were a little too mean to this character at some points. I guess bad luck strikes without warning, but you could still keep a lot of flavor and give this guy a better time.
• There is a lot of DM usable material here. As I’ve noted with other entries, the trapeze girl (romantic interest) is a maniacal DM smile waiting to happen. Very viable character.

Rules Use/Mechanics:
• Your entertainer’s outfit is free at character generation, which leaves you with an extra 3gp to spend elsewhere.
• The base damage on your greatsword is 2d6, not 1d12.
• For the life of me, I can’t figure out why you didn’t take levels in Rogue instead of Expert. Sneak Attack would fit well with the character, and the skill set isn’t too far off. Really, Knowledge (Nature) and Survival could be purchased Cross-Class, and Rogue has more Skill Points anyways, so there wouldn’t be a huge loss for this character in doing so.

Clarity:
• Red Ink.
• Cited Sources, thank you.
• Your entry was very neat. You had an excellent Level-by-Level.
JasonOrlandoHawk

01-14-08, 09:37 PM
Oh, and one final comment. I don't know who your using, but none of the br... err... umm... "gift packages" arrived this time. Do you know how difficult it is to judge without Snickerdoodle cookies? Seriously. ;)
inthesto

01-14-08, 10:03 PM
Durr, of all the technical things to mess up on. I guess I've been playing too many greataxe fighters as of late.

As for Expert vs Rogue...well, I just couldn't justify levels in rogue given the character's background. The skills work out okay, but trapfinding and sneak attack didn't add up. I searched high and low for another skill monkey class that could fill in the gap, but Expert was the only thing I could find.
Mercurius

01-14-08, 10:13 PM
Not even placing again? Man, that just sucks. And I really *liked* Hap a lot, honestly. I thought he was a particularly interesting look at how characters in D&D don't necessarily know that they have the crunch that they have... *shrug* Oh, well. At least it means someone else had the chance to get a gold again.

My responses in Blue
Thematic Creativity:
• Nice use of a cursed item in your background. You have given any maniacal DM a wonderful tool to torment your character… err… umm… use as a plot hook.
Thanks. I like it well enough, and it really helps explain just how he winds up in trouble so often.

Background:
• Kittens died. It was good, but somehow, it was just seemed rather epic in comparison to the ECL 4 requirement. Kittens died.
This is where my preference for low-level campaigns is just going to rub some other DMs wrong. I come from a thought process much like Eberron, where low-level characters do actually do *something*, rather than just being completely useless. Much as how jennibert's entry for Misery Mulligan was commented on as having done too much (most of her background only got her to 5th level in my campaign, using actual DMG experience rules), Hap could very easily have done a fair bit with what he's got there. After all, he hasn't been adventuring long, and he hasn't really fought that many things. But that's just my approach. He needs to be in way over his head for his concept to work.
• That aside, I did enjoy your story quite a bit, and I’m intrigued by your “reinventing” of the gnome race. Considering the quality of other samples of your work, I’d be curious to see how you stat them out some time.
Sure Thing• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• Natural Oneironmancer: Gnomes gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in an oneiromancy class.
• Educated: Gnomes gain the Educated feat as a bonus feat at 1st level. Gnomes dabble in a wide range of studies and are always eager to learn more.
• +2 racial bonus on Listen checks. Gnomes have excellent hearing.
• +2 racial bonus on Craft (alchemy) checks. The sensitive noses of a gnome allows him to better craft alchemical items.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: As type. Bard, Warlock, or Psion
• I also like the use of a (as far as I can tell) Lawful Good antagonist. Nicely done.
Thanks. I hadn't really considered the alignments of the antagonists, but the Dream Guard are a very interesting villain. Psion Uncarnates could be a pain for Hap...

Rules Use/Mechanics:
• Mechanics #1: Save Bonuses (Typo?): You have the correct modifiers for your save bonuses, but your final totals for your Fort and Ref saves are off.
• Rules Use #1: Long Term Build: For the moment, your character functions well enough, but I’m worried that in the long run this character would suffer too much. I’m really surprised you didn’t go strait Warlock or Psion (and no, not Psychic Warrior… that class didn’t seem to fit this character). As it stands, you’re facing some stiff multi-classing penalties at higher levels, and trying to keep three classes within one level of each other will cost you a lot of power in the long run.
Yeah, that is a bit of an issue, though I sort of imagine him just mixing all three. Hap's horrendously unoptimized for the long term, but that's very appropriate in many ways. After all, he's flying by the seat of his pants! *technically*, IMC, if he had a level of psion he wouldn't have to worry about advancing with XP penalties, but I like mixing the three classes he has. It just feels right, and gives him the goodies I figure he might need, at least until I find a decent PrC for him. Besides, I never play past level 10, and haven't ever had a PC of my own really get farther than 7th or 8th... As such, he works pretty well, from what I've seen. As for PsyWar, I didn't want him to have a bunch of powers like a Psion, and I did want him to have more HP. I could have more or less done it with either class, I suppose, but I wanted DR ;)
• Jason’s Rant: Note: Does not actually affect score: Your character has caused me to realize that Warlocks are the only Arcane class that are not punished for having a low caster stat. They use Charisma to determine how strong their Eldritch Blast and Invocations are, but if they have an abysmally low Cha, they don’t lose access to those class abilities. That just hurts my brain. It’s like saying a Wizard with an Int. of 8 can still cast his spells. But hey, it’s legal!
I know. Ain't it cool? Warlocks have magic, but they don't have to be super skilled at it. It's raw and unfocused in so many ways, it makes much more sense than allowing a Wizard to have a low score (and in 2e, Wizards only needed a 9 INT to cast spells ;) )

But, seriously, a whole point counted off because a class was a common choice? Would you have counted off a point if there had been several rogues?! That's a whole half-point off my score, and seems pretty unfair, in general. Warlocks have a lot of different things that can work for luck, but I don't see how they are less "lucky" over all than a skilled character (who could be just excellently trained ("I make my own luck...") anyway.) This kinda bugs me a bit, but the deed is done, and I suppose it wouldn't have amounted to much difference after the fact anyway.

Clarity:
• Mild Red Ink.
• Cited Sources: One note, however: Eldritch Blast and your Invocation come from Complete Arcane, not Complete Mage.
jennibert

01-14-08, 10:36 PM
Yay results! I like results. They are tasty, much like Snickerdoodle cookies...some of which I still have in my fridge, ready to bake. (Yes, Jason, I am tormenting you.)

Congrats to Magus888 and inthesto on placing! It's good to see some new names in the top spots. Way to go, guys!


• And… yeah… umm… so that’s all I’ve got. Come on. Give me something!!! A misspent gold piece. An extra skill point. Something! How am I supposed to laugh manically when there are no errors to catch?

:gigantic grin: Thank you, thank you very much.

And apparently no one noticed the naming theme in my entry, which devised from an accidental coincidence between the last name I chose for my character and a character from a cheesy anime about children's card games. Ah well. It amused Mercurius and I greatly, which is all that matters.


Ack! I forgot to thank the judges! Thank you very much for all your time and effort! It is greatly appreciated!
Far_Traveler

01-15-08, 09:50 AM
[QUOTE=JasonOrlandoHawk;14831872]
Thematic Creativity:
• A kleptomaniac thief? An interesting punishment/curse. Not bad at all. But not exemplary, sadly.

Background:
• Overall, average. I would probably alter your antagonists a bit (to make it a bit more interesting/difficult), but the rest of the material is very usable. I've always had trouble with those antagonists.
• Are you familiar with that picture that Mercurius keeps posting on HC threads? The one w/ the kitten? About the fifth time I read, “Long live the Queen,” I started seeing that picture in my head, only the kitten was wearing a crown… Again, an inside joke (derived from Kobolds ate my baby! game)

Rules Use/Mechanics:
• A Masterwork Sap costs 301gp, not 101gp. This, of course, puts you over the max for the allowed gear total for this competition. Not a huge deal I suppose, towards the end there I was wondering what to spend stuff on, easily enough fixed. Still, d'oh!
• As a “Build” issue, I’m worried that this character wouldn’t last very long. While you’ve done the Two-Weapon Fighting routine fairly well, when you couple that w/ the Frail Flaw… let’s put it this way: You have the HP of a level 3 NPC Rogue. I’m very worried that Round 3 of combat is a mythological time period, as far as this character would be concerned. I was wondering about that too, actually. Probably should of just sucked it up and made him an archer, but I wanted an excuse to make him halflings relate to him without him being a halfling.

Clarity:
• No Red Ink (well… “Long live the Queen!” was beat into the ground a bit…)I suppose it was...
• Cite your Sources: Assume Quirk skill trick I did! that asterisk noted it as complete scoundrel masterial, outside all the sblocks there was a citation key! I was robbed of my rightful score!
• Your entry was very neat and well organized. Good job. Thank you.

Bolded comments, as usual.
JasonOrlandoHawk

01-15-08, 03:50 PM
My apologies, Far_Traveler... that particular note didn't copy over.
Eldritch_Lord

01-15-08, 04:31 PM
Oh, and one final comment. I don't know who your using, but none of the br... err... umm... "gift packages" arrived this time. Do you know how difficult it is to judge without Snickerdoodle cookies? Seriously.

You never got mine!? Well. :mad: That's the last time I tip the FedEx guy!

----------------------------


Background:
• Eldric’s background left me wanting a bit more. You have potential allies (Temple of Fharlanghn) and antagonists (the wizards who transformed you), but it just seemed like this entry stopped just shy of being fleshed out.

Yeah...When I read some of the other characters, I realized I should have actually noted what you could do with the people in the background; when I do up a background, I usually just insert names and let the DM decide how to deal with them, so I didn't think to check if you wanted anything more specific.

• For reasons I can’t quite put my finger on, your character “snap-shot” was kind of hard to follow, and it took a few reads to get it taken in completely. It seems to be 1 part style and 2 parts paragraph structure (a.k.a.: impending Clarity comment) that threw me off, but it did effect the quality of your background.

Which, the in-character part or the background part?

Rules Use/Mechanics:
• Mechanics #1: How did you assign your ability scores?: Your list of assigned ability scores in the build breakdown doesn’t match your ability scores at the top of your entry. You switched Wis and Con, which basically means that everything tied to those scores (HP, Saves, certain skills, etc…) are up in the air. I can’t work backwards because there are places where you use both sets of ability scores. (Your saves and skills assume a Wisdom Score of 8, but seeing as you couldn’t cast Cleric spells with a Wisdom score of 8…)

Dammit, I can't believe I missed that! :blush: Originally, Eldric was going to be a Favored Soul for the Cha synergy, but I guess when I realized he wouldn't get the Luck domain and went back to change the abilities, I missed those parts. The ones listed under "Game Statistics" are supposed to be the right ones.

• Mechanics #2: Base Save Bonuses: The Base Save bonuses for a Wilder 3 are 1/1/3. The Base Save bonus for Cleric 1 are 2/0/2. That means your final base save bonuses should be 3/1/5.

Like I said, I was playing around with classes and levels and tried to go in and change things instead of starting from scratch. I'll remember to do that next contest.

• Mechanics #3: Skill Point Totals: You gave yourself too many skill points for your level in Cleric. A Cleric has 2 + Int. mod. Skill points/level, which means that you would get 2 (not 4) skill points when you level up in Cleric.

Um...what? :confused: At level 3, I put down "Cleric 1 2 SP" and increased Concentration ranks by 2...where are you getting 4 SP?

• Rules Use #1: Sorry, I’ve got to say it… I know you have bad luck, but how could you forget to bring some clothes with you?

Again, where are you getting this? Under Gear, under Other Gear, I have listed "Explorer's Outfit 0 gp."

Clarity:
• Red Ink: Paragraph Structure (see background comment)

From this, I assume you meant the in-character part above. I was simply making a new paragraph whenever a new character gets dialog, as per the normal rules. Um...looking back at my post, it appears that the quote box, unlike the code box, does not keep tabs in there, so I can see why that just looks like a solid block of text. My apologies.

• Cite your Sources: Ok, so it’s not too big a deal, but my general rule is that anything outside of the core 3 books requires a citation, which means you should’ve mentioned Expanded Psionics Handbook. I know it’s kind of obvious…

Ah. Yeah, to me Core is SRD stuff, so I didn't even think about calling out the XPH. My bad.

• You need to list the save DC of your powers.

:doh:

• Typically, I find it easier if you place gear, spells, & other “character sheet” information before the Level-by-level breakdown.

I'll know for next time.

-------------------------

Thanks for the feedback; I'll have to remember all this for the next Hero Craftsman. Thanks to all the judges for the time and effort they put into judging.
JasonOrlandoHawk

01-15-08, 10:10 PM
Um...what? :confused: At level 3, I put down "Cleric 1 2 SP" and increased Concentration ranks by 2...where are you getting 4 SP?

Here, though on further investigation you are correct that you actually only spent 2 skill points.

Cleric 1: Empower Power (3rd level feat), 4 skill points, Luck & Protection domains
CheeseMan

01-15-08, 11:24 PM
Jason's quotes in bold

Thematic Creativity:
• This character hinted at luck, but I think fell short of the actual theme. You had some items in your story that touched on luck briefly (i.e.: the storm), and for some reason I associate Halflings with luck, but I would say overall that you didn’t hit the theme well.

halfling was an intentional choice, those saving throw bonuses just screamed 'luck' to me. as for the rest...yea i just got lazy

Background:
• I did enjoy this character, and the tribal feel to his story. You have a lot of usable material, and a very solid character goal. Nicely done.

thank you sir

Rules Use/Mechanics:
• Mechanics #1: Gear Costs: You seem to be confused about the cost of Masterwork Items, and it hurt you. A Masterwork Weapon adds 300gp to the cost of the regular item, which means that your 2 MW Throwing Axes are 308gp each, for a total of 616gp. Also, a weapon must be masterwork before it can be enchanted. So, the cost of your +1 Spear is actually 2,302gp. Armor isn’t quite as bad, as masterwork only costs +150gp, but again the armor must be masterwork to be enchanted, which means your +1 S. L. Armor is 1,175gp. Overall, after accounting for these adjustments, you go over the allowed amount of gold by 141gp.
• Mechanics #2: Attacks: Your attacks may be correct, or they may not be. Your regular attack bonus is +4 BAB and +2 Str. With an enchanted or masterwork weapon, you get an additional +1 enhancement bonus. Thus, your total would be +6 or +7. However, Halflings also get a +1 bonus on thrown weapons, which would bump the totals up to +7/+8. You never say if your attack totals are melee or ranged. I can assume that your axes and dagger are ranged attacks, which means they are correct as stated. However, your tactics section notes that you use the spear as a melee weapon, which means the total attack bonus should be +7.
• Mechanics #3: Attacks, con’t.: On your masterwork throwing axe, your damage bonus is incorrect. It should be +2, not +3. I think that you applied the masterwork/enhancement bonus to attack and damage, but the bonus from masterwork only applies to attack. You have to get the item enchanted if you want to gain a bonus to damage as well.

yea i'm not even gonna touch that, no matter how thoroughly i look over my mechanics (which wasnt very thorough this time), a couple glaring issues always sneak through

• My compliments, sir. Using Core Only material and a Point Buy roll up, you have managed to create a very solid Halfling Barbarian, who could stand up in an adventuring group. It is a simple, but effective build. Good job!

why thank you, and here i was dreading not bringing my Complete Warrior and Adventurer back from school with me.

Clarity:
• No Red Ink problems.
• No need to cite sources. (One of the advantages of a Core Only Build.)
• My only real complaint is that you didn’t specify if your attacks were melee or ranged.

aaww snap


thanks for the comments Jason, i always find them helpful when building a character for the next HC
Zherog

01-16-08, 04:50 AM
Jason's quotes in bold


• Mechanics #2: Attacks: Your attacks may be correct, or they may not be. Your regular attack bonus is +4 BAB and +2 Str. With an enchanted or masterwork weapon, you get an additional +1 enhancement bonus. Thus, your total would be +6 or +7. However, Halflings also get a +1 bonus on thrown weapons, which would bump the totals up to +7/+8. You never say if your attack totals are melee or ranged. I can assume that your axes and dagger are ranged attacks, which means they are correct as stated. However, your tactics section notes that you use the spear as a melee weapon, which means the total attack bonus should be +7.
• Mechanics #3: Attacks, con’t.: On your masterwork throwing axe, your damage bonus is incorrect. It should be +2, not +3. I think that you applied the masterwork/enhancement bonus to attack and damage, but the bonus from masterwork only applies to attack. You have to get the item enchanted if you want to gain a bonus to damage as well.[/B]

Methinks Jason forgot to include the +1 size bonus for being Small. ;)
Eldritch_Lord

01-16-08, 07:57 AM
Here, though on further investigation you are correct that you actually only spent 2 skill points.

:doh: :doh:

Another case of not changing things after changing abilities--one set had a 14 Int.
Far_Traveler

01-16-08, 10:12 AM
My apologies, Far_Traveler... that particular note didn't copy over.

S'ok, I was still far short of placing, wouldn't of made much difference.
Johnathan_Vagabond

01-16-08, 02:03 PM
Background:
• Ok, let me just say this real quick, “The Heroes of Horror competition has already come and gone. This is a luck-themed competition.” Seriously, your background could have gone toe-to-toe with most of the backgrounds from the previous competition. Very creepy.
• Excellent character description.
• You’ve got a nice range of antagonists, but I am a bit worried that Black Hagnes doesn’t have any allies.

I hadn't thought the background was particularily dark. Its not that much different than the normal outcast/slaver background, save that she curses people. I meant to list her father as a possible ally (he survived thanks to her) and that the town was more or less neutral to her (because she saved more than just her father, though she wouldn't have prefered it that way).

Rules Use/Mechanics.

Yes, mistakes were made, a number of them actually. From where I got my stats however, Miasmic Cloud had a 20ftx20ft area, not 10. Online SRD that I used (http://64.233.167.104/search?q=cache:LFKNraMbCxUJ:www.crystalk eep.com/d20/rules/DnD3.5Index-Invocations-Warlock.pdf+SRD+3.5+Warlock+D%26D&hl=en&ct=clnk&cd=5&gl=us). Also, I intentionally chose to have it not do -2 to damage, as I thought that would unbalance it compared to Miasmic Cloud. Skill and Ability checks are not often used in combat, but saves and attacks are. Miasmic cloud on the other hand reduces both attack and damage by 1, Reflex by 1, AC by 1, and your move speed. I thought that the saves and attack in combination with less used skills and ability checks would even out. Also, fatigue puts a character at risk of exhaustion (-6 Str/Dex), while Cursed Cloud does not. That was my reasoning anyway.

Clarity:
• Citation Issues: Thank you for Citing your Source on Gold Dwarves, but to be completely honest, I have no idea where the Lucerne Hammer comes from. Since I can’t find it, I don’t know if you got the rules right or not. Where did you find it?
• Red Ink: Mild Red Ink. (Dwarven “throps?” What are those?)
• Your equipment section was a mess, and quite confusing.

I homebrewed the hammer. I didn't find anything in any of the books so I made it comparable to a Guisarm, trading out +2 to Trip for +2 to Sunder.

A Throp (mispelled on account of Geofry Chaucer, its supposed to be "thorp") is an old word for a village. Its synonymous with hamlet (not shakespeare), village, town, and tiny group of undesirable hovels.

And I hadn't meant it to be confusing, I thought it rather made sense and was well spelled out.
"Item Name", Description, stats, cost, weight.
JasonOrlandoHawk

01-16-08, 02:48 PM
:embarrass

ssshhh!!!! Zherog, you're not supposed to point out my errors!!!
wrecan

01-16-08, 03:24 PM
JasonOrlandoHawk's comments in bold
• Nicely done. Pulling off a “mascot” without taking levels in Bard.
Thanks!
• Overall, I think you tried to hard to pull off the “doesn’t know he’s a Cleric.”
I get ya. I have to admit I've been playign witht he concept of "ignorant of his own powers" for a while and realize it requires a lot of mechanics (Silent Spell and Divine Metamagic) or what I would consider cheesy justification ("funny words he spouts off: folk superstition"). I really think this is an area that Wizards could actually write an entire supplement about.

• Mechanics #1: Gold: I came up w/ different totals on your gear. Your gear carried by your mount came to 252.95gp, rather than 272.95gp, which means you were 20gp shy of your allotted amount.
How did I do that?! :confused: Stupid typos. (Truly, he wouldn't have bought anything. He'd just have 2 extra pp. He needs more magic items, not mundane equipment.)

• Red Ink: What exactly is a “kealer’s” kit?
Doh!!

• Overall, I found the organization of your stat block a bit peculiar.
I used the NPC stat block that Wizards uses in published adventurers. I like this presentation because it puts it in order of usability, with the stats used to derive those numbers below.
CheeseMan

01-16-08, 05:04 PM
we'll let it slide anyway Jason, just cuz i AGAIN wasnt thorough and didnt go back and check the mechanics you'd made comments on :rolleyes:

but hey, that makes this my best rules-use entry yet :D