Author |
Topic |
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 16 Jun 2004 : 14:43:05
|
Not just pale skinned, but white, almost bluish. Hgt. Wgt. rolls are 2'8" + 2d4 50lb. x (1d4)lb. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 18 Jun 2004 : 00:27:13
|
Excellent! Thank you Reefy and Hammer that was exactly what I was looking for |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 18 Jun 2004 : 20:25:45
|
I think I've found a way to bring everyone together if you post in your backgrounds how they get to Sundabar. If anyone has any ideas/suggestions let me know since its still a work in progress. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 20 Jun 2004 : 19:33:52
|
Sounds great so far. I should have my stats done by tomorrow. MaudDib is still working on our background which is really comming along as well |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 21 Jun 2004 : 00:44:18
|
*Collapses on keyboard* I've done Guaygrek's stats! I'm ready for adventure! Yeehaw! Btw, I kinda went obsessive over the possessions, buying lots of small stuff. Hem.
Guaygrek Mineshadow: Male gray dwarf Conjurer 2; ECL 3 (CR 3); Medium humanoid (dwarf); HD 2d4+8; hp 14; Init +2 [+2 Dex]; Spd 20 ft.; AC 13, touch 12, flat-footed 11; Base Atk +1; Grp +1; Atk +2 melee (1d6/19-20, masterwork dagger) or +1 melee touch, or +4 ranged (1d10/19-20, masterwork heavy crossbow) or +3 ranged touch; Space/Reach 5 ft./5 ft.; SA duergar traits, spells (prohibited schools Enchantment and Illusion), spell-like abilities; SQ darkvision 120 ft., duergar traits, familiar benefits; AL LN; SV Fort +4, Ref +2, Will +3; Str 10 (+0), Dex 14 (+2), Con 18 [16 +2 racial] (+4), Int 17 (+3), Wis 10 (+0), Cha 8 [12 –4 racial] (+0). Age 66, height 4 ft. 4 in., weight 186 lb.; Hair bald (grey beard only recently grown back), Eyes black; Region Underdark (Northdark*); Patron Deity Laduguer (actually pays more homage to the dragon deity Lendys – introduced to him by a half-dragon merchant – these days).
Skills and Feats: Concentration +8 [4 ranks, +4 Con], Craft (alchemy) +5 [4 ranks, +3 Int], Craft (weaponsmithing) +7 [2 ranks, +3 Int, +2 duergar traits bonus], Knowledge (arcana) +8 [5 ranks, +3 Int], Knowledge (geography) +5 [2 ranks, +3 Int], Move Silently +8 [2 ranks, +4 racial +2 Dex], Profession (slave driver) +2 [2 ranks], Spellcraft +9 [4 ranks, +3 Int, +2 knowledge (arcana) synergy]; Alertness [bonus familiar feat], Daylight Adaption [bonus regional feat], Magical Aptitude [bonus skills feat; 1st], Scribe ScrollB [bonus wizard feat; 1st] Spell Focus (conjuration) [1st].
Languages: Common, Draconic, Dwarven, Orc, Terran, Undercommon.
Duergar Traits (Ex): +2 Con, -4 Cha; stonecunning (+2 racial bonus on Search checks to notice unusual stonework, active Search, intuit depth); stability (+4 bonus to resist bull rush or trip when standing on ground); +4 dodge bonus to armor class against creatures of the giant type; +2 racial bonus to Appraise and Craft checks related to stone or metal items; darkvision 120 ft.; immunity to paralysis, phantasms, and poison; +2 racial bonus on saves against spells and spell-like abilities; spell-like abilities (see below); light sensitivity negated by Daylight Adaption feat; +4 racial bonus on Move Silently checks; +1 racial bonus on Listen and Spot checks; level adjustment +1.
Spell-like Abilities: 1/day – enlarge person, invisibility. Caster level 4th.
Wizard Spells Prepared (4/3; save DC 12 + spell level): 0 – acid splash [bonus Conjuration], detect magic (x2), open/close, read magic; 1st – mage armor [bonus Conjuration], magic missile, sleep, summon monster I.
Spellbook: 0 - acid splash, arcane mark, dancing lights, detect magic, detect poison, disrupt undead, electric jolt, flare, Horizikaul’s cough, launch bolt, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, stick, touch of fatigue; 1st – mage armor, magic missile, sleep, summon monster I, unseen servant.
Possessions: MW dagger [bonus regional equipment**], MW heavy crossbow, 30 bolts (20 + 10 bolts [bonus regional equipment]), bracers of armor +1, cold weather outfit, wand of cure light wounds (50 charges), alchemist’s fire x5, candle, common daily rations x10, firewood x4, oil flask x3, parchment sheet x5, potion of cure light wounds x4, scrolls (identify x2), sealing wax x2, smokestick x2, thunderstone x3, artisan’s tools, bedroll, clay jug, flint and steel, ink vial, inkpen, pole (10 ft.), spell components pouch , sack, wizard’s spellbook; 16gp, 1 sp.
Metti: Female bat familiar; CR --; Diminutive magical beast; HD 1/4d8 (effective 2d8); hp 7; Init +2 [+2 Dex]; Spd 5 ft., fly 40 ft. (good); AC 17, touch 16, flat-footed 14; Base Atk +0; Grp -17; Atk -; Space/Reach 1 ft./0 ft.; SQ blindsense 20 ft., empathic link, improved evasion, low-light vision, share spells; AL LN; SV Fort +2, Ref +4 [+2 Dex], Will +2 [+2 Wis]; Str 1 (-5), Dex 15 (+2), Con 10 (+0), Int 6 (-2), Wis 14 (+2), Cha 4 (–3).
Skills and Feats: Concentration +4 [4 ranks shared by Guaygrek], Craft (alchemy) +2 [2 ranks shared by Guaygrek, -2 Int], Hide +14 [animal base], Knowledge (arcana) +3 [5 ranks shared by Guaygrek, -2 Int], Listen +8 [animal base – +2 Dex, +4 racial], Move Silently +6 [animal base – +2 Dex], Profession (slave driver) +4 [2 ranks shared by Guaygrek, +2 Wis], Spellcraft +4 [4 ranks shared by Guaygrek, -2 Int, +2 knowledge (arcana) synergy], Spot +8 [animal base – +2 Dex, +4 racial]; Alertness.
Blindsense (Ex): Metti notices and locates creatures within 20 feet.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage. Metti takes no damage if she makes a successful saving throw and half damage even if the saving throw fails.
*Nearest I could get to Earthroot.
**Switched MW chain shirt (400 gp) for MW dagger (302 gp) and (98) extra gp. |
Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)
My character, drawn by Liodain: Sarelle / Sarelle (smaller) |
Edited by - Sarelle on 21 Jun 2004 13:34:17 |
|
|
MuadDib
Senior Scribe
South Africa
442 Posts |
Posted - 21 Jun 2004 : 11:55:33
|
Ok all, I apologise again for being out of it for so long.
Woody and I will be ready soon. I just need to know where Artic Dwarves live and what they look like and then I'll be all set. It should be done by tomorrow...soz for keeping you all waiting |
MuadDib - Candlekeep Inn Barhand |
|
|
Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 21 Jun 2004 : 13:30:29
|
quote: Originally posted by MuadDib
Ok all, I apologise again for being out of it for so long.
Woody and I will be ready soon. I just need to know where Artic Dwarves live and what they look like and then I'll be all set. It should be done by tomorrow...soz for keeping you all waiting
MuadDib, Wood Elf asked the same two questions - this is what Reefy wrote:
quote: Woody, some info for you. Yes, arctic dwarves come from the Great Glacier but there is a small settlement of about 40 in the Silver Marches. I think it might be in either the Druarwood or the Night Trees, somewhere in the foothills of the Spine of the World anyway. I'll let someone with the book handy confirm exactly where though. As for appearance, the following is paraphrased from Races of Faerűn, p.9: They have short beards and twisting moustaches. Eyes are bright blue and they are ruddy cheeked. Although pale skinned, almost blue in colour, they often get badly sunburnt but without suffering any ill effects from it. Hair is curly, white, and usually very long. They also go barefoot and favour simple tunis in terms of dress.
Hammer added (also Races of Faerűn, pg. 9):
quote: Not just pale skinned, but white, almost bluish. Hgt. Wgt. rolls are 2'8" + 2d4 50lb. x (1d4)lb.
|
Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)
My character, drawn by Liodain: Sarelle / Sarelle (smaller) |
Edited by - Sarelle on 21 Jun 2004 13:32:17 |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 21 Jun 2004 : 16:53:51
|
We should be getting close to starting. PDK is gone for another week, however we can get started in the next few days since everyone else should be done, or be close to being done. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 21 Jun 2004 : 17:53:23
|
Here are my stats finally Hammer could you please check the price of my items to make sure they fit within the limit? I wasn't sure on the price of a few things. Check everything else too if you have time. I used online sources since I still don't have my books.
-General- Character name: Darube Frostbeard Class: Ranger 1 Effective Level: 3 Race: Arctic Dwarf Alignment: Chaotic Good Patron Deity: Marthammor Duin Size: Small Age: 58 Gender: male Height: 3’4” Weight: 89 Eyes: bright blue Hair: pale yellow Skin: pale bluish, darker blue where sunburnt
-Stats- Stat - modifier Str: 18 - +4 Dex: 14 - +2 Con: 16 - +3 Int: 10 - 0 Wis: 14 - +2 Cha: 8 - -1 HP: 11 AC: +5, +1 Dodge Speed: 20ft
-Saving throws- Fort save: 5 Rflx save: 4 Will save: 2 base attack bonus: +2
-Skills- Skill(key ability): modifier (Ranks) Climb(Str): 8 (4) Concentration(Con): 6 (3) Hide (Dex): 7 (1) [+4 small] Jump(STR): 6 (2) Listen(WIS): 6 (2) Move Silently(Dex): 6 (4) Spot(WIS): 6 (2) Tumble(Dex): 6 (4) Use Rope(Dex): 4 (2)
-Feats- Thunder Twin (Regeonal Feat) Alertness Dodge Track (Ranger extra feat)
-Special Abilities- Darkvision: 60ft Stonecunning Immune to Cold Stability • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell-like effects. • +1 racial bonus on attack rolls against orcs and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. Wild Empathy (Ex) Favored Enemy: Orc
-Languages- Common, Dwarven
-Items- Masterwork Chain Shirt (regeonal equipment) +1 Dwarven Urgrosh (1d6/1d4 x3 slashing/piercing) Harpoon Backpack Bedroll Belt Pouch Flint & Steel Piton Silk Rope (50ft) Waterskin |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
Edited by - Wood Elf Ranger on 21 Jun 2004 17:54:12 |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 21 Jun 2004 : 17:58:13
|
Could someone also give me the stats on the Harpoon? How much does it cost? Is it ranged? What type and how much damage does it do? Etc... |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 21 Jun 2004 : 20:15:32
|
Woody and all, I'm building everyone's character from the ground up to see if everything checks out, and to see if anything comes up that could be changed or improved. I will e-mail back if there are any changes, and if I don't by the time we start then there are no changes. May take a few days or more once you post. Right now I am working on the first two I received (PDK's and Sarelle's) and have not done any of the others. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 22 Jun 2004 : 02:08:25
|
Excellent idea Hammer even though I know how much time that will take it will save a lot of time later. Plus you can make sure we all followed your house rules Take your time and make sure they are all right |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 22 Jun 2004 : 14:25:33
|
There are several times that I've done this and found small errors, some my own, that overall aren't going to affect much, but those extra skill points, GP's, etc. can help a low level character. Also, having an extra eye look over something can help with suggestions about the characters we may not have thought of. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 22 Jun 2004 : 16:10:06
|
Yup, exactly |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
MuadDib
Senior Scribe
South Africa
442 Posts |
Posted - 23 Jun 2004 : 08:01:51
|
-General- Character name: Dale Frostbeard Class: Rogue 1 Effective Level: 3 Race: Arctic Dwarf Alignment: Chaotic Good Patron Deity: Marthammor Duin Size: Small Age: 58 - 1 minute Gender: male Height: 3’4” Weight: 85 Eyes: bright blue Hair: White Skin: pale bluish, darker blue where sunburnt
-Stats- Stat - modifier Str: 18 - +4 Dex: 14 - +2 Con: 16 - +3 Int: 14 - +2 Wis: 10 - 0 Cha: 8 - -1 HP: 11 AC: +5, +1 Dodge Speed: 20ft
-Saving throws- Fort save: 5 Rflx save: 4 Will save: 2 base attack bonus: +2
-Skills- Skill(key ability): modifier (Ranks) Climb(Str): 8 (4) Disable Device(Int): 8 (4) Hide(Dex): 6 (4) Jump(Str): 8 (4) Knowledge(local)(Int): 6 (4) Move Silently(Dex): 6 (4) Open Lock(Dex): 8 (4) Search(Int): 6 (4) Tumble(Dex): 6 (4) Use Rope(Dex): 6 (4)
-Feats- Thunder Twin (regeonal bonus feat) Nimble Fingers (+2 Disable Device and Open Lock [bonus skill feat]) Dodge
-Special Abilities- Darkvision: 60ft Stonecunning Immune to Cold Stability • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell-like effects. • +1 racial bonus on attack rolls against orcs and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. Wild Empathy (Ex) Favored Enemy: Orc
-Languages- Common, Dwarven
-Items- Masterwork Chain Shirt (regional equipment) +1 Dwarven Urgrosh (1d6/1d4 x3 slashing/piercing) Backpack Bedroll Belt Pouch Thief Tool Set (if there is such a thing) Flint & Steel Piton Silk Rope (50ft) Waterskin
Ok, this is mostly the same as Woody's character and thanks again Woody for all the help with my stats. Hammer, if there is a problem with any of the stats, please just change them, cause its all faith from here basically.
As for the story, this is basically a tentative story where some of the finer points are coming straight out of my thumb, but its meant more to illustrate our characters, rather than their brief history, since they are afterall only level 1.
Characters:
Darube and Dale are alike as it is possible for Dwarves to be. Notwithstanding the fact that most other races think all Dwarves look alike, Darube and Dale have often impersonated each other. Those taking a closer look, and applying clinical minds to the task would notice that Dale's hair is a few shades lighter and more borderline white compared to Darube's slightly more yellow hair. In physical senses, Dale is slightly lighter than his twin brother, being more inclined to feats of the mind, and dexterous use of his fingers.
Dale has always been the more accomplished thinker of the two, the brain to Darube's Pinky (can I say that?). History has shown Dale to be the planner while Darube, being possessed of a permanent cheery disposition, is relegated to the role of executioner. This has often landed them rather complicated messes from which Dale has had to creatively spring them. On the other hand, Darube has always displayed a lot more wisdom than his impetuous brother, and has forged a much closer link with their chosen deity Moradin. Dale is a notoriously hard Dwarf to get along with peacably, being sultry and prone to fits of sullenness and extreme introversion. His only companion in thought is his brother Darube. Darube on the other hand is a hearty and boisterous character, who despite his attempts to not shine a spotlight on his brother, finds himself often in large company, and well liked to boot. He always runs his idea by his brother before acting though, getting the seal of approval from the person who he is constantly reminded, is his older brother.
History:
Neither Darube nor Dale know exactly where it is they originated from. Being possessed of interminably curious natures, both of them spent most of their youth (a rather prolonged time for a Dwarf) travelling and exploring, instead of more studious persuits. Their first waking memory - besides of course with numerous run-ins with the law - is of them being taken out my a number of hooded Dwarves and plonked down in a region they came to know as the Spine of the World.
It was here that they travelled to the towns of repute in Icewind Dale and made many friends, at least by their estimation. Friends who later betrayed the brothers by suggesting that another region may be better suited to their particular personalities. It was with after this request that the brothers made their way to the settlement they had gathered information on. The settlement was apparently inhabited by their kinsmen (for all Dwarves are kin they thought) and was located near to the region famous for housing the town of Silverymoon.
//I will add more to this soon, but my boss is glaring at me and I need coffee, so watch this space as they say// |
MuadDib - Candlekeep Inn Barhand |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 23 Jun 2004 : 18:15:53
|
Keep it coming. I think we may have everyone after this so watch your e-mail this weekend. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 23 Jun 2004 : 21:15:48
|
Eh, MaudDib there are quite a few things you copied that need to be changed for the Rogue class. Such as the special abilities Rogues get Sneak Attack instead of Wild Empathy like Rangers. If you need help I'll try to go over it with you.
Background looks great though Now we need to go over how we got from the settlement near Silverymoon to Sundabar. |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 23 Jun 2004 : 21:19:40
|
Oh yeah, MaudDib, change your items too especially armor and weapons you can leave the rest. You will most likely want masterwork studded leather armor. Check out what masterwork weapons you can get for free as regeonal equipment from Silverymoon to replace the masterwork chainshirt I chose. Something small and light fitting for a Rogue |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
MuadDib
Senior Scribe
South Africa
442 Posts |
Posted - 24 Jun 2004 : 08:53:33
|
Woody, ok, sorry about that
Any chance anyone can help me with that? I dont have any source materials or anything...
Shouldn't take too long, good thing we're going to be starting soon |
MuadDib - Candlekeep Inn Barhand |
|
|
Kaladorm
Master of Realmslore
United Kingdom
1176 Posts |
Posted - 24 Jun 2004 : 12:20:15
|
It depends on what sort of rogue do you want to be, and also your plans for the future. I've spent a fair bit of time with Rogues (LOVE THEM!) So I could offer a bit of advice. If you want to be a skills man then light armour is the way forward so you don't get that armour check penalty. You'll be fine on reflex saves with evasion so the group scout won't get pummelled too much. If you want to be a fighter type rogue they can do awesome damage with sneak attacks, I suggest some of these feats: Weapon Finesse (in 3.5 do you take it for each weapon seperately like in 3.0 or not?) Combat Reflexes -> Expert tactician, Expert tactician allows you a free attack against a creature in melee with you that is denied it's dex bonus. As a fighting rogue no-dex bonus is your livelihood, means sneak attacks ahoy! For the longer term you can fight with two rapiers like me, it means bigger penalties to hit but when you get some keen ones 'and' improved critical you have a crit range of 12-20. Alternatively go for two nice light weapons to get the best attack bonus, more attack means more sneak attacks :). Remember anything with for example +2dmg for example is multiplied in criticals but +1d6 fire for example is not. so a weapon doing 1d4+2 in a critical does 2d4+4. a weapon doing 1d4+1d6 in a critical does 2d4+1d6. As a scout rogue obviously cloaks/boots of elvenkind are extremely useful, also a ring of jump (+30) comes in handy. You can be the charming rogue but with our paladins and bard (:)) that shouldn't be necessary. Lastly you can fight at a range, rogues are proficient with crossbows and I believe a shortbow too. If you're multiclassing barbarian/rogue (can't remember if you said you are), then aside from overkill on the uncanny dodge you will also probably have good strength, do might shortbows exist? Might want to look into that. With a ranged weapon you can also wear a buckler, make sure you get MW or +1 though, since they can add nicely to your ac with no armour check penalty (-1 for a normal one), and no attack bonus penalty (-1 if using a buckler and two weapons). Hope this helps a bit |
|
|
Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 24 Jun 2004 : 13:39:06
|
Is it just me, or are Wood Elf and MuadDib already sounding like Dale and Darube?
Wood Elf does the stats, whilst MuadDib does the background / Dale does the thinking, whilst Darube does the action!
To fix this
Get rid of the ranger abilities - favored enemy, Track, and wild empathy.
A rogue's first-level abilities (from Player's Handbook v3.5, page 50-51) are:
Class skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Jump, Knowledge (local), Listen, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.
BAB: +0
Fort: +0, Ref: +2, Will: +0.
SA:
- Sneak attack +1d6 (deal 1d6 extra damage when terget is denied Dexterity bonus to AC or when rogue flanks target).
- Trapfinding (only rogues can use Search to locate traps with DC higher than 20; only rogues can use Disable Device to disarm magical traps).
Hope that helps |
Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)
My character, drawn by Liodain: Sarelle / Sarelle (smaller) |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 24 Jun 2004 : 14:56:25
|
quote: Sarelle: Is it just me, or are Wood Elf and MuadDib already sounding like Dale and Darube?
Hehehe you are soo right
No worries MaudDib if I had known you needed help with the rest I would have. Your skills should be fine. I may have forgotten to add +4 to your hide skill for being a small character. Otherwise use Sarelles hints for now. And Kaladorns for the future.
I sugguest looking at the Harpoon for a ranged weapon and then something light for up close. Hmm maybe a light hammer or light pick or somesuch. |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 24 Jun 2004 : 15:04:13
|
One more thing MaudDib don't forget to add Dodge under your feats
Oh and about our patron dieties too should we worship the same one or different ones? I put Marthammor Duin because he seems more inclined towards the Rangers point of view. Maybe you should choose one more Rogueish? It would give us one more thing to argue about hehe. |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 24 Jun 2004 : 17:14:54
|
I like the idea of having one set of twins being very alike, while the other set are opposites almost. Of course they can both be almost opposties if that's the way everyone wants to play it. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Kaladorm
Master of Realmslore
United Kingdom
1176 Posts |
Posted - 24 Jun 2004 : 21:26:25
|
Forgot to mention improved feint. If you have a good bluff skill it allows you to feint in combat as a move equivalent action. meaning you can deny a mob its dex bonus to ac on a success, and thankfully get a sneak attack in. reefy and I are kind of similar twins, not completely alike though but not different like Maud and Woodelf. I'll give you a sneak preview of the history, I phoned up Reefy and told him my idea that he was the 'favoured' twin. Turned out he'd thought exactly the same only I was the favoured one lol |
|
|
MuadDib
Senior Scribe
South Africa
442 Posts |
Posted - 27 Jun 2004 : 13:10:04
|
-General- Character name: Dale Frostbeard Class: Rogue 1 Effective Level: 3 Race: Arctic Dwarf Alignment: Chaotic Good Patron Deity: Moradin Size: Small Age: 58 - 1 minute Gender: male Height: 3’4” Weight: 85 Eyes: bright blue Hair: White Skin: pale bluish, darker blue where sunburnt
-Stats- Stat - modifier Str: 18 - +4 Dex: 14 - +2 Con: 16 - +3 Int: 14 - +2 Wis: 10 - 0 Cha: 8 - -1 HP: 11 AC: +4, +1 Dodge Speed: 20ft
-Saving throws- Fort save: 3 Rflx save: 4 Will save: 0 Base attack bonus: 0
-Skills- Skill(key ability): modifier (Ranks) Climb(Str): 8 (4) Disable Device(Int): 8 (4) Hide(Dex): 6 (4) + 4 (ask Woody, somethig to do with small size ) Jump(Str): 8 (4) Knowledge(local)(Int): 6 (4) Move Silently(Dex): 6 (4) Open Lock(Dex): 8 (4) Search(Int): 6 (4) Tumble(Dex): 6 (4) Use Rope(Dex): 6 (4)
-Feats- Thunder Twin (regeonal bonus feat) Nimble Fingers (+2 Disable Device and Open Lock [bonus skill feat]) Dodge
-Special Abilities- Darkvision: 60ft Stonecunning Immune to Cold Stability • +2 racial bonus on saving throws against poison. • +2 racial bonus on saving throws against spells and spell-like effects. • +1 racial bonus on attack rolls against orcs and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. Sneak Attack Trapfinding
-Languages- Common, Dwarven, Gnomish
-Items- Masterwork Shortsword (Regional Equipment) Masterwork Hide Armour (made by Darube in our travels AC +3) Masterwork Light Pick (1d3 x4) Masterwork Thieves Tools Backpack Bedroll Belt Pouch Flint & Steel Piton Silk Rope (50ft) Waterskin
Hope this is a little better. If not, just holler |
MuadDib - Candlekeep Inn Barhand |
Edited by - MuadDib on 28 Jun 2004 12:08:41 |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 27 Jun 2004 : 15:09:48
|
Dales Hide Armor is made from the fur of a Winter Wolf that tore up his favorite old shirt I know Darube doesn't have the skills to craft a Masterwork item but it makes for a good story!
MaudDib, a few more things, make your AC = 4 instead of 5. Add (Regeonal equipment) next to the Masterwork Shortsword so Hammer knows thats your free equipment. Add a Masterwork Light Pick (1d3 x4) if you still want one. Add Dodge to your Feats. Thief toolset does exsist and you can get it in masterwork quality too! Change it to Masterwork Thieves Tools. You get to choose one more language since Dale has a higher Int bonus than Darube. I would sugguest Gnome it would be funny for you to laud that over Darube who has trouble speaking Common even I can't find that Diety list I found online earlier so just go with Moradin You also may have quite a bit of money left to spend. Though it might be good to start with some extra cash too.
|
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
Edited by - Wood Elf Ranger on 27 Jun 2004 15:16:46 |
|
|
Wood Elf Ranger
Senior Scribe
USA
627 Posts |
Posted - 27 Jun 2004 : 15:13:14
|
One more thing I noticed.
Fort save: 3 Rflx save: 4 Will save: 0
forgot to add stat bonuses |
~Lee N.
"Breaktime yes?!.. Yes?.. Maybe?.. Noo, baaack to work.." -Grovel the Goblin from NWN: HotU |
|
|
hammer of Moradin
Senior Scribe
USA
758 Posts |
Posted - 27 Jun 2004 : 19:21:57
|
Check your e-mail and check out the new thread. |
"Hurling himself upon his enemies, he terrified them with slaughter!"
Scribe for the Candlekeep Compendium
Candlekeep proverb: If a thing is said often enough, fools aplenty will believe it to be true. |
|
|
Sarelle
Senior Scribe
United Kingdom
508 Posts |
Posted - 28 Jun 2004 : 01:07:40
|
Interesting stuff, hammer - and nice to see things kicking off. But one question does arise -
How do you propose Guaygrek (and possibly also the Artic Dwarf twins) should fit into this? They don't have much connection to Moradin and his church. If you wish me to work around this just say and I'll think something up. |
Chair of the The Rightful Return of Monster Deities to FR Society (RRMDFRS)
My character, drawn by Liodain: Sarelle / Sarelle (smaller) |
|
|
Topic |
|
|
|