D&D Recruitment Thread

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CaptainChewbacca
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Post by CaptainChewbacca »

A folding boat wouldn't get us very far without some purify-air spells.
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Mr Bean
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Post by Mr Bean »

Note I am shifting this post up in the thread every once in awhile, the origional a page or two back gets deleted when I do this
Ok for easy reading lets update the list of those who have responded(That and there are no threads for me to oppress right now.)

PM me or post flavor text and I'll edit it in

(GMT +3) the .303 bookworm-Sorceror 5, Alienist 3, Palemaster 1, wearer of purple 1, Dwarf.
STR 8 DEX 14 CON 14
INT 12 WIS 12 CHA 17
Race: -2 dexterity, +4 constitution +2 open locks:roll: , + PhB dwarf traits
level + 2 charisma
class (alienist) -2 wisdom (and +1 all saves)
feats- +2 (alienist and sorceror- metamagic feat's only- magical prodigy and one of the heritage feats from Dragon 311/325 [either Illithid or dragon or fiend, depends on how I flesh up the backstory in details])
Hd: 8d4 and 2d6 (palemaster and wearer of purple-d6)

(GMT +10 )Ford Perfect- Captain Jack Wyrdbeard - The Pirate Dwarf!
(Chaotic Neutral) HP-93
Fighter 7, Duelist 3
STR 14 DEX 15 CON 20
INT 14 WIS 11 CHA 7

Skills: Climb ( 9 ), Intimidate ( 6 ), Jump ( 8 ),
Swim ( 9 ), Tumble ( 6 ), Perform [comedy] ( 4 )

Feats: Simple and Martial Weapon Proficiency, All. All Armour Proficencies. Shield Proficiency. Tower Shield Proficiency. Canny Defense (+1). Improved Reaction (+2). Enhanced Mobility. Dodge. Mobility. Two Weapon Fighting. Athletic. Weapon Finesse. Improved Two Weapon Fighting. Weapon Focus (Rapier). Weapon Specialisation (Rapier).

Equipment: One Adamantine Masterwork Rapier. Another Rapier. Leather Armour. Pirate Clothes (That's basically Noble Clothes in terms of price). A Bottle of Air. Sealing Wax. A small chest (that's the case, map or scroll). A spyglass. And a Folding Boat.

(GMT -5 ) Civil War Man- Neutral Evil Tiefling Mageblade
Marst Uwas
Mageblade 10

STR 16 DEX 18 CON 14
INT 14 WIS 10 CHA 10

Race: +2 DEX, +2 INT, -2 CHA, +2 Bluff, +2 Hide, Darkness 1/day, Darkvision 60 ft, Cold resistance 5, Fire resistance 5, Electricity resistance 5
Level: +2 STR

Class abilities: +2 Magic Blade, Psychic Strike +2d8, Speed Boost, Bladewind

Feats: Improved Initiative, Power Attack, Cleave, Great Cleave, (class feats) Weapon Focus (Magic Blade), Greater Weapon Focus (Magic Blade)

Languages: Common, Infernal, Draconic

Skills:
Bluff ( 2 ), Climb ( 13 ), Concentration ( 10 ), Hide ( 17 ),
Listen ( 10 ), Move Silently ( 17 ), Spot ( 8 ), Survival ( 5 ),
Knowledge: Arcana ( 10 )

Note: For class abilities, like the Psionic Class Soulknife. Magic Blade = Mind Blade, Speed Boost is similar to Speed of Thought (Speed Boost: Concentration DC 20 to activate, adds +10 speed for a certain period of time, will hammer out the details on that). Bladewind and Psychic Strike as is. Knowledge: Arcana is a class skill instead of Knowledge: Psionics.
Adding inventory:

Gauntlets of Ogre Power (STR +2)
+2 Studded Leather Armor of Spell Resistance
(SR 17) +2 Light steel shield
Handy Haversack
-Side Pouch 1: 20 days of rations
-Side Pouch 2: 20 Alchemist fires
-Main pouch: 20 Tanglefoot bags
Waterskin
Belt pouch
-19 smokesticks
-19 tindertwigs


Dahak-Intrested but on a German Timezone

(GMT +0 )A Big Flying Fish- Dwarf- Druid/Master of Many Forms(Shifter)
Boin Evaeat
Druid 5/Master of Many Forms 5
STR 11 CON 15 DEX 9
INT 14 WIS 18 CHA 11
HP 46 (10d8) + 16 = 62
BAB +6 Will +9 Ref +4 Fort +10
Languages: common, dwarven, druidic, giant, elven

Abilities:
trackless step, woodland stride, nature sense, resist nature's lure, wild empathy, shifter's speech, fast wild shape.
Improved wild shape (animal, humanoid, giant, monstrous humanoid, fey, vermin, tiny, small, medium, large) 6 times per day. Max of 10hours per form.
dwarf stuff (+1 to hit goblinoids, +4 AC against giants, +2 to stone and metal craft/appraise checks,
+2 saving throw against poisons, spells and spell like abilities, stability, +2 to spot irregular stonework)

Skills
concentration ( 8 ) craft {stonework} ( 6 ) Diplomacy ( 7 )
heal ( 5 ) hide ( 6 ) knowledge {nature} ( 13 )
knowledge {geography} ( 6 ) listen ( 8 ) profession {herbalist} ( 5 )
spellcraft ( 5 ) swim ( 3 )

(GMT +1) Pcm979-TBA

(GMT -5 )The Dark-Rhys Seabharinn
http://www.3edb.com/viewCharacter.asp?cid=10746


(GMT -6 ) Utsanomiko-GNOMISH PALADIN! Blublo
(GMT -6) Utsanomiko-- Blublo Phillippei-- Gnomish Paladin
STR 16 DEX 8 CON 16
INT 10 WSD 14 CHA 12
100hp
Feats: Endurance, Die Hard, Leadership, Self-Sufficient
26 skill points:
Concentration:( 6 ) Diplomacy: ( 5 ) Heal: ( 5 )
Knowledge (nobility & royalty): 6 Sense Motive:( 4 )
Class Abilities: Smite evil 3/day, Remove disease 2/week, Special mount, Turn undead, Aura of courage, Divine Health, Divine Grace, Lay on hands, Detect evil, Aura of good.
Items:
Bastard Sword +2, Gnomish Holy Plate (Full-Plate +1, Moderate Fortification), Courtier's outfit, Ring of Protection +2, Amulet of Health +2, signet ring, belt pouch containing: Healer's kit, flint & steel, charcoal pencil & 5 sheets of parchment, 10,925gp.

(GMT-5 )consequences-Daimoe, of Clan Hanzo
STR 14 DEX 18 CON 10
INT 14 WIS 10 CHA 14
HP: 60
Class: Samurai 10 Race: Human
Feats: Improved Initiative(class), Staredown(+4 Intimidate , class), Mass Staredown(all opp. 30ft, class), Two weapons(daisho only, class), Quick Draw(Daisho only, class), Kiai Smite(2/day +cha att/dam, class), two weapon defense, Improved two weapon defense, Combat expertise, combat reflexes, weapon focus katana


Skills:Craft(weaponsmithing) ( +12 ), Intimidate ( +19 ), Jump ( +7 ), Knowledge(history) ( +7 ), Knowledge(Nobility) ( +7 ), Listen ( +6 ), Ride ( +14 ) , Sense Motive ( +5 ), Spot ( +6 )

(GMT -8 ) Maraxus-Grompsh Half Orc Druid
http://www.3edb.com/viewCharacter.asp?cid=8657

(GMT -8 )CaptainChewbacca- Mourad Bey
STR 15 DEX 22 CON 12
INT 13 WIS 10 CHA 11

HP: 93 (Got insane lucky) Class: Fighter (10)

Feats- Ambidexterity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Expertise, Improved Critical: Scimitar, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Shield Proficiency, Simple Weapon Proficiency, Spring Attack, Two-Weapon Fighting, Weapon Focus: Scimitar, Weapon Specialization: Scimitar.

Skills: Handle Animal ( +2 ), Hide ( +20 ), Jump ( +6 ), Listen ( +6 ),
Move Silently ( +12 ), Tumble ( +12 ), Wilderness Lore ( +1 )


The Guid-Possible Timezone issues

(GMT -8 ) Raxmei- Halfling fighter( 6 ) /rogue ( 4 )
STR 10 DEX 20 CON 12
INT 14 WIS 12 CHA 12
Feats: Weapon Finesse, Point Blank Shot, Quick Draw Weapon Focus: Daggers
Weapon Specialization: Daggers Two Weapon Fighting Improved Two Weapon Fighting

Skills: Bluff ( 5 ) Climb ( 5 ) Diplomacy ( 1 ) Disable Device ( 6 )
Escape Artis ( 5 ) Gather Information ( 5 ) Hide ( 6 ) Jump ( 6 )
Listen ( 8 ) Move Silently ( 6 ) Open Lock ( 4 ) Search ( 10 )
Sense Motive ( 5 ) Sleight of Hand ( 3 ) Spot ( 10 ) Swim ( 5 )
Tumble ( 7 ) Use Magic Device ( 10 )


(GMT +5) Mr Bean-Lev Timolo
Half-Elf Neutral Good Sorceror,
STR 12 DEX 8 CON 14
INT 15 WIS 12 CHA 18
Feats: Negotiator(+2 Diplomacy/Sense) Persuasive(+2 Bluff/Intimidate)
Leadership, Weapon Focus Quarterstaff

Racial +2 Diplomacy/Gather Information. +1 Listen/Spot/Search
Low Light Vison, Immunity to Sleep
Skills
Bluff( 12 ) Concertration( 7 ) Knowledge {Nobility and Royalty}( 6 )
Diplomacy ( 14 ) Disguise ( 8 ) Gather Info ( 8 )
Intimidate ( 12 ) Sense Motive ( 7 ) Search ( 3 )
Languages-Dwarven, Undercommon, Draconic, Common and Elven

Equipment
+1 Staff of Office(Silver edged Quarterstaff)-2000
+2 Cloak of Disguse(As per Hat of Disguse but in cloak form with AC modifiers)-15,000
Necklace of Adaptation-The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gase-9000
Mind Shielding: immune to detect thoughts, discern lies, and any attempt to magically discern his alignment-8,000
Handy Haversack-8,500(Full bag)
-Side Pouch 1: 20 days of rations
-Side Pouch 2: Waterskin(5x) Full
-Main pouch
Disguise Kit, Artisan’s Outfit, Explorer’s Outfit
5x Tindertwig, 5x Oil(Vial)
SCP backups

When asked about his past he mentions he was an Advisor/Ambassador to royality who was forced to flee his native homeland(He is evasive when asked which one) when he started a revolt when the current ruler went mad(According to him). Two assaination attempts and one attempted hanging by mob later he skipped out of the country for his own saftey leaving with nothing more than the clothes on his back and his staff of office. A true friend of the people.. whoever they are.

"A cult is a religion with no political power." -Tom Wolfe
Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
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Mr Bean
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Post by Mr Bean »

Ok folks thats what we got so far, its time for sleep agian but I reaaly recomend entering your stats into www.3edb.com as I will be soon, it makes it nice easy to read/print/modify without all this rampent posting of updates

(And much less copy pasting for me!)
zzzz*thud

"A cult is a religion with no political power." -Tom Wolfe
Pardon me for sounding like a dick, but I'm playing the tiniest violin in the world right now-Dalton
Pcm979
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Post by Pcm979 »

I feel stupid. Okay. I've decided to go 8 levels Fighter, 2 levels Dwarven Defender. This is what my modified list looks like:

Theoretical 8th level Fighter, 2nd level Dwarven Defender Sword and Board style.

Str 16, Dex 13, Con 18, Int 12, Wis 14, Cha 7. Race modifiers and level bonuses included.

Feats: Dodge, Endurance, Toughness, Alertness, Weapon Focus: Dwarven Waraxe, Weapon Specialization: Dwarven Waraxe, Improved Critical: Dwarven Waraxe, Power Attack, Improved Sunder.

Gear: Shield, Large, Steel +1 (Moderate Fortification), Full-Plate +1 (Fire Resistance), Waraxe, Dwarven +1 (Metalline, Sure Striking), Eyes of the Eagle, Cloak of resistance +1, Ring of Protection +1, Ring of sustenance.

If that's OK, I'll move on to skills.
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CaptainChewbacca
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Post by CaptainChewbacca »

You have to have Sunder before you can have Improved Sunder. Also, you're 2 feats short.
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Pcm979
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Post by Pcm979 »

Not according to Redblade 3.5e.
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Imperial Overlord
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Post by Imperial Overlord »

If I recall correctly, they changed the name from Sunder to Improved Sunder is 3.5 (since you don't need the feet to Sunder).
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Post by Pcm979 »

So what's this about being 2 feats short?
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Imperial Overlord
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Post by Imperial Overlord »

The comment is probably based on you being pure fighter.

You should have 5 class feats

And 4 level based feats.
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Post by Pcm979 »

In that case I'm all set. A question: What does this mean?:
Prestige Class article wrote:Skill Points at Each Level: 2 + Int modifier.
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A Big Flying Fish
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Post by A Big Flying Fish »

It means that each level you get 2 + whatever you intelligence modifier is skill points to spend on skills. Except for the first level, where you get that multiplied by four.

e.g. If your INT was 13, you'd have a modifier of +1. Therefore, for a fighter you'd get 3 skill points to spend per level, and 12 at the first level.
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Post by Pcm979 »

Oookay. So that means that I get 15 skill points for DD levels 1&2 of the above list?
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Post by Raxmei »

CaptainChewbacca wrote:You have to have Sunder before you can have Improved Sunder. Also, you're 2 feats short.
There is no such feat as Sunder. Anyone can sunder. Improved Sunder has only one prerequisite, power attack, which PCM has.

A Bastard Sword is neither a large weapon nor a medium weapon. A bastard sword can be built for any size character, and it is used the exact same way by characters of any size so long as it is made for people of their size category.
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White Haven
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Post by White Haven »

Aaah, but a folding boat with a Spelljammer helm attached is another story entirely. But I should stop before Tycho extracts my uvula with a pair of tongs. :lol:
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Post by Raxmei »

Pcm979 wrote:Oookay. So that means that I get 15 skill points for DD levels 1&2 of the above list?
No, you'd get six. The 4x skill points at first level applies only to the very first level your character has, not the first level of each class he enters. When you were just a level 1 fighter you got 12 skill points. Every level after that you just got 3. If you take on a new class you do not get 4x skill points on the first level of the new class.

You Intelligence modifier is 1. That means as a fighter you get 2+1 skill points per level. If your first level was fighter, that gives you 12 skill points at first level. Each level of fighter after that gives you 3. Entering Dwarven Defended (2+int as well) just gives you 3 skill points per level, just like when you were a fighter.
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Post by Pcm979 »

So I have exactly the same number of skill points as I would if I was a straight 10th level Fighter? Okey-dokey. My class skills are:

Fighter: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim.
DD: Craft, Listen, Sense Motive, Spot.

And according to Redblade 3.5, I have 39 skill points to throw around. Will I really need Craft, Ride and Handle Animal?
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Post by A Big Flying Fish »

Craft only if you want to make things really. Unless you plan on fighting whilst riding something, you don't really need ride. Handle animal you shouldn't really need, unless you want to train animals.
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Post by Pcm979 »

I'm going to go out on a limb here and guess that you need Climb for climbing, Jump for jumping and Swim for swimming?

Odd. I didn't need extensive training to jump.
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Post by Imperial Overlord »

They make you better at it.
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Post by Raxmei »

Read the skill descriptions in the SRD. Most skills can be used untrained.

Problem with Climb, Jump and Swim is they all suffer from Armor Check Penalties. With enchanted (and thus masterwork) full plate and shield your armor check penalty is -6 when you're wearing full armor. This is doubled to a -12 penalty for swim checks. Climb, Jump, and Swim are all strength skills so you apply your Strength modifier (+4 in your case, iirc), then add any skill ranks you might have, and finally roll a d20 for the skill check. Even unskilled with all your penalties you should have no trouble climbing a knotted rope or jumping a 5 foot gap with a running start. Without ranks in Swim you're likely to drown if you fall into water with your armor on, as you have -8 to swim before you add skill ranks, and you need a roll of d20-8 (average result: 2) to end up greater than 5 to avoid sinking even in calm water.
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Post by Pcm979 »

Nobody tosses a Dwarf, eh? :D
How does 4 for Climb, Jump and Swim each, 6 for Intimidate and 7 for Listen, Sense Motive and Spot each look?
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Post by Raxmei »

Listen, Sense Motive, and Spot are only class skills for Dwarven Defender, not fighter. If you invest skill points you got from being a fighter into them they cost two skill points per skill rank. It's inefficient but if those skills are high priorities it's worth doing.
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Post by Pcm979 »

*Facepalm* I forgot that. Also, according to what you say, Swim is a high priority and Climb and Jump are low.

How about Climb and Jump 2, Intimidate 4, Swim, Listen and Sense Motive 5 and Spot 6?
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Post by Raxmei »

Not spectacular, but nobody expects much from fighters in the skill department. It's good enough to get by on and the spot and listen make you an okay sentry. As long as you don't try doing cartwheels you should be fine.
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Post by Pcm979 »

Theoretical 8th level Fighter, 2nd level Dwarven Defender.

Str 16, Dex 13, Con 18, Int 12, Wis 14, Cha 7. Race modifiers and level bonuses included.

Feats: Dodge, Endurance, Toughness, Alertness, Weapon Focus: Dwarven Waraxe, Weapon Specialization: Dwarven Waraxe, Improved Critical: Dwarven Waraxe, Power Attack, Improved Sunder.

Skills: Climb 2, Intimidate 4, Jump 2, Listen 5, Sense Motive 5, Spot 6, Swim 5.

Gear: Shield, Large, Steel +1 (Moderate Fortification), Full-Plate +1 (Fire Resistance), Waraxe, Dwarven +1 (Metalline, Sure Striking), Eyes of the Eagle, Cloak of resistance +1, Ring of Protection +1, Ring of sustenance.

I need to know how much the Dwarven Waraxe +1 (Metalline, Sure Striking) costs. Can someone help?
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