Page 5 of 19

Posted: 2005-07-23 09:41am
by The Grim Squeaker
Base
STR 8 DEX 14 CON 14
INT 12 WIS 12 CHARISMA 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)

What is the maximum cost of a single magic item and the cost of all the lesser items?

Posted: 2005-07-23 09:48am
by Raxmei
Tentative stats:
Halfling
Rogue 6, Fighter 4
Stats, taking into account racial bonuses and +2 from levels,
10 Str 20 Dex 12 Con
14 Int 12 Wis 12 Cha

Feats: Weapon Finesse Point Blank Shot Quick Draw
Weapon Focus: Daggers Weapon Specialization: Daggers Two Weapon Fighting
Improved Two Weapon Fighting

Skills are a tricky one. So many skills to choose from and only 106 skill points to put into them. Currently I see it as this, racial and synergy bonuses not included:
5 Bluff (Cha), 5 Climb (Str), 1 Diplomacy (Cha),
6 Disable Device (Int), 5 Escape Artist (Dex), 5 Gather Information (Cha),
6 Hide (Dex), 6 Jump (Str), 8 Listen (Wis), 6 Move Silently (Dex),
4 Open Lock (Dex), 10 Search (Int), 5 Sense Motive (Wis), 3 Sleight of Hand (Dex), 10 Spot (Wis), 5 Swim (Str). 7 Tumble (Dex), 10 Use Magic Device (Cha),

Which makes me a competent second stringer in most areas and the group's best burglar if we ever have to do anything of that nature.

I've got a pretty good idea of what I'm using for equipment, but that stuff is just so fiddly it'll take a while to finish up.

Posted: 2005-07-23 10:03am
by Mr Bean
People stack the skills and stats so you don't strech the page so much.
I just went through and did a rough cleanup of some folks posts to make sure its not five minutes of scrolling for those of us on the smaller screens.

Posted: 2005-07-23 12:11pm
by A Big Flying Fish
Finished, I think. Scrutinise until your eyes pop out.

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)

Feats
natural spell/ alertness/ power attack/ endurance

skills

concentration (+10) craft (stonework) (+10) Diplomacy (+7) heal (+9) hide (+5) knowledge (nature) (+17) knowledge (geography) (+8) listen (+12) profession (herbalist) (+9) Spellcraft (+7) swim (+3)

Spellslots save DC
5 0 level per day 14
4 1st level per day 15
3 2nd level per day 16
2 3rd level per day 17
1 4th level per day 18
AC 15 (-1 dex, +2 ring, +4 bracers)

Items
Handy Haversack containing
5 scrolls of cure serious wounds
5 scrolls of neutralise poison
3 scrolls of cure disease
3 scrolls of animal trance
Several books and notepads containing information on various plants and animals, and geography.
Writing equipment
basic adventuring kit (tent, bedroll, flint and steel, rope etc.)
ounce of stone salve
varying potions (5 lesser restoration, 10 cure moderate wounds, 1 barkskin (+3), 3 remove paralysis, 2 remove curse)

Large Club d8 damage
Ring of Protection +2
Bracers of armour +4
Beast Claws (1d4/x2 slashing attack +1 enchantment. +2 enchantment and 1d6 extra damage if wearer has a claw attack already)
standard wandering clothes

Boin is short, even for a dwarf, but still has the girth of a typical dwarf. He spent many years as a stonemason in the dwarven cities of the north, but developed two interests that were to change his life for a more adventurous direction. Firstly, he developed a strong interest in nature, which grew to the level of an obsession. Every piece of knowledge he could gather, he absorbed. He took to wandering the less dangerous of the caverns around the city, to observe the subterranean creatures. He eventually took to moving above ground, into the land of big tress, big people and sunlight. He ended up spending his time wandering the north, although staying close enough to civilisation to stay live for two-bit fighter. In time, he walked the druid path, but rather than taking his time to indulge the supernatural side of the druid, he followed his interest in the manifestations of nature, wishing to become everything nature creates, taking the form of all creatures.

He became most intrigued in the trolls and giants of the north of all things. The giants interested him as a race partly of potential, and partly of troubles. Trolls however, had become a blatant hiccup in the plan of nature, and would need to be controlled.

Both of these combined to lead Boin on a journey of knowledge, seeking out every possible species that could be found, and of a way to help control trolls, and hopefully change giants for the better. He's spent the last couple of decades wandering Faerun gathering notes on various animals and plants and the areas they live in. He's also taken to carrying potions for everything he can think of a monster doing to him, after finding a statue shaped like man in a most compromising position, hoping to avoid the same, rather irregular, fate.

Gotta clean up after everyone no one bothers to read the posts grr-Bean
Post word wraped for length, skills and whatnot left alone for now.


edit: Changed a few things, since I forgot about the PrC requirements. Oops. Formatting better now?

edit again: finalised now. Cloak of Resistance for Beast Claws

Posted: 2005-07-23 02:37pm
by Captain tycho
Looking fine so far, I'll just need them emailed to me in an editable text copy, so I always have it on hand. In case you don't know my email address, it's
alexanzac AT gmaildotcom.

Posted: 2005-07-23 02:43pm
by Pcm979
Okay, so I've got the character concept (Male Dwarven Fighter, suspicious and careful) what now? How does it work?

Posted: 2005-07-23 02:43pm
by Captain tycho
Okay, due to the potential size of party, I'm either going to A) have to split the group up, or B) throw harder encounters at you, since we have so many players. Quite frankly, Option A doesn't appeal to me much, since then you run into all sorts of obvious problems with keeping track of 2 groups at once.
However, it could work out, with the right handling, splitting the party on good/evil lines, and working for differing factions. Maybe even end up with some player versus player combat. :P

...But I digress. Anywho, let's take a vote.

Posted: 2005-07-23 02:43pm
by Captain tycho
Also, I appreciate you shuffling the character sheets around, Mr. Bean. :)

Posted: 2005-07-23 04:17pm
by Utsanomiko
I vote for A. I'm not interested in a crowd of over 6-7, but I honestly don't think we'll have more people than that when the game begins.

Posted: 2005-07-23 04:27pm
by Tiger Ace
I'll remind you that you can throw .303 out right now, as he will be away for roughly 3 weeks.

Posted: 2005-07-23 04:41pm
by Utsanomiko
Tiger Ace wrote:I'll remind you that you can throw .303 out right now, as he will be away for roughly 3 weeks.
Tycho said possibly, though since the playerbase is in fact getting quite large it may be less likely.

This is why I've always maintained a signup list with a finite number of player positions to fill and additional spots for extras.

Posted: 2005-07-23 04:45pm
by Tiger Ace
Meh, sometimes I like jumping in as an extra for a quick scene, best groups don't go over 6, esspecially when your DMing a bunch of 7-9th graders.

By the way, since some people here are experianced DMs, what do you use to keep players in-line?

Posted: 2005-07-23 05:34pm
by Civil War Man
The details on my character so far:

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.

Posted: 2005-07-23 06:02pm
by Captain tycho
Tiger Ace wrote:Meh, sometimes I like jumping in as an extra for a quick scene, best groups don't go over 6, esspecially when your DMing a bunch of 7-9th graders.

By the way, since some people here are experianced DMs, what do you use to keep players in-line?
Anything with a CR over 25. :P

Posted: 2005-07-23 06:03pm
by Captain tycho
Aww, I was writing up the Mageblade, but yours looks perfect as is. :wink:

Posted: 2005-07-23 06:07pm
by Tiger Ace
Captain tycho wrote:
Tiger Ace wrote:Meh, sometimes I like jumping in as an extra for a quick scene, best groups don't go over 6, esspecially when your DMing a bunch of 7-9th graders.

By the way, since some people here are experianced DMs, what do you use to keep players in-line?
Anything with a CR over 25. :P
I'm talking OOC.

IC I allready have a good sketch of them facing The Mountain that Rides from Ice and Fire.

Got ideas for what kind of armour and HP should the monster have? ;)

Posted: 2005-07-23 06:12pm
by Captain tycho
OOC? Well...I haven't had that many problems keeping my players under control. Solid ground rules help, as well as the promise of a quick death to idiotic characters.
EDIT: Also, always reward the player for cleverness. This can come in the form of outside aid, followers, or just more gold. Clever feats of derring-do are always more widely recognized than just hacking through that group of orcs.

Posted: 2005-07-23 06:15pm
by Tiger Ace
Meh, I might even use him as a plot point....

ooh.
*writes down notes about a Ice and Fire adventure*

And your dealing with adults,I'm dealing with 4-6 kids aged 14-16.

Insane.

Posted: 2005-07-23 06:18pm
by Captain tycho
That was the median age when I started DMing. It's not that bad if they're all reasonably intelligent. On the other hand, if they're TOO smart, wake up to the fresh smell of powergaming.

Posted: 2005-07-23 06:27pm
by Civil War Man
Captain tycho wrote:Aww, I was writing up the Mageblade, but yours looks perfect as is. :wink:
Yeah, I basically just ran it through a 3.5ed Character Generator with Soulknife as the class, and then go around and have it say "Magic" instead of "Psionics".

On the actual sheet, I'll copy out the details of each ability.

Posted: 2005-07-23 06:52pm
by Pcm979
Further ruminations: Being a Dwarven Fighter, I'd expect Strength to be one of my char's leading attributes. Charisma can take a running jump, as far as he's concerned.

His defining attribute, however, has to be his suspicion and permenant state of agitation/readyness. As such, I want him to be the first in the party to notice that 'Hey, Those Bushes Have Bandits In Them' and so forth. If someone could help me arrage the stats around this, I'd be much obliged.

Posted: 2005-07-23 07:26pm
by consequences
Pcm979 wrote:Further ruminations: Being a Dwarven Fighter, I'd expect Strength to be one of my char's leading attributes. Charisma can take a running jump, as far as he's concerned.

His defining attribute, however, has to be his suspicion and permenant state of agitation/readyness. As such, I want him to be the first in the party to notice that 'Hey, Those Bushes Have Bandits In Them' and so forth. If someone could help me arrage the stats around this, I'd be much obliged.
Just dump a crapload of skill points into spot and listen. Also, increasing your characters wisdom will help in that repect, and their may be feats to add to those skills as well(I generally couldn't be bothered with them). If you like, I could see if there are any affordable magic items that would help out, as if your character is sufficiently paranoid, they would definitely be a priority.


Oh GM, any issues with me trying a Samurai again?

Posted: 2005-07-23 07:40pm
by The Dark
I'm working on my character, but it's a bit of a PITA...I'm currently reinstalling NWN for stat generation (I'm feeling too lazy to do math), and using my DMG for magic items, which I think I have figured out, and the SRD for skills, feats, and other such things. I'm planning on an Arcane Archer, most likely with Wizard and Ranger as base classes to provide the requirements (most likely Rgr4/Wiz2/AA4).

Here's the list of items I'd like, so Tycho can yay or nay before I get everything worked out:

+1 Long Sword of Spell Storing
+1 Distance Longbow
Mithral Shirt
Ring of Protection +2
Bracers of Archery
Quiver of Ehlonna
Heward's Handy Haversack
Clear Ioun Stone

Total value: 39,690 gp


Edit: Stat sheet

Rhys Seabharinn (Elf)

Ranger 5 / Wizard 2 / Arcane Archer 3
STR 10 DEX 20 CON 12
INT 14 WIS 12 CHA 10

Race: +2 DEX, -2 CON, Immunity to Sleep spells, +2 to save vs. enchantment, Low-Light Vision, Elf Weapon Proficiencies, +2 to Listen, Search, and Spot rolls
Level: +2 DEX

Class abilities: Favored enemy (humanoid [orc], humanoid [goblinoid]), Track, Wild Empathy, Archery Style (Rapid Shot), Endurance, Animal Companion (wolf), Summon Familiar, Scribe Scroll, Enchance Arrow +2, Imbue Arrow

BAB: +9

Saves: Fort +7, Ref +7, Wil +5

Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Mounted Archery

Languages: Common, Elven, Orc, Goblin

Skills: Hide +11, Listen +11, Move Silently +11, Ride +11, Search +8, Spot +11, Survival +11, Swim +8, Concentration +3, Spellcraft +5

Spells:
Ranger (1): Summon Nature’s Ally I
Wizard: (4/2): Acid Splash, Detect Magic, Disrupt Undead, Light; Burning Hands, Mount

Posted: 2005-07-23 07:43pm
by Pcm979
consequences wrote:Just dump a crapload of skill points into spot and listen. Also, increasing your characters wisdom will help in that repect, and their may be feats to add to those skills as well(I generally couldn't be bothered with them).
The thing is, I don't know how to do that so I don't have a guy who's great at listening, but couldn't walk cross-country to save his life or something. I am absolutely, utterly and totally new to this.
consequences wrote:If you like, I could see if there are any affordable magic items that would help out, as if your character is sufficiently paranoid, they would definitely be a priority.
That'd be very handy. Much thanks.

Posted: 2005-07-23 07:49pm
by Mr Bean
Captain tycho wrote:Also, I appreciate you shuffling the character sheets around, Mr. Bean. :)
Techincly its an offshoot of my sworn duty to moderate the heck out of the forum. I started doing it when I logged in a found nothing to oppress/delete/lock. Since I'm already doing I can't well stop till we get a full team togther.