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Post by Rabbit on Feb 10, 2010 11:57:37 GMT -5
A place to discuss characters in the creations process
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reefwood and enric,
you two want to start you character creation ideas here? Let me know what race and class you are thinking, but also some details about your character's feel. A member of the city militia or a peasant warrior? Wizard of prestige or outcast? (Those are just random examples but you guys know what I mean.)
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Post by reefwood on Feb 10, 2010 16:10:45 GMT -5
Nothing concrete so far, but here's a few ideas...
Necromancer 1) Chaotic sorcerer who uses necromancy but not to make undead. He was born in/around Nightfall, and the magic in the cemetery seeped into him to give him this natural knack at necromantic magic. Maybe he was on some personal quest and just recently returned home. 2) Wizard. Maybe he is trying to figure out how to live forever? Maybe his family has always helped maintain the cemetery? Not really sure. 3) Cleric. This guy would make undead. 4) Mystic Theurge. A combo between the Wizard and Cleric.
Also, I can't remember the last time I played a halfling, so that's on my mind. And this would be a nice boost to AC with the +2 Dex and +1 size modifier.
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Post by reefwood on Feb 10, 2010 18:13:47 GMT -5
Here's a couple versions on this character. Human and halfling.
I'm liking the halfling a bit more because the small size boosts AC & attacks, and the racial bonus against fear kind works nicely for why he isn't creeped out by dead things. Not that he makes them, but maybe he used to poke around in the cemetery as a kid. Oh, and I'm thinking more about him having been on a personal quest/adventure and just recently returning to Nightfall. Maybe he hasn't been able to get into the city yet cos of the siege? Or maybe he was able to sneak in easily while invisible?
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Post by reefwood on Mar 2, 2010 17:03:10 GMT -5
Slightly updated necromancer
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Post by reefwood on Mar 2, 2010 20:29:55 GMT -5
Added gloves of dex +1. Still need to pick a familiar.
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Post by michael on Mar 5, 2010 2:07:14 GMT -5
I had a couple of questions. At level 7, several new mounts become available to a paladin: Dire boar, dire wolverine, giant eagle, giant owl, pegasus, rhinoceros, and sea cat. Most of these are CR 4. (The exceptions being the ones that can fly, which are CR 3.) My question is, could I take a brown bear as my mount instead of one of these animals? It's also a CR 4, and is comparable in abilities to all of these. (Less capable than the rhino, in my opinion.) Most importantly, though, it would let me get this. The dwarf on the bear even has a matching figure. Second question. I noticed reefwood bought a +1 Gloves of Dex, and that it cost 1000 gold. Could I get a +1 headband of intellect for the same price? Directly related to that, what happens with skill points when I level up while wearing an item that boosts intelligence?
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Post by reefwood on Mar 5, 2010 2:14:48 GMT -5
Second question. I noticed reefwood bought a +1 Gloves of Dex, and that it cost 1000 gold. Could I get a +1 headband of intellect for the same price? Directly related to that, what happens with skill points when I level up while wearing an item that boosts intelligence? All ability enhancing items are priced the same, and your answer to skill points is in the item description. Headband of Intellect
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.
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Post by Rabbit on Mar 5, 2010 12:49:28 GMT -5
I had a couple of questions. At level 7, several new mounts become available to a paladin: Dire boar, dire wolverine, giant eagle, giant owl, pegasus, rhinoceros, and sea cat. Most of these are CR 4. (The exceptions being the ones that can fly, which are CR 3.) My question is, could I take a brown bear as my mount instead of one of these animals? It's also a CR 4, and is comparable in abilities to all of these. (Less capable than the rhino, in my opinion.) Most importantly, though, it would let me get this. The dwarf on the bear even has a matching figure. Yes, a brown bear is fine regardless, and I think that you getting that is vital. Reefwood is right about the second question.
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Post by michael on Mar 5, 2010 17:38:51 GMT -5
Pretty much done. I still need to calculate weight, but Troll-Ripper's light load is 1200 lbs, so I doubt I'll come anywhere close to that.
Everything in red is what his stats are while in his defensive stance.
Ragnar Hammerday 8 HD, Paladin 7, Dwarven Defender 1 Lawful Good Dwarf
Physical Description: Ragnar stands 4 feet 7 inches high, taller than most dwarves, and at 47, he's fairly young by the standards of his people. He has a thick reddish brown beard. He's covered in heavy armor and weapons, and he looks like he knows how to use them. He's also often seen riding a bear. Demeanor: Gruff. Quick to lay down the law. Rides a bear. (I kind of picture most people's initial reaction to him is like the sheriff walking into the bar in an old western. He's a paladin, and he looks none too pleasant, so just drink your drink and don't make eye contact.) Persona: Something to prove. Dwarf on a bear. Role: Tank/Defender. Dwarf on a Mother-Fucking BEAR!
CON - 18/22 (+4/6) [16 + 2 dwarf] STR - 16/18 (+3/4) [15 + 1 level] DEX - 13 (+1) WIS - 11 (0) CHA - 10 (0)[11 + 1 level - 2 dwarf] INT - 9 (-1)
SAVES FORT - 11/15 (5+2+4) REF - 3/5 (2+1) WILL - 4/6 (2+2)
HP: 85/101 INIT: +1 Speed: 20 ft AC: 24/28 (10 + 1 DEX + 9 Armor + 3 shield + 1 class) BA, G: 8/3, 11
FEATS Dodge Toughness Endurance
SKILLS Ride 4 (+1 DEX, +9 Ranks, -6 AC penalty) Craft (Armorsmithing) 3 (-1 INT, +2 ranks +2 Dwarf [metal/stone armor only])
EQUIPMENT +1 Slick Full Plate - 5400g, 50 lbs. +1 Animated Heavy Shield - 4157g, 10 lbs Tower Shield - 30g, 45 lbs
+1 Dwarven Waraxe - 2330 g, 8 lbs --2h: +12/+7 melee (1d10+5; x3) / 1h: +12/+7 (1d10+ 4; x3) --2h: +13/+8 melee (1d10+7; x3) / 1h: +13/+8 (1d10+ 5; x3) Lance - 10g, 10 lbs --2h: +11/+6 melee (1d8+4; x3) / 1h: +11/+6 (1d8+ 3; x3) --2h: +12/+7 melee (1d8+6; x3) / 1h: +12/+7 (1d8+ 4; x3) Compound Longbow +1 - 200g, 3 lbs -- +9/+4 ranged (1d8+1; x3) 100 arrows - 5g, 15 lbs
MW Exotic Studded Leather - 400g, 40 lbs Exotic Riding Saddle - 30g, 30 lbs Saddlebags - 4g, 8 lbs
21 gold
CLASS FEATURES
Paladin -Aura of courage: Immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects. -Aura of good -Detect evil -Divine health: immunity to all diseases -Divine grace: CHA bonus to saves -Lay on hands: CHA bonus x 7 HP of healing/day -Remove disease 1/wk -smite evil 2/day: CHA bonus to ATK, Paladin lvl to DMG. -Special mount -Turn undead 3/day
Dwarven Defender -Defensive Stance 1/day: +4 CON, +2 STR, +4 AC, +2 to all saves, can't move from spot, Lasts for 3 + CON rounds, -2 STR for remainder of encounter when stance ends -+1 dodge bonus to AC
DWARVEN RACIAL FEATURES
- +2 Constitution, -2 Charisma. - Medium size. - A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. - Darkvision out to to 60 feet. - Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. - Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. - Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). - +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 (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). - +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). - +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. - Automatic Languages: Common, Dwarven.
Troll-Ripper Brown Bear, Special Mount Size/Type: Large Animal
Physical Description: Brown Bear Demeanor: Growly Bear Persona: Loyal Bear Role: Riding Bear / Fuck-You-Up Bear
Hit Dice: 8d8 +32 = 71 Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 23 (-1 size, +2 Dex, +9 natural, +3 armor), touch 11, flat-footed 21 Base Attack/Grapple: 6/19 Attack: Claw +14 melee (1d8+9) Full Attack: 2 claws +14 melee (1d8+9) and bite +9 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Low-light vision, scent
Str 28 = +9 Dex 14 = +2 Con 19 = +4 Int 6 = -2 Wis 12 = +1 Cha 6 = -2
FORT: +10 REF: +7 WILL: +3
SKILLS Listen +4 Spot +7 Swim +12 Learn Language +2 - COMMON
FEATS Endurance Run Track
SPECIAL ABILITIES Empathic link Improved Evasion Share Spells Share Saving Throws
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Post by michael on Mar 19, 2010 19:06:29 GMT -5
My life has been a series of failures.
Ragnar Hammerday was brooding. Durgan Hammerday had been a blacksmith, and had tried to get his son to follow in his footsteps. It wasn't that Ragnar disliked the idea, he just had little talent for it. When his father finally gave up on teaching him to be smith, he was sent to the Night Falls Academy, to train as a paladin.
He was plenty tough enough for it. When it came to tests of strength or endurance, he always placed near the top of his class. He just never got the hang of the rest of it. His spells were weak, and he hadn't once succeeded in healing someone by touch. They said he just wasn't wise enough to be holy warrior, wasn't quite personable enough. There was also the unfortunate incident in the stables with Troll-Ripper. That certainly won him no friends. So when members of his clan asked him for help, his commanding officers made it very clear he should accept.
His uncle Durzh had a keep, the best connection the Hammerdays, or any other Dwarf clan, had to the surface world on Salas. With the political situation worsening, Ragnar's clansmen had come to him for help. Warriors were needed to defend Stone Crow. To protect it, in case of the worst.
To keep my family safe.
He had failed again, and a worse failure he could not imagine.
This time, I will succeed. This time, the people I care about will be kept from harm. To have justice, to have vengeance, to protect the people of Salas; The fiends responsible for this will die!
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Post by Rabbit on Mar 20, 2010 11:46:31 GMT -5
My life has been a series of failures. Ah, the brooding paladin. Excellent.
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Post by Rabbit on Mar 20, 2010 14:52:08 GMT -5
If you have not already posted your new updated character’s stats in this thread please do so before the next game. Also, since we are working with all new characters I would like two things from each player.
Demeanor/ Physical Description: This should be how others perceive your character from visuals and first impressions. Consider foes you square off against, merchants you haggle with, and the locals who watch you enter a tavern.
Persona/Roll In one or two words how do you, as a player, see your character and how do you want to use him? This is split into two parts. Persona is how you want to play your character and roll is how you want to use your character. Characters, like real people, can be complicated so there can be more than one for each if you want. Persona and Roll can even conflict (sometimes that makes it more interesting.)
Some examples of a Persona; pacifist, bully, show off, jokester, hero, rebel, loner, holy warrior, peacemaker, celebrity.
Some examples of a Roll; tank defender, walking library, arcane blaster, stealthy, master thief, CLEAVE!, divine support/healer, demolisher of undead, charismatic.
This will help as I develop adventures that hopefully peek everyone’s interests (and if you find your character or your desires change down the line we can always adjust these.)
*please put both on the top of your current character sheets.
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Post by reefwood on Mar 20, 2010 22:37:31 GMT -5
+1 Dwarven Waraxe - 2330 g, 8 lbs --2h: +13/+8 melee (1d10+5; x3) / 1h: +12/+7 (1d10+ 4; x3) --2h: +15/+10 melee (1d10+7; x3) / 1h: +13/+8 (1d10+ 5; x3) Lance - 10g, 10 lbs --2h: +12/+7 melee (1d8+4; x3) / 1h: +11/+6 (1d8+ 3; x3) --2h: +14/+9 melee (1d8+6; x3) / 1h: +12/+7 (1d8+ 4; x3) I can't think of any reason why your attack bonus would change 2h vs 1h. Only damage should change: 1h: +4 Str +1 magic = 1d10+5 2h: +6 Str +1 magic = 1d10+7 Even more damage in your stance with the increased Str: 1h: +6 Str +1 magic = 1d10+7 2h: +9 Str +1 magic = 1d10+10
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Post by michael on Mar 21, 2010 2:17:19 GMT -5
Sorry, I just misread a line. Thought it said "1.5 strength bonus added to damage and attacks," when it said "1.5 strength bonus added to damage on attack rolls."
I think you think my STR is higher than it actually is, and that my bonus for defensive stance is higher than it actually is. I normally have a +3 STR bonus. When I'm in my defensive stance, that becomes a +4. So in my defensive stance with a 2 handed weapon, I get a +6 strength bonus added to my damage. +9 is much too high.
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Post by reefwood on Mar 21, 2010 11:58:47 GMT -5
Sorry, I just misread a line. Thought it said "1.5 strength bonus added to damage and attacks," when it said "1.5 strength bonus added to damage on attack rolls." I think you think my STR is higher than it actually is, and that my bonus for defensive stance is higher than it actually is. I normally have a +3 STR bonus. When I'm in my defensive stance, that becomes a +4. So in my defensive stance with a 2 handed weapon, I get a +6 strength bonus added to my damage. +9 is much too high. Ah, I see. I was looking at the Con score. Usually Str is the first ability score listed.
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