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Old 26th August 2003, 01:14 AM   #1 (permalink)
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(Discussion) General Part II

Current Issues: If your character is recorded here, then it needs to be moved here, thanks muchly. This is so that we can use the moderator account to update general information for all threads.

Also, I'd like to pick a 1 fits all format for character stat-blocks. If you get the chance, submit a format in this thread. I'll start a poll on all the formats that are useable in the coming days. This way DMs will know where to look for information.

This is the new General Discussion Thread for Living Enworld. I still havn't gotten an email or post response from Morrus about a new forum.
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Old 26th August 2003, 01:53 AM   #2 (permalink)
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Well, I really don't care for the stat-block that looks like a module's monster entry, with all info jammed together. Some folks seem to like posting like that, which is fine, but I prefer something similar to this:


Gwystol Ironbranch

Grey Elf Fighter 1/Diviner 7/Eldritch Knight 2
Aligh:CG

STR 12 +1
DEX 18 +4/22 +6
CON 12 +1
INT 20 +5 (+1@4th)
WIS 14 +2 (+1@8th)
CHA 12 +1

HP 55

BaB +6/1
Fort +8/10
Ref +8/10/12 w Familiar.
Will +7/9
Init +6
AC 22/16 Flat/16 Touch
Move:30'

Racial/Class Abilities
Scribe Scroll,+2 Spot,Listen,Search (detect secret doors),
Low-Light Vision,Prof all martial weapons,Summon Familiar,

Feats
Two Weapon Fighting,Craft Magic Arms & Armor,
Craft Wonderous Item,Weapon Finesse,Scribe Scroll,
Leadership, Arcane Armor Proficiency-Light.

Speaks:Elf,Common,Draconic,Sylvan,Orcish,Gnome,Gob lin.

Skills

Spellcraft 10/+15
Concentration 11/+12
Know-Arcana 10/+15
Know-The Planes 5/+10
Craft-Alchemy 8/+13
Spot<c> 4/+8
Listen<c> 4/+8
Search<c> 3/+10
Move Silently<c> 1/+7/12(boots)
Hide<c> 1/+7/12(cloak)
Craft-Weaponsmithing 5/+10
Climb 2/+3
Swim 2
Jump 2/+3
Ride 2/+8
Know-Nobility&Royalty 2/+7



Spells Per Day:4/7/5/5/4 (1 each level Div)

Spells Known:All cantrips,19 1st,14 2nd,8 3rd,8 4th.

Cantrips
Resistance,Acid Splash,Detect Poison,Detect Magic,Read Magic,
Daze,Dancing Lights,Flare,Light,Ray of Frost,Ghost Sound,
Mage Hand,Mending,Message,Open/Close,Arcane Mark,Prestidigitation.

First Level
Comprehend Languages,Identify,True Strike,Charm Person,Magic Missile,
Mage Armor,Shield,Protection from Chaos/Evil/Good/Law,Burning Hands,Erase,
Expeditious Retreat,Feather Fall,Color Spray,Lesser Acid Orb,Summon Monster I,
Lesser Sound Orb,Alarm,Disguise Self.

Second Level
Melf's Acid Arrow, Rope Trick,Locate Object,Detect Thoughts,Scorching Ray,
Invisibility,Alter Self,Bull's Strength,Cat's Grace,Knock,Bear's Endurance,
Mirror Image,See Invisibility,Web.

Third Level
Fireball,Dispel Magic,Clairaudience/Clairvoyance,Lightning Bolt,Haste,
Secret Page,Displacement,Fly.

Fourth Level
Dimension Door,Lesser Globe of Invulnerability,Scrying,Charm Monster,
Arcane Eye,Phantasmal Killer,Greater Invisibility,Polymorph.


Swords +13/8 1D6+2 18-29/X2 +2D6 vs. Githyanki
Double +11/+11/+6 1D6+2/1 off 18-29/X2 +2D6 vs. Githyanki
Bow +13/8 1D8+2 20/X3 110' Incr +2D6 vs. Githyanki(+2D6Holy)


+1 Githyanki Bane Gladius
+1 Githyanki Bane Gladius
+2 Mithril Shirt
+1 Githyanki Bane Mighty (+1) Long Comp Bow
Elven Cloak
Elven Boots
+2 Resistance Tabard (shirt)
Gloves of Dexterity +4
Boccob's Blessed Book (113 pages filled)
Hat of Disguise
5 +1 Holy Arrows

Scrolls (self-made)

10 0Lvl 62.5GP/10 XP
Detect Magic X6, Mage Hand, Ghost Sound,Read Magic X2.

12 1st
(all at 1st level casting) Identify X3,Comprehend Languages,Summon Monster I,
Mage Armor X3,Expeditious Retreat,Alarm X2,Erase.

6 2nd
Invisibility X2,Rope Trick X2, Bear's Endurance,Mirror Image.

3 3rd
Fly,Fireball,Displacement.

1 4th
Dimension Door.


5 potions of Cure Light Wounds 1D8+1
Hewards Handy Haversack



Glimmer (powers as 7th Level Wizard's Familiar)
Familiar-Weasel Tiny Animal,HD 10,HP 27,Initiative +2
Speed 20',Climb 20',AC 18,Attacks +8/3 Dam 1D3-4,
SA:Attach (auto damage per round),Lw-Light Vision,Scent,
Fort +9,Ref +6,Will+6,Str 3 Dex 15 Con 10 Int 9 Wis 12 Cha 5
Balance +10,Climb +10,Hide +11,Move Silently +8,Spot +3,
Listen +1,
Alertness, Grants +2 Reflex Saves,Weapon Finesse,
Improved Evasion,Share Spells,Empathic Link,Deliver Touch Spells,
Speak with Master,Speak with Weasels.


75 GP for normal gear


That's just me, though...
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Old 26th August 2003, 02:04 AM   #3 (permalink)
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Or something like this (Look, Knight, you're famous now!)

Skezzketh, Lawful Neutral Male Lizardfolk Spirit Warrior
Monk 8

Speed: 50 ft. (Standard 30 ft.)
HD: 2d8+6 (Lizardfolk) + 8d8+24 (Monk)
HP: 110 hp (Max)

Str: 18 (+4) [8] +2 racial, +1 increase 4th
Dex: 16 (+3) [10]
Con: 16 (+3) [6] +2 racial
Int: 12 (+1) [6] -2 racial
Wis: 17/21 (+3/+5) [10] +1 increase 8th
Cha: 8 (-1) [0]

Base Attack: +7/+2 (+1 lizardfolk, +6 monk)
Base Flurry of Blows: +6/+6/+1
Grapple: +15

AC: 23/25 (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection)
Initiative: +7 (+4 Improved Initiative, +3 Dex)
Fort +12 [+0 lizardfolk, +6 monk, +3 Con, +3 cloak]
Ref +15 [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak]
Will +12/+14 [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak]

Attacks
Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20
Flurry with Ghost Tooth +12/+12/+7 melee; melee; 1d6+6 slashing; x2/19-20
Unarmed Strike +12/+6; 1d10+4 bludgeoning; x2
Flurry with Unarmed Strike +11/+11/+6; 1d10+4 bludgeoning; x2
2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/s/p; x2

Skills: [15 lizardfolk, 40 monk]
Balance +16 [+3 lizardfolk, +4 monk, +4 racial, +3 Dex, +2 synergy (Tumble)]
Climb +10 [+0 lizardfolk, +6 monk, +4 Str]
Concentration +9 [+0 lizardfolk, +6 monk, +3 Con]
Jump +26 [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble), +8 speed]
Knowledge (nature): +4 [+2.5 [5] lizardfolk (cc), +.5 [1] monk (cc), +1 Int]
Knowledge (religion): +3 [+0 lizardfolk, +2 monk , +1 Int]
Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]
Survival +4/+6 [+0 lizardfolk, +1 [2] monk (cc), +3/+5 Wis]
Swim +16 [+3 lizardfolk, +5 monk, +4 racial, +4 Str]
Tumble +11 [+0 lizardfolk, +6 monk, +3 Dex, +2 synergy (Jump)]

Feats: Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike)

Special Abilities: Evasion, Flurry of Blows (1 extra attack at -1), Purity of Body, Slow Fall 40 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (14 hp)

Equipment: Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)) <L>, Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb)
Load: 14 lb.
Carrying Capacity: 100/200/300 lb.
32 gp, 5 sp in coins.

Languages known: Draconic, Dwarven

Among the lizardfolk tribes of the Yellow Marshes, the Tribe of the Swamp Spirits is more tradition-bound than most other tribes. As such, it has kept alive the nearly forgotten tradition of the Spirit Warriors, fighters who supposedly hear the whispers of the spirits around them, warning them from near danger. While many humanoids, and even a number of lizardfolk, think of them as fairy tales, Spirit Warriors do exist, and Skezzketh is one of them. As the second-oldest Spirit Warrior who is not yet teaching the young, he has fought many fights, whether alone, with other Spirit Warriors, or with other allies, such as the dwarves. The experiences from these fights led him to deeper understandings and respect for the dwarves. If one regards the lizardfolk as blessed by the spirits of Water, then the dwarves are blessed by the spirits of Earth. In Skezzketh’s eyes, and many other lizardfolk following the same traditions, that makes lizardfolk and dwarves closer relatives than lizardfolk and kobolds, or dwarves and the rumored evil duergar.

Skezzketh is a 7 feet tall, powerfully built lizardman weighing nearly 280 pounds. As is typical for lizardmen, he does not use much in the ay of clothing, except for a seemingly plain cloak made out of animal skin, and a primitive belt used to hold his weapon when he doesn’t need it. A number of talismans hang from his neck, arms and legs, marking him as a spirit warrior. Skezzketh wears most of these talismans as part of the traditional „garment“ of the spirit warriors, but a few of them actually are inhabited by spirits. The green whisperstone (a periapt of wisdom) hanging around his necks allows him to better hear and understand the whispers of the spirits surrounding him, while the hardened breezeweed band around his finger (a ring of protection) is inhabited by a minor spirit of the winds that causes minor disturbances around him Skezzketh, making him harder to hit. Finally, his cloak (a cloak of resistance) is inhabited by a powerful spirit of luck, aiding him in dire situations. Only recently was he awarded the aid of another talisman inhabited by a spirit by the elders of his tribe, consisting of two large, dark scales (goggles of night). These scales, worn in front of the eyes, allow Skezzketh to see the world as a dwarf does.

Skezzketh is armed with a strange weapon reminding vaguely of a sickle, supposedly created by his ancestors a long time ago, propably dating back to the first contact with the dwarves. Ghost Tooth (or athzin thisticc), as the weapon is named, is the home of a powerful, but insubstantial spirit that can be strengthened by its wielder, but always has the power to reach into the spirit worlds, so that it can easily be used by, or if neccessary, against spirits. Ghost Tooth has already proven to be a great ally to Skezzketh, especially against a small number of malevolent spirits, though it could not be found it why these spirits had become malevolent. Skezzketh honors this loyalty by only using Ghost Tooth when it becomes necessary, which he can do without many problems, given that he has empowered his own spirit enough to hurt many creatures normally not affected by normal strikes with his attacks.

A few months ago, Skezzketh experienced what the spirit warriors call the szittizz athzin, the one and only time in the live of the spirit warrior that he hears the spirits with great clarity. During this time, a spirit warrior is given a quest by the spirits by the spirits, and in Skezzketh’s case, it was the quest to serve a dwarven prince who would visit the tribe soon. The elders of the tribe were not happy to see him go, but they realized that the will of the spirits had to be fulfilled. It was during this time that he was given the two dark scales that should give him the vision abilities of a dwarf.
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Old 26th August 2003, 02:53 AM   #4 (permalink)
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I prefer the way I set my characters up.

I am being serious, though. I do like it. It's clean, easy, and simple.
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Old 26th August 2003, 03:10 AM   #5 (permalink)
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I've always preferred stat blocks. Just something about all the stuff being right in one nice place, and not scrolling so much. I could change to another type, but I'm just so used to using stat blocks that put characters into it without realizing it.
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Old 26th August 2003, 03:15 AM   #6 (permalink)
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I think that we are going to seea hundred different opinions very soon.

CS, why don't you just decide, and we can all abide by that decision.

-Uriel
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Old 26th August 2003, 03:30 AM   #7 (permalink)
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My Preferred Format

Name
Gender Race Class(Level)
Alignment


Stats
Str xx (yy)
Dex xx (yy)
Con xx (yy)
Int xx (yy)
Wis xx (yy)
Cha xx (yy)

Combat
HP: x
AC: x (10 + x armor + x shield)
BAB: x
Melee: +x
Ranged: +x
Initiative: +x
Speed: xx feet.

Attacks per Round
Primary (+x, xdx+x dmg)
or Secondary Attack (+x, xdx+x dmg)

Weapons and Armor
Armor: armor (+x armor)
Shield: None
Weapons: primary
secondary

Saving Throws
Fort: +x
Ref: +x
Will: +x

Feats
Weapon/Armor Proficiency: whatever [class]
feat 1 [why?]
feat 2 [why?]

Skills [Ranks]
skill +x [z]
skill [specific] +x [z]
skill [cc] +x [z]

Class Abilities
Class Skills
name (ability), name [specific] (ability).

Ability
Description.

Languages
Common, whatever, whatever

Equipment
Whatever
Container
--item
--item (xx)

Appearance
Appearance.

Description
Eyes - whatever
Hair - whatever
Height - xx' yy"
Weight - zzz lbs.
Age - aa

Personality
Personality

Background
Background

Important NPC's
Name - Description
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Old 26th August 2003, 03:49 AM   #8 (permalink)
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With the posting of an official rogue gallery thread, I've taken the opportunity to change characters, I finally have a good concept

As for stat templates, won't bother putting it here, check the one in my sig. Although it's a little harder to get put together spacing-wise, it's laid out neatly through using the CODE tags.
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Old 26th August 2003, 04:38 AM   #9 (permalink)
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I almost always use this format:

Name
race/class/level
alignment

str
dex
con
int
wis
cha

hp:
ac:
init:
(sometimes)BaB:

Fort: Refl: Will:

Race/class abilities:

Feats:

Skills:

Equipment:

Background/appearance:


I think going with more horizontal entries cuts down on scrolling, but still it doesn't get all mushed together like the monster style blocks.
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Old 26th August 2003, 04:57 AM   #10 (permalink)
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Personally, I like the way Devlin is laid out, but I'm more than willing to abide by whatever the judges agree on.
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Old 26th August 2003, 06:15 AM   #11 (permalink)
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Devlin and Wippit Guud both have good stat blocks. Formatting the character in [*code] format works pretty well, IMHO. I'm not going to make a flat decision just yet, gotta give it some time.
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Old 26th August 2003, 06:20 AM   #12 (permalink)
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Do we need to let someone know that if we have submitted a character?

Also, will we get somekind of notice when our character is approved?

Thanks
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Old 26th August 2003, 06:42 AM   #13 (permalink)
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Since we have a character thread judge (Macbeth), I think I need to talk with him a bit about this. Macbeth, would you send an email to livingenworld@hotmail.com so that I can give you access to the Judge account for the purpose of dealing with the Rogues Gallery thread. That is, if you want to. If you don't, I can take care of it, no problem.

Also, answer the question above and answer my questions:

1) Do you want to email everyone your corrections, rather than posting them to the RG? Or would you rather continue to post to the RG with corrections?

2) Do you have anything to say about the character stat block formats?
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Old 26th August 2003, 10:53 AM   #14 (permalink)
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Posting in the thread would require a moderator to go over them and delete those posts. Would be easier if he could do it himself, but alas. Every time a character changes, the player should post in the thread too in a seperate new post just to inform MacBeth I think, so we need a moderator for that anyhow.

Needless to say, I like Zoe Clearwater's format . Anyhow, I do have all details specified, which might make the sheet look pretty big, but it's easy to calculate and spot changes as it lists exactly how values are built up. For nonhumans, there ought to be another subgroup called Racial Abilities that contains all abilities that aren't simply a bonus to another value somewhere on the character sheet.
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Old 26th August 2003, 02:09 PM   #15 (permalink)
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Quote:
Originally posted by Thels
Posting in the thread would require a moderator to go over them and delete those posts. Would be easier if he could do it himself, but alas. Every time a character changes, the player should post in the thread too in a seperate new post just to inform MacBeth I think, so we need a moderator for that anyhow.
Does this chat board allow subscribing to threads? If he can subscribe to the RG thread, he'd get an email every time something was posted... I don't know how it works with editing, though.


Also... what about a separate thread for each level? When a character levels, he's deleted from his previous level's thread and posted to his new one.

Also makes a great case for getting our own forums
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Old 26th August 2003, 03:50 PM   #16 (permalink)
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Heh... looks like me and Argent went the same character concept with different races
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Old 26th August 2003, 04:56 PM   #17 (permalink)
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Yes, it does. But you don't get a notice if someone edits his post. And now that everyone's carrying their character over to the new thread, some of them make some minor changes to them. So everyone, whenever you make a change to your character, make a post about it at the end of the thread.
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Old 26th August 2003, 09:24 PM   #18 (permalink)
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Who will buying magic/masterwork items be worked out? It would be nice to set up a system that allows people with craft skill to gain something from having those skills. Simply being able to buy anything from the DMG would hinder that - especially in the magic item department.
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Old 26th August 2003, 09:35 PM   #19 (permalink)
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To any of the judges,

it seems that there's three adventures currently running (or starting), but there are also some players who are just joining up, or otherwise haven't found an adventure yet. Should there be more job offers?

If it's necessary, I could whip up a short adventure. It would probably take place in the city itself, so the crew might be variable. Also, it might be fun (and a bit realistic) if there are more adventures then people to run them. That way, people could actually chose. Any ideas?

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Old 26th August 2003, 10:12 PM   #20 (permalink)
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There's a new thread asking for DMs...
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