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  1. #21
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    Freya Stonesinger, Female Gnome Bard 2

    Freya Stonesinger is a connoisseur of magic and mystical oddities. Having traveled to Cillimar in search of a long-lost family heirloom, Freya joined a group investigating an ancient menhir in the highlands above the city. Freya hopes her skill with languages and ancient lore will help uncover the mysteries surrounding this venerable monument...


    Gnome Bard Level 2; Small Female Humanoid [Speed 20’, +4 AC vs. Giant, ¾ lift/carry as Medium]

    S 10 I 14 W 10 D 16 C 10 Ch 15 AC: 19 HP: 10 Alignment: NG

    Fortitude +0; Reflex +6; Will +3; [+2 vs. Illusion]
    Attack: +1 Bard, +1 small, +3 Dexterity
    Melee: +2; Ranged: +5; [+1 racial bonus on attack rolls against kobolds and goblinoids]

    Feat: Rapid Reload-Heavy Crossbow [as Move action]
    Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination [and] retains the ability to distinguish color and detail.
    Bardic Knowledge +6
    Bardic Music 2x/day [Options: Countersong, Fascinate, Inspire Courage +1]
    Spells: 3/1 to Cast DC: 12/13
    Known: Daze, Detect Magic, Light, Mage Hand, Summon Instrument; Cure Light Wounds, Sleep
    Spell-Like Abilities [All once/day as 1st level caster]: Dancing Lights, Ghost sound [DC 13], Prestidigitation; Speak with Animals (burrowing mammal only).

    Languages: Common, Gnome, Elven, Giant.
    Skills: Rank +Level [+Race] +Score +Synergy
    Appraise +2 = +2
    Balance +3 +2 = +5
    Bluff 1 +2 = +3
    Climb +0 = +0
    Concentration +0 = +0
    Decipher Script 2 +1 +2 = +5
    Diplomacy 1 +2 = +3
    Escape Artist +3 = +3
    Jump +0 +2 = +2
    Knowledge: Arcana 2 +2 = +4
    Knowledge: Architecture & engineering 1 +2 = +3
    Knowledge: Dungeoneering 1 +2 = +3
    Knowledge: History 4 +1 +2 = +7
    Listen [+2] +0 = +2
    Hide [+4] +3 = +7
    Move Silently +3 = +3
    Perform 4 +1 +2 = +7
    Search +2 = +2
    Sense Motive 2 +1 +0 = +3
    Sleight of Hand 1 +3 = +4
    Spellcraft 4 +1 +2 [+2 decipher scrolls] = +7 [or +9]
    Spot +0 = +0
    Swim 1 +1 +0 = +2
    Tumble 4 +1 +3 = +7
    Use Magic Device 4 +1 +2 [+2 use scrolls] = +7 [or +9]
    Use Rope +3 = +3

    (History, Tumble, Spellcraft, and Use Magic Device grant synergy bonuses)

    Equipment
    Small Chain Shirt [+4 AC], 12.5#, 100gp
    Small Buckler [+1 AC], 2.5#, 15gp
    Small Dagger [d3, 19-20/x2, 10’], ¼#, 2gp
    Small Sling & 20 bullets [d3, 20/x2, 50’], 2.5#, .2gp
    Small Longsword [d6, 19-20/x2], 2#, 15gp
    MW Small Heavy Crossbow & 30 Bolts [+1 attack, d8, 19-20/x2, 120’], 4#, 353gp

    Explorer’s Outfit, 2#, 10gp; Flute, ¾#, 5gp; Backpack, ½#, 2gp; Bedroll, 1 ¼#, .1gp; Flint & Steel, 1gp; 6 days Trail Rations, 1 ½#, 6gp; Silk Rope, 2 ½#, 10gp; 2 Sacks, ¼#, .2gp; Waterskin, 1#, 1gp; 2 Sunrods, 2#, 4gp; Antitoxin, 50gp; Everburning Torch, 1#, 110gp; 32 Gold Pieces, 5 Silver Pieces Encumbrance: 33#
    Carrying capacity: Light 0-25/ Medium 26-50/ Heavy 51-75

    Bard Skills:
    Spoiler:

    Bardic Knowledge +2 Bard +2 Intelligence +2 History = +6
    A bard may make a special bardic knowledge check … to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
    A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    DC Type of Knowledge
    10 Common, known by at least a substantial minority of the local population.
    20 Uncommon but available, known by only a few people, legends.
    25 Obscure, known by few, hard to come by.
    30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

    Bardic Music
    Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). [B]ardic music … [is] activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
    Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

    Countersong (Su)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

    Fascinate (Sp)
    A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
    To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

    Inspire Courage (Su)
    A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    Last edited by the_myth; Wednesday, 2nd April, 2008 at 07:26 AM.

 

  • #22
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    Quote Originally Posted by Redclaw
    Necro_Kinder I'm not familiar with that variant. Give me the details and I'll look it over.
    The variant is pretty simple, it just switches the Track feature for the ability to add Disable Device to the Ranger's skill list and the ability to find magic traps, etc. as the rogue does.

  • #23
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    Weasel, Lvl 2 Soulknife

    Background

    Withdrawn and irritable, Weasel is often left alone. He is extremely curious however, and will work with others, if neccessary, in order to satisfy that curiosity. His aggressive and self-reliant nature make such alliances unsteady at best.


    Name: Weasel
    Race: Whisper Gnome
    Gender: Male
    Class: Soulknife
    Level: 2
    Alignment: Chaotic Neutral
    Skin: Darkly Tanned
    Height: 3' 6"
    Eyes: Black
    Hair: Black
    Build: Slim, Athletic

    HP: 21
    AC: 18 (22 vs Giant type), Touch: 14, Flat: 15.
    BAB: +1
    Size: Small
    Speed: 30'
    Init: +7
    Perceptions: +8
    Armor Check Penalty: -0
    Loads: Light 0-43, Medium 44-87, Heavy 88-131, Over Head 131, Off Ground 161, Push/Drag 656.
    Current Load: 25.75

    Str: 14 (10 pts, -2 Racial)
    Dex: 16 (6 pts, +2 Racial)
    Con: 14 (4 pts, +2 Racial)
    Int: 12 (4 pts)
    Wis: 12 (4 pts)
    Cha: 8 (2 pts, -2 Racial)

    Saves
    Fort: +2, Refl: +6, Will: +4.

    Skills
    Ranks: (4 (Soulknife) +1 (Int) x5) = 25
    Appraise.....................+1 (0 Ranks, +1 Int)
    Balance......................+5 (0 Ranks, +3 Dex, +2 Synergy)
    Bluff..........................-1 (0 Ranks, -1 Cha)
    Climb.........................+2 (0 Ranks, +2 Str)
    Concentration.............+2 (0 Ranks, +2 Con)
    Diplomacy...................-1 (0 Ranks, -1 Cha)
    Disguise......................-1 (0 Ranks, -1 Cha)
    Escape Artist...............+3 (0 Ranks, +3 Dex)
    Forgery......................+1 (0 Ranks, +1 Int)
    Gather Information.......-1 (0 Ranks, -1 Cha)
    Heal..........................+1 (0 Ranks, +1 Wis)
    Hide..........................+16 (5 Ranks, +3 Dex, +4 Size, +4 Racial)
    Intimidate..................-1 (0 Ranks, -1 Cha)
    Jump.........................+4 (0 Ranks, +2 Str, +2 Synergy)
    Listen........................+8 (5 Ranks, +1 Wis, +2 Racial)
    Move Silently..............+12 (5 Ranks, +3 Dex, +4 Racial)
    Ride...........................+3 (0 Ranks, +3 Dex)
    Search.......................+1 (0 Ranks, +1 Int)
    Sense Motive..............+1 (0 Ranks, +1 Wis)
    Spot..........................+8 (5 Ranks, +1 Wis, +2 Racial)
    Survival......................+1 (0 Ranks, +1 Wis)
    Swim.........................+2 (0 Ranks, +2 Str)
    Tumble.......................+8 (5 Ranks, +3 Dex)
    Use Rope....................+3 (0 Ranks, +3 Dex)

    Racial Abilities
    Racial Traits: +2 Dex/Con, -2 Str/Cha
    Size: Small
    Speed: 30' despite their small size
    Spell-Like Ability: Silence 1/day centered on himself
    +1 on Attacks vs Kobolds and Goblinoids
    +4 Dodge Bonus vs Giant types
    +4 Racial Bonus on Hide and Move Silently Checks
    +2 Racial Bonus on Listen and Spot Checks
    Low Light Vision
    Darkvision up to 60'

    Class Granted Abilities
    Mind Blade (Black)
    Weapon Focus Mindblade
    Wild Talent
    Throw Mind Blade (30' Range Increment)

    Feats
    Improved Initiative

    Languages Known
    Common
    Gnome
    Kobold

    Melee Attack Bonus: +4 (+1 BAB, +2 Str, +1 Size)
    Ranged Attack Bonus: +5 (+1 BAB, +3 Dex, +1 Size)

    Attacks
    Mind Blade (Melee): Attack +5 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Move Action to Summon.
    Mind Blade (Ranged): Attack +6 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Range Increment 30', Move Action to Summon.

    Gear
    Small Masterwork Studded Leather (+3 AC, +5 Max Dex, No ACP, Wt 5 lbs) Cost 175gp
    Small Masterwork Buckler (+1 AC, No ACP, Wt 1.25 lbs) Cost 165gp
    Small Backpack
    +Small Bedroll
    +Caltrops x4
    +Small Crowbar
    +50' Silk Rope
    +Small Waterskin
    +Small Rations x10 days (Wt 19.5) Cost 19.6gp

    Potion Cure Light Wounds (1d8+1) x4 Cost 200gp
    Potion Jump (+10, 1 Minute Duration) Cost 50gp
    Potion Hide From Animals (10 Minute Duration) Cost 50gp
    Potion Hide From Undead (10 Minute Duration) Cost 50gp
    Potion Protection From Evil (1 Minute Duration) Cost 50gp
    Remaining Funds: 4sp.
    Last edited by WarShrike; Tuesday, 1st April, 2008 at 01:09 AM.

  • #24
    Quote Originally Posted by Redclaw
    nick012000 A wizard clearly works, and those two feats are acceptable.
    Actually, looking over things a bit more... would a Fire Elf with the Noncombatant flaw be okay?
    Last edited by nick012000; Tuesday, 25th March, 2008 at 10:43 AM.

  • #25
    Here is my character. I will complete the skills and so on later. just let me know if something else needs changing.


    Rungner grew up with his tribe of felow goliaths. when Rungner killed the chieftains son in a fight, he was exiled for the rest of his life. the young goliath then made a living of traveling with a circus as a strongman/freak. the work easy and lasted for a couple of years, but once again rungners temper caused problems when he killed two taunting spectators in a rage. with a little help from his friends at the circus he escaped and headed south..




    Rungner
    Male goliath bear totem barbarian 1
    chaotic good



    Strength 20 (+5)
    Dexterity 10 (+0)
    Constitution 20 (+5)
    Intelligence 8 (-1)
    Wisdom 8 (-1)
    Charisma 8 (-1)
    Size: Medium/Large (powerfull build)
    Height: 7.4
    Weight: 540 lb
    Skin: grey
    Eyes: green

    Total Hit Points: 20

    Speed: 20 feet

    Armor Class: 15=(base10)+(dex+0) +(armor+5)
    Touch AC: 10
    Flat-footed: 15
    Initiative modifier: +0 = +0 [dexterity]
    Fortitude save: +7 = 2 [base] +5 [constitution]
    Reflex save: +0 = 0 [base] +0 [dexterity]
    Will save:0
    Attack (handheld): +6 = 1 [base] +5 [strength]
    Attack (unarmed): +6 = 1 [base] +5 [strength]
    Attack (missile): +1 = 1 [base] +0 [dexterity]
    Grapple check: +10 = 1 [base] +5 [strength] +4 size

    Skills:
    climb +5 bonus from str
    jump +5 bonus from str
    survival +1 used 1 point
    spot +1 used 1 point
    intimidate +2 used 2 points
    swim +5 bonus from str
    sense motive + 2 racial bonus

    Light load: 266 lb. or less
    Medium load: 267-532 lb.
    Heavy load: 533-800 lb.
    Lift over head: 800 lb.
    Lift off ground: 1600 lb.
    Push or drag: 8000 lb.
    Languages: Common , gol kaa

    masterwork goliath greathammer [3d6, crit x4, 60 lb,two-handed, bludgeoning]
    +7 to hit 3d6+7 damage
    30 gp

    chainmail 150 gp

    2 potions of cure light wounds 100 gp

    2 potions of mage armor 100 gp

    gold: 420

    Feats:

    roll with it
    Type: General
    Source: savage spechies
    Prerequisite: con 20, toughness feat
    Benefit: Damagae reduction 2
    Special: You can take this feat multiple times. Its effects stack.

    bear totem barbaian bonus feat: toughness



    Rage (Ex)
    A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
    A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.





    Equipment:
    chainmail, goliath greathammer.
    Last edited by bedford; Monday, 7th April, 2008 at 05:34 PM.

  • #26
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    My communities:

    Elwyn Bluefoot, Lvl 2 Cleric

    Background

    When Elwyn was a child, his village was surrounded and attacked by a large pack of zombies. The villagers erected barricades and lit fires, but it was only a matter of time before the mindless hunger of the undead drove them through the flames and flimsy barriers. In desperation, Elwyn's parents lowered him to the bottom of the village well and weighted the cover with stones. During the several days Elwyn spent shivering in the dark before rescuers found him, in addition to some very cold feet he developed a lifelong hatred of darkness and the undead. To that end, he joined the service of Pelor and set out adventuring as soon as he took his final vows.


    Name: Elwyn Bluefoot
    Race: Human
    Gender: Male
    Class: Cleric
    Level: 2
    Alignment: Neutral Good
    Skin: Pale white
    Height: 5'9"
    Eyes: Pale blue
    Hair: Black
    Build: Sturdy and solid

    HP: 18 2d8+4
    AC: 18, Touch: 10 Flat: 18
    BAB: +1
    Size: medium
    Speed: 20' (30' base)
    Init: +0
    Armor Check Penalty: -8
    Loads: Light 0-58, Medium 59-116, Heavy 117-175

    Str: 14 (6 pts)
    Dex: 10 (2 pts)
    Con: 14 (6 pts)
    Int: 08 (0 pts)
    Wis: 16 (10 pts)
    Cha: 14 (6 pts)

    Saves
    Fort: +5, Refl: +0, Will: +6.

    Skills
    skill ranks: (2 (cleric) +1 (human) -1 (int)) x 5 = 10
    Appraise.....................-1 (0 Ranks, -1 Int)
    Balance.......................0 (0 Ranks, +0 Dex)
    Bluff..........................+2 (0 Ranks, +2 Cha)
    Climb.........................+2 (0 Ranks, +2 Str)
    Concentration..............+7 (5 Ranks, +2 Con) (+11 for defensive casting)
    Diplomacy...................+2 (0 Ranks, +2 Cha)
    Disguise.....................+2 (0 Ranks, +2 Cha)
    Escape Artist................0 (0 Ranks, +0 Dex)
    Forgery......................-1 (0 Ranks, -1 Int)
    Gather Information.......+2 (0 Ranks, +2 Cha)
    Heal..........................+3 (0 Ranks, +3 Wis)
    Hide............................0 (0 Ranks, +0 Dex)
    Intimidate..................+2 (0 Ranks, +2 Cha)
    Jump.........................+2 (0 Ranks, +2 Str)
    Listen........................+3 (0 Ranks, +3 Wis)
    Knowledge (religion).....+4 (5 Ranks, -1 Int)
    Move Silently................0 (0 Ranks, +0 Dex)
    Ride............................0 (0 Ranks, +0 Dex)
    Search.......................-1 (0 Ranks, -1 Int)
    Sense Motive..............+3 (0 Ranks, +3 Wis)
    Spot..........................+3 (0 Ranks, +3 Wis)
    Survival......................+3 (0 Ranks, +3 Wis)
    Swim.........................+2 (0 Ranks, +2 Str)
    Tumble........................0 (0 Ranks, +0 Dex)
    Use Rope.....................0 (0 Ranks, +0 Dex)

    Spells
    Deity: Pelor
    Domains: Strength, Sun
    Spells per day: 4/2+1
    Spells prepared: (Save DC 13+spell level)
    0: Detect Magic, Light, Light, Create Water
    1: Enlarge person (D), Prot from Evil, Bless

    Feats
    Improved Turning
    Combat Casting

    Class and domain abilities
    Cleric: Turn undead 5/day. Turning check: 1d20+4 (+2 cha, +2 for 5 ranks kn(relig)), HD turned: 2d6+4 (+2 cleric levels, +2 cha).
    Strength domain: add cleric level to str for 1 round as a free action 1/day
    Sun domain: Greater turning 1/day: undead are destroyed instead of turned

    Languages Known
    Common

    Melee Attack Bonus: +3 (+1 BAB, +2 Str)
    Ranged Attack Bonus: +1 (+1 BAB)

    Attacks
    MW Heavy Mace: +4, damage 1d8+2 /x2 bludgeoning

    Gear
    Banded mail (250 gp, 35 lb, ACP -6)
    Heavy wooden shield (7 gp, 10 lb, ACP -2)
    MW Heavy mace (312 gp, 8 lb)
    Holy water, 2 flasks (50 gp, 2 lb)
    Holy symbol, silver (25 gp, 1 lb)
    Backpack (2 gp, 2 lb)
    +Bedroll (1 sp, 5 lb)
    +Waterskin (1 gp, 4 lb)
    +Rations, 5 days (2.5 gp, 5 lb)

    Weight carried: 72 lb
    Remaining Funds: 250 gp, 4sp.


    I've kept some money back in case the group wants to pitch in for a wand of CLW. If we decide not to, or don't have a chance to do so, I'll probably want to spend it on potions and whatnot
    Last edited by covaithe; Monday, 31st March, 2008 at 09:35 AM.
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  • #27
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    If we go the way of the group CLW wand, i can write off a couple potions to donate towards that end.

  • #28
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    Quote Originally Posted by nick012000
    Actually, looking over things a bit more... would a Fire Elf with the Noncombatant flaw be okay?
    I'm actually not going to use flaws, and I'm a bit hesitant on the elemental subraces. If you have a good, character-driven reason I'll consider it, but it won't be an easy sell.

  • #29
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    Quote Originally Posted by Necro_Kinder
    The variant is pretty simple, it just switches the Track feature for the ability to add Disable Device to the Ranger's skill list and the ability to find magic traps, etc. as the rogue does.
    I think it looks reasonable. Do you lose a class skill too, or just gain one?

  • #30
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    Quote Originally Posted by Redclaw
    I think it looks reasonable. Do you lose a class skill too, or just gain one?
    Yeah, sorry. Forgot to mention that you also lose survival as a skill.

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