(Discussion) General Part II

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Creamsteak

Explorer
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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Uriel

Living EN World Judge
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,Goblin.

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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Uriel

Living EN World Judge
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.
 

GnomeWorks

Adventurer
I prefer the way I set my characters up. :D

I am being serious, though. I do like it. It's clean, easy, and simple.
 

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. :)
 

Uriel

Living EN World Judge
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
 

GnomeWorks

Adventurer
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
 

Wippit Guud

First Post
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.
 

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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