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Old 17th March 2009, 06:20 PM   #101 (permalink)
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You are welcome to the sixth spot in this game! What would you like to play?
Not sure. Let me mull a bit. My initial thought is something war-magey, but my initial thoughts often prove wrong.
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Old 17th March 2009, 09:49 PM   #102 (permalink)
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Robert, Work in Progress

Robert D. Sack
Halfling CBoEM Bard 1
CG small humanoid (halfling)

Str 9
Dex 19,
Con 11
Int 10
Wis 10
Cha 15

HP 6
AC 17 (+1 size, +4 dex, +2 armor) Touch 15, Flat footed 13
F +1, R+7, W+3 (+2 vs. fear)
BAB +0 Grapple -5
Attack +0 melee
Attack +5 ranged, (+1 thrown and slings)

Rapier +0 melee d4-1 18-20 piercing
Dagger +0 melee d3-1 19-20 piercing or slashing
Dagger +6 ranged d3-1 19-20 piercing or slashing RI 10'
Sling +6 ranged d3-1 bludgeoning RI 50'
Alchemist's fire +6 ranged touch d6 fire +1 splash and 1d6 second round

Feats: Obscure Lore (from Complete Adventurer +4 on bardic lore check), simple weapons, rapier, light armor, medium armor, shields

Skills:
Diplomacy +6 (4 ranks, +2 Cha)
Gather Information +6 (4 ranks, +2 Cha)
Hide +12 (4 ranks, +4 Dex, +4 size)
Move Silently +10 (4 ranks, +4 Dex, +2 racial)
Tumble 8 (4 ranks, +4 Dex)
Use Magic Device +6 (4 ranks, +2 Cha)

Speaks, Common, Halfling,

Bardic lore +4

Spellsongs per day:
Notes: 4 (move action to use)

Spellsongs known:
Inspire Courage (+1 morale to attack and damage for all allies, +2 vs fear, maintain as free action ongoing singing)
Minor Healing (1d6 healing

Equipment (100 gp)

Leather armor 10 gp
Rapier 20 gp
Dagger 2 gp
Sling
10 stones 1 sp
Backpack 2 gp
Traveler's outfit
Alchemist fire x3 60 gp
5 gp 9 sp

A young halfling full of curiosity and wonder, Robert has spent years under the tutleage of bards learning the lore of most everything and mastering the first notes of the True Song of reality. The conflicting stories and myths about Dragon's Delve draw him like a moth to a flame and he wants to see for himself the wonders hinted at in the lore.

Robert
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Last edited by Voadam; 23rd March 2009 at 11:44 PM..
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Old 18th March 2009, 01:49 AM   #103 (permalink)
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Quote:
Originally Posted by Mark Chance View Post
Not sure. Let me mull a bit. My initial thought is something war-magey, but my initial thoughts often prove wrong.
Well, with Voadam going with a bard, I'd say an arcane blaster-type would be a needed addition to the party. So your initial thought looks pretty well right.

We're rolling for ability scores on Invisible Castle, incidentally. 4d6 drop lowest, seven times...take best six.

Rock on.
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Old 18th March 2009, 04:49 AM   #104 (permalink)
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I moved Bellus to the post below.
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Last edited by Mark Chance; 19th March 2009 at 03:31 PM..
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Old 18th March 2009, 06:39 AM   #105 (permalink)
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nice set of stats Mark, welcome on board btw
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Old 18th March 2009, 12:25 PM   #106 (permalink)
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Sorry, got sick and I'm not online at home. Feeling better now. Will go back into reserve, if you let me
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Old 18th March 2009, 05:33 PM   #107 (permalink)
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Sorry, got sick and I'm not online at home. Feeling better now. Will go back into reserve, if you let me
Most definitely, WD! Sorry you got passed over this time, but you'll be my first choice as an alternate, if the need arises. Thanks!
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Old 18th March 2009, 10:08 PM   #108 (permalink)
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hafrogman, I've looked over Justin's sheet now...here's what I noticed.

1. Typo on REF save, should be +3 total

2. He can know one more bonus language.

3. Attack bonus with short sword should be +1

4. Escape Artist and Sleight of Hand skill totals would actually be one less, accounting for his armor penalty.

That's about it for him! We just need sheets completed by Voadam and Mark Chance, and we'll be ready to rumble.

Here's a rumor for Justin:
Justin's Rumor
Somewhere within the winding confines of Dragon's Delve lies a magical portal to the lost island of Khorant. No other means exists to reach this mysterious locale located somewhere on the Sea of Eternal Storms.
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Old 19th March 2009, 04:06 AM   #109 (permalink)
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That's about it for him! We just need sheets completed by Voadam and Mark Chance, and we'll be ready to rumble.
I sat down to finish up Bellus and for some reason can't find how much starting gold a warmage should have. Help?
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Old 19th March 2009, 04:37 AM   #110 (permalink)
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I sat down to finish up Bellus and for some reason can't find how much starting gold a warmage should have. Help?
Actually, I'm not sure either, Mark. I'll make a DM decision and say 100gp, putting it at the same amount as a bard or barbarian. Fair enough?
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Old 19th March 2009, 05:00 AM   #111 (permalink)
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That's about it for him! We just need sheets completed by Voadam and Mark Chance, and we'll be ready to rumble.
I added in equipment and a quick background, anything else I'm missing?
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Old 19th March 2009, 05:03 AM   #112 (permalink)
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Originally Posted by Archon Adept View Post
Actually, I'm not sure either, Mark. I'll make a DM decision and say 100gp, putting it at the same amount as a bard or barbarian. Fair enough?
Well, 1000 gp sounds more fair, but I guess I can live with 100. I've updated Bellus:


Bellus Mughandle

Stats

Warmage 1
N Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft., Listen +1, Spot +1
Language Common, Dwarven, Goblin, Orc, Undercommon
-----
AC 15 (+2 Dex, +3 armor), touch 12, flat-footed 13; defensive training
hp 8 (1 HD)
Fort +2*, Ref +2*, Will +3* (*Doesn't include +2 vs. poison, spells, and spell-like abilities)
-----
Speed 20 ft. (4 squares)
Melee longspear +1 (1d8+1/x3), or
Melee light mace +1 (1d6+1), or
Ranged light crossbow +2 (1d8/19-20, 80 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Spell-Like Abilities (CL 1st):
1/day - detect magic, detect secret doors, read magic
Spells per Day (DC 12 + spell):
1st - 4/day
0 - 5/day
-----
Abilities Str 13, Dex 15, Con 14, Int 17, Wis 12, Cha 14
Feats Insightful
Skills (Ranks) Appraise +3 (+5 related to stone or metal) (0), Concentration +6 (4), Craft +3 (+5 related to stone or metal) (0), Knowledge (architecture & engineering) +5 (2), Knowledge (dungeoneering) +5 (2), Knowledge (history) +7 (4), Listen +1 (0), Search +3 (+5 to notice unusual stonework) (0), Spellcraft +7 (4), Spot +1 (0)
-----
Possessions: backpack, bedroll, belt pouch, flint & steel, light crossbow with 10 bolts, light mace, longspear, sack, spell component pouch, studded leather, waterskin, 19 gp, 8 sp
-----
Class Features:
Armored Mage: No arcane spell failure with warmage spells when wearing light armor or using light shields.

Warmage Edge: +3 damage with warmage spells.

Racial Traits:
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.

Enemies: +1 racial on attack rolls versus orcs and goblinoids.

Stability: +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Stonecunning: +2 racial bonus on Search checks to notice unusual stonework, et cetera.

Weapon Familiarity: Dwarven waraxes and dwarven urgroshes are martial weapons.

Rolls: 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=6, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=17.
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Last edited by Mark Chance; 19th March 2009 at 03:34 PM..
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Old 19th March 2009, 03:40 PM   #113 (permalink)
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Voadam,

Robert looks good. I just noted a couple of things.

1. -1 STR penalty should be applied to his weapon damages.

2. +2 racial bonus for Move Silently is missing (+10 total).

That's it, everything else looks great. Go ahead and move his sheet over to the character repository when you get a moment.

Oh, and here's a rumor for Robert.
Robert's Rumor
If you find the three carpets of Tral-Ferrer and put them together, they reveal some secret about Dragon's Delve.


EDIT: Any luck finding a picture to represent Robert?
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Old 19th March 2009, 03:46 PM   #114 (permalink)
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Mark, I just noticed that Bellus looks like he's good to go. I'll review him shortly.

In the meantime, what color would you like to use for his speech?
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Old 19th March 2009, 05:35 PM   #115 (permalink)
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Mark, I just noticed that Bellus looks like he's good to go. I'll review him shortly.

In the meantime, what color would you like to use for his speech?
Let's go for a bold magenta to emphasize how comfortable Bellus is with this maleness.

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Old 19th March 2009, 07:19 PM   #116 (permalink)
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Let's go for a bold magenta to emphasize how comfortable Bellus is with this maleness.

Nice
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Old 20th March 2009, 04:21 AM   #117 (permalink)
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Mark Chance, I went over Bellus' sheet, and he looks perfect. Go ahead and move him over to the Character Repository thread at your convenience.

And, here's a juicy rumor for Bellus to start with.

Bellus' Rumor
Part of the dungeon is actually a diamond mine still teeming with ore waiting to be discovered.
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Old 20th March 2009, 04:23 AM   #118 (permalink)
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Well, I think we've got the character sheets pretty well sorted, now. I should have an IC thread up and running very soon.
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Old 20th March 2009, 07:09 AM   #119 (permalink)
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Okay, guys, the IC thread is up and running!

Game on!
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Old 21st March 2009, 03:51 AM   #120 (permalink)
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House Rules/Skill Use

Guys,

I wanted to go over some of my intentions regarding use of skills and rolling dice.

On the whole, I'd like you to do as much rolling for yourselves as you can. Please use Invisible Castle using your PC's first name for this. For example, any time you post an attack action in combat, please go ahead and make your roll. For any action which may cause damage, please do go ahead and roll for that damage, even if it seems likely the action is not successful (hey, you never know!). I will roll for initiative when needed, and also for saving throws, to help avoid delays.

As for skills, please do go ahead and roll for any checks you wish to intiate such as Spot/Listen, Knowledge, Search, etc. However, be advised that I will also make skill checks for you in situations that come up, and let you know the results (spontaneous Knowledge checks if appropriate, for example).

Now, as for Search checks, there is a house rule. I know that in a big dungeon like this, the temptation is to plod along and take 20 on Search checks one square at a time, for fear of missing something. I find this to be too metagamey, and it strains my suspension of disbelief. I thought about discouraging this through liberal use of the wandering monster table, but I think it's better to just be direct. So, for this game, you may not take 20 on a Search check unless there is in-character information which leads you to believe there is something specific to look for (e.g., a captured goblin tells you there is a secret door in the next room). To counterbalance this nerfing, I will at times make passive Search checks for your PCs so long as they are moving cautiously and making an effort to be observant. I do want them to discover secrets after all, because it's part of the fun. But, abusing the Take 20 rules is also unfun, so this is my solution. Of course, you may always roll your own Search checks, and you may Take 10 if your roll is poor.

Comments welcome.
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