(3.X D&D/d20) Recruiting: The First (Now OOC)

Arkhandus

First Post
Yes, there's still room for 1 more. I haven't quite closed recruiting yet. Your PC doesn't have to be finished in time for the start of the game, but I will be starting with the completed PCs on Tuesday or Wednesday.

Current roster is a male forest gnome artificer, a male flamekin brightsoul, a female giant wood witch, a male human paladin, a female human air shugenja, a male dwarf dragonfire adept, and a male elf duskblade. The female dwarf of the First Generation has been mentioned in a PC's background and so that slot is also essentially 'taken', as I'll be working up details on that NPC soon. Similarly, a female bamboo spirit folk sha'ir is one of the other NPCs around.

I will finish my final review of the earlier-mentioned PCs later tonight. Still waiting for Willette to tweak Elidar and respond to my review of him.

I would allow Inner Flame Nova to work in a grapple. The rules don't specify, but if you succeed at a grapple check I'd say you could use a supernatural ability just as you could cast a spell in such circumstances (though without need for a Concentration check or whatnot).
 

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Arkhandus

First Post
The roster:
GlassEye..........Angrboda, Female Giant Wood Witch (ready)
rangerjohn........Falryn, Male Elf Duskblade (ready)
Voda Vosa........Metliz, Female Human Air Shugenja (ready)
Dragonwriter.....Kaznak, Male Dwarf Dragonfire Adept (ready)
HolyMan...........Forge, Male Human Paladin (ready)
Willette............Elidar, Male Forest Gnome Artificer (ready)
Theroc.............Pyre, Male Flamekin Brightsoul (ready)
 
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Frozen Messiah

First Post
oh than I came by just in time, I will have to look over the books.

It's ok if my character doesn't come in at first I plan to have him more of a secluded meditative nature, probably going for a swordsage and maybe Githyanki but all I know about them is from the monster manual, is that ok.
 

Arkhandus

First Post
I don't know if they're in the 3.5 Monster Manual......I only have a 3.0 one. I have the Githyanki stats given in Dungeon Magazine's Incursion issue. And the older 3.0 stats for them in Manual of the Planes and the 3.0 Psionics Handbook.
 

rangerjohn

Explorer
Yes, I did. Which sheet are you looking at? I corrected the first sheet on the first page,
as per your request. As for the weight issue I'll have the sacks tied to the pack and a quick
release on the pack. I figure a move action.
 
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Willette

First Post
Code:
Name: Elldar
Class: Artificer
Race: Forest Gnome
Size: Small
Gender: Male
Alignment: Neutral Good
 
Str: 14 (15-2 racial+1) +2  Level: 1            XP: 0
Dex: 18 (18)            +4  BAB: +0             HP: 9 (1d6+3)
Con: 16 (12+2 racial+2) +3  Grapple: -2 (0+2-4) Dmg Red: -
Int: 18 (18)            +4  Speed: 20 ft        Spell Res: -
Wis: 16 (15+1)          +3  Init: +4            Spell Save: +4
Cha: 13 (12+1)          +1  ACP: -2             Spell Fail: -
 
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:               10     +3   +1    +4    +1                 19
Touch: 12             Flatfooted: 15
 
                         Base   Mod  Misc  Total
Fort:                       0    +3    +0     +3
Ref:                        2    +4    +0     +6
Will:                       0    +3    +0     +3
 
Weapons:                Attack     Damage Critical
Morningstar             +3 (0+2+1)  1d6      20/x2
Dagger                  +3 (0+2+1)  1d3   19-20/x2    
Light Crossbow          +5 (0+4+1)  1d6   19-20/x2
 
Device powers: 0th 4, 1st 2 
0th
Detect Poison
Flare
Light
Mage Hand
1st
Grease
Shocking Grasp
 
Languages: Gnome, Common, Forest Animals, Dwarven (Int), Orc, Sylvan, Giant 
Racial/Class Traits:
Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. 
 
1/day — Dancing Lights, Ghost Sound, Prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level
+1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids. 
 
+4 racial bonus on Hide checks, which improves to +8 in a wooded area. 
  
+2 Constitution, -2 Strength. 
 
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, -4 penalty on grapple checks, +4 on hide checks, lifting and carrying limits ¾ those of Medium characters. 
 
A gnome’s base land speed is 20 feet. 
 
Low-light vision. 
 
+2 racial bonus on saving throws against illusions and +1 to illusion save DC. 
 
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). 
 
+2 racial bonus on Listen and Craft (alchemy) checks. 
Weapon Familiarity. Gnome Hooked Hammer
Trapfinding: Can use Search skill to locate traps when Difficulty Class higher than 20. Finding a nonmagical trap has DC of 20 or higher if well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with Disable Device check can study a trap, figure out how it works, and bypass it (with party) without disarming it.
 
Favored Class: Bard. 
Feats:?????????
 
Skill Points: 32       Max Ranks: 4/2
Skills:                  Ranks  Mod  Misc  Total
Appraise                  2      4           6 
Craft (alchemy)           2      4     2     8
Craft (weaponsmithing)    4      4           8
Craft (armorsmithing)     4      4           8
Disable Device            2      4           6
Knowledge (engr&arch)     4      4           8
Profession (engr)         4      3           7
Listen                    2      3     2     7
Search                    4      4           8
Open Locks                4      4           8
Equipment:                      Cost  Weight  Charges
Artisan's Tools                 5 gp  5    lb  
Explorer's Outfit               0 gp  2    lb
Rations (4 days)               20 sp  1    lb
Bedroll                         1 sp  1.25 lb
Fishhook                        1 sp
Scroll Case                     1 gp  0.5  lb
Flint and Steel                 1 gp
Waterskin (2)                   2 gp  2    lb
Belt Pouch                      1 gp  0.125lb
Ink                             8 gp
Inkpen                          1 sp
Parchment (8)                  1.6gp
Sack                            1 sp  0.125lb
Morningstar                     8 gp  3    lb
Light Crossbow                 35 gp  2    lb
Dagger                          2 gp  0.5  lb
Bolts (30)                      3 gp  1.5  lb
Studded Leather Armor          25 gp 10.0  lb
Buckler                        15 gp  2.5  lb
Artificer Item: Flare Helm     90 gp  2.5  lb   9
(Helmet + Belt Slot)
-------------------------------------------------
                              200 gp  34   lb
 
                         Lgt  Med Hvy    Lift       Push
Max Weight:              43.5 87  131.25 131.25/263 656
 
* One headband, hat, helmet, or phylactery on the head 
* One pair of eye lenses or goggles on or over the eyes 
* One amulet, brooch, medallion, necklace, periapt, or scarab around the neck 
* One vest, vestment, or shirt on the torso 
* One pair of pants on lower body 
* One robe or suit of armor on the body (over a vest, vestment, or shirt) 
* One belt around the waist (over a robe or suit of armor) 
* One cloak, cape, or mantle around the shoulders (over a robe or suit of armor) 
* One pair of bracers or bracelets on the arms or wrists 
* One glove, pair of gloves, or pair of gauntlets on the hands 
* One ring on each hand (or two rings on one hand) 
* One pair of boots or shoes on the feet 
 
Age: 80 
Height: 3'00"
Weight: 40lb
Eyes: Large Black
Hair: Shaggy brown
Skin: Mottled Green Brown

So i made all the changes i believe. Altered the flare to a helm (essentially a head lamp with flashbulb type scenario) and put in a list of available slots as an afterthought which should be ok but let me know. Only 2 questions:

1. Can i use mercantile background from MoF as starting feat and apply the item sales and buying discount to a barter situation as i assume we'll be using? Or is the extra 300 gp too much to be adding at start, as i'd be devoting most of it to having more charges or a different artificer item. If not i'd say i'll take rapid reload for light crossbow.

2. As to the adding of hide to the size category, would the +4 to hide classified as racial be this size bonus of is that in addition to size so i'd have +8 and +12 in woods.
 

Frozen Messiah

First Post
I don't have a lot of my books right now so it may take a while for me to get my character in.

Does the Githyanki in manual of the planes have telekenisis at 9th level?
 

Arkhandus

First Post
Yes, Githyanki of 9th-level and higher can use Telekinesis 3/day. But that's quite a ways off from where we're starting. The Manual of the Planes version is a bit out of date (from before they were slightly tweaked by Wizards of the Coast to be a more reasonable PC-race; the MotP version gets most of their psionic abilities at 1st-level and useable at will; the revised version in Dungeon/Polyhedron only has Daze and Mage Hand at will, with the other psionics kicking in at 6th and 9th level). Other than their Psionics tweak, and the fact that they're Humanoids (Extraplanar) in 3.5, I think they're the same as presented in MotP. They have a +2 Level Adjustment, so it'd take a while for a Githyanki PC to reach 2nd-level.
 

Arkhandus

First Post
Yes, I did. Which sheet are you looking at? I corrected the first sheet on the first page,
as per your request. As for the weight issue I'll have the sacks tied to the pack and a quick
release on the pack. I figure a move action.
Sorry, I had been looking only at your sheets on the 2nd page, since those're the ones you had been editing before. The revised sheet on page 1 looks fine. Carried weight is 130 pounds, as each sack is only half a pound.

Can't just tie the sacks to the backpack.......it'd tear under all that weight, I think. 40 or 50 pounds at least....
 

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