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[Game Closed] Dead of Winter: DnD3e-CoC Game in the Forgotten Realms (IC Forum)

Old Fezziwig

Well, that was a real trip for biscuits.
Hi, Richard. :) The slot is definitely open. If you're ready to post a character tonight, that'd be great. So, this will bring us to:

* Sir Zichard Danilk, Human Pal2 of Torm
* Fezzin Verghenheim, Shield Dwarf Ftr1/Clr1 of Clangeddin Silverbeard
* Ezra Geonora, Human Mnk2 of Ilmater, Monastery of the Yellow Rose
* Yanis Princetonson, Human Rog1/Rgr1 (Deity?)
* Daan, Gnome Drd2 (Deity?)
* Oskar Dankil, Shield Dwarf Div2 of Dugmaren Brightmantle

So there we have it. This bad boy is closed :).

drs — Did you get my e-mail? I sent it to the yoll.net address, as requested.

perivas — You needed a port city in Thesk? Telflamm is my suggestion, given both your history and your classes.

Rorschach — You'll have the information on Clangeddin Silverbeard's temples in the Earthspur Mountains tonight...maybe even earlier (I'm at home, not work, so....). ;)

Okay. We'll be doing a little more background work in here for a while, mostly centered on Caerrhen, but then we should be good to go. I'll have some basic information on Caerrhen posted probably by Saturday (inns, government, etc.). I'm looking forward to getting started.

Best,
tKL
 
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RichardFannon

First Post
Quick check

If I give him "Spellcasting Prodigy" and a toad familiar, will you call me a munchkin?

The feat fits with his background (his natural talent for arcane magic interfering with his capacity for divine spells) and no other familiar really fits

With an Int of 15 and Spellcasting Prodigy, how many level 1 spells known will he start with? I think it's seven (2 + 2 Int + 1 for effective Int boost from feat + 2 Level)
 

RichardFannon

First Post
Character

PCGen has picked exactly the wrong moment to go *bing* on me so I can't be bothered to work out the enclumberence by hand. However, I can't see his Load being anything other than Light

Oskar Dankil
Male Dwarven Diviner 2
Age: 64
Weight: 196 lbs
Height: 4' 3"
Alignment: Chaotic Good
Patron Deity: Dugmaren Brightmantle
Sanity: 50
Current XP: 1000
XP for Next Level: 3000

Attributes
Str 12 (+1)
Dex 13 (+1)
Con 16 (+3)
Int 15 (+2)
Wis 10 (+0)
Cha 6 (-2)

Combat Info
HD 2d4+6, HP 13
AC: 11 (+1 Dex)
Flat Footed AC: 10
Touch AC: 11 (+1 Dex)
BAB: +0
Saves: Fort +3, Ref +1, Will +3
Attacks: Lt. Crossbow, +1 ranged, 1d8, 19-20 x2 80', Size M, Type P
Lt. Crossbow with Masterwork bolt +2 ranged, 1d8, 19-20 x2 80', Size M, Type P
Quarterstaff, +1 Melee, 1d6, 20 x2, Size L, Type B
Dagger, +1 melee or +1 ranged, 1d4+1, 19-20 x2, 10', Size T, Type P
Unarmed, +1 melee, 1d3+1, 20 x2, Size T, Type B

Skills
Alchemy 3 (1 Rank, +2 Int)
Concentration 5 (2 Ranks, +3 Con)
Craft (Weaponsmithing) 8 (4 Ranks, +2 Int, +2 Racial)
Knowledge (Arcana) 6 (4 Ranks, +2 Int)
Knowledge (Religion) 7 (5 Ranks, +2 Int)
Scry 3 (1 Rank, +2 Int)
Spellcraft 5 (3 Ranks, +2 Int)

Languages
Common, Dwarven, Damaran, Draconic

Feats:
1st Level: Spellcasting Prodigy (Wizard), Scribe Scroll

Abilities:
Stonecunning
Save +2 vs. poison
Save +2 vs spells
+4 dodge vs giants
+2 on Appraise of stone/metal items
+2 on stone/metal Craft check

Equipment Carried
Bandoleer, Potion belt, Scroll organiser, Backpack, Bedroll, Winter blanket, Ink and pen, Belt pouch, 4 days rations, Rope (50 ft. silk), Sack (empty), Waterskin, Whetstone, Spell component pouch, Spellbook, Explorers outfit, Bolts (30), Masterwork bolts (20), Dagger (2), Acid (2),Alchemists Fire (2), Tanglefoot bag (2), Thunderstone (2), Antitoxin (2), Holy Water (2), Smokestick, Sunrod (2), Tindertwig (5), Cure Light Wounds potions (5), Scroll of Endure Elements (2), Scroll of Magic Weapon (2), Scroll of Jump (1), Scroll of Spider Climb (1), Quarterstaff, Everburning Torch

The scrolls are in the scroll organiser; the potions and alchemical gunk are in the potion belt or the bandoleer, familiar is in the belt pouch (ready to bite pickpockets). The Everburning Torch can fit into a harness on the side of his backpack, leaving his hands free. Three of the Cure Light potions are in the backpack. One case of MW bolts and one case of normal bolts are strapped to the outside of the backpack. The others are in the backpack

Toad Familiar (Stonehide). The +2 Con bonus raises Oskars hp to 15; his Concentration to 6 and his Fort save to +4

Money in Belt Pouch
25 gold, 2 silver, 9 copper

Level 0 Spells:
Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison(*), Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance

Level 1 Spells:
Endure Elements, Identify(*), Mage Armor, Magic Weapon, True Strike (*), Comprehend Languages(*), Magic Missile

* Specialised School Divination (Necromancy prohibited)

Spells per day
Level 0: 4+1
Level 1: 2+1

Typically memorises:
Level 0: Detect Magic, Detect Poison, Read Magic, Prestidigitation, Light
Level 1: Mage Armour, True Strike, Magic Missile

Edit: Completed character and fixed typos
 
Last edited:

Old Fezziwig

Well, that was a real trip for biscuits.
Re: Quick check

RichardFannon said:
If I give him "Spellcasting Prodigy" and a toad familiar, will you call me a munchkin?

Ahem...

Munchkin!

:p

Seriously, I have no problem with that. The character looks good so far. Thanks, Richard. :)

Best,
tKL
 

RichardFannon

First Post
What's missing...

Ok, he's a Shield Dwarf rather than a Gold Dwarf (obviously)

He's from a dwarven stronghold in the Vast. I've picked "Three cure light potions and 20 masterwork arrows" for the Equipment option - making a total of 5 cure potions (three of which are kept in his backpack). Can I swap the arrows for bolts?

He's in Caerrhen looking for work. Someone told him there was a blacksmith (weaponsmith?) in the village after an apprentice.

Does that work? Do you need anything more?
 

Old Fezziwig

Well, that was a real trip for biscuits.
Richard — Looks good. Yes, I have no problem swapping bolts in for arrows. And, as for work, that's fine — the smith in Caerrhen is named Keargrynn Andelspar, he's a human and he's a damn fine smith, at least this is what you've heard. :) Hope this helps.

Best,
tKL
 



bluegreenone

First Post
Hey novyet, I noticed that Ezra is listed as having improved initiative as a bonus feat. I was going to take that as well but I noticed that it require the "expertise" feat first. Sorry :(
 

bluegreenone

First Post
Daan

OK, here's what I have so far. Complete version upcoming.

Daan
Male Gnomish Druid 2
Age: 42
Weight: 40 Lbs
Height: 3' 4"
Alignment: Neutral Good
Home Region: Impilitur
Current XP: 1000
XP for Next Level: 3000


Attributes
Str 11* (+0)
Int 14 (+2)
Con 14* (+2)
Cha 10 (+0)
Wis 15 (+2)
Dex 8 (-1)
*Racial modifier
Combat Info
HD 2d8+2, HP 18
AC: 14 (+2 Leather +2 Shield -1 Dexterity, +1 Size)
Flat Footed AC: 14
Touch AC: 10 (-1 Dexterity, +1 Size)
BAB: ?
Saves: Fort +3+2, Ref +0-1, Will +3+2
Initiative: -1 (-1 Dexterity)


Armor
Leather +2 AC, Large Wooden Shield +2AC, -2 Check Penalty

Attacks
Shortspear: 1d8, x3, 20ft, Large, Piercing Unarmed, +2 melee, 1d6+1, 20 x2, Size , Type B
Sling, 1d4, x2, 50ft, Small, Bludgeoning

Skills 24+6
1 Climb
2 Swim
1 Hide
1 Ride
4 Wilderness Lore
2 Intuit Direction
2 Scry
4 Concentration
1 Spellcraft
2 Craft (trapmaking)
4 Animal Empathy
3 Handle Animal
 

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