Rathan's Problem Down Under [3.5 OOC/Recruiting One More: Need Arcane Type]

Rathan, in case you weren't aware, there are loads of other flaws in Dragon Magazine.

[sblock=Dragon Magazine flaws]Aligned Devotion "Flaws for Clerics" Dragon Magazine 326 (Page 91)
Arcane Conundrum "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Arcane Fatigue "Flaws for Wizards" Dragon Magazine 333 (Page 94)

Arcane Parasites "Flaws for Wizards" Dragon Magazine 333 (Page 94)
Arcane Performer "Flaws for Bards" Dragon Magazine 324 (Page 98)
Beady Eyes "Nobody's Perfect" Dragon Magazine 328 (Page 44)

Beastly "Flaws for Rangers" Dragon Magazine 329 (Page 95)
Bestial Instinct "Flaws for Druids" Dragon Magazine 324 (Page 93)
Blind Rage "Flaws for Barbarians" Dragon Magazine 325 (Page 93)

Brash "Flaws for Bards" Dragon Magazine 324 (Page 98)
Bravado "Nobody's Perfect" Dragon Magazine 328 (Page 44)
Cautious "Nobody's Perfect" Dragon Magazine 328 (Page 44)

Chicken Infested* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Chivalrous Courtesy "Flaws for Paladins" Dragon Magazine 324 (Page 96)
City Slicker "Flaws for Druids" Dragon Magazine 324 (Page 93)

Claustrophobia "Flaws for Druids" Dragon Magazine 324 (Page 93)
Code of Arms "Flaws for Paladins" Dragon Magazine 324 (Page 96)
Cold-Blooded "Flaws for Druids" Dragon Magazine 324 (Page 93)

Corpse* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Coward "Flaws for Bards" Dragon Magazine 324 (Page 98)
Curious "Nobody's Perfect" Dragon Magazine 328 (Page 43)

Delicious* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Dirt Farmer* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Divine Gestures "Flaws for Clerics" Dragon Magazine 326 (Page 91)

Domain Devotion "Flaws for Clerics" Dragon Magazine 326 (Page 91)
Elven Pride of Arms "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Exhausting Rage "Flaws for Barbarians" Dragon Magazine 325 (Page 93)

Feeble "Common Flaw" Unearthed Arcana (Page 91)
Foe Specialist "Flaws for Rangers" Dragon Magazine 329 (Page 95)
Fool "Flaws for Bards" Dragon Magazine 324 (Page 98)
Forlorn "Flaws for Wizards" Dragon Magazine 333 (Page 94)

Forlorn of Men "Flaws for Druids" Dragon Magazine 324 (Page 93)
Frail "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Frail "Common Flaw" Unearthed Arcana (Page 91)
Free-Spirited "Nobody's Perfect" Dragon Magazine 328 (Page 43)

Frivolous Performer "Flaws for Bards" Dragon Magazine 324 (Page 98)
Fussy "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Glory-Hound "Nobody's Perfect" Dragon Magazine 328 (Page 42)

Grudge Keeper "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Gullible "Flaws for Barbarians" Dragon Magazine 325 (Page 93)
Half-Blood Outcast "Nobody's Perfect" Dragon Magazine 328 (Page 43)

Hatred "Flaws for Rangers" Dragon Magazine 329 (Page 95)
Haunted "Flaws for Sorcerers" Dragon Magazine 327 (Page 93)
Honorable Challenge "Flaws for Paladins" Dragon Magazine 324 (Page 96)

Honor of the Duel "Flaws for Paladins" Dragon Magazine 324 (Page 96)
Hot-Blooded "Flaws for Druids" Dragon Magazine 324 (Page 93)
Implacable "Nobody's Perfect" Dragon Magazine 328 (Page 42)

Inattentive "Common Flaw" Unearthed Arcana (Page 91)
Incomprehensible Accent "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Individualist "Flaws for Rangers" Dragon Magazine 329 (Page 95)

Insomniac "Nobody's Perfect" Dragon Magazine 328 (Page 43)
Light Sensitivity "Nobody's Perfect" Dragon Magazine 328 (Page 44)
Lightweight "Nobody's Perfect" Dragon Magazine 328 (Page 44)

Living Faith "Flaws for Clerics" Dragon Magazine 326 (Page 91)
Loner "Flaws for Sorcerers" Dragon Magazine 327 (Page 93)
Loudmouth "Flaws for Bards" Dragon Magazine 324 (Page 98)

Love of Nature "Flaws for Druids" Dragon Magazine 324 (Page 93)
Magical Fascination "Nobody's Perfect" Dragon Magazine 328 (Page 43)
Magical Overload "Flaws for Sorcerers" Dragon Magazine 327 (Page 93)

Material Devotion "Flaws for Clerics" Dragon Magazine 326 (Page 91)
Meager Fortitude "Common Flaw" Unearthed Arcana (Page 91)
Metal Intolerance "Flaws for Druids" Dragon Magazine 324 (Page 93)

Methodical Magic Method "Flaws for Wizards" Dragon Magazine 333 (Page 94)
Meticulous Performer "Flaws for Bards" Dragon Magazine 324 (Page 98)
Mounted Warrior "Flaws for Paladins" Dragon Magazine 324 (Page 96)

Murk-Eyed "Common Flaw" Unearthed Arcana (Page 91)
Nagging Cough* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
No Time For Book "Flaws for Druids" Dragon Magazine 324 (Page 93)

Noncombatant "Common Flaw" Unearthed Arcana (Page 91)
Obese "Nobody's Perfect" Dragon Magazine 328 (Page 44)
Pathetic "Common Flaw" Unearthed Arcana (Page 91)
Peasant Hat* "Flaws for Commoners" Dragon Magazine 330 (Page 87)

Phantom Sparks "Flaws for Sorcerers" Dragon Magazine 327 (Page 93)
Pig Bond* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Poor Reflexes "Common Flaw" Unearthed Arcana (Page 91)

Ponderous Spellcaster "Flaws for Clerics" Dragon Magazine 326 (Page 91)
Pride of Arms "Flaws for Paladins" Dragon Magazine 324 (Page 96)
Quarter Elf "Nobody's Perfect" Dragon Magazine 328 (Page 44)

Quick Burning Rage "Flaws for Barbarians" Dragon Magazine 325 (Page 93)
Restricted Sorcery "Flaws for Sorcerers" Dragon Magazine 327 (Page 93)
Shaky "Common Flaw" Unearthed Arcana (Page 91)

Short Attention Span "Nobody's Perfect" Dragon Magazine 328 (Page 43)
Short of Breath "Flaws for Wizards" Dragon Magazine 333 (Page 94)
Short Temper "Nobody's Perfect" Dragon Magazine 328 (Page 44)

Skulker "Nobody's Perfect" Dragon Magazine 328 (Page 44)
Slow "Common Flaw" Unearthed Arcana (Page 91)
Slow Healing "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Slow To Anger "Flaws for Barbarians" Dragon Magazine 325 (Page 93)

Solitary Paragon "Flaws for Paladins" Dragon Magazine 324 (Page 96)
Stubby Fingers "Nobody's Perfect" Dragon Magazine 328 (Page 42)
Superstitious "Flaws for Barbarians" Dragon Magazine 325 (Page 93)

Terrain Specialist "Flaws for Rangers" Dragon Magazine 329 (Page 95)
Test Subject "Flaws for Wizards" Dragon Magazine 333 (Page 94)
Trivial Performer "Flaws for Bards" Dragon Magazine 324 (Page 98)

Uncontrollable Rage "Flaws for Barbarians" Dragon Magazine 325 (Page 93)
Unimportant NPC* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Unreactive "Common Flaw" Unearthed Arcana (Page 91)

Vulnerable "Common Flaw" Unearthed Arcana (Page 91)
Warrior of the Phalanx "Flaws for Paladins" Dragon Magazine 324 (Page 96)
Weapon Bound "Flaws for Clerics" Dragon Magazine 326 (Page 91)

Weak Will "Common Flaw" Unearthed Arcana (Page 92)
Weresheep* "Flaws for Commoners" Dragon Magazine 330 (Page 87)
Wild "Flaws for Rangers" Dragon Magazine 329 (Page 95)
XP Farm* "Flaws for Commoners" Dragon Magazine 330 (Page 87)

*You have to be a 1st level commoner to take this feat.[/sblock]
I was considering taking the Wild flaw, let me know what you think.:)

WILD [Flaw]
Accustomed only to a free life in the wild, you
panic when captured or restrained.
Prerequisite: Survival 1 rank.
Effect: Whenever you are entangled,
pinned, or bound, you immediately become
panicked. Your fear is alleviated 1 round after
you are free of all bonds. Spells and effects
that remove fear do not prevent this effect.
 

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I'm finishing Berrek. Do we get dedicated rogue's galery?

I'd change history to include Berrek loosing his memory by being within starfall area and connecting that to flaws Ghost Warped and Haunted if allowed... I'll post later (almost) finished char so you can review everything...and put links for items that may need explanation
 

Ambrus: Again you give this newb more cred than you should.... I actually don;t know where to go to find those dragon issues.... though because you posted the one you wanted there.... I can say yea.... Wild is fine.. you're approved to take that.....

Neurotic: There will be a RG up shortly.... Like the background change and you are allowed to take any of the flaws or traits I created above(this is a relative term.. I meant the previous page heh) in regards to the starfall as well if you want... :D

I would also like a first draft of your character posted in this thread(unless you already have and I just missed it.. been known to happen heh...) before I let you post your finished one in the RG thread I will create later... that way I can look over it briefly and check for errors and give you a pat on the back for a job well done! :D
 
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Berrek Sandblade

Not formatted yet, not sure all items are valid or total sum...
I took cost of wand of cure light wounds as 150 (750/5) as I assume we WILL pitch in for one even if we have the cleric
Need traits, one of which will almost certainly be Stellar caution.

Would you allow 'partial' BAB and saves? I'm thinking Rogue 1/Spellthief 2 for extra skills and +1d6 sneak attack...I loose on BAB and saves unless partials are allowed, skills are never worth BAB especialy with delaying spell progression further...

How do you feel about stealing
a) more then one spell with one hit by sacrificing more then 1d6
b) one spell, one spell effect and/or other DIFFERENT things by sacrificing coresponding d6s

Tomorrow I'll add links to flaws so you can read them. If 'ghostly' flaws aren't allowed I'll go with other ones


Name: Berrek Sandblade
Race: Human
Player: Neurotic
Classes: Spellthief 3
Hit Points: 18 = 6 + 5 + 4 + 3 (CON)

1st level max = 6
2nd level (1d6+1=6)
3rd level 2/3 max = 4


Experience:
Alignment: Chaotic Good
Speed: Walk 30 ft.
Languages: Common, Elven, Draconic (assuming one of those two is 'standard' magical language, other one will be changed depending on area's common secondary language)

Stat Score Mod
STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 13 (+1)
------------------------------


Fort: 1 + 1(CON) = 3 + 1(grace)
Ref: 3 + 3(DEX) = 6 + 1(grace)
Will: 3 + 0(WIS) = 3 + 1(grace)

Init: +9 = +3 (DEX) +4 (Imp Init) +2 (Quick Recon)

BAB: +2
Melee: +1
Finesse: +5
TWF: +3/+3
Ranged: +5

Dagger:
to hit: +6 OR +4/+4 (Masterwork weapons) 19-20/x2; range 10'
damage: 1d4 - 1 + 1d6 sneak if applicable

Crossbow:
to hit: +5
damage: 1d8 19-20/x2; range 80'

Total / Flat / Touch
AC: 17 14 14

-------------------------- Skills ----------------------------------------
Skill Stat Pts Bonus Syn Total Misc
------------------------------------------------------------------------
Appraise int 0 2 2
Bluff cha 0 1 1
Concentration con 1 1 2
Decipher Script int 1 2 3
Disable Device int 4 2 6
Escape Artist dex 4 3 2 9 from traits
Gather Information cha 1 1 2
Hide dex 5 3 8
Jump str 0 -1 -1
Knowledge(Arcana) int 0 2 2
Knowledge(Local) int 0 2 2
Listen wis 5 0 5
Move Silently dex 5 3 8
Open Lock dex 4 3 7
Search int 5 2 7
Speak Language N/A 0 0 0
Spot int 5 2 7
Spellcraft int 1 2 3 +2 Knowledge Arcana
Swimm str 0 -1 -1
Tumble dex 5 3 8 +2 Jump
Use Magic Device cha 6 1 7 +2 Decipher script and Spellcraft for scrolls


-------------------------- Skill Tricks --------------------------------
Listen To This 2 Repeat flawlesly something heard up to 1 hour ago
------------------------------------------------------------------------
54

-------------------------- Feats ---------------------------
class Armored casting (light) - no spell failure chance in light armor

Flaw Curious/Haunted
Feat Improved Initiative - +4 initiative
Flaw Gullible/Ghost warped
Feat Lucky Fingers - re-roll failed Disable Device, Open Lock or Sleight of Hand

human Weapon Finesse - use light weapons with DEX bonuses
1st Quick Reconnoiter - free spot and listen checks
3rd Two weapon fighting - fights with daggers at -2/-2



Traits:
[sblock=Stellar Caution:]
You are more than a little apprehensive about things and event pertaining to the Starfall.

Benefit:You gain a +1 Insight bouns to AC when dealing with anything pertaining to the Starfall.

Drawback: You take a -1 penalty on Init checks when dealing with anything about the Starfall. Because of your defensive nature to it all, your reaction suffers
[/sblock]

[sblock=Slipery]
You are less adept at grappling and wrestling than others of your size and strength, but you are adept at slipping out of another's hold.

Benefit
You gain a +1 bonus on Escape Artist checks to escape a grapple and on grapple checks to escape a grapple or avoid being grappled.

Drawback
You take a -1 penalty on all other grapple checks.
[/sblock]

[sblock=Skinny]
You are very slender for your race.

Benefit
You gain a +1 bonus on Escape Artist checks.

Drawback
You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.

Roleplaying Ideas
Skinny characters tend to be pushed around by tougher types, so those with this trait might be shy, or they might be very defensive when faced with such situations.
[/sblock]
-- ToDo:
6th Unbelieveable luck



Simple weapons
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.


-------------------- Special Abilities ---------------------
1st Trapfinding
1st Steal spell (2nd)
1st Sneak attack (1d6)
1st Spell grace +1 - add to all saves
2nd Steal spell effect
2nd Detect magic 1/day - as spell
3rd Steal energy resistance 10




------------------------- Equipment ------------------------
Name
------------------------------------------------------------
Masterwork dagger x2 x 302gp (1 lb)
Silver dagger x1 x 22gp (1 lb)
Cold iron dagger x2 x 4gp (1 lb)
Light crossbow x1 x 35gp (4 lbs)

Masterwork studded leather x1 x 175gp (20 lbs)

Spellpouch x1 x 5gp(2 lbs)
Holy symbol of Olidammara x1 x 1gp
Steel mirror x1 x 10gp (1/2 lb)
Silk rope (50') x1 x 10gp (5 lbs)
Chalk x1 x 1cp
Caltrops x1 x 1gp (2 lbs)

Holy water x 1 x 25gp (1 lb)
Alchemist fire x 1 x 20gp (1 lb)
Tanglefoot bag x 1 x 50gp (2 lbs)
Alchemist acid x 1 x 10gp (1 lb)
Thunderstone x 1 x 30gp
Smokestick x 1 x 20gp (1/2 lb)
Sunrod x 2 x 2gp (1 lb)


Masterwork thief tools x1 x 100gp (1 lb) (+2 to Open Locks and Disable Device)
Guild badge (Black Hand over arcane blue burst) 1gp
-------------------------------------------------------------------
Total: 1130gp (51 lbs)



Total weight caried: 51 lbs
Current load: Light

Encumbrance
Light: 26
Medium: 53
Heavy: 80


------------------------ Description -----------------------
Height: 5' 6" Weight: 168 lbs. Gender: Male
Eyes: dark Hair: none Skin: Tanned
Quirks: brash and impulsive usualy, but now he is more subdued
Speech style: subdued
Quotable: I. DON'T. KNOW.



Magic Items:
grave strike scroll x 1 x 25gp
master's touch scroll x 1 x 25gp


[sblock=Healing belt] 750gp
std; +2 competence Heal; 3 charges/day; healing 1 charge 2d8 + 1d8/extra charge (max 4d8)
CL: 3
Body slot: waist
Activation: standard (command)
This broad leather belt is studded with three moonstones.

While wearing Healing belt you gain +2 competence bonus on Heal checks. This is continuous effect and requires no activation.
In addition, the belt has three charges which are renewed each day at dawn. Spending one or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead dealing them equivalent amount of damage).
1 charge : heals 2d8 points of damage
2 charges: heal 3d8 points of damage
3 charges: heal 4d8 points of damage
[/sblock]

Wand of CLW x 1 x 750gp

Enlarge Potions x 1 x 50gp
Magic Wpn oil x 1 x 50gp

[sblock=Brute Gauntlets] 600gp
swf; +2 +1/extra charge morale bonus to STR, STR skill and damage; 3 charges/day
CL: 3
Body slot: Hands
Activation: swift (command)

This pair of heavy black leather gauntlets is set with metal studs.

Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have three charges which are renewed each day at dawn. Spending one or more charges grants you morale bonus on Strength checks, Strength based skill checks and and melee weapon damage for one round.
1 charge : +2 bonus
2 charges: +3 bonus
3 charges: +4 bonus
[/sblock]

[sblock=Boots of stomping] 600gp
std; 15' cone REFL DC 13 or fall down with 1d4 non lethat damage 3/day
CL: 3
Body slot: Feet
Activation: standard (manipulation)
The thick metal soles of these dirt-brown boots are slightly wider then the vamp. Brassy metal bands run from the sides of the soles to the tops.

When you stomp your feet and activate boots of stomping you generate a 15-foot cone shaped burst of psychokinetic force that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground withing the area. Creatures that fail a DC 13 Reflex save are thrown to the ground, prone, and take 1d4 non lethal damage.

Boots of stomping function three times a day
[/sblock]

[sblock=Amber Amulet of Vermin (giant bee)] 500gp
std; summons giant bee for one minute 1/day

CL: 7
Body slot: Throat
Activation: standard (command)
This irregularly shaped piece of natural amber is fastened at the end of a long golden chain. Within the amber tiny creature still seems to twitch.

This item summons giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature's ally. At the end of this duration creature vanishes. Eight varieties...yadda yadda...

Amber amulet of vermin works once per day.
[/sblock]


Member of cabal of mage guild 'guardians' (enforcers) that take care of one mage taking over whole guild or doing forbidden things...The Black Hand.

Unfortunately, once Berrek got over his head in what should have been simple scout/probe/information gathering mission on a suspect mage. Instead he was caught in a trap and held for memory change or worse, enfeeble mind. That was when the sky fell, mage tower was brought down and mage that was investigated perished. Strange as it is, Berreks abilities somehow interferred with the magic or maybe it was star magic. Whatever the cause, he was left unharmed as is with his mind a blank slate. He has no concept of who he is, where he is or why he is. His only companion is currently the very mage that perished in StarFall. His name, Vensh Alaber, means nothing to Berrek, except that his first appearance caused short flashback of memory of older man showing the location of the tower on the map and illusion of Vensh's face.

After the calamity he managed to return to civilized lands and live off the streets for a time. One morning he was awaken by the ghost and found small peace of paper saying:

To Berrek Sandblade
The Hand has chosen you to go as Our representative and witness to Star Fall site. Report to ?? where another five heroes will gather. You are to keep an eye on the mages present and to report any strange magical phenomena that bear further investigation. You're free to keep any spoils you recover with usual 5% tithe.


He was delighted to find out his name. He now has little information to start recovering his life. Of course there are questions: What is The Hand? Who is older man he saw in flashback? Why was he sent to Vensh in the first place?

Without anchor or goal except to find out who he is Berrek went to ?? and thus, adventure begins.


Details, currently unknown to Berrek:
Berrek has strange mark on his right hand. He had it since he can remember it and his parents say that he was adopted from orphanage with that tatoo. In time it streched some and lost it's initial bright purple color fading to slight purple and almost looking as strange scar.

He is born in Gerpalistar, but, because of some politicking and (literal) backstabbing, he was sent out to a relative (Onodar Feldspar) in Jormikfen. Onodar received news of Berreks parents demise and having no use for an infant or interest in keeping him without gain left his mark on the child for easier tracking and left him in an orphanage. He was adopted by local glassblower and his wife, Jeremiah and Irene Sandblade. Over the course of years he had several strange encounters and received training from his hired tutor in more then just literacy and magic. In time he joined mage guild through their secret police 'The Black Hand'. His uncle kept him under surveilance and once he joined The Hand started using him for private gain. Thus, just before starfall he was sent to spy on mage on suspicion of creating magebred abominations, in truth only to scout out innocent mage for preparing stealing of his newly researched spells.

This mage, feeling betrayed by the very organisation that should be preventing such actions was harsh on young Berrek, but never got to fulfill his threats. He was good man and regardless of his threats to feeblemind young thief, he settled on memory wipe. In the middle of the process star fell, interferring both with magic and Berreks abilities deleting most of his memory. The mage died in ruins of his tower, most or all his books and research incinerated in the event. For some strange reason he rose at next sunset just as Berrek managed to slip out of the bonds holding him.

He still cannot communicate meaningfuly with anyone and he shows none of the powers usualy manifested by true ghosts. He seems mostly immune to turning attempts and any kind of spell or weapon. Whenever he tries to communicate, only low pitched moaning is heard, when he tries to manifest only general outline of ectoplasm shows. Berrek is aware that this is same man that held him captive, but seems that he cannot do anything about his haunting.
 
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Neurotic:

-------------------------- Skill Tricks --------------------------------
Listen To This 2 Repeat flawlesly something heard up to 1 hour ago
------------------------------------------------------------------------
54

What is this?..... never seen it before.. as I said... newb DM here... anything that's basicly not core I've not really had TOO much experience with and you will need to spell things out for me so I know what to expect from my characters... thanks :)

1st Quick Reconnoiter - free spot and listen checks

same here.... free spot and listen checks how.... pertaining to what?... what are the bonuses.. how does this feat work.... give me the description please...

Magic Items:
grave strike scroll 25
master's touch scroll 25


Healing belt x 1 x 750gp
std; +2 competence Heal; 3 charges/day; healing 1 charge 2d8 + 1d8/extra charge (max 4d8)

Wand of CLW x 1 x 750gp

Enlarge Potions x 1 x 50gp
Magic Wpn oil x 1 x 50gp

Brute Gauntlets x 1 x 600gp
swf; +2 +1/extra charge morale bonus to STR, STR skill and damage; 3 charges/day

Boots of stomping 600gp
std; 15' cone REFL DC 13 or fall down with 1d4 non lethat damage 3/day

Amulet of Vermin (giant bee) 500gp
std; summons giant bee for one minute 1/day

If you could non abbreviated text as to where these came from so I can look them up would be good.... I know I seem really naive about all of this but I have to know where my players are getting things.. that way as a new-ish DM.. I can do a better job is all
 

What is this?..... never seen it before.. as I said... newb DM here... anything that's basically not core I've not really had TOO much experience with and you will need to spell things out for me so I know what to expect from my characters... thanks :)
Maybe I can help out a bit here. Listen to this is a skill trick; skill tricks are an optional system described in Complete Scoundrel, page 82. Essentially, skill tricks are much like unique mini-feats, each bought for two skill points and usable once per encounter.

Quick Reconnoiter is a feat from Complete Adventurer, page 112.
 

Bravo Ambrus, bonus points for you.

Boots of stomping are (I believe from expanded psionics handbook, reprinted in Magic Item Compendium.
Grave strike and master's touch are spells from completes (divine and adventurer, I believe, I'll check)

As for skill tricks, Complete Scoundrel IS on the list...I'm planning on taking Uncanny Trickster at around 5th level when I have prerequisite skills for some advanced tricks...

Free spot and listen in sense that if there is something to be seen or heard, you roll for Berrek regardless if he's actively looking/listening (in effect replacing 'take 0' on passive checks). Same for short head poping in some area, by short glance Berrek is trained to take everything in and analyze what was seen in safety of cover instead of looking for several seconds...

Shorthand for items: action to activate (std = standard; swf = swift; immed = immediate); effect ; charges/uses per day; miscelanious info; I'll re-type everything in time...

Several questions:
would Stellar Caution be active whenever we go to northlands (in which case is essentialy always on) or just to discreet events within the area that pertain directly to the event?

is it possible to have trained animal without having Animal Handling? For example having trained monkey for small stealth/steal actions. Monkeys are smart enough to really understand what is told, just not enough to learn new things by explaining it to them (as could be with great apes)...I'm thinking small rhesus monkey

What would be default 'magical' language for this world?
Would all humans speak common or would different provinces have different languages? If so, he would know two human languages and magical language, otherwise he would know Elven (as you wrote that elves and half elves make 'majority of minority' :) )
 
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I tried to post last night but the site was well and truly Slashdotted.

Anyway, I have added Lidia's animal companion. This is the first AC that I have done and I'm not sure its right. Could someone please check.
 

Looking over your animal companion, I spotted a few errors. Its Dex is listed as 18 instead of the 17 listed in the SRD. That affects its armor class, which was likewise a little wonky and should total 19 (10 base, +2 size, +3 Dex, +4 natural) and its Reflex saves. A druid's animal companion is of the animal type rather than a magical beast type; check the PH errata on the WotC site. Its BAB is also supposed to increase with its Hit Dice, so its total attack bonus has to be increased by +2 in your writeup as well.

As for hit points, its natural armor adjustment doesn't add to them. By the RAW it's first Hit Dice should be the same as that of a normal hawk (the PH says to use the statistics for a creature of the companion's kind as given in the MM, but with the changes listed in the PH). It's up to Rathan if he wants to grant your animal companion full hit points for first level rather than the default 1/2. Following the leveling guidelines from his first post, you'd then roll 1d8 for the hawk's second HD and add +6 (3/4 of 1d8) for the odd numbered HD at 3rd. Hope that helps.
 
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I'm also adding a couple of new flaws and traits as well based in campaign events...

Flaws:
Aftermath Fallout:
You witnessed the meteor fall and strike and possibly were a bit TOO close when it happened.

Effect: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).

This is pretty much the Frail flaw with an ingame reason for being frail. Any specific reason for redressing this particular flaw, Rathan (I'm more curious than anything)?

Note: I've been trying to post this question since the day the original post was made, but it keeps failing to post. So don't worry if I seem to disappear from time to time ... I'm likely just having trouble posting and it's not important enough to keep trying over and over.

Edit: Finally it posted ... I haven't had this much trouble posting here in a long time ... slow too.
 
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