[3.5 - OOC] Answering the Call

Seems like this game has had a rough bit of history. I would love to play a human rogue. He would be the typical cloak and dagger type of character at first (hopefully he will grow into more). I was thinking of a young man who had a rough childhood. He had been arrested for crimes he didn't commit, and had actually been moved from jail to jail as he learned to pick the locks.


More to come if you okay it......... I'm tired at the moment it's 2am lol
 

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The game has had something of a rough start, but I'm sure it will smooth out once we get some solid players and get into the meat of the game.
 




My first inclination is to make Menno a warmage, if that is acceptable to you.

My second change would be to lose Eschew Materials and take Precocious Apprentice from Complete Arcane (on page 181, not in the feat section for some reason). The second level spell I'd take would be Scorching Ray. If he's still a sorc, I will look into the heritage feats in Arcane.

I looked in the IC thread, and I am sure I can match up his personality to what has been portrayed so far.

Let me know how you feel about the class/feats, and I'll get him worked up in the next day or two.
 

[sblock=Kyl]

Initiative: +2
Alignment: Chaotic Good
Languages: Common

Str 12 (+1)
Dex 15 (+2)
Con 13 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

HP 7
AC 12; Converted Damage: 3
Fort 1, Ref 4, Will 2
Speed 30ft

Skills: (8 + 0)x4 = 32


Disable Device: +08 (4 ranks + 2 dex + 2 feat)
Escape Artist: +06 (4 ranks + 2 dex)
Hide: +06 (4 ranks + 2 dex)
Knowledge (local): +04 (4 ranks)
Listen: +06 (4 ranks + 2 wis)
Move Silently: +06 (4 ranks + 2 wis)
Open Lock: +08 (4 ranks + 2 dex + 2 feat)
Search: +06 (4 ranks + 2 dex)

Feats:
  • Tactile Trapsmith (use dex instead of Int for disable device and search checks)
  • Nimble Fingers (+2 on disable device and open lock checks)


Class Abilities:
  • Sneak Attack : +1d6
  • Trapfinding

Equipment:
  • Kukri (masterwork) 308gp
  • Studded Leather Armor 25gp
  • Whetstone 2cp
  • Waterskin 1gp
  • Backpack 2gp
  • Caltrops (3) 3gp
  • Flint and Steel 1gp
  • Thieve's Tools (masterwork) 100gp

    Total: 440gp 10gp remaining

Attacks:

Kukri: +02 dmg: 1d4 crit: 18-20x2 type: Slashing

[/sblock]
 
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My first inclination is to make Menno a warmage, if that is acceptable to you.

My second change would be to lose Eschew Materials and take Precocious Apprentice from Complete Arcane (on page 181, not in the feat section for some reason). The second level spell I'd take would be Scorching Ray. If he's still a sorc, I will look into the heritage feats in Arcane.
Given that no one has stepped up to play Gordon the warmage in your other game, I would be willing to play him and let Menno remain a sorcerer in order to keep some continuity in your games. I'll get to try out two different casters that I've never had a chance to run.

Gordon I would keep basically as-is, I'll have to look over his equipment.

Menno I would change to a Draconic Heritage sorcerer, and his other feat would be Draconic Breath. I would change Magic Missile to Sleep, and probably swap some equipment.
 

Menno I would change to a Draconic Heritage sorcerer, and his other feat would be Draconic Breath. I would change Magic Missile to Sleep, and probably swap some equipment.

Sweet. I'd prefer to keep Menno in play as well, since he and Orinar are the two PCs with a pre-existing relationship. We never discussed where or when they met, but they have been travelling together for a bit, at least.
 

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