Dark Sun - 3.5 (Closed)

Hey Lot,

Here is my character ready for review.

[sblock]
Code:
Name: Curvik the elf
Class: Templar 1/Bard 2

Race: Elf
Size: Medium
Gender: Male
Alignment: Lawful neutral
Deity: Coraanu Star Racer, elements

[b][u]Abilities[/b][/u]
Str: 12 +1 (4 pts.)    			Level: 3	XP: 
Con: 12 +1 (6 pts. -2 racial)		BAB: +1		HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler]
Dex: 18 +4 (10 pts. +2 racial)		Grapple: +2	Dmg Red: 
Int: 16 +3 (10 pts.)  			Speed: 40'	Spell Res: 0
Wis: 10 +0 (2 pts.)			Init: +8	Spell Save: +0
Cha: 12 +1 (4 pts.) 	  		ACP: -1		Spell Fail: 0%

Age: 23				[spoiler] [b] BAB Calculation [/b][/spoiler]
Height: 7'2"			[spoiler] Bard 2/Temp 1[/spoiler]
Weight: 186lb			[spoiler]   +1  / +0 [/spoiler]
Eyes: Deep Blue			
Hair: Black			
Skin: tan

[b][u]Armor class[/u]:[/b]
	[b]Total[/b]	Base Armor Shld Dex Misc 
Armor: 	 [b]18[/b]	10    +4    +0   +4  +0   
Touch: 	 14 
Flatfooted: 14		

[b][u]Saves[/u]:[/b]					[spoiler][b] Saves calculation[/b] [/spoiler]
	[b]Total[/b]	[spoiler]Base  Mod Misc 			 Bard 2/Temp 1 [/spoiler]
Fort:   [b]+6[/b]	[spoiler] +5   +1  +0     		  	 +3   / +2  [/spoiler]
Ref:    [b]+7[/b]	[spoiler] +3   +4  +0     		  	 +3   / +0  [/spoiler]
Will:   [b]+5[/b]	[spoiler] +5   +0  +0	    		   	 +3   / +2  [/spoiler]
 
[b][u]Weapons[/u]:[/b][size=1][indent]			
                      	Attack	Damage		Type	Threat		Range
[i]2 handed combat[i]:
Elven Longblades     	+3/+3 	1d8+1/1d6+1	S	18-20/x2
   (regular sized & small)	
Bard's Friend         	+0/+0	1d4+1	 	p	18-20/x2

[i]2 handed combat[i]:			
Elven Longblade	     	+5/+1	1d8+1	 	S	18-20/x2
Small Elven longblade	+5/+1	1d6+1	 	S	18-20/x2
Dagger               	+2	1d4+1		p/s	19-20/x2

[i]Ranged:[i]:	
Composite longbow    	+5	1d8+1 		P	×3		110 ft. 
    (+1 str)
Dagger (thrown)      	+5	1d4+1		p	19-20/x2	10 ft.
 [/size][/indent]

[b][u]Languages[/u]:[/b]Common, Elf, Pteran, Tri-Kreen, Dwarf.


[b][u]Abilities[/b]:[/u][sblock]
[b][I]Weapons and armor[/I][/b]
Elf: All bows, elven longblade is treated as a melee weapon (weapon familiarity)
Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife.
Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade 

[b][I]Racial[/I][/b]
• Elven base land speed is 40 feet.
• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.
• Proficient with all bows.
• Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon.
• +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses.
• [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or
the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.
• [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state.
This state allows elves to hustle for long distances as easily as a human can move normally, and run for long
distances as easily as a human can hustle. Each day that elves continues the elf run, they must make
additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second
day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC
30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill
check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run
state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to
any Fortitude checks related to movement.
• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,
Tari and Thri-Kreen.
• Favored Class: Rogue.

[b][I]Templar[/I]:[/b]
Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).
[i]Spells[/i]: 
(0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]Detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url]
(1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm]Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield of faith[/url]

[i]Secular authority[/i]: Once per day per templar level, a templar can use secular authority within his city state.
The ability depends on ranks in Diplomacy (currenlty 6)
Diplomacy Ranks 	Ability
	2 		Requisition Slave
	3 		Intrude on Slave
	4 		Accuse Slave
	5 		Requisition Troops
	6 		Intrude on freeman
	7 		Judge slave

[i]Sigil[/i]: 
	Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round.
	Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration.
	Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration.

[b][I]Bard[/I][/b]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url][/i]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url][/i]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler] 
[i]Smuggler +1[/i]: +1 to bluff and slight of hand checks 
[i]Poison Use[/i]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade.
[i]Streetsmart[/i]: +2 competence bonus to Gather Information and Intimidate checks[/sblock]

[b][u]Feats: [/b][/u]
- Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison)
- Level 3 (bonus): 2 weapon fighting

[b][u]Skills[/b][/u]
[b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler][indent]
					Total	[spoiler] Ranks	Mod	Misc	[/spoiler]
Bluff (Cha) [B,T]			+7	[spoiler] 5	+1	+1 smuggler[/spoiler]
Craft (alchemy) (Int)[B,T]		+8	[spoiler] 5	+3[/spoiler]
Craft (poisonmaking) (Int)[B,T]		+6	[spoiler] 1	+3	+2 Craft (alchemy) synergy[/spoiler]
Concentration (Con)[B,T]		+6	[spoiler] 5	+1[/spoiler]
Diplomacy (Cha)[B,T]			+13	[spoiler] 6	+1	+6 Bluff, Sense motive & Knowledge (nobility) synergy[/spoiler]

Gather Information (Cha)[B,T] 		+8	[spoiler] 5	+1	+2 streetsmart[/spoiler]	
Hide (Dex)				+3	[spoiler] 0	+4 	-1 ACP[/spoiler]
Intimidate(Cha)				+5	[spoiler] 0	+1	+2 streetsmart, +2 bluff[/spoiler]
Knowledge (nobility) (Int)[B,T]		+8	[spoiler] 5	+3[/spoiler]
Listen (Wis)				+2	[spoiler] 0	+0	+2 racial[/spoiler]

Literacy (none)					[spoiler] 1[/spoiler]
Move Silently (Dex)			+3	[spoiler] 0	+4 	-1 ACP[/spoiler]
Perform [oratory] (Cha)			+8	[spoiler] 5 	+1	+2 racial[/spoiler]
Search (Int)				+5	[spoiler] 0	+3	+2 racial[/spoiler]

Sense Motive (Wis), 			+5	[spoiler] 5	+0[/spoiler]
Sleight of Hand(Dex) 			+9	[spoiler] 3	+4	+1 smuggler, +2 bluff, -1 ACP[/spoiler]
Spot(Wis)				+2	[spoiler] 0	+0	+2 racial[/spoiler]
Tumble (Dex) 				+4	[spoiler] 1	+4	-1 ACP[/spoiler][/INDENT]
Possessions & Current Wealth:
Masterwork chittin armor (as chain shirt) 250 Cp, 25 lb. , Worn on back

MW Elven Longblade 400 Cp, 3 lb. , Worn on back
MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back
Elven Longblade (short) 100 Cp, 1.5 lb. , Worn on left thigh

Bard's Friend x2 30 Cp, 2 lb. , Worn on either side of the belt
(with poison)

Dart (poisoned) x2 0.5 Cp, 1 lb. , Hidden on back, close to belt, 1 on each side


Composite longbow (+1 str) 200 Cp, 3 lb. , back
20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack

2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt
3 potion of Cure light Wounds 150 Cp, 0 lb. , In small pockets on belt
1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt
1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt


Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650


[/sblock]

History:[sblock]
n as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to the sorcerer king of [insert appropriate city] as a way to strenghten ties (and avoiding war) between the city and the tribe.

Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to [insert appropriate city].

Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.

Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners.
[/sblock]


Please note that I need a ruling on poison. If you don't like the idea of a PC having tons of it, I'll switch the Barb levels to Rogue.

Cheers,

SG
 
Last edited:

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Steve Gorak said:
Hey Lot,

Here is my character ready for review.

[sblock]
Code:
Name: Curvik the elf
Class: Templar 1/Bard 2


Race: Elf
Size: Medium
Gender: Male
Alignment: Lawful neutral
Deity: Coraanu Star Racer, elements

[b][u]Abilities[/b][/u]
Str: 12 +1 (4 pts.)    			Level: 3	XP: 
Con: 12 +1 (6 pts. -2 racial)		BAB: +1		HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler]
Dex: 18 +4 (10 pts. +2 racial)		Grapple: +2	Dmg Red: 
Int: 16 +3 (10 pts.)  			Speed: 40'	Spell Res: 0
Wis: 10 +0 (2 pts.)			Init: +8	Spell Save: +0
Cha: 12 +1 (4 pts.) 	  		ACP: -1		Spell Fail: 0%


Age: 23				[spoiler] [b] BAB Calculation [/b][/spoiler]
Height: 7'2"			[spoiler] Bard 2/Temp 1[/spoiler]
Weight: 186lb			[spoiler]   +1  / +0 [/spoiler]
Eyes: Deep Blue			
Hair: Black			
Skin: tan


[b][u]Armor class[/b][/u]
	[b]Total[/b]	Base Armor Shld Dex Misc 
Armor: 	 [b]18[/b]	10    +4    +0   +4  +0   
Touch: 	 14 		Flatfooted: 14
[size=1][/size] 


[b][u]Saves[/b][/u]					[spoiler][b] Saves calculation[b] [/spoiler]
	[b]Total[/b]	Base Mod Misc 			[spoiler] Bard 2/Temp 1 [/spoiler]
Fort:   [b]+6[/b]	 +5   +1  +0     		[spoiler]   +3   / +2  [/spoiler]
Ref:    [b]+7[/b]	 +3   +4  +0     		[spoiler]   +3   / +0  [/spoiler]
Will:   [b]+5[/b]	 +5   +0  +0	    		[spoiler]   +3   / +2  [/spoiler]
[size=1]   [/size]



[b][u]Weapons [/b][/u]
					Attack 		Damage 		Type	Critical	Range
2 handed combat
Elven Longblade/small Elven longblade	+3/+3		1d8+1/1d6+1 	S	18-20/x2
Bard's Friend 				+0/+0		1d4+1	 	p	18-20/x2

1 handed:			
Elven Longblade				+5/+1		1d8+1	 	S	18-20/x2
small Elven longblade			+5/+1		1d6+1	 	S	18-20/x2
Dagger					+2		1d4+1		p/s	19-20/x2

Ranged:
Composite longbow (+1 str)		+5		1d8+1 		P	×3		110 ft. 
Dagger (thrown)				+5		1d4+1		p	19-20/x2	10 ft.
[size=1] [/size]

[b][u]Languages: [/b][/u]Common, Elf


[b][u]Abilities:[/b][/u]
[b][I]Weapons and armor[/I][/b]
Elf: All bows, elven longblade is treated as a melee weapo (weapon familiarity)
Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife.
Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade 

[b][I]Racial[/I][/b]
• Elven base land speed is 40 feet.
• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.
• Proficient with all bows.
• Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon.
• +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses.

• [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or
the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.

• [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state.
This state allows elves to hustle for long distances as easily as a human can move normally, and run for long
distances as easily as a human can hustle. Each day that elves continues the elf run, they must make
additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second
day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC
30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill
check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run
state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to
any Fortitude checks related to movement.
• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,
Tari and Thri-Kreen.
• Favored Class: Rogue.

[b][I]Templar:[/I][/b]
Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).
[b]Spells[/b]: 
(0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url]
(1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm] Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm] Shield of faith[/url]


[b]Secular authority[/b]: Once per day per templar level, a templar can use secular authority within his city state.
The ability depends on ranks in Diplomacy (currenlty 6)
Diplomacy Ranks 	Ability
	2 		Requisition Slave
	3 		Intrude on Slave
	4 		Accuse Slave
	5 		Requisition Troops
	6 		Intrude on freeman
	7 		Judge slave

[b]Sigil[/b]: 
	Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round.
	Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration.
	Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration.

[b][I]Bard[/I][/b]
[url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url]
[url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler] 
[b]Smuggler +1[/b]: +1 to bluff and slight of hand checks 
[b]Poison Use[/b]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade.
[b]Streetsmart[/b]: +2 competence bonus to Gather Information and Intimidate checks


[b][u]Feats: [/b][/u]
- Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison)
- Level 3 (bonus): 2 weapon fighting


[b][u]Skills[/b][/u]
[b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler]
 				
					Total	Ranks	Mod	Misc	


Bluff (Cha) [B,T]			+7	5	+1	+1 smuggler
Craft (alchemy) (Int)[B,T]		+8	5	+3
Craft (poisonmaking) (Int)[B,T]		+6	1	+3	+2 Craft (alchemy) synergy
Concentration (Con)[B,T]		+6	5	+1
Diplomacy (Cha)[B,T]			+13	6	+1	+6 Bluff, Sense motive & Knowledge (nobility) synergy

Gather Information (Cha)[B,T] 		+8	5	+1	+2 streetsmart	
Hide (Dex)				+3	0	+4 	-1 ACP
Intimidate(Cha)				+5	0	+1	+2 streetsmart, +2 bluff
Knowledge (nobility) (Int)[B,T]		+8	5	+3
Listen (Wis)				+2	0	+0	+2 racial

Literacy (none)					1
Move Silently (Dex)			+3	0	+4 	-1 ACP
Perform [oratory] (Cha)			+6	5 	+1
Search (Int)				+5	0	+3	+2 racial

Sense Motive (Wis), 			+5	5	+0
Sleight of Hand(Dex) 			+9	3	+4	+1 smuggler, +2 bluff, -1 ACP
Spot(Wis)				+2	0	+0	+2 racial
Tumble (Dex) 				+4	1	+4	-1 ACP				
 


[b][u]Possessions & Current Wealth[/u]:[/b] 
Worn:
						
Masterwork chittin armor (as chain shirt)	250	 Cp, 	25	lb.	, 	Worn on back

MW Elven Longblade 	400	 Cp, 	3	lb.	, 	Worn on back
MW Elven Longblade (short)	400	 Cp, 	1.5	lb.	, 	Worn on back
Elven Longblade (short)	100	 Cp, 	1.5	lb.	, 	Worn on left thigh

Bard's Friend x2	30	 Cp, 	2	lb.	, 	Worn on either side of the belt
  (with poison)						

Dart (poisoned) x2	0.5	 Cp, 	1	lb.	, 	Hidden on back, close to belt, 1 on each side
					

Composite longbow (+1 str)	200	 Cp, 	3	lb.	, 	back
20 arrows (1 quivers)	1	 Cp, 	3	lb.	, 	1 on back, 1 in backpack

2 Tindertwigs 	10	 Cp, 	0	lb.	, 	In small pockets on belt
3 potion of Cure light Wounds 	150	 Cp, 	0	lb.	, 	In small pockets on belt
1 potions of pass without trace	50	 Cp, 	0	lb.	, 	In small pockets on belt
1 potions of protection from evil	50	 Cp, 	0	lb.	, 	In small pockets on belt
[size=1][/size]


Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)

		Lgt Med Hvy Lift Push
Max Weight: 	 43  86 130  260  650

[/sblock]

History:[sblock]
n as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to the sorcerer king of [insert appropriate city] as a way to strenghten ties (and avoiding war) between the city and the tribe.

Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to [insert appropriate city].

Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.

Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners.
[/sblock]

Please note that I need a ruling on poison. If you don't like the idea of a PC having tons of it, I'll switch the Barb levels to Rogue.

Cheers,

SG

Check Post # 53.

I said you could have as much poison as you can make at 1/3 the price it costs to buy. You can be carrying any poison you could make if you took 20 to make it. Also, I would rule that some poisons are very delicate and have relatively short shelf lives, but I need to look into it when I get my books. I'd say, go with the poisoner build, because I like it.

I will be without internet access from after today until Monday. By Tuesday, I will be have a lot of background information worked out and posted here. Then we can start playing. I hope this sounds good for all of you.
 

You can be carrying any poison you could make if you took 20 to make it.

That' very generous. Taking 20 on a craft check essentially means they failed to craft it 19 times and lost the materials--if you need more than a 17 to succeed on a Craft check, it is generally best to buy it for full price (unless you're feeling lucky :D).
 

Rystil Arden said:
That' very generous. Taking 20 on a craft check essentially means they failed to craft it 19 times and lost the materials--if you need more than a 17 to succeed on a Craft check, it is generally best to buy it for full price (unless you're feeling lucky :D).

That's a good point. Make it any poison on a Take 10. If you want to make something harder, we can make some invisiblecastle.com rolls to see how successful you were. I hope this works out. I have a habit of being too kind to my players and giving them the benefit of the doubt. I'm working on this. I will be checking out your character sheets in detail Monday night, but for now it all looks pretty good. If my calculations come out differently than yours on points and equipment costs, I'll let you know then.
 

Lot said:
That's a good point. Make it any poison on a Take 10. If you want to make something harder, we can make some invisiblecastle.com rolls to see how successful you were. I hope this works out. I have a habit of being too kind to my players and giving them the benefit of the doubt. I'm working on this. I will be checking out your character sheets in detail Monday night, but for now it all looks pretty good. If my calculations come out differently than yours on points and equipment costs, I'll let you know then.

OK, I'll get some poisons Kurvic can make on a Take 10. Now, how do I know what is the DC to make a poison? All I have for this is the poison section in the SRD. Do I just take the poison's DC for saves?

Thanks and cheers,

SG
 

There should be a listing somewhere. The DCs are generally quite a bit higher than the save DCs, but it only makes sense--it is a whole lot easier to get skill points in the Craft skill than it is to get Fortitude saves to survive a deadly poison (in other words, a DC 20 Craft check is piddling, but a DC 20 save or die is devastating).
 


Updated character:

[sblock]
Code:
[b]Name: Curvik the elf[/b]
Class: Templar 1/Bard 2

Race: Elf
Size: Medium
Gender: Male
Alignment: Lawful neutral
Deity: Coraanu Star Racer, elements

[b][u]Abilities[/b][/u]
Str: 12 +1 (4 pts.)    			Level: 3	XP: 
Con: 12 +1 (6 pts. -2 racial)		BAB: +1		HP: 17 [spoiler](2d6+1d8 + 3 con)[/spoiler]
Dex: 18 +4 (10 pts. +2 racial)		Grapple: +2	Dmg Red: 
Int: 16 +3 (10 pts.)  			Speed: 40'	Spell Res: 0
Wis: 10 +0 (2 pts.)			Init: +8	Spell Save: +0
Cha: 12 +1 (4 pts.) 	  		ACP: -1		Spell Fail: 0%

Age: 23				[spoiler] [b] BAB Calculation [/b][/spoiler]
Height: 7'2"			[spoiler] Bard 2/Temp 1[/spoiler]
Weight: 186lb			[spoiler]   +1  / +0 [/spoiler]
Eyes: Deep Blue			
Hair: Black			
Skin: tan

[b][u]Armor class[/u]:[/b]
	[b]Total[/b]	Base Armor Shld Dex Misc 
Armor: 	 [b]18[/b]	10    +4    +0   +4  +0   
Touch: 	 14 
Flatfooted: 14		

[b][u]Saves[/u]:[/b]					[spoiler][b] Saves calculation[/b] [/spoiler]
	[b]Total[/b]	[spoiler]Base  Mod Misc 			 Bard 2/Temp 1 [/spoiler]
Fort:   [b]+6[/b]	[spoiler] +5   +1  +0     		  	 +3   / +2  [/spoiler]
Ref:    [b]+7[/b]	[spoiler] +3   +4  +0     		  	 +3   / +0  [/spoiler]
Will:   [b]+5[/b]	[spoiler] +5   +0  +0	    		   	 +3   / +2  [/spoiler]
 
[b][u]Weapons[/u]:[/b][size=1][indent]			
                      	Attack	Damage		Type	Threat		Range
[i]2 handed combat[/i]:
Elven Longblades     	+3/+3 	1d8+1/1d6+1	S	18-20/x2
   (regular sized & small)	
Bard's Friend         	+0/+0	1d4+1	 	p	18-20/x2

[i]2 handed combat[/i]:			
Elven Longblade	     	+5/+1	1d8+1	 	S	18-20/x2
Small Elven longblade	+5/+1	1d6+1	 	S	18-20/x2
Dagger               	+2	1d4+1		p/s	19-20/x2

[i]Ranged:[/i]:	
Composite longbow    	+5	1d8+1 		P	×3		110 ft. 
    (+1 str)
Dagger (thrown)      	+5	1d4+1		p	19-20/x2		10 ft.
 [/size][/indent]

[b][u]Languages[/u]:[/b]Common, Elf, Pteran, Tri-Kreen, Dwarf.


[b][u]Abilities[/b]:[/u][sblock]
[b][I]Weapons and armor[/I][/b]
Elf: All bows, elven longblade is treated as a melee weapon (weapon familiarity)
Bard: Simple weapons+ blowgun, bard’s friend, crossbow (any), garrote, whip and widow’s knife.
Templar: Simple & medium armor + shield (except tower); 2 melee weapons: elven longblade 

[b][I]Racial[/I][/b]
• Elven base land speed is 40 feet.
• Low-light vision: Elves can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail.
• Proficient with all bows.
• Weapon Familiarity: Elven Longblade. All elves treat the elven longblade as a martial weapon.
• +2 racial bonus to Listen, Perform, Search and Spot checks. Elves have keen senses.
• [b]Resistance to extreme temperatures[/b]: Elves aren’t adversely affected by the heat of the day or
the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, but suffer normally from abysmal heat, or from magical supernatural heat and cold.
• [b]Elf Run[/b]: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state.
This state allows elves to hustle for long distances as easily as a human can move normally, and run for long
distances as easily as a human can hustle. Each day that elves continues the elf run, they must make
additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second
day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC
30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill
check, he loses elf run benefits and suffers normal penalties for extended hustling and running. After a full day’s rest, the elf may attempt again to induce an elf run
state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to
any Fortitude checks related to movement.
• Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Gith, Jozhal, Pterran, Scrab, Slig,
Tari and Thri-Kreen.
• Favored Class: Rogue.

[b][I]Templar[/I]:[/b]
Templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields).
[i]Spells[/i]: 
(0) 5: [url=http://www.d20srd.org/srd/spells/detectMagic.htm]Detect magic[/url], [url=http://www.d20srd.org/srd/spells/detectPoison.htm]Detect poison[/url], [url=http://www.d20srd.org/srd/spells/light.htm]light[/url], [url=http://www.d20srd.org/srd/spells/mending.htm]mending[/url]
(1) 4: [url=http://www.d20srd.org/srd/spells/bless.htm]Bless[/url], [url=http://www.d20srd.org/srd/spells/cureLightWounds.htm]Cure light wounds[/url], [url=http://www.d20srd.org/srd/spells/shieldOfFaith.htm]Shield of faith[/url]

[i]Secular authority[/i]: Once per day per templar level, a templar can use secular authority within his city state.
The ability depends on ranks in Diplomacy (currenlty 6)
Diplomacy Ranks 	Ability
	2 		Requisition Slave
	3 		Intrude on Slave
	4 		Accuse Slave
	5 		Requisition Troops
	6 		Intrude on freeman
	7 		Judge slave

[i]Sigil[/i]: 
	Arcane Mark at will: The templar simply touches the item she wishes to mark, and concentrates for a full round.
	Purify Food and Water at will: as the spell. Each use of this spell-like ability purifies one cubic foot of food or water, and requires a full round of concentration.
	Slave Scent at will: The templar must grasp and hold his sigil, and after a full round of concentration, the spell’s effects last as long as the templar maintains concentration.

[b][I]Bard[/I][/b]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicMusic]Bardic music[/url][/i]
[i][url=http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge]Bardic knowledge[/url][/i]: +5 to Check [spoiler] +2 level 2 bard + 3 int [/spoiler] 
[i]Smuggler +1[/i]: +1 to bluff and slight of hand checks 
[i]Poison Use[/i]: Bards are trained in the use of poisons, andnever risk accidentally poisoning themselves when applying poison to a blade.
[i]Streetsmart[/i]: +2 competence bonus to Gather Information and Intimidate checks [/sblock]

[b][u]Feats: [/b][/u]
- Level 1 (bonus): Weapon finesse, elven longblade (or bard's friend, depending on availabilityof poison)
- Level 3 (bonus): 2 weapon fighting

[b][u]Skills[/b][/u] [size=1]
[b]Skill Points = 52 [/b][spoiler] (6 base + 3 int)*5 (Bard 2) + (4 + 3 int) (Templar) [/spoiler][indent]
				Total	[spoiler] Ranks	Mod	Misc			[/spoiler]
Bluff (Cha) [B,T]             	+8	[spoiler] 6	+1	+1 smuggler		[/spoiler]
Concentration (Con)[B,T]      	+7	[spoiler] 6	+1					[/spoiler]

Craft-poisonmaking (Int)[B]    	+4	[spoiler] 1	+3					[/spoiler]
Craft-alchemy (Int)[B]      	+4	[spoiler] 1	+3					[/spoiler]


Diplomacy (Cha) [B,T]         	+13	[spoiler] 6	+1	+6 Bluff, Sense motive & Knowledge (nobility) synergy[/spoiler]

Gather Info.(Cha)[B,T]		+9	[spoiler] 6	+1	+2 streetsmart		[/spoiler]	
Hide (Dex) [B.]               	+3	[spoiler] 0	+4 	-1 ACP			[/spoiler]
Intimidate(Cha)[T]     		+5	[spoiler] 0	+1	+2 streetsmart, +2 bluff[/spoiler]
Knowledge (nobility)(Int)[B,T]	+8	[spoiler] 5	+3				[/spoiler]
Listen (Wis) [B.]             	+2	[spoiler] 0	+0	+2 racial[/spoiler]

Literacy (none)                	1	[spoiler] 1					[/spoiler]
Move Sil. (Dex) [B.]   		+3	[spoiler] 0	+4 	-1 ACP[/spoiler]
Perform[oratory](C)[B.]		+8	[spoiler] 5 	+1	+2 racial[/spoiler]
Search (Int)           		+5	[spoiler] 0	+3	+2 racial[/spoiler]

Sense Motive (Wis) [B,T]       	+5	[spoiler] 5	+0				[/spoiler]
Sleight of Hand(Dex) [B.]      	+11	[spoiler] 5	+4	+1 smuggler, +2 bluff, -1 ACP[/spoiler]
Spot(Wis)     			+2	[spoiler] 0	+0	+2 racial[/spoiler]
Tumble (Dex) [B.]             	+8	[spoiler] 5	+4	-1 ACP[/spoiler][/INDENT][/size]
Possessions & Current Wealth:

Masterwork chittin armor (as chain shirt) 250 Cp, 25 lb. , Worn on back

MW Elven Longblade 400 Cp, 3 lb. , Worn on back
MW Elven Longblade (short) 400 Cp, 1.5 lb. , Worn on back
Elven Longblade (short) 100 Cp, 1.5 lb. , Worn on left thigh

Dart (poisoned) x2 0.5 Cp, 1 lb. , Hidden on back, close to belt, 1 on each side


Composite longbow (+1 str) 200 Cp, 3 lb. , back
20 arrows (1 quivers) 1 Cp, 3 lb. , 1 on back, 1 in backpack

2 Tindertwigs 10 Cp, 0 lb. , In small pockets on belt
3 potion of Cure light Wounds 150 Cp, 0 lb. , In small pockets on belt
1 potions of pass without trace 50 Cp, 0 lb. , In small pockets on belt
1 potions of protection from evil 50 Cp, 0 lb. , In small pockets on belt


Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)
Lgt Med Hvy Lift Push
Max Weight: 43 lb Light, 86 lb medium, 130 lb heavy, 260 lb lift, 650 lb drag

[/sblock]

History:[sblock]
Born as the third son of the chieftan of the Windrunner tribe, Kurvik was offered at the age of 14 to the sorcerer king of [insert appropriate city] as a way to strenghten ties (and avoiding war) between the city and the tribe.

Kurvik was brought into the Templar organisation but still kept in contact with his tribe. A few years ago, a significant number of his brethen were decimated in a slave revolt, which the tribe had assisted in trying to contain. Since then, the survivors of the tribe have spread, with most becoming merchants, traders and smugglers close to [insert appropriate city].

Kurvik, has always used his underground connections to improve his standing within the Templars. His superiors noticed his knack for getting information, and gave him relevant assignments. He recently agreed (not that he had much choice) to join a caravan and investigate rumors of wizards being part of the convoy.

Kurvik is a regular sized elf, with Reddish brown hair that he keeps well groomed. His left ear is scared in a way that marks his tribal affiliation to the Windrunners.
[/sblock]
 
Last edited:

Hey Lot,

I have a special request.

One of the bard's special 4th level abilities is Trade Secrets - Poison dealer: Pay ½ of the ordinary price for raw materials needed to craft poisons.

This means that a bard would pay 1/6th of the price of raw materials for poisons (1/3 divided by 2). I've actually decided to give my bard some ranks in craft poisonmaking. However, I don't see him making these poisons. He knows how to do it, but prefers to buy them from those that specialize in making them.

So, here is my request: can my caracter purchase poisons at 1/2 the listed market price? I feel it's a reasonable request, given that his colleagues (and mentors) would be purchasing the raw materials for 1/6th of the price, and hence still make a decent profit. We could create a "bard's honor code" that forbids selling someone elses poisons (the consequence of which would be the loss of the preferential price).

What do you think?
Cheers,

SG
 

Updated Heartseer. Changed tongues to levitate because I realized he got four free languages with his int.

I picked common, elf, and terran for bonus languages, figuring the first two would be the ones most likely to have made contact with the pterrans at all, and Terran would fit in with the earthmother respect ethos.

Let me know if Pterran is Terran and if anybody has a suggestion on a fifth language or other equipment for a psion, let me know. Thanks.
 

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