Deuce Traveler's Six Nights to Yearsend (Ptolus one-shot)


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If it's okay with Deuce, you could incorporate your monkey into my character. I'm not sure how, but it would definetly be amusing for a monk to have a sentient monkey.
 

ethandrew said:
Deuce, would my small monkey have the standard bonuses to those certain monkey skills?

As per SRD: "Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks."

Yes, this makes sense and is not unbalancing.
 

Deuce Traveler said:
It does make sense, but I'm leaning towards nipping this cohort stuff in the bud. It would be too much work on my part to also NPC cohorts, and I'm also concerned about accusations of me not roleplaying a cohort effectively. If I move a cohort into an area that he would think was safe only to have him get fried by a fireball on the next round there is going to be a very upset player. To avoid that criticism, I'd rather the party be encompassed of just the PCs and not have any other tag alongs. I'd rather you just pick a teammate you get along with and say that he's your handler while out in public to avoid scrutiny.

This makes sense, and less work on my part. I am done save for equipment. Are we doing standard 10th level starting gold?
 



Deuce Traveler said:
...I suppose it could be a sorcerer... maybe with a human familiar that pretends you are the familiar... I did that once with a pseudo-dragon and picked a hobo for my familiar. The fun part was making him disappear and reappear.

...A sorcerer or wizard needs components and to be able to move their bodies and hands in certain manners. A warlock might work, as well as a psionic character.

[in regard to a shocker lizard sorcerer]Dekana: It sounds nice, except your character needs to be able to use components and point as a wizard or sorcerer unless you are with a liberal DM.
I'm curious how you managed your pseudodragon sorcerer with the components and pointing. Is there something in the RAW that allows for a character like that, or did you end up having to house-rule it?
 

Tailspinner, here is the second contact for Breeta:

- Urlenius, Star of Navashtrom (Male ogre-mage cleric 3/fighter 1) is a priest of Navashtrom, god of good, protection, and strength. He is also a member of the Brotherhood of Redemption and was a former subject of its techniques, so he therefore is a resource when it comes to creatures that are being 'rehabilitated'. The half-ogre is polite, but blunt as he finds human society as confusing. To friends he can be boisterous, egotistical, and a bit of a show-off as he loves telling tales and getting attention. He is quite liberal when it comes to spending money for people he hardly knows when he visits a tavern, a habit that Breeta sometimes goes too far as she tries to avoid people taking advantage of Urlenius' generosity.

Frukathka, these are Luna's contacts:

- Thuela Nasarini (halfling seer) is an old and seemingly fragile woman that lives in Oldtown, and claims to live off of fortune telling while also claiming to once have been a member of the Fate Weavers. She normally has a couple of strong and not-too-bright toughs watching over her place and her well-decorated home, a situation that makes Luna naturally suspicious of the woman. For a price, she taught Luna a bit about focusing the elf's own latent ability to see into the future. Luna still visits on occasion when she has a vision that she has difficulty deciphering, but rumors of Thuela's involvement in criminal affairs has caused the relationship to be more distant than what it could be.

- Barrat Tilden (half-elf rogue 7) is a senior member of the Longfinger's Guild and a source of information when it comes to the various crime organizations of Ptolus. The man is usually upbeat and admires the current guildmaster, Hayman Knapp. What Luna has also discovered is that Barrat is an Imperial agent working for the Imperial Eyes, the spies of the Empire. He has been charged with helping Haymann keep the guild intact and running, as the Longfinger's Guild specializes in non-violent crime and avoids slavery and drug-running. If the guild was ever to fall, crime in Ptolus would likely become more violent because of the less moral crime organizations filling in the void. As Luna has not revealed Barrat's dual nature to anyone the two have created a friendship based on trust.
 

ethandrew said:
And Skill Tricks are okay?

Yes, another character has a couple.

Dekana: Well, a pseudodragon does have hands from what I remember, and he did carry a satchel for equipment and components, and I was playing with a DM who appreciated a coolness factor over rules. Too bad he was a bad DM... the kind that created NPCs that hung out with the party and were way better than the party members and could take on BBEGs single-handedly... that kind of DM. My pseudodragon got one session in before I decided to find greener pastures. :(
 

Alright, finally, monkey rogue is done. My wife named him, the rest I did myself... I'll fill in the background and everything else soon.

[sblock=Bobbaros the Amazing Dancing Chimp]

Male Monkey Rogue 10
Alignment: N

Abilities: (29)
STR - 9 (12 - 4 Racial + 1 LA)
DEX - 26 (18 Points + 4 Racial + 4 Gloves of Dexterity)
CON - 14 (15 Points - 2 Racial + 1 LA)
INT - 16
WIS - 10
CHA -12

HP: 62
Speed: 30ft
Initiative: +8

AC: 22 (+5 Armor +6 Dex +1 Size)
(Ring of Four Winds 4 times a day, immediate action to grant +2 deflection bonus to AC)

DR: 1/- (Usable 10/day)

Saves:
Fort: 6
Reflex: 16
Will: 4

BAB/Ranged/Grapple: +7/+16/+2

Weapons:
+1 Blurstrike Sickle +18/+13 1d6+1 x2

Blurstrike: MIC 29; 10/day as an immediate action, weapon becomes blurred and opponent is considered flat-footed for the first attack.

Class Abilities:
-Sneak Attack 5d6
-Trapfinding
-Evasion
-Trap Sense +3
-Uncanny Dodge
-Improved Uncanny Dodge
-Opportunist

Racial Abilities:
-4 Str, +4 Dex, -2 Con
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Low-Light Vision
Languages:
Common
Sylvan
Elven
Monkey

Skills:
Balance - 18 (0 ranks + 8 Dex + 8 Racial + 2 Synergy)
Climb - 28 (12 Ranks + 8 Dex + 8 Racial)
Disable Device - 18 (13 Ranks + 3 Int + 2 Thieves' Tools)
Escape Artist - 20 (12 Ranks + 8 Dex)
Gather Information - 3 (0 Ranks + 1 Cha + 2 Synergy)
Hide - 30 (13 Ranks + 5 Cloak + 8 Dex + 4 Size)
Knowledge Local - 15 (12 Rank + 3 Int)
Listen - 0 (0 Ranks + 0 Wis)
Move Silently - 26 (13 Ranks + 5 Cloak + 8 Dex)
Open Lock - 28 (13 Ranks + 5 Lockpicking Ring + 2 Thieves' Tools + 8 Dex)
Search - 16 (13 Ranks + 3 Int)
Sleight of Hand - 21 (13 Ranks + 8 Dex)
Spot - 0 (0 Ranks + 0 Wis)
Tumble - 21 (13 Ranks + 8 Dex)

Feats:
1st- Weapon Finesse
3rd- Weapon Focus (Sickle)
6th- Lucky Fingers (SC) : Reroll Disable Device, Open Lock, or Sleight of Hand
9th- Disembowling Strike (CS) : Trade 4d6 Sneak Attack for 1d4 Con damage

Skill Trick:
-Acrobatic Backstab
-Walk The Walls

Equipment:
+1 Mithral Chain Shirt 2.100
+1 Blurstrike Sickle 18.300
Lockpicking Ring (MIC pg. 114) 3.500
Ring of Four Winds (MIC pg. 124) 2.000
Gloves of Dexterity +4 16.000
Cloak of Elvenkind (Mix of the Cloak and Boots) 3.750
Vest of Resistance +1 1.000
Quaal's Feather Token (Tree) x2 800
Iron Ward Diamond (MIC pg. 26) 500
Wand of CLW 750
MW Thieves' Tools 100

Total Spent 48.806
Gold Left 194

Physical Appearance:

Background: [/sblock]
 
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