Dromus Prep Thread


log in or register to remove this ad


Well then. For now you can post in whatever format you like, since I'll only be reviewing the characters in this thread, but if you'd like a guideline, here's Loopy's character sheet. It's quite long, but this is what I'm looking for:

Loopmotten Scheppen the First

Male Human (mirrorcursed)
Barbarian 1/Battle Sorcerer 5
Chaotic Good


Size: M (6'2", 194 lb.)
HD: 1d12+4 plus 5d8+20
HP: 58/76 raging
Initiative: +0
Speed: 40 ft.
AC: 6 (-2 Dex, -1 Vulnerable, -1 Aggressive)
BAB: +4
XP: 15,000 / 21,000 for level 7


Attributes:

Str: 16 (+3) [10 pts]
Dex: 6 (-2) [-2 pts]
Con: 18 (+4) [8 pts + 4th level + +2 item]
Int: 16 (+3) [10 pts]
Wis: 8 (-1) [0 pts]
Cha: 14 (+2) [6 pts]


Attacks:

Baatorian green steel falchion +8/+11 raging (2d4+5/+10 raging, 18-20/x2)


Saves:

Fort: +6/+9 raging (+3 base)
Ref: +3 (+1 base)
Will: +5/+7 raging (+4 base)


Skills:

Bluff: +7 (5 C)
Climb: +7 (4 C)
Diplomacy: +6.5 (2 cc + 2.5 cc)
Intimidate: +11 (4 C + 5 C)
Jump: +11 (4 C)
Knowledge(the Planes): +7.5 (2 cc + 2.5 cc)
Perform(oratory): +6.5 (2 cc + 2.5 cc)
Spellcraft: +8 (5 C)
Swim: +7 (4 C)
Survival: +3/+5 other planes (4 C)


Feats:

Lightning Reflexes (for Meager Fortitude)
Cleave (for Vulnerable)
Power Attack (Human Bonus)
Reckless Offensive (1st Level)
Reckless Rage (3rd Level)
Arcane Strike (6th Level)


Class Abilities:

Fast Movement
Rage (1/day +6 Str, +6 Con, +2 Will save, -4 AC, 10 rounds)
Spells
Summon Familiar

Spells (5/6/4 per day; 5/3/1 known): 0-level - dancing lights, flare, ghost sound, glittering razors, thunderhead; 1st-level - enlarge person, magic missile, true strike; 2nd-level - pyrotechnics


Racial Abilities:

Bonus feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st


Languages:

Common
Giant
Dwarven
Orc


Equipment:

Baatorian green steel falchion (2400 gp) [8 lbs.]

Bracers of the Rhino (2000 gp) [2 lbs.]
Vest of Resistance +2 (4000 gp) [3 lbs.]
Amulet of Health +2 (4000 gp) [1 lb.]

4 Potions of Cure Light Wounds (200 gp) [0.5 lbs.]
Scroll of Bear's Endurance (150 gp) (0.5 lbs.)
Scroll of Grease (0.25 lbs.)
Scroll of Obscuring Mist (2) (0.5 lbs.)

razorwire vest (3 lbs.)
sleeveless cream-colored robe, matching loose-fitting pantaloons (6 lbs.)
spell component pouch (2 lbs.)
3 flasks alchemist's fire (3)
2 tanglefoot bags (8 lbs.)
3 sunrods (3 lbs.)
3 bags of caltrops (6 lbs.)

27 gp, 17 sp, 34 cp

46.75 lbs. carried / 76 lbs. light load

Description:

Loopy is a tall man of wiry strength, somewhat incongruously because he's very strong and not very dexterous. His usual costume is a cream-colored sleeveless robe worn open at the waist and matching pantaloons, baggy enough for hot weather. He wears his blonde hair tied back out of his way, and varies between clean-shaven and full-bearded on some bizarre schedule of his own. He would also tend to stand out in crowd, a tendency which he exacerbates by being both friendly and loud at most times. When he is expecting combat, he dons a specially-made razorwire vest (he hates being grappled) made of black silk shot through with silvery strands of very sharp-edged filament. It does tend to tear up his clothes after a while, but Loopy considers this a decent trade-off for such an efficient fashion accessory. He always carries with him his distinctive green-hued weapon, "Cleavastator", so named because he felt that "Cleaver" lacked the proper number of syllables for a gladiator's weapon. He carries no sheath for the weapon, instead lodging it in whatever inanimate object comes to hand. This makes him unpopular at upscale shindigs.

History:

Loopy's history actually goes back farther than he knows. An archmage of superlative power, Kelleris Fortunesbane, was captured in his own weapon and cast into the void millennia ago by some rather upset deities, and has been looking for a way out ever since. One of his primary tools in this endless but as-yet-unsuccessful quest are the mirrorcursed, souls magically claimed by Kelleris before they are born. He does not control these mortals, however, far from it; he is merely able to imbue them with an enviable sense of purpose.

Loopmotten Scheppen's purpose is simple; to become the leader of a school of combat. This is easier said than done, however, when you refuse to wear armor for any reason and consider lodging your opponent's weapons in your body to be a useful way to get through their defenses. Loopy has been saddled with this purpose in life as the result of a wager between Kelleris and his only companion, a slightly-unstable demigod known as the Jabberwocky.

Despite this ill-starred goal in life, Loopy has developed a surprising dedication to his task, and seems likely to continue to seek his dreams unless some dire fate befalls him first. He has wandered for many years seeking willing apprentices, but has had little luck up to this point. His only notable success has in fact not been (demi)human at all, but the rabid dire badger familiar of a warrior-arcanist Loopy encountered many years ago. The mage was so pleased with the results that he renamed his familiar "Loopmotten Scheppen the Second", retroactively making Loopy the first of the line despite the fact that he has no children of his own.

Now he has come to the mighty city of gladiators to prove the worth of his style. If he can succeed here, he's sure that he will be able to win converts to his banner and fulfill his life-long ambition. To that end, Loopy has spent the last several weeks practicing at the stable he has joined, designing flashy signature moves to get the crowd riled up properly, and practicing his spellcasting so he can provide his own special effects.

Personality:

Loopy is almost annoyingly upbeat, although his charm prevents anyone from getting too upset with this trait. Always ready to charge headlong into a situation, he relies on quick-thinking more than any innate intuitive abilities to get him out. He becomes grimmer and serious as he suffers the injuries of close battle, however, as the technique that he has perfected to rapidly heal wounds (see Tactics, below) causes great mental strain.

While not a natural leader, Loopy has a tendency to order people around when he feels he knows what's best for them, though only if he thinks he can get away with it without offending anyone too much. The fact is that the blonde barbarian-sorcerer is surprisingly intelligent though, so this advice is good more often than not.

As far as moral and ethical outlook, Loopmotten is chaotic good not due to a systematic philosophy but because he has always been that way - as a wanderer with a generally optimistic personality, life tends to be both ever-changing and good at heart for Loopy. He has a hard time understanding people who are unable to let go of some slight or wrong done to them. Although he gets very worked up in combat, it isn't a bloodlust, more of an exuberance that comes from knowing that you are fulfilling your purpose in life right at that moment.

Tactics:

Loopy is a man of many moods as regards his tactics, but he usually plays combats in one of two ways, the cunning sorcerer or the screaming barbarian, with relatively little interaction between the sides. His choice rarely seems applicable to the battle hand, and tuned more to some internal rhythm. Oddly, the better mood that Loopy is in, the more likely he is to rage and go in for the kill.

A raging Loopy is a sight to behold. He generally tends to lunge into the middle of a group of enemies and try to cut down an important figure there with one mighty blow, and spends the next round promising more of the same to anyone who doesn't break ranks. After a lifetime spent intimidating people into avoiding any falchion-related unpleasantness, Loopy has gotten quite good at scaring off the now-leaderless opponents.

As a more cunning opponent, Loopy tends to favor the flanker role, hanging back with spells until he can pick off a single foe with one mighty lunge, often unexpected coming as it does from someone wearing no armor and playing the part of the mage. Most enemies overlook the falchion, assuming Loopy carries it for show or as a ritualistic athame, or at least thinking that he won’t be able to deal more damage with it than with his sorcery. This is a deadly mistake to make, and Loopy especially enjoys preying on outsiders in this way, proud beings that they are. For some reason he has never fully understood, he has always viewed these beings as enemies unless proven otherwise, but does not enjoy fighting them enough to work himself into a rage.

Commentary:

Loopy's stats take a bit of explaining. Although he has a 6 Dexterity, this is more reflective of his combat approach than his natural agility. Loopy isn't used to dodging weapons in combat and doesn't have the careful attention to detail required of rogues, but his reflexes are about average (hence Lightning Reflexes). He's also suprisingly susceptible to diseases and poisons (Meager Fortitude), although you wouldn't know it to look at him, Most of his tireless fortitude in combat is a result of his regenerative technique rather than natural toughness.

One other notable aspect of Loopy that is immediately noticed in combat (usually immediately after the opponent notices that his enemy doesn't bother to defend himself in any way) is the technique of instant regeneration he has perfected, the pinnacle of his self-taught style. Though he generally suffers mortal wounds on a daily basis, he has learned the art of diffusing his life force throughout his body, meaning that opponents must do quite a bit of damage to slow him down. This in itself is often unnerving to opponents.
 
Last edited:


Where're everyone's characters? I've just been idling away the time making technologist devices, but don't get the impression that this is a one-at-a-time thing. I'd like to get this going relatively soon, you know. :)

Don't be intimidated by the Loopy post, by the way. Aside from being an example of what I have in mind, it's also a convenient way to save the character sheet as the game I made it for plummets ever further down the message boards. Just FYI.

Okay, Chassama, I've looked over your character, and there are some issues:

  • Might want to include some clothes in your equipment list. :D
  • As you have the character set up, you are not proficient with the greatsword, and therefore have a -4 attack penalty with it. Neither of your domains grant it, and clerics have only simple weapons as a base. A greatsword is martial.
  • We are using 38 point buy for these characters. Assuming I'm reading your notes correctly, you have spent 42 points and therefore need to reduce your stats accordingly.
  • You spent too much gold. All magical items must be masterwork, and the masterwork bonus is not included in the items price. A masterwork greatsword is 350 gold, a masterwork heavy steel shield is 320 gold, and a suit of masterwork chainmail is 450 gold. Ergo, you are over by 1120 gold pieces. Note also that you must specify which masterwork component you have on these items. Refer to my house rules for the specifics.
  • I have no earthly clue how to read your saving throw entries. They should be Fort +12, Ref +4, and Will +7, but I have no idea what you have listed here.
  • Is audience meant to be guidance? Otherwise, you are short an orison and have one too many of something else.
  • You can't wield a greatsword one-handed without the Monkey Grip feat, which you don't have listed. That means you can either use your shield or fight with your greatsword, but not both.
  • Meridonelathis is the least orc-like name I have ever seen. :p If you were raised so far outside of orc culture that you got named that, you should probably change your racial bonus language to that of whomever you were raised by (Elven, Celestial, or whatever).
 
Last edited:

First off, I figured regular clothing would be assumed to be on all characters, but that was easy to fix.
As a cleric of Kord, I am automatically given the proficiency with his chosen weapon, the greatsword.
As for the stats, I ROLLED the stats right in front of you and you okayed them.
The saving throws read: Class+Stat+Magic+Misc(feats, etc..). And yes, I am aware that I included the magic in with the misc area. That was an error on my part. It has been fixed.
Yes, the greatsword is two-handed. That means I'll either use the sword or the sheild. I understood that when I made the character.
As far as the name is concerned, that is just another of the oddities about this character.
And for the gold and masterwork problem, my ability to transfer info was the error. The shield is only a +1. Though thanks for calling that to my attention. I have 2180 gp spare. The belt is 16000, the cloak is 1000, the armor is 4300, the shield is 1170, and the sword is 2350.
I don't have the chart here to tell me how many spells I know of each level. I count 7 orisons in total, but don't know if that's what I'm supposed to be at.

Ok. So here is the sheet revised.
 

Attachments

Last edited:

Simply being a cleric of a given deity isn't enough to give you their favored weapon:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Only a cleric with the war domain is granted additional weapon proficiencies, since some deities have weapons that are clearly superior to others. Vecna's dagger < Kord's greatsword.

The stats were fine when we were just playing a quick pick-up game, but since you're using the same character for what should be a much longer game, you have to use the same rules as everyone else.

Masterwork chainmail costs 450 gold, not 300, since I changed the masterworking rules. You do get more bang for your buck now, though, and the option of selecting a different component than the default bonus.
 

You know what... nevermind. I refuse to play D&D under "point buy" systems. I do not see enough of a variation in stats for the difference in characters to matter. I'm out of the game.
 

I'm sorry to hear that Chassama, but please reconsider.

Chassama said:
I refuse to play D&D under "point buy" systems. I do not see enough of a variation in stats for the difference in characters to matter.

Do you mean that all character in point buy come out with the same stats? Because that's patently untrue. I have been using point buy for well over a year now and the only thing i've noticed is that there are more even-numbered stats. Or do you mean something else?

Well, Chassama, your current stats are like so, before racial adjustments and other stuff:

16 (10 points), 13 (5 points), 15 (8 points), 12 (4 points), 16 (10 points), 13 (5 points)

If you wanted to minimize the changes to your character, you could simply drop one 13 by 3 points and the other by 1 point. You'll lose a point of modifier on either Desterity or Charisma, but neither of those are any great loss. You're still significantly better than the average half-orc across the board.

I also forgot to mention earlier that you have only spent 21 of your 22 skill points. Sorry about that.
 

Actually, what I meant is that there is not enough variation in the different characters' stats. If I were to walk out into the street, I would find people that are better than me in EVERY way, and people that are worse in EVERY way. Granted the average will be about on par, but not everyone has stats that balance with everyone else. I hate the mechanic of "point buy" and refuse to use it. As far as the skill thing is concerned, I have one rank in Listen, which is cross-class. That accounts for the last skill point.

Edit: Now that I think about it, I've actually met people on both sides of that statement. I will not name them, but know that they do exist.
 
Last edited:

Remove ads

Top