Engines & Empires - [B/X D&D] - OOC Discussion

Voda Vosa said:
Zajirlum Dor´Kuzad is a stubborn male dwarf, with long withe beard, big hands and deep black eyes. He often shouts laud cursing the Gods for anything that happends to him.
Holding his great Axe, charging against his foes, with the rage of a great board, is an image that produces fear to anyone in his way.
He goes where he must, do what must be done. He is a handfull dwarf able to craft weapons and ammo and skilled in seting traps and blowing things off with explotions. Allso he brews one of the best root beers! Despiste all these, hes is stubborn and lose his temper easily, with catastrofic consecueses.
After he decides to travel the world looking for money and power, he was a smith in the stone halls of Kazad Grum, a dwarven city under a small mountain.

Nice! I'll just clean up the spelling and grammar, and tweak a few details here and there to fit the setting...

Jemal said:
Could you gimme some more info on Mage and Elf? (attacks/damage, skills, saves, HD, and special abilities/spellcasting).

I'm either going to go with a straight Black Mage, or an Elf who does the "fighter/mage" combo (And yes, I realize they don't actually have multi/dual classing, that's just what the elf description sounds like.

Okay. The mage rolls d4s for hit dice and uses the weakest of three attack tables, improving his to-hit roll by +2 per five experience levels. Mages are the only characters capable of casting 8th and 9th level spells, as well as the only characters capable of casting spells at the 1st level of experience.

The elf rolls d6s for hit dice and uses the moderate attack progression (shared by clerics and experts), improving his to-hit roll by +2 per four experience levels. Elves are able to cast most black magic spells (except for a few spells that are specifically restricted to mages), but they don't start casting 1st level spells until the 2nd level of experience, and the most powerful spells they can cast are 7th level spells. Elves have three special racial abilities: infravision, immunity to ghoul paralysis, and woodcraft (which grants +3 to rolls made to detect secret doors).

At 9th level, a mage can promote into either a wizard (who owns his own tower and teaches apprentice mages), a magist (who resides in the castle of another ruler), or magus (who continues to travel and adventure).

A 9th level elf becomes a lord wizard, acquiring both followers (like a 9th level fighter would) and a forest stronghold (like a human wizard's tower). An elf's followers always consist of other elves and forest animals. A 9th level elf is resistant to damage from dragon's breath, and a 17th level elf can make two attacks per round in combat.

Mages and elves both start with 4 + Int mod skill slots and use the normal saving throw progression.
 
Last edited:

log in or register to remove this ad


Lord_Raven88 said:
I'm inteested in creating a Mage, can you please roll the abilities and assign them as follows; Int, Dex, Con, Wis, Str, & Cha.

Thanks

Okey dokey. Int 16, Dex 15, Con 12, Wis 11, Str 10, Cha 10. Pick six skills (I'd highly recommend Spellcraft, Concentration, and Knowledge for starters), a name, an alignment, and a few personality/background details.
 

Jack Daniel said:
Okay. The mage rolls d4s for hit dice and uses the weakest of three attack tables, improving his to-hit roll by +2 per five experience levels. Mages are the only characters capable of casting 8th and 9th level spells, as well as the only characters capable of casting spells at the 1st level of experience.

The elf rolls d6s for hit dice and uses the moderate attack progression (shared by clerics and experts), improving his to-hit roll by +2 per four experience levels. Elves are able to cast most black magic spells (except for a few spells that are specifically restricted to mages), but they don't start casting 1st level spells until the 2nd level of experience, and the most powerful spells they can cast are 7th level spells. Elves have three special racial abilities: infravision, immunity to ghoul paralysis, and woodcraft (which grants +3 to rolls made to detect secret doors).

At 9th level, a mage can promote into either a wizard (who owns his own tower and teaches apprentice mages), a magist (who resides in the castle of another ruler), or magus (who continues to travel and adventure).

A 9th level elf becomes a lord wizard, acquiring both followers (like a 9th level fighter would) and a forest stronghold (like a human wizard's tower). An elf's followers always consist of other elves and forest animals. A 9th level elf is resistant to damage from dragon's breath, and a 17th level elf can make two attacks per round in combat.

Mages and elves both start with 4 + Int mod skill slots and use the normal saving throw progression.

OK, Mage it is.. Int, Cha, Str, Dex, Wis, Con.
Skills: Depending on INT, will choose from:
Alertness (Wis)
Concentration (Con)
Deception (Cha)
Intimidation Or Persuasion (Cha)
Performance (Cha)
Knowledge (Int)
Spellcraft (Int)
 

I am not familiar with the very old version of D&D (I've started to play with 2nd edition of AD&D), but I would like to make a try.

It seems we will haev enough figther and wizards type, and I've always liked the more skilled people (Love rogue in D&D 3.0 and 3.5), so I'll like to try one of the skilled class/race. Can you quickly explain me the Undine, Expert, Fauns and Sylph?

Edit: Also, what is teh Insight skill?
 

Jemal said:
OK, Mage it is.. Int, Cha, Str, Dex, Wis, Con.
Skills: Depending on INT, will choose from:
Alertness (Wis)
Concentration (Con)
Deception (Cha)
Intimidation Or Persuasion (Cha)
Performance (Cha)
Knowledge (Int)
Spellcraft (Int)

Allrightey. Int 16, Cha 15, Str 14, Dex 13, Wis 12, Con 8. Pick a name, alignment, background/personality, and six skills (better make sure that one is Spellcraft).
 
Last edited:


Velmont said:
I am not familiar with the very old version of D&D (I've started to play with 2nd edition of AD&D), but I would like to make a try.

It seems we will haev enough figther and wizards type, and I've always liked the more skilled people (Love rogue in D&D 3.0 and 3.5), so I'll like to try one of the skilled class/race. Can you quickly explain me the Undine, Expert, Fauns and Sylph?

Edit: Also, what is teh Insight skill?

Insight functions rather like Sense Motive in 3e. You use it to judge people and detect Deception.

EXPERTS
Experts roll d6s for hit dice and attack on the medium (cleric) attack table. They have 10 + Int mod skill slots at first level, and when they catch an oppoent off-guard or from behind, they can backstab, adding +4 to hit and +1 die to damage. At 5th level, this improves to +2 dice.
A name level (9th level) expert can promote into a guild-master (attaining followers and a guild-house), a ninja (gaining improved backstab damage and minor use of black magic), or a bard (gaining bardic music and better black magic than a ninja).

FAUNS
Fauns roll hit dice and attack as clerics and experts, and like experts they have 10 + Int mod skill slots. Fauns have the same basic racial abilities as elves (infravision, immunity to ghoul paralysis, woodcraft/detect secret doors). A 9th level faun acquires the same basic abilities as bards.

UNDINE
Undines roll hit dice and attack as clerics and experts, they, too, have 10 + Int mod skill slots. Undines have infravision and they are amphibious, able to breathe both water and air. Because they have a long fishtail instead of legs, they move in water at a speed of 10 (50 feet); but they move on land at only speed 4 (20 feet). A 9th level undine acquires many of the same abilities as bards, except that they cast white magic instead of black magic.

SYLPH
Sylphs roll hit dice as clerics, but they attack as fighters. They have infravision and bird-wings that grant +6 to Jumping checks at first level, limited flight at 5th level, and unlimited flight at 9th level. A sylph also never takes more than 1d6 falling damage, and after 5th level, can execute a dive attack from the air when wielding a piercing weapon. A 9th level sylph acquires some minor white magic ability (like a paladin).

Jemal said:
don't suppose you can specialize in a skill by spending double slots, can ya?

Sorry, nope.
 

Ok, for the Race/Classe, it will be a Fauns

For the stats, it will be: Dex, Int, Con, Cha, Str, Wis

For the skills, it will be:

Acrobatics (Dex)
Alertness (Wis)
Climbing (Str)
Deception (Cha)
Demolitions (Int)
Jumping (Str)
Legerdemain (Dex)
Persuasion (Cha)
Sabotage (Dex)
Stealth (Dex)

In other words, an old good cat burglar. If I have extra skill because of high Intelligence, I'll take:

1.Intimidation (Cha)
2.Insight (Wis)

If I have an 18 in Int, I'll think of another skill, but my chance to starts with 12 skills is already small.
 

Jack Daniel said:
Okey dokey. Int 16, Dex 15, Con 12, Wis 11, Str 10, Cha 10. Pick six skills (I'd highly recommend Spellcraft, Concentration, and Knowledge for starters), a name, an alignment, and a few personality/background details.
Cool thanks for that, I'll have a look thru my D&D Cyclopedia to decide what skills to take.
 

Remove ads

Top