Expedition to Castle Ravenloft (Recruiting a Trapfinder)


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There goes my luck again :eek:

Don Bonton, gnome sorcerer 6
hp 25 (6d4+6)

Str 6
Dex 11
Con 12
Int 11
Wis 10
Cha 14

gnome :+2 con, -2 str (included); level 4: +1 wis
 
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Use the first set you rolled. The roller may not have displayed the discarding properly, but your set ought to be: 12, 8, 5, 13, 17, 13. First set seems marginally better than the second set anyway.
 

I'm starting to have second thoughts about the Archivist. Our team is looking pretty magic heavy, and we might need some muscle. I might consider adding a level or two of Martial class to add some "oomph". Thoughts?
 


Well [MENTION=36150]Herobizkit[/MENTION] you have a wizard and a sorcerer, so you have strong arcane talents, but no one is playing a divine class yet, which will be desperately needed. For a more martial divine caster you might consider a cleric with the War domain or a favored soul. Still, I think you guys will be fine with one martial character. Originally I was planning on only having four players, so really the extra arcane is just gravy. You still need a divine caster in the group. Unless [MENTION=2469]rangerjohn[/MENTION] wants to make his Helsing character a divine caster, I recommend you keep with something like that.
 

Here's what I have. AW, let me know if the magic items are OK. Given his low strength the haversack is a priority.

Now modified:

[sblock=Don]Don Bonton, gnome sorcerer 6, xp 15,000
hp 31 (6d4+12), move 20', BAB +3, grapple -4

AC 12 (+1 size, +1 dex), touch 12, flatfooted 12

with mage armor (typical):
AC 16 (+1 size, +1 dex, +4 mage armor), touch 12, flatfooted 16

Str 4
Dex 13
Con 15
Int 12
Wis 8
Cha 17

carrying capacity: max light load 9.75 lbs, medium 19.5 lbs, heavy 30 lbs

gnome :+2 con, -2 str (included); level 4: +1 str

saves: Fort +4, Ref +3, Will +4 (+6 vs illusions)

attack:
crossbow +6 ranged (1d6, crit 19-20/x2, 80' range increment, reload as move action)
or unarmed strike +1 melee (1d2-3 nonlethal, draws AOO from armed opponent)

gnome: low-light vision, can speak with animals (only burrowing mammal such as badger, fox, rabbit) as spell 1/day (1 min)
spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13

languages: Darkonese, Gnome, and Balinok

sorcerer:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skills (ranks/total): Bluff 9/12, Concentration 9/11 (15 combat casting), Spellcraft 9/10, Spot 0/-1, Listen 0/1, Craft (alchemy) 0/3, Hide 0/5, appraise 0/1 (3 with scale)

Feats: eschew materials, combat casting, still spell

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

spells known: DC 13 + spell level (#illusion = +1 DC)
7 0th, 4 1st, 2 2nd, 1 3rd lev

0th: acid splash, detect magic, detect poison, ghost sound# (6 rnds, Will disbelief), light (60 min), message, read magic

1st: magic missile (3 missiles, 1d4+1 each), mage armor (+4 AC, 6 hr), shield (+4 AC, 6 min), protection from evil (1 creature, 6 min, +2 AC and saves vs evil, blocks domination)

2nd: minor image# (640' range, up to ten 10' cubes, conc + 2 rounds, Will disbelief), glitterdust (160' range, 6 rounds, Will neg)

3rd: haste (6 rounds, 6 creatures)

spells/day:
6 0th, 7 1st, 6 2nd, 3 3rd lev

# Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

# +1 racial bonus on attack rolls against kobolds and goblinoids.
# +4 dodge bonus to Armor Class against monsters of the giant type.
# +2 racial bonus on Listen & Craft (alchemy) checks.

equipment: 13k gp

magic item wishlist in order of priority:

handy haversack, (2k, 5 lb)
slippers of spider climbing (4.8 k, 10 min/day split up as chooses, 1/2 lb)
wand of web (4,500 gp; 50 charges)
cloak of resistance +2, (4k, 1 lb)
bag of tricks, gray (900 gp, 10 min 10/week, 0 lbs)
potions of CLW (x4, 200 gp, 0 lbs)
potion of remove curse (750 gp)
potion of remove disease (750 gp)
potion of remove blindness/deafness (750 gp)

other equipment (total value is 1,000 gp):

antitoxins (x2, 100 gp, 0 lb)
tanglefoot bags (x2, 100 gp, 8 lb but kept in haversack for 0 lb)
thunderstones (x2, 60 gp, 2 lb but kept in haversack for 0 lb)
smokesticks (x2, 40 gp, 1 lb kept in haversack for 0 lb)
small bedroll (1 sp, 1.25 lb, kept in haversack for 0 lb)
magnifying glass (100 gp, 0 lb)
small trail rations (10 days, 5 gp, 2.5 lb kept in haversack for 0 lb)
waterskin (1 gp, regular size, 4 lb kept in haversack for 0 lb)
merchant's scale (2 gp, +2 to appraise by weight, 1 lb kept in haversack for 0 lb)
9 sp, 14 gp (0.5 lb)
47 gp, 53 pp (1.2 lb, kept in haversack for 0 lb)

total 7 lbs carried (if above magic items included)


Description:
Born in the gnomish enclave of Wildwood in Darkon, Don Bonton was a sickly child to begin with, and he was struck with a near-fatal disease as a child, which left him very weak even for a gnome. Luckily, he also displayed considerable magical talent, which gave him a source of enjoyment and status which he otherwise would not have had. He is very aware of his limitations but believes that through careful planning and use of magic he can overcome them.

The one friend who he could always count on to watch his back was Drindle Noorose. One day, the two of them were camping in the woods. Don went off to refill his waterskin, and when he returned, he found Drindle dead. There were cuts on Drindle's throat, forehead and arms - not ragged tears like could be caused by a wild animal, but precise as if made by a very sharp knife, and arranged in a strange pattern.

Don vowed revenge on the murderer but there was no sign of him. Years passed. Then a traveller - Samuel Burke - passed through Wildwood and related a very similar tale - but the murder was recent, and in Barovia.

Don never felt there was much for him in Wildwood anyway. He set out for Barovia, looking for clues and potential allies. He's had some adventures on the way but so far has not heard any more about the murders.

He is 3' 3" tall and weighs 43 lb, with black hair and green eyes.[/sblock]
 
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Well @Herobizkit you have a wizard and a sorcerer, so you have strong arcane talents, but no one is playing a divine class yet, which will be desperately needed.
Yeah, you're right. I guess I just don't quite understand the Archivist so I'm having reservations about playing one. That, and having to buy all of my spells. ;)
 

[MENTION=24234]kinem[/MENTION], you might want to expand your wishlist a little. Make it a little more than your total remaining cash after purchasing PH items, say at least 150% of your remaining wealth. And bear in mind, in general, the less costly the item, the more likely you are to get it. Things like potions and scrolls of lower-level spells and single-use items are more easy to come by in Ravenloft than permanent items because the Dark Powers consider them to be less of a threat. -- Gnomes in Ravenloft are very rare, and have a base outcast rating of 2. That will be your outcast rating (OR) to begin with. Gnomish communities rarely consist of more than a dozen, and there are practically no gnomes to speak of in Barovia where the adventure takes place. But your small size makes you less intimidating to people so the OR of 2 takes that into account. -- There is no common tongue in Ravenloft. Many of the domains are completely closed off to the outside, as Barovia is. How your character came to Barovia might be an interesting tale. The primary language of Barovia is Balinok, and that takes the place of Common for player characters who come from Barovia (as opposed to another domain or those who were imprisoned on Ravenloft from another dimension like Abeir-Toril). For those outside Barovia, they speak the common language of whatever land they come from. The largest population of gnomes in Ravenloft are in Darkon, where Darkonese in the prevailing tongue. Few gnomes exist outside of Darkon on purpose. -- A 4 Str, hmm? Strahd will have fun casting ray of enfeeblement on you... :devil:

[MENTION=36150]Herobizkit[/MENTION], there is no need for you to play the archivist unless you really want to. And I won't force the group to have a divine caster. But they do have their advantages, being able to learn spells from any domain from the lowest level possible, being able to learn divine spells from other spell lists (ranger, paladin, druid, blackguard, adept). Plus their skills and class features aren't too shabby. And if you don't feel comfortable with the archivist, you can always play a cleric. The Dark Powers hardly ever mess with them.:angel:
 

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