For the Children [OOC Thread]

Dashelinil Eventide, "Dash"
Chaotic Good
1/2 moon elf,1/2 drow. Conj. 1/ Cleric 1

Str: 10
Dex: 14 +2
Con:10
Int: 15 +2
Wis: 15 +2
Cha: +1

Hp: 11

Ac: 12(dex +2)

Fort: +2
Refl: +2
Will: +6

Attacks:

Mst. Longsword +2 att, 1d8 19-20/x2 Dmg, slashing
Quarterstaff +1 att, 1d6/1d6 x2 Dmg, Bludgeoning
Composite Short Bow +2 att, 1d6 x3 dmg, 70' range, Piercing

Feats/abilities: Mind over body, Prof. longsword(elf&domain), Comp. short bow(elf), Point blank shot(domain), Weapon focus(longsword, Domain),Scribe Scroll, Summon Familiar, Turn Undead 4/day, Spontainius Heal

Racial abilities: Darkvision 60', Bonus Prof's, +2 spot, listen, search

Skills: Concentration +5, Craft(glassblowing) +6, Diplomacy +2, Heal +3, Knowledge(Arcana, Religion, The planes, Underdark) +3, Listen +4, Search +4, Spellcraft +6, Spot +4 Bonus Background: Climb +2, Wilderness Lore +3, Know(herbalism) +3 (big forest outside the library)

Domains: War, Elf

Wizard spells/Day:
0th:3+1 conj.
1st:2+1conj.

Cleric Spells/Day
0th:3
1st:2+1Dom.

Wizard spellbook:
All 0th level(Except replace open/close and flare for acid splash and Horizikaul's cough)
Mage Armor
Horizikaul's Boom
Shield
Message
Summon Monster 1

Equiptment:
Regional Equiptment: master work Longsword
Magic Items:Potion of cure light wounds, Potion of spider climb, sroll w/ magicweapon, sroll w/ feather fall
Masterwork Quarterstaff(Darkwood w/10 gp blue crystal inset)
Composite short bow w/20 arrows
Scroll case
Mirroe small,steel
2 belt pouches
ink(1oz.)
inkpen
flint&steel
1 sheet parchment
4 spell componant pouches

Total wieght 30 lbs.

Horse, light
Bit and briddle
saddle, riding
Saddlebags

Equiptment on horse:

Bedroll
1lb soap
Waterskin
tent
blank spellbook
Artisan's tools
lamp common
Explorer's outfit (spare clothes)
1 bottle oil

Total wieght: 48 lbs.

10 pp, 48 gp, 9 sp.
 
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Quick Note on Character Generation:
I'd like to try out a simple House Rule that I'm thinking of adopting for my next tabletop game. I'd like everyone to addfour ranks of skills (at one point per rank, with a max rank of 3) to represent your character's "Pre-Adventurer" upbringing. Choose skills that tie in with your background, and they don't necessarily have to be based on your current character class.

Character Spread: A good range of characters would be beneficial. A Rogue is less necessary in this adventure than in Sunless Citadel, and a party with a broad range of skills (combat, stealth, communication, magic) is going to do better than one built solely for combat. I love running and playing low- to mid-level games, and am a big fan of the skills system in 3e, so I try to make use of it.

Adventure: It's a home-brew whose synopsis did pretty well in the Iron DM contest over at Nutkinland several months ago. I'm hoping you enjoy it.

Bare-handed (footed) AOOs and attacks for Bow-Wielding Monk: Nope. I can see allowing a higher-level monk (with iterative attacks) mix kicks and bow shots (which would probably draw AoOs) when taking a Full Attack action, however (possibly with a slight penalty).

Tome and Blood / Magic of Faerun: Yes, spells from those books (as well as Relics and Rituals) are allowed. I'll allow swapping out PHP Cantrips for those from alternate sources (on a 1 for 1 basis) at character creation, though.
 
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Osis, I'm already a cleric. You are kind of trying to take my character's job. Not to mention, a full wizard would probably be more benificial.

Oh and, what do you mean by the skill thing? I really didn't understand it. Diplomacy would be ranks that work well for my character(to gain the trust of the other slaves) What do I have to do? Take away skill points and add Profession: Slave?
 
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Ashrem Bayle said:
Question: Will you allow Monte's varient Ranger?

Sorry. I thought it went a little too far in trying to "fix" the class.

For this game, stick to the PHB Ranger, with two possible exceptions: Ranger Variants I'll allow are the Urban Ranger from Masters of the Wild, and the non-spellcasting Ranger from Rokugan (which is not really beneficial at low levels ;) )

Any broblem with Expert Tactician as per Song and Silence?

Nope. Go for it.
 
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Preadventure Skills added. Thanks!

Couldn't talk you into giving me 2 points in Wisdom could I? ;)

FYI - I plan to take 4 more levels of Rogue then go for the Guild Thief or Assassin PRC.
 

Akunin said:


Sorry. I thought it went a little too far in trying to "fix" the class.

Would it change your mind if I said I was willing to drop my Favored Enemy ability alltogether?

Basicly, the Bonus Feat and 2 skill points is worth more to me than Two-Weapon Fighting and Ambidexterity.

-[EDIT]-

hmm... maybe I'll go with the PHB Ranger after all. :p
 
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updated char:

Sodarin Underwood
Male wild elf- monk(1)
Deity: Helm LN
Region: Tethyr
EXP: 1000

STR : 16
DEX : 16 = 14+2 race
CON : 12
INT : 10 = 12-2 race
WIS : 14
CHA : 8

HP : 15
INI : 3
AC : 15 (flatfooted-12)

SAVES:
F: 5 (base 3+ 1 con + 1 luck)
R: 7 (base 3+ 3 dex + 1 luck)
W 6 (base 3+ 2 wis +1 luck)

ATTACK
melee: BAB1+str3 = 4
ranged: BAB1+dex3 = 4

unarmed attack+4((1d6+3), MWSiangham+5 (1d6+3)
MW MC SHORTBOW(2) +5 (*+6) (1D6+2)
* MW arrows
RACIAL ABILITIES :
immune to sleep
+2 save v enchant
low light vision (60 ft)
prof with rapier and bows (short and long)
secret door detection (5')

CLASS ABILITIES :
impr unarm strike
stunning attack
evasion
deflect arrows

LANGUAGES : common, Chondathan

FEATS luck of heroes (regional feat)

SKILLS (ranks-20+4)/mod = total:
balance : (0)/d3 = 3
climb : (0)/s3 = 3
escape artist : (1)/d3 = 4
hide : (3)/d3 = 6
jump : (0)/ s3 = 3
listen : (4)/w2 +2 elf = 8
move silent : (5)/d3 = 8
search : (0)/i0 +1 history+2 elf = 3
sense motive : (0)/w2 +3 history= 5
spot : (2)/w2 +2 elf = 6
swim : 0 = 3 (-3 encumbrance)
tumble : (5)/d3 = 8

EQUIPMENT
backpack 2 gp 2 lb
2 quivers:
7 MW arrows 50 gp 1 lb
20 arrows 1 gp 3 lb
MW siangham 303 gp 1 lb
MW MC shortbow 525 gp 2 lb
monk outfit 5 gp 2 lb
waterskin 1 gp 4 lb
bedroll 1 sp 5 lb
2 days' ration 1 gp 2 lb
potion- cure moderate - -

total 887 gp 1 sp 22 lb
MONEY LEFT: 13gp 7 sp 20 cp (4 lb)
* 10 coins/lb

encumbrance : light (26 lb)
light 76 lb
medium 153 lb
heavy 230 lb
 
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Name: Marina
Player: The Kender
Class: Cleric of Lathander 2
Race: Human
Deity: Lathander
Alignment: Lawful Good
Hair Color: Brown
Eye Color: Gray
Picture: http://www.wizards.com/dnd/images/pc_portraits/PCPortrait10_283_Xdf.jpg
Age: 17
Height: 5'2"
Weight: 121
Size: Medium
Gender: Female

STR: 12
DEX: 12
CON: 10
INT: 10
WIS: 15
CHA: 16

Hit Points: 13
AC: 14
Flat Footed: 13
Vs. Touch: 11

Attack Info:
BAB +1
Masterwork Light Mace +4 1d6+1 x2 Crit Medium Bludgening

Skills:
Diplomacy +7 (5 ranks+2 Cha)
Heal +7 (5 ranks+2 Wis)
Concentration +5 (5 ranks)

Background Skills:
Profession: Highly Abused Slave +2 (2 ranks)
Knowledge: Religeon +2 (2 ranks)

Saves:
Fort +3 (3 base)
Ref +1 (0 base+ 1 Dex)
Will +5 (3 base+ 2 Wis)

Feats:
Scribe Scroll
Extra Turning

Languages:
Common

Gear:
Masterwork Light Mace 6lbs
Masterwork Studded Leather 20lbs
Sleeping Bag 5lbs
Holy Symbol Neclace (No weight)
+Sack 1/2 lb
-Bar of Soap 1 lb
-Mirror 1/2 lb
-Waterskin 4 lb
-Rations, Trail, 1 day 1 lb
-Ring from Mother (No weight)
-Carried Money (1 lb)

Carrying Capacity:
Total Weight: 39 lbs
Light Load: up to 43lbs
Medium Load: 44-86lbs
Heavy Load: 87-130lbs
Lift Over Head: 130
Lift Off Ground: 260
Push/Drag: 650

Domains:
Renewal, Sun

Money:
GP: 2
SP: 26
CP: 40

Spells Perpared:
Orisons: Create Water, Light, Detect Magic, Light
1st: Bless, Charm Person(Domain, Already Cast), Summon Monster I, Magic Weapon

Background:
When Marina grew up, her family was very poor. Her father was a farmer and her mother worked all day making clothes to sell.
When she was thirteen years of age, her town was raided by slave traders. Many people were captured, and the others were killed. Marina was captured and transported with the other people to a small building in a forest. For years, she was kept in a tightly packed room with many people during the night. By day, they were forced to work in fields with tall fences around them.
Though she had never attended church, a cleric of Lathander named Patrick had taken a liking to her. He taught her about religion and battle techniques. He even gave to her with his own trusted Mace and Armor, that he had used well in battle.
After so many years of abuse and mis-treatement, Marina devised a plan. She Would Escape. Before putting her plan into operation, she told Patrcik of her plan. He told her "Good luck. There is a large town nearby called Beregost. I lived there. There are some things there that I want you to have."
On the day Marina planned to escape, Patrick was taken away by the slave traders, and was never seen again. Marina said a prayer for him and put her plan into operation. Marina used her charm and good looks to have the guard let her out of her cell to "stretch her legs." She made a break for the door and ran as fast as she could through the forest. She came into the large town of Beregost. She had never seen such a large town before. Marina quickly found Patrick's House and took the gear, whispering to herself "Thank you Patrick." Marina ran to one of the many inns in the town. Should anybody see her, she is wearing terribly ripped clothes and she really could use a bath. Marina looks very frightened.

Notes:
Because of Marina's background, her only current possessions are the clothes she wears, a Masterwork Light Mace, Masterwork Studded Leather, and a few minor items that she has kept over the years. Marina carries a few silver that she found at Patricks house and a holy necklace(as a holy symbol).
 
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Osis, I'm already a cleric. You are kind of trying to take my character's job. Not to mention, a full wizard would probably be more benificial.

Sorry dude, I'm honostly not trying to steal anyones "job", but the cleric levels are a key part of my character concept, so unless Akunin stait up disallows it cleric stays. I understand where your coming from, but its not like i made a human cleric of lathander.

As far as what class setup is most benefical, thats meta-game thinking, and not a priority.

I hope you're not to upset over this and i'm not trying to belittle your opinion at all, i just want to explain mine. Cool?:D

Oh yea, Akunin, what about starting money?
 
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Here's how I did it for my tabletop game. I put this in a document I gave the players, but nobody took a Ranger, so it was never tested. They liked the changes, but opted for less wilderness-oriented characters.

As per the PHB, except:

6 skill points

No free Ambidexterity, 2-Weapon Fighting or Tracking at 1st level. Instead, gain Bonus Ranger Feats at levels 1, 2, 3, 6, 12, and 18 chosen from a variation of the "Fighter Bonus Feat List" (Alertness, Ambidexterity, Blind Fight, Combat Reflexes, Dodge, Endurance, Exotic Weapon Proficiency, Expertise, Far Shot, Great Fortitude, Improved Initiative, Improved 2-Weapon Fighting, Iron Will, Lightning Reflexes, Mobility, Mounted Archery, Point blank Shot, Precise Shot, Quick Draw, Rapid Shot, Run, Shot on the Run, Skill Focus, Spring Attack, Toughness, Track, Two-Weapon Fighting, Weapon Finesse, Weapon Focus)

So, you have that option, as a third (but untested) "Ranger Variant".
 

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