[Full]: D&D 7th level game, 4 players

Hit points: Hit points will be 3/4 of your HD for each level.
1d4 - 3 hp
1d6 - 4 hp / 5 hp
1d8 - 6 hp
1d10 - 7 hp / 8 hp
1d12 - 9 hp

Beginning at level two, for hit dice that have alternating hp per level, you alternate between the high and low, starting with the high. The first time you take a level with an alternating hit die you take the high, and the next time you take a low.

For example:
Barb1/rog2/ftr3/rog1/bard1: 12 + 5 + 4 + 8 + 7 + 5 + 4

Explanation: I know this is a little bit more complicated than the standard system of taking 1/2 hp. I don't like the 1/2 hp system, however, since it gives d4 hit die characters 3 hp per level, while barbarians only get 7 hp per level with a d12. The d4 character gets 3/4 of his hp per level, while the d12 only gets 7/12. With my system, each class gets 3/4 of their hp per level, not just wizards and sorcerers. Although its a tiny bit more complicated than standard, I feel this is a more balanced and fair way of giving out hp.
 
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Thordain,

I'm pretty much ready to post my character stats. I just wanted to ask you a question first...are any magic items from the DMG allowed so long as they fall beneath the maximum GP value you listed in your initial post? As the character stands now, he has a few magic items from the DMG that all fall beneath the maximum single item value, but I want to be sure that I'm not doing anything wrong or munchkining the character. :)
 


Ok, thanks Thordain. Here is my character. Just let me know if you see anything that is incorrect or makes you unhappy. :)

Lorenz: Male Human Rog5/Ftr2; Medium Humanoid ; HD 5d6 (Rogue), 2d10 (Fighter); hp 46; Init +8; Spd 30; AC 19 (Mithral Shirt, Ring of Protection +1, +4 Dex); Atk +6 base melee, +9 base ranged; +10 (1d6+2+1d6, +1 Sword, short); +10 (1d8, Longbow, Masterwork); +7 (1d4+1, Dagger, Masterwork); +6 (1d4+1, Dagger); +6 (1d3+1, Unarmed); AL CG; SV Fort +4, Ref +10, Will +2; STR 13, DEX 18, CON 12, INT 14, WIS 12, CHA 8.

Class Features: Evasion, Sneak Attack (+3d6), Uncanny Dodge (Dex bonus to AC)

Skills: Appraise+4 (2), Balance+7 (3), Climb+5 (4), Decipher Script+6 (4), Disable Device+11 (9), Escape Artist+8 (4), Gather Information+3 (4), Heal+2 (2), Hide+19 (5), Jump+17 (6), Listen+8 (7), Move Silently+20 (6), Open Lock+12 (8), Pick Pocket+6 (2), Read Lips+3 (1), Search+8 (6), Spot+7 (6), Tumble+8 (4), Use Magic Device+3 (4), Use Rope+6 (0).

Feats: Blind Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Finesse: Sword, short.

Equipment:
Weapons: Dagger, Masterwork; +1 Sword, short: Shock; Dagger; Acid (flask); Acid (flask); Arrows (50); Longbow, Masterwork.
Armor: Mithral Shirt.
Goods: Backpack; Case, map or scroll; Flint and steel; Lantern, hooded; Rope, silk (50 ft.); Thieves' tools; Explorer's outfit; Rations, trail (per day); Rations, trail (per day); Antitoxin (vial); Mirror, small steel; Waterskin (full).
Magic: Cloak of elvenkind; Goggles of minute seeing; Ring of Protection (+1); Boots of elvenkind.
Funds: 762 GP, 35 SP

Background:
Lorenz grew up an orphan in the dirty streets of a crowded, overpopulated city. Knowing that he could never survive on his own, Lorenz took up with a rough gang of thieves who began to teach him the secrets of the underworld. Quickly mastering the meager thieving skills the gang members could teach him, Lorenz found himself hungering for something more. Having done some contract work for the large shadowy thieves' guild that controlled the underbelly of the city, Lorenz left his gang to become a full member of the guild. He wanted to learn from the masters of the shadow arts, and that he did. He found himself quickly rising through the ranks and acquiring a small fortune along the way.

Unfortunately, things soured for Lorenz when the guild decided to send him out on a mission to assassinate a city official who had refused the guild's bribes and was threatening to crack down on their operations. Though he relished the life of a thief, Lorenz had never been an evil man. He had no special regard for the laws of politicians and kings, but he did have a personal moral sense of right and wrong. Assassination was outside the bounds of acceptable behavior as far as he was concerned, and he refused the assignment. He had always known that the guild engaged in such cold-blooded and ruthless activities, but he had tried not to think about it. Now that he was forced to confront it, he found himself at odds with the organization that had fostered him and his skills for so long. Knowing that the guild wuld never stand for his insubordination, Lorenz quickly packed a few of his most precious belongings, retrieved his hidden stash of gold, and slipped out of the city. Unable to ignore his conscience, Lorenz slipped the marked official an anonymous warning about the assasination attempt before he left. He knew that the guild would find out about it and would know who had warned the man, but Lorenz wasn't planning on ever coming back to the city anyway. The guild would hunt for him, but they'd never find him.

Looking for something better, Lorenz took up the adventuring life, finding all of the wealth and excitement he could ever want. He was his own man and relished the freedom he had found ever since he had left his guild days behind. Always in search of adventure and the next big score, Lorenz is constantly moving from place to place, following the news he hears and his own instincts toward whatever opportunity might be just over the horizon.

Appearance
Lorenz is about 5'10" with a lean, wiry build. He is somewhat swarthy in appearance, with the dark coloring typical to the people of his home region. His black hair is fairly long, not quite reaching his shoulders, and he wears a closely trimmed and well kept beard. His dark brown eyes are impenetrable, though they often seem to reflect a certain kind of good-natured personal amusement.

Lorenz is not an attractive man, and he speaks with the accent and manner of one who has been raised in the rough and tumble world of the streets. He is a likable enough once people get to know him, though he does tend to have a brusque manner about him that can put people off. He is very individualistic in nature and has a hard time grasping the idea of compromise with others. If he thinks he is right about something, he knows he is right and will act accordingly. He also has a dislike for authority, and won't hesitate to stand up to it, especially if he feels that his personal honor is at stake. So, while he is a good man at heart, it is all of these things that can make him difficult to like or even get along with much of the time.

(EDIT: Added background and appearance. Sorry it took so long. My cable modem connection has been spotty this weekend.)
 
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Looks good Page! One tiny thing, if you could put the number of skill points spent in each skill in parentheses after the bonus, like this:

Skills and Feats: Climb +2 (4), Handle Animal +4 (4), Jump +2 (4), Ride +5 (4); Cleave, Exotic Weapon Proficiency (bastard sword), Power Attack.

Also, bracers of armor +1 don't stack with mithril shirt. Both give an armor bonus, so they don't stack.

Also it seems you only used 31 of your 32 possible points:
str 13 +5
dex 17 +13 (18 at lvl 4)
con 11 +3
int 14 +6
wis 12 +4
cha 8 0
edit: fixed now

That totals to 31 unless I'm making a mistake...

A ring of protection +1 would stack with your armor, it would not stack with spells that give a deflection bonus such as shield of faith. You can also get an amulet of natural armor +1, which would stack with your armor and shield of faith, but wouldn't stack with spells such as barkskin.

It also seems you are missing 2 feats, by my calculation.
lvl1
lvl3
lvl6
ftr1
ftr2
human bonus feat

It also seems that you've overspent:

Mithral shirt 1,100 gp
MW dagger 352
MW bow 425
Boots of striding and springing 6,000 gp
Boots of elvenkind 2,000 gp
Cloak of elvenkind 2,000 gp
Goggles of minute seeing 1,000 gp
Ring of protection +1 2,000 gp
short sword shock 8,310

Perhaps you didn't realize that the boots of striding and springing have been errataed to 6,000gp?

Also haven't check your skill point totals yet, but just reminding you that since disable device isn't a fighter class skill, you'll need to spend 2 points per level to advance it for each level in fighter you take.. sorry if you took that into account, just saying that in case you forgot :)

Looking over the rest now... posting comments as I find them.

Thanks! :)

Edit: Added overspending.. please look into this :)
Added comment about skill points.
 
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Thordain said:

Also, bracers of armor +1 don't stack with mithril shirt. Both give an armor bonus, so they don't stack.

Oops! I always forget the stacking rules. Would a Ring of Protection +1 stack, since it gives a deflection bonus to AC, or would that still be considered a non-stackable AC bonus? :)

I'll add those skill points to the stats right away!
 

Bunch more comments in my post above this one :) I'll keep editing that post rather than spam more posts so keep checking back.
 

Thanks Thordain! I'm glad you have such a sharp eye tonight. :)

Looks like I forgot those two fighter level feats...back to work...;)

EDIT: Well, I think I've managed to fix all of the mistakes you've spotted so far. I need to turn in for the night, so if you spot any other mistakes just post them and I will make all necessary changes tomorrow. Thanks for the help!
 
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Thordain...My character write up is pretty much done...now, assuming I want to contact you off the boards, how would that best be done? You can email me at yangnome at yangnome dot com, or I will of course check back here.
 

Taklinn Duril , male dwerg Bbn2/Ftr5: CR 7; ECL 7; Medium-size Humanoid (dwerg); HD 5d10+2d12+21; hp 77; Init +3; Spd 25 ft; AC 21 (+7 breastplate, +3 Dex +1 Braces); Melee mastwork greataxe +11/+6 (1d12+3/crit x3), or +1 dwarven waraxe +11/+6 (1d10+5/crit x3); Ranged mighty composite (+3str)longbow +10/+5 (1d8+3/crit x3); SA rage; SQ fast movement, uncanny dodge; AL CG; SV Fort +11, Ref +5, Will +2; Str 16, Dex 16, Con 16, Int 13, Wis 10, Cha 7.

Skills and Feats: Heal 6 Intimidate 6 Listen: 7 Spot: 5 Wilderniss Lore: 4; Exotic Weapon Proficiency Dwarven Waraxe, Extra Rage, Quickdraw, Power Attack, Cleave, Greater Cleave.

SA–Rage (Ex): 3/day, Taklinn Duril can fly into a screaming blood frenzy for 5 rounds. Taklinn Duril gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Taklinn Duril is winded. darkvision 60ft. +2 vs poison. +2 vs spells and spell like effects, +1 on attackroll vs orc and goblinoids. +4 dogde vs gaints. linguages: commen, dwarven

SQ–Uncanny Dodge: Dex bonus to AC.

Equipment: adamantine breastplate, +1 dwarven waraxe, mw greataxe, braces of armor +1, gloves of dex +2, cloak of risistance, mighty compostie (+3 str) longbow, 40 MW arrows, backpack, lock avarage, silk rope 100ft, healers kit, explorers outfit, 5 trail rations, 5 alchamist fire. .
 

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