(LHHS) OOC Thread I

The only problem i saw with that is it puts a bunch of ooc tags that break up the sentence....either way is fine. I don't mind switching back and forth between the two colors I planned on using. But then Yorick has to speech in two difference styles based on the language he is speaking. He is very wise just not so bright. That is why he doesn't seem to grasp the human language very well.
 
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ya, this is really tough to play him with that low of INT, but it's tempered by wisdom.
I really don't want to play him as a terrible-speaker. (I've already done the half-orc bit with Ubaar)
I spent extra language skill points just to have him speak good. ;)
He understands Draconic and Common, but to speak it is harder.
Draconic he'll speak more like normal, and not lisssp like a snake, and I'm gonna have him let the party know pretty soon he's not REALLY a full-blood lizardman pretty soon, but till then, you'll get bad Lizard-speech from Brawn.
 

BTW, there is no rule about it, but in my campaign setting arcane casters tend to have the creative stylings of children. I tell my players that in order to be a mage, someone must have the intelligence of a wise old man, while maintaining the creativity and freedom of a child.

Divine magic is the otherway around. Divne casters must have the wisdom of a wise man, and the tempering of one as well...

There are no rules, so feel free to try whatever, but if this helps anyone decide how to role-play tell me.
 


There's no rules about it DW. It just happens to be the case for many of them. You'll notice it in some of the NPCs you encounter.

The only reason it was mentioned was just in case anyone needed help coming up with traits to use for thier character...

Sorcerers do tend to play in the same rather youthful mindset in previous games, though there are always exceptions to those rules.

Basically it all started with one of my players ranting about how all wizards were too old and serious, so I decided to change my mindset for NPCs, and some players started to pick it up.

So um... up to you on how to play through it, and you will see NPC's that follow this "rule" and ones that don't.
 

Heh, I know this is kinda sporatic, but here are some more things that you can work into your role-playing:

Drow: Live underground sometimes and come from a very volcanic region. They have a great degree of resistance to the heat that builds up in the volcanic caverns they live in because of this, and they are not subject to the traditional light blindness. Thier skin colors range from all hues of blue to obsidian black, but there are no albino drow.

Lizardfolk: They are the only race that can survive drinking the waters of the trollands (along with Khajitte) and tend to be hostile fighters around trolls. Trolls are practiacally a major race in this campaign, so they will pop up from time to time.

Breton: Breton grow up in a very religios culture, full of clerics and paladins. They are relatively wise, and don't enjoy Arcane magic very often. There also tends to be a rather large population of grumpy elderly bretons around.

Nord: Nord's live in the mountains in the center of the continent, and there are a few islands off the northern troll-lands. Both regions are cold, and have hostile electric creatures living in those regions. Luckily the nords adapted rather quickly to both elements.

Redguard: Redguard are a warrior race of dark skinned humanoids that often join the slave trade to hunt down lizardfolk as bounty hunters and mercenaries, or live in the lands of the Lizardfolk. Redguard weapons are rare, but are always masterwork.
 
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Macbrea
Yorick Slipperyscales

Attacks:
Claw (Natural/Primary) +5/+3 0'/PS (1d4+4 20/x2 M ) / Bite (Natural/Secondary) +3 0'/BPS (1d4+2 20/x2 M )
*Unarmed (besided claws or bite) +5 /B (1d6+4 20/x2 M)
*Flurry of Blows +3/+3 0'/B (1d6+4 20/x2 T )
*Javelin +1 melee / +4 thrown 30'/P (1d6+4 20/x2 M )
*Dagger +5 melee / +4 thrown 20'/P (1d4+4 19-20/x2 T )

Change to this Format (C&P):
Attacks: 2 claws +5 melee (or unarmed +5 melee), bite +3 melee; or javelin +4 ranged (or dagger +4 ranged)
Damage: Claw 1d4+4, unarmed 1d6+4, bite 1d4+2, javelin 1d6+4, dagger 1d4+4

SA: Evasion, Flurry of Blows, Stunning Attack 1/day (DC 13)
Vision: Normal
AL: LN
Sv: Fort +4, Ref +8, Will +5
Str 18, Dex 16, Con 14, Int 8, Wis 16, Cha 8

Skills: Speak Language (2 rank), Balance +7, Jump +8, Swim +6, Tumble +4 (1 rank), Jump +4

Feats: Monk weapon Proficiencies, Improved Unarmed Strike, Multiattack, Stunning Fist, Dodge

Languages: Draconic , Common

Description: 6'4", 180 lb Yorick has a slight redish-green tint to his scales with frosted white tips.

Change to this Format (C&P):
Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Flurry of Blows, Monk's Unarmed Strike, Stunning Attack 1/day (DC 13)
Special Qualities: Evasion, Lizardfolk Weapon Proficiency, Monk's Weapon Proficieny
Saves: Fort +4, Ref +8, Will +8
Abilities: Str 18, Dex 16, Con 14, Int 8, Wis 16, Cha 8
Skills: Speak Language: Common +2, Balance +7, Jump +8, Swim +6, Tumble +4, Jump +4
Feats: Dodge, Multiattack.

Languages Spoken: Common, Draconic

Last Note: Some of this stuff is just my personal preference... ok all of it is, but if you just copy and paste it it will make me happy :).
 
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Darkwolf
Khala

Attacks:
Rapier +0 M 1d6 (P) 18-20 x2
Change to this format (C&P):
Attacks: Rapier +0 meee
Damage: Rapier 1d6

SA: Drow SP abilites, SR 12, Fire Resistance 12, +2 will saves against spells and spell-like abilities, Darkvision 120', spells, familiar
AL:N
Saves: F: 2 R: 3 W: 2(4)
Str: 10 Dex: 16 Con: 14 Int: 16 Wis: 10 Cha: 18

Skills: Bluff: 2/6 Conc: 4/6 GI: 2/6 Knowl(arcana): 4/7 Spellcraft: 4/7 Listen:0/2(4) Spot:0/2(4) Search:0/5

(mods depending on situations)

Feats: Spellcasting Prodigy(Sorc)

Languages: Elven, Undercommon, Common, Draconic, Drow Sign Language
Your close but...
Change to this Format (C&P):
Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Spell Like Abilities
Special Qualities: +2 to Will saves against spells and spell-like abilities, Darkvision 120, Drow Weapon Proficiency, Elven Racial Traits, Familiar (Raven), Fire Resistance 12, Simple Weapon Proficiency, Spell Resitance 12
Saves: Fort +2, Reflex +3, Will +2
Abilities: Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 18.
Skills: +6 Concentration, +6 Knowledge: Arcana, +7 Spellcraft, +4 Listen, +4 Spot, +5 Search

Languages Spoken: Elven, Undercommon, Common, Draconic, Drow Sign Language
 


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