[OA] 3 Kingdoms - Character Creation (closed)

I'll probably be playing a Barbarian with either two weapons or that Double Halberd, if you don't mind posting the stats, and is it 5' reach when used as a dual weapon, 10' reach with a single strike or always 10'?
 

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Master_Pugs said:
I'll probably be playing a Barbarian with either two weapons or that Double Halberd, if you don't mind posting the stats, and is it 5' reach when used as a dual weapon, 10' reach with a single strike or always 10'?

First - straight 3.0. Other than a few changes to classes (which of course happen to be ones I'm not using), I'm not all that stunned by 3.5. Should've just stuck with the SRD, but darn completist me... I figure 3.0, everyone has that.

OK, cost is 60gp, dmg is 1d10, and crit multiplier is x3. Flat 10' range.

If you go here, there's a nice picture of a double halberd (#7, you can see it better on the top pic). Compare it to the regular Chinese halberd (#26) and you'll see how it's "double".
 
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Well, I googled the Vanara but didn't come up with much except that they are a sort of "monkey-like humanoids, complete with semi-prehensile tails" (James Wyatt). Whoah. That caught me a bit by surprise.

I'll turn on my email in the profile so you can send me the details.
 

A quick question: How much gold do we start out with? I'm sure you've answered this somewhere, but is it the standard 9,000 gp for 5th level characters as per the DMG, or some other amount?

Also, are their any limits on magic items? From the sounds of things, you're going with a relatively low-magic setting, so how much or little is appropriate in the way of enchanted items?
 

Jarval said:
A quick question: How much gold do we start out with? I'm sure you've answered this somewhere, but is it the standard 9,000 gp for 5th level characters as per the DMG, or some other amount?

Also, are their any limits on magic items? From the sounds of things, you're going with a relatively low-magic setting, so how much or little is appropriate in the way of enchanted items?

4300gp starting money. Spend it on whatever - if you get magic items, that's OK. The low-magic thing is only going to come into play once everything starts - don't expect to get a crazy amount of magic items from plunder as in usual DnD. But whatever magic items you have starting out are OK. I'd prefer you not get a lot in the way of Wondrous Items, outside of stat modifiers like Headbands of Intellect or Bracers of Armor.

And of course, warlords will have the standard enhanced weapons as per a samurai.
 

Great :) Thanks for the quick answer.

One more thing. Would it be OK for my character to have a sap as one of his weapons? It's the only real option if you want to deal non-lethal damage, as none of the OA weapons fill a similar role.
 



Here's my character. Or rather, my character's stats. I'm still working on his background, but I should have it finished and posted in the next day or two.


Sima Hu
Human Rogue 5, Alignment N

STR 12 (+1)
DEX 14 (+2)
CON 10
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)


Combat Stats:
Base Attack Bonus: +3
Melee: +4 [+3 BAB, +1 STR]
Ranged: +5 [+3 BAB, +2 DEX]
Hit Points: 18 [6 + 3 + 3 + 3 + 3 (levels)]
Armor Class: 16 [10 + 2 (DEX) + 4 (+1 Studded Leather)]
Initiative: +6 [+2 DEX, +4 Improved Initiative]
Movement Rate: 30 feet

Attacks per round:
Masterwork War Fan (+5 to hit, 1d6+1 dmg)
or Dagger (+4 to hit (melee) +5 to hit (thrown), 1d4+1 dmg)
or Puch dagger (+4 to hit, 1d4+1 dmg)
or Masterwork sap (+5 to hit, 1d6+1 dmg (s))
or Masterwork Mighty (+1) Composite Shortbow (+6 to hit, 1d6+1 dmg)

Weapons and Armor:
Armor: +1 Studded Leather (+4 AC).
Weapons: Masterwork War Fan (1d6 dmg, Crit x3)
Dagger (1d4 dmg, Crit 19-20/x2, Rng 10 ft)
Punch dagger (1d4 dmg, Crit x3)
Masterwork sap (1d6 dmg)
Masterwork Mighty (+1) Composite Shortbow (1d6+1 dmg, Crit x3, Rng 70 ft)


Saving Throws:
Fort: +3 [+1 base, +2 Great Fortitude]
Ref: +6 [+4 base, +2 DEX]
Will: +2 [+1 base, +1 WIS]


Feats:
Light Armor Proficiency (Free for Rogue)
Improved Initiative (1st level feat)
Great Fortitude (Bonus human feat)
Exotic Weapon Proficiency (War Fan) (3rd level feat)


Skills:
Bluff +10 (8 ranks, +2 CHA)
Climb +9 (8 ranks, +1 STR)
Diplomacy +14 (8 ranks, +2 CHA, +2 Synergy (Bluff), +2 Synergy (Sense Motive))
Disguise +10 (8 ranks, +2 CHA)
Gather Information +10 (8 ranks, +2 CHA)
Hide +10 (8 ranks, +2 DEX)
Move Silently +10 (8 ranks, +2 DEX)
Open Lock +10 (8 ranks, +2 DEX)
Sense Motive +9 (8 ranks, +1 WIS)
Slight of Hand +12 (8 ranks, +2 DEX, +2 Synergy (Bluff))
Tumble +10 (8 ranks, +2 DEX)


Languages:
Common + 2 others.


Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Sneak attack +3d6
Trapfinding
Evasion
Trap sense +1
Uncanny dodge


Equipment:
Backpack (usually carried in horse's saddlebags):
- Potion box (small cloth-lined compartmented box, holds 12 vials, cost 5 gp, weight 3 lb)
- - 4 vials of oil of taggit (poison)
- - 4 vials of blue whinnis (poison)
- - 2 vials of Antitoxin
- Potion box 2
- - 4 Potions of Cure Light Wounds
- - 2 Potions of Expedious Retreat
- - 2 Potions of Jump
- - 2 Potions of Spider Climb
- Grappling Hook
- Flint and Steel
- 5 Sunrods
- 5 packets of scentbreaker
- 2 jars of healing salve (Tome and Blood, alchemical, heals 1d8 dmg, applied as a full round action)
- 10 Tindertwigs
- Disguise Kit
- Masterwork thieves' tools
- Potion belt
Belt pouch:
- 2 pp, 9 gp, 7 sp, 6 cp.
Wearing / Carrying:
- Courtier's Outfit
- 50 gp worth of jewelry
- +1 Studded leather armor
- Masterwork war fan
- 2 Daggers
- Punching dagger
- Blowgun
- 20 blowgun needles
- Masterwork sap
- Masterwork mighty (+1) composite shortbow
- 20 arrows

Total Weight Carried: 64 lb (or 36 lb when not carrying backpack)
Load: Medium (or Light when not carrying backpack)

Light war horse:
Wearing / Carrying:
- Military saddle
- Bit and bridle
Saddlebags:
- 50 arrows
- 80 blowgun needles
- Bedroll
- Tent
- 7 day's trail rations
- 2 full waterskins
- 7 day's feed


Current XP:
Current: 10,000
Next Level: 15,000
 
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