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OOC 3.5 Savage Tide


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there was a small amount of oceangoing in the two previous adventures, but now it is mostly land based, I haven't looked at the characters yet, I think that I will have everyone together for now, as I have not seen a pbp game where everyone stayed in the original group.

EDIT: the sheets look good, you guys can maybe work together to make a good background, outside what I already gave you, for example, why skrymer is a werebear, how he contracted it, or if he was born with it, stuff like that, looking good so far! BTW HB you can join too if you want.
 
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Okay, I've got a couple possible builds right now, each focused a bit more on melee combat... Though I'm still not sure which I should go with... A little input/opinion-giving would be welcome.

1. AoO-Focused, Heavily-Armored Front-liner. Human.
2. Semi-Sneaky, sudden invisibility and sneak attacks, wand/staff usage, reach SA. Goblin (yes, I want to play a psychotic Goblin contacting occult spirits for power. :lol:)
3. Mounted Combat-focused, lance and greatsword, using Ride-By charges, etc. This one might not be feasible if the DM suggests mounts aren't a great idea, though I would have greatsword to fall back on. Human, maybe Half-Giant.

Then I've got a couple in mind that are far less melee-focused, but might be good for the party anyway... (depends on how WD focuses his mage)

4. Illusionist/Trickster, free illusions and Phantasmal Killer ability, wand/staff usage, high DCs. Human or Spellscale (Races of the Dragon).
5. Blasting + Control, lightning bolts, blinding, confusion, paralysis and a host of nasty tricks. Again, Human or Spellscale.

I know I can make any of these work. I'm just really indecisive at the moment... And as a further note, I can swap (to a degree) between these styles. I just like to have a bit of focus to my feats and it helps iron out ability scores for me.
 

any of those would work, right now mounts might not be a bad idea, there will be a fair amount of dungeon exploration, which would keep your mount from being there, but if it's paladin, it comes and goes, so no issue there.
 

So it looks like I'm going with a sneaky build? Do I need to be melee based to compliment Bedford's werebear or am I free to do as I see fit?
 


Combat-wise I'm thinking of making a Rogue 7 | Master Thrower 5. So while it's not melee based, it's not weak, especially if Bedford grapples like I imagine a were-bear would and present nice and easy targets.
 

I may be alone here, but I find that making characters for pre-gen adventures requires a bit of cross-table chatter to ensure that all the 'roles' are covered.

That said, and I know I'm gonna regret it later, but I'm thinking of playing a Cloistered Cleric. I just love those things to death. But I'm also interested in making a character that will support his weight AND trying something different with the build.

I'd be interested in playing some off-beat race, too, though none immediately come to mind.

I'll write more when I'm more inspired.
 

yeah, take your time, also, do what you want within reason, with 8 or 9 players, all of the roles can be covered more than once, so make something you like, or haven't been able to (like a werebear).
 

Here's what I've got so far:

[sblock=Halfling Rogue]Halfling Rogue

Halfling Rogue 7 | Master Thrower 5
Alignment: ??
ECL: 12

Abilities: (30)
STR - 10 (4 Points – 2 Racial)
DEX - 28 (13 Points + 3 LA + 2 Racial + 6 Magical)
CON - 16 (6 Points + 2 Magical)
INT - 14 (6 Points)
WIS - 8 (0 Points)
CHA - 9 (1 Points)

HP: 6+3+3+3+3+3+3+4+4+4+4+4+24+12= 80
Speed: 20ft
Initiative: + 9

AC: 20 (10 Base + 9 Dex + 1 Size)

Saves:
Fort: 12 (2 Rogue + 1 MT + 3 Con + 1 Racial + 5 Magic)
Reflex: 24 (5 Rogue + 4 MT + 9 Dex + 1 Racial + 5 Magic)
Will: 8 (2 Rogue + 1 MT – 1 Wis + 1 Racial + 5 Magic)

BAB/Ranged/Grapple: +10/+19/+6

Weapons:
-Dart (19 Ranged + 1 Size + 1 Racial + 1 Weapon Focus + 1 Point Blank Shot)
Within 30’: +23/+18 1d3+1; x2; Range 20’; Piercing
-Rapier +20/+15 1d6; 18-20x2; Piercing

Class Abilities:
-Sneak Attack: 4d6
-Evasion
-Trapfinding
-Trap Sense +2
-Uncanny Dodge
-Quick Draw
-Improved Evasion
-Snatch Arrows
-Critical Throw
-Thrown Weapon Tricks:
- Sneaky Shot: Just before making a ranged attack, he can use a move action to make a Sleight of Hand check opposed by his target’s Spot check. If he wins the opposed check, his opponent is denied his Dexterity bonus to Armor Class against the attack.
- Trip Shot: He may use a thrown weapon to make a trip attempt against an opponent further than 5 feet away. He makes a normal attack against the opponent with a thrown weapon, if the attack succeeds, in addition to doing damage as normal, he makes a Dexterity check with a +4 bonus opposed by the opponent’s Dexterity check or Strength check (whichever ability score has the higher modifier). Other modifiers may apply. If he wins, the opponent is tripped.
- Weak Spot: When using a thrown weapon against a target Small size or larger, can make a ranged touch attack instead of a normal attack. If the attack hits, he does not apply his Strength bonus to the damage.

Racial Abilities:
Small Size - +1 Armor Class, +1 Attack Rolls, +4 on Hide Checks
+2 Dex, -2 Str
Land Speed: 20ft
+2 Racial Bonus Climb, Jump, Listen, Move Silently
+1 Racial Bonus on all Saving Throws
+2 Morale Bonus on Saving Throws against fear
+1 Racial Bonus on attack rolls with thrown weapons and slings
Favored Class: Any

Skills:
Balance - 11 (0 Ranks + 9 Dex + 2 Synergy)
Climb – 2 (0 Ranks + 0 Str + 2 Racial)
Disable Devise – 19 (10 Ranks + 9 Dex)
Escape Artist - 19 (10 Ranks + 9 Dex)
Hide – 23 (10 Ranks + 9 Dex + 4 Size)
Jump – 4 (0 Ranks + 0 Str + 2 Racial + 2 Synergy)
Listen – 11 (10 Ranks - 1 Wis + 2 Racial)
Move Silently – 21 (10 Ranks + 9 Dex + 2 Racial)
Open Lock – 19 (10 Ranks + 9 Dex)
Search – 29 (10 Ranks + 5 CC + 9 Dex + 5 Magic)
Sense Motive – 9 (10 Ranks - 1 Wis)
Sleight of Hand – 24 (15 Ranks + 9 Dex)
Tumble – 24 (15 Rank + 9 Dex)

Feats:
1st – Weapon Focus (Dart)
3rd – Precise Shot
6th – Point Blank Shot
9th – Tactile Trapsmith (Use Dex instead of Int on Search and Disable Devise)
12th – Lucky Fingers (Reroll Disable Devise, Open Lock, or Sleight of Hand)

Languages:
Common
Halfling
Gnome
Elven

Equipment: 400gp
-Gloves of Dexterity +6 – 36,000gp
-Vest of Resistance +5 – 25,000gp
-Goggles of Minute Seeing – 1,250gp
-Bag of Holding Type I – 2,500gp
-Amulet of Health +2 – 4,000gp
-Chime of Opening (New) – 3,000gp
-Ring of Feather Falling – 2,200gp
-Ring of Sustenance – 2,500gp
-Cape of the Mountebank – 10,080gp
-Potion of Magic Weapon (x10) – 500gp
-Rapier +1 – 2,320gp
-Horn of Fog – 2,000gp
-Healing Belt – 750gp

Physical Appearance:

Age: 28
Height: 3’3”
Weight: 31lbs
Eyes: Black
Hair: Brown
Skin: Tanned

Background:

Personality:[/sblock]
 
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