[ooc] dnd - the nameless [thread closed]

This is were we seem to stand.

I prefer option 3.

Of the original players - one is for option 3.

Of the applicants - one doesn't mind, one would prefer option 2.

Option 3 it is.

Here are simple conversions of the original characters.

Craddoc Pyes
Human Male 1.
Concept: Mountain farmer.

Level 1 [12 cp build]
bab: 0.5
base saves: xxx +1
skill points: 4 + 1 [human] = 5x4 = 20 (+8)
feats: light ap [auto], simple wp [auto], entry: self sufficient [human], entry: toughness [4], entry: endurance [4], entry*: robust [4].

* worst case cost. I don't have the source book for this feat.

Nathan ay'Tennar
Human Male 1
Concept: Blacksmith.

Level 1 [6 CP build]
bab: 0.5
base saves: will +1, will +1 [1]
skill points: 4 + 1 [human] + 2 [int] + 2 [1] = 9x4 = 36
feats: light ap [auto], simple wp [auto], entry: power attack [human], entry: skill focus (craft) [4]

Hewik Leafwing
Hafling Male Tallfellow 1.
Concept: Herder.

Level 1 [15 CP build]
bab: 0.5
base saves: xxx +1
skill points: 4 + 3 [int] = 7x4 = 28 (+8)
feats: light ap [auto], simple wp [auto], entry: animal affinity [4], entry: dodge [4], progression: mobility [3], entry: skill focus (handle animal) [4].

Oscar de Reign
Human Male 1
Concept: Aristocrat.

Level 1 [8 CP build]
bab: 0.5
base saves: will +1, will +1 [1]
skill points: 4 + 1 [human] + 2 [int] = 7x4 = 28.
feats: light ap [auto], simple wp [auto], entry: mounted combat [human], progression: martial wp (sword) [3], entry: weapon finess [4].

Cromwell Of St Richard's
Half-orc Male 2
Concept: Soldier of God.

Level 1 [9 CP build]
bab: 0.5 + 0.5 [2]
base saves: fort +1, fort +1 [1]
skill points: 4 + 1 [int] = 5x4 = 20 (+8)
feats: light ap [auto], progression: medium ap [3], simple wp [auto], progression: weapon focus (maces) [3].

Level 2 [+7 CP progression]
bab: 0.5 + 0.5 [2]
bases saves: fort +1, xxx +1 [1]
skill points: 4 + 1 [int] = 5 (+2)
feats: entry: improved toughness [4].

***​

The Commoner characters pushed the cp's a bit with the bonus feats that I gave them. Everyone else would do as well or better with even an 8 CP build.* With one exception - weapon proficiencies. Collecting all the proficiencies of a warrior or aristocrat costs big CP's. Which is the way it should be really. Being proficient in all of the common weapons took alot of training.

* but I'll probably go with 12 CP for first level, 8 CP after that.

The conversions above are pretty much direct translations for the original characters. xxx indicates a save that does not correlated to the original and something need to be chosen. In Cromwells case, fort +1 cannot be taken a second time at level 2 in this system.

Changes to the above are possible. Let me know what you have in mind.

the head of the dog.
 
Last edited:

log in or register to remove this ad

Heres what I was thinking. Close down nameless II and start III, in Killingtom.

There are currently 5 players and 3 applicants. I'll take all of those who (still) want in. Please let me know within the next 48 hours.

Maerdwyn, muhcashin and djrdjmsqrd, feel free to get started on a first level character if you are in. If you have any questions about appropriate Concepts please ask.

Has anyone seen TH around since he got back? I haven't seen him in any of his games. I hope that everything is all right for him.

If the dropout rate takes us below 6 characters, I'll open the game for recruiting, but start regardless.

Monday. I'm shooting to open the ic thread by Monday.
 


I liked Hewik, but I have less time lately to be on the boards, so I think it will be wiser to leave this game before slowing it down too much, I think it will just be better for all my games.
 

Okay, with a little rewriting: Here's Craddoc again

Craddoc Pyrs
Human Male 1.
Concept: Mountain farmer.

Level 1 [12 cp build]
bab: 0.5
base saves: Fort +1, Ref +0, Will +0
skill points: 4 + 1 [human] = 5x4 = 20 (+8)
feats: light ap [auto], simple wp [auto], entry: self sufficient [human], entry: toughness [4], entry: endurance [4], entry: Improved Toughness [4].

Improved Toughness (That's the D&D robust, I finally found it) is in fact an entry feat. Are we using new or old g'n'g? If it's new, I may switch out Improved Toughness for simplicity's sake and put in Diehard (progression, from endurance) and another +1 to fort save.
 
Last edited:

Velmont. The worse thing that can happen is the games begin to feel like a chore. So I understand where you can coming from. For what is worth, I'll edit Velmont out so that should you ever wish to return, it remains an option for you to pick him up again. Good luck with your other games.

Maerdwyn. Nice idea - I like it. A couple of mechanical things:
* humans still get a bonus feat
* you get one free save at each level, plus can increase any one save by +2 max. So you could have fort +1 [auto], ref +1 [1], ref +1 [1] for only 2 points.

gng doesn't use HP and AC. Rather you get
* defence = (bab -or- base ref) + dex mod + shield mod = +5
* soak = con bonus + armour bonus + nat armour + size mod = 0
* attack = bab + str bonus (melee) -or- dex bonus (ranged)
* damage = weapon dam + str bonus (+ amount rolled over required to hit)

Being able to avoid damage is good, but a little soakablity is very handy as well. Toughness adds + 1 Soak and can be take three times. High to hit bonuses will translate into extra damage if your to result is higher than the defenders defend result.

Starting from the current town makes the most sense - the Seventh will need some more people to bring up the numbers. A fine opportunity for your character to prove his mettle. Killingtom is more of a small village - not so much to do there, and less oportunity for idleness.

PS. can we stick with colorless text - the differing styles can mean that someone will have difficulty with pretty much any color. And being a mininalist, I do like it plain and simple.

the head of the dog.
 

doghead said:
PS. can we stick with colorless text - the differing styles can mean that someone will have difficulty with pretty much any color. And being a mininalist, I do like it plain and simple.

the head of the dog.
Cool, will make the changes.

Regarding the color, the only reason there's color in mine is that when I posted originally, it came out as black text for some reason, and I couldn't see it at all -

any idea how to remove all color markers so it shows up as the default?
edit: never mind - right there in front of me :o
 
Last edited:

added tentative skill selection, pending a couple minor questions.

Switched Deft Hands to Dodge after reviewing GnG a little more closely. Shield would be better, but doesn't fit the character yet.

*********
Fredar
Human Male 1
Concept: Ne’re-do-well
HP: 11
Initiative:
Speed: 30 ft.
Space/Reach: 5 ft./5 ft.

Base Attack: 0.75 [1cp]
defence = base ref + dex mod + shield mod + Dodge = +6
soak = (Studded leather and helmet) 3 + (Toughness) 1 = 4
attacks = 2.75 (Melee)/3.75 (Ranged)
Unarmed: +2/1d3+2(non lethal)
Brass knuckles: ??
Sling: +3/1d4 (an old favorite)
Shortspear, Melee: +2/1d8+3 (a pole is good;a pole with a knife on it...)
Shortspear, Thrown: +3/1d8+2 (x3, range 20)
Dagger, Melee: +2/1d4+2 (19-20,x2)


Saves: Fortitude +1[auto], Reflex +2 [2cp], Will +0
Abilities: Str 15, Dex 17, Con 11, Int 10, Wis 7, Cha 16

Skills: 4 + 1 [human] +2 [1cp] = 7x4 = 28 (still a little tentative)
Bluff 4, +7
Diplomacy 3,+6
Gather Information 2,+5
Hide 4, +7*
Intimidate 2, +5
Move Silently 3, +6*
Perform 4, +7
Sleight of Hand 3, +6*
Tumble 2, +5*
*Armor Check penalty applies.

Feats: light ap [auto], simple wp [auto], Entry: Dodge [4cp], Entry: Improved Unarmed Strike [4cp], Entry: Toughness [Human]



Equipment: Studded Leather, leather helmet, Peasant Outfit, Dagger, Short Spear, sling, 40 bullets, Brass Knuckles, Dice, Cards, Wineskin and wine, Whetstone, Chalk, Pan Pipes.


*******************
Background:

Fredar youth was much easier than it should have been, and as a result, his present is considerably harder. His mother, though well meaning, did little to force him to learn a trade after her husband died, and in fact supplied him with a steady supply of what money she had, hoping he would eventually "grow out of it." He didn't, and spent most of his money and his youth on carousing with friends and generally failing to make much of himself at all. He gamed, danced, drank, raced, brawled, and loitered his way into young adulthood.



Then he met Willa, a lovely girl who was the daughter of a local Justicar, and knew with the certainty of a too young man that he would one day marry her. He was an excellent (and experienced) flirt, and after some initial resistance, Willa agreed to sneak away one night to meet him for dancing. He asked to see her the next day, but she asked him to meet her again the next night, which he did. After several more nights of this they became lovers, and Fredar was truly happy, though he continued seeing her only at night. She had asked him not to come 'round during the day, lest her father find out and begin to lock her window at night. That didn't matter to him - he was still sleeping away most of his days anyway.
And so every night she snuck away with him for dancing and laughing and lovemaking. Though he had been with other girls, he was truly smitten with Willa, and after a month, he decided to do something about it. He had recently begun saving a portion of his ale money (a pitiful sum, now that he looked at it), and borrowed (This time he really meant to repay the loan) some more from his mother. He hoped it would be enough to rent a modest house for a month or two, and hoped during that time he could start a business or find some otherway to support them. If nothing else, his skill at cards would keep them fed. By the end of the day, he had convinced himself, and had worked up his courage. After dancing, when they were alone together, he managed a rather smoothly delivered proposal. She gasped, and started to speak, but he pushed on. He spoke faster and less guardedly now, glad to hear she was excited, and trying to get it all out like he'd rehearsed. He told her how much he loved her, and how they would get a house, and how they could be married by Midsummer. Finally, at this, she simply burst out laughing. She stilled herself quickly, however, and said, not unkindly (but as if speaking to a child, he thought later), "Marry you? Fredar, we have had a lovely time together, but..." At this she put her arms around his neck, and softened her tone even further. "But you can't think that just because of that I would marry you, could you?. It simply wouldn't be possible. After all, what have you to offer a girl? You've no money besides your mother's, no trade besides rolling dice, and no place in society outside of a tavern. It's true, you are wonderful...dancer, but Fredar, can you really imagine going up to my father and asking him for my hand? ... Oh, Fredar, don't look like that." She brought up his face and kissed him on the lips. "I like you Fredar. I want to dance with you many more nights. Perhaps we will even remain friends after I am married. But that's as much as we will ever have, Fredar. And we should be glad for it." She kissed him again, and smiled, asking "Now, what time will I see you tomorrow? Father has envening services tomorrow, so you may come for me early, if you like."


He didn't go to her the next day, instead resolving to do...something...that would recommend him to a woman (He’d try not to go back to Willa again. The experience had been just a bit too humiliating.) as something more than a dance partner. With insight that was generally most unlike him, Fredar realized he probably didn't have the self-motivation necessary to run a successful business, and that he was probably slightly too irreverent to join up with one of the temples. He knew that if he was really going to make something of himself, he needed help, encouragement...a boot to the head when he screwed up. The next morning, he presented himself to the Captain of the Guard as a volunteer. He regretted it almost instantly.
 
Last edited:

Nac Mac Feegle said:
Okay, with a little rewriting: Here's Craddoc again

Craddoc Pyrs
Human Male 1.
Concept: Mountain farmer.

Level 1 [12 cp build]
bab: 0.5
base saves: Fort +1, Ref +0, Will +0
skill points: 4 + 1 [human] = 5x4 = 20 (+8)
feats: light ap [auto], simple wp [auto], entry: self sufficient [human], entry: toughness [4], entry: endurance [4], entry: Improved Toughness [4].

Improved Toughness (That's the D&D robust, I finally found it) is in fact an entry feat. Are we using new or old g'n'g? If it's new, I may switch out Improved Toughness for simplicity's sake and put in Diehard (progression, from endurance) and another +1 to fort save.

I'm looking to use the revised gng. At 6 pages it is a lot simpler than the original gng hp rules.

I couldn't find Robust nor Improved Toughness in the 3.5SRD. If you still want to use it, could you give me a breakdown of it.

In gng, dying accounts for the last 5 pips, not the last 9 hp. Which that makes it more or less valuable, not sure. You can take Toughness up to three times. It really will be, I think, a top 10 feat.

Given that you can take feats at every level (unlike in the class sysytem) if you want to switch one feat to second level and spend the points elsewhere, thats fine. You could spent the spare points on your saves bab or skills.
 


Remove ads

Top