[ooc] dnd - the nameless [thread closed]

Sorry, I'm still in, but between work getting completely out of hand last week and EN-world eating all my subscriptions I kinda lost track of this thread. Anyways... GnG, not a problem, new character creation gives me a time-managment problem big time. Is it OK with you if I leave my character as it is skillwise untill I've got time to have a look at these rules and see what to make?. I mean, it's just trying to get it as close to the original as possible, if you feel like having a go at it, be my guest, it's just numbers on a paper anyway.

Btw, the reason for the posting-drop, on my part, was inability to check evry day what was happeing and me trying to be polite and let other people post first.... Wich was kinda silly 'cause I was the only one posting in the end. aah well...
 

log in or register to remove this ad

DrZ, good to see you. I kinda figured something along those lines. I can do a straight working conversion of your character and you can fine tune it when you get time.

OK. That gives us three. No ones character is quite complete yet, but I'm going to move on. The first step will be to open new a ooc thread. I'll post up a link here once its done. I'll include a recruiting tag on that thread with three slots. That will bring us up to six should they fill.

However, I'm not planning to wait for those slots to fill. Once the three current characters are complete, we will start the ic thread - [ic] nameless III. Probably not tonight, but within the next 48 hours. I apologise for the delay.

the head of the dog.
 


Back.

doghead said:
I was thinking along these lines, but wanted to wait and see what you came up with. A +2 Perform (any type of music/song/oration) sounds reasonable. Perhaps also a +2 Diplomacy bonus. I think that the bard would need to play for more than a round - perhaps 10 minutes or so before trying.

A 5Cp cost, with +2 Perform, +2 Diplomacy counds good to me, and I'll likely take it in the furture, depending on the direction of the campaign and how much experience Fredar gets with performing in the next phase of his career.


A diplomacy check would be my instinctive response. The RP could have a bearing on that. But as someone said, no one makes a thief RP their Search check, or a fighter their to hit roll.

Feat Option: (from the Modern SRD, Charismatic Hero): Charm - the hero selects one gender and gets bonus to any Cha skill role with a member of that gender. It can only be used on people whos initial attitude is indifferent or better. We could use something along these lines with a +2 bonus.


Humm, a good question this one. Thoughts anyone?
Here on the boards, it has generally come down to a debate between those who say bluf, those who say diplomacy, and those who say both. (As in, "Well, if the seduction is for the purpose of building a relaitonship, then it's diplomacy, if it's for mainly ulterior motives, then bluff."

I vote for diplomacy - bluff and sense motive may help, but I think they are are already taken into account via synergy bonuses. Further, while I guess I see the point about not having to RP the actual rolls for a bonus or penalty, I could see RP affecting whether Fredar gets himself into the situation where the roll would be granted.

I may take the charm feat, as I think it goes well with Fredar - do you think it's worth taking instead of dodge (that's more a survivability question than anything else. I'd like to take it but am afraid of being somewhat fragile bordering on useless in combat situations.

Gambling seems to be an overlooked area. Resisted Int check would be my intuiative call, at least for card type games. For horse races, maybe Handle Animal would be more appropriate. But I think its definately an area in which skill has a big influence. I think that it is doable as a skill - let me know what you think about the crunchy bits. Perhaps a Profession skill?
After a bit of searching, I found that Spycraft has some some of the simpler rules. Dice games are modified by sleight of hand, roulette and the like are not modified at all, except by cheating (Sleight of hand, DC 25+. Success=Allows 2nd roll, player chooses result to keep. Opposed by spot roll(s) to detect the cheating), poker and competitive games are modified by both Bluff and Sense Motive (Sleight of hand, DC 25+ to cheat, again opposed by spot rolls of opponent or other interested onlookers.)

This system meshes pretty well with Fredar (I might consider boosting sense motive a bit. Wis=7 :o) but if we go with something else that's fine, too: A Profession skill would make sense, with sysnergy bonuses from bluff and sense motive, cheating rules as above, for example. My question here would be th same as I had o nthe Charm feat above - will this be likely to come up enough in the campaign to make t worth spending the limited skill points he has on it? I defnitely want his skills to reflect his background, but also want him to be a decent candidate to join (and survive in) the Guard.
 

At this point I would take Dodge. Or Toughness. You are going to be doing more smiting than smooching at this point.

You are actually going to get a second level before we start the nameless III. But I wanted to get the conversions sorted before new levels were added. So I just had everyone build a L1 character for consistancy.
 

Nate L1 classless 12cp build

Nathan Ay'Tennar
Human Male1
Concept: Blacksmith.


Height: 6'3"
Weight: 210 lbs
Eyes: Black
Hair: Black
Age: 17


Initiative: +1 [+1 Dex]
Speed: 30 ft.
Defense: +2 [+2 BDB]
Soak: +5 [+2 Con, +3 Armour]
Base Attack Bonus: +1
* melee +4 Mace, hvy (1d8+3, x2)
* ranged +2 Sling (1d4+3, xX, xx ft.)
Full Attack: --
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Human Traits.
Saves: Fortitude 0/+2, Reflex 0/+1, Will 2/+4.
Abilities: Str 17, Dex 13, Con 15, Int 14, Wis 14, Cha 10
Skills: Craft (blacksmith) 4/+8 [+2 Int, +2 Feat], Craft (weapons & armor) 4/+8 [+2 Int, +2 Feat], Craft (silversmith) 4/+8 [+2 Int, +2 Feat], Diplomacy 3/+3, Handle Animal 4/+4, Knowledge (engineering) 3/+5 [+2 Int], Open Lock 3/+4 [+1 Dex], Search 4/+4, Spot 4/+6 [+2 Wis], Sense Motive 3/+5 [+2 Wis].
Feats: Power Attack, Skill Focus (Craft).
Languages: Common, Dwarven, Gnomisch.
Equipment:
* Worn/Carried: Heavy Mace, Knife, sling stones(20), sling, Chainmail shirt, Backpack, Pouch, Coin, Travellers outfit, Heavy cloak (on inside of cloak, wrapped in oil paper : gun+ 12 charges.)
* In Backpack: Swag (bedroll), small cocking pot, two fishooks and some fine rope, handaxe, flint&steel, oil and sand for weapon/armor maintenance, whetstone, thick rope, canvas, two waterskins (full), two waterskins (empty), Camping gear (the usual).
* In Pouch: spare flint&steel, money, oddly shaped stone, dice
* On Mount: --

Appearance:

He is a tall broad-shouldered feller, with unkempt black curly hair, and sports a shaggy beard with sideburns.

Personality:

Backstory:

Nathan grew up as a farmers son, fourth son in a large family. He was a sturdy, strong lad and was apprenticed at the age of ten to Master Hurdan, the village smith. The time at the forge made him only stronger. He has finished his apprentenceship, and is now a wandering journeyman,learning his skills at the dwarven holdn and is now going from village to village with his cart and fixing the things thad need fixing, using the small village ovens, carrying his tools with him. He doesn't feel comfortable enough yet to craft his masterwork yet, for he feels he still has a lot to learn.
He stays at his masters forge, helping out on the days he isn't on the road. He enjoys a good beer in the evening, and is often found listening to the wild tales of his friend. He dreams of being the squire of a good knight, fighting to protect the weak and innocent.
He is a goodnatured fellow, often called "my big bear" by Alana, the serving maid, of whom he (and the rest of the village boys) is secretely enamored, a fact he vehemently denies with a beet-red face. He is secretely crafting a silver rose, as lifelike as he can make it. (he's taking 20 for the rose, but is only about halfway)
Considered slow and maybe a bit dim-witted, he is actually fairly intelligent. He just likes to think things through before saying anything, lest people think him stupid. He moves with care because of his great size and strength, afraid to knock things (or people) over.

-- Build Notes --

Level 1 [12 CP build]
bab: 0.5 + 0.5 [2]
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], entry: xxx [4].

I put 2CP into his BAB and 4CP into an extra entry feat to be decided later. His skills and saves are the same as the original character's.
 
Last edited:

The new ooc thread is up here.

I'll do the clean up work over the next few days. Shooting for ic in 48 hours. I had hoped to get the level 1 stuff done here and do the level 2 stuff on the v2 thread. But now I just want to get it done. Woof!

Maerdwyn - misspelt Fredar's name. I'll correct it tomorrow. Sorry.

NacMac - did we get Craddoc's feats sorted for level 1?

then got to get to work on kore :: kingdom of harmony.
 

Mmh, extra feat....

I was thinking exotic weapon prof : large hammer. (see previous discussion), so I can take Rage next level. Do I need a teacher for that? It seems to me Nate's been gradually building up to it, and with Lisa being murdered he'll explode next combat for sure. There's a lot of pent-up aggression thatneeds to be released pretty soon.
 

Rage will be fine for a Level 2 feat - Nate has been building up to it nicely. A family trait perhaps. Got some barbarians in the family tree?

An alternative would be to dump the feat and take more skills and saves, but that would involve a little more work. And as is, he has a good selection range of skills.
 

General - Brother Shatterstone posted in General that Thomas Hobbes has been in touch to say that he is having computer problems. I'm going to hold a slot for him. I'll edit the new ooc thread to reflect that.

the head of the dog.
 

Remove ads

Top