(OOC) FR Adventure - Vampires of Waterdeep! [FULL]


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Thanee said:
I was really wondering why you didn't get any, especially for a monk they are almost mandatory, I think. :)

Bye
Thanee

Yeah, the amulet of mighty fists is starting to look grossly overpriced. I could have gotten a nice strength boost for less. The other problem was slots. I love the monks belt.
 

Scotley said:
Yeah, the amulet of mighty fists is starting to look grossly overpriced.

Maybe the good professor will allow you to change it to something more useful, especially considering, that we can just GMW your monk's unarmed strike with at least +3, the amulet isn't really that useful for you. For 24k you could get two +2 and one +4 ability boost (Str, Dex, Wis) instead.

Just a thought. :)

Bye
Thanee
 

Jodjod said:
I think I'll apply if there are any spots left. I've got a bard/fight demagogue type of character in mind.

Azaar said:
I'm interested as well, if there's still any openings. The warlock keeps calling to me for some reason, although I'm willing to entertain other possibilities. Just in case, I'll prep a character. If not... well, hey: at least I get to have a little bit of fun throwing a character together. :)

My apologies, but the game is full now. I forgot to change the title of the intial thread post to reflect the fact that I'm no longer seeking players.

Thanks for your interest, and good luck!

-PP
 

Voadam said:
PP

Monstrous race HD count as class levels and the 1st level one for max hp and X4 skill points must be the racial level. So magical beast with (2 +int) x4 for aranea HD 1 for Wollf.

He is character level 9 (3HD magical beast, 4 warhsaper, 2 rogue) so he has a +2 adjustments to stats from character levels 4 and 8 and should have feats for level 1, 3, 6, 9 and his racial bonus feat.

His first non monster level comes at character level 4 and so it is the same as any other third level character multiclassing into first level rogue, no extra skill points or max hp.

Okay, then. Sounds like you've got a good handle on things, Voadam.

This is proving to be very instructional for me! :)

Thanks,
-PP
 

Scotley said:
Thanks for the chance to play. I'm looking forward to it. Looks like an interesting group. Are any of us known to each other before the start of the adventure?

Possibly, I'm working on ideas for how to introduce the characters into the game. I'll let you know soon....

-PP
 


Thanee said:
Maybe the good professor will allow you to change it to something more useful, especially considering, that we can just GMW your monk's unarmed strike with at least +3, the amulet isn't really that useful for you. For 24k you could get two +2 and one +4 ability boost (Str, Dex, Wis) instead.

Just a thought. :)

Bye
Thanee

Scotley,

It's not too late for you to make some modifications to your equipment list if you're so inclined. Let me know if you want to pull a switch...

-PP
 

Professor Parsnip said:
Hmm, I hope I haven't made a huge mistake. I don't want this to be too easy for you....:\

Most of the more advanced undead probably have decent HD and turn resistance, but chances are, that the cleric can turn them with a good roll, and turned = destroyed with greater turning. He has spent most feats on undead turning, he is likely very good at it. ;)

Bye
Thanee
 

Professor Parsnip said:
Hmm, I hope I haven't made a huge mistake. I don't want this to be too easy for you....:\

-PP

Heh, I was just thinking it was good that I was only a rogue 2 instead of a rogue 13, having the main villains be immune to 7d6 of sneak attack on every shot as a character's big combat power would be more frustrating than losing the 1d6 bonus Wollf has got. And my good holy symbol isn't even the LG type that would help.

I'm not worried about vamps being too easy.
 

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