[ooc] gng - nameless [4/4]

I think I did this right, but I don't actually know the gng system at all, so I figured I'd post what I've got and see how I was doing before I took the time to write up the complete backstory and the gear. I'm aiming for a traveling salesman type who makes potions and brews, some that actually work, some that rely on sugar, alchol and a fast line of patter.

Name Fenix
Race Human Gender Male Level 2
Concept: Wandering alchemist/snake oil salesman

Height: 5'7"
Weight: 173 lbs
Eyes: Blue
Hair: Brown
Age: 26
Initiative: +2 [+2Dex, +0 Feat]
Speed: 30 ft.
Defense: +x [+x BDB, +x Size, +x Shield]
Soak: +x [+x Con, +x Size, +x Armour, +x Natural Armour]
BAB: +1
* melee +2 Hvy Mace (1d8+1, x2)
* melee +2 Dagger (1d4+1, 19-20 x2)
* ranged +3 sling (1d4+0, x2, 50 ft.)
* ranged +3 Lt x-bow (1d8+0, 19-20 x2, 80ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: xxx
Saves: Fortitude 2/+1, Reflex 1/+2, Will 3/-2.
Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 7, Cha 16
Skills: xxx x/+x [+x Ability, +x Feat, +x Racial]
appraise 2/+2 [+2 Int, +0 feat, +0 racial]
Bluff 5/+2 [+2 Int, +0 feat, +0 racial]
Concentration 1/+1 [+1 con, +0 feat, +0 racial]
Craft (alchemy) 5/+2 [+2 Int, +0 feat, +0 racial]
Diplomacy 5/+3 [+3 Chr, +0 feat, +0 racial]
disguise 1/+3 [+3 Chr, +0 feat, +0 racial]
escape artist 1/+2 [+2 Dex, +0 feat, +0 racial]
gather information 1/+3 [+3 Chr, +0 feat, +0 racial]
handle animal 1/+3 [+3 Chr, +0 feat, +0 racial]
hide 1/+2 [+2 Dex, +0 feat, +0 racial]
intimidate 3/+3 [+3 Chr, +0 feat, +0 racial]
move silent 1/+2 [+2 Dex, +0 feat, +0 racial]
open lock 1/+2 [+2 Dex, +0 feat, +0 racial]
perform (oratary) 5/+3 [+3 Chr, +0 feat, +0 racial]
Ride 1/+2 [+2 Dex, +0 feat, +0 racial]
Search 1/+2 [+2 Int, +0 feat, +0 racial]
Sense motive 5/-2 [-2 Wis, +0 feat, +0 racial]
Sleight of Hand 5/+2 [+2 Dex, +0 feat, +0 racial]
spellcraft 3/+2 [+2 Int, +0 feat, +0 racial]
spot 1/-2 [-2 Wis, +0 feat, +0 racial]
tumble 1/+2 [+2 Dex, +0 feat, +0 racial]
surivival 1/-2 [-2 Wis, +0 feat, +0 racial]

Feats: Brew Potion
Languages: Common
Equipment:
* Worn/Carried:xxx (x lb.), xxx (x lb.).
* In Backpack: xxx (x lb.), xxx (x lb.).
* In Pouch: xxx (x lb.), xxx (x lb.).
* On Mount: xxx (x lb.), xxx (x lb.).
Appearance:
Personality:
Backstory:
-- Build Notes --
Level 1 [12 CP build]
bab: 1 [2]
base saves: + 2 Will +1 Fort +1 reflex [3]
skill points: 4 + 1 Hum +2 Int + 4 [2] = 11*4 = 44
feats: light ap [auto], simple wp [auto], entry: Brew Potion [human].
entry class: Cast spells as 1st level Sorcerer [5]

Level 2 [8 CP build]
bab: 0.75 [1]
bases saves: +1 Will + 1 Fort [1]
skills points: 4 [auto] + 2 Int + 1 Human + 4 [2] = 7
feats: progression class: Sorcerer spellcasting [4]
 

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Hehehee . . . undead wolves, gigantic centipedes, and a small matter of willing prisoners. It's a good time for Garival to come back. :D
 

khavren said:
I think I did this right, but I don't actually know the gng system at all, so I figured I'd post what I've got and see how I was doing before I took the time to write up the complete backstory and the gear. I'm aiming for a traveling salesman type who makes potions and brews, some that actually work, some that rely on sugar, alchol and a fast line of patter.

Name Fenix
Race Human Gender Male Level 2
Concept: Wandering alchemist/snake oil salesman

Wandering alchemist/snake oil salesman. I am always impressed by the players ability to surprise me. Nice concept. What's the starting gold for 2nd level, about 900? Something in that ball park will do, but not too much gold in pouch. Feel free to add up a few 'creative' potions as well the usual type - I might even let them work.

khavren said:
-- Build Notes --
Level 1 [12 CP build]
bab: 1 [2]
base saves: + 2 Will +1 Fort +1 reflex [3]
skill points: 4 + 1 Hum +2 Int + 4 [2] = 11*4 = 44
feats: light ap [auto], simple wp [auto], entry: Brew Potion [human].
entry class: Cast spells as 1st level Sorcerer [5]

Level 2 [8 CP build]
bab: 0.75 [1]
bases saves: +1 Will + 1 Fort [1]
skills points: 4 [auto] + 2 Int + 1 Human + 4 [2] = 7
feats: progression class: Sorcerer spellcasting [4]

khavren - this all looks good. Nice work. We can work out the other details of the character over then next few days. Feel free to ask me about anything.

Seonaid and khavren - I'm going to put you and Seonaid into the IC thread shortly. (I'll give it 24 hours then close the recruiting) It will involve a little ghost hacking, hope that you don't mind.

Dr Z, Maerdwyn and Seonaid - can you give your characters a once over in the RG thread to make sure that they are all up to date. Thanks.

thotd.
 


khavren: I didn't mention it in my post, but you can read my spoilers. I'll mention it if you can't, but that doesn't seem likely.
 

Sounds good all round, if someone could point me in the direction of the IC thread I'll get to reading up while I try to par down my gear selection. Btw, I was figuring I'd have a custom built wagon pulled by 4 mules for my traveling sales cart/living quaters, Base cost for a wagon is 35 gp, should I treat it like masterwork and tack on 300gp to that or do something in between like it cost 200gp to get it built?
 

I must say I don't understand it. After taking the time to work through the classless generation system (and get it all right), khavren seems to have disappeared. I wonder if Fenix is going to be another added to the list of dead in this game.

I'm building quite a tally, but they have all been coupe de graces. I haven't managed to kill any one in a straight up, toe to toe fight.

Humm ...
 



Yeah, a wagon would be difficult. We can discuss the possibility of having a lab, or at least access to one, somewhere later.

At the moment, take what you can carry and put in a bag. At this point, you wouldn't be expecting to be way from Killingtom more than a couple of days - so the 2 days rations and water is spot on.
 

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