[ooc] gng - nameless [4/4]

A more complete sheet:

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 +4------------[+2 Int, +0 feat, +0 racial]
Bluff 7-----------------[+2 Int, +0 feat, +0 racial]
Concentration +2------[+1 con, +0 feat, +0 racial]
Craft (alchemy) +7-----[+2 Int, +0 feat, +0 racial]
Diplomacy +8----------[+3 Chr, +0 feat, +0 racial]
disguise +4------------[+3 Chr, +0 feat, +0 racial]
escape artist +3-------[+2 Dex, +0 feat, +0 racial]
gather information +4--[+3 Chr, +0 feat, +0 racial]
handle animal +4-------[+3 Chr, +0 feat, +0 racial]
hide +3----------------[+2 Dex, +0 feat, +0 racial]
intimidate +6-----------[+3 Chr, +0 feat, +0 racial]
move silent +3---------[+2 Dex, +0 feat, +0 racial]
open lock +3-----------[+2 Dex, +0 feat, +0 racial]
perform (oratary) +8---[+3 Chr, +0 feat, +0 racial]
Ride +3----------------[+2 Dex, +0 feat, +0 racial]
Search +3-------------[+2 Int, +0 feat, +0 racial]
Sense motive +3-------[-2 Wis, +0 feat, +0 racial]
Sleight of Hand +7-----[+2 Dex, +0 feat, +0 racial]
spellcraft +5-----------[+2 Int, +0 feat, +0 racial]
spot -1----------------[-2 Wis, +0 feat, +0 racial]
tumble +3-------------[+2 Dex, +0 feat, +0 racial]
surivival -1------------[-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: Fenix is an average looking human, 5' 7", he is neither very tall nor short and at 150 pounds not too thin or heavy. His brown hair and eyes do nothing else to establish him, but he has a smooth rolling deep voice, and a gleaming white smile which he uses to great effect when selling his wares.

Personality: Full write up coming
Backstory: Full write up coming

Spells:!

I should be able to cast 6 0th level spells and 5 1st level spells
I know 5 0th and 2 1st

My selection is:
0th:
Mage Hand
Detect Magic
Read Magic
Mending
Prestidigitation

1st
Summon Monster 1
Magic Missle

Here is my basic gear outlay, let me know if I need to change anything.
[sblock]
Barrel 2gp 30lb
Basket (2) 8sp 2lb
Bedroll 1sp 5lb
Blanket 5sp 3lb
bucket 5sp 2lb
candle (4) 4cp
Chalk 1cp
Chest 2gp 25lb
Fishhook (2) 2sp
Flint & steel 1gp
Clay jug 3cp 9lb
lamp (2) 2sp 2lb
lock (ave) 40gp 1lb
Clay mug 2cp 1lb
oil flask (4) 4sp 4lb
Iron Pot 5sp 10lb
Belt Pouch (1) 1gp .5lb
Rations (2) 10sp 2lb
Hemp rope (100) 2gp 20lb
Sack (2) 2sp 2lb
Sealing Wax 1gp 1lb
Sewing needle 5sp
Soap 5sp 1lb
Spade 2gp 8lb
tent 10gp 20lb
vial (20) 20gp 2lb
Waterskin 1gp 4lb
Whetstone 2cp 1lb
Alchemists Lab 500gp 40lb
Spell component 5gp 2lb
Custom Wagon 135gp 400lb
Mule (4) 32gp
Feed (12) 60cp 60lb
Artisans Outfit 1gp 4lb
Entertainers out 3gp 4lb
Scholars outfi 5gp 6lb
Travelers outfit 1gp 5lb
Acid Flask 4gp 1lb
Alchemist Fire 7gp 1lb
Antitoxin vial 17gp
Tanglefoot bag 17gp 4lb
Tindertwig (24) 8gp
Heavy Mace 12gp 8lb
Dagger 2gp 1lb
light crossbow 35gp 4lb
10 bolts 1gp 1lb
Sling
Bullets (20) 3sp 10lb

877 gp 57 sp 72 cp
706lbs total

Extra special potions:
Fenix's fine extra special youth restorative (men) Garantueed to put more hair on your head and more juice in your johnson! (5)
Fenix's felicitating female fancy facial masq (women) Smooth it on every night and watch the wrinkles fade away! That tingling senasation means it's working! Can also be used to dye hair and clothing! (7)
Fenix's filtered functional fix em up good fast acting frappe! Too busy to go to the clerics, need a quick and simple fix for a quick and simple problem, or just plain having a bad day? Try a dose of the Fast Acting Fix em up! Makes all your trouble seem so far away, it's like they belong to yesterday! (10)
[/sblock]

And I'll have 4 gp, 12 sp and 22 cp left in my pocket.


Currently carrying:

bedroll 5lb
blanket 3lb
chalk
fishhook
flint&steel
Belt pouch .5lb
rations (2) 2lb
Sack 1lb
waterskin 4lb
spell pouch 2lb
Alchemist fire 1lb
antitoxen
tanglefoot 4lb
tindertwig (4)
Hvy Mace 8lb
Dagger 1lb
Light xbow 4lb
10 bolts 1lb
sling
10 bullets 5lb

41.5 lbs

Monsters to be Summoned:

CELESTIAL CREATURE

[sblock]
Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.

Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.

Alignment: Always good (any).
[/sblock]


BADGER
[sblock]
Small Animal

Hit Dice:
1d8+2 (6 hp)

Initiative:
+3

Speed:
30 ft. (6 squares), burrow 10 ft.

Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple:
+0/–5

Attack:
Claw +4 melee (1d2–1)

Full Attack:
2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rage
Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities:
Low-light vision
Scent
Darkvision out to 60 feet
Resistance to Acid, Cold, Electricity 5
Spell Resistance 6

Saves:
Fort +4, Ref +5, Will +1

Abilities:
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills:
Escape Artist +7, Listen +3, Spot +3

Feats:
TrackB, Weapon Finesse

Environment:
Temperate forests

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

Combat

Badgers attack with their sharp claws and teeth.

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: A badger has a +4 racial bonus on Escape Artist checks.
[/sblock]

DOG
[sblock]
Small Animal

Hit Dice:
1d8+2 (6 hp)

Initiative:
+3

Speed:
40 ft. (8 squares)

Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple:
+0/–3

Attack:
Bite +2 melee (1d4+1)

Full Attack:
Bite +2 melee (1d4+1)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities:
Low-light vision
scent
darkvision out to 60 feet
Resistance to Acid, Cold, Electricity 5
Spell Resistance 6

Saves:
Fort +4, Ref +5, Will +1

Abilities:
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Skills:
Jump +7, Listen +5, Spot +5, Survival +1*

Feats:
Alertness, TrackB

Environment:
Temperate plains

Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
[/sblock]





HAWK
[sblock]
Tiny Animal

Hit Dice:
1d8 (4 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 60 ft. (average)

Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

Base Attack/Grapple:
+0/–10

Attack:
Talons +5 melee (1d4–2)

Full Attack:
Talons +5 melee (1d4–2)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities:
Low-light vision
Darkvision out to 60 feet
Resistance to Acid, Cold, Electricity 5
Spell Resistance 6

Saves:
Fort +2, Ref +5, Will +2

Abilities:
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6

Skills:
Listen +2, Spot +14

Feats:
Weapon Finesse

Environment:
Temperate forests

These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.

Combat

Hawks combine both talons into a single attack.

Skills: Hawks have a +8 racial bonus on Spot checks.
[/sblock]

OWL
[sblock]
Tiny Animal

Hit Dice:
1d8 (4 hp)

Initiative:
+3

Speed:
10 ft. (2 squares), fly 40 ft. (average)

Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14

Base Attack/Grapple:
+0/–11

Attack:
Talons +5 melee (1d4–3)

Full Attack:
Talons +5 melee (1d4–3)

Space/Reach:
2-1/2 ft./0 ft.

Special Attacks:
Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities:
Low-light vision
Darkvision out to 60 feet
Resistance to Acid, Cold, Electricity 5
Spell Resistance 6

Saves:
Fort +2, Ref +5, Will +2

Abilities:
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4

Skills:
Listen +14, Move Silently +17, Spot +6*

Feats:
Weapon Finesse

Environment:
Temperate forests


The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.

Combat

Owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
[/sblock]


GIANT FIRE BEETLE
[sblock]
Small Vermin

Hit Dice:
1d8 (4 hp)

Initiative:
+0

Speed:
30 ft. (6 squares)

Armor Class:
16 (+1 size, +5 natural), touch 11, flat-footed 16

Base Attack/Grapple:
+0/–4

Attack:
Bite +1 melee (2d4)

Full Attack:
Bite +1 melee (2d4)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Smite Evil (Su): Once per day can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Special Qualities:
Darkvision 60 ft
Vermin traits
Resistance to Acid, Cold, Electricity 5
Spell Resistance 6

Saves:
Fort +2, Ref +0, Will +0

Abilities:
Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7


These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
[/sblock]



These are all the creatures I think I'm likely to summon given the terrain, I put in sblocks to neaten it up for easier reference. If possible, I'm always going to be summoning celestial versions, not fiendish; that's why I included just the celestial template


-- 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]
 
Last edited:

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Debriefing

I don't know about you, but I'm glad thats over. As always, if you have any questions or suggestions, feel free to post them up. Thought about style are also welcome.

Some thoughts ...

1) Crunch - Could you post up the relevent crunch when making an attack, skill check etc. Please note and add in any approapriate situation mods. If you're not sure, post 'em up and I'll workout what's what.

2) Maerdwyn - you're missing your Str bonus to damage on your sling.

3) DrZ - how does level 2 sound? (you're still Level 1 in the rogues gallery).

4) Medium armour - I've never really liked the loss of Speed due to medium armour. I would prefer to see it reduce your run rate from 4x to 3x base speed. Heavy armour still reduces your Speed by one catagory.

5) Spears and stuff - How long is the human arm? About 4 feet I would say. Which means that pulling anything longer than 4 feet over your shoulder becomes quite an involved action. You can carry a second spear in your shield hand (as the orcs did), but I have my doubts about being able to carry a spear or javlin in a quiver on the back. Am I missing something? True, but not worth worrying about?

6) Initiative - A couple of characters rolled 20+ for their initiative. I was tempted to give them an extra action (move or std) at (Initiative - 20). Not a good idea? Should your bab be added to your initiative roll? Experienced characters will generally act faster.

7) Worgs - Whooh! I was rather hoping Nate would fail his willpower save. The worg wouldn't have done anything too bad .. gnaw on a limb or something.

8) khavren - I'm not sure if I mentioned this, but just in case, good work with the CP Build stuff. I haven't had a chance to go over everything closely, but it looks spot on at first glance. A couple of things:

Could you edit the skills to look like this:

* Move Silently +5 -- [6 ranks, +1 dex, +2 feat, -3 acp]
* Hide +5 ----------- [6 ranks, +1 dex, +2 feat, -3 acp]
* P(scirmisher) +3 -- [4 ranks, -1 wis]


Have the animal stats been coverted to the celestial template? If you could do that, I'll do the gng conversion for you.

If you could also get everything on one post, then clean out the other posts (OK, so I'm a bit weird like that. I like to keep threads neat.) I'd be a happy camper. I usually make my own character sheet up for all the pc's, so I can fill in any missing stuff at that time and give you a copy. Once everything is confirmed, I'll give you the go ahead for posting it to the rg thread.

9) Seonaid - Welcome back.

10) Shields - Buckler +1 Defense, Light shield +2 defense, Heavy Shield +3 defense?
 

I liked the pacing of the combat, though I'll be glad when the whole party is together and un-sblocked :)

I also like the way a lot of the stuff (initiative, etc) is handled behind the screen.

I wouldn't give a bonus for a flat 20+ on init, but maybe we could experiment with something similar to the critical hit system: If you exceed your opponent's initiative by a given amount, you get a additional action ( exceed by 10+, you get a move action, 15+ you get an additional standard action) Just off the top of my head - not totally convinced a bonus like this is necessary

I don't think bab should be tied directly to initiative. Yes, more experienced characters are going to act faster, but acting faster isn't always about swinging a sword. Fighter types under that system would always get the jump on wizards or stealthy types. Experienced character of any sort could always spend points on improved init (using existing rules), or you could introduce point based init - a parallel to the bab progression, for example, where chracters get some small increase in their init every level, but you can spend points to make it go up faster.

Fixed the sling damage, and fixed the weight I was carrying, I think (I had four days rations only weighing 1 lb before. I ate or tossed two days of rations and increased the weight to 2 lbs.

For the spear, I think of short spears as about the same length as long bows, which I pictured as able to be strapped to characters' backs but may be not. If it's a problem, no sweat, and I'll figure out another way of keeping him armed - probably keep a spear in the shield hand and keep the sling ready instead of the spear. :)
 
Last edited:

Sorry 'bout not posting stats. I plumb forgot.

As for your questions, I kind of agreed with you, doghead, on init, but after reading Maerdwyn's post, I agree with him. Maybe a happy medium? I don't know enough about crunch to really have an informed opinion. :)

I agree about pacing and behind-the-screen stuff. It makes the game much more fun.
 

I'm soooo off topic but I wanted to say hi to a familiar face... err. Name. ;)

Welcome back Seonaid! :D

Anyhow its good to see you and ever better to hav eyou back on the boards. :D
 

Hi doghead,

I'll update Nate asap, since it's only the fourth time you've asked :lol: .

About init : an extra action would be cool, I think.

About the javalins : they're lighter and shorter than spears, I'd say you could carry quite a few in an overlarge quiver, or hold a few in your shield hand.

As for the crunch : the more it stays hidden, the more fun it is for us.

Cheers,

Maarten
 



Brother Shatterstone said:
You can't, only a moderator can delete posts. If you give me a link to the thread and give me the post number I can delete it for you.

V/R
BS
PbP Mod

It's actually this thread, Doghead asked me to remove my extranous ones once I got all my info in one post.

These are the superflous posts 179, 180, 183, 184
 


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