[ooc] gng - nameless [4/4]

Hey khavren

My fault, I wasn't very clear. I meant just delete the content. But deleting the posts is better.

Thanks Brother Shatterstone, I'll have a list of posts I would like deleted by next week. Should only be a couple of hundred.

th ;) td
 

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doghead said:
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.

Done
 

Thanks for your feedback on the ideas. I've a couple more I'm going to float by you. Some of them are fairly speculative and I probably wouldn't introduce them in this game, but I get good feedback from you guys, so I'm going to try picking your brains if you'll let me.

khavren: cool. I'll get onto the character on the weekend. Thanks for all your good work.
 



khavren: no problem here. There are a few weights and stuff to be added but the basics are all there. Nice work.

You have 4 more skill points to spend. You might also want to look into synergies. I've added your Bluff synergy bonus to Diplomacy, there may be others.

You may want to consider some form of armour (magical or otherwise). With your Defense and Soak scores, if you get hit, its going to hurt. In gng, wounds bring with them penalties to rolls (Lightly Wounded - no effect, Moderately Wounded -2, Seriously Wounded -2, In A World of Hurt (Disabled) -4.)

BRB refers to your Base Reflex Bonus. You can use either this or your BAB for you Defense Bonus, whichever is higher.

OK. I think thats it.

[sblock]Fenix
Human Male Level 2
Concept: Wandering alchemist/snake oil salesman - 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.

Initiative: +2 .......[+2 dex, +0 feat]
Speed: 30 ft. ........[base 30 ft., light load, no armour]
Defense: +3 ..........[+1 bab, +2 dex, +0 size]
Soak: +1 .............[+1 Con, +0 size]

BAB: +1.75
* melee +2 Hvy Mace (1d8+1, 10/+0)
* melee +2 Dagger (1d4+1, 8/+0)
* range +3 Sling (1d4+0, 10/+0, 50 ft.)
* range +3 Lgt x-bow (1d8+0, 8/+0, 80ft.)

Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: xxx

Saves:
- Fortitude +3 ......[base 2, +1 con],
- Reflex +3 .........[base 1, +2 dex],
- Will +1 ...........[base 3, -2 wis].

Abilities: Str 12, Dex 14, Con 12, Int 14, Wis 7, Cha 16

Skills: [51 of 55 skill points]
- Appraise +4 ............[2 ranks, +2 int]
- Bluff +7 ...............[5 ranks, +2 int]
- Concentration +2 .......[1 ranks, +1 con]
- Craft (alchemy) +7 .....[5 ranks, +2 int]
- Diplomacy +10 ..........[5 ranks, +3 chr, +2 syn]
- Disguise +4 ............[1 ranks, +3 chr]
- Escape Artist +3 .......[1 ranks, +2 dex]
- Gather Information +4 ..[1 ranks, +3 chr]
- Handle Animal +4 .......[1 ranks, +3 chr]
- Hide +3 ................[1 ranks, +2 dex]
- Intimidate +6 ..........[3 ranks, +3 chr]
- Move silent +3 .........[1 ranks, +2 dex]
- Open lock +3 ...........[1 ranks, +2 dex]
- Perform (oratary) +8 ...[5 ranks, +3 chr]
- Ride +3 ................[1 ranks, +2 dex]
- Search +3 ..............[1 ranks, +2 int]
- Sense motive +3 ........[5 ranks, -2 wis]
- Sleight of Hand +7 .....[5 ranks, +2 dex]
- Spellcraft +5 ..........[3 ranks, +2 int]
- Spot -1 ................[1 ranks, -2 wis]
- Tumble +3 ..............[1 ranks, +2 dex]
- Surivival -1 ...........[1 ranks, -2 wis]

Feats: Brew Potion, Spellcasting (sorcerer level 1 & 2]

Languages: Common, (int bonus lang), (int bonus language)

Spells:
Spells per Day: 6/5
Spells Known 0th:
- Mage Hand
- Detect Magic
- Read Magic
- Mending
- Prestidigitation
Spells Known 1st:
- Summon Monster 1
- Magic Missle

Equipment:
Worn/Carried:
- Hvy Mace .........(08.0 lb)
- Dagger ...........(01.0 lb)
- Light xbow .......(04.0 lb)
- - 10 bolts .......(01.0 lb)
- Sling ............(---- lb)
- - 10 bullets .....(05.0 lb)
- xxx ..............(xx.x lb.)
- xxx ..............(xx.x lb.)

In Sack ............(01.0 lb)
- bedroll ..........(05.0 lb)
- blanket ..........(03.0 lb)
- Rations (2) ......(02.0 lb)
- Tanglefoot .......(04.0 lb)
- Alchemist fire ...(01.0 lb)
- waterskin ........(04.0 lb)
- xxx ..............(xx.x lb)

In Pouch ...........(00.5 lb)
- chalk ............(---- lb)
- fishhook .........(---- lb)
- flint&steel ......(---- lb)
- antitoxen ........(---- lb)
- tindertwig (4) ...(---- lb)
- 4gp, 12sp, 22cp ..(XX.X lb)
- xxx ..............(xx.x lb)

Spell pouch ........(02.0 lb)

Total Carried ......(41.5 lb)

On Mount:
- xxx ..............(xx.x lb)
- xxx ..............(xx.x lb)

Appearance:

Height: 5'7"
Weight: 173 lbs
Eyes: Blue
Hair: Brown
Age: 26

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*


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)


-- CELESTIAL CREATURES --

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).

-- BADGER --
Small Animal
Initiative: +3
Speed: 30 ft., burrow 10 ft.
Defense: +6 (+2 brb, +1 size, +3 dex)
Soak: +3 (+1 natural, +2 con)
Base Attack/Grapple: +0/–5
Attack: Claw +4 melee (1d2–5)
Full Attack: 2 claws +4 melee (1d2–5) and bite –1 melee (1d3–5)
Space/Reach: 5 ft./5 ft.
Special Attacks: 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.; 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:

Description: 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.
Skills: A badger has a +4 racial bonus on Escape Artist checks.


-- DOG --
Small Animal
Initiative: +3
Speed: 40 ft. (8 squares)
Defense: +4 (+1 size, +3 Dex), touch 14, flat-footed 12
Soak 3 (+1 natural, +2 con)
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4-3)
Full Attack: Bite +2 melee (1d4-3)
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:

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


-- HAWK --
Tiny Animal
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex), touch 15, flat-footed 14
Soak +0 (+2 natural, -8 size)
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–10)
Full Attack: Talons +5 melee (1d4–10)
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

Description: 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.


-- OWL --
Tiny Animal
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Defense: 15 (+2 size, +3 Dex), touch 15, flat-footed 14
Soak: 0 (+2 natural, -8 size)
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

Description: 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.


-- Build Notes --

-- Level 1 [12 CP build] --
bab: 0.5 [auto] + 0.5 [2]
base saves: +2 Will, +1 Fort, +1 Reflex [3]
skill points: 4 [auto] +2 [int] +1 [human] +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: 0.5 [auto] + 0.25 [1]
bases saves: +1 Will [auto], +1 Fort [1]
skills points: 4 [auto] +2 [int] +1 [human] +4 [2] = 11 (+4)
feats: progression class: Sorcerer spellcasting 2 [4]

-- Notes --

Complete equipment list

*khavren, at this point we can leave this part. I haven't been over it all, but is this all ment to be on the wagon?*
[/sblock]
 

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