Paridon Book II: A Taste For Power (Closed)


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Do we who have completed the last adventure get some form of reward?

:D:D:D

Nothing against some extra loot and an additional level...;):p


You know, it never occured to me until you mention this, but we didn't find so much as a single gold coin, did we? :) That is a sign of a well-done game.
 

To Rhun: I didn't realize a resource such as this was available, or I'd likely have just taken Scout as opposed to ranger in the beginning anyway... >.>

Is there any sort of ruling(as in WotC legal stuff) on the use of PDF files like this if I haven't bought or own the books?


I've never really thought about it, since I have all of the books. But I suppose they must be okay with it or Crystal Keep wouldn't have them there.
 

Still working on concepts (and not quite the same ones). How are Hit Points being calculated (rolled, average, average +1, something else)?

Even shorter capsules for current concepts:
1. 'Gear': dwarven rogue 3/urban ranger 2; an former Enforcer, from arough-and-tumble working class neighborhood. (Deliberately) looks and acts rumpled and uncouth (Columbo), but is an expert investigator with a 'hobby' level interest in locks, traps, and engineering. Skirmish/flanking style fighter, typically with quarterstaff. Gather information, Search, Sense Motive, Disable Device, Open locks are primary skills.
2. 'Annie': human rogue 2/fighter 1/urban ranger 2; the daughter of a mysterious foreign swordmaster, she grew up around both nobles and constables. A tomboy and swashbuckler, she is a crafty fighter who is still learning the more cerebral parts of an Investigator's trade. Two-weapon finesse and mobility fighter, with rapier or pistol. Balance, Tumble, Gather information, Knowledge (local) as primary skills.
3. 'Miranda': 'human' rogue 2/warlock 3, using Fiendish Heritage feat chain; from a noble family with a rich heritage of arcanists, beauties, and madmen. Originally a socialite and scholar with a talent for the arcane, she left her family to join the constabulary's Infiltrators as soon as she was able- using her mother's maiden name. When a terrible fire destroyed the family mansion, she was the only known survivor, but the horrors that were revealed forced the other nobles to cover the matter up- she will never have land or title from her heritage. Has begun to explore the dark past of her family legacy, but remains confident in her abilities.. Probably headed for the Acolyte of the Skin PrC, though that would not be until at least level 9 so it seems unlikely to matter. Arcane and social scholar, but her gifts seem inborn rather than products of study. Knowledge (arcana), Spellcraft, UMD, and a number of social skills- but no skills really maxed out. Limited arcane abilities, but can use wands and scrolls fairly well. While she seems to mean well, she has a cruel, unpredictable streak- she almost seems to enjoy the constabulary more for the challenges and the ability inflict harm on criminals more than for the 'doing good' or 'helping people' aspects.
 

Regarding the gun questions:

Guns are exotic weapons. This is a balance issue above anything; comparing the damage and hand utility between a dragon pistol and a light crossbow shows the importance of this.

I'll allow Rapid Reload and Crossbow Sniper to be used with guns.

Theroc, if you're looking for a gun-focused ranger without spells, you are probably better off with a fighter. An Elf Fighter 5 can have the following:

EWP: Dragon Rifle
WF: Dragon Rifle
Point Blank Shot
Precise Shot
WS: Dragon Rifle

A Fighter 4/Rogue 1 could swap out the WS with Sniper, for the additional range on sneak attacks. A ranger, on the other hand, would have the following:

EWP: Dragon Rifle
Rapid Shot
Rapid Reload (Dragon Rifle)
Track
Endurance

Note that a human fighter can have BOTH WS and Sniper.

For everyone: I'm pretty much at my limit for extra rules, so I'm afraid I won't be able to accept any additional rules beyond d20SRD + Complete Series + PHBII + Guns. Please design accordingly. I believe all the other characters so far use only these rulesets--when they were first made, I disallowed Complete and PHBII, even (Calahan was a later addition).

Regarding "extra gold/rewards": Your reward is the continued preservation of culture and good works in the city! :angel: More seriously, because you're members of the constabulary, your ability to requisition equipment covers most of that need. The 9,000 gp starting gold is a quick representation of what can be reasonably acquired. Furthermore, you'll find that your successes will quickly translate into added social status in Paridon--and that status is priceless. As an example, Fr. Berman's new pistols came from somebody. Ru's history kept showing up. (Even throwaway details can prove important later in the game. And, thanks to the forum format, I can remember these details.) In an ever-connected city like Paridon, reputations travel far.

Note to the players with characters spanning games: Review your equipment, and let me know if there's anything you'd like to update.

HP are max 1st level, 1/2+1 each level after that. (3 for a d4, 4 for a d6, etc.)

I'll review characters over the next week. If I have any more questions, I'll let you know. Hopefully I've answered everything everyone is wondering, but I may have missed something.
 

Did you decide, InVinoVeritas, if steel dragon is acceptable or should I stay with brass version. If acceptable, do I change breath weapon and skill and if so which (alchemy or spellcraft)-

Also, what would be appropriate Draconic Adaptation (brass has endure elements that goes well with survival skill, but this one is more scholarly). I can make suggestion, but I'd like to know if you read steel ones description?

Eugene Brasspin will be posted monday morning GMT +1. What starting wealth can we use? Standard 5th level? Are there any other rules we should be aware of?

Regarding my source limitation above, let's stick with Brass.
 

Concepts pitch (1 of 3);

So I'm about done with my potential ideas, except for final equipment choices. I'm going to post all three of them here individually. I'll try to pick one by tomorrow, but if anyone has any feedback, or sees something they really like (or really hate), feel free to let me know.

Name: Ostgyrr Oldblade (AKA ‘Gear’)
Concept: rumpled detective
Race/gender: Dwarf/ male
Class/level: Rogue 3/Urban ranger 2
Alignment: NG
Height: 4’3”
Weight: 155 lbs
Hair: black
Eyes: dark grey
Age: 61

Description: Gear is a male dwarf of average height and indeterminate age. In dwarven terms, he has a lean, wiry build- so he appears merely stocky, instead of the traditional ‘so broad-shouldered he looks square’ dwarven physique. His eyes are the grey of old sword-steel, and his hair is a dull black- his head is either bald or totally shaved, and his beard is so close-cropped other dwarves would call it ‘stubble’, but his eyebrows are rather bushy. He wears the soft, almost shapeless cap of a workman instead of a gentleman’s proper hat, and his heavy dark wool coat is constantly rumpled and about a size too small. He also seems to favor cheap cigars- though he rarely seems to actually light them… In general he has the look of a rough craftsman or cheap thug. This is, in fact, a deliberate artifice on his part- a closer look reveals that his weapons and tools are meticulously cleaned and cared for (and of fine quality, as well). Anyone who works with him might also notice that his desk and paperwork are likewise extremely precise and organized. He wears a pistol at his belt, and has been known to carry a pair of hatchets, but his preferred weapon is an iron-shod cudgel as long as he is tall- he refers to it as a ‘walking stick’.

History: Like most of the dwarves in Paridon, Gear grew up in a rather rough-and-tumble neighborhood- very much a blue-collar, working class area. His father died just before Gear was born, so the young dwarf was rather communally raised by his mother’s extended family. He had a rough childhood, mostly spent on the streets around the neighborhood and brawling with the orcish gangs on the next block, and he was headed for a life in the dwarven organized crime rackets- though with his brains he would not have been simply a thug. His family finally intervened and got him an apprenticeship with his favored uncle Oskar- the older dwarf was a cantankerous wretch, but he was about the only person in the family that Gear actually liked. He was also a master-level locksmith, trapmaker, and engineer. Because of his expertise, Oskar had a great deal of contact amongst the Constabulary- while not actually a member of the organization, he had many friends and contacts on the force. As such, Gear got to deal with the constables as he learned his trade- and he found he liked the folks on the right side of the law far better than he had liked the lowlifes he had met on the streets. While he was smart and dexterous enough to learn the locksmithing trade, it wasn’t nearly exciting enough for him- once he had formally completed his apprenticeship, he chose to apply for the constabulary instead of setting up shop as a crafter. He originally joined the Enforcers, and he spent more than ten years on the streets, cracking crimes and busting heads- even from the start he was often the brains of his squad, though he picked up a fierce reputation as a fighter at need. Once he received word that his old mentor had died, he realized that he wasn’t getting any younger himself and he decided he needed a different sort of challenge, so he applied for the Investigators- it took a while, but he finally made the jump about three years back. At first it was tough going- far more complicated than walking a beat. More recently, his superiors have taken a closer look at his casework- and he was selected to bolster the ranks of the Rose Company.


Game stats:

STR 14 (+2) (6 pts)
DEX 15 (+2) (6 pts, +1 at 4th level)
CON 14 (+2) (4 pts, +2 racial)
INT 14 (+2) (6 pts)
WIS 12 (+1) (4 pts)
CHA 8 (-1) (2 pts, -2 racial)
((28 total))

Rogue 3/Urban ranger 2 (RURUR)
Level 5 (next: urban ranger 3)
XP: 10000

Saves:
Fortitude: +7 (1+3 base +2 CON, +1 vest)
Reflex: +9 (3+3 base +2 DEX, +1 vest)
Will: +3 (1+0 base +1 WIS, +1 vest)

Initiative: +2 (DEX +2)
AC: 17 (touch 12, Flat-footed 15; DEX +2, armor +4+1)
Hit points: 39 (6/6/4.5/6/4.5 +12 CON)
BAB: +4 (melee +6, ranged +6)
Base speed: 20 feet (Dwarf, light load)

Feats:
1. Investigator (1st level)
2. Urban tracking (Ranger 1 bonus)
3. Exotic weapon proficiency- dragon pistol (3rd level)
4. Two-weapon fighting (Ranger 2 bonus- style)

Skills (level/skill//points/rank/+att/+other)
+3/Appraise//1/1/INT +2 (+2 racial for stone/metal= +5)
+4/Bluff//5/5/CHA -1
+3/Climb//1/1/STR +2
+3/Craft- clockwork//1/1/INT +2
+4/Craft- locks//2/2/INT +2
+4/Craft- traps//2/2/INT +2
+4/Craft- stonemason//2/2/INT +2
+4/Diplomacy//1/1/CHA -1, synergy +2+2
+12/Disable device//8/8/INT +2, MW tools +2
+11/Gather information//8/8/CHA -1, feat +2, synergy +2
+2/Intimidate//1/1/CHA -1, synergy +2
+3/Jump//1/1/STR +2
+3/Knowledge- architecture/engineering//2cc/1/INT +2
+3/Knowledge- dungeoneering//2cc/1/INT +2
+7/Knowledge- local//5/5/INT +2
+2/Listen//1/1/WIS +1
+12/Open lock//8/8/DEX +2, MW tools +2
+3/Profession- constable//2/2/WIS +1
+12/Search//8/8/INT +2, feat +2
+9/Sense motive//8/8/WIS +1
+1/Speak language//2cc/1/+n/a
+6/Spot//5/5/WIS +1

Languages: Common, dwarven, (underworld slang), orcish

Class abilities:
(Rogue)
-Sneak attack (+2d6)
-Trapfinding
-Evasion
-Trap sense +1

(Ranger- urban)
-Bonus feats
-Wild empathy: 1d20+0 (never used)
-Combat style: two-weapon
-Favored enemy (+2): Humanoids (orcs)


Equipment (9000 gp total- partial list only)
-Chain shirt +1
-Vest of resistance +1
-Heward’s handy haversack (appears as a heavy satchel or toolcase)
-MW dragon pistol
-MW/MW cold iron quarterstaff
-Throwing ax (x2)
 
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Concept pitch (2 of 3):

Name: Annabeth (“Annie”) Kumari
Concept: Swashbuckler
Race/gender: Human/ female
Class/level: Rogue 2/Swashbuckler 1/Urban ranger 2
Alignment: CG
Height: 5’6”
Weight: 135 lbs
Hair: black
Eyes: green
Age: 21

Description: Annie is just above average height- while she looks rather slender, she has a well-toned and wiry physique and is far stronger than she appears. Her hair is slightly wavy, and just past shoulder length- she usually ties it back with a stylish ribbon. She has green eyes, with the sort of sparkle that hints at a bit of elven blood a few generations back in her family tree. Her skin is smooth, with just the faintest hint of a pale gold undertone, like a light suntan. She moves with the unconscious grace of a cat, and the wary focused energy of a natural predator.
Annie prefers to dress in a traditional swashbuckling style- while it might be routine amongst the nobility, on the streets of the city she tends to stand out as a bit of a dandy. She usually prefers knee-high black cuffed boots, loose cut trousers, and a wide-sleeved ruffled shirt under a heavier waistcoat (which covers her lightweight armor). She is rarely seen without a wide-brimmed hat (and doesn’t consider her hat complete without at least one feather), and her usual concession to the cold and foggy weather is a fairly heavy swirling black cloak. She usually has a rapier and a brace of pistols, as well as a number of smaller blades. After a few tough scrapes during her time in the Enforcers, she has begun to wear a heavy spiked glove on her off hand- just in case.

Personality: (Swashbuckler) Annie is an inveterate tomboy. She is very athletic and confident, always up for a challenge or a fight. Physically, she is very capable and competent, and values the same traits in others. She tends to act first and think later, and like many swashbucklers, she prefers to act in a grandiose and flashy manner- but despite her fondness for style and sarcasm, she turns deadly serious when weapons are drawn (As the daughter of a swordmaster, she learned very early that combat is serious business). She has a good heart though, and is far more concerned with right and wrong than many of the self-centered dandies she grew up around- which is one reason why she is far more comfortable among the constabulary than the high nobility. Attractive, graceful, and schooled in a variety of social skills, she can be a valuable ally- but she is still learning good judgment, and the more cerebral aspects of the Investigator’s trade. She also tends to enjoy life to the fullest- whether that means a fine glass of wine, a smooth dance with an elegant partner, or an invigorating chase through the dangerous streets of a goblin-infested slum. She seems to disdain firearms, at least for her own use- she doesn't mind other people using them

History: Annabeth’s father was from a foreign land- no one seems to know exactly which one… He arrived in Paridon about twenty years ago, with his infant daughter and a tragic past which he refused to discuss. He quickly set up shop as a swordmaster to the city’s nobility- while he was not a nobleman himself, his skill and social graces served him in good stead. Annie grew up in her father’s salle, or on the periphery of the nobility. She learned any number of social skills, and the arts of physical defense. As the years went on, however, her father became less and less popular amongst the nobility- the arts of the sword were beginning to give way to the gun, at least amongst the higher social classes. While he still had a few students, life was far less secure than it had been. In time, her father became involved with the city’s constabulary, teaching raw recruits the basics of physical combat. Annie spent most of her teen years acting as her father’s assistant- during that time she picked up a good deal of training in some of the Constable’s trade, and made more than a few useful acquaintances.
Over the last few years, her father’s health began to decline, and his skills as well- the pressures of his past preyed upon his mind ever more heavily, and he began to drown his sorrow in drink. Annie, now an attractive and graceful young woman, parlayed some old connections into the edges of the city’s young nobility. Like her father’s earliest years in the city, she found that she was able to get close to the nobles, but they never really accepted her fully. She might have been content with that, but about a year ago her father completely disappeared, without warning or explanation. Annie spent months looking for him, drawing upon his old connections with the constabulary, but found not a trace. During this time, her acquaintances amongst the constabulary were understanding and supportive, while her so-called ‘friends’ among the minor fringe nobility all but shunned her. By the time she had given up her search, and realized that she would have to fend for herself from now on, she chose to join the constabulary on a formal level. While she began her service in the Enforcement branch, and saw her share of trouble on the streets, her skills and intensity quickly won the notice of recruiters for the Investigators…


Game stats:

STR 12 (+1) (4 pts)
DEX 16 (+3) (8 pts, +1 at 4th level)
CON 12 (+1) (4 pts)
INT 14 (+2) (6 pts)
WIS 8 (-1) (0 pts)
CHA 14 (+2) (6 pts)
((28 total))

Rogue 2/Swashbuckler 1/Ranger 2 (RRRnSRn)
Level 5 (next: Rogue 3
XP: 10000

Saves:
Fortitude: +7 (0+3+2 base +1 CON, +1 cloak)
Reflex: +10 (3+3+0 base +3 DEX, +1 cloak)
Will: +3 (0+0+0 base +2 CHA, +1 cloak)

Initiative: +3 (DEX +3)
AC: 18 (touch 13, Flat-footed 15; DEX +3, armor +4+1)
Hit points: 36 (6/4.5/6/7.5/6 +6 CON)
BAB: +4 (melee +5, missile/finesse +7)
Base speed: 30 feet

Feats:
1. Dodge (1st level)
2. Force of personality (racial bonus)
3. Mobility (3rd level)
4. Urban tracking (Ranger 1 bonus)
5. Weapon finesse (Swashbuckler 1 bonus)
6. Two-weapon fighting (Ranger 2 bonus- combat style)


Skills (level/skill//points/rank/+att/+other)
+3/Appraise//1/1/INT +2
+12/Balance//7/7/DEX +3, synergy +2
+8/Bluff//5/5/CHA +2
+3/Climb//2/2/STR +1
+9/Diplomacy//3/3/CHA +2, synergy +2+2
+3/Disguise//1/1/CHA +2, (synergy +2 to stay ‘in character’ = +5)
+5/Escape artist//2/2/DEX +3
+12/Gather information//8/8/CHA +2, synergy +2
+4/Hide//1/1/DEX +3
+6/Intimidate//2/2/CHA +2, synergy +2
+9/Jump//6/6/STR +1/synergy +2
+10/Knowledge- local//8/8/INT +2
+3/Knowledge- nobility/royalty//2 cc/1/INT +2
+2/Listen//3/3/WIS -1
+4/Move silently//1/1/DEX +3
+3/Perform- dance//1/1/CHA +2
+1/Profession- constable//2/2/WIS -1
+7/Search//5/5/INT +2
+7/Sense motive//8/8/WIS -1
+7/Sleight of hand//2/2/DEX +3, synergy +2
+2/Spot//3/3/WIS -1
+12/Tumble//7/7/DEX +3, synergy +2

Languages: Common, Elven, (+1 other?)

Class abilities:
(Rogue)
-Sneak attack (+1d6)
-Trapfinding
-Evasion

(Swashbuckler)
-Bonus feat- weapon finesse

(Ranger- urban)
-Bonus feats
-Wild empathy: 1d20+1
-Combat style: two-weapon
-Favored enemy (+2): Aberrations


Equipment (9000 gp total- partial list only)
-Mithril shirt +1 (2100 gp)
-Vest of resistance +1 (1000 gp)
-Rapier+1 (2320 gp)
-MW cold iron spiked gauntlet (left)(310 gp)
-Composite shortbow (STR +1)
-Dagger (x2; 4 gp)
-Kukri (x2; 16 gp)

+
 
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Concept pitch (3 of 3):

Name: Miranda Smythe (AKA Miranda Suvarienne Wentworth-Smythe)
Concept: Fiend-blooded
Race/gender: ‘Human’/ female
Class/level: Rogue/Warlock
Alignment: CN (G)
Height: 5’3”
Weight: 115 lbs
Hair: black
Eyes: green
Age: 21

Description: Miranda Smythe is a young woman of almost startling beauty- just a bit below average height, she has a slender and graceful build. She is quite attractive in a subtly exotic fashion- her skin is smooth and has just the slightest hint of golden undertone, her hair is long, dark and wavy (and often artfully braided), and her glittering green eyes have a uptilted almond shape, just enough to be noticeable. She tends to dress very well, in tailored silks of dark green, gold, and black. She is equally at home in formal skirts or fitted jackets and leggings- though it is rare for her to show any uncovered skin below her neck.

Personality: Miranda is a study in contrasts, on a variety of levels. She seems to mean well, most of the time, but she does have a cruel, vindictive streak about a mile wide. Most of the time, she keeps it in check when dealing with friends or possible allies- at worst, it might be a notable tendency to sarcasm- if she lets it show at all. When dealing with enemies, either real or potential, she is more inclined towards stronger measures… She seems to enjoy her role as a constable, but more because of the challenges and the ability to inflict harm on legally sanctioned targets (i.e.. criminals) than because of the ‘doing good’ or ‘helping people’ side of things. She is deeply interested in arcane and otherworldly matters, but seems to hold wizards (and other spellcasters who rely on books or equipment) in low regard. She has the polish and manners of a noblewoman, when she needs them, but seems to regard actual nobility with something between scorn and pity- though she can mask this well enough. Indeed, her voice, her looks, and her social grace can easily mask her real intent- until far too late. While she realizes that her continuing progress in her studies draw upon dark powers, she is confident that she can master that darkness...

History: The Wentworth family was one of the oldest noble families in Paridon, until about two years ago… Over the years, the family had produced a number of noted arcanists, poets, and beauties (of both genders)- physical attractiveness and a minor magical talent seemed to be common. Of course, they had also produced a number of particularly well-known madmen. What no one outside the family knew was that their success was powered by an ancient bargain with dark and otherworldly beings- it was their essence which infused the family line with its most notable traits. Even generation or so, one of the family’s daughters would die ‘in childbirth’- luckily most of their offspring died as well, or carried only a mild taint. Miranda’s mother was one of the unlucky ones, and Miranda herself was born with many of the family’s ancestral ‘gifts’- she was very attractive, and even from an early age she seemed to have a measure of arcane talent. As she grew, though, she was tormented by the darkest of nightmares, and despite her interest, she seemed unable to master even the simplest arcane rituals… She was an excellent student, and very curious- perhaps too much so. On the day of her seventeenth birthday, when society formally counted her an adult, she left her family’s mansion for good- no one in the house would say why, nor would Miranda, but on that day her life among the nobility was over, ended for ever. After a few fitful months, she was recruited by the constabulary and joined the Infiltrators- her knowledge of arcane and social matters made her a natural for such demanding work. But that career opened many avenues she would never have known as a noblewoman, and the temptations were more than she could bear. She began to put her new resources to use, and delved into the mysteries of her heritage and her ‘gifts’. On the same night that she discovered for herself just what kind of powers had ‘protected’ her family through the years, a massive fire engulfed the family mansion- who can say if these events were connected. Whatever the cause, the blaze wiped out the entirety of the family manor, and (presumably) everyone within. Investigators working the scene found untold horrors within the wreckage, and the city’s other noble families exerted considerable social pressure to suppress any sort of disclosure- within a month, everyone in the city knew that the Wentworths had been involved in dark and evil practices, and that the other nobility had enacted justice. The family name was stricken from the rolls of the nobility, and their old titles and properties were portioned out- a year later it was almost as if they had never existed, except in whispers and nightmares. Miranda, now living under her mother’s maiden name, had come to terms with her dark heritage, and had delved ever deeper into her arcane studies. In time, she applied to transfer to the Investigative branch of the constabulary, and earned admittance to the Rose Company…


Game stats:

STR 10 (+0) (2 pts)
DEX 14 (+2) (6 pts)
CON 12 (+1) (4 pts)
INT 14 (+2) (6 pts)
WIS 8 (-1) (0 pts)
CHA 17 (+3) (10 pts, +1 at level 4)
((28 total))

Rogue 2/Warlock 3
Level 5 (next: Warlock 3)
XP: 10000

Saves:
Fortitude: +3 (+0+1 base +1 CON, +1 cloak)
Reflex: +7 (+3+1 base +2 DEX, +1 cloak)
Will: +7 (+0+3 base +3 CHA, +1 cloak)

Initiative: +2 (DEX +2)
AC: 17 (touch 12, Flat-footed 15; DEX +2, armor +4+1)
Damage reduction: 1/cold iron
Hit points: 30 (6/4.5/4.5/4.5/4.5+6 CON)
BAB: +2 (melee +1, ranged +3)
Base speed: 30 feet

Feats:
1. Night haunt (1st level)
2. Force of personality (racial bonus)
3. Fiendish heritage (3rd level)
(NEXT: Fiendish resistance, at level 6)

Spell-like abilities:
Dancing lights; CL 1, 1x/day
Prestidigitation; CL 1, 1x/day
Unseen servant; CL 1, 1x/day
Baleful utterance (Shatter); CL 3, at-will (DC 15)

Invocations:
Baleful utterance (Least, 1)
Otherworldly whispers (Least, 2)

Skills (level/skill//points/rank/+att/+other)
+3/Appraise//1/1/INT +2
+8/Bluff//5/5/CHA +3
+3/Concentration//2/2/CON +1
+4/Decipher script//2/2/INT +2
+12/Diplomacy//5/5/CHA +3, synergy +2+2
+4/Disguise//1/1/CHA +3, (synergy +2 to stay ‘in character’)
+3/Forgery//1/1/INT +2
+8/Gather information//5/5/CHA +3
+7/Intimidate//2/2/CHA +3, synergy +2
+7/Knowledge- arcane//4 +2cc/5/INT +2 (invocation +6= +13)
+3/Knowledge- history//2cc/1/INT +2
+7/Knowledge- local//5/5/INT +2
+3/Knowledge- nobility/royalty//2 cc/1/INT +2
+3/Knowledge- religion (invocation +6= +9)
+4/Knowledge- the planes (invocation +6= +10)
+0/Listen//1/1/WIS -1
+4/Perform- dance//1/1/CHA +3
+7/Search//5/5/INT +2
+4/Sense motive//5/5/WIS -1
+9/Spellcraft//4 +2cc/5/INT +2, synergy +2
+0/Spot//1/1/WIS -1
+8/Use magical device//5/5/CHA +3

Languages: Common, Draconic, Abyssal, Elven

Class abilities:
(Rogue)
-Sneak attack +1d6
-Evasion

(Warlock)
-Invocations (2 least)
-Detect magic; at-will, CL 3
-Eldritch blast; 2d6; ranged touch, 60 foot range
-Damage reduction: 1/cold iron


Equipment (9000 gp total- partial list only)
>Cloak of resistance +1 (1000 gp)
>Ring of sustenance (2500 gp)
>Mithril shirt +1 (2100 gp)
>MW light mace (305 gp; a light cane/walking stick)
 
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Regarding the gun questions:

Guns are exotic weapons. This is a balance issue above anything; comparing the damage and hand utility between a dragon pistol and a light crossbow shows the importance of this.

I'll allow Rapid Reload and Crossbow Sniper to be used with guns.

Theroc, if you're looking for a gun-focused ranger without spells, you are probably better off with a fighter. An Elf Fighter 5 can have the following:

EWP: Dragon Rifle
WF: Dragon Rifle
Point Blank Shot
Precise Shot
WS: Dragon Rifle

A Fighter 4/Rogue 1 could swap out the WS with Sniper, for the additional range on sneak attacks. A ranger, on the other hand, would have the following:

EWP: Dragon Rifle
Rapid Shot
Rapid Reload (Dragon Rifle)
Track
Endurance

Note that a human fighter can have BOTH WS and Sniper.

For everyone: I'm pretty much at my limit for extra rules, so I'm afraid I won't be able to accept any additional rules beyond d20SRD + Complete Series + PHBII + Guns. Please design accordingly. I believe all the other characters so far use only these rulesets--when they were first made, I disallowed Complete and PHBII, even (Calahan was a later addition).

Thanks for the reply IVV. I was being nerdy/nosy and reading the OOC thread for the previous game(originally hoping to find the second portion of the original thread, as it seemed to cut off abruptly around the 43rd page, and wanted to know what happened after the climactic battle that hadn't seemed completely over yet), and noticed your ruling on guns then;

Everyone:

Regarding firearms: We'll use Monte Cook's rules. All firearms are going to be treated as exotic weapons. The available weapons are: Dragon Pistol, Sting, Double Pistol, Dragon Rifle. The Dragon Rifle takes a full round to reload, and all firearms require two hands (of which one or both may hold the firearm) to reload. The Powder Bomb and Smoke Bomb are available, and can be thrown as any alchemical weapon (alchemist's fire, etc.)
Does this still apply? I had been looking at other things in Monte Cook's rules, so I wanted to make sure I'm not adding additional headache if this is still how you'd like it.

Aside from that, I'll be tweaking my character a bit to fit better. Not sure exactly what I'll do yet regarding the mechanics of the character. History will stay as it is for the most part, though I believe I may flesh it out more to give you more material to work with.
 
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