Planescape: Tale of the Clueless ~OOC

yes, you can assume youre making the charqacter for use in his/her own world, so regional feats are available to FR charcters etc, though make sure not to take more than allowed: so non-humans get 2 feats (assuming of course no EL is involved) and humans get 3
 

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I changed my mind after much thought. I've decided to forego the Bard/Paladin in favor of a Swashbuckler. In her future career, I see her taking a couple levels of Fighter and moving into Dervish.

I have two questions, however:
1) Does the Expeditious Dodge feat from Races of the Wild count as Dodge for all purposes (such as for getting into Dervish and for Elusive Target)?
2) At first level, a Dervish can treat a scimitar as a light weapon (and so can use Weapon Finesse with it). Would you be willing to allow me to use weapon Finesse with it earlier, since it is really nothing more than a slashing rapier?

The character is not quite complete yet. I still need to finish getting equipment.

I'm also not familiar with rolling attributes on invisible castle, but i think this should be right (pretty lucky I think).

Idim Moq Qo Harr
[sblock=Character Sheet]Female Human Swashbuckler 3
Neutral Good

Str 13 (+1)
Dex 18 (+4)
Con 15 (+2)
Int 15 (+2)
Wis 10 (+0)
Cha 11 (+0)

Hit Points 28
AC 18 (+4 masterwork chain shirt, +4 Dex), Touch 14, Flat 14
Init +4
BAB +3, Grap +4
Speed 40 (base 40, load 49.5/50, light armor)
Fort +6 (3 + 2 Con + 1 resist), Ref +7 (1 + 4 Dex + 1 comp + 1 resist), Will +2 (1 + 0 Wis + 1 resist)

+8 Melee, masterwork rapier, 1d6+1 (+2 precision damage), 18-20/x2
+8 Ranged, masterwork composite longbow (mighty +1), 1d8+1, 20/x3, 110'r
+7 Ranged touch, acid flask, 1d6 acid (1 acid splash damage), 20/x2, 10'r
+7 Ranged touch, alchemist's fire flask, 1d6 fire (1 fire splash damage), 20/x2, 10'r

Medium, 5'6", 120 lbs., 19 yrs old
Black hair, brown eyes, dark tanned skin

Speaks common, elven, and dwarven

+11 Balance (6 ranks + 4 Dex + 2 synergy – 1 acp)
+8 Diplomacy (6 ranks + 0 Cha + 2 synergy)
+9 Escape Artist (6 ranks + 4 Dex – 1 acp)
+12 Jump (6 ranks +1 Str + 2 synergy + 4 speed – 1 acp) (synergy to tumble)
+3 Perform (dance) (3 cc ranks + 0 Cha)
+6 Sense Motive (6 ranks + 0 Wis) (synergy to diplomacy)
+11 Tumble (6 ranks + 4 Dex + 2 synergy – 1 acp) (synergy to balance and jump)

Feats
-Fleet of Foot (regional): when unencumbered and wearing light armor or less, land speed +10’; stacks with land speed increases granted by classes
-Expeditious Dodge: +2 Dodge bonus to AC if moved more that 40’ in the round
-Mobility: +4 Dodge bonus to AC against AoO caused by movement
-Weapon Finesse (bonus from Swashbuckler): w/ some weapons, use Dex mod on attack rolls

Human Traits
-Bonus feat and skill

Swashbuckler Abilities
-Weapon Finesse (Ex): free weapon finesse feat
-Grace (Ex): +1 competence bonus on Reflex saves if unencumbered and wearing light armor or less
-Insightful Strike (Ex): add Int mod to damage rolls with any weapon that can be used with Weapon Finesse; precision damage

Masterwork chain shirt (worn, 25 lb) 250 gp
Monk’s outfit (worn, 0 lb) 0 gp

Masterwork rapier (belt left, 2 lb) 320 gp
Acid flask (belt front, 1 lb) 10 gp
Alchemist’s fire flask (belt rear, 1 lb) 20 gp

Masterwork composite longbow (+1 Str) (left shoulder, 3 lb) 500 gp
Arrows, 20 (right shoulder, 3 lb) 1 gp
Cold iron arrows, 10 (right shoulder, 1.5 lb) 1 gp
Silvered arrows, 10 (right shoulder, 1.5 lb) 20.5 gp
Backpack (center back, 2 lb) 2 gp

Vest of resistance +1 (worn, 1 lb) 1,000 gp

Waterskin- water (backpack, 4) 1 gp
Trail rations- 2 days (backpack, 2 lb) 1 gp
Coin pouch (backpack, 0.5 lb) 1 gp
Whetstone (backpack, 1 lb) 0.02 gp
Everburning torch (backpack, 1 lb) 110 gp
Potion of cure light wounds, 4 (backpack, 0 lb) 200 gp
Potion of jump (backpack, 0 lb) 50 gp
Oil of magic weapon, 2 (backpack, 0 lb) 100 gp
Oil of bless weapon (backpack, 0 lb) 100 gp

Coins- 11 gp, 14 sp, 8 cp[/sblock]
[sblock=Background]Idim Moq Qo Harr is of the proud Shaaryan nomads in vast rolling prairies in the south of Faerun. While the nomads are in about a dozen tribes, Idim and her family are from one of the more prominent of them. Their tribe is not the most prominent, however. Likewise, within that tribe, Idim’s family is one of the more influential of them. But their family is not the most influential, however. For Idim’s family, she was meant to change all of that and lead her family, tribe, and people to great things.

Idim’s childhood was fairly luxurious by her people’s standards. Rather than performing typical childhood chores, her parents (primarily her mother) endeavored to fit her into the highest social castes in the tribe. Rather than learn most of her combat skills during hunts or raids, Idim was specifically trained by the other warriors to fight in a calculated manner. Idim learned the languages of the dwarves in the Great Rift and the elven language spoken by the centaurs in the Shaar as she traveled with the rare emissaries from the Shaaryan tribes to those races. As she was growing older, the elders gave Idim even greater responsibility in such matters.

Idim was being groomed to someday be the chief of her tribe, which would end a long dynasty by another family. She gained fighting skill that would earn her respect from her tribe. While not the most charismatic, she had skill in dealing with people, and they knew she had the brains to make use of it. All she needs to do now is stay around long enough, and dodge any treachery, and she knows she’ll be chief someday.[/sblock]
[sblock=Personality]Idim Moq Qo Harr may have been raised to be like royalty to her people, but you’d not likely tell it by being around her. While competent in what she does, Idim is quite modest about her talents. While she is skilled in leading others, she does so by quietly earning respect rather than boldly taking charge. Idim is calm nearly all the time. However, sometimes her youth gets the best of her. At those times, Idim’s inherent kindness and a desire to be liked cause her normal reservation to vanish almost to be point of sheer reckless abandon.[/sblock]
[sblock=Appearance]Idim Moq Qo Harr looks fairly typical for her people. She is in excellent shape from life in the wilds of the Shaar and her training, and she’s darkly tanned from the prairie sun. Dressed and equipped lightly for ease of movement, she looks every bit like a warrior from the prairie.[/sblock]
 
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I find it hard to beleive that someone with no cash to begin with opening a business in one week. think about trying to do that in the real world... its pretty impossible and id imagine its worse on the planes, where there re fiends and other creatures.

The assumptionis that when yo uarrived in the cage yo uhad nothing but the equipment yo uwere carrying and what gold was left over from character creation, which i dont think woulod be enough to do what you want to.


The basic idea is you've all been in Sigil for a week - two max, trying to get your bearings and figure out what is what. Perhaps you met in The Friendly Wayfarer (a tavern that caters to Primers, run but a primer) and realsied that your best bet in surviving in this strange new environment is to stick together

we can assume that in your time in the cage you could have found a contractor that wanted to hire you, though i think opening your own busines in 1 week is impossible (there permits and lots of red tape to hgo through if you want to do such a thing legally and in a spot where you can actually get business).
 
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Nalfashnee, I've been looking at the previews for the upcoming Dragon Magic book due out in a few weeks and its looks like it might be right up my alley. I was wondering if, when it comes out, if there happens to be something appropriate to my character if you'd be okay with me amending my character to take advantage of the new material.
 

like changing his entire class? hehe, well if they are as similar in theme as i am expecting sure. Do you know anything much about it? i havent read much in terms of rules yet
 

I only know what I've read on the wizards site:
wotc said:
This D&D supplement presents an unprecedented variety of new options for your character, including new prestige classes, feats, spells, psionic powers, invocations, soulmelds, magic items, companion spirits, and alternative class features, each one drawing on some element of draconic might. It presents a new standard class, the dragonfire adept, who combines a potent breath weapon with various magical invocations. It reveals many new ways to wield the magic of dragons, including draconic auras, dragonpacts, and draconic racial variants.
With all that crunch there's bound to be something that'll tempt me; the dragonfire adept sounds intriguing. ;)
 

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