Power of the forge.

Hi, I need 1 or 2 players for my running campaign

Req:
1 or 2 players.
Race- Mountain dwarf. good alignment
You start in Level 1, with full amount of money per class to buy equipment.
Abilities - 33 points buy system.
you can choose whatever class you want with the following rules:
No Psi classes
All the weapons and armor you buy are already Masterwork- so don't add +300 gp.
everybody must pick a typcally dwarvish proffesion (blacksmith, weaponsmith, miner, mushroom farmer, etc...) as a classskill.

post your characters in HERE
The orginal OOC thread
 

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How's a dwarven cleric of Palor (Sun & Healing) ? And depending on how high we go, will take levels of 'Radiant Servent of Palor' (ComDiv).

-Blood
 

Bloodweaver1 said:
How's a dwarven cleric of Palor (Sun & Healing) ? And depending on how high we go, will take levels of 'Radiant Servent of Palor' (ComDiv).

-Blood
Sure thing, just post your cleric of Pelor and I'll tell you how I will enter you to the campaign
cleric of pelor is most useful
 

What's the difference between a dwarf and a mountain dwarf?

What books can we use?

Can I play this character (with some tweaks, since I'd get more starting gold and point-buy points than this):[sblock]
Code:
[B]Name:[/B] Farid Duropied
[B]Class:[/B] Fighter
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Ayratha

[B]Str:[/B] 14 +2 (06p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +1         [B]HP:[/B] 13 (1d10+3)
[B]Con:[/B] 16 +3 (06p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B]  8 -1 (02p.)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +0    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +3          +5
[B]Ref:[/B]                       0    +3          +3
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Dwarven Urgosh            +4     1d8+3         20x3
Dwarven Urgosh (TWF)      +2/+2  1d8+2/1d6+1   20x3
Warhammer                 +3     1d8+2         20x3

[B]Languages:[/B] Common, Dwarven, Giant

[B]Abilities:[/B]
Dwarf Abilities
[sblock][size=1]
-Darkvision: Dwarves can see in the dark up to 60 feet.
   Darkvision is black and white only, but it is otherwise like normal sight,
   and dwarves can function just fine with no light at all.
-Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
   checks to notice unusual stonework, such as sliding walls, stonework traps,
   new construction (even when built to match the old), unsafe stone surfaces,
   shaky stone ceilings, and the like. Something that isn’t stone but that is
   disguised as stone also counts as unusual stonework. A dwarf who merely
   comes within 10 feet of unusual stonework can make a Search check as if
   he were actively searching, and a dwarf can use the Search skill to find
   stonework traps as a rogue can. A dwarf can also intuit depth, sensing his
   approximate depth underground as naturally as a human can sense which way is up.
-Stability: A dwarf gains a +4 bonus on ability checks made to resist
   being bull rushed or tripped when standing on the ground (but not when
   climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type.
   Any time a creature loses its Dexterity bonus (if any) to Armor Class,
   such as when it’s caught flat-footed, it loses its dodge bonus, too. 
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.[/size][/sblock]

[B]Feats:[/B] Two Weapon Fighting, Weapon Focus (Dwarven Urgosh)

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise (cc)              1    +1   (+2)   +2
Climb                      2    +2    -4    +0
Craft (Weaponsmithing)     2    +1   (+2)   +3
Jump                       2    +2    -4    +0
Ride                       2    +3    -4    +1
Search (cc)                1    +1   (+2)   +2

[B]Equipment:               Cost  Weight[/B]
Dwarven Urgosh           50gp   12lb
Warhammer                12gp    5lb
Scale Mail               50gp   30lb
Backpack                  2gp    2lb
-Waterskin                1gp    4lb
-Bedroll                  1sp    5lb
-Dagger                   2gp    1lb

[B]Total Weight:[/B]59lb      [B]Money:[/B] 122gp  8sp 10cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   700

[B]Age:[/B] 107
[B]Height:[/B] 4'3"
[B]Weight:[/B] 142lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Dark brown
[B]Skin:[/B] Light brown
Appearance: For this height, Farid seems like a small dwarf. Those not familiar with dwarves would not notice, though, because he often is seen in his armor. When he travels, he can be seen with a backpack as well, but he often just walks around with his weapons on his back. To an expert, Farid's weapons seem pretty well kept and clean, but anyone can tell that he just likes to show them off. He looks to be carrying some pretty heavy stuff, but it doesn't seem to faze him -- but he's probably just used to it.

Here's what he looks like. Yes, I drew it. :p

Personality: Like many dwarves, Farid is a proud man. Growing up the son of a miner and a seamstress, Farid wants to make a name for himself. He does not like to back down from a challenge, and he wants to be known as a brave and reknowned fighter.

Background:
[sblock]Farid frew up in a mining community, but wanted a more exciting life. Whe he was old enough, his parents scrounged up enough money for Farid to join the army. Unfortunately, Farid was assigned to a fort that did not provide a lot of action. Because of a good head for weapons, Farid was assigned to the armory, where he learned the ins and outs of a variety of weapons. While the experience was worthwhile, Farid longed for more. When his tour of duty ended, Farid left to try to gain skill in combat. He now works with a weaponsmith in order to support himself, but he likes to stop in taverns to look for other work. This is how, one day, he found the Red Dragon Inn.

Father: Durek Farid Duropied XII, the Swifthammer[/sblock]

Notes:
[sblock]Plan:
1: TWF, Wpn Foc (DU)
2: Power Attack
3: Cleave
4: Wpn Spec, +1 Dex
6:Combat Exp, Dbl Wpn Trip
8: ITWF, +1 Dex
9: Imp. Trip
10: Grtr Wpn Foc (DU)
12: Imp. Crit, +1 Dex
[/sblock]
[/sblock]
 

Jdvn1 said:
What's the difference between a dwarf and a mountain dwarf?

What books can we use?

Can I play this character (with some tweaks, since I'd get more starting gold and point-buy points than this

Check out the DM guide for the diffrence.
you can use any book you want, except psi books.
As for your character - we already have 2 fighters...so If you want to consider another one, just tell me.
 




Argent Silvermage said:
If you still have an opening I would like to try A dwarven Sorcerer. I would like to use the racial substitution levels from "Races of Stone".

SURE, dwarven Sorcerer is very welcome.
The transmuter left the group .... so we need a spell caster.
consider yourself in game. just post your character in the RG (check the first post)
 

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