[re-opened for recruiting] Generic low-level fun (3.5)


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Sounds cool! Looks like the Cleric is always the last one to be picked, and I'd like to play one.

What "world" is the game set in so I can pick a deity?

TIA

EDIT: I'd probably play some dwarven racial deity or maybe a sun god type to mix it up. Possibly a strength god. I dunno, these ideas are just starting. ;) Oh yeah, if you want the whole "One of each" racial types, I won't pick Dwarf.
 

krunchyfrogg said:
Looks like the Cleric is always the last one to be picked, and I'd like to play one.

What "world" is the game set in so I can pick a deity?
It's generic, so anything from the PHB is OK. If you want something from another source, just ask--if I have the book it will probably be OK.

Also, a dwarf is OK--I don't mind having more than one of each.
 

What, no halflings yet? For shame!

Later this afternoon, when I've got time to write the character up, I will be submitting a Wizard: Violet Tealeaf, a bright and charming halfling girl with a morbid fascination with death and a great desire to make some new friends (some of them out of corpses).

I was thinking a specialist Wizard (Necromancer, a'course), and if it's allowed, I'd like to use one of the variant class features for specialists from Unearthed Arcana; specifically, the skeletal minion.
 


I'm game to try this if you're still accepting players. I will admit I'm a complete newbie to this but I'll try to post a proposed character this evening if you're looking.
 

Blind Azathoth said:
I was thinking a specialist Wizard (Necromancer, a'course), and if it's allowed, I'd like to use one of the variant class features for specialists from Unearthed Arcana; specifically, the skeletal minion.
That sounds like it could be fun, but remember, no evil PCs are allowed. Plus, undeath is generally considered evil by many deities; if a cleric of such a deity is chosen, this might not fit the rest of the group too well, so you might want to think about one of the other variants.
 

Ty said:
I'm game to try this if you're still accepting players. I will admit I'm a complete newbie to this but I'll try to post a proposed character this evening if you're looking.
Yes, I'm still accepting new character submissions. Being a newbie is not a problem.
 

Vigwyn the Unruly said:
That sounds like it could be fun, but remember, no evil PCs are allowed. Plus, undeath is generally considered evil by many deities; if a cleric of such a deity is chosen, this might not fit the rest of the group too well, so you might want to think about one of the other variants.

Well, Tharson wouldn't believe that raising the dead to serve you is evil in and of itself, it's just like most powers... What you do with it is what makes it (And you) good or evil.
 

Proposed Character: Hugo

Here's my proposed character, sorry for the choice of class as it appears I'm making the second proposed roguey-type.

[sblock]
Hugo Braegenkeil
Neutral Good Dwarf Rogue 1 / Fighter 1

Strength: 16 (+3) - (10 points)
Dexterity: 14 (+2) - (6 points)
Constitution: 16 (+3) - (6 points, +2 racial)
Intelligence: 12 (+1) - (4 points)
Wisdom: 8 (-1) - (0 points)
Charisma: 8 (-1) - (2 points, -2 racial)

Hit Points (Current/MAX): 20 / 20 (3+9+8)
Initiative: +2
Speed: 30ft base.

Armor Class: 17 ( 14 flat-footed, 12 touch)
Armor: Masterwork Chain Shirt +4
Shield: Masterwork Buckler +1
Dexterity: +2

Base Attack Bonus: +1

Weapons:
- Masterwork Dwarven Waraxe: +5 melee (1d10+3, 20/x3)
- Light Crossbow: +3 ranged (1d8, 19-20/x2, 20)


Saving Throws:
- Fortitude +5
- Reflex +4
- Will -1


Feats:
- (Free) Toughness
- 1st - Nimble Fingers
- F(1) – Combat Expertise


Skills (ranks+ability+other):

Appraise +5/+7* (4+1+0/2)
Climb +3 (3+3-3)
Decipher Script +5 (4+1+0)
Disable Device +8 (4+2+2)
Listen +3 (4-1+0)
Open Lock +10 (4+2+4) - MW Thieves Tools
Search +5/+7* (4+1+0/2)
Sleight of Hand +3 (4+2-3)
Spot +3 (4-1+0)
Tumble +3 (4+2-3)
* indicates checks with respect to stone or metal.

Armor Check Penalty: -1
Weight Load Penalty: -3

Languages:
- Common
- Dwarven
- Goblin

Racial Abilities:
- Base speed 20 ft (no reduction in medium or heavy armors).
- Darkvision 60ft.
- Stonecunning: +2 racial bonus on Search checks to notice unusual stonework.
- Weapon Familiarity: Dwarven waraxe and dwarven urgosh are treated as martial weapons.
- Stability: +4 on ability checks made to resist bull rush or trip attempts when standing on the ground.
- +2 racial bonus on poison saving throws.
- +2 racial bonus on saving saving throws versus spells and spell-like abilities.
- +1 racial bonus on attacks versus orcs and goblinoids.
- +4 dodge bonus to AC against giants.
- +2 racial bonus on appraise checks related to stone or metal items.
- +2 racial bonus on Craft checks related to stone or metal.
- Favored Class: Fighter

Class Abilites:
- Sneak Attack +1d6
- Trapfinding

Equipment:
Masterwork Chain Shirt
Masterwork Buckler
Explorer’s outfit
Backpack
Bedroll
50ft Hemp Rope
Sack
Torches (4)
Day of Trail Rations (8)
Flint and Steel
Crowbar
Waterskin (2)
Sunrod (2)
Tanglefoot Bag (1)
Tindertwig (4)
Masterwork Thieves Tools
Cigars (20)

Total Weight: 104.5
Load: Medium


Wealth:
- 28gp
- 2sp
- 6cp

XP: 1000

Description:

To many people, Hugo looks physically identical to most other dwarves save his sense of “style” in dress. He stands 4’2 ¾” (mind the ¾ inch) and is nearly feet across at the shoulders. Hugo is fond of his worn leather wide-brimmed hat and “professional explorer’s attire.” Hugo constantly chomps on a smoldering cigar and has a tendency to talk without removing the stub from his mouth. Hugo’s low gravelly voice is filled with “colorful” dwarven expressions on the odd occasions when he mutters anything more than a grunt of acknowledgement. Hugo’s hair and beard are almost platinum blond and he is known to weave gold coins into his beard “for savin’.”

Background:

Hugo grew up the third son of a relatively poor locksmith. As a child, his mother chided him for his consistency in getting into trouble and blamed his “gnomish curiosity” as a curse from his father’s side of the family. Growing up the son of a locksmith, Hugo took to the craft of his father but not out of any sense of responsibility to family tradition. Rather, Hugo’s natural inclination to “see the other side of a door/window/wall/any other obstruction” melded with the learned skills of his father’s trade in designing locks to keep other curious folk away from things meant to be unseen (and the understanding of how to circumvent these same locks).

Hugo took his skills and began adventuring to satisfy his inordinate curiosity. Along the way, he has continued to develop his skills in gaining access to things others don’t want publicly seen and has also learned the value of the axe when the owners of secrets decide that it’s best to deal with unwanted attention in violent means.

[/sblock]

Edited to include Encumbrances and more breakdowns of skill checks etc. on 4/3/07.
 
Last edited:

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