RttToEE - Group 2's OOC.

As for team dynamics, I nominate Sir Danvik as party leader. Delkat is chaplain/moral compass, and Gareth'll be quartermaster/muscle/"bad cop." He's the guy who keeps the camp running right and serves as the party's overt threat of violence. We'll need someone to run point on acquisition (I haven't seen the sheets yet, but I'm guessing Mulnock will be the, um, "procurer") and someone to help find the leads that get us work in the first place. I bet Kanjo will make a decent lead-finder, backup procurer, and guy who deals with the bad-rep stuff that we can't afford the knight getting sullied with.

Gareth is willing to convert to Pelor. I'd be willing to use the sun as a motif for the party, as well. We're the good guys people turn to when they otherwise run out of good guys. So, for the party name, I suggest the Eclipse Company.

Thoughts? Changes? Additions?
 

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I think Gareth and Danvick will probably get along, although Danvick will politely disagree with Gareth's methods of fighting and possibly lecture him from time to time.

Danvick is a natural-born leader so party leader would be a good position for him. Unfortunately, his social skills are limited to Intimidation (although he is fairly good at it) so we may need someone to play good cop from time to time. The Intimidate skill fits him more appropriately though, as he is the type to demand rather than politely ask. Nobility tends to act that way.
 

Kanjo will be happy with the "muck" stuff. Don't worry about him being evil, he's not. He won't agree with the knight's way of fighting, but I imagine they will actually get along. Kanjo has basically no social skills, so he will probably be one of the ones that is seen and not heard (unless he doesn't want to be seen either). He is supposed to be a scout, but not a tracker. He probably won't speak much, but then again he might. I haven't really decided that part yet. I am planning on making him a walking contrast lol. A good ninja, but will do whatever it takes to prevail.
 


Only - Unfortunately, I've found a problem with your character rolls. I had to be a hard arse, but I specifically requested that everyone use their enworld handle ( ie only the strong) for their character name and put Twistedmindinc's game in the note section. I do this because people in past games have cheated and continued to roll characters until they've come upon a set of stats they like. ... Do you see where I'm goin' with this? I hate to do this to you, but I need you to re-roll your stats ( it gives you the option of dropping the lowest in the stat roll section) and please put OnlyTheStrong in the character name. I like to be able to track people's rolls.
 


If it's okay with you, I'd like to remake Kanjo. The way I have him now would not be good with this new ability scores. If you want him to stay the same, I'll just fix his stats and stuff. Either way, your call. Sorry for not having my handle on the first roll.
 


Only, that is fine if you wish to re-do Kanjo. Sorry you had to re-roll, but thank you for being understanding. It wasn't anything personal against you. Just.. set in my old ways, I guess. :)
 

HP: http://invisiblecastle.com/find.py?id=1368488 4+4+9
Could anyone refresh me about the starting money?

Character sheet so far:
Code:
 Name: Mulnock Dilngbor
Class: Spellthief
Race: Gnome
Size: small
Gender: Male
Alignment: True Neutral 


Str: 12 +1 (0p.)     Level: 4        XP: 0
Dex: 16 +3 (10p.)    BAB: +3         HP: 9+4+4+9= 36
Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 
Int: 16 +3 (6p.)     Speed: 20'      Spell Res: 0
Wis: 11 +0 (2p.)     Init: +3      Spell Save: +1
Cha: 14 +2 (6p.)     ACP: 0         Spell Fail: 10%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +4    +0    +3    +1    +0    +1    19
Touch: 14              Flatfooted: 16

                           Base   Mod  Misc  Total
Fort:                      1     +2          +4
Ref:                       1     +3          +4
Will:                      4      +0          +4

Weapon                Attack   Damage     Critical
Kukri   		   +7     1d3+2      18-20x2
Shortbow                +7     1d6           20x3

Languages: Dwarven, Common, Gnome, Elven, orc.

Abilities: 
Class: Trapfinding, Sneak attack +2d6, Armor proficiencey (Light), weapon proficiencey (simple), Steal spell(2),Detect magic, Spellgrace (+1), Steal spell effect, Steaf energy resistance 10. 
Gnome: Low-light vision, +2 save vs illusion, +1 dc vs illusion spells cast, Weapon familiarity, Spell like abilities (Speak with animals, ghost sounds, prestidigitation, dancing lights), +1 attack against kobolds an goblinoids, +2 listen & craft (alchemy), +4 dodge AC bonus vs giants

Feats: Weapon proficience martial, weapon finess

Skill Points: 36+9+9+9       Max Ranks: 7
Skills                   Ranks  Mod  Misc  Total
Escape artist             7    +3          +11
Sleith of hand            7    +3          +11
Tumble                    7    +3          +11
Hide                      7    +3    +2    +13
Move silently             7    +3          +11
Bluff                     7    +3          +11
Use magic device          7    +3          +11 
Listen                    7    +0     +2   +9
Disable Device            7    +3          +11 

Equipment:               Cost  Weight
Mithral Chain shirt armor +1   2200 gp  10lb 
Kukri +1                          2308gp   3lb
Shortbow  MW               330gp  2lb
Flint and steel           1gp    -
Backpack                  2gp   2lb 
Sack x4                   4sp   2lb        
Bedroll                   1sp   5lb   
Arrows (40)               2gp   6lb
Ration, Trail(1 day)      5sp    1lb   
Travelers Outfit             
Potion of mage armor x 4  200gp
Potion of CLW x 6 300 gp
                 
Money: 56 gp
                        



Age: 135
Height: 3'11"
Weight: 45 lb.
Eyes: yellow
Hair: black, with pointy beard and mustaches.
Skin: withe
Appearance:
Background: Mulnock Dilngbor, is one of the many sons of the Dilngbor family. His father Drumock Dilngbor, is the "Locks and related devices expert" of town, and he always have a story to tell, most of them, from when he was recruited to save the village from the horrifying evil worshipers! Drumock was in charge of unlocking entrances and doors, finding traps and the sort. Dilngbors have been known for their talents with locks, traps and many mechanical devices, that their thin fingers can get. Most of his brothers are locksmiths too, or trap finders. But Drumock, Drumock was always the black sheep of the family. Deciding he wouldn't became a locksmith, he travel to become a powerful mage. Or so he said.
After many traveling, and some real life lessons, Drumock learned to do things the easy way. Instead of learning and studding for years or decades, he developed an innate talent to steal the arcane energies from the spellcasters. In Drumocks words, "Arcane gestures? magical components? Giv' me!"
A few years from the start of his journey, he heard of evil, rising in his homeland, this was the opportunity to show his parents, that he was as capable as his father, and made them proud.
Drumock changed his itinerary, next stop, Hommlet.-
 
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