snip


log in or register to remove this ad

Hey there,

I have a concept I'd like to try:
CG Gnome Bard/Warlock

Troubadour and scholar, he was raised in a forest environment and has learned some of the secrets of the fey. He is quite interested with anything having to do with arcane lore and as such, would have been naturally attracted to seeking the fabled falling star.

This is a charisma/knowledge based character, and will be good in cities and dealing with folks. I'll try to build him so he's not a weakeling in combat, but he won't be melee focused.

I'll post a more detailed sheet soon.
Please let me know if this concept is OK.
Thanks and cheers,

SG
 
Last edited:


thegreatbuddha said:
Certainly an interesting combination. Every party needs a good face. A face that can blast is icing on the cake.

I presume you're aiming to have your warlock powers stem from a fey connection rather than the typical "pact with demons" presented in Complete Arcane?

If so, I'll allow that, and edit the first post to reflect the matter

In addition, Skarrna, the nation you'll be starting in, is heavily wooded in the northern reaches. It is home mostly to Fhokki, a human race roughly comparable to real-world Vikings in appearance and culture. They have an oral tradition, where their history is passed down by Skalds, which could help with your character background

Kewl! Now, based on your post, I imagine you prefer that I play a Human, instead of a Gnome (I edited my post, but I'm not sure which version you read).

And yep - I'd like a fey connected warlock. It fits better in a "good campaign".

Now, here's a question for you: If you give the clerics an extra bonus feat, would you do the same with the other classes? Otherwise, it makes playing a cleric a tempting choice.
Would you be open to a Cloistered cleric/warlock character. If I pick nature and trickery as domains, the concept would be exactly the same.


Just checking ;)
Cheers,

SG
 


OK, here's a 1st draft. I still need to work on the equipment (totals may not be ok yet).
I appreciate feedback for optimization and backgroung, as I am not familiar with the setting.
I hope the basics are ok.

Cheers,

SG
[sblock]
Mirnak the Minstrel
Gnome Bard 1/Warlock 1

Str: 8 (-1) Dex: 14 (+2)
Con: 16 (+3)
Wis: 10 (+0)
Int: 14 (+2)
Cha: 14 (+2)

AC: 17*
10 Base +4 armor +1 size +2 dex
Touch AC: 13*
Flat footed: 16*
*Note: +4 against giants
ACP: -1

[highlight]HP: 16[/highlight]
[6 + 4 + 6 con]

BAB: +0; +1 size bonus
Grapple: -1
Init: + 2
Speed: 20
20 base

Saves
For: +3
(0 [Base] + 3 [Con] )
Ref: +4
(2 [Base] + 2 [Dex] )
Wil: +4*
(4 [Base] + 0 [Wis] )
*Note: +2 against illusions

Skills:
[skillpoints: (6+2)*4 Bard +(2+2) warlock = 36]
Balance (Bar): +2 [0 ranks +2 dex]
Bluff (Bar, War): +13 [5 ranks +2 cha + 6 invocation]
Diplomacy (Bar): +14 [4 ranks +2 bluff synergy +2 sense motive synergy + 6 invocation]

Gather info (Bar): +2 [0 ranks +2 cha]
Hide (Bar): +6 [0 ranks + 2 dex + 4 size]
Intimidate (War): +8 [0 ranks +2 bluff synergy + 6 invocation]

Knowledge arcana (Bar, war): +3 [1 ranks +2 int]
Knowledge history (Bar, war): +6 [4 ranks +2 int]
Knowledge religion (Bar, war): +3 [1 ranks +2 int]

Language [merchant's tongue]
Language [1]

Listen (Bar): +6 [4 ranks +0 wis +2 racial]
Move Silently (Rog): +2 [0 ranks + 2 dex]
Perform [oratory] (Bar): +6 [4 ranks + 2 cha]

Sense Motive (Bar, war): +5 [5 ranks +0 wis]
Spellcraft (Bar, war): +3 [1 ranks +2 int]
Use magic device (Bar, war): +7 [5 ranks +2 cha]

Attacks:
Melee:
• Small Dagger: +0 to hit, 1d3-1 damage, x2, P
to hit: +0 bab +1 size -1 str; Damage: -1 str
• Small Morningstar: +0 to hit, 1d6-1 damage, x2, P/B
to hit: +0 bab +1 size -1 str; Damage: -1 str
Ranged:
• Eldrich blast (ranged touch attack): +3 to hit (+4 if target<30ft), 1d6 (1d6+1 if target<30ft) damage, 20/x2, magic, 60 ft range
to hit: +0 bab +1 siza +2 dex
Special Abilities:
Racial: [sblock]

• +2 Constitution, -2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• +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 Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.​


• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.

• +1 racial bonus on attack rolls against kobolds and goblinoids.

• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.​
[/sblock]
Bard:
Bardic music
bardic knowledge
countersong
fascinate
inspire courage +1
• Spells Known: lvl 0(4): message, lulaby, detect magic, read magic
• Spells per Day: lvl 0: 2​

Warlock:
• Eldrich blast (touch ranged attack): 1d6
• Least invocations: - Beguiling influence: +6 to Bluff, diplomacy & intimidate checks for 24h​

Feats:
• Point blank shot​

Equipment: [sblock]

Wand of Prot. Against Evil -10 chrgs 150gp, Worn on a black string around neck, under clothes
Wand of Detect Poison -20 chrgs 150gp, Worn on a red string around neck, under clothes
Wand of Cure Light wounds -9 chrgs 135gp, Worn on a white string around neck, under clothes
Note: Wands already successfully used, he therefore gets +2 to use magic device checks on these wands.

1 small Daggers, 2 gp, 0.5 lb, strapped on each thigh
Small Morningstar, 8 gp, 3 lb, attached on belt on backside
Masterwork small chainmail, 250 gp; 12.5 lb, worn

Belt Pouch 1 gp, 0.25 lb, worn on left side

2 Sewing Needles 1 gp, 0 lb, belt pouch, pinned to a cork
Chalk 0.01 gp, 0 lb,

Riding dog+saddle, 150+30 gp
Backpack 2 gp, 1 lb, Attached to riding dog
Waterskin-regular sized (water) 1 gp, 2 lb, Strapped to riding dog
Trail rations (4 day for M creature) 2 gp, 2 lb, Strapped to riding dog
Bedroll 1 gp, 5 lb, in backpack
Winter Blanket 1 gp, 1.5 lb, Strapped to riding dog
Flint & Steel 1 gp, 0 lb, Strapped to riding dog
2 large sacks 2 gp, 0.5 lb, Strapped to riding dog
Whetstone 0.02 gp, 0.5 lb, Strapped to riding dog[/sblock]

Max Weight: 19.5 lb Light, 39.75 lb medium, 60 lb heavy, 120 lb lift, 300 lb drag


History & Appearance: [sblock]
Small and always wearing a smile, Mirnak is nondescript when he wants to and kan be very flashy, when the situation requires it.

Mirnak is originally from the Vrykarr Mountains, on the western edge of Reanaaria Bay. His village was hidden under a hill, next to a small waterfall. Aside from a few huts in a wooded area, few non-gnomes knew of the village's existence. This was fairly typical of gnomish villages in the area. Most humans never suspected the real number of gnomes living there.

His village thrived from mushroom farming and mining, and would trade mostly with dwarves and a few forest travellers. Mirnak came from a humble yet proud line of mushroom farmers. However, as a child, he was a dreamer and was taken under his unkle Pek's wing. Pek was known for being one of the best riddle masters and singers around, and thought Mirnak most of what he now knows.

As a gnome-ling, Mirnak would often go to the forest to chat with some of the animals there, and would sing to them. This is how he befriended a few fairies and a dryad, who also thought him some of the fairie ways.

Barnak was well known in the gnomish communities, and had traveled a few times to the human town of Haanex. He had recently met an elven ranger who had told him about the Falling Star, which piqued his interest and made him decide to make another trip to Haanex to get more information.
[/sblock]
[/sblock]
 
Last edited:

I'm not a fan of Invisible Castle, and have no knowledge of Kalamar... sure, I'll toss my hat in.

I'm looking at building a human duskblade (possibly a dex-based build, but we'll see) from Basir in Kalamar; a wanderer and mercanary. The only potential problem I note with this is that we already have a secondary caster, and if you're adamant about restricting the game to five players, this might constrict other characters' roles. Thoughts on playing a duskblade, and helpful facts for the background of a Kalamarian character?
 



thegreatbuddha said:
Send me an email when you get a chance, and I'll help you out with your background outside the thread. Make sure the subject is "Legend of the Falling Star"

Hey Buddha,

Your email is disabled in your public profile. What is it?
Thanks & cheers,

SG
 

Remove ads

Top