The World's Largest Dungeon

Excellent! Looking forward to it. Of course, since the WLD is designed to take up a year or two work of realtime gaming, on a Pbp it could be a couple of decades before we finish it up!

Here are my rolls for my character's attributes, which means that the final numbers will be:

16
14
7
15
16
10

Which should make for a fairly interesting character. I know I want to go with Spellthief, for sure, with an eye toward Daggerspell Mage (also from Complete Adventurer) as a prestige class at 10th level. I will go with Human for the race (since I'll need a lot of skill points--there's traps-a-plenty in the WLD, I'd wager). I'll get to work and have my character posted in about an hour or so.
 
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Okay, I've noted your advice, Rapida, and I've corrected the stats. Here's the character:

Code:
Vox Galadnodel
	Race: Human (raised by elves)		Class: Spellthief
	Level: 1	Exp: 0 / 1000		Alignment: Chaotic Good

Strength: 14 (+2)		Dexterity: 16 (+3)
Constitution: 7 (-2)	Intelligence: 16 (+3)
Wisdom: 11 (+0)		Charisma: 15 (+2)

[Although Vox is quick in both body and mind,
the Elves who raised him kept a strict vegetarian
diet, which has left him somewhat small and skinny.]

Hit Points: 4	Hit Dice: 1d6-2
Armor Class: 17 [+3 Dex, +4 Chain Shirt]
	touch 13, flat-footed 14
Armor Check Penalty: -2

Initiative: +7	Speed: 30 ft.
Saving Throws:
	Fortitude -2 [Class +0, Con -2]
	Reflex +3 [Class+0, Dex +3]
	Will +2 [Class +2, Wis +0]

Melee: masterwork dagger +3 (1d4+2)
Ranged: masterwork dagger +3 (1d4+2)
Base Attack: +0	Grapple: +0

Racial Qualities:
	+4 skill points at 1st level
	+1 skill point per level (after 1st)
	Bonus Feat

Class Abilities:
	Sneak Attack +1d6
	Steal Spell (0 or 1st); can hold up to 1 level worth of spells
	Trapfinding

Feats:
	Improved Initiative, Combat Reflexes

Skills:
(40 points at 1st level, all skills at max ranks,
 all modifiers include attributes and armor check):
	Concentration +2; Decipher Script +7; Disable Device +7;
	Hide +5; Move Silently +5; Open Lock +7; Search +7
	Spot +4; Tumble +5; Use Magic Device +6

Equipment:
	12 ordinary daggers (variety of different makes and appearances, kept in bandolier),
	1 masterwork dagger (nicknamed "Lucky Thirteen", kept in boot), bandolier, chain shirt,
	belt w/h 13 belt pouches, black leather cloak (hooded), well-worn black leather boots,
	thieves' tools, backpack, caltrops (in pouch #1), empty scrollcase (in pouch #2),
	13 sheets parchment (in pouch #3), one vial red ink (in pouch #3), giant eagle feather quill
	pen (in pouch #3), small steel mirror (in pouch #4), 4 sunrods (in pouch #5)

He's a charming young man who was raised by Elves as part of an exchange between a Human nation and an ancient Elven kingdom. He's very roguish, very individualistic. He also has a love of magic and the occult, and believes that thirteen is his lucky number.
 

Elric Ninetails

The Wild Elf Rogue

Init: +4
Languages: Common, Elven, Sylvan
Alignment: LG
--------------------------------------
Masterwork Chain Shirt
AC 18, touch 14, flat-footed 14
AC pen. -3
hp 7 (1d6+1)
Fort +1, Ref +6, Will +1
--------------------------------------
Spd 30 ft.
Melee: +1
Rapier 1d6+1 18-20/x2 Piercing
Longsword 1d8+1 19-20/x2 Slashing
Quarterstaff 1d6+1/1d6+1 x2 Bludgeoning
Ranged: +4
Composite Longbow +1 1d8+1 19-20/x2 Piercing
Quiver w/60 arrows
Base Atk: +0; Grp +1
--------------------------------------
http://www.nadaka.us/DiceBoxDB.asp?Page=Find&By=Name&Value=WLD-Grinreaper
Abilities:
Str 12 (+1)
Dex (16)18 (+4)
Con 12 (+1)
Int (15)13 (+1)
Wis 13 (+1)
Cha 8 (-1)
--------------------------------------
SQ/Racial Traits: +2 Dex, -2 Int, Base speed 30 feet, Immune to magic sleep spells and effects, +2 racial save bonus versus enchantment spells or effects, low light vision, Weapon Proficiency: longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, +2 racial bonus on Listen, Search, and Spot checks, if I pass within 5 feet of a secret or concealed door I get a free search check to notice it, as if I were actively looking.

Class Features: Sneak Attack +1d6, trapfinding, trap sense +1
Feats: Tactile Trapsmith

Skills: 36 skill points at first level: Balance 3 ranks (+4), Bluff 3 ranks (+2), Disable Device 4 ranks (+10), Open Lock 4 ranks (+10), Slight of Hand 3 ranks (+3), Tumble 3 ranks (+4), Use Rope 1 rank (+5), Hide 4 ranks (+5), Move Silently 4 ranks (+5), Spot 2 ranks (+5), Search 2 ranks (+8), Listen 2 ranks (+5), Jump 1 ranks (-1)

Possessions: Travelers Outfit (0 gp, 5 lbs), Backpack w/ waterskin (3 gp, 4 lbs), contains bedroll (1 sp, 5 lbs), 4 pints of oil (4 sp, 4 lbs), and a scroll case with 3 rolls of parchment paper (1 gp, 6 sp, 1/2 lb), a charcoal pencil (1 cp, - lbs), an expandable pole (5 gp, 1 lb), a bullseye lantern (12 gp, 3 lbs), Masterwork thieves tools (100 gp, 2 lb), 6 belt pouches (6 gp, 3lbs), a vial of blue ink (1 gp, 1/10 lb), inkpen (1 sp, - lb), silver holy symbol of Pelor (25 gp, 1 lb), manacles (15 gp, 2 lb), 2 sunrods (4 gp, 2 lbs), 3 trail rations (1 gp, 5 sp, 3 lbs), 50 ft. of silk rope (10 gp, 5 lbs), Masterwork Chain Shirt (250 gp, 25 lbs), longbow (75 gp, 3 lbs), quiver w/ 60 arrows (3 gp, 9 lbs), rapier (20 gp, 2 lbs), longsword (15 gp, 4 lbs), quarterstaff (- gp, 4 lbs)
Wealth: 46 gp, 93 sp
Weight 42.1 lbs. (Light load) (44-86 medium, 87-130 heavy (130 max load))
 
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Oh and rapida, did u look at just the sorcerer or all of his ultimate classes, because they are all good, with lots of options, only thing is that if 1 of us played an ultimate class, then everyone should, but im pretty sure no one would be disappointed by them, cause they are cool. (Btw i was the one to discover them X_X :P, and point them out to Bod and the rest of my group. Now we use them on occasion.)
 

I didn't look at the others but I don't think we should use them since I don't really want to stray to far from written rules.
 

Blade of Desecration said:
I'll go druid instead of sorcerer.
The module says that druid shouldn't be allowed, and that spells such as web and the like shouldn't because they are to strong in a dungeon setting. Sorry I forgot to mention it before because no one planned to play a druid or base their characters around the web spell
 

I will play this, having DMed it before I'd be interested to see what it's like form the other end. (Dang expensive, wasn't it?) I'll roll my stats soon.

@Cata:
[sblock]You may want to reconsider wizard. To quote the World's Largest Dungeon book: "Wizard's have it tough in the WLD...no that's not strong enough...Wizards get HOSED."[/sblock]
 

ChaosEvoker said:
I will play this, having DMed it before I'd be interested to see what it's like form the other end. (Dang expensive, wasn't it?) I'll roll my stats soon.

@Cata:
[sblock]You may want to reconsider wizard. To quote the World's Largest Dungeon book: "Wizard's have it tough in the WLD...no that's not strong enough...Wizards get HOSED."[/sblock]

Well now that you mention it, think I'll make a my character a sorcerer instead, might be kind of difficult to find spells as a wizard in the WLD.
 

Hey, Catavarie,

Might I suggest Favored Soul? They're a neat class (from Complete Divine), they work just like a sorcerer except that they're a bit better at fighting (better hit points, better base attack) and they draw from divine spells instead of arcane spells.
 

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