Under strange stars [OOC]

Hey, it won´t me who´s going to say you how are you going to roleplay your character.

Rayex, are you still there?

Last thing, beware because I may rename this weekend this thread to match the IC one; it´ll be Under strange stars (OOC)
 

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Hey there,

Are you still accepting a 5th?

I was thinking a Gnome Rogue/Wizard/Arcane Trickster.
 
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I got to admit this seems a pretty interesting setting.. mind if I make up a character if you have some room later on? (got to get my books out of the movers first though!)
 

Thanks for the compliment. Yes, I´d like to have an alternate or two (shlt happens!) Feel free to post your character, and post your email or another way to contact you, if you´re not going to follow the game.
 
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A few notes...
I only took skill points for Int 15 until level 4, when it went to 16, I figured that with taking 10, an alchemy of +10 was good enogh to create the items (allowing for decent rolls and no time constraint on the higher DC ones). Let me know if this is OK. I took a Monkey for a familiar. Still a tiny animal. I assume that it would grant a +2 to Climb, like a Lizard

Jagra Nimblenock

Gnome Rogue 5/ Diviner 3/Arcane Trickster 2

STR 10/+0 (4pts)
DEX 18/+4 (8pts *8th level boost)
CON 14/+2 (4pts)
INT 16/+3 (8pts * 4th level boost)
WIS 12/+1 (4pts)
CHA 10/+0 (2pts)

HP 53
AC 19/15 flat/16 touch <10base,1defl. 2ar, 1size, 1nat ar, 4dex>
BaB +5
Fort +7 (+2 base,2 con,3 item)
Ref +15 (+8 base 4dex, 3item)
Will +9 (+5 base,1 wis,3 item)
Init +8 (+4 dex,4 Imp Init)
Move 20'

Small (+1 AC,Attack,+4 Hide),Low-Light Vision, +2 Saves vs, Illusions, +1 Dc to Illusion spells,
+1 vs. Kobolds and Goblinoids (Goblins,Hobgoblins,Bugbears), +2 Listen, +2 Craft-Alchemy,
+4 Dodge bonus vs. Giants, Gnome Spells: Speak with Burrowing Mammals 1/day (1 minute),
1/day each Dancing Lights,Ghost Sounds,Prestidigitation,

Summon Familiar,Scribe Scroll,Trap Finding,Evasion, Trap Sense +1,Sneak Attack +4D6,
Uncanny Dodge, Ranged Ledgermain 1/Day

Feats: Improved Initiative (1st), Two Weapon Fighting(3rd),Combat Reflexes(6th), Weapon Finesse (9th)

Speaks:Gnomish,Common,Draconic, Giantish

Rogue 72/Wizard 15/AT 14 0/0/0
Appraise 1/+4
Balance 2/+6
Bluff 5/+5
Climb 4/+4
Concentration 6/+8
Craft-Alchemy 5/+10
Decipher Script 7/+10
Disable Device 7/+12
Disguise 2/+2(+4)
Escape Artist 7/+11
Hide 4/+12
Jump 5/+7
Know-Arcana 6/+9
Know-Dungeoneering 2/+5
Know-Geography 1/+4
Know-Tangrabah 1/+4
Know-The Planes 1/+4
Listen 5/+8 <+10 with familiar>
Move Silently 4/+13
Open Locks 4/+10
Search 7/+10(15)
Sleight of Hand 2/+11
Spellcraft 3/+6
Spot 4/+10 <+10 with familiar>
Swim 1
Tumble 5/+11
Use Rope 0/+4


Spells
0:Resistance,Acid Splash,Detect Poison, Detect Magic,Read Magic,Daze,Dancing Lights,Flare,Light,
Ray of Frost,Ghost Sound,Mage Hand,Mending,Message,Open/Close,Arcane Mark,Prestidigitation

1: 20 Protection from Chaos/Evil/Good/Law, Shield,Mount,Summon Monster I,Unseen Servant,Comprehend Languages,
Detect Secret Doors,Identify,True Strike,Charm Person, Sleep,Burning Hands,Magic Missile,
Shocking Grasp,Tenser's Floating Disc,Color Spray,Animate Rope,Erase,Expeditious Retreat,Feather Fall,
2: 13 Arcane Lock, Melf's Acid Arrow,Web, Detect Thoughts,Locate Object,Tasha's Uncontrollable Laughter,
Invisibility,Minor Image,Mirror Image,Knock,Bear's Endurance,Rope Trick,Spider Climb
3: 8 Dispel Magic,Clairaudience/Clairvoyance, Fireball,Lightning Bolt,Displacement,Fly,Haste,Water Breathing

Spells per day:4/5/4/3 (including specialization spells) prohib:Necromancy

Prepared Spells:
0:Acid Splash,Read Magic,Mending,Open/Close
1: Magic Missile,True Strike(sp),Shocking Grasp,Shield,Burning Hands
2:Melf's Acid Arrow,Detect Thoughts(sp),Spider Climb,Invisibility
3:Clairaudience/Clairvoyance(sp),Fireball,Dispel Magic


45,324XP

Scimitar +11 1D4+1 18-20/X2
Sh Sword +11 1D4+1 19-20/X2
TWF +9/+9
Dagger +10 1D3 18-20/X2 10' Increments
Crossbow +11 1D3 20/X3 30' Increments
TWF with crossbows +9/+9

49,000GP

+1 Scimitar (small) 2315GP
+1 Short Sword (small) 2310GP
2 Hand Crossbows 200GP
50 Bolts +1 2305GP
Heward's Handy Haversack 2000GP
Turban of Disguise 2000GP
Familiar Supplies 100GP
Ring of Protection +1 2000GP
Bracers of Armor +2 4000GP
Amulet of Natural Armor +1 2000GP
Cloak of Resistance +3 9000GP
Gloves of Dexterity +2 4000GP
1 Qual's Feather Token-Swan Boat 450GP
Eyes of the Eagle 2500GP
Goggles of Minute Seeing 2500GP
Elven Boots
Wand of Scorching Ray<3rd level use> 14 charges 1260GP
Wand of Color Spray <1st level use> 25 charges 375 GP
Wand of Detect Magic <1st Level use> 30 charges 225GP
Scroll of True Strike <1st> X4 50GP,4 XP
Scroll of Identify <1st> X3 337.5GP, 3XP
Scroll of Animate Rope <1st> 12.5GP,1 XP
Scroll of Unseen Servant <1st> 12.5GP, 1XP
Scroll of DetectSecret Doors <1st> X2 25 GP, 2XP
Scroll of Mount <1st> X2 25GP,2XP
Scroll of Bear's Endurance <3rd> X2 150GP,12XP
Scroll of Rope Trick <3rd> 75GP, 6XP
Scroll of Fireball <5th> X2 375GP, 30XP
Scroll of Lightning Bolt <5th> X1 187.5GP 15XP
Potion of Cure Light Wounds <1D8+1> X 10 500GP
Potion of Jump 50GP
Acid Flask X4 20GP
Alchemist's Fire X6 60GP
Smokestick X3 30GP
Sunrod X10 10GP
Tanglefoot Bag 25GP
Thunderstone X2 30GP
Tindertwigs X10 5GP
Masterworked Thieves' Tools 50GP
bedroll,extra clothes,50'silk rope & grapnel,second 50' silk rope,
tinder box, 8 flasks of oil,shovel,crowbar,whetstone,10 sheets of parchment,quills&ink,
3 bottles of wine,flask of brandy, 2 quarts of beer,funny mushrooms,pipe&smokeweed
dice ,cards, backgammon set,
5 Dinars<GP>, 8 Silvers, 3 Coppers

Additional Spells 4300GP


Familiar
Abdhel the Monkey (as 3rd Level Familiar)

HD 5 HP 26 Init +2 Speed 30/30 Climb AC 16 Attack +7 Bite D3-1<1min>,Low-Light Vision,
Saves +2 Fort, +10 Reflex, +6 Will, Str 3 Dex 15 Con 10 Int 7 Wis 12 Cha 5
Balance +10,Climb +10, Hide +10, Listen +3 Spot +3
Weapon Finesse may always take 10 on a climb check.
Grants Alertness,+3 to Sleight of Hand.
Improved Evasion,Share Spells,Empathic Link,Deliver Touch Spells.
 
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Uriel, I´ll review your character later. It seems OK at first glance, I have no problems with the monkey familiar (though the bonus should be +3, not +2, and I see Sleight of Hand more appropiate, for folkloric reasons and because the lizard already gives that bonus) and the gloves of dexterity +4 cost 16000 gp, not 9000. The extra 400 experience points were meant to allow the players make their own magic items, so I have no problems with your character making alchemical items too if you can make them taking 10 in your craft-alchemy roll.

As you can see in the IC thread, a fight has started, so this is not the best time to introduce your character. Unless you have a better idea, we´ll assume you were always with the group, but decided not to go with them to visit Kyot again, so you can wait for them or do something else in the city.
 

Let the Air Mephit's name be Razeem. The DM will be playing cohorts, right? Can I know, what equipment the Mephit has?
 

Zerth said:
Let the Air Mephit's name be Razeem. The DM will be playing cohorts, right? Can I know, what equipment the Mephit has?

The player will play them (that´s why I did not started the round) though I may change their actions, or have them say or do something. Actually, the mephit has no equipment; it´s a nomal advanced mephit
 

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