DnD New Game 2

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Chaosraven
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Post by Chaosraven »

SPECIAL NOTE TO NEUTRAL CLERIC:
you have choices to make regarding your "flow of energy"
A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
This means that rather than Turn/Destroy you would attempt to Control
Also you would use Inflict Wounds rather than Heal for spontaneous casting.
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

Forge of Clan Oresmasher
Fighter 1/Cleric 1
Alig: LN
HP: 23

Diety: Clangeddin Silverbeard
Domains: Law and War

Str: 17 roll: 2, 5, 6
Dex: 14 roll 3, 3, 5
Con: 17 roll 3, 5, 3 +2 Dwarf racial
Int: 17 roll 6, 5, 2
Wis: 16 roll 1, 4, 6
Chr: 14 roll 5, 5, 3 -2 Dwarf racial

AC: ? Touch: ? Flat-Footed: ?
This will be based on your armor and modifiers

Base Attack +1 (think this is wrong)
Actually it is correct for your Base Attack (+1 fighter, +0 cleric)
However your Melee Attack uses Str Mod and Ranged uses Dex mod
so Melee Attack is +1 +3 = 4, Range is +1 +2 = 3
Also remember that when using your Battle Axe, the Weapon Focus Feat gives +1 as well


Speed 20ft

Feats: Armor Prof (Light, Medium, Heavy) Shield Prof (Light, Med, Heavy, Tower), Weapon focus (Battle Axe), Power Attack, Combat Casting

Turn Undead X5 a day +2 on DC

Spells:
0: Cure Minor Wounds, Light, Detect Magic
1: Cure Light Wound, Divine Favor, Bane

Skills: Correct me if I'm wrong, but for each class I get 2+int bous x4 for each class?
You get the x4 at First Character Level only, not Class Level.


Languages: Common, Dwarven, Orc, Goblin and Undercommon

Will you give us starting equipment?
You get a 300gp allowance and do not purchase Either your Armor or your Weapon as you will receive one or the other as a Magical Item
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Chaosraven
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Post by Chaosraven »

hentzau wrote:When you say Magic Weapon or Magic Armor, I'm assuming a simple +1 item?
Actually I am intending on doing the same as I did in the other game:

Each party member may have One of the Following:
A Keen +1 Weapon of Choice (Keen may be replaced with an alternate +1 modifier)
+2 Armor of Choice (may use an alternate +1 Modifier Ability)
Amulet of Natural Armor +2

The party comes equipped with the following 4 Items:
1 Handy Haversack
1 Bag of Holding Type I
1 Wondrous Item to be determined
1 Ring to be determined
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Post by Austin »

Chaosraven wrote: A Keen +1 Weapon of Choice (Keen may be replaced with an alternate
A Keen Dagger +1 would mean that a roll of 17-20 would crit for double damage correct? Is the +1 for damage or for chances to hit?
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Post by hentzau »

I think I most likely will take the amulet of +2 armor. Gonna need all the help I can get!
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Post by Grundbegriff »

Austin wrote:
Chaosraven wrote: A Keen +1 Weapon of Choice (Keen may be replaced with an alternate
A Keen Dagger +1 would mean that a roll of 17-20 would crit for double damage correct? Is the +1 for damage or for chances to hit?
What is "threat range". That seems to be the factor modified by keenness.
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Post by Austin »

Grundbegriff wrote:
Austin wrote:
Chaosraven wrote: A Keen +1 Weapon of Choice (Keen may be replaced with an alternate
A Keen Dagger +1 would mean that a roll of 17-20 would crit for double damage correct? Is the +1 for damage or for chances to hit?
What is "threat range". That seems to be the factor modified by keenness.
My understanding is that it is the chance of a critical hit. I inferred that from this spell.
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Chaosraven
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Post by Chaosraven »

Austin wrote:
Chaosraven wrote: A Keen +1 Weapon of Choice (Keen may be replaced with an alternate
A Keen Dagger +1 would mean that a roll of 17-20 would crit for double damage correct? Is the +1 for damage or for chances to hit?
Threat Range is what you roll on an actual d20 (not including modifiers) to get a Critical Threat... then you roll again and if you achieve a successful hit you do Critical Damage (whatever the multiplier is for that weapon), if the second roll would not have hit the target then damage is normal.

Magic Bonus will add to Both to Hit and Damage, masterwork bonus is only for to Hit.
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Chaosraven
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Post by Chaosraven »

Magic Weapons begin with a Basic +1 enchanment.
Adding other enchantments to the weapon raise its cost and enchantment level.

For example a +1 Keen is the same cost as a +2. A +2 Keen is the same cost as a +3.

A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.
Bane +1 bonus
Defending +1 bonus
Flaming +1 bonus
Frost +1 bonus
Shock +1 bonus
Ghost touch +1 bonus
Keen +1 bonus
Ki Focus +1 bonus
Merciful +1 bonus
Mighty cleaving +1 bonus
Spell storing +1 bonus
Throwing +1 bonus
Thundering +1 bonus
Vicious +1 bonus
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Chaosraven
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Post by Chaosraven »

And on the Weapons Table, if there is no number listed other than a multiplier, the Critical Threat Range is only on a natural 20.
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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tru1cy
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Post by tru1cy »

CR have you thought about a background story for this campaign yet?
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Chaosraven
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Post by Chaosraven »

I have an alternate version of the Game 2 that is now defunct.

It is NonForgotten Realms, NonEberron.
Game2 wrote:The Wars between the Elves of the Northern Woods and the Orc Tribes of the Eastern Plains has enveloped the Barons of the Eastern Marches with Skirmishes and Sieges.

The Human lands are Baron ruled Warlord Factions with Guile and Espionage rampant.

The Dwarven Mountains of the West maintain an uneasy peace with the Barons and guard their border steadfast against the North.

Halfings are nomadic tribes traveling in caravans.

The lands of Baron William Woofenden act as a sort of crossroads, being nearly in the middle of the Human Realm.

As such, the Town around his Castle has expanded into a tent perimeter that ebbs and flows as the travelers come and go.

Mercenary troops head north and east for coin and glory... some head west for easier duty.

Trade caravans and merchant wagons replenish their stock and head out once more. Suppliers have established internal stores (for a fee) within the Castle proper.

Castle Woofenden has become the Central Trading Post.
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Post by Grundbegriff »

General Data

Code: Select all

Name            Azmus Waczendorff			
Race            Gnome			
Class           Bard			
Languages       Common, Gnome, Draconic, Giant			

HP              17 [d6 + 4/lvl]
Armor Class     18 [4 (Size +1, Dex +3) + 10 (base) + 4 (Amulet +2, Leather)]
Speed           20			
Encumbrance     .75 of normal
Current encumbrance: 77#
Abilities

Code: Select all

 Strength        11 (0)		
 Dexterity       16 (3)		
 Constitution    19 (4)		
 Intelligence    15 (2)		
 Wisdom          12 (1)		
 Charisma        18 (4)
Misc. Bonuses & Saves:

Code: Select all

 +4 Dodge against creatures of giant type
 +1 attack contra kobolds & goblinoids
 +2 against illusions
 +1 to DC of illusions I cast low-light vision
 +1 on attack rolls

 Fortitude      0   +   (4)   +   0  =  4
 Reflex         3   +   (3)   +   0  =  6
 Will           3   +   (1)   +   0  =  4
 Initiative     3   +   ( )   +   0  =  3     
 Melee          2   +   (0)   +   0  =  2
 Ranged         2   +   (3)   +   0  =  5
Skills:

Code: Select all

 appraise             5 + 2 = 7				
 bluff                5 + 4 = 9				
 craft (alchemy)      5 + 2 = 7				
 decipher script      5 + 2 = 7				
 escape artist        5 + 3 = 8				
 hide                 4 + 3 = 7				
 knowledge (history)  5 + 2 = 7				
 listen               0 + 2 = 2
 perform (percussion) 5 + 4 = 9				
 use magic device     5 + 4 = 9				
Bardic Skills:

Code: Select all

 armor proficiency light				
 shield proficiency				
 simple weapon proficiency				
 Bardic music				
 Bardic knowledge				
 Countersong				
 Fascinate				
 Inspire courage				
Feats:

Code: Select all

 weapon finesse				
Bardic Spells:

Code: Select all

 ---- 0 ----
 Daze
 Detect Magic
 Lullaby
 Mage Hand
 Mending
 ---- 1 ----
 Animate Rope
 Cure Light Wounds
Racial Abilities:

Code: Select all

 speak with burrowing mammals
 dancing lights
 ghost sound
 prestidigitation			
Equipment:

Code: Select all

Combat Gear:
  Melee Weapons:
    Acid flask 1# (1)
    Dagger 1d4 (1)
    Rapier 1d6 (1)
    Sap 1d6 (1)
    Whip
  Ranged Weapons:
    Arrows (20) (2)
    Shortbow 1d6 (1)

Clothing:
 Cold weather outfit 7# (1)
 Entertainer's outfit 4# (1)
 Leather Armor (1)

Odd possessions:
 Antitoxin (1)
 Artisan's tools 5# (1)
 Manacles 2# (1)
 Merchant scale 1# (1)
 Signal whistle (1)
 Signet ring (1)
 Amulet of Natural Armor +2 <------------------------------------
 Musical instrument, masterwork 3# (1)

General Equipment:
 Backpack 2# (1)
 Bedroll 5# (1)
 Candle (10) (4)
 Fishhook (3)
 Inkpen (2)
 Lamp 1# (2)
 Mirror (1)
 Oil 1# (1)
 Paper (1)
 Piton (3)
 Pouch, belt 3# (1)
 Rations 1# (6)
 Rope 50' (2)
 Sack (2)
 Tindertwig (10)
 Waterskin 4# (2)
Money:

Code: Select all

Gold: 3gp
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Post by RevHempus71 »

I believe this is complete as of now.


Name: Rygar
Race: Human
Class: Barbarian
Alg: Chaotic Neutral
Level: 2
HP: 24

Str: 18 + 4
Dex: 17 + 3
Con: 17 + 3
Int: 11
Wis: 14 + 2
Cha: 12 + 1

Savings Throws:
Fortitude 3 + 3 = 6
Reflex 3 + 0 = 3
Willpower 2 + 0 = 2

Land speed: 20ft
Enc: 96/(LL=0_100#,ML101-200#,HL201-300#)

Class feats: Simple weapons, Martial weapons, Light/Medium Armor
Other feats: Exotic Weapon proficiency(mageslayer), Two Weapon Fighting

Skills:
Climb 2 + 4 + 2 = 8
Handle Animal 1 + 1 = 2
Intimidate 2 + 1 = 3
Jump 3 + 4 = 7
Listen 2 + 2 = 4
Ride 1 + 3 = 4
Survival 2 + 2 = 4
Swim 2 + 4 = 6
Heal 2 + 2 = 4

Class Abilities: +3 attack, +3 fort save, +0 Ref save, +0 will save, Fast movement, Illiteracy(fixed spent the 2 points), Rage 1/day, Uncanny dodge

Equipment:
Healers Kit (10 uses) 50gp, 1 #
Climbers Kit 80gp, 5#
Flint and Steel 1gp
50" rope(Silk) 10gp 5#
Whetstone 2 cp, 1#
Rations (8days) 4gp, 8#
Torches (5) 5cp, 5#
Backpack 2gp, 1#
Waterskin 1gp, 1#

Armor:
Spiked Breast Plate +2 (1d4/1d6x2crit)(freebie)Armor bonus 5,MaxDex bonus 3,ACP-4, 40#
Spiked Gauntlets (1d3/1d4x2crit) 5gp 1#
AC:
Unarmored = 15
Armored = 23
FlatFooted = 23

Weapons:
(2) Mageslayer spear head(1d2/1d3), Hammer head(1d4/1d6),Axe head(1d6/1d8) crit x2 50gp' 16#
Dwarven Urgosh spear(1d4/1d6) Axe(1d6/1d8) crit x3 50gp, 12#

Money:
GP:
SP:9
CP: 5
Sheesh...... May I please get out of the corner now???? I promise to behave........
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Post by Austin »

To keep these a bit together...


Name- Gull
Level 2 Rogue - Human (1000 exp)

Alignment - Chaotic Neutral
Religion - Fharlamghn
Hit Points 16
Armor Class: 16 (10 +2 [leather] +4 [dexterity])
Speed: 30 feet
Encumbrance 70lbs -> unencumbered


Stats
Str 17 - Dex 18 - Con 16 - Int 17 - Wis 14 - Cha 18

Languages: Common, Dwarven, Goblin, Halfling

Feats/Specials:

Code: Select all

Armor Proficiency Light | Lightning Reflexes | Simple Weapon Proficiency
Stealthy                | Evasion            | Sneak attack | Trapfinding

Code: Select all

Initiative modifier +4    |    Fortitude Save +3
Reflex Save +9            |    Will Save +2
Attack (handheld) +4      |    Attack (unarmed) +4
Attack (missle) +5        |    Grapple check +4
Skills:

Code: Select all

Bluff 5 + 4 = 9       |   Disable device 5 + 3 = 8
Disguise 2 + 4 = 6    |   Escape artist 5 + 4 = 9
Hide 5 + 4 +2 = 11    |   Open lock 5 + 4 = 9
Search 5 + 3 = 8      |   Sleight of hand 5 + 4 = 9
Spot 2 + 2 = 4        |   Swim 2 + 3 = 5
Tumble 5 + 4 = 9      |   Use magic device 5 + 4 = 9
Use rope 5 + 4 = 9    |   Move Silently 5 + 4 +2 = 11   
Climb 3 + 3 = 6
Equipment:

Code: Select all

Backpack 2lb (2)          |   Dart 1d4 (4)
Vial (2)                  |   Thieves' tools, masterwork 2lb (1)
Bedroll 5lb (1)           |   Traveler's outfit 5lb (1)
Bell (5)                  |   Entertainer's outfit 4lb (1) 
Grappling hook 4lb (1)    |   Mirror (1)
Piton (20)                |   Rations 1lb (5)
Rope (50ft) 5lb (1)       |   Sunrod 1lb (1)
Sewing needle (5)         |   Soap 1lb (1)

Weapons & Armor

Code: Select all

Dagger of Frost +1 [1d4, crit 19-20/x2, 1d6 cold damage on hit, range inc 10 ft., 1 lb., light, piercing]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] 
Caltrops (5)
Arrows (quiver of 20) x5 (3lb/quiver)
Shortbow (1d6, crit X 3, 2lb, 60ft)
Dagger [1d4, crit 19-20/x2, 1lb, light, piercing] 
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;)

Post by Grundbegriff »

What's with all the Chaotic Neutral? Y'all do know that's the alignment of insane people and sociopaths, right?
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Re: ;)

Post by Austin »

Grundbegriff wrote:What's with all the Chaotic Neutral? Y'all do know that's the alignment of insane people and sociopaths, right?
I thought there were just two of us, and the other guys.

One doesn't have to be insane to be Chaotic Neutral, I rather liked the unpredictablness involved and the fact that they tend toward being willing to do what it takes (although not reveling in the evil stuff) while tending toward loyalty toward friends. Still you never know what they're going to do - is that what scares you? Is it? :shock:


edit:
Austin - human rogue ... Chaotic Neutral
hentzau - human sorcerer ... Lawful Neutral
revhemp - human Barbarian ... Chaotic Neutral
tru1cy - Dwarf Fighter/Cleric ... Lawful Neutral
Grundbegriff - Gnome Bard ... Neutral Good
Only 2.
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Re: ;)

Post by tru1cy »

Austin wrote:
Grundbegriff wrote:What's with all the Chaotic Neutral? Y'all do know that's the alignment of insane people and sociopaths, right?
I thought there were just two of us, and the other guys.

One doesn't have to be insane to be Chaotic Neutral, I rather liked the unpredictablness involved and the fact that they tend toward being willing to do what it takes (although not reveling in the evil stuff) while tending toward loyalty toward friends. Still you never know what they're going to do - is that what scares you? Is it? :shock:


edit:
Austin - human rogue ... Chaotic Neutral
hentzau - human sorcerer ... Lawful Neutral
revhemp - human Barbarian ... Chaotic Neutral
tru1cy - Dwarf Fighter/Cleric ... Chaotic Good
Grundbegriff - Gnome Bard ... Neutral Good
Only 2.
Corrected.
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Re: ;)

Post by Grundbegriff »

Austin wrote:
Austin - human rogue ... Chaotic Neutral
hentzau - human sorcerer ... Lawful Neutral
revhemp - human Barbarian ... Chaotic Neutral
tru1cy - Dwarf Fighter/Cleric ... Chaotic Good
Grundbegriff - Gnome Bard ... Neutral Good
Only 2.
Or, to put it in slightly different terms, a party that's 40% off its rocker.

So let's see.... hentzau is uptight, and tru1cy and I have consciences, but on the whole our group is pragmatic and amoral. Can this fellowship endure?
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Post by RevHempus71 »

Grund I am a barbarian, how can i be expected to be anything but chaotic, and since I would have little interaction with city folk and such neutral would be a necessity. However, I do play my barbarians a bit reckless and morally challenged. HAHAHA
Sheesh...... May I please get out of the corner now???? I promise to behave........
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Post by Chaosraven »

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, "Crusader"

A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, "Benefactor"
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Lawful Neutral, "Judge"

A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, "Free Spirit"

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Post by tru1cy »

so when we starting?
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Post by Chaosraven »

Let me go over the characters, while I'm doing that has everyone chosen their Items:

Each party member may have One of the Following:
A Keen +1 Weapon of Choice (Keen may be replaced with an alternate +1 modifier)
+2 Armor of Choice (may use an alternate +1 Modifier Ability)
Amulet of Natural Armor +2

And let me see what we have for the Group Set...
The party comes equipped with the following 4 Items:
1 Handy Haversack
1 Bag of Holding Type I
1 Bag of Tricks (Rust)
1 Ring to Protection +1[
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Post by hentzau »

I'll have my updated character posted in a few minutes. I just chose the Amulet of Protection +2. Of the group items, I would be fine having any of them. Nothing that I am dying for. If no one wanted it, I would take the ring of protection, but I'm going to try and stay out of combat as much as possible...
“We can never allow Murania to become desecrated by the presence of surface people. Our lives are serene, our minds are superior, our accomplishments greater. Gene Autry must be captured!!!” - Queen Tika, The Phantom Empire
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Post by tru1cy »

I'll take the bag of holding if no on wants it
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Post by hentzau »

Updated with a few new items and my amulet...

POTESTAS CR 2
Male Human Sorcerer 2
LN Medium Humanoid
Init +6; Listen +3, Spot +4
Languages Celestial, Common, Draconic, Infernal
---------------------
AC 14, touch 12, flat-footed 12
(+2 Dex)
hp 10 (2d4+4)
Fort +2, Ref +2, Will +6
---------------------
Speed 30ft.
Melee weapon Shortspear +3 (1d6+2) and
Unarmed Strike +3 (1d3+2)
Ranged weapon Crossbow, Light +1 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3

Combat Gear Bolts, Crossbow, Crossbow, Light, Shortspear, Unarmed Strike
Sorcerer Spells Known (CL 2, +3 melee touch, +3 ranged touch):
1 (DC 14, 5/day) - Magic Missile, Sleep
0 (DC 13, 6/day) - Detect Magic, Read Magic, Daze, Resistance, Detect Poison
---------------------
Abilities Str 14 Dex 15 Con 15 Int 17 Wis 17 Cha 17
SQ Combat Casting
Feats Combat Casting, Improved Initiative, Simple Weapon Proficiency (All)
Skills Appraise +4, Bluff +5, Concentration +7, Diplomacy +4, Gather Information +4, Knowledge: Arcana +8, Search +4, Spellcraft +9, Spot +4, Survival +4, Use Magic Device +4
Possessions combat gear plus Backpack (5 @ 20 lbs), Bedroll, Flint and steel, Ink (1 oz. vial, black), Inkpen, Lantern, hooded, Oil (1-pint flask), Parchment (sheet), Pouch, belt (5 @ 4.62 lbs), Rations, trail (per day), Sealing wax, Signet ring, Spell component pouch, Waterskin, Scholar's Outfit (Free), Money, Amulet of Natural Armor +2, Potion of Cure Light Wounds
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Combat Casting +4 to Concentration checks to cast while on the defensive.
“We can never allow Murania to become desecrated by the presence of surface people. Our lives are serene, our minds are superior, our accomplishments greater. Gene Autry must be captured!!!” - Queen Tika, The Phantom Empire
RevHempus71
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Post by RevHempus71 »

I really don't need any of the 4 items. I think they would be best used by other pc's. If anyone has 12 gold to spare I would like to put spikes on my armor. Be ready for my crazy combat style guys. In other words give me space when the fighting starts.
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Austin
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Post by Austin »

RevHempus71 wrote:I really don't need any of the 4 items. I think they would be best used by other pc's. If anyone has 12 gold to spare I would like to put spikes on my armor. Be ready for my crazy combat style guys. In other words give me space when the fighting starts.
I can give you 12 gold.
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Grundbegriff
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Post by Grundbegriff »

Chaosraven: Do you take encumbrance into account?

If you do, I'll carry the Handy Haversack.
If you don't, I'll carry the Bag of Tricks (rust).
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Austin
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Post by Austin »

Grundbegriff wrote:Chaosraven: Do you take encumbrance into account?

If you do, I'll carry the Handy Haversack.
If you don't, I'll carry the Bag of Tricks (rust).
How many times can the Bag O' Tricks be used anyway? 1x for a 10 minute summon, but if you put the animal back in can you reuse the bag?
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Austin
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Post by Austin »

I don't need anything at the moment. Give the ring of protection to our tank or someone.
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Grundbegriff
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Post by Grundbegriff »

Austin wrote:How many times can the Bag O' Tricks be used anyway? 1x for a 10 minute summon, but if you put the animal back in can you reuse the bag?
I think the rules say that the thing can be used up to 10 times per week.

hentzau = Ring of Protection
tru1cy = Bag of Holding
RevHempus71 = nothing wanted
Austin = nothing wanted
Grundbegriff = Haversack or Bag o' Tricks (depending)

Uncarried: Haversack or Bag o' Tricks (depending)
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Post by RevHempus71 »

Thank you Austin.

CR I am going to add the spikes to my breastplate. That is if Austin giving me the 12 gold is ok.
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Austin
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Post by Austin »

RevHempus71 wrote:Thank you Austin.

CR I am going to add the spikes to my breastplate. That is if Austin giving me the 12 gold is ok.
Yeah, let me know and I'll decrease my stash. Don't expect such generosity all the time though. ;)
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Post by RevHempus71 »

I would never expect such a thing Austin. But i thought the Tank needed a little something extra.
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Post by Austin »

RevHempus71 wrote:I would never expect such a thing Austin. But i thought the Tank needed a little something extra.
Sorry I was trying to slip into my character a bit there. ;)
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hentzau
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Post by hentzau »

Seriously, if either the barbarian or the rogue needs the ring of pro more than me, I would be happy to hand it over. They're going to be in the front lines a lot more than me...but if you guys are happy, I'll hang onto it.
“We can never allow Murania to become desecrated by the presence of surface people. Our lives are serene, our minds are superior, our accomplishments greater. Gene Autry must be captured!!!” - Queen Tika, The Phantom Empire
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Chaosraven
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Post by Chaosraven »

Grundbegriff wrote:Chaosraven: Do you take encumbrance into account?

If you do, I'll carry the Handy Haversack.
If you don't, I'll carry the Bag of Tricks (rust).
To some degree I do... depends on how overloaded one gets and whether the items are desired to be on hand in a pinch
(all my stuff is im my saddlebags, but my horse is Waaaaaaay over THERE...)

I consider the Haversack less of a "carry everything I get my hands on" and more of a "Whatever I want is at the top when I reach for it" utility.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(whenever I get to play DnD this is my Primary Objective to obtain, as I prefer to be the Bard and collect all manner of useful stuff... after the first game I played a Bard and could not find whatever I wanted when it counted)

Bag of Tricks:
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
01-30 Wolverine
31-60 Wolf
61-85 Boar
86-100 Black bear
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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Grundbegriff
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Post by Grundbegriff »

Chaosraven wrote:
Grundbegriff wrote:Chaosraven: Do you take encumbrance into account?

If you do, I'll carry the Handy Haversack.
If you don't, I'll carry the Bag of Tricks (rust).
To some degree ....
Ok. You're making this difficult. ;)

I'll carry both for now. If anyone wants one of them, let me know.

/me puts everything, including his ordinary backpack, into the Haversack.
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Post by RevHempus71 »

So CR when we get to do this thang....
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Chaosraven
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Post by Chaosraven »

If everyone has completed their character creation, chosen their bonus item, and the party has divvied up the party treasures, we can get to the story...

...

The adventurers have recently completed their first mission, the successful delivery of a sealed package to the Trading Postmaster in Castle Woofenden. Although their journey was often a rough one, their battles with the brigands and denizens of dark hours has brought them together as a party.

It is evening, and the Town of William calls to you...
"Where are you off to?"
"I don't know," Snufkin replied.
The door shut again and Snufkin entered his forest, with a hundred miles of silence ahead of him.

Sweet sweet meat come. -LordMortis
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