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D&D - Let's Get a Party Started

Started by Werekoala, March 09, 2010, 01:01:52 PM

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Sigmund

Quote from: Werekoala;373622Nope, we just kinda jumped right in, convention be damned. You're welcome to join. I think I gave the guidelines up-thread. this might be a good time for you to put in an appearance, actually, maybe drawn by the sounds of battle or whatnot.

Ok, I will look things over and try to have a character by tomorrow afternoon. Is it Pathfinder? I only have the Alpha, how different are the official rules?
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Werekoala

It is mostly 3.5 withsome tweaks. Since Drohem has more experience making a character (1 to my none) I'd defer to him as to the actual differences. :)

Quick vote - should we split this off to an "IC" thread to keep it from cluttering up for now?
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Sigmund

#77
Quote from: Werekoala;373630It is mostly 3.5 withsome tweaks. Since Drohem has more experience making a character (1 to my none) I'd defer to him as to the actual differences. :)

Quick vote - should we split this off to an "IC" thread to keep it from cluttering up for now?

Up to you WK, I'm good either way. I actually have the PF Beta, so I'll make a character with that and ya'all can point out anything I might have done wrong there.

I just went ahead and bought the official pdf. Commencing making the character now.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Werekoala

Ok, let's split if off for clarity. Look for "Let's Get This Party Started - IC" to continue from the goblin encounter.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Quote from: Sigmund;373634Up to you WK, I'm good either way. I actually have the PF Beta, so I'll make a character with that and ya'all can point out anything I might have done wrong there.

Glad to have ya aboard, Siggy. :D

I have both Pathfinder Beta and Pathfinder.  Once you're done with your character, I'll check to see if there's anything that needs tweaking due to differences in the Beta and final version.

Sigmund

Cool, I'm thinking a dwarf druid or magic user, but I'm leaning towards druid.

I'm at work now, will be done and home around 1ish pm and will creat the character then.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Sigmund

Had to go out for a bit, it's taking longer than I hoped due to having to type everything out for the character sheet, but I'm working on it and he's mostly done numbers-wise. He's a dwarf druid named Grimrock.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Sigmund

#82
Grimrock was born, as any dwarf, underground. He spent his youth in his father's forge, as many young dwarves do, but felt drawn to the raw ore rather than the worked goods his father tried to teach him to make. He travelled with his father to a human town as his father had been hired to work the forge there after the death of the town's previous smith, at least until a human (and less expensive) replacement could be found. While playing near the forge, Grimrock fell, knocking loose an iron bar and some coals from the hot fire and was badly burned along his face and neck. the healer was summoned, but could do little to help the lad once infection set in. Through wandering the nearby forest for herbs the healer had made the acquaintance of a hermit who he felt could help Grimrock. Willing to try anything, Grimrock's father bundled him up and carried him into the forest, with the healer leading the way. The hermit turned out to be a druid, who healed the dwarven boy, and kept him for several days to be sure the infection was gone. To Grimrock, it was as if he were seeing the world for the first time, and when his father arrived to take him home, he announced he was staying with the hermit to learn his ways. Although sad to part with his son, and not understanding the boy's choice, Grimrock's father was relieved his son was well, and glad that he had found a place in the world. He has burn scars on the left side of his face from the accident, but truly appreciates the burns as the path by which he had found his true calling. Upon embarking on his training as a druid, Grimrock gave up his dwarven name and gave himself the name Grimrock, which he feels better fits who he is. He's thoughtful, and a bit distracted. He talks to trees and animals occasionally. His hair and beard are long and black, and he's often a bit dirty and unkempt. He likes rocks, although not always for their value to others, but for their own beauty and unique qualities. He can be friendly to others, but is rarely jovial or frivolous. Grimrock reveres Nature, seeing the world as inter-connected and seeing magic even in the mundane. Earth and Stone are, of course, his favourite elements of Nature, but he truly reveres anything which lives and grows in, on, or even above the Earth. He enjoys sharing his views, but his eccentric and gruff nature and scarred face inhibit his social skills and so he has spent most of his time wandering the Land and exploring. He considers any beings as enemies that lack respect for the Land.

Character Name: Grimrock
Character Class/Level: Druid 5 (favored class)

Player Name: Sigmund
Campaign: The World of Sinesens.
Alignment: Neutral Good
Race/Gender: Dwarf Male.
Physical Description:
Age: 55
Languages: Common, Dwarven, Druidic and Sylvan.
Experience Points [10,000]

=== Ability Scores ===
STR 14 [+2]
DEX 16 [+3]
CON 14 [+2]
INT 12 [+1]
WIS 19 [+4]
CHA 7 [-2]

=== Hit Points ===
Total Hit Points [46]: (hit dice +31; Con +10; favored class +5)

=== Saves ===
Fortitude save [+6]: (Con +2; druid +4)
Reflex save [+4]: (Dex +3; druid +1)
Will save [+8]: (Wis +4; druid +4)

=== Speed ===
Speed [20 feet]: Regardless of encumbrance (dwarf)

=== Defenses ===
Armor Class [17]: (base +10; Dex +3; shield +2; armor +2)
Touch AC [13]: (base +10; Dex +3)
Flat-footed AC [14]: (base +10; armor +2; shield +2)
Combat Maneuver Defense [18]: (base +10; bab +3; Str +2; Dex +3)
Flat-footed CMD [15]: (base +10; bab +3; Str +2)

=== Combat Statistics ===
Initiative check [+3]: (Dex +3)

Base attack bonus [+3]: (druid +3)
Combat Maneuver Bonus [+5]: (bab +3; Str +2)

Melee attack bonus [+5]: (bab +3; Str +2)
Ranged attack bonus [+6]: (bab +3; Dex +3)

Club +2 [+7; 1d6+4/1d4+4]
Sling [+6; 1d4/1d3]

=== Encumbrance ===
Carrying Capacity: Light load 0-58 lbs; medium load 59-116 lbs; heavy load 117-175 lbs; lift over head 175 lbs; lift off ground 350 lbs; push or drag 875 lbs.

Encumbrance Level: Medium (66.5 lbs)

=== Feats ===
Weapon and armor feats: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, all natural attacks of any form assumed with Wild Shape; any light and medium non-metal armor (padded, leather, or hide), wooden armor altered with the Ironwood spell, any wooden shield (except tower shields)
Level bonus feats (3):
- Combat Casting; +4 bonus on concentration checks made to cast a spell when casting on the defensive or while grappling
- Eschew Materials; Cast any spell with a material component of 1gp or less without the component
- Natural Spell; May cast spells even while in a form that cannot normally cast spells

=== Skills ===
Skill Points [25] (druid 4+Int mod/level=25)
Skill ranks maximum = 5

Climb* +3 [rank=1, str +2]
Fly* +5 [rank=2, dex +3]
Heal +5 [rank=1, wis +4]
Knowledge (nature) +6 [rank=5, int +1]
Knowledge (geography) +2 [rank=1, int +1]
Perception +8 [rank=4, wis +4]
Ride* +4 [rank=1, dex +3]
Spellcraft +4 [rank=3, int +1]
Survival +9 [rank=5, wis +4]
Swim* +4 [rank=2, str +2]

* Armor and encumbrance check penalties may apply to skill checks.

=== Money ===
Starting Gold = 250 (191.3 spent)
Platinum- 3
Gold- 20
Silver- 7
Copper-

=== Magic Items ===
+2 weapon (club)

=== Weapons and Armor [43 lbs] ===
Club +2 [1d6/1d4; crit x2; 3 lbs; bludgeoning]
Sling [1d4/1d3; crit x2; range 50ft; bludgeoning]
Leather [AC +2; max Dex +6; armor check 0; 15 lbs; 10 gp]
Heavy Wooden Shield [AC +2; armor check -2;  10 lbs; 2 gp]
Sling Bullets, 30 [10 each parcel; 5 lbs. each (15 lbs.); 1sp each (3sp total)]

=== Equipment [23.5 lbs] ===
*Backpack [0.50 lb; 2 gp]
Bedroll [1.25 lbs; 1 sp]
Blanket, winter [0.75 lb; 5 sp]
Explorer's outfit [8 lbs; --]
Flint and steel [--; 1 gp]
Holly and Mistletoe
Ink (1oz vial) [--; 8gp]
Inkpen [--; 1sp]
Map Case [.5 lbs.; 1gp]
Paper (10 sheets) [--; 4gp]
*Pouch, belt [0.125 lb; 1 gp]
Rations, trail x5 [1.25 lbs; 25 sp]
Rope, silk (50 ft) [5 lbs; 10 gp]
Sack (empty) [0.125 lb; 1 sp]
Sewing needle [--; 5 sp]
Signal whistle [--; 8 sp]
Thunderstones (5) [5lbs., 150gp]
Waterskin [1 lb; 1 gp]
* = worn on person/in combat.

=== Dwarf Racial Traits ===
-- Constitution +2, Wisdom +2 Charisma -2.
-- Medium: Dwarves are Medium creatures
-- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-- Darkvision: Dwarves can see in the dark up to 60ft.
-- Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
-- Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain metals and/or gemstones
-- Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
-- Hardy: Dwarves receive a +2 racial bonus to saving throws vs. poison, spells, and spell-like abilities
-- Stability: Dwarves receive a +4 racial bonus to their Combat Maneuvar Defense when resisting a bull rush or trip attempt while standing on the ground
-- Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features while passing nearby, whether actively looking or not.
-- Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in it's name as a martial weapon.
-- Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with a high intelligence can choose from Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

=== Druid Class Features ===
-- Nature Bond - Earth Domain (5)
   * Acid Dart; standard action; target any foe within 30ft with ranged touch; 1d6+2 damage; 7/day
   * 1 extra domain spell/lvl; 1st = magic stone, 2nd = soften earth and stone, 3rd = stone shape, 4th = Spike Stones
-- Nature Sense - +2 bonus to Knowledge (Nature) and Survival
-- Wild Empathy - Diplomacy with animals; 1d20+3 (druid level 5 + cha mod -2)
-- Woodland Stride - Move through any sort of non-magical undergrowth at normal speed and without damage or other impairment
-- Trackless Step - Leaves no trail in natural surroundings and cannot be tracked; can choose to leave trail if desired
-- Resist Natures Lure - +4 bonus on saving throws vs. supernatural abilities of fey and vs. spells and effects that utilize or target plants
-- Wild Shape - ability to turn self into small or medium animal (all creatures using the animal type) and back 1/day; 1 hour/druid lvl (5 hours); cannot speak in animal form except with other animals of the same general grouping as new form

Spells [4/3/2/1, wis bonus - 1/1/1/1]:

Orisons [4] - Detect Magic, Flare, Light, Stabilize
1st [4] - Cure Light Wounds, Entangle, Obscuring Mist, Produce Flame
2nd [3] - Barkskin, Bulls Strength, Flame Blade
3rd [2] - Call Lightening, Cure Moderate Wounds
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Drohem

I checked out the Druid class from both sources and they look identical, so you're good.

Drohem

I brought this here so as not to clutter up the IC thread...

Quote from: Werekoala;374064Also, you are not "pinned" per se, even though you (and the goblins) are now prone (them from essentially jumping on top of you), that was more of a descriptive than technical term. :)

Cool, gotcha. :)

Drohem

Just so as we're not waiting for other to post first, I was waiting for you to update.  :)

Sigmund

#86
So how does Grimrock look WK? Do I need a more comprehensive background? I've thought about some details, but really the meat of it's already in the post with his numbers. Nothing spectacular about him really, just a tree-hugging hippy dwarf with a temper :D

P.S. Looked over the setting info, but anything else I need to include culturally, or fix even?

Also expanded the BG a bit. It's a bit cliche, but as long as ya'all are ok with it I don't mind being a bit cliche :D
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Werekoala

He looks just fine, Sig. There are plenty of small dwarven families all along and deep into the nearby mountain ranges. You know of one large dwarven stronghold (Stonesmite) set solidly into the face of the range where is begins to bend to the north, but you've never been there personally.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Sigmund

K, just let me know when ya want me to jump in.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Drohem

Did the giant goblin hit Murni with his +4 AC bonus applied?