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jaybird216
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Post by jaybird216 »

LordSeurek wrote:
Went there, but the Campaign Properties was greyed out and could not access.

L.S.

Same here.
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Post by Rigon »

As of right now, I have a few different characters in mind.

1: 1/2 orc ranger

2: elf fighter/wizard

3: human cleric

4: 1/2 elf druid

I'm leaning toward the 2nd option, but will play the 3rd or 4th option if needed.

R-
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Post by LordSeurek »

Chuck, if you want to play a fighter/wizard, check out the Spellsword class in the netbook of classes. It combines both. Just a thought.

L.S.
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Post by Rigon »

LordSeurek wrote:
Chuck, if you want to play a fighter/wizard, check out the Spellsword class in the netbook of classes. It combines both. Just a thought.

L.S.

I have that and took another look, but it just didn't seem to fit with what I was thinking of.
nwelte1 wrote:
Rigon asked about mage's being able to cast while wearing armor, I will allow this but need to think about appropriate siege checks, modifiers, and penalties. Anyone with a suggested system pipe up.

This is what I will be using in the future for multiclasses wizards:

-Must use armor normally allowed by non-spellcasting class.

-Make an Int check modified by the average level (round down) of both classes.

-The CC is adjusted by the AC bonus of the armor worn and the level of the spell being cast.

ex. A fighter 4/wizard 3 with an Int bonus of +2, wearing studded leather and casting a 2nd level spell. The Int check would be 1d20 + 5 (3 (avg level) + 2 (Int bonus)) vs 17 (12 (base) + 3 (AC bonus) + 2 (Spell level being cast)), so would need to roll a 12 or better on the d20.

R-
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Post by jaybird216 »

The 3rd printing PHB lists "Weapon Training" as a class ability for Knights, but there's no explanation in the description of the class. Anyone know what that ability is, or is it a typo?

I might go elf or human knight. Sooooo indecisive!
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Post by Treebore »

Weapon training refers to Knights not suffering the penalties on page 118 in the PH while mounted. I think it also refers to their lance multiplier being x3 instead of x2 as well, but I need to reread it to be sure.
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Post by Treebore »

LordSeurek wrote:
Shouldn't we all be using the house rules Nate set to create our characters and not dress down previously used characters? In that case, I may take one of my old ones and dress down as well..

I will do that if N wants. I looked up Kyles rules and this was rolled up using 3d6 and roll three sets of stats, arrange as desired. So I rolled awesome.
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by Rigon »

Ive made up my mind. Here is my PC

Ailien of the Kellerwald

Half-elf (Human Lineage)

Druid of Mordius 1

xp: 0 Next Level 2001

Male, 28, 5ft 8 in, 155 lbs, Reddish-brown hair, Blue eyes

Str 14 (+1)

Dex 16 (+2)

Con 15 (+1) prime

Int 14 (+1)

Wis 17 (+2) prime

Cha 13 (+1)

HP: 9

AC: 16 (Dex, Cuir Bouille)

Melee: Scythe (+1/2d4+1), Hand Axe (+1/1d6+1), Dagger (+1/1d4+1)

Ranged: Sling (+2/1d4/50 ft), 20 Sling Stones

Movement: 30

Languages: Common, Elf, Goblin, Orc, Druidic, Fey

Racial Abilities

-Emapthy (+2 to Cha checks)

-Move Silently (Dex)

-Spot Hidden Doors (Wis)(+2 to check)

-Attribute Check Modification: Dex (+2 to Dex checks)

-Spell Resistance (+2 to saves vs Charm/Sleep)

Class Abilities

-Bonus Languages (Druidic, Fey)

-Nature Lore (Wis)

-Spells/Bonus Spells (3/2)

-Resist Elements (2nd level)(+2 to saves vs Fire, Water, Earth, Air, Cold, & Lightning)

-Woodland Stride (3rd level)

-Totem Shape (6th level)

Misc. Equip

Clothes (Belt, Soft boots, Leather gloves, Kilt, Cloak, Tunic, Wooden Holy Symbal of Mordius)

Shoulder Pack (worn so it sits on the left hip)

-Tinder box (10 fires)

-Cord 50 ft

-Fishing gear

-Sewing kit

-Mortor & Pestal

-1 lb Tea

-1 lb Tabacco

Large Belt Pouch (worn on right hip)

-Flint & Steel

-Whetstone

-Pipe

-Razor

Small tent (wrapped up, worn over back from left shoulder to right hip)

-Bedroll

-Winter blanket

Waterskin (worn so it sits on right hip)

gp: 44

sp: 6

R-
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Post by Treebore »

LordSeurek wrote:
Shouldn't we all be using the house rules Nate set to create our characters and not dress down previously used characters? In that case, I may take one of my old ones and dress down as well..

There, I replaced his stats with rolls I made today using his house rules. Character edited to reflect new attributes.
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The Ruby Lord, Earl of the Society

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Post by nwelte1 »

Sorry to be so slow in getting back to the boards... Was in court all day home from a long ride, and had to get reacquainted with the family.

L.S. Your a go on Marksman if you want.

As for the Maptool Properties, I will relaunch the server everyday to allow everyone a chance get the properties. Log in as GM's that must be why you could not get the properties. Server nwelte with password GM. I will try to load on to skype every night as well to give tutorials for those that want them on Maptool and to assist in macro creation. I can not stress enough how macros will accelerate play.

Server is launched.

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Post by LordSeurek »

Treebore wrote:
There, I replaced his stats with rolls I made today using his house rules. Character edited to reflect new attributes.

No matter to me Tree, as long as everything was equal for all players eh. Will be creating my character, either assassin or marksmen on Thursday.

L.S.
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Post by nwelte1 »

By my count the group now has:

1. Slimy - Tarja Half-elf Rogue

2. Tree - Grimaryl Amter Human Paladin

3. Rigon - Ailien Half-elf Druid

4. Jay - Split personality

5. Rhu - ??

6. L.S. - Marksman?? Maybe Assassin.

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Post by nwelte1 »

I revamped my barb. a bit...

Does this improve desirability?

Barbarian (Strength)

On the plains of Aihrde many tribes of nomadic tribes survive and live off of the land. Their warrior caste include the fearsome barbarians whom stories about which are told to scare children. Such stories include crazed rumors of barbarians involved is such fits of rage that they literally beat their opponents to death with their opponents own bloody limbs. Yet others talk of how the barbarians thrive on bloodlust and seem to become empowered with each blow struck against them. Yet no one who as faces the barbarians rage as lived to document the varacity of these stories.

Abilties

Combat Sense: Per the PHB.

Retaliation: Measuring honor by the force of blow, barbarians are quick to return the favor. Some say the greatest compliment a barbarian can give is to honor one's combat ability by displaying their own.... Its not a compliment most sane people hope to receive. When an opponent strikes a might blow upon the Barbarian, the barbarian instinctively returns the favor. At first level, when ever the barbarian is attacked and the attacker rolls a natural 20.

Savage Fighting: Living in the wilderness and in some the harshest climates, the barbarian has adopted an all or nothing mentally in order to survive. As a result the barbarian gains the following abilities:
Battle Frenzy: There is an old saying, it is best to enter combat with a barbarian only if you are sure your first hit will slay him. Starting at first level, the barbarian is capable of entering a battle frenzy. To invoke a battle frenzy, the barbarian must sustain damage the prior to his entering a battle frenzy, and must make an attack on his turn. The barbarian's attack and damage is increased by +1 a number of rounds equal to 1/2 of his level rounded down. Each successful hit while in a battle frenzy adds a cumulative +1 to the barbarian's attack and damage for the following round. The barbarian losses battle frenzy if he does not make an attack each round or misses on an attack. The barbarian can not enter battle frenzy while already in a frenzied state. While in a battle frenzy the barbarian must attempt to remain in melee combat if at all possible. The barbarian may voluntarily end a battle frenzy only upon a successful wisdom save with a CL adjusted by the bonus granted by the frenzy.

For example a level 4 barb is attacked and damage, on his turn to act he gets a +1 for being frenzied, if he hits and is able to remain in combat the next round he gets +2 to his next attack. If he hits on his second attack loses battle frenzy because he can only sustain frenzy for 2 rounds.

(Note I am think of this replacing Primal Fury and may add an -AC adjustment or automatic 5 damage being sustained each round while frenzied.)

Feral Instincts: When severely wounded Barbarians seem to fight even harder, almost like a cornered animal. At level 2, after being dropped to of his health or less, the Barbarian gains one extra attack during his next round of action. At level __ the Barbarian gains a third attack.

Death Wish: Hating to lose to combatant, Barbarians often make a final attempt to slay their opponent in one last effort of strength and daring (some would say insanity). At level 6 the barbarian gains the ability to act upon a death wish. This ability can be triggered only once per day and only occurs when the barbarians health has is brought 12 HP or less. The barbarians next attack is at a +4 and on a successful hit the barbarian does max damage. However, the barbarian suffers a 4 to ac as a result of this reckless action. A barbarian recognizes the recklessness of their actions and may avoid having his death wish granted upon a successful wisdom check.

Fast Movement: Spurred on by the thrill of combat (or perhaps the insanity of bloodlust) the Barbarian often surprises other combatants by how quickly they rush in to melee and begin raining down blows. At level 2, the Barbarian adds 20 to his base speed. This increases to 30 at level 8. The Barbarian loses this ability if carrying a medium or heavier load.

First Blood: Starting at second level, in each encounter, if the Barbarian draws first blood (amongst all allies and enemies) the Barbarian is spurred on by blood lust increasing his resistance to physical pain and mental distractions. The Barbarian gains a +1 to all saving throws for a number of rounds equal to of the Barbarians level rounded down.

Primal Fury: Replaced with Frenzy

Brutal Display Savagery: In the stories about barbarians wrath are told (whether fictional or otherwise), one constant remains A barbarians mad glee when involved in combat pales in comparison the utter excitement they show in savagely defeating an enemy. Beginning at level 3, whenever a Barbarian lands a killing blow, the Barbarian erupts into a savage display of brutality often ripping an opponents limbs a part, covering themselves in their opponents blood, beating their dead opponent into an unrecognizable mass of bone and tissue (often with the opponents own limbs) and other such inhuman acts. A barbarians brutal display of savagery causes all intelligent creatures/allies (as determined by the CK) other than the barbarian within a 10-foot radius of the barbarian to make an immediate save check versus fear or otherwise be shaken for 2 rounds. All attacks taken against a shaken opponent are at +2. A barbarian who enters into this fit of savagery can take no other action for two rounds and suffers a 2 AC while distracted. Every two levels after third, the number of rounds which creatures or allies affected by the brutal display of savagery increases by one, and at level 7 the radius of the effect of this ability increases to 20 feet. A barbarian recognizes the recklessness of their actions and may avoid committing a Brutal Display of Savagery upon a successful wisdom check.

Primal Might: As per the PHB.

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Post by Rigon »

Not with me. I never really liked the concept. To me barbarian is a culture, not a class.

R-
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Post by LordSeurek »

Maybe I'll dual class marksmen and assassin. That would be an interesting combo. Do you have house rules on duel classing Nate? If not, wanna direct me as to where I can read up on it?

L.S.
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Post by Rigon »

I believe Nate had said we would be using the multi/dual classing rules from CZ.

R-
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Post by nwelte1 »

Rigon is correct the CZ rules work for me.

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Post by nwelte1 »

For those interested I am on Skype and working in MapTools.

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Post by jaybird216 »

Now I'm thinking gnome ranger. Will you allow that Nate?
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Post by nwelte1 »

Show me a rule that prohibits it? Gnome Ranger is fine.

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Post by jaybird216 »

Exxxxxxcellent. He'll be the bane of humanoid kneecaps everywhere!
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Post by LordSeurek »

I take it CZ is Castle Zagyg? I'll have to search that part of TL I guess for the rules. Anyone know the thread link that will point me in the right direction for the house rules? Thanks.

L.S.
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Post by Rigon »

Here you are LS, CZ Class Options and Skills.

R-
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Post by jaybird216 »

Fluggo the Gadabout

Gnome

Alignment: Lawful Neutral

Ranger 1

xp: 0 Next Level 2251

Male, 3ft 6in, 85 lbs, Shaved Head, Well-kept reddish beard, Hazel eyes

Str 13 (+1) prime

Dex 16 (+2)

Con 13 (+1)

Int 10 (--)

Wis 16 (+2) prime

Cha 10 (--)

HP: 11

AC: 17 (Dex, Cuir Bouille, Shield)

Melee: 2 Hand Axes (1d6/10ft), Trident (1d8), Dagger (1d4/10ft)

Ranged: Short Bow (1d6/50 ft), 20 Arrows in quiver

Size: Small

Movement: 20

Languages: Common, Dwarf, Elf, Gnome, Goblin, Kobold

Racial Abilities

-Animal Emapthy (Able to communicate with burrowing animals)

-Combat Expertise (+1 BtH vs Goblins & Kobolds))

-Darkvision 60'

-Enhanced Hearing (+3 to Listen Checks)

-Innate Spells (Dancing Lights, Ghost Sound and Prestidigitation each 1/day)

Class Abilities

-Combat Maneuver

-Concealment

-Delay/Neutralize Poison

-Move Silently

-Scale

-Traps

-Survival

-Track

-Favored Enemy

Misc. Equip
Clothing

Hand-tooled leather belt (Sheathed Dagger & Sm. Pouch)

2 Hand-tooled leather baldrics (Criss-cross, each holds a loop for a hand axe)

Soft leather boots, well worn

Woolen cloak (Olive Drab)

Leather Gloves

Leggings, Striped (Khaki and Dark Green)

Tunic (Khaki)

Vest (Dark Green with Brass Buttons)

Long Liripipe Hat (Dark Green - can be used as a mask or muffler)
Armor

Cuir Bouille (+4)

Small Metal Shield (+1)
Armaments

2 Hand Axes (One at each hip, in baldric loops)

Dagger (Worn on belt)

Short Bow (Slung on Back)

Quiver of 20 Arrows (Slung on Back)

Trident (Carried. Adds +3 to disarm)


Backpack

Cord, 50'

Bedroll

2 Large Sacks

Waterskin

1 Bottle Gnomish Mushroom Brandy

1 Block of Cheese

Wooden Tankard


Belt Pouch

Whetstone

Flint & Steel

Small bag of tobacco

Coinage
Pockets/Slung

Hunting Horn

Beard Comb

Sm. Metal Mirror

Hand-carved wooden pipe

gp: 8

sp: 1

cp: 8
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Post by LordSeurek »

Rigon wrote:
Here you are LS, CZ Class Options and Skills.

R-

Thanks Chuck
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Post by LordSeurek »

Question Nate: Do small folk (Halflings, gnomes, etc) get a +1 to AC and -1 to attacks in your game? I know in d20 it is the case, not sure about c&c and/or your game.

Posting my character shortly

L.S.
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Post by jaybird216 »

LordSeurek wrote:
Posting my character shortly

Is that some kind of crack? Fluggo won't stand for it!
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Post by LordSeurek »

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Post by LordSeurek »

Dahlia Proudfoot

Female Halfling

Marksmen 1 / Assassin 1

Alignment: Chaotic Neutral

Dahlia weights in at 32 lbs, and stands 3ft1in.

Abilities:

Str = 16 (+2)

Dex = 18 (+3) Prime

Con = 16 (+2) Prime

Int = 10 (---)

Wis = 13 (+1)

Cha = 9 (---)

Hit Points = 9 + 5 = 14 / 2 = 7 +2 (Con) = 9

AC = 10 + 3 (armor) + 3 (dex) + 2 (expert buckler) = 18

Movement = 15

XP needed to level per class: 1751 for Assassin and 2001 for Marskmen

Equipment:

Studded Leather Armor

Expert Buckler

Long Sword

Expert Dagger

Shortbow

Arrows (60)

Armor and Weapon Oil

Backpack

Small Belt Pouch containing 5 empty flasks

10 pieces of chalk

1 Crowbar

1 Metal File

Fishing Gear

Flint and Steel

Grappling Hook

Razor

Rogue Tools

Ten 1 ounce Vials

Whetstone

Soft Boots

Top Hat

Cloak

Leather Gloves.

Coin spent: 159 GP, 8 SP, 5 CP

Remaining: 1 SP, 5 CP

Dahlia has a 14 ER, and is thus lightly encumbered with a EV of 24 meaning she has a 1/4 penalty to move, and -1 to any Dex based checks

Class Abilities:

Case Target

Climb

Death Attack

Disguise

Hide

Listen

Move Silently

Poisons

Sneak Attack

Traps

Combat

Weapon Proficiency

Aimed Shot

Conceal

Trick Shot

Extra Shot

Shot-on-the-Run

Racial Abilities/Traits

Fearless (+2 to fear)

Hide (+2 check)

Move Silently (+2)

Duskvision (see in starlight/moonlight

Resistant (+2 to Con saves)

Attacking:

Ranged:

Shortbow (Proficient/Combat) = 1d20 + 1 (BtH) + 1 (proficient) + 3 (dex) = 1d20+5

Damage: 1d6 + 2 (Str) + 1 (proficient) = 1d6+3

Melee:

Long Sword = 1d20 + 0 (BtH) + 2 (Str) = 1d20 +2

Damage = 1d8 + 2 (Str) = 1d8+2

Expert Dagger = 1d20 + 0 (BtH) + 2 (Str) = 1d20+2

Damage: 1d4 + 2 (Str) + 1 (expert) = 1d4+3

Successful Sneak attack gives +2 attack / +4 damage
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Post by jaybird216 »

Love the top hat!
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