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OOC Recrutement: Three Worlds Campaign

Started by Xeviat, September 24, 2008, 03:36:58 AM

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Xeviat

All GP costs in the book are SP costs in my world. Including basic equipment.

As for racial specific feats, I haven't created any yet. Please feel free to come up with some and run them past me, just keep to the theme of the race.

The warlock/paladin stuff is just fine. If you need an explanation, you retrained your paladin levels for warlock levels. I haven't come up with a dogma for the Water God; I don't really think most of the animistic gods are really going to be too dogmatic, they just want you to give to them when you're venturing into their domain. Praying and sacrificing for good weather and clear seas, for plentiful fish. People pray to gods to recieve their blessings; they pray to demons (chaotic deities) to avoid their wrath.

I like what I'm seeing so far.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Poseptune

Ish your reflex can use your Int and your will can use your Cha modifiers and fort can use Str.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Poseptune

Tis what I have so far for the crunch. (Name is not true name). Fluff coming soon.

[spoiler=Sumjuan]

Male Triton (Staff) Wizard
XP: 7500

Age:
Height: Average(for a triton)
Weight: Lithe (for a triton)

Str: 10 (+2) [10 +0 pts]
Dex: 14 (+2) [10 +2pts +2 race]
Con: 13 (+0) [10 +3pts]
Int: 20 (+4) [10 +9pts +2 race +2 4th]
Wis: 16 (+1) [10 +5pts +2 4th]
Cha: 11 (+2) [08 +3pts]

Hitpoints: 43
Bloodied: 22
Healing Surges: 7/day (11 hp)

Speed: 30 ft (6 squares)
Initiative: +5

AC.  : 19 (10 + 3(level) + 0 (Cloth armor) +1(Staff Implement) + 5(Int bonus))
Fort: 14  (10 + 3(level) + 1(Con))
Ref : 16 (10 + 3(level) + 5(Int))
Will: 18 (10 +3(level) +3(Wis) +2(Class Bonus))

Racial Features:
- Low Light Vision
- +2 Bluff, +2 Insight
- Natural Swimmer
- Regeneration
- Water's Embrace
- +2 dex
- +2 int

Class Features:
-Arcane Implement Mastery (staff)
-Cantrip
-Ritual Casting
-Spellbook

Feats:
-Skill Training (Nature)
-Skill Focus (Arcana)
-Skill Focus (History)
-Skill Focus (Religion)

Skills:
+16 Arcana(Int) (3 level +5 mod +5 train +3 SF)
+11 Dungeoneering(Wis) (3 level +3 mod +5 train)
+16 History(Int) (3 level +5mod +5 train +3 SF)
+11 Nature(Wis) (3 level +3 mod +5 train)
+16 Religion(Int)(3 level +5 mod +5 train +3 SF)

Special Abilities
At-Will Spells
-Ray of Frost
-Scorching Burst
-Prestidigitation
-Ghost Sound
-Mage Hand
-Light

Encounter Spells
-Icy terrain
-Icy Rays

Daily Spells
-Sleep
-Freezing Cloud
-Bigby's Icy Grasp
-Web

Utility Spells
-Jump
-Shield
-Dispel Magic
-Wall of Fog

Spellbook (Rituals)
-Comprehend languages
-Make whole
-Tenser's Floating Disk
-Endure Elements
-Traveler's Feast

Equipment:
-still shopping

[/spoiler]

[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Nomadic

Well here is my equipment.

[spoiler=equipment]
Armor:
- Deathcut Leather Armor (level 5): Black leather armor decorated with bands of silver and studded steel. The full set contains a stout jerkin and a sturdy pair of pants.
AC: +3; Weight: 15 lbs
Power (daily): Immediate reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + charisma modifier as necrotic damage to that enemy.
- Cloak of Resistance (level 7): A warm cloth cloak lined with fur. It is pinned with a simple silver brooch.
Fort/Ref/Will: +2
Power (daily/minor action): Gain resist 5 to all damage until the start of your next turn.
- Safewing Amulet (level 3): A silver amulet in the shape of upswept falcon wings. There is a ruby set in the center and the chain is made of tiny gold links.
Fort/Ref/Will: +1
Property: When falling, reduce the distance by 10 feet when calculating damage. You always land on your feet after a fall.
Weapons:
- Magic Hand Crossbow (level 6): A high quality hand crossbow of yew and steel. The ancient runes for 'negotiator' are carved into the stock.
To Hit: +4 = 2 + 2 (proficiency); Damage: 1d6+2; Critical Hit: +2d6; Range: 10ft/20ft; Properties: Load Free; Weight: 2 lbs; [Ammo (Bolts): 60; Weight: 6 lbs]
- Dagger: A steel dagger without a guard. The grip is wrapped leather and a clear glass orb is set in the pommel.
To Hit: +3 = 1 + 2 (proficiency); Damage: 1d4; Range: 5ft/10ft; Properties: Light-Thrown/Off-Hand; Weight: 1 lb
Items:
Backpack x1 (2 lbs): Well worn but good quality leather pack, bound with metal rings and hooks.
Bedroll x1 (5 lbs): Brand new bedroll, complete with hemp cords for wrapping it up.
Belt Pouch x2 (1 lb): Several leather pouches, one of which contains half of his silver.
Fine Clothing x1 (6 lbs/worn): High quality clothing befitting a senator's aid. Clean and crisp but sturdy enough for traveling.
Flint and Steel x1 (0 lbs): Sturdy but small steel plate marked with scuffmarks from previous use. Accompanied by several fair-sized flints.
Lantern x1 (2 lbs): Small hand lantern with a handle in the shape of a dragon's head and neck.
Oil Flask x2 (2 lbs): Several glass flasks bound in leather and hemp and filled with oil for the lantern.
Silk Rope '" 50ft x1 (5 lbs): A sturdy gray silk rope.
Thieves' Tools x1 (1 lbs): An array of used thieves' tools kept in a small leather wrap.
Journeybread x1 (1 lb): Freshly purchased Journeybread, wrapped up in cloth.
Waterskin x1 (4 lbs): A simple leather waterskin with a long neck strap.
Money:
GP: 2
SP: 146
[/spoiler]

Which gives me:

[spoiler=stats]
Titus
Male Elf Rogue (Trickster) 6
XP: 7500

Age: 68
Height: 5' 7"
Weight: 144 lbs

Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

Hitpoints: 47
Bloodied: 23
Healing Surges: 6/day (11 hp)

Speed: 35 ft (7 squares)
Initiative: 7 = 3 (dex) + 4 (improved initiative)

AC: 19 = 10 + 3 (dex) + 3 (level) + 3 (armor)

Fort: +14 = 10 + 0 (con) + 3 (level) + 1 (items)
Ref: +19 = 10 + 3 (dex) + 2 (rogue) + 3 (level) + 1 (items)
Will: +18 = 10 + 4 (cha) + 3 (level) + 1 (items)

Racial Features:
- Weapon Proficiency: Longbow, Shortbow
- Low Light Vision
- Fey Origin (treated as fey in regards to effects related to origin)
- Group Awareness (+1 perception bonus to non-elven allies within 5 squares)
- Wild Step (ignore difficult terrain when you shift)
- +2 int
- +2 wis

Class Features:
- Armor Proficiency: Cloth, Leather
- Weapon Proficiency: Dagger, Hand Crossbow, Shuriken, Sling, Short Sword
- First Strike (at the start of an encounter you gain combat advantage against and creatures who have not yet acted)
- Rogue Tactics: Artful Dodger (you gain an AC bonus equal to your Charisma modifier against opportunity attacks)
- Rogue Weapon Talent (when you wield a shuriken increase your damage dice by one size; when you wield a dagger, you gain a +1 bonus to attack rolls)
- Sneak Attack: +2d6 (1/round; must have combat advantage; using: light blade, crossbow, or sling)
- +2 reflex

Powers:
At-Will:
- Deft Strike (standard action/crossbow, light blade, or sling/Dex vs AC): You can move 2 squares before the attack. Deal 1[W] + dex mod as damage to the target.
- Sly Flourish (standard action/crossbow, light blade, or sling/Dex vs AC): Deal 1[W] + dex mod + cha mod as damage to the target.
- Walking Wounded (standard action/crossbow, light blade, or sling/Dex vs Fort): Deal 2[W] + dex mod as damage to the target. It is knocked prone. Until the end of the encounter if the target moves more than half speed in a single action, it falls prone at the end of its action.
Miss: Target takes half and is not knocked prone.
Encounter:
- Elven Accuracy (free action/personal): Re-roll an attack roll. Use the second roll even if it is lower.
- Positioning Strike (standard action/light blade/Dex vs Will): Slide the target a number of squares equal to your cha mod. Deal 1[W] + dex mod as damage to the target.
- Trickster's Blade (standard action/ crossbow, light blade, or sling /Dex vs AC): Deal 2[W] + dex mod as damage to the target. Add your Charisma mod to your AC until the start of your next turn.
Daily:
- Trick Strike (standard action/crossbow, light blade, or sling/Dex vs AC): Until end of encounter each time you hit the target you slide them one square. Deal 3[W] + dex mod as damage and slide the target one square.
Utility:
- Master of Deceit (free action/personal): Re-roll the Bluff check. You decide whether to re-roll before the DM announces the results.
- Slippery Mind (immediate interrupt/personal): Gain a +2 power bonus to your Will defense against an attack that targets your Will.

Feats:
- Elven Precision: When you use the Elven Accuracy power you gain a +2 bonus to the new attack roll.
- Improved Initiative: You gain a +4 feat bonus to initiative checks.
- Linguist: Each time you select this feat choose 3 new languages to learn.
- Quick Draw: Draw a weapon or other object and attack with or use it in the same action. You also gain a +2 initiative bonus.

Skills:
- Acrobatics: [3] = 3 (dex)
- Athletics:
  • = +0 (str)
- Bluff: [9] = 5 (trained) + 4 (cha)
- Dungeoneering: [2] = 2 (wis)
- Insight: [7] = 5 (trained) + 2 (wis)
- Intimidate: [4] = 4 (cha)
- Nature: [3] = 1 (int) + 2 (elf)
- Perception: [9] = 5 (trained) + 2 (wis) + 2 (elf)
- Stealth: [8] = 5 (trained) + 3 (dex)
- Streetwise: [9] = 5 (trained) + 4 (cha)
- Thievery: [8] = 5 (trained) + 3 (dex)

Languages:
Base:
- Common
- Human (Hunurst)
Intelligence:
- Fey
Linguist:
- Ancient
- Dwarven (Hill)
- Triton (Northern)
[/spoiler]

Ninja D!

Aren't the cloak and the amulet both neck slot?  

I have a question that someone here should be able to answer.  If I want a kind of +2 magic armor would it provide an AC bonus of 2 as cloth and 4 as leather?  Or would it AC bonus only be 2 either way.  Also, do you have to pay for the armor AND the enchantment or just the magic part?

Another one for Xeviat : Since Martial Power comes out soon and we're starting at level six, could we maybe have a couple free retrains once the book comes out?

Xeviat

I've never been a strickler for the "limit" of retraining. As long as it's not an every-session thing, you're cool.

+2 Cloth Armor grants +2 armor to AC; +2 Leather Armor grants +4 armor to AC.

You pay for just the magic part.

Cloak and Amulet are both neck slot (that's why they both grant +X to defenses).
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.


Xeviat

Nope, actually I believe both don't work. Don't quote me on that, I'll have to read up on it again.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Ishmayl-Retired

Quote from: PoseidonIsh your reflex can use your Int and your will can use your Cha modifiers and fort can use Str.

Ah, I see.  Thanks!

Xev, did I choose my equipment correctly?  I chose a Level 7, Level 6, and Level 5 magic item, then used 1000 SP to buy standard equipment.
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Nomadic

Quote from: Kapn XeviatNope, actually I believe both don't work. Don't quote me on that, I'll have to read up on it again.

Haha I'm quoting you on it. Actually one of them works. The one that works is the first one I put on. But since this is equipment choosing I get to decide which one I put on first. I didn't realize they were both neck slots though. Probably because most cloaks don't go around your neck. I am going to keep them both though because the amulet is the only thing I found that is useful (unless someone wants to give me a list of 3rd party stuff that xev is ok with). I will be keeping it since I don't want to be carrying that much coinage around with me. I will probably wear the amulet for its effects, only using the cloak if we are getting into a situation where a fight could break out. Other than that the cloak is just an addition to my appearance hehe (and an effective way to hide what I look like).

Poseptune

[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Nomadic

No I did not. Thanks I will take a look.

Poseptune

I just updated the link to be 7th level items, but you can change the filter. I thought you were dropping the amulet not the cloak.
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton

Nomadic

Well thanks for that I was able to choose something better. Here is my updated equipment.

[spoiler=equipment]
Armor:
- Deathcut Leather Armor (level 5): Black leather armor decorated with bands of silver and studded steel. The full set contains a stout jerkin and a sturdy pair of pants.
AC: +3; Weight: 15 lbs
Power (daily): Immediate reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + charisma modifier as necrotic damage to that enemy.
- Safewing Amulet (level 3): A silver amulet in the shape of upswept falcon wings. There is a ruby set in the center and the chain is made of tiny gold links.
Fort/Ref/Will: +1
Property: When falling, reduce the distance by 10 feet when calculating damage. You always land on your feet after a fall.
Weapons:
- Hand Crossbow of Distance (level 6): A high quality hand crossbow of yew and steel. The ancient runes for 'negotiator' are carved into the stock.
To Hit: +4 = 2 (enhancement) + 2 (proficiency); Damage: 1d6+2; Range: 15ft/30ft;
Properties: Load Free, Increase range by 5ft/10ft
Weight: 2 lbs; [Ammo (Bolts): 60; Weight: 6 lbs]
- Parrying Dagger (level 7): A steel dagger with a silver and blue guard. The grip is wrapped in black leather and a clear diamond orb is set in the pommel.
To Hit: +5 = 2 (enhancement) + 3 (proficiency); Damage: 1d4+2; Critical: +2d6; Range: 5ft/10ft;
Properties: Light-Thrown/Off-Hand; Weight: 1 lb
Power (Daily): Immediate Reaction. Use this power when an enemy makes a melee attack against you. Make a melee basic attack against that enemy, with a power bonus on your attack roll equal to this weapon's enhancement bonus; if your result exceeds that of the attack roll against you, the enemy's attack misses. The melee basic attack you make to block your enemy's attack has no other effect and does not deal damage.
Items:
Backpack x1 (2 lbs): Well worn but good quality leather pack, bound with metal rings and hooks.
Bedroll x1 (5 lbs): Brand new bedroll, complete with hemp cords for wrapping it up.
Belt Pouch x2 (1 lb): Several leather pouches, one of which contains half of his silver.
Fine Clothing x1 (6 lbs/worn): High quality clothing befitting a senator's aid. Clean and crisp but sturdy enough for traveling.
Flint and Steel x1 (0 lbs): Sturdy but small steel plate marked with scuffmarks from previous use. Accompanied by several fair-sized flints.
Lantern x1 (2 lbs): Small hand lantern with a handle in the shape of a dragon's head and neck.
Oil Flask x2 (2 lbs): Several glass flasks bound in leather and hemp and filled with oil for the lantern.
Silk Rope '" 50ft x1 (5 lbs): A sturdy gray silk rope.
Thieves' Tools x1 (1 lbs): An array of used thieves' tools kept in a small leather wrap.
Journeybread x1 (1 lb): Freshly purchased Journeybread, wrapped up in cloth.
Waterskin x1 (4 lbs): A simple leather waterskin with a long neck strap.
Money:
GP: 2
SP: 149
[/spoiler]

Poseptune

Nomadic: Your skills don't have the 1/2 level bonus added to them. (I believe you add 1/2 level, I'm away from my books so I can't check).

I think I have my equipment.

[spoiler=equipment]Level 7 Mnemonic Staff + 2
Level 6 Bracers of Mental Might
Level 5 Instant Campsite

Fastidousness           50 sp
Enchant Magic Item       175 sp
Magic Armor + 1                 360 sp
x2 Thunderstone(5)      100 sp
Adventurer's Kit       15 sp

Ritual Components       280 sp
--Alchemical Reagents (120sp)
--Mystic Salves()
--Rare Herbs()
--Sanctified Incense(30sp)
--Residuum(130sp)

20sp left over.[/spoiler]
[spoiler=My Awesometageous awards] Proud Recipient of a Silver Dorito award

[/spoiler]

 Markas Dalton