DnD game page

zerohour

Well-Known Member
SotF said:
Extra Domain is an Epic Feat
Awww.... Now I can't rebuke Pyro Hydras...

A skeleton Hydra is great, but a fire breathing, fast healing Hydra would be better...

:blue: :blue: :blue:
 

shout27

Well-Known Member
Forgeotten Realms p.96
Potion Belt Masterwork 60 GP 1 lb
Free Action to grab a potion, holds 10 potions
has pouches, flaps, etc. to keep potions from falling out.

Bandoleer Masterwork 50 GP 1/2 lb
holds 12 items.

found it, and i'm glad i did, i'd feel sheepish if the moment the game started my potions fell out of my bandoleer.

going to need a few final shifts in my inventory though. . .

Darkwood
This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.
from www.d20SRD.org's special materials section, I'm guessing a Greatbow 6lb has a Masterwork price of +360?
 

Xerxezz

Well-Known Member
voidseeker said:
...should i change my favored enemy to kobolds?
Kobolds are generally really weak, unless you roll really bad on your damage roll they always die with one hit, but their AC is decent. They have a 4 HP and an AC of 15.

Our party of third level char. would only have a problem with kobolds if there are more then fourty of fifty of them.

If they are supported by other monsters they might be more of a problem. Seeing as you do an avarage of 5.5 in damage the additional +2 of damage against the kobolds might not be of much use.

If you don't have them as a favored enemy you will still kill them with a roll of three and above. Statistically you have a 75% chance to kill a standard kobold if you hit it.

With them as your favored enemy you wouldn't even need to roll the dice, the strenght mod +1 and +2 damage from favored enemy will allow you to kill it even if you roll a one.

While if would be nice to auto-kill a kobold on a hit, you might feel that the +2 damage might be of more use against stronger monsters. Then again if the majority of the enemies we face are kobolds the auto-kobold kill might be nice.

I have no idea what kind of enemies we will be facing in this campaign, or what numbers they will be in, so it's a moot point anyway.

In the end I can only give you tips, the choice is up to you. Sorry if I didn't give you a clear answer :p
 

SotF

Well-Known Member
Xerxezz said:
voidseeker said:
...should i change my favored enemy to kobolds?
Kobolds are generally really weak, unless you roll really bad on your damage roll they always die with one hit, but their AC is decent. They have a 4 HP and an AC of 15.

Our party of third level char. would only have a problem with kobolds if there are more then fourty of fifty of them.

If they are supported by other monsters they might be more of a problem. Seeing as you do an avarage of 5.5 in damage the additional +2 of damage against the kobolds might not be of much use.

If you don't have them as a favored enemy you will still kill them with a roll of three and above. Statistically you have a 75% chance to kill a standard kobold if you hit it.

With them as your favored enemy you wouldn't even need to roll the dice, the strenght mod +1 and +2 damage from favored enemy will allow you to kill it even if you roll a one.

While if would be nice to auto-kill a kobold on a hit, you might feel that the +2 damage might be of more use against stronger monsters. Then again if the majority of the enemies we face are kobolds the auto-kobold kill might be nice.

I have no idea what kind of enemies we will be facing in this campaign, or what numbers they will be in, so it's a moot point anyway.

In the end I can only give you tips, the choice is up to you. Sorry if I didn't give you a clear answer :p
A lot of that changed with Races of the Dragon. Plus a properly played Kobold group is a terrifying enemy to deal with. Look up Tuckers Kobolds if you think I'm crazy, they are vicious little bastards.

And Shout, yep, that comes to the right price.
 

Xerxezz

Well-Known Member
SotF said:
A lot of that changed with Races of the Dragon. Plus a properly played Kobold group is a terrifying enemy to deal with. Look up Tuckers Kobolds if you think I'm crazy, they are vicious little bastards.

And Shout, yep, that comes to the right price.
Don't have that book I'm afraid.

Dangerous Kobolds.... thats an oxymoron if I ever heard one. :lol:

The GM's I know usually stop using kobolds somewhere around level 3 or 4. Hell after that the only time a standard party will have any problems with the standard kobold at all is during "Zergling Rushs"

In fact unless any of the kobolds are equiped with ranged weapons the only real way to take down even a level one party is the Zergling Rush.

But though Kobolds...*shudder* :unsure!:
 

SotF

Well-Known Member
Xerxezz said:
SotF said:
A lot of that changed with Races of the Dragon. Plus a properly played Kobold group is a terrifying enemy to deal with. Look up Tuckers Kobolds if you think I'm crazy, they are vicious little bastards.

And Shout, yep, that comes to the right price.
Don't have that book I'm afraid.

Dangerous Kobolds.... thats an oxymoron if I ever heard one. :lol:

The GM's I know usually stop using kobolds somewhere around level 3 or 4. Hell after that the only time a standard party will have any problems with the standard kobold at all is during "Zergling Rushs"

In fact unless any of the kobolds are equiped with ranged weapons the only real way to take down even a level one party is the Zergling Rush.

But though Kobolds...*shudder* :unsure!:
Well, any Kobold can now have at least a 1/day 1st level spell as a SLA. Plus with the entire race being Dragonblooded. And then there are the Dragonwrought Kobolds for even more mayhem.

Also they should make the enemy come to them, that means humans (and other Medium or larger) creatures are at a major disadvantage. Plus their skills aid in making some nasty booby traps that would make the Viet Cong proud.
 

Xerxezz

Well-Known Member
Any idea when we will begin tomorrow? (please use the forum time, anything else would be to complicated.)
 

zerohour

Well-Known Member
So are we just going to post our actions here, or are we using an Instant Messenger?
 

shout27

Well-Known Member
eh, the two most numerous and/or dangerous creatures in the game are likely to be Kobolds and/or Undead, if anything i recommend you change your racial enemy to Undead simply because in certain areas they gain Fast Healing 2.

edit: we have a priest/cleric so disregard the above and continue with kobold if you wish.

edit2: i am changing one of my weapon groups though, not sure what it'll be in the end i've got to figure out what i want to do.

edit3: Drakensis and whoever else is using Crossbows might want to pick up a Gnome Crossbow Sight (A+E p.35)

edit4: equip. is done, dropped 1 Masterwork weapon (bladed gauntlet) to get a bunch of useful stuff. changed Light Blades to Thrown + Slings. and besides Feats, Flaws, and maybe Skills my sheet is finalized.
 

TerraBull

Well-Known Member
Am I missing something in the char sheet I put up? Undead, I would have to hope I get a bless or other magical effect, waiting for next level to get the +1 Ki attacks unarmed. I do not have a oriental adventures book, what is the effect that Samurai have? PM me or show?
 

shout27

Well-Known Member
You'll have to ask/PM SotF, when he gets online as i'm pretty sure it's non-SRD, and i don't have the book. I'll take a look at your sheet but i'm going to bed soon.
 

shout27

Well-Known Member
Terrabull: is this the total ranks that you put in your skills? not sure if i read it correctly.
Balance 4
Climb 4
Concen. 1
E.A. 2
Hide 4
Jump 1
M. S. 4
P. (D.) 4
Tumble 4

if this is right you have more SPs and your skill limit is 6 for class skills.
edit: use this formula (4 base + 2 Int. + 1 human = 7, 7 x 6 [x6 instead of x4 to take into account the fact that you're third level] = 42 skill points to distribute)
 

zerohour

Well-Known Member
The undead will be my bitches.

I have a +7 to turning (+3 from levels, +2 from Glory Domain, and +2 for 5 ranks in Knowledge(religion)), and I have an extra 1d6 turning damage. Plus, since I rebuke them, I can turn them against each other.

Maybe i should take Extra turning or Quicken Turning... :evil2:
 

shout27

Well-Known Member
Xerxezz your skill ranks seem to be off too, Class: Rogue SP: 8 + 2 Int + 1 Human= 11 max skills, and you have at the time of this posting 12 max skills + 4 in Ride + 1 in Sleight of Hand. you don't even have the feat that grants 5 extra skill points.
 

Xerxezz

Well-Known Member
shout27 said:
Xerxezz your skill ranks seem to be off too, Class: Rogue SP: 8 + 2 Int + 1 Human= 11 max skills, and you have at the time of this posting 12 max skills + 4 in Ride + 1 in Sleight of Hand. you don't even have the feat that grants 5 extra skill points.
Thanks for spotting that, I'm fixing it right now.

*edit* Fixed the skill-points, counted them two times and I have spent exactly 66 points.
 

shout27

Well-Known Member
you have no idea how sheepish i feel, even though i've gone over Terrabull's character a couple of times already i only just now noticed the skill points problem. while i could go with the, quite true, excuse that i couldn't make heads or tails of the skills format, i also kept on making the assumption that Terrabull did that part correctly. Sorry Terrabull. :(


edit: your Sai are piercing weapons. don't forget that you're first set of clothing is free and doesn't count against your weight allotment. (you're still only permitted to choose between: Artisan's, Entertainer's, Explorer's, Monk's, Peasant's, Scholar's, and Traveler's)
 

shout27

Well-Known Member
Does anyone think we'll need a Portable Ram? :unsure!: What? It's a legitimate expense. B)


edit: found it, thanks for the link SotF, though i'm not gonna be able to cut the cost of languages i can still be more skilled in general :lol:

Able Learner
Type: Racial
Source: Races of Destiny

You have a great aptitude for learning.

Prerequisite: Human or doppelganger.
Benefit: All skill ranks cost 1 skill point for you to purchase, even if the skill is cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.
This feat does not affect the skill point cost to learn a language or to gain literacy (for a barbarian or other illiterate character).
Special: This feat may only be taken at 1st level.
Normal: Cross-class skills cost 2 skill points per rank.
 

shout27

Well-Known Member
My character is finished, apparently it takes 3 days for me to truly flesh out a character. :no: :no: :no:

edit: heres my updated sheet (Also changed Orc to Sylvan):


Jesse
Human Male
Fighter Level 3
Alignment: NG
Trait: Quick
Variant: Skilled Combatant
Age: 19
Height 6'0"
Weight: 135

HP 21 (level 1 Max + 2v5.5 + 1 + 1 + 1 - 1 - 1 - 1)
AC: 15 (9 + 2 + 4) touch: 11, flat: 13
Speed 40 ft.
Initiative is at -4
BAB = +3
Grapple = +5 total
Saves:
Fort +4
Ref +3
Will +5 (+2 Iron Will, +2 Wis, +1 Base)

Stats:
STR 14 (+2)
DEX 15 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 14 (+2)
CHA 10 (+0)

Weapon Groups: Basic, Bow, Claw, Slings + Thrown, Exotic

Class Skills 3 + level, cross class is 1/2 that (note for me)
Skills (2 base + 2 Int + 2 Skilled combatant + 1 Human = 7x6 = 42) :
Climb +7 (+2 Str, 5R)
Decipher Script +5 (+2 Int, 3R)
Jump +7 (+2 Str, 5R)
Handle Animal +6 (+0 Cha, 6R)
Ride +9 (+2 "Syn." from Handle Animal, +2 Dex, 5R)
Spellcraft +5 (+2 Int, 3R)
Swim +6 (+2 Str, 4R)
Tumble +5 (+2 "Syn." from Jump, +2 Dex, 1R)
Speak Languages (5[10] rank exception)

Feats:
Point Blank Shot, Precise Shot, Mounted Combat, Mounted Archery, Versatile Archer, Iron Will, Able Learner

Flaws: Unreactive (-6 Initiative), Vulnerable (-1 AC)


Languages:
Common, Sylvan, Goblin, Draconic, Elven, Abyssal, Infernal, Celestial

Equipped:
Traveler's Outfit
Potion Belt Masterwork(Free Action to pull a potion from it, 10 potion limit) 1 lb
Mithral Shirt 10lb AC+4, Dex bonus allowed +6, no armor check penalty
Bladed Gauntlet 1D6 19-20/x2 4lb Slashing
Darkwood Composite (+2 STR bonus) Great Bow 1D10 20/x3 130ft(Far Shot:N/A) Piercing 3 lb
Backpack 2 lb
Belt Pouch 1/2 lb
Arrows (60) 9 lb
Money Belt (A+E 22)
Bandoleer Masterwork 1/2 lb (holds 12 items)

Potion Belt:
Cure Light Wounds x2
Sanctuary x2
Detect Magic x3
Antitoxin
Resistance
True Strike

Bandoleer (i figured theat bandoleers were designed to hold flasks and not vials):
Holy Water (Flask) x2 2 lb
Tanglefoot bag 4 lb

Backpack:
3 days trail Rations 5 lb
Waterskin 4 lb
Mess Kit (A+E 22) 1 lb
Whetstone 1 lb
Flint+Steel
Thread (50 ft)

Belt Pouch:
Chalk, 3 piece
Mirror, small steel 1/2 lb
Sparker, 10 uses
Sewing Needle
Thread (10 ft)
Shreik Rock x2, 1/2 lb (A+E 22)

Self: 48 lbs

character weight 183 lbs


Light Warhorse "Socks"
Tricks: Attack, Come, Defend, Down, Guard, and Heel
Size/Type: Large Animal
HP: 26 (3HD : 1D8, 8+ 2x4.5 +3+3+3)
Initiative: +1
Speed: 50 ft current [60 ft. (12 squares)]
Armor Class: 14 (û1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite û1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Carrying Capacity: light load 0-230 pounds; a medium load 231û460 pounds; and a heavy load, 461û690 pounds. A light warhorse can drag 3,450 pounds.

Equipped:
Military Saddle 30 lb
Saddlebags 8 lb

Saddle:
Quiver x5 (100 arrows) 15 lb
Bedroll 5 lb
Iron Pot 10 lb


Saddlebags:
Feed, 2 days 20 lb
Winter Blanket 3 lb
Cold Weather Outfit 7 lb
Waterskin 4 lb
Soap 3 lb
Monk's Outfit 2 lb
Oil (1-pint)x4, 4 lb
Flask (empty, metal) 1+1/2 lb
Map/Scroll Case x 3 1+1/2 lb
Rations, Trail (8 days) 8 lb
4 1-inch width, 1-foot long rags
Pitons x6 3 lb
Hammer 2 lb
Armor Maintenance kit 1 lb (A+E 22)
Hammock 1 lb (A+E 22)
Hand Mill 1 lb (A+E 22)
Candle Wick (50 ft) (A+E 22)
Merchant's scale 1 lb

Map/Scroll Case #1
Paper x 5 sheets

Map/Scroll Case #2
Ink (1 vial) (wrapped in some rags)
Inkpen

Horse: 131 lbs

Hunting Dog "Patches"
Custom Tricks: Come, Heel, Down, Seek, Track, Fetch
Size/Type: Small Animal
Hit Dice: 10 (1HD : 1D8, 8 + 2)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/û3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track
*Dogs have a +4 racial bonus on Survival checks when tracking by scent.

current cash: 11gp 1sp
 

Xerxezz

Well-Known Member
SotF said:
Xerxezz said:
So in how many hours are we starting?
I'm finishing up the opening for the story
Just wanted to ask something, does the set of clothes the character is wearing (explorer, traveler getupt etc) count towards the total weight limit?

For example say that my rogue isn't wearing anything else besides his travelers outfit, is the weight he is carrying zero pounds or five pounds?
 

SotF

Well-Known Member
Xerxezz said:
SotF said:
Xerxezz said:
So in how many hours are we starting?
I'm finishing up the opening for the story
Just wanted to ask something, does the set of clothes the character is wearing (explorer, traveler getupt etc) count towards the total weight limit?

For example say that my rogue isn't wearing anything else besides his travelers outfit, is the weight he is carrying zero pounds or five pounds?
Actually the weight thing isn't really that big of a thing unless it is extremely over the amount in the first place.

As for the free outfit, ignore the weight. Basically you may ignore the actual weight of normal clothes you're wearing.
 

Xerxezz

Well-Known Member
SotF said:
Xerxezz said:
SotF said:
Xerxezz said:
So in how many hours are we starting?
I'm finishing up the opening for the story
Just wanted to ask something, does the set of clothes the character is wearing (explorer, traveler getupt etc) count towards the total weight limit?

For example say that my rogue isn't wearing anything else besides his travelers outfit, is the weight he is carrying zero pounds or five pounds?
Actually the weight thing isn't really that big of a thing unless it is extremely over the amount in the first place.

As for the free outfit, ignore the weight. Basically you may ignore the actual weight of normal clothes you're wearing.
Okay. Was a little unsure and wanted to keep the wieght down. Normally I either have a greater strength score for my PC or I buy a bag of holding...
 
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