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Post by Arclite on May 22, 2011 20:01:13 GMT -5
I like the idea of the character, and that of the cabin. The game is going to start with the characters in Clearwater, specifically in the aforementioned tavern/inn, but will spend nearly the whole campaign within the Steadlands. I was hoping to have at least one nature oriented character as the Stead is dead in the middle of the wilderness.
One more thing, you should really use the 32 point buy system for your stats so your even with the other players. You are completely free to replicate the effects of the current stats you have on the characters, but it is vital that they be balanced with the group.
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Post by harknail on May 22, 2011 20:16:40 GMT -5
Glad the concept works, I think the druid's background is fitting a little better than the bard's (sounded like the inn was a bit too isolated for a family of bards to want to live there). I realized that all characters had to fit a 32 point buy. The druid took less drastic tweaking of the rolled stats to fit. It is far from an optimal druid build, but I've always been more concerned with concept than efficiency in characters. As long as they aren't too badly deficient that is. With a 10 STR and 18 DEX, she's more comfortable with her sling than her scimitar, but that 18 DEX should give her the AC to stand in the front line if needed. Where she really excels is in Spot and Listen checks. Having been ambushed once, losing her parents in the process, she's always alert for possible signs of trouble. Which is how she's survived for 39 years in the wilds of Steadlands. Hmm, she might think this area is still a part of Merebas like it was when her parents moved here... That might make for a fun conversation
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Post by Arclite on May 22, 2011 20:34:53 GMT -5
Hmm, she might think this area is still a part of Merebas like it was when her parents moved here... That might make for a fun conversation I agree completely. That's one of the major reasons that I wrote the setting the way that I did. Some Elves live longer that entire nations. By the way(and this goes for you too at), If you could PM me your full character sheet for review, we can probably start this game up within a few days. ;D
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Post by harknail on May 22, 2011 20:52:24 GMT -5
Will do when it's finished (still working on it). What form do you want the character sheet in? I'm using a large Excel spreadsheet (Tympani) that calculates all sorts of stuff for me. But it's 4.7 MB. Or I can send you PDF's of the relevant pages.
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Post by Arclite on May 22, 2011 21:25:33 GMT -5
I know it's a hassle, but I'd actually like you to type it up into a board character sheet heres the template -
Basics Name: Race: Class: Alignment:
Gender: Height: Weight: Hair: Eyes:
Appearance
Ability Scores STR: DEX: CON: INT: WIS: CHA:
Vitality and Saves Hit Points:
AC: Touch: Flatfooted: BAB: - Melee: - Ranged:
Fort: Ref: Will:
Skills Max Ranks
Feats
Racial Traits
Class Abilities
Equipment Weapons Armor Gear
Money
Magic Spells per day- Spells Known -
Languages
Background
Advancement Level: XP: To next level:
Plans for advancement:
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Post by harknail on May 22, 2011 21:48:56 GMT -5
Will do. Is there any monster type that would be especially appropriate to have ambushed her and her family about 39 years ago? As in something that might connect with the planned adventures? If not, we can leave it vague or fill it in with any appropriate monster that lives in the area.
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Post by Arclite on May 22, 2011 23:12:42 GMT -5
Is there any monster type that would be especially appropriate to have ambushed her and her family about 39 years ago? There are Lizardmen in the Fell, but they very rarely leave the swamps. Otherwise there are of course a few roving bands of goblinoids, orcs and gnolls that sometimes sweep down through the valley between the rust hills. All of their metal items rust to uselessness during the journey down, leaving them desperate and even more savage than they would be. Any of these creatures could very well be encountered during the campaign, so it would be fair to say that any of them would be a good idea to choose for the character background.
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Post by at on May 23, 2011 4:46:51 GMT -5
By the way(and this goes for you too at), If you could PM me your full character sheet for review oops, started posted before I read this. I've got a half filled in sheet in the shorts character board. I'll fill out the rest when I have time to think it through and post it too you, but it's really just feats, equipment, and a little background info to do. Are feats/domains from the online realmshelp site ok, or just from the SrD? (I was thinking war and fire, but pride is tempting)
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Post by at on May 23, 2011 8:29:09 GMT -5
10 STR and 18 DEX, excels in Spot and Listen checks. Currently your counterpart is a 16 STR 14 CON brick of a man (as much as you can be with 32 points and no dump stats) who like most clerics lacks the skillpoints to spot a behemoth sneaking up on him. I may grab the champion variant from the SRD - no turning undead in return for smiting evil (not a good trade I know, but fitting for the character)
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Post by Arclite on May 23, 2011 10:06:03 GMT -5
By the way(and this goes for you too atAre feats/domains from the online realmshelp site ok, or just from the SrD? (I was thinking war and fire, but pride is tempting)[/quote] Using the realmshelp site is fine with me, just provide me with a write up of any feats/domains you use from there for easy reference. And I like the idea of the champion build too, if you intend on going through with the cleric. harknail has decided to play a druid, so I question a party composed entirely of two divine spellcasters. It might be worthwile to go ahead and change your guy to a paladin, monk, or even a divinely inspired fighter if you want to follow the martial track.
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Post by harknail on May 23, 2011 10:22:02 GMT -5
And a bard would have been an arcane healer... Looks like we'll have plenty of healing...
But both Cleric and Druid are very flexible classes capable of both spells and fighting. And with the Cleric and wolf as melee fighters and the Druid as a range fighter (though with a low damage weapon), and neither of them squishy (the druid also has a 14 CON and a 19 AC), I think we have a good group. And perhaps we'll get a third player if he every has time to notice and make a character. He's already subscribed, so lack of a moderator won't keep him out.
One request I have is that whenever a new thread is added, that it be mentioned in an existing thread. I monitor the board by bookmarking active threads. Unfortunately I get no notifications of new threads from this board.
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Post by harknail on May 23, 2011 10:29:15 GMT -5
Posted Vadania on the shorts character board, with the addition of the current spells memorized. Very much subject to change, these are the spells she selected the day she went into town.
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Post by at on May 23, 2011 10:55:34 GMT -5
It might be worthwile to go ahead and change your guy to a paladin, monk, or even a divinely inspired fighter I had played with the idea of a cloistered cleric(0) paladin(0) using the rules from the DMG that I can't find for the life of me right now, but i'll dig them out. Then just running paladin for a few levels towards the same PrC. Will put me behind Vadania's casting and her wolf's combat ability so i'll have to shuffle stats and work the skill/diplomacy angle a little. The alternative is a more radical departure as a binder/anima mage or binder/bloodline abuser, which starts out in a similar way (ex-brotherhood guy in plate armour) but then goes drastically off track. It's all tome of magic stuff though which is why I originally discounted it.
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Post by Arclite on May 23, 2011 11:39:43 GMT -5
Ugh, I hate that I ever gave away the Tome of Magic book, as it was the only thing that kept me in D&D for a while. When I discovered the Warhammer line, I thought I would never come back to d20 gaming so I donated my stuff to more worthy dungeoneers. I like binders a great deal, but they're probably a bit too out there to play in this setting, with the church of saint Cuthbert in the heart of the Clearwater.
Also, talking to people won't be a useless skill in this campaign. I see a distinct lack of people skills in this party. The way I write my adventures, there are always at least three ways to tackle any problem I give you, but of those three some are easier than others. I reward creativity but straight talking to people isn't such a bad idea either sometimes.
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Post by harknail on May 23, 2011 11:50:35 GMT -5
Added Ylva (the wolf companion) as a second post.
I never got into 3rd Edition D&D in a big way, just the PHB, MM, and DMG for 3.0 and just the PHB for 3.5. I have a big collection of AD&D and a bigger collection of 4th Edition. But I had to use the SRD to look up wild elves (which were in the MM & DMG for 3.0).
When you can count the number of people you've seen in your entire life on your fingers, it doesn't make for great people skills....
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Post by Arclite on May 23, 2011 14:28:12 GMT -5
When you can count the number of people you've seen in your entire life on your fingers, it doesn't make for great people skills.... I can understand that.
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Post by at on May 24, 2011 8:07:25 GMT -5
Good to go, barring last minute changes.
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Post by harknail on May 24, 2011 15:47:09 GMT -5
Which thread will we be using for this game? I don't see an active thread for the shorts, just Archive, OOC, characters, and PVP fights.
Or should we use the Moonhaven threads? I have DM access for those.
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namklim
Veteran of the War
Posts: 240
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Post by namklim on May 24, 2011 20:08:03 GMT -5
Sorry for late reply, I am the guy Harknail knows. I'm tinkering around with several ideas, currently leaning towards playing rogue, but thinking of possibly playing half a dozen other classes (so many fun choices). Rogue fills in for a lot of needed positions. Traps - no rogues mean we have to hope that we can safely spring them. Sneak attack for extra damage. Plenty of skills to work with.
The other main possibility I was thinking of was ranger. Eventual animal companion for extra help. Slightly more health than the rogue, but lack of trapsense.
Barbarian was the last of my top three (fits with the setting better than the others) and is useful for soaking up a bit more damage than the other two. Anyways, thoughts? HP and damage. Lack of trapsense, but why worry, when I can get angry?
Anyways, thoughts?
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Post by Arclite on May 24, 2011 22:34:17 GMT -5
Barbarian and rogue sound good to me, and if you've read any of the background stuff it will be easy to fit them in the setting. A Burrtownsman could easily be a rogue, while a Deviln's Hollow exile would make a great barbarian. I would caution against the ranger though, as harknail has that one covered with his overly agile druid.
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