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Post by Daos on Feb 6, 2019 16:07:11 GMT -8
You get 1 more NWP slot, due to INT. Also, note that Tracking is free for Rangers.
As for alignment...my plan was to do like my other games, where instead of the player writing an alignment on their character sheet, they just play their character and we'll see where on the spectrum they wind up. That being said, I'm wary of Evil characters from past experience. Many players tend to play Evil characters as disruptive to the game--murdering their fellow party members, acting in wild and unpredictable ways that mess things up for the party (like trying to assassinate a king while the party is in the middle of speaking with him, that sort of thing), or just murdering and raping everyone they see, regardless of circumstances (like whether there are witnesses or guards around, and then drawing the party into a huge fight or forcing them to flee with bounties on their heads, etc.). I'm okay with playing a character as selfish, cruel, etc. Just try to avoid getting in the way of the other players' fun. Yet another completely demi-human party, just like The Accursed Tower. Well, that settles it. I'm reinstating level limits. Joking aside, did you still want him to be an Ergothian Cavalier, even without the specific kit? I can do a write up on the knighthood, their history and organization and hierarchy and such, if you do.
It is a very diverse party so far, and that is something we should hash out beforehand. First, the players should come up with reasons why to stay together even after they are freed. This is something Horizons and I spoke about yesterday. Presumably your character's own prejudices will have been set aside after working together to survive the arena for however long. So even if your character does not trust Baaz in general, they will at least trust Snac's character. But whether you feel like your odds of accomplishing your personal goals is higher with help or you feel like you've grown to your odd, misfit family, everyone should come up with a reason for why they would stick around once free.
Second, certain people will be met with distrust by certain factions. There is animosity between the Ogres and the Kagonesti, the Humans and the Kagonesti, the Kagonesti and other Elves, Ergothians and the Ogres, Ergothians and Solamnics, Ergothians and Barbarians, Half-Elves and Elves, Goblins and Humans, Goblins and Elves, Baaz and Humans, Baaz and Elves, and Almost Everyone and Kender. Still, these prejudices can be overcome with effort. If a Baaz of Half-Goblin waltz into a Solamnic stronghold, they will be watched carefully, but probably not attacked on sight unless they do something to warrant it. Even better if a party member who is on good terms with that faction can speak up for them. So if the party visits the Kagonesti, Horizons' character can speak up for them and say, "These guys are with me."
I've always gone with the PHB on this, with Fighters only getting a single weapon specialization. I've also interpreted the Myrmidon's 'free specialization' to mean they get two, making them something of an exception to that rule.
Sort of. There is no way to sink a WP into claws (it is possible to specialize in punching or wrestling, but not the same thing). There is, however, an NWP in The Complete Book of Humanoids called Natural Fighting. It grants a +1 to damage on attacks with natural weapons (claws, fangs, tails, etc.) and allows a free extra natural attack. But only if you pass the NWP check (STR+1) at the beginning of the fight.
NPC Baaz petrify at 0 HP, but PC Baaz do so at -10 HP.
I would allow that, but it would be considered dual-wielding and would suffer the normal penalties that come with that.
You can roll for as many spells as you can learn, if you want. You can just keep rolling until you fill up all of your slots now, or leave a few empty in case you find some scrolls or a spellbook along the way.
That is odd. But the gallant's inability to have a stronghold or followers (save the one squire) is the only hindrance of the kit, so I'd lean toward that one myself.
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Post by GravityEmblem on Feb 6, 2019 16:45:06 GMT -8
Yes, I’m rather familiar with the disruptiveness of evil characters. I find Lawful Evil characters a lot easier to manage than Chaotic, since their Evil is generally of the ambitious variety or directed at a non-party NPC(s). Also when playing an LE character, I have a rule: occasionally further the character’s goals above the party’s, but never at the expense of.
That probably made no sense. But, anyway, I don’t really see my character as Evil, now that I think about it. Sure, he’s vicious, almost to the point of cruel, to his enemies, but at the same time, he’s loyal and friendly to his allies, so a lot closer to CG. Although, we aren’t really choosing an alignment.
Also, as a Feralan, I start getting Followers (primarily those of my Familial Animal) at level 5, but I’m not sure how they could get inside the arena, so we’ll save that for now.
Oh, and I’ll also take Running, for all the usefulness that seems to have.
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Post by Daos on Feb 6, 2019 16:50:04 GMT -8
Okay, Ezeze, here's what remains I need from you, aside from your biography.
Height and Weight. For a female kender, height is 3 feet + 2d8 inches. Weight is 80 lbs + whatever you rolled for height. You can roll or choose something within those parameters.
Age. Adulthood is reached at 20, middle age at 50, old age at 70 and venerable age at 90.
Birthday. Krynn has a 12 month calendar with 30 days each. So you can pick a day, or just roll a 1d12 and 1d30 for something random.
Languages. You chose two (Common and Kenderspeak), but she gets 4 slots, so you can have two more.
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Post by Snacs on Feb 6, 2019 16:57:53 GMT -8
Yet another completely demi-human party, just like The Accursed Tower. Well, that settles it. I'm reinstating level limits. I just like nonhumans okay! Blame Ezeze going Kender, she's usually the human face in the games we play together It's strange, because I thought I had read the PHB as explicitly saying no only one, but the wording's really vague when I went back and checked on it and a lot of various things in Complete Fighters depend on having more than one, which is weird. Either way that's 2E for you? ¯\_(ツ)_/¯ So in Complete Fighters it reads: 'Only Fighters (but not paladins or rangers) can take weapon specialties. Such a character can only take one when he is first created, but may specialize in more weapons as he gains new slots.' Whereas the PHB reads: 'Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in its use. Any weapon may be chosen. Specialization is normally announced (and paid for with weapon proficiency slots) when the character is created. But even after a player character earns experience, he can still choose to specialize in a weapon, provided he has the weapon proficiency slots available.' Which is... weirdly worded innit? Neato! I wasn't particularly fussed if it was 0 or -10, I just want to know what'll happen if I get unlucky-critted Neat. I'll probably be taking that seeing as how it's amazing and the STR check seems not very rough for Runt to pass <3. I planned on dual-wielding anyway, so being able to do so with only one weapon available is nice.
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Post by Daos on Feb 6, 2019 17:03:59 GMT -8
Romulus Remus. I get that reference.
Species Enemy. Orcs do not exist in the realm of Dragonlance. I'm afraid you'll need to pick something else. As his primary terrain is Forest, I can provide a list of possibilities if you need it.
Animal Follower. Yeah, I'm thinking his first follower will show up as soon as he's free again.
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Post by GravityEmblem on Feb 6, 2019 17:25:35 GMT -8
Romulus Remus. I get that reference.
Species Enemy. Orcs do not exist in the realm of Dragonlance. I'm afraid you'll need to pick something else. As his primary terrain is Forest, I can provide a list of possibilities if you need it.
Animal Follower. Yeah, I'm thinking his first follower will show up as soon as he's free again.
I thought you would, although it’s just a placeholder for now. For the enemy...well, Humans aren’t really an option (I have a backstory lined up which involves being greatly quite poorly by a human), so maybe I’ll go with Ogres. I think that’s who we’re gladiator slaves to, so he could have held a major grudge and studied them in captivity.
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Post by Daos on Feb 6, 2019 17:57:20 GMT -8
The very first batch of draconians was created, canonically, in 342 AC. That means the absolute oldest draconians by this point are 18 (they reach maturity by 2). Still, an 18 year old baaz would be considered a wise elder by his own people. Baaz tend not to live that long, if only because the army treated them as so expendable. It would be a badge of honor, and a testament to how much of a survivor he is.
Remember, I have a house rule that all NWPs cost 1 slot.
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Also, GravityEmblem , just keep in mind that if you suffer a big reaction penalty to whatever your species enemy is (-4; which is on top of the -1 he already gets for low CHA), so if you do choose a sapient race, keep that in mind. So if, for instance, you choose Humans, then every human you meet will get a -5 to their reaction roll toward you, which is enough of a difference to shift someone from say, Cautious to Threatening. Or Threatening to Hostile.
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Post by Snacs on Feb 6, 2019 18:40:37 GMT -8
The very first batch of draconians was created, canonically, in 342 AC. That means the absolute oldest draconians by this point are 18 (they reach maturity by 2). Still, an 18 year old baaz would be considered a wise elder by his own people. Baaz tend not to live that long, if only because the army treated them as so expendable. It would be a badge of honor, and a testament to how much of a survivor he is.
Remember, I have a house rule that all NWPs cost 1 slot.
Neat, I couldn't find it off a quick internet search, so I just defaulted to 'near when the eggs were stolen'. I'll adjust the age appropriately. Also Ezeze just told me about the NWPs as well, so gonna djust that too <3
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Post by Daos on Feb 6, 2019 18:50:54 GMT -8
Can you walk me through your thief skill point distribution? I'm having trouble recreating it, and am a bit lost.
Also, I believe you are short one weapon proficiency.
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Post by Ezeze on Feb 6, 2019 19:12:16 GMT -8
So I'm considering switching to a healer of some sort?
But I hate all of the Dragonlance gods and don't really care for Druids...
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Post by Daos on Feb 6, 2019 19:14:41 GMT -8
Unfortunately, mysticism won't be discovered for another 28 years canonically.
What's more, all magic in the setting comes from the gods. Not just divine, but druidic and wizardry, too. So if you don't like the Krynnish gods, you're sort of out of luck when it comes to magic at all...at least until after the Second Cataclysm.
What is it you don't like about them, by the way?
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Post by GravityEmblem on Feb 7, 2019 4:08:19 GMT -8
Well, seeing as Feralans already get -4 reaction, and choosing Gumans would mean every one of them would attack them on sight, I’d better stick to Ogres. See? Look at me, not disrupting the party! So I'm considering switching to a healer of some sort? But I hate all of the Dragonlance gods and don't really care for Druids... Well, we do have Horizons; she’s a Druid.
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Post by Ezeze on Feb 7, 2019 7:48:29 GMT -8
Well, we do have Horizons; she’s a Druid. True! I'll keep my rogue. I'd like an appearance, personality and history. The history should include their early life, how they learned their current skill set, and the circumstances of how they were captured and enslaved (including how long they've been in that situation). {Apperance (Spoilered)}Like most Kender Teakettle looks a great deal like a human child. The effect is enhanced in her case by her big blue eyes and blond hair, usually kept braided back - more as a concession to practically than a deliberate fashion choice. She changes her clothing frequently. When she has the choice she favors bright colors and gaudy, clashing patterns. Her face is round and she is almost always smiling. At just 22 years of age she is still far from developing the crows eyes and laugh lines considered so attractive in Kender society, but she has faith they'll turn up eventually. {Personality (Spoilered)}Teakettle is a Kender at the height of her wanderlust. It's all but impossible for her to resist the call of a new experience or something interesting to be learned. The only thing Teakettle likes better than going on an adventure is listening to other people tell stories about theirs. She shares the Kender propensity to 'find' things that aren't hers. Years of adventuring with other Kender have made her expect her own things to go missing too and she's just as quick to offer her friends use of her belongings as she is to expect use of theirs. Traits: Childish, Curious, Inquisitive, Friendly, Generous. {History (spoilered)}Teakettle Springheel was born on Bran 15th 338 AC, two days after Habakkuk's Bounty, to Tindertwig and Razmous Springheel. No one in her family was particularly devoted to Habakkuk but the holiday involved a feast and her aunt Mimi was the best cook for miles. Naturally her entire extended family - including Teakettle's heavily pregnant mother - swarmed (or in her mother's case, waddled) in for dinner. Then, in true Kender fashion, half of them stayed another two weeks as well. Aunt Mini's house was so packed full of family that there was just no where to put the newborn except in a particularly interesting kettle sized for human use that Mimi had 'acquired' during her own wanderlust years prior. It was a near-perfect fit, and Tindertwig settled on Teakettle's name without input from Razmous.
Kender do not have an established school system. Rather it is expected (and never wrongly) that a young Kender's natural curiosity will propel her to ask questions and seek out older Kender who know enough to answer them. Those older Kender teach the younger just enough to give them more questions to ask and, if they are feeling generous, a general idea of who can answer them. In that way a young Kender spends their days pinballing between different adults asking increasingly more difficult questions until either there is no one who can answer or the young Kender is distracted by a new, even more interesting line of inquiry. Teakettle's education commenced in much the same way, with the single caveat that unlike most Kender of her age the first 'teacher' she clung to was her Great Uncle Shroompie, who taught her the skill of quiet observation. It was very un-Kenderlike, but it held Teakettle's fascination as 'the gateway to knowledge' for at least long enough for her to learn a little before she stumbled upon books and abandoned Uncle Shroompie for Aunt Topple, who taught her to read and write (there were no hard feelings on Uncle Shroompie's part; he expected his students to go missing just as frequently as his favorite ladder did).
Wanderlust hit Teakettle young. She was not yet sixteen when she announced that she was leaving to explore. Though they worried because of her age and because the War of the Lance had only just ended, it didn't even occur to Tingertwig and Razmous to keep her from going. Instead they convinced her that her cousin Haversack (who was technically her father's mother's brother's step-son by his second marriage, which is close enough to be called 'cousin' by any Kender's standards), who was three years older but had left on his own Wanderlust just two months prior, would make for a particularly interesting companion. She set out to find him with naught but the direction that he'd headed towards human lands.
By luck or Fizban's guidance (which are so often indistinguishable) it took Teakettle a mere half-year in Southern Ergoth (354 AC) to find her cousin. For five years following the two were inseparable. From Haversack Teakettle learned to fight with the polpak and the hoopak. Teakettle preferred those to other weapons despite (or perhaps because) their reputation as traditionally masculine weapons. She particularly liked carrying a polpak because the weapon looked so outrageously over-sized in her hands - though the one she carried was used more often as a ladder than a weapon.
Just last year Haversack's Wanderlust waned. The two parted in tears, with a promise that Teakettle would find him again when she inevitably also felt the call to return home.
No sooner had Haversack left her alone than Teakettle tried to sneak through an ogre encampment to get a look at a giant boar they had hunted and were roasting (she wasn't going to hurt anyone, their cooking methods were just so novel!). A particularly sharp-eyed (or hungry) ogre caught her snipping off a boar haunch (just to try it!) and threw her into the gladiator pits on the basis that it would be more interesting to watch someone else kill her than to kill her himself.
Teakettle has been a slave of the ogres for less than a year, but is already anxious to leave. This has gotten boring quickly.
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Rax
Dicemaster
Posts: 2,263
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Post by Rax on Feb 7, 2019 9:06:24 GMT -8
Can you walk me through your thief skill point distribution? I'm having trouble recreating it, and am a bit lost. Also, I believe you are short one weapon proficiency.
Sure thing. As a 5th-level bard, he gets 80 discretionary points (20+15+15+15+15) to spend on his thief skills. Pick Pockets 10% (base) +10% (half-elf) -25% (Gallant) = -5% Detect Noise 20% (base) +40% (discretionary points) = 60% Climb Walls 50% (base) -5% (Gallant) = 45% Read Languages 5% (base) +5% (Gallant) +40% (discretionary points) = 50% For weapon proficiencies, I spent two proficiencies to become proficient in all lances. Regarding his background, I see him as being from the Ergothian colonies on Southern Ergoth, probably Zhea Harbor and probably from a noble background, so Ergothian Cavalier still fits assuming the Ergothians don't have a "humans only" policy when it comes to their nobles. If you'd prefer at least one human in the group, I can switch to straight Ergothian. I just have to decide which NWP to drop, since Blind-fighting then becomes more important.
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Post by Snacs on Feb 7, 2019 10:51:33 GMT -8
Fluff: (will work on it over today/tomorrow!)
When Runt first tumbled free of the egg that birthed him, slower to move than his clutch-mates, his handlers thought he would not last the vicious training to come.
The name stuck even as he towered above his clutch-mates, used as a cruel moniker by their creators and handlers.
He was slow to pick fights, preferring to let his clutch-mates squabble first and pick at the winnings fully-rested. He took his time learning the ways of war, even if it meant a beating from his Masters. What they saw as laziness and weakness were the seeds of what would later help Runt survive the War of the Lance even as so many of his brethren did not.
By the time the dragonarmies descended properly on Ansalon, he had little distinguished himself apart from his size, and his stature did not do much to please shorter human commanders in the least. Across Ansalon Runt did what he had been bred to do, and did it well, though strangely enough never well enough to be picked for command...
By the time the tide of the War of the Lance began to shift Runt had been in battle near-constantly. He had tread across Ansalon as much as any wanderer or Pathfinder, and he found to his surprise that the rest of his clutch had gone, in twos and threes and tens. He had not survived because he was smart, or strong, or fleet of foot(though he was certainly the latter two), but because where another Baaz would Leap, Runt looked first.
Eventually, Runt was shuffled in to the armies donated to Stormogre of Daltigoth, where he served until the subsequent dissolution and fall of the dragonarmies. He fell prey to the vices of many of his kin, the sharp, pleasing burn of alcohol soothing the memories of a life of constant war and attrition for his species. Without any place or person to return to he was rounded up and tossed into slavery when Kthaarx banished Stormogre's sons and took power for himself.
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