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Post by Daos on Apr 10, 2020 14:12:47 GMT -8
This thread is dedicated to OOC chat and character creation for Sword of the Dales.
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TristenC
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Post by TristenC on Apr 10, 2020 14:26:27 GMT -8
For Kendrivel Fangchipper: 96AH4L1e4d6 4d6 4d6 4d6 4d6 4d6
4d6·4d6·4d6·4d6·4d6·4d6
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Post by Daos on Apr 10, 2020 14:38:37 GMT -8
10, 18, 7, 13, 16, 7. Yeah, that looks like a kender build alright.
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TristenC
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Post by TristenC on Apr 10, 2020 14:43:29 GMT -8
hahaha, indeed.
so, this work for you? Str 9 (10-1) Dex 19 (18+1) Con 7 Int 7 Wis 15 (16-1) Cha 13
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Post by Daos on Apr 10, 2020 14:45:53 GMT -8
Yep, that should do it.
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TristenC
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Post by TristenC on Apr 10, 2020 15:31:42 GMT -8
while choosing proficiencies i came up with a few questions
Regarding specialty priests and weapons allowed:
would you agree that Uncle trapspringer would allow the use of typical Kender weapons for his priest? or any specific items or functions disallowed? would bows be allowed? (long shot i know, pun intended)
Regarding backstab: what weapons do you consider eligible? Do you allow the 'mugging' rules from complete thief (Ch 7) for using blunt weps to knock people out under backstab setup conditions (unaware, etc)
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Post by Daos on Apr 10, 2020 15:46:34 GMT -8
The link you gave me said that priests of Uncle Trapspringer can use any kender weapon, so I would take that to mean non-bludgeoning ones, as well. I think they would be limited to bludgeoning only for non-kender weapons, though. So no on the bow, but a sithak would be fine. Luckily, I have a big write up for kender weapons from my Past Glory game here. I do allow mugging. And I'll allow any melee weapon to backstab.
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TristenC
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Post by TristenC on Apr 10, 2020 16:02:19 GMT -8
sweet, and thanks for the quick replies!
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TristenC
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Post by TristenC on Apr 14, 2020 10:13:13 GMT -8
Almost done. Is the range and RoF for sithak same as for shortbow?
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Post by Daos on Apr 14, 2020 13:04:15 GMT -8
The same for both, yes.
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TristenC
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Post by TristenC on Apr 14, 2020 17:11:02 GMT -8
starting gold roll ggeaTOGa3d6 x10 gp
3d6
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TristenC
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Post by TristenC on Apr 14, 2020 18:50:40 GMT -8
Ok
Hahaha, I just realized he has no access to the healing sphere this should be fun
Do you have ideas for cost for the following items? -? Polpak [] -? ball of string (1000 ft), dice in a leather cup, playing cards, wax marking sticks ( like crayons)
////
For Daos' "Module Mattinee" game on Lost Souls
Kendrivel Fangchipper by TristenC [Kendrivel Thullen Farfegnugel Runt-runner Sothbane Lightfoot Tasslehoven Rochambeau Fangchipper the 5th (once removed)... But you can call me K-man... or Uncle K, or Super K! OrThe Shinbone Juggler…]
Male Kender Cleric/Thief; 'Uncle Trapspringer' Priesthood (1/1), XP: 0/0 (TNL: 1,500/1,250) (+10% to Thief xp for high Dex) Stats: Str 9 (wt allw 35/90, OD 5, Bb/Lg 1%); Dex 19 (+3 mssl attk, +3 react adj, -4 AC); Con 7; Int 7; Wis 15 (+1 mag def adj); Cha 13 (+1 reaction adj) Ht: 3'11" ( in) Wt: 45 lbs Age: 22 yrs AC: 4 (-4 dex, -2 leather) Current Hp: 7/7. Status: Normal (Mv 12/12)
Saves: PPDM (9); RSW (13); PetPoly (11); BW (15); Sp (14). [+4 evasion from Dex, +1 mental from wis, incl +1 racial]
WP: Sithak, Polpak. Thac0: 20 (base), 17 Ranged (19 w/ kender melee wep, 16 w/kender ranged wep) Sithak: cutty/stabby(blades) (2d4/2d6) sp3 (P/S). Twangy-shooty(bow) (1d4+2/1d4+1) [RoF 2/1. Range 50/100/150 yds] Polpak: Pokey-poky(polearm) (1d8/1d10) Spd 6 (P/S), stabby (short sword) (1d6/1d8) sp3.
NWP: [4 base+1 int =5] Direction Sense (16), Religion (15), Rope Use (19), Set Snares (18), Tumbling (19) Languages: Common, Elven, Thieves’ Cant
Racial bonuses/abilities: (Kender) Small: Kender get a +4 AC bonus when fighting against gnolls, bugbears, ogres, trolls, ogre magi, giants and titans. A kender's movement rate is 12. Kender are faster than their size would suggest. +1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them. +1 to hit when using any kender weapons. Lack of Focus: Kender suffer a 20% spell failure for any arcane spells cast. Fearlessness: Kender are immune to fear, magical and otherwise.
Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verbal barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. If the victim can understand the kender's speech, they must make a saving throw vs. spell (modified by WIS). If they fail, for 1d10 rounds they attack the kender wildly with a -2 penalty to hit and a +2 penalty to AC.
Class/Kit bonuses/abilities ("Uncle Trapspringer" Priest/Rogue) Cleric: Divine casting, +5% “Handling” skills @lvl 3: can move upon all roads and paths at normal movement rate. @lvl 8: know their location at will, once a week, so long as they have seen it on a map. They may wear any armour, and use any kender designed weapon.
Thief: Thief skills, backstab (x2), Thieves’ Cant Thief Skills: [60 pts] PP 40% (15 Base +5 Race +15 dex +5 faith); OL 45% (10 Base +5 Race +20 dex +5 faith +5 points) F/RT 45% (5 Base +5 Race +10 dex +5 faith +20 points) MS 50% (10 Base +10 Race +15 dex +5 faith +10 points) HS 50% (5 Base +15 Race +15 dex +5 faith +10 points) DN 30% (15 Base +5 Race +5 faith +5 points) CW 55% (60 Base -15 Race +5 faith +5 points) RL 5% (-5 Race +5 faith +5 points) (+5%PP&HS, 10%MS&CW when not wearing armor)
Equipment: [weight in lbs], {objects in container} Worn: Traveler’s clothes, holy symbol [0.1], Leather Armor [7.5], Sithak [2](over shoulder), Polpak (carried as walking stick), belt {quiver [1]{arrows 20x [2]}, pouch Lg [1]{fish hooks 10x [0.1], thieves’ picks [1]}, Pouch sm [0.5] {coins, chalk 10x [0.1], caltrops (10)[1]}, glass bottle {10 seconds of Kender air}[0.1], sack sm [0.1]{marbles, mirror [0.1], colorful wool mittens, spare bowstrings 3x}}: Wt Carried: 16.6 lbs
Backpack (worn) [2] {grapple hook [4], flint & steel [0.5], waterskin [1], ball of string 1000 ft [4], dice in a leather cup, playing cards, wax marking sticks, sack sm 3x [0.3], sack lg 2x [1]} silk rope 50 ft [8] on side. arrows 20x [2] (in bundle on top). Wt Stored: 22.8 lbs
8gp 0sp 3cp Total Eq wt: 39.4 lbs (lightly encumbered with pack, unencumbered without)
140 gp, [lbs] -5 leather ar [7.5] sm creature -2 pack [2] -1 lg pouch [1] -0.7 sm pouch [0.5]
-0.5 flint & steel [0.5] -1 fish hooks 10x [0.1] -30 thieve's picks [1] -0.8 grapple hook [4] -8 silk rope [8] -0.8 waterskin [1] -0.2 sack small 4x [0.4] -0.4 sack lg 2x [1] -0.3 colorful wool mittens -10 mirror sm metal [0.1] -0.1 chalk 10x [0.1] -30? Sithak [2] cost and weight as short bow? -0.8 quiver [1] -1 arrows 40x [4] -3 caltrops (10 pc) [1] -0.02 marbles (30 pc) -10 glass bottle (wrapped in a net of thin rope so it is harder to break accidentally) [0.1] -28 Polpak -2 ball of string (1000 ft), [4]
-1 set of dice in a leather cup,
-0.3 playing cards,
-0.05 wax marking sticks (like crayons ^_^ ).
131.97 spent [39.4]
Magic: (Priest) Major Access: All, Travellers, Weather Minor Access: Charm, Protection
Spells known: Bless/Curse, Combine, Command, Detect Good/Evil, Endure Heat/Cold, Faerie Fire, Know Direction, Protection from Evil/Good, Purify/Putrify Food & Drink, Remove/Cause Fear, Ring of Hands/Woe, Sanctuary
Spells Memorized: (1+2/-+1/-/-/-/-/-) 1st level:
========= Uncle Trapspringer: Priesthood Symbol: A random object
Duties of the Priest:
Demigod
One of the most widespread beliefs among kender is that of the legendary hero, Uncle Trapspringer. A role model and daring adventurer, Uncle Trapspringer is every kender's uncle, who has been to just about every place imaginable and is always willing to tell them all about it. Throughout the tales, his deeds, identity and hairstyle have been so distorted and exaggerated that no non-kender scholars have been able to ascertain for certain whether he ever existed. But there is no doubt in minds of the kender. In fact, there are some who claim that Trapspringer never died, but in fact ascended to godhood, and some of these have priestly powers to prove it.
Despite various arguments to the contrary - many claiming that the supposed diety is in fact an aspect of Branchala - Uncle Trapspringer and his priesthood are presented here as if he were a real god, albeit not a very powerful one.
Statistics: AL CG; WAL Any good; AoC Kender, travellers
Uncle Trapspringer has never been 'reliably' sighted, and thus it cannot be determined if he has an avatar or not. What follows is a general description of him as the stories and the second-cousin's best friend's nephew's pen-pals describe. Trapspringer is tall for a kender, above four feet, and has hair reaching down about to his waist when let down. He is about middle aged with many wrinkles, many of which are smile lines. He carries a hoopak, at least five pouches, and dresses in bright, multicoloured clothing. Most who have alleged encounters with him report him to talk in a very confusing way.
The Priesthood The priesthood of Uncle Trapspringer is mostly a small one - the only known permanent shrine is in Hylo, but its followers can be found anywhere kender can. The decision to join the priesthood is generally made at about the age where one would embark on wanderlust, and in fact, wanderlust usually follows almost immediately after. Uncle Trapspringer does not have a fixed holy symbol. Upon joining (which involves no ritual other than this), the young kender takes the most interesting object he can find as his symbol. It is rumoured that this will always find its way back to the priest after this.
Priests of Uncle Trapspringer must have at least a 13 in charisma and a 15 in dexterity, and are required to learn the proficiency 'Direction Sense'. They must, of course, be kender. They have major access to the spheres of All, Travellers, and Weather, and minor access to Protection and Charm. They cannot be granted spells of above fifth level.
Priests never recieve encumbrance penalties, if that rule is used, and gain a +5 to all handling skills. Upon reaching third level, can move upon all roads and paths at normal movement rate. Finally, at eighth level, the priest gains the ability to know their location at will, once a week, so long as they have seen it on a map. They may wear any armour, and use any kender designed weapon.
Priests of Uncle Trapspringer may not own more than they can carry.
/// Appearance: Shaggy brown hair bobs around on a Halfling-sized body as Kendrivel bends down to pick up something interesting. The outfit this small-one wears seems a little odd; some kind of leather armor over a pair of oddly decorated leather pants with a plethora of pockets and odd green discolorations on them. At a closer look you see they are sewn-over with what appears to be embroidery of exceptional skill used to depict images of child-like artistry. Some of the drawings, though crudely shaped, are quite disturbing and depict vampires and rotting corpses battling small folk.
Leaning on his staff, the figure stands to his full height (somewhere just below 4’ tall) and examines a multi-colored stone with piercing green eyes. You finally come to the realization that this is no typical Tallfellow or Stout… but a Kender.
He smiles at the multi-colored stone. Perfect! He exclaims in a high voice as he tucks it into his pouch. Lets see old Greatfather dodge that beauty! Finally he notices you and an even broader grin moves across his child-like features. Hi! I’m Kendrivel, nice to meet you! He says, sticking his hand out to shake yours…
Personality: Kendrivel is always trying to cheer others up or make them feel better. He will almost always take the time to tell a joke, peform a feat of astonishing dexterity (of which he knows many, though others might disagree), or just show compassion in order to lift someone up. He is practically fearless (True Kender?), even when faced with undead family members trying to kill him. For this reason he feels it is his duty to protect his friends. He has no living relatives (though some un-living). He makes fast friends, but betrayal is a cardinal sin in his book and would take a long time to overcome.
The Unlimited curiosity of a Kender is somewhat toned down for him… which still makes it far above that of most races.
Background: Kendrivel was always trying to make others smile. He was, after all, born in a very unhappy place; a small Kender village in the dark forests of Sithicus… in Ravenloft. It could be quite a challenge to make others laugh and smile sometimes. Kendrivel would dance, juggle, play with fire, tight-rope walk (though he had never learned how, he must admit he was pretty good at it).
While others of his community still had that Kender spark, they had become increasingly violent and xenophobic. While this seemed to Kendrivel to be a reasonable reaction to Lord Soth turning-a-bunch-of-their-kinfolk-into-vampires-and-setting-them-loose-on-the-rest-thus-whittling-them-down-to-a-few-small-communities-of-super-tough-utra-violent-kender, Kendrivel did not wholly share their sentiment. Their “No Trespassing” signs made from the rotting corpses of interlopers left a bad taste in his mouth… not like berry-wine at all!
He had every right to be just as violent; after all, his parents had been killed when he was just a youngling. It was his eldest sister who had coaxed him back from the brink of… sadness? madness? Who knew. She had done it with laughter and song and true compassion. Eventually she taught him the ways of a priest; which was where she had turned when their parents were taken. He loved his sister dearly… right up until that time she tried to kill him. (did I forget to mention she became a vampire and tried to eat him? Oh… Oops!) After surviving this encounter with his sister (he tied her up with magic chains and watched the sunrise with her) he changed his last name to Fangchipper.
Eventually he struck out on his own, and wandered into his old Greatfather, (also a vampire. See! I remembered this time!) who wanted to have a talk with (eat) him. During the reunion (confrontation) his Greatfather let slip that he was the last of his family line, and that he was destined to bring about the demise of the Kender Vampires in some way.
With the help of some holy-water (hey, he’s a priest, right!?) and a timely assist by a half-elven mage named Merrick, the Greatfather was injured badly enough that he fled. The Kender and his new companion traveled together to Harmonia in Kartakass where Merrick stayed. Although Kendrivel loved the songs and festive feel of Harmonia during the day, he found it a bit to hairy at night (pun intended). He continued his wanderlust and is still travelling today.
===
name is Kendrivel Thullen Farfegnugel Runt-runner Sothbane Lightfoot Tasslehoven Rochambeau Fangchipper the 5th (once removed)... But you can call me K-man... or Super K! OrThe Shinbone Juggler…
Planting his fists proudly on his hips, he continues. I'm a Kender! From Sithicus, Land of his High-evil-stinkiness Lord Soth of the smoldering bottom! I don't hunt either! he smiles. Well... except for family members... but there's only one of those left, anyway.
Kender Weapons!!1!
Sithak: (Dmg 2d4/2d6; Spd 3; Type P/S) The sithak (sword-bow) was originally a yoke used for carrying water in buckets. Now, its ends bear two blades, allowing it to serve as a double scythe. A recurving hook rests beneath each blade. A bowstring laced across the yoke allows short field-arrows to fire through a hole in the haft. Typical uses include • carrying buckets as with a yoke, • harvesting crops, • furrowing ground, • slashing enemies, • shooting field arrows (Dmg 1d4+2/1d4+1), and • strumming as a stringed instrument.
Polpak: (Dmg 1d8/1d10; Spd 6; Type P/S) The polpak (swordstaff) has an 8’ pole that sports a short-sword blade. Triggering a catch and giving the blade a half-turn releases it so that it can function as a sword. The blade has one serrated edge and doubles as a saw or pruner. The crosspiece for the sword is a double recurved crescent. Iron rings appear around the shaft at 1 foot increments to aid in gripping and climbing. A dozen caltrops are laced on a rod in the cross-piece. Typical uses include • pruning trees, • spearfishing with the blade, • using the blade as a short sword, • sawing with the serrated face, • climbing as a ladder, • striking as with a staff, and • playing as a musical saw.
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Post by Daos on Apr 14, 2020 19:31:07 GMT -8
Do you have ideas for cost for the following items? -? Polpak [] -? ball of string (1000 ft), dice in a leather cup, playing cards, wax marking sticks ( like crayons)
I just realized I never included prices on any of the kender weapons. I'll have to remedy that later. Anyway, a polpak costs 28 GP. A ball of string that was 1000 feet long would cost 2 GP and weigh like 4 pounds. Dice are 1 GP. Cards are 3 SP. Hmm...the crayons...I'll say 5 CP for a pack.
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TristenC
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Post by TristenC on Apr 14, 2020 20:45:20 GMT -8
Shew! those polpaks are pricey, Whelp guess he's gonna be a little light on coin to start, not that a kender would worry about such things ^_^
Ok, i think he is ready. Once the adventure proper is beginning i'll trim out the price list to keep the clutter out
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Post by Daos on Apr 14, 2020 21:55:04 GMT -8
Yeah, I was surprised by that, too. All kender weapons are surprisingly pricey. Not sure why.
Anyway, I'll go over the whole thing in detail tomorrow, since I'll have the night off.
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