Hidden 10 yrs ago Post by clanjos
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So yeah, here's an OOC thread where we can hammer out characters. Remember the basic concept- dungeon minions. Psyga- Commoner 1/Survivor 2 Raineh- Aelfborn Rogue 3 Grey Star- Kobold something Primal- Kobold Trapmaking Intern Rin- Drow Something
Hidden 10 yrs ago Post by Raineh Daze
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Stabby Female Neutral Evil Aelfborn Rogue, Level 3, Init +5, HP 19/19, Speed 30' AC 19, Touch 15, Flat-footed 14, Fort +3, Ref +8, Will +0, Base Attack Bonus 2 Finesseable, Masterwork Cold Iron Rapier +8 (1d6+2, 18-20/x2) Light, Masterwork Alchemical Silver Shortsword +8 (1d6+1, 19-20/x2) Mithral Chain Shirt (+4 Armor, +5 Dex) Abilities Str 14, Dex 20, Con 14, Int 19, Wis 9, Cha 12 Condition None Crazy Rogue done, few items of equipment excepted. Awaiting GM approval. :T
Hidden 10 yrs ago Post by Primal Conundrum
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How are you determining ability scores? Also, what feats and skills did you grab?
Hidden 10 yrs ago Post by Raineh Daze
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How are you determining ability scores? Also, what feats and skills did you grab?
Darkstalker, TWF, Weapon Finesse; Appraise, Balance, Hide, Move Silently, Spot, Search, Listen, Open Lock, Tumble, Disable Device, Escape Artist, and Jump. Also, 4d6 drop lowest.
Hidden 10 yrs ago Post by Primal Conundrum
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Meet Maleki (Mah-leck-ee), Kobold trapper trained at the Imperial Academy of Karryk-Mos! I grabbed feats from Races of the Dragon, along with the Kobold Rogue substitution levels since they perfectly fit a Kobold trapper. He's quite obviously not built for outright combat, though his AC means that he should be able to survive long enough to scurry away to safety. Also, the pistol crossbow is useful for shooting pressure plates to activate traps :D http://www.myth-weavers.com/sheetview.php?sheetid=1117012 Fair warning ahead of time, I'm an absolute asshole when it comes to trap design. Depending on the funds that the dungeon can bring to bear to finance my designs, I can turn this place into an absolute meat grinder.
Hidden 10 yrs ago Post by clanjos
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Looks good, but you might want to consider the Artificer from Eberron, or the Master from Dragonlance for a trapmaker- they can both do some genuinely insane things with Craft skills. Such as +10 masterwork bonuses. Plus the Artificer opens up the wonderful world of magical traps.
Hidden 10 yrs ago Post by Primal Conundrum
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I own every book published for the Eberron setting under the 3.5 rules, I'm acutely aware of it :P I just feel like playing a rogue, it feels like it fits Kobold better. I'm less concerned about making a min/max'ed character, I'm more interested in the personality and theme.
Hidden 10 yrs ago Post by Raineh Daze
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Could you perhaps not play a Rogue for the reason that having two characters with essentially identical ability sets is both kind of boring and an enormous waste. Especially when we have so much skillpoint overlap because neither of the characters is a talker. >_>;
Hidden 10 yrs ago Post by Primal Conundrum
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It's a class. The entire personality archetype and job of the character are completely different. My character is not a fighter in any regard, he doesn't use two weapons, he would flee from combat rather than fight, and I'm not going to change my class for that minor of a reason. I can take racial substitution levels as a kobold rogue that very accurately work towards the theme of being a trap specialist, the high number of skill points works well, and it gives him the sneaky edge needed to get away from a fight. Besides, we're not an adventuring party, we don't need to work towards some sort of theoretical group balance. I want to play a rogue, so that's what I'll play.
Hidden 10 yrs ago Post by clanjos
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I may have been unclear with some of the goals of this campaign. This WILL be a campaign involving adventure. You'll be stealing from museums and nobles, poaching pandas in the Japan analogue, robbing bandits, and trying to drive off Dungeon Lords trying to muscle in on The Dungeonmaster's territory just as often as you'll be beefing up security and dealing with the odd political structure of the dungeon. And while the kobold rogue ACF has a distinctive flavor unique to the kobold archetype, it looks as though your skill selection has some major overlap with Raineh's.
Hidden 10 yrs ago Post by Primal Conundrum
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A lot of my skill choices were picked because they're required for the Trapsmith prestige class from the Dungeonscape book. And yeah, I was of the impression that we would be the dungeon mobs, fortifying a dungeon against incursions from adventurers.
Hidden 10 yrs ago Post by clanjos
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You guys ARE the dungeon mobs, but those artifacts stolen from local merchants have to find their way to the lich's tomb somehow. I wasn't aware that you're shooting for trapsmith though- pretty fantastic choice if you ask me. The current head of the Trap Department might take an interest in you. Anyway, in my experience rogues work better in concert, and I'm liking the angle for Trapsmith. If you feel that the Kobold Rogue is the best fit for the character you want to play, I don't have a problem with it.
Hidden 10 yrs ago Post by Aristocles
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I'd like to play a kobold, if this is still open.
Hidden 10 yrs ago 10 yrs ago Post by Psyga315
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Alright. Here's my character. Let me know if there's a mistake. Ratsnark Male CN Goblin Commoner 1/Survivor 2, Level 3, Init +4, HP 27/27, Speed 30 AC 17, Touch 15, Flat-footed 13, Fort +6, Ref +7, Will +5, Base Attack Bonus Masterwork Crossbow, heavy (10 bolts) +6 (d8+6, 19-20/×2) Leather (+2 Armor, +4 Dex, +1 Size) Abilities Str 8, Dex 18, Con 16, Int 14, Wis 14, Cha 7 Condition None
Hidden 10 yrs ago Post by Primal Conundrum
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This is getting worryingly quiet.
Hidden 10 yrs ago Post by Ater FireSoul
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Ater FireSoul The Caustic Corruptor

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seems like it will be a great RP
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