Adventuring in Undermountain, anyone?

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Rogue 9
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#201

Post by Rogue 9 »

Oh, no grey elves doesn't mean you have to go with bog-standard half-elf. Faerun has a boatload of elf subraces; just not that particular one. :wink:
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"Live free or die: Death is not the worst of evils." -- General John Stark

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#202

Post by Cynical Cat »

Nalifan's Abridged Guide to the Elves of Faerun

While the educated peoples of Faerun are quite familiar with The People, not every inhabitant of the continent is fortunate enough to possess a thorough education. For such rustics and our guests from other planes, I present a short guide to the elves of Faerun.

Drow or Dark Elves: A strong and vibrant people with many magical gifts, especially notable in the males. Unfortunately, the majority of my race is ruled by a vicious matriarchy that worships a demon-goddess and embraces rampant misandry. Our race has an appalling reputation for treachery, mostly perpetrated by morons in overly settled and decadent underground city-states. The reputation we have for magical prowess, slyness, skill, sadism, and all around evil is entirely deserved. And now onto our lesser, surface dwelling kindred the faerie. Oh, and the fact that the faerie are taller than us, with them averaging the same height as humans, is annoying to us.

Sun or Gold Elves: They rival us in intelligence and magical skills. They believe they are the chosen of Corellion and somehow fooled the rest of the faerie into going along with it. They are the ruling class of the most powerful elven nations and are admirably perfectionist in their practice of all arts. They are golden skinned with light or dark hair. Instigators of the Crown Wars, first and most frequent employer of high magic spells of mass devastation during the Crown Wars and somehow they were not the race cursed and driven underground. It always helps when your race has a near monopoly on secular, magical, and ecclesiastical positions of authority.

Moon or Grey or Silver Elves: The most numerous of the faerie and the kind most likely to establish relations with other races. They are forest dwelling, known for skill with bows, swords, and the arcane arts. They are pale skinned, predominately nocturnal, with light eyes and hair that is usually silver or black. If a human says "elves" nine times out of ten he's talking about these guys.

Wood or Copper Elves: Forest loving reclusive rustics. About as magically talented as a human, which usually isn't saying much. Live in harmony with nature, shoot the bad people with the bow, and all that nonsense. Often have lots of muscles, although lighter on the brains than the rest of my kindred. They are sneaky and good shots and not entirely uncivilized.

Wild or Green Elves: Barbs. Take the Copper Elf and strip all the civilization from him. They are smarter and smell better than orcs and probably smarter than human barbarians. Probably.

Avariel or Winged Elves: Reclusive, have wings, can fly. Have a nice alchemical trick with super hard glass.

Star Elves: Supposedly good sorcerers who live in an extradimensional realm with connections to the Yuirwood. Yes, you'll need a map of the east to actually find it. No, it isn't too close to those Thayan bastards or those Rashemeni bitches. If the Hathrans want to take issue with my explorations, they do so at their own peril. Yes, yes, I'm drifting off topic. So what? I don't like provincial mystics full of their own spiritual authority who believe their in charge just because they've been through the right ceremonies. What about my mother? She hasn't caused me any problems since she died and stopped sending assassins after me.

Half Elves: What can I say? Some human women look pretty good.
Last edited by Cynical Cat on Thu May 15, 2008 6:25 pm, edited 2 times in total.
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#203

Post by rhoenix »

You're awesome CynCat, thank you.

Alright, version 1.1. Race is now "Moon Elf," and racial bonuses adjusted for full-elf characteristics.

Descriptors:
Name: Kergan Mehrimat
Race: Moon Elf
Class: Duskblade 1
Alignment: Neutral Good


Attributes:
STR: 18 (+4 to melee attack/damage)
DEX: 16 (+2 to AC, +2 to ranged attack, +2 to Reflex saves)
CON: 18 (+4 to HP/lvl, +4 to Fortitude saves)
INT: 17 (Bonus spells: 1 lvl1, 1 lvl2, 1 lvl 3, +3 skill points/level)
WIS: 15 (+2 to Will saves)
CHA: 14 (+2 to reactions)

HP: 30/30
(Base HP 8 +4 HP (CON) + 18 CON) = 30

Melee Attack Bonus: +5
(Duskblade 1 = +1 Base Attack Bonus, STR 18 = +4)

Armor Class: 16
Chain Shirt (+4 AC), Dexterity 16 (+2 AC)

Saving throws:
Fortitude: 2 (Dusk1) +4 (CON 18) = +6
Reflex: 0 (Dusk1) +2 (DEX 16) = +2
Will: 2 (Dusk1) +2 (WIS 15) = +4


Special Abilities:
- Arcane Attunement (can use Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic 3x per day + INT modifier [+3], total 6x per day)
- Armored Mage (can wear light armor with 0% arcane spell failure chance)

- Immune to magic Sleep effects, gain +2 vs. Enchantment spells/effects
- Low-light vision
- +2 bonus on Listen, Search, and Spot checks


Skills:
Class skills: (2+ INT modifier / level [+5], INT modifier x4 @ 1st level [12])
(Class skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all), Ride, Sense Motive, Spellcraft, Swim)

Concentration (CON): 1 rank
Jump (STR): 1 rank
Knowledge: Arcana (INT): 1 rank
Spellcraft (INT): 1 rank
Sense Motive (WIS): 1 rank
Swim (STR): 1 rank

Cross-class skills:
Search [INT] (+2 racial bonus from being an Elf, +3 from INT): 1 rank
Listen [WIS] (+2 racial bonus from being an Elf, +2 from WIS): 1 rank
Spot [WIS] (+2 racial bonus from being an Elf, +2 from WIS): 1 rank

Feats:
Power Attack (with Improved Bull Rush, Shock Trooper, Leap Attack, Arcane Strike, Leap of the Heavens later on)


Duskblade Spells:
Dusk1: 3/0th, 2/1st
(Bonus spells per day from 17 INT: 1 lvl1, 1 lvl2, 1 lvl 3)

Level 0:
Acid Splash
Disrupt Undead
Touch of Fatigue

Level 1:
Chill Touch
True Strike

Languages:
Common
Elven
Draconic
Undercommon
Goblin

Money: 190 GP (6d4x10 GP @ first level)
- 182gp, 10sp, 2 cp for supplies = 6gp, 98 cp

Equipment: Greatsword, Chain Shirt, 2 belt pouches, backpack, bedroll, blanket, cloak, caltrops, 100 pieces of chalk, flint & steel, grappling hook, 50' silk rope, 4 empty sacks, waterskin, 1 cold weather outfit, 2 traveler's outfits, whetstone

Description:

History:
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

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#204

Post by Comrade Tortoise »

If you want INT bonus, you could go with a Sun Elf which has a -2 CON, +2 INT.

Also, you are gyping yourself on skill points. You have 20 skillpoints to spent, not 12. 2+3=5x4=20
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#205

Post by Cynical Cat »

Comrade Tortoise wrote:If you want INT bonus, you could go with a Sun Elf which has a -2 CON, +2 INT.
But that means sacrificing precious Dex and the Duskblade doesn't need sky-high DCs.
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#206

Post by Rogue 9 »

How are you a moon elf with 18 CON at first level? Last I checked 20 wasn't a possible result on the die roll.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

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#207

Post by frigidmagi »

What the hell? You're a slugger! Trade the 16 and 17 so you have a decent Dex mod to your armor. That's more important for fucking staying alive then sqeaking out one last bonus spell.
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#208

Post by Rogue 9 »

Not that the mod is different between 16 and 17, mind. :razz: Speaking of which, 16 is a +3 ability modifier, not +2.
Last edited by Rogue 9 on Thu May 15, 2008 6:56 pm, edited 1 time in total.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#209

Post by frigidmagi »

Well he's got it at a bloody 2. Not to mention when 4th level comes around you can bump a 17 to an 18 and get +4. 16 Int is perfectly fine for his class.
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#210

Post by SirNitram »

This thing with the adding of the entire Con score: Huh?
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#211

Post by Rogue 9 »

First level characters die like flies otherwise. You only do it at first level; after that hit points progress normally. It ceases to matter all that much at later levels, when monsters are dealing fifty some odd damage a hit, but it keeps you alive until you get the cool shit you need to deal with that.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#212

Post by rhoenix »

SirNitram wrote:This thing with the adding of the entire Con score: Huh?
Rogue 9 wrote:Proposed House Rules:

Hit Points at First Level: First level HP is set at the maximum hit die roll plus CON modifier plus other bonuses as normal. In addition, add your Constitution score to HP at first level.
Unless the bolded was rescinded somewhere during the thread where I didn't see, that's what I was going by for 1st level characters.
frigidmagi wrote:Well he's got it at a bloody 2. Not to mention when 4th level comes around you can bump a 17 to an 18 and get +4. 16 Int is perfectly fine for his class.
Good points from you and Rogue9 both - I forgot to adjust the ability scores away from being a half-elf (with no stat changes). I'll do so shortly. Also, thank you Frigid for reminding me that characters get stat bonuses every 4 levels.

So, I'll switch around the ability scores, and apply the Elf stat bonus & penalty. CynCat, are the stat exchanges different amongst the different Faerun elves?
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#213

Post by Rogue 9 »

Moon elves are bog-standard high elves from the Player's Handbook, stat-wise.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#214

Post by rhoenix »

Alright, version 1.2. This time, I adjusted the ability scores properly!

Descriptors:
Name: Kergan Mehrimat
Race: Moon Elf
Class: Duskblade 1
Alignment: Neutral Good


Attributes:
STR: 18 (+4 to melee attack/damage)
DEX: 18 (+4 to AC, +4 to ranged attack, +4 to Reflex saves)
CON: 16 (+3 to HP/lvl, +3 to Fortitude saves)
INT: 17 (Bonus spells: 1 lvl1, 1 lvl2, 1 lvl 3, +3 skill points/level)
WIS: 15 (+2 to Will saves)
CHA: 14 (+2 to reactions)

HP: 27/27
(Base HP 8 +3 HP (CON) + 16 CON) = 27

Melee Attack Bonus: +5
(Duskblade 1 = +1 Base Attack Bonus, STR 18 = +4)

Armor Class: 18
Chain Shirt (+4 AC), Dexterity 18 (+4 AC)

Saving throws:
Fortitude: 2 (Dusk1) +3 (CON 16) = +5
Reflex: 0 (Dusk1) +4 (DEX 18) = +4
Will: 2 (Dusk1) +2 (WIS 15) = +4


Special Abilities:
- Arcane Attunement (can use Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic 3x per day + INT modifier [+3], total 6x per day)
- Armored Mage (can wear light armor with 0% arcane spell failure chance)

- Immune to magic Sleep effects, gain +2 vs. Enchantment spells/effects
- Low-light vision
- +2 bonus on Listen, Search, and Spot checks


Skills:
Class skills: (2+ INT modifier / level [+5], INT modifier x4 @ 1st level [12])
(Class skills: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all), Ride, Sense Motive, Spellcraft, Swim)

Concentration (CON): 1 rank
Jump (STR): 1 rank
Knowledge: Arcana (INT): 1 rank
Spellcraft (INT): 1 rank
Sense Motive (WIS): 1 rank
Swim (STR): 1 rank

Cross-class skills:
Search [INT] (+2 racial bonus from being an Elf, +3 from INT): 1 rank
Listen [WIS] (+2 racial bonus from being an Elf, +2 from WIS): 1 rank
Spot [WIS] (+2 racial bonus from being an Elf, +2 from WIS): 1 rank

Feats:
Power Attack (with Improved Bull Rush, Shock Trooper, Leap Attack, Arcane Strike, Leap of the Heavens later on)


Duskblade Spells:
Dusk1: 3/0th, 2/1st
(Bonus spells per day from 17 INT: 1 lvl1, 1 lvl2, 1 lvl 3)

Level 0:
Acid Splash
Disrupt Undead
Touch of Fatigue

Level 1:
Chill Touch
True Strike

Languages:
Common
Elven
Draconic
Undercommon
Goblin

Money: 190 GP (6d4x10 GP @ first level)
- 182gp, 10sp, 2 cp for supplies = 6gp, 98 cp

Equipment: Greatsword, Chain Shirt, 2 belt pouches, backpack, bedroll, blanket, cloak, caltrops, 100 pieces of chalk, flint & steel, grappling hook, 50' silk rope, 4 empty sacks, waterskin, 1 cold weather outfit, 2 traveler's outfits, whetstone

Description:

History:
Last edited by rhoenix on Thu May 15, 2008 7:20 pm, edited 1 time in total.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


Josh wrote:What? There's nothing weird about having a pet housefly. He smuggles cigarettes for me.
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#215

Post by frigidmagi »

Better.
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#216

Post by rhoenix »

frigidmagi wrote:Better.
Anything you'd suggest changing before play begins?
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#217

Post by frigidmagi »

If you want to be a damage whore consider Monkey Grip, lets you wield weapons one size higher then normal. Yes that means a large Greatsword. Yes that means 3d6 damage. On the flip side you could just PM silence and talk to him about his truely sick fighter sorcerer combo.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#218

Post by LadyTevar »

And, thanks to RPG Profiler, I present Rauri NicIomhair
Last edited by LadyTevar on Thu May 15, 2008 8:26 pm, edited 1 time in total.
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#219

Post by rhoenix »

frigidmagi wrote:If you want to be a damage whore consider Monkey Grip, lets you wield weapons one size higher then normal. Yes that means a large Greatsword. Yes that means 3d6 damage. On the flip side you could just PM silence and talk to him about his truely sick fighter sorcerer combo.
Nice - the fact that my character is near powergamer territory without actually crossing into that land of ye olde munchkins is good enough for me. Thank you, Frigid.

I'll finish up the fluff and post it later tonight.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."

- William Gibson


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#220

Post by Rogue 9 »

Monkey Grip is actually fairly subpar. Average damage on a greatsword is 7; average damage for a large greatsword is 10.5, or an increase of three and a half. However, it also imposes an attack penalty; assuming the enemy has an armor class that is neither too high to hit without a twenty or too low to miss without a one, you're cutting 10% off your hit percentage. With Power Attack, you're adding a flat 4 to your damage for the same penalty, and it leads into other feats; Monkey Grip is a dead end.

Mathematically, the maximum damage is higher on a Large greatsword than on a Medium greatsword with two point Power Attack, but the maximum damage will only come up once out of every 216 damage rolls, it's much more useful to look at average damage, which is higher with Power Attack, and can be varied in the case of enemies with higher (or lower!) Armor Classes.

[/optimization geekery]

Okay, Lady T, looks good. You should list your equipment on the sheet, and since you aren't small, you don't have to list the Small weapon damage for your weapons. Other than that, you're good to go.
Last edited by Rogue 9 on Thu May 15, 2008 8:42 pm, edited 1 time in total.
The Paladin's Domain, My Blog (Updated 5/18/2009)

"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

"Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." -- G. K. Chesterton
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#221

Post by Jason_Firewalker »

Alright folks looks like we gots ourselves an adventuring party for the most part, BTW how do I link to my RPG profiler page so I can post my encumberance?
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

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-- My friend figuring out how to permanently turn a gnome chartreuse

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#222

Post by B4UTRUST »

Jason, did you create an account on the profiler and make your character there?

If not that's your first step...
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#223

Post by Jason_Firewalker »

I have but I just need to know how to link it to here
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
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#224

Post by B4UTRUST »

When you log in on the side click on Characters. Then on the character click edit. Make it public. C&P the link here using the URL tag and remember to properly dress your links

Code: Select all

[URL=urladdresshere]text for link[/url]
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#225

Post by Jason_Firewalker »

Here Is there link with equipment
'Individual science fiction stories may seem as trivial as ever to the blinder critics and philosophers of today — but the core of science fiction, its essence has become crucial to our salvation, if we are to be saved at all'
-- Sir Issac Asimov

The True Resurrection would undo the chartrusing of the Gnome
-- My friend figuring out how to permanently turn a gnome chartreuse

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents
--HP Lovecraft in Call Of Cthulhu
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