Harsk

Dundin Larringfass's page

265 posts. Alias of Chainmail.


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There are many variant rules that give players more power.

The level 0 variant rule, one that makes the game harder, is rarely used. Gradual ability progression (spreading your 4 ability boost over four levels and giving some out early) is less game changing. But, Gradual Ability Progression, Ancestral Paragon, and Free Archetype are becoming more the standard than "variant" rules. Just as the APs were originally balanced for 4 15 point characters, the APs are balanced for 'basic' characters with 'average' player skill. I have found them to be significantly easier with Free Archetypes, especially at higher levels.

When playing with Free Archetypes you can encounter balance, I have just not found the right adjustment. 1.1 times the encounter budget has proven insufficient.


Dundin had problems. He has lost his ill concieved clan pistol.

He is also trained in thievery, will have to buy the tools and replacement picks.


Alchemist mostly done. No longer a dwarven ranger at level 4 for first edition.


Play in the latest AP that honors dwarves?

Play in a game that challenges characters without FA but allows more exploration of heritages using AP? Count me in.

I will submitting a dwarven alchemist -- conservator campaign background that has been an archealogist helping Ria to uncover and analyze curios and artifacts.

Do you need more than four to make an alchemist work? Is the alchemist the perfect sixth party member? Balderdash!! This dwarven alchemist can mix the perfect concoction for any situation. Some say the clothes make the man, but concoctions make the adventurer.

No human spread, just may try to start with a "GASP" 16 in my main stat to be more balanced. He will be a homie -- tied to the clan -- team dwarf all the way -- Long live the quest for the sky!!

And, no watered ale please. As an alchemist he will be the first to be pushing epic hops forward hazy IPAs with the smell of a little grass and just the right amount of dankness. How many times does he dry hop his ales -- just the right amount of course.

This is not a complete character submission, but I can make one!!


Turns out dwarves have at least an 8 charisma in 2E! So I am going old school dwarf fighter. I recall power attack was a pretty solid ability of fighters in our playtest long ago.


I love dwarves and like to dump charisma and make them somewhat rough around the edges. Is a 5 charism a dwarf minning?


Both are great — no preference


Yes, and we have the Owlcat games digital kingmaker — a very well done computer game to try if we want Kingmaker.

Just mentioned it because it seems easy to do first chapter.

This guy always hoped for a giant slayer run.
I still remember the Stedding of Hill Giant Chief as a player in high school.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Take care of yourself!!

Witcher 3 is awesome if anyone needs a solo fix.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin shakes his head.
"She was a magician, she probably got small like I was big."


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin follows the rest of the group. He is not happy to encounter any major magic. He had had enough magic to last him for a while.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin catches up to the others.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin follows, his stubby legs, newfound size, and injuries all putting him well behind.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

I assumed we were optimizing the group as a whole. Dicing for items never made sense to me.

I think Adir's enlarge only works on him, so a hammer with enlarge has much less value to him. I do not like disputes over items, I was there so many years ago. If Adir wants it he can have it.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin uses the hammer and grows large.

He moves 20' to the bag.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

"Can't you hit it with those magic force bolts??"


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin emerges from the fire blast with a scowl. His beard and some of his back hair horribly singed.

He snatches up the enchanted hammer determined to make the magician pay.

Missed here by a few hours


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin asks the mage
"Can you see if this hammer has any curses or drawbacks? I wouldn't want to turn evil or anything."


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin returns from his meeting with a sense of purpose and belonging.

Yes, he was adopted son of Cham Larringfass. But now he was part of a larger clan. Not one holding on to a small territory, but one with big ambitions!!

And his new pet, Bobo too!! And Bobo too!!


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

"I would love to bash giants with their own weapon and crush them!! It would be the only way I can match their size in battle. And its a hammer!!"


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin nods at the elf.
"Sounds like magic can be useful. I don't know if that is Agrimmosh. It is one big f*&*^&ing hammer we found. What do you know about it?"


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin looks at the new elf with suspicion.

"Can a scholar help us fight giants and their minions? It looks like a strong wind would blow you away. And, if you must know, lots of giants are trying to take down Trunau!!"

Dundin makes it a point to see if he can join the Ninth Battalion. For dwarves with no clan ties, it gives him a second chance to be with fellow dwarves again.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

3 Potions of Cure Light Wounds
1 Potion of Cure Moderate Wounds
1 Antitoxin vials
4 Smokesticks
1 Tangleburn Bag
1 Thunderstone
2 flasks Acid
2 Alchemist’s Fires
1 Tanglefoot Bags
1 Fuse Grenades
50 feet of Rope, 1 coil

Dundin adds the above to his equipment, letting the rest into the bag of holding.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

+1, best wishez


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin was excited to face off against giants again. He located a merchant with belts that could make one stronger and more nimble. Excited about his discovery, he realized that the belt that made one stronger was more suited to Brampton.

Dundin purchased the belt that made him more nimble, allowing the dwarf to hide, dodge, and fire a bow much better. He advised Brampton: "This belt confers the strength of the giants we are going to fight. I would recommend you buying it."


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

GM Darkblade, quite reasonable. Three rerolls are more than generous, and should allow many opportunities.

reroll STR +2 belt: 1d100 ⇒ 16
reroll DEX +2 belt: 1d100 ⇒ 23
reroll klar +2: 1d100 ⇒ 12

That was lucky, I have plenty to spend my money on!!


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin seemed preoccupied with giants. So much so, the local regimen of exercises to toughen himself up were forgotten. The invasion by the giant had shaken him to the core, and he was constantly exploring around Trunau looking for signs of giants and their minions.

He still stayed with Cham in the boardinghouse. With her help, he found a cloak that would protect him from danger that he bought from a friendly traveling merchant. His battered shield he carried on his back, a reminder of his kin and the giant raid. The light spiked shield Dundin practiced with, using the shield in conjunction with a host of axes and hammers.

Although Dundin still missed many baths, he didn't miss many meals, and his hunger for revenge burned strong in his heart.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Can we have our current items enchanted?
Could Dundin spend 4K to enchant his light shield to +2?

Also, are there other towns nearby that the group could move to do some shopping that may have items Trunau lacks or the group could order items from?

Rolls for items Dundin would be interested in @ 25%:
Belt of STR +2: 1d100 ⇒ 79
Belt of DEX +2: 1d100 ⇒ 98
Cloak of Resistance +2: 1d100 ⇒ 12
light shield with spikes +2: 1d100 ⇒ 54
mithral chain shirt +2: 1d100 ⇒ 88
amulet of natural armor +2: 1d100 ⇒ 41

Rolls for items Dundin would be interested in @ 75%:
Wand of CLW: 1d100 ⇒ 33
Wand of Resist Elements: 1d100 ⇒ 99
Wand of Enlarge Person: 1d100 ⇒ 58

I will post in gameplay to make sure I see updates.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

I am good to go.

I say we pick a pace our dm feels comfortable with.

As a two weapon fighter dwarf, the hammer suits Dundin too.

Armor probably for Brampton. It may be +2 mithral shirt for dundin. And Dundin gets aN animal companion and +1 Str to 18!!


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Still here.

HOpe you are well GMD. Enjoying the scorching Florida summer by getting some swimming in.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Epic ending!!

Will get something up after Easter.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin moves around the pit {right, diagonally down and right, down, down}

He swings his axe at the fire thrower as he continues to burn. Dundin clenched his teeth so as not to scream.
axe: 1d20 + 8 ⇒ (10) + 8 = 183d6 + 4 ⇒ (4, 6, 6) + 4 = 20

fire: 1d6 ⇒ 2

20 hp


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin did want to rest, but he was the only one. Doing the entire chapter with limited rest is tough on spellcasters.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

40+ total damage with a single hit. Nasty


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Should be a near tpk now.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin circles around to hit the wounded wolf.

20' move to stay as far from others as possible w/o provoking

axe: 1d20 + 7 ⇒ (4) + 7 = 113d6 + 4 ⇒ (3, 4, 2) + 4 = 13

"Someone warn the town so my last stand isn't in vain!!

The wolves were fast, if Dundin could just buy some time for someone to get away and let the town know what they faced.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Probably need his help.

We also probably need to focus on one enemy at a time rather than spread out damage.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin moves to engage both wolves.
3 squares diagonally

He swings at the wounded wolf.
big axe: 1d20 + 7 ⇒ (14) + 7 = 213d6 + 4 ⇒ (4, 4, 1) + 4 = 13


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin used the big axe on the giant set of bones.
g axe hit: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 3d6 + 4 ⇒ (1, 1, 6) + 4 = 12


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin moves up to the edge of the threat of the spear drawing his light hammer. He throws it at the skeleton.

Hammer throw: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 3 ⇒ (2) + 3 = 5


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin moves up to attack the rat, circling around the rat to deny it a strike as he closes. He swings his leadened blade hard.

mwork axe: 1d20 + 7 ⇒ (9) + 7 = 163d6 + 4 ⇒ (4, 6, 3) + 4 = 17

Move 20' to move around and not draw AoO and attack (std)


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Take care!! God bless


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin heads east trying to be alert and stealthy.
stealth: 1d20 + 7 ⇒ (11) + 7 = 18
perception: 1d20 + 8 ⇒ (3) + 8 = 11


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

"I think we go the other way. Following the obvious tracks got us into trouble with the rats. We can stay in the upper chamber a while and see what that brings."


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

"That was fierce and chilling. Rats of cold and dark."
Dundin makes a quick prayer to Chaldira.

"Shall we restore our drained strength before continuing?"

-3 STR


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

We were moving into a tunnel chasing a bigger threat than we have faced yet with almost no spells left. But what is done is done.

Now we know alchemists fire doesn't work on ghost rats.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin joins the retreat, moving away quickly.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

This encounter was beatable had we rested.

The one more room mistake is one I see often.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Dundin throws his fire when Songan is clear or the rats move again, whatever is first.

touch: 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 2
splash crit?: 1d20 + 5 ⇒ (13) + 5 = 181d6 ⇒ 3


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Awesome atmosphere and descriptions.
If you ever try Gothic horror, count me in.

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