Valiant they were's page

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CaptainGemini wrote:

Just posting this for Kirth, in case he comes back to this thread to reply to my last post.

I'm out of the discussion. I've spent how many days on it already? And nothing accomplished with all of that time put into it. I've got better things to do. Like investigate environmentally-friendly paints for when I repaint my house.

Ocre? Crushed and powdered clay rocks of particular colour?


Long time no see you shambling ghoul...


Red Curry Rice&Fish

Ingredients
3 cups water
1 cup rice
Salt
Red Curry paste
Hundred grams of fish

Method
Cook fish in 1 cup Salt water in wok.
Remove fish
Place 2 cups water in wok with rice and salt and Cover and boil for 10 minutes. Off heat Add curry paste mixing with rice.

Serving
Place Fish on rice on plate


Dunmuir wrote:
Are there any archetypes or ways that you could make a lawful evil paladin? I know Antipaladin is chaotic evil, but are there any other choices?

D&D rules cyclopedia. Alignment options are:

  • lawful
  • Neutral
  • Chaotic

    Good and evil dont realy come into it. A lawful paladin makes a choice to take a life that violates the law or defend life from the limits of law. Law as a philosophy can be rigid and uncompromising.

    Strip away the paladin and you have someone who exists outside the circle of civilization. Over the boundary that says life...and on your own, exterminating unlife and anyone looking to betray the world of the living. That security guard who locks you in with the demon you were trying to free.
    "Escape? I sealed the gate from this side as soon as we entered. This is a one way trip."


  • Did anyone survive?


    Here's hoping i'm wrong.


    They did find a mass grave of a million mummies in Egypt so african tribesmen battle a million mummies after a vengeful witchdoctor animates them all.


    So no love for a Mystara Setting D&D film?

    Dungeons & Dragons: Nightfall
    An Immortal Nightdragon drains off the Radiance from the Nucleus of the spheres causing a cataclysm cutting everyone off from magic and gods and destroying much of the known world. When the sun rises on the day without magic, no one knows its very bad. They think tomorrow will be back to normal...but it wont be.


    Knitifine wrote:
    Recruit a god.

    Some artefacts contain or are gods that take posession of the user so...a present with a red bow?


    Nigrescence wrote:

    A style of play, or a method of play.

    Kids these days want their numbers as big as possible and don't care what they have to sacrifice to get it, and seem to get bored of anything other than combat.

    I see the numbers as secondary to pretty much everything else about the character, but still recognize the importance of those numbers, and enjoy all aspects of the game, not just combat.

    *shrug*

    That...and someone who likes rules that can be adjusted...like taking the saving throw table in d&d rules cyclopedia and replacing them with something simple like +2 points per hit dice allocated to save slots as desired by player. Wham! Three less pages of look-up tables.


    falhaven manor


    It looks like an interesting game. Hope I can get printed copies before they go.

    Full Name

    Flandrion Silvari

    Race

    Male Elf

    Classes/Levels

    Rogue/2

    Gender

    HP 15/15 | AC 17 T 14 F 13 | F +1 R +7 W +1 | Init +4 | Senses: Low light vision, Perception +8 | SPD 30

    Size

    Medium

    Age

    131

    Alignment

    Chaotic Good

    Location

    Ustalav

    Languages

    Common (Taldane), Elven, Draconic, Orc, Varisian, Sylvan

    Strength 15
    Dexterity 19
    Constitution 12
    Intelligence 14
    Wisdom 12
    Charisma 9

    About Flandrion

    Racial Traits:

    Base speed of 30 feet

    Low-light vision

    Receives a +2 racial bonus on perception checks

    Elves are immune to magic sleep effects and get a +2 racial saving bonus against enchantment spells and effects.

    Elves are proficient with longbows (including composite longbows), longswords, rapiers and shortbows (including composite shortbows) and treat any weapon with the word "Elven" in its name as a martial weapon.

    Receives a +2 racial bonus on caster level checks made to overcome spell resistance. Also receives a +2 racial bonus on spellcraft checks made to identify the properties of magic items.

    Feats:

    Level 1 - Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons at ranges of 30 ft or less.

    Rogue Class Features:

    Weapon and armor proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and shortsword. They are proficient with light armor but not with shields.

    Sneak attack: A rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a dexterity bonus or not) or when the rogue flanks his target. ... Ranged attacks count as sneak attacks only if the target is within 30 ft. ... The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

    Trapfinding: A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

    Sneak attack damage: 1d6

    Evasion: If he makes a successful Reflex save against an attack that does half damage on a successful save he instead takes no damage.

    Rogue Talents:

    Trap Spotter: Whenever he comes within 10 feet of a trap he receives an immediate Perception skill check to notice the trap.

    Trained Skills:

    Trained skills: 8(Class) + 2(INT MOD) + 1(FCB) = 11

    ________________________Class___MOD___RANKS___MISC___ACP___Total
    1. Acrobatics (DEX)*______+3______+4____+2____________________+9
    2. Bluff (CHA)____________+3______-1____+2____________________+4
    3. Climb (STR)*___________+3______+2____+2______+2C___________+9
    4. Disable Device (DEX)*__+3______+4____+2______+2M$_________+11
    5. Linguistics (INT)______+3______+2____+2____________________+7
    6. Perception (WIS)_______+3______+1____+2______+2R$__________+8
    7. Sense Motive (WIS)_____+3______+1____+2____________________+6
    8. Sleight of Hand (DEX)*_+3______+4____+2____________________+9
    9. Stealth (DEX)*_________+3______+4____+2____________________+9
    10. Survival (WIS)[NC]______0______+1____+2____________________+3
    11. Swim (STR)*____________+3______+2____+2____________________+7

    [NC] = Not a class skill
    C = Climber’s Kit
    M = Masterwork Thieves’ Tools
    R = Racial Bonus
    $ = Gets an additional +1 when used versus traps.

    Note: ACP due to his armor is 0. ACP when carrying his backpack and under medium load is -3

    Combat Stats:

    AC = 10 + 4(DEX) + 3(MW studded leather) = 17, touch = 14, flat footed = 13 Note: AC when carrying backpack at medium load is 16 due to max dex 3 for medium load.

    CMB = 1(BAB) + 2(STR) = 3
    CMD = 10 + 1(BAB) + 2(STR) + 4(DEX) = 17
    Initiative = +4
    Fort +1, Reflex +7, Will +1, +2 racial saving throw bonus against enchantment spells and effects.
    Base Speed: 30 ft

    Hit Points: 9 + 6 = 15

    Offense:

    Ranged weapons: (does not include point blank shot feat, +1 to hit and damage at ranges of 30 ft or less)

    ____________To hit___damage_____crit______range___type
    Longbow ____+5________1d8_______x3________100______P
    Dart________+5________1d4+2_____x2_________20______P
    Dagger______+5________1d4+2_____19-20/x2___10______P or S

    Melee Weapons:

    _____________To hit___damage_______crit________type
    Longsword____+3_______1d8+2*_______19-20/x2____S
    Morningstar__+3_______1d8+2*_______x2__________B and P
    Dagger_______+3_______1d4+2________19-20/x2____P or S

    * damage +3 when used two handed.

    Gear:

    Encumbrance:

    Light Load: < 67 lbs, Medium load: < 134 lbs, Heavy Load < 200 lbs

    Gear: 800 gp to spend

    Explorer’s Outfit__________(free)__________8 lbs
    MW Studded Leather__________175 gp________20 lbs
    MW Thieves’ tools___________100 gp_________2 lbs
    Longsword____________________15 gp_________4 lbs
    Longbow______________________75 gp_________3 lbs
    40 arrows_____________________2 gp_________6 lbs
    3 daggers_____________________6 gp_________3 lbs
    Morningstar___________________8 gp_________6 lbs
    10 throwing darts_____________5 gp_________5 lbs
    Flint and steel_______________1 gp_________-
    Spare cash_________________________________4.1 lbs

    Backpack_________________________2 gp________________2 lbs
    Waterskin________________________1 gp________________4 lbs
    10 days trail rations____________5 gp_______________10 lbs
    Climber’s Kit___________________80 gp________________5 lbs
    50 ft silk rope_________________10 gp________________5 lbs
    Grappling Hook___________________1 gp________________4 lbs
    Everburning Torch______________110 gp________________1 lb

    596 gold pieces spent,

    203 gp, 4 sp cash on hand (4.1 lbs)

    61.1 lbs carried on person
    31 lbs backpack and contents
    92.1 pounds total, medium load, spd 20 ft, max dex +3 (AC 16), ACP -3, run x 4

    Appearance:

    Flandrion stands 5 feet 11 inches tall and weighs in at 121 pounds. He wears very well made studded leather armor over an explorer's outfit. His clothing and armor are in a variety of different shades of brown. He has white hair and brown eyes. His exposed skin has a tan that hints at a lot of time spent outdoors. He is still relatively young for an elf at 131 years of age.

    Flandrion fits the profile of the stereotypical adventurer in that he is obviously carrying as many weapons as he can. In addition to his backpack, he carries a longbow and a large quiver of arrows slung over his right shoulder. He carries a bunch of throwing darts in another quiver like holder worn over his left shoulder. He carries a longsword worn crossdraw on his left side, a morningstar on his right side, and a dagger rigged more or less horizontally through the front of his belt (set up for a right hand draw). Not usually visible would be two additional daggers, one concealed in each boot.

    When Flandrion is carrying his backpack he is obviously somewhat encumbered and not quite as nimble as one would expect an elf to be. When Flandrion is not carrying his backpack he can move with a grace and an elegance that would put most other people to shame.

    Backstory:

    Flandrion was born and raised in Kyonin. He got his initial training as a rogue there. He then served a hitch with the border guards helping to keep various undesirable types out of the kingdom. It was while serving with the border guards that Flandrion picked up some knowledge of survival. When his tour of duty was up Flandrion decided to do some traveling. He went to check out Ustalav so he could see some of the battlefields that his ancestors had fought in. Also, he had heard that the inhabitants there still needed some help dealing with the lingering effects of the Whispering Tyrant's reign.

    Flandrion's great grandfather Caladrel and great grand uncle Ivellios went off to do battle against the forces of the Whispering Tyrant in 3754 AR. Ivellios took an heirloom longsword with him (details as to how to stat the longsword left up to DM). Neither Caladrel, nor Ivellios nor the blade were ever seen again, and none of those who were with Caladrel and Ivellios survived to bring the details back to Kyonin.

    Flandrion would be able to recognize the blade because it has the Silvari family crest engraved on the hilt. Flandrion's knowledge of the blade is simply that it is an heirloom, likely at least a masterwork. But as many of the Silvari family of that generation perished in the war he doesn't know anything more about it. Flandrion would like to find out everything he can about what happened to Caladrel and Ivellios, but figures that given the amount of time that has passed he will be lucky to just find the longsword.