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D&D - Let's Get a Party Started

Started by Werekoala, March 09, 2010, 01:01:52 PM

Previous topic - Next topic

Drohem

Is the random magic item a Minor, Medium, or Major?

I pretty much have a character finished.  I'm just working on his background and history right now.  

He's a gnome 5th level fighter named Murni Nacklewick.

Werekoala

I thnk there's a small table you can roll on to determine which catagory - there was in 3.0 and 3.5 at least. If not, go 33/33/33%
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Quote from: Werekoala;370014I thnk there's a small table you can roll on to determine which catagory - there was in 3.0 and 3.5 at least. If not, go 33/33/33%

I rolled a Major magic item which turned out to be a wand of Fireballs (10th level) that has 43 charges.

I think that I'll keep this item for Murni.  It could turn out to be useful in a number of ways.  Besides, if I re-roll his magic item I could wind up with a one-use item like a potion or scroll.

Drohem

In The World of Sinesens, is there a fairly standard Underdark with the normal players (i.e. drow, duergar, derro, svirfneblin, etc.)?

Werekoala

After a fashion, yes. Not so much Drow, but there are "dark underworld" forces that must be dealt with (typically Chaos-aligned of course).

Also, that Invisible Castle site is nifty!
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Cranewings

Can I get in on this? I would only post seriously maybe three times a week.

Werekoala

Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Murni Nacklewick's History

Murni Nacklewick had a fairly normal gnomish childhood and adolescence.  He was unusually tall as a young child, but he grew into his lanky body during his adolescence and developed a very muscular frame.  When he was old enough, Murni went to work with his father, Ninkin, and his older brothers, Finnab and Roymil, and learned the trade and skills of a miner.  The family trade and life suited Murni well and he enjoyed this blissful and innocent time of his young life.  He went to work for his family at the age of forty-five-years-old, and enjoyed it for about eight years.  He even fell in love and had a romantic relationship with a beautiful gnomish girl named Bimina.  Their relationship had gotten serious and, even though it wasn't said out loud yet, everyone was fairly sure that marriage was in their immediate future.  

Murni's father had a dwarven business associate named Orlond Thovir, and from time to time they would mount joint expeditions for various jobs.  These were usually fairly large jobs with anywhere from five to ten gnomes and five to ten dwarves.  Ninkin and Orlond shared a love affair with gem mining, they were old friends who sometimes pooled resources and worked together on potential high yield veins.  Murni had already went on two previous ventures and really enjoyed them since he traveled the farthest in life on those expeditions and saw new things and met new people.  So when Orlond showed up again with another potential mine site, Murni was happy to go on the venture with his father and his older brother Roymil.  The eldest son Finnab would stay home and run the family and its affairs while their father was away on this expedition.  Although, this adventure was somewhat bittersweet in that he was leaving his young love Bimina behind for several months or more.  

 The first month was normal for this type of work.  They had traveled far out into the hinterlands and set up a base camp nearby the scouted area.  Then they went about the business mining.  One fateful night, the camp was brutally attacked by hobgoblins from the Dead Moon tribe.  It was an organized raid and it was over quickly, but not before several dwarves and gnomes lay dead.  Murni watched his father get cut down trying to protect his old friend Orlond Thovir.  However, the real horror was yet to begin for the survivors of the hobgoblin raid.  They now began their new torturous existence as slaves of the Dead Moon hobgoblins.  

The life as a slave to the hobgoblins was an existence of pain and misery.  Murni was strong and hearty which made them try even harder to break him, yet he endured.  The first few months as a slave were terrifying and horrendous.   Murni and the others were forced to watch as his older cousin Pilnor was given to the goblins in the Dead Moon tribe and was killed and eaten by the goblins.  After eight months of slavery, there were only three survivors of the original mining expedition which were Murni, his brother Roymil, and the dwarven miner Orlond Thovir.  It was only a couple of months later that Murni held his older Roymil as he died in Murni's arms.  The only thing that saved Murni from being used up and thrown away by the hobgoblins was his father's old friend Orlond.  The hobgoblins of the Dead Moon tribe were extremely interested in mining as it applied to warfare,
especially chief Murdasyk.  Orlond was able to string along the hobgoblin chief for a while in doing projects that failed.  Orlond insisted that Murni and Roymil be kept well because he needed them.  They lived well when compared to the other slaves, although it was still a dirty and meager existence.  

After almost two years as a slave, Murni found himself alone when Orlond was murdered by a political rival of chief Murdasyk.  His status as an exempt slave ended and he thought that death was not long for him.  He endured the hardship of slavery, even still when the hobgoblin slave masters tried to break him.  Murni was close to giving up on everything when things went from bad to worse for him.  Shortly after surviving two hellish years as a slave to the Dead Moon hobgoblin tribe, he was taken in the deep dank of the Underdark
and sold to duergar slavers.  He was taken down and deep into the earth where the light of day does not exist or is even known.  This is when Murni learned about real suffering and pain, as the life of a duergar slave, especially a surface gnome, was filled with torture and backbreaking work.  Murni suffered under several twisted and demented duergar owners before finally being sold to his last slave master, the duergar wizard Gimkral Muladek.  

Murni really suffered under Master Muladek.  He was a relentless taskmaster with a proclivity towards violent fits of rage and anger.  Master Muladek was a deranged individual whose focus was on magical research and experimentation.   Murni witnessed many horrible and hellish experiments, and was forced to participate in some experiments himself.  Despite Murni's natural survival instinct, strong will, and strong physicality, and after another year as a slave in the Underdark, he had finally given up all hope at life and
was resigned to die a slave.  It was at his absolute lowest, and when he had abandoned all hope, that Mibbini came into his life.  Mibbini was a young and gorgeous svirfneblin woman who recently was enslaved and sold to the evil duergar wizard Gimkral.  

Murni had thought that he was in love previously with his first love Bimina, however, he learned that he really had no clue as to what real love was until he fell in love with Mibbini and she returned that love herself.  Although he knows it sounds trite and he would never voice out loud, he life was saved by love- by Mibbini's love.  Hope and life grew again in his heart and soul, despite his horrific environment.  The young slave couple managed to keep
their secret love hidden from their duergar master for nearly two years.  Gimkral became insufferable and more demented when he learned that his two gnome slaves were in love.  The fact that they were in love and that Murni seemed to have his spirit revived fueled and fanned Master Muladek's rage and anger to burn white-hot.  Gimkral focuses his anger on Mibbini and starts using her for his mad arcane experimentation, which was his fatal mistake.  When Murni learned of her torture, he killed the duergar wizard his bare hands.  He beat his slave master senseless with his hands and then choked the life out of the evil duergar.  

Master Muladek's residence was on the outskirts of the duergar city, as wizards in their society were somewhat ostracized.  It was only due to this twist of fate that Murni, Mibbini, and the other slaves of the duergar wizard Gimkral were able to escape into the deep dank of the Underdark world.  Murni and several others of the slaves were able to overtake and kill Muladek's duergar household guards.  Since Muladek's place was isolated and he was not well liked or accepted in duergar society, their revolt went unnoticed long enough to insure their escape and any pursuit.  The group of escaped slaves wandered in the warrens and caves of the deep Underdark nearly two weeks.  A couple of the escaped slaves had already died on the journey and it was looking grim for the survivors.  Fortune shinned on them, even in the deep dark of Underdark, and they met a group of three svirfneblin
rangers.  The svirfneblin rangers aided the handful of slave survivors and brought them to the hidden svirfneblin city of Arposandra.  

Shortly after their recovery and convalescence, Murni and Mibbini were married.  Murni was accepted into her family with open arms and love.  As a wedding gift, Mibbini's grandfather gave Murni a magic wand, which was a family heirloom and powerful item.  Mibbini and Murni had a wonderful life and spent nearly three years together before she died.  They were very happy together and were expecting their first child.  Although she had healed from the immediate effects of her slavery and torture, the arcane experiments left her body weakened.  Murni lost his son and wife when Mibbini died during the birth due to complications.  Murni felt even emptier than when he had given up hope years earlier as a slave to the cruel duergar.  He stayed in Arposandra for a time, but the pain was too much for him and he started becoming resentful and angry.

Murni left Arposandra and the Underdark to return to the surface world with the blessing of Mibbini's family and the community.  He was now part of the family and community, but those nearest him understood why he must leave and return to the surface world.  Murni returned to his home and family on the surface.  He was welcomed back into his family, home, and community with open arms there as well.  Murni tried to find his way there and make a new life, but he found himself detached and hollow.  In an attempt to shield his family from his pain and anger, he left birth family as well to take up the life as a wanderer and adventurer.

Drohem

Character Name: Murni Nacklewick
Character Class/Level: Fighter 5

Player Name: Drohem.
Campaign: The World of Sinesens.
Alignment: Chaotic Good.
Race/Gender: Gnome Male.
Physical Description: Light pink skin, ice blue eyes, stands at 3'8" tall, and weighs 43 pounds.  He has bright violet colored hair which is shoulder length, and he has a Colonel Sander's moustache and goatee that is also bright violet in color.
Age: 61-years-old.
Languages: Common, Dwarven, Goblin, Gnome, and Sylvan.
Experience Points [10,000]

=== Ability Scores ===
STR    15 [+2]
DEX    18 [+4]
CON    17 [+3]
INT    15 [+2]
WIS    15 [+2]
CHA    14 [+2]

=== Hit Points ===
Total Hit Points [60]: (hit dice +35; Con +15; favored class +5; toughness +5)

=== Saves ===
Fortitude save [+7]: (Con +3; fighter +4)
Reflex save [+5]: (Dex +4; fighter +1)
Will save [+3]: (Wis +2; fighter +1)

=== Speed ===
Speed [20 feet]: (gnome +20)

=== Defenses ===
Armor Class [21]: (base +10; Dex +4; size +1; armor +6)
Touch AC [15]: (base +10; Dex +4; size +1)
Flat-footed AC [17]: (base +10; size +1; armor +6)
Combat Maneuver Defense [20]: (base +10; bab +5; Str +2; Dex +4; size -1)
Flat-footed CMD [16]: (base +10; bab +5; Str +2; size -1)

=== Combat Statistics ===
Initiative check [+4]: (Dex +4)

Base attack bonus [+5]: (fighter +5)
Combat Maneuver Bonus [+6]: (bab +5; Str +2; size -1)

Melee attack bonus [+8]: (bab +5; Str +2; size +1)
Ranged attack bonus [+10]: (bab +5; Dex +4; size +1)

Hammer/hook 1-handed attack [+10; 1d6+6/1d4+6]
Hammer/hook 2-handed attack [+8; 1d6+5/1d4+5]
Hammer/hook 1-handed power attack [+8; 1d6+12/1d4+12]
Hammer/hook 2-handed power attack [+6; 1d6+9/1d4+9]
Hammer/hook trip attack [+8]
Light crossbow attack [+10; 1d6]

=== Encumbrance ===
Carrying Capacity: Light load 0-66 lbs; medium load 67-133 lbs; heavy load 134-200 lbs; lift over head 200 lbs; lift off ground 400 lbs; push or drag 1,000 lbs.

Encumbrance Level: Light (34.5 lbs)

=== Feats ===
Weapon and armor feats: Armor Proficiency (heavy, light, medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, and Tower Shield Proficiency.
Fighter bonus feats (3): Two-Weapon Fighting, Weapon Focus (gnome hooked hammer), and Weapon Specialization (gnome hooked hammer).
Level bonus feats (3): Toughness, Double Slice, and Power Attack.

=== Skills ===
Skill Points [20] (fighter +20)
Skill ranks maximum = 5

Climb*          +3  (Str +2; trained +3; armor -3; ranks +1)
Handle Animal       +6  (Cha +2; trained +3; ranks +1)
Knowledge (dungeoneering)    +9  (Int +2; trained +3;ranks +4)
Knowledge (engineering)    +9  (Int +2; trained +3;ranks +4)
^Perception      +6  (Wis +2; gnome +2; ranks +2)
Profession (miner)      +11 (Wis +2; gnome +2; trained +3;ranks +4)
Ride*          +4  (Dex +4; trained +3; armor -3)
^Stealth*      +5  (Dex +4; size +4; armor -3)
Survival          +6  (Wis +2; trained +3; ranks +1)
Swim*          +3  (Str +2; trained +3; armor -3; ranks +1)
^Use Magic Device      +4  (Wis +2; ranks +2)

^ Non-class skill
* Armor and encumbrance check penalties may apply to skill checks.

=== Racial Spells ===
1/x day each spell as 5th level caster: dancing lights (DC 12), ghost sound (DC 12), prestidigitation (DC 12), and speak with animals (DC 13).

=== Money ===
Starting Gold = 400
Platinum- 0
Gold- 3
Silver- 4
Copper- 5

=== Magic Items ===
Wand of Fireballs (10th caster; 43 charges)

=== Weapons and Armor [21 lbs] ===
Hammer, gnome hooked [1d6/1d4; crit 19-20/x3/x4; 3 lbs; bludgeoning or piercing; double, trip; 20 gp]
Crossbow, light [1d6; crit 19-20/x2; range 80-ft; 2 lbs; piercing; 35 gp]
Breastplate [AC +6; max Dex +4; armor check -3; 15 lbs; speed 20-ft; 200 gp]
Bolts, crossbow (20) [1 lbs; 2 gp]

=== Equipment [13.5 lbs] ===
*Backpack            [0.50 lb; 2 gp]
Bedroll                 [1.25 lbs; 1 sp]
Blanket, winter      [0.75 lb; 5 sp]
Chalk x5              [--; 5 cp]
Everburning torch    [1 lb; 110 gp]
*Explorer's outfit   [2 lbs; --]
Flint and steel         [--; 1 gp]
Mirror, small steel  [0.50 lb; 10 gp]
*Pouch, belt         [0.125 lb; 1 gp]
Rations, trail x5   [1.25 lbs; 25 sp]
Rope, silk (50 ft)   [5 lbs; 10 gp]
Sack (empty)   [0.125 lb; 1 sp]
Sewing needle   [--; 5 sp]
Signal whistle   [--; 8 sp]
Waterskin               [1 lb; 1 gp]
* = worn on person/in combat.

=== Gnome Racial Traits ===
-- Constitution +2, Charisma +2, –2 Strength -2.
-- Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus  
and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-- Slow Speed: Gnomes have a base speed of 20 feet.
-- Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
-- Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
-- Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
-- Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
-- Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
-- Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
-- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
-- Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
-- Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

=== Fighter Class Features ===
-- Bravery +1 (Ex): Murni gains a +1 bonus on Will saves against fear.
-- Armor Training 1 (Ex): Murni reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his  
armor by 1. Murni can also move at his normal speed while wearing medium armor.
-- Weapon Training 1 (Ex): Double weapon group. When Murni attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Murni also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to Murni's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Werekoala

Holy crap - with everything this poor guy has been through, you want me to come up with challenges for him?!

Good job, really good.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Quote from: Werekoala;370780Holy crap - with everything this poor guy has been through, you want me to come up with challenges for him?!

Good job, really good.

Thanks. :)

Hehehe.... Just throw some hobgoblins and duergar at him. ;)

In working through creating this character, I really like some of the minor changes from 3.5 D&D.  I really like how the skill system was redone, sort of a cross between 3.5/4e D&D.  I also like the changes to the Favored Class/Multiclassing rules.  However, the two changes that I really like are the new Fighter class features and how the special combat maneuvers have been combined under the CMB and CMD scores.

Werekoala

Ok, that's Drohem - anyone else interested? If so, sing out now - if not, we'll get this ball rolling in the next 48 hours or so.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Quote from: Cranewings;370193Can I get in on this? I would only post seriously maybe three times a week.

Come on in for the big win! LOL

Murni could use an adventuring buddy. :)

Werekoala

Wandering - hardly the life for a gnome; but then, your life has been far from normal.

This part of the world is luckier than most, from what you've heard from travelers and extended family members in the past. Here, there are beautiful forests with green meadows and fast-running streams, fed from the snows that cap the Cobalt Mountains (where your family made its living, and beneath which your soul died). Game is plentiful, and on the whole, life is good in this region. You know that the Cobalt Mountains stretch for several days travel North and East, the forest follows the curve of the range to the east and south, and to the west the green lands extend for about a week of travel. After that, it turns to rolling, scrub-covered hills and eventually gives way to blasted desert and rock. Somewhere far to the south is a vast sea, and human and elven settlements and cities.

Choose your path, Murni Nacklewick. And set a goal, if you have one.

(Anyone wanting to join later can be encountered along the way. Feel free to ask more specific questions about what lies in a given direction (though your specific knowledge will be a bit limited), and I'll also post a map later this evening.)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Drohem

Murni sat on his log near his morning campfire.  The fire was already out, but the embers were still hot and radiated a little heat to clip the morning chill hovering around Murni.  He clasped his luxury item in both his hands to warm his fingers, a steaming cup of coffee.  He held close to his face so that he could smell that sweet aroma as well.

Speaking out loud to himself, Murni says, "well Mr. Nacklewick, it appears that you are at a crossroads of sorts and must make a decision.  What will you do?"

Murni sat a while longer thinking about his choices, and enjoying the morning.  The sun had barely come up over the horizon but the birds of the forest have already been awake for a while and going about their business.  He listened to various calls and songs and put himself in a trance of sorts, focusing past his dilemma until it faded away and the sharpness of Nature and Her bounty filled him up.  

After what seemed longer than it actually took, Murni finishes his cup of coffee, sighs at the empty bottom of the cup, and says out loud to himself, "west it is then Murni."

Once he breaks down his camp and polices it to his satisfaction, he adjusts his pack and belongings, puts his back to the sun, and starts walking westward.