Author Topic: Caverns of Blood - A Subterranean DnD Adventure  (Read 12602 times)

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Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #15 on: August 11, 2011, 10:39:30 am »
Ok i put my back story up. A bit cliche but i figure it has the Chaotic Neutral, typical adventurer with a small enough twist to cause a problem but not be a focus of the entire story, vibe.

I also changed the AC and [small] modifiers to their medium counterparts.

Any other changes i need to do?
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #16 on: August 11, 2011, 03:20:21 pm »
Nope, looking good to me :D
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #17 on: August 11, 2011, 03:22:29 pm »
Cool beans!
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #18 on: August 11, 2011, 03:44:09 pm »
Now start badgering gorman to make his character.

 :P
Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #19 on: August 22, 2011, 08:26:13 am »
Remember guys, the game is still on for tomorrow at 4:30 GMT.
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #20 on: August 22, 2011, 09:29:18 am »
GORMAN, MAKE YOUR CHARACTERRRRR
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Gorman Conall

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #21 on: August 22, 2011, 10:33:41 am »
Oh crap I totally forgot about this!

Really sorry, I'm still interested and ill try to get my character up when possible, but tomorrows a no go for me, its Serenity's birthday, feel free to play without men though.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #22 on: August 22, 2011, 12:23:31 pm »
Feel free to play without men though.

I'll try but all the players are male :(
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #23 on: August 23, 2011, 11:55:48 pm »
Well.

To be honest. I COMPLETELY forgot. I'm so sorry.
« Last Edit: August 24, 2011, 12:15:25 am by eropS »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #24 on: August 24, 2011, 12:52:38 am »
I couldn't start without Gorman anyway. Sorry, should have been clearer that yesterday's game was a no-go.

Everyone good for the same time next tuesday?
Sam is basically right, he's just cranky.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #25 on: August 24, 2011, 08:31:57 am »
12:30 pm CDT right? or was it 10:30 cdt...

Either way I'm in. Setting calendar notification on my phone...
« Last Edit: August 24, 2011, 08:36:04 am by eropS »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline eropS

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #26 on: August 27, 2011, 05:17:47 pm »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #27 on: August 28, 2011, 03:09:32 am »
Yeah Gorman, come on. This tuesday is GO TIME.
Sam is basically right, he's just cranky.

Offline Gorman Conall

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #28 on: August 28, 2011, 06:37:52 pm »
I have no idea if I did this stuff right, I don't know 3.5 so I used my experience with 4th to kinda BS my way through.

Azakeil

Male Skirrin Drone Fighter 3
True Neutral
Representing Gorman

Strength    18   (+4)
Dexterity    8   (-1)
Constitution    18   (+4)
Intelligence    8   (-1)
Wisdom    8   (-1)
Charisma    12   (+1)
   
Size:    Medium
Height:    6' 4"
Weight:    270 lb
Skin:    Brown
Eyes:    Green
Hair:    None

Total Hit Points: 31

Speed: 20 feet [armor]

Armor Class: 23 = 10 +8 [full plate] +4 [tower shield] -1 [dexterity] +2 [Natural armor]

    Touch AC: 9
    Flat-footed: 21

Initiative modifier:   +3   = -1 [dexterity] +4 [improved initiative]
Fortitude save:   +7   = 3 [base] +4 [constitution]
Reflex save:   +0   = 1 [base] -1 [dexterity]
Will save:   +0   = 1 [base] -1 [wisdom]
Attack (handheld):   +7   = 3 [base] +4 [strength]
Attack (unarmed):   +7   = 3 [base] +4 [strength]
Attack (missile):   +2   = 3 [base] -1 [dexterity]
Grapple check:   +7   = 3 [base] +4 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Languages:   Common

Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]

Heavy Pick [1d6, crit x4, 6 lb., one-handed, piercing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]

Tower Shield [+4 AC; max dex=+2; check penalty -10; hardness 5; hp 20; 45 lb.]

Feats:

    Improved Initiative   
    Power Attack   
    Cleave   
    Weapon Focus x1   Weapon(s): Heavy Pick

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    -1 =    
-1
      
Balance    Dex*    -1 =    
-1
      
Bluff    Cha    1 =    
+1
      
Climb    Str*    7 =    
+4
   +3    
Concentration    Con    4 =    
+4
      
Craft_1    Int    -1 =    
-1
      
Craft_2    Int    -1 =    
-1
      
Craft_3    Int    -1 =    
-1
      
Diplomacy    Cha    1 =    
+1
      
Disguise    Cha    1 =    
+1
      
Escape Artist    Dex*    -1 =    
-1
      
Forgery    Int    -1 =    
-1
      
Gather Information    Cha    1 =    
+1
      
Heal    Wis    -1 =    
-1
      
Hide    Dex*    -1 =    
-1
      
Intimidate    Cha    4 =    
+1
   +3    
Jump    Str*    -2 =    
+4
      -6 [speed 20]
Listen    Wis    -1 =    
-1
      
Move Silently    Dex*    -1 =    
-1
      
Perform_1    Cha    1 =    
+1
      
Perform_2    Cha    1 =    
+1
      
Perform_3    Cha    1 =    
+1
      
Perform_4    Cha    1 =    
+1
      
Perform_5    Cha    1 =    
+1
      
Ride    Dex    -1 =    
-1
      
Search    Int    -1 =    
-1
      
Sense Motive    Wis    -1 =    
-1
      
Spot    Wis    -1 =    
-1
      
Survival    Wis    -1 =    
-1
      
Swim    Str**    4 =    
+4
      
Use Rope    Dex    -1 =    
-1
      

* = check penalty for wearing armor

Other Race:

    Unfamiliar race. Adjustments already included.

    +2 strength

    -2 dexterity

    +2 constitution

    -2 intelligence

    +0 wisdom

    +0 charisma

  Drone:

    +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence

    Medium: As Medium creatures, Skirrin Drones have no special bonuses or penalties due to their size.

    Stability: Skirrin Drones walk on four legs and are exceptionally stable. A Drone has a +4 bonus on
ability checks made to resist being bull rushed or tripped when standing on the ground  and while climbing (but not when flying, riding, or otherwise not rooted firmly on a surface).

    Natural armour: Skirrin Drones gain a +2 natural armour bonus to AC, and may be eligible for such feats as Improved Natural Armour. This does not affect their ability to wear regular armour.
    Drone base land speed is 30 feet.
  
 Darkvision: Skirrin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Skirrin can function just fine with no light at all.
    
Cranial Plates: Skirrin Drones possess thick chitinous plates on their heads which protect from falling rocks and the like in their natural homes. These plates may be used to deliver a powerful headbutt. In the attack following a Charge action in combat, the Skirrin Drone may make a natural weapon attack at -2 in addition to any other melee attacks. The headbutt deals 1d6 damage plus the Drone's strength bonus.

    +2 Racial bonus on Craft (smithing) checks.
    +2 Racial bonus on Profession (mining) checks
    A Skirrin may always treat the Knowledge (dungeoneering), Climb and Balance skills as Class skills regardless of their class.

    Stonecunning: This ability grants a Skirrin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Skirrin who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a Skirrin can use the Search skill to find stonework traps as a rogue can. A Skirrin can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.

    Hivemind: A Skirrin takes a -2 penalty on the Will save to resist a Skirrin Queen's Suggestion spell-like ability.

    Weapon proficiencies: Skirrin treat picks (both light and heavy) as simple weapons.

    Automatic Languages: Undercommon and Skirrin. Bonus Languages: Appropriate Local Languages.

    Favored Class: Fighter. A multiclass Drone’s fighter class does not count when determining whether they take an experience point penalty for multiclassing.

Fighter:

    Bonus Feats (already included)

   Class    HP rolled    
Level 1:    Fighter    10    
Level 2:    Fighter    4   
Level 3:    Fighter    5    

   
Azakeil 's Equipment:

    103 lb
    2 lb
    5 lb

    4 lb
    2 lb
    10 lb
    10 lb
    5 lb
    _____
    141 lb   Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Flint and steel
    Grappling hook
    Lantern (hooded)
    Pick
    Sledge
    Climber's kit

    Total

Gold: 1075

More about Azakeil :
« Last Edit: August 29, 2011, 03:57:16 pm by Gorman Conall »

Offline Krakow Sam

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Re: Caverns of Blood - A Subterranean DnD Adventure
« Reply #29 on: August 29, 2011, 03:40:41 am »
You seem to have done ok but you used the preset race majigger for dark dwarves thats built into the generator instead of choosing cutom race and then entering the modifiers I posted earlier in the thread.


Hmm, otherwise... lets see.

Power attack doesn't work with light weapons, and you're currently wielding two light weapons, so it would be better to swap the hand axe for a battleaxe, or just not take power attack.

A 4 in charisma is pushing the dwarfly autism a bit hard but I figured something like that might happen when I gave deep dwarves a -4 charisma modifier. Doesn't necesarilly need to change but be aware that your chance of interacting successfully with anyone who isn't a dwarf is pretty slim.

Also you haven't spent much of your starting cash on equipment, but again, thats not really such a big deal.

Otherwise I think you're pretty good. If you're online later I can help you fix it.
Sam is basically right, he's just cranky.