We love our hobby so much, we should be able to laugh at it, IMHO: http://comedians.jokes.com/stephen-l...en-lynch---d-d
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We love our hobby so much, we should be able to laugh at it, IMHO: http://comedians.jokes.com/stephen-l...en-lynch---d-d
DM, is there some levelling-up going on? At this point in my career I don't need many points to make a bard level or two.
Regarding that, Deor's listed as 5th level in the roll-call at the top of the adventure thread, but he's seventh level in the paperwork I have (and he's been casting 4th level spells, which makes him 7th). Probably just a typo, but I thought I'd mention it.
OK. Just thought I'd check. I don't think I'm near leveling anyway. How large is that Red Shield? Is it something small like a buckler that Deor can use while holding his staff, or is it too large to use with a staff?
So, based on which way others are going, Ithilneth is the better fit class-wise? What're the next steps?
The Red Shield is not a buckler so cannot be used while using a staff as a weapon. It is a small shield though and only has an 18" diameter.
Maybe tonight or at least in the next few days, I will get the basic character created for you to flesh out. Any additional ideas you had about the character will help me tailor it to your wishes. Weapon choice is a huge one. Where you wish to see your stats prioritized to is another. You will need a high strength and intelligence as a multi-class. It sounds like you want a high dexterity which will also increase armor class and to hit bonuses with bows but add to stealth maneuvers. Of Constitution, Charisma and Wisdom which do you prioritize?
I'd like to prioritize Ithilneth's attributes this way.
Wisdom 1st, to represent her long years and insight.
Intelligence 2nd, to represent her accumulated knowledge.
Dexterity 3rd, for her nimble fingers and being quick on her feet, but not as much as when she was young.
Charisma 4th, because she is not exceptional in this regard.
Strength 5th, never strong to begin with, age has weakened her.
Constitution 6th, since she is a couple ages old.
If I were assigning stats, I'd pick these numbers: W 15, I 14, D 12, Cha 10, Str 9, Con 8. I'm assuming 10 as the "baseline" level, so I'd adjust everything up if the "adventurer" level is higher.
For equipment, an Elven cloak & boots, plus a long sword & bow would be good. Leather armor (studded?), unless she can have Elven chainmail. No shield. Split skills equally between the sword and bow.
OK I can do this, though age would not affect an Elf's Strength or Constitution. Wisdom is almost a wasted stat in this case but I see where you are going with this. The good news is it is all very doable. Armor will be simple enough, there is a chance for elven chain. Do you wish to use two short swords? Perhaps Short and a long knife? With a high dex and as an Elf this would be a good option for a non-shield user. As you are taking Wisdom as your top stat, I will give you basic herbology skill that goes along with your Elven Lore of plants and cooking.
Ah, good point about aging not really affecting an Elf's Str or Con. I still do not think of her as having above average in those attributes. For melee weapons, I was thinking more of a long sword. Isn't that the traditional Elf weapon? A dagger as an offhand weapon would work.
A part of the reason for her high Wisdom is a resistance to trickery and fear. She's seen a lot and is not easily fooled. She feels the call West, and death would simply hasten that journey.
I'm glad you're jumping in, Pleonast. This will be fun.
Well as her strength was not to be high, a slender short or pair of short swords seemed to make more sense in this case. Besides even Legolas relied on Bow and used only a long knife. Long Sword and Short Sword are about the same for usage. There is also a game mechanics advantage. the paired Short Swords or Short and Long Knife would be a single proficiency. Long and Knife would not and have large penalties for use unless your Dex was very high.
Thanks for the welcomes. We'll need to come up with a connection or some reason for Ithilneth to join the group.
The short sword and long knife pair sounds fine.
When I get some more free time I'll come up with some more background and description.
To everyone looking to start, welcome come and join in the fun.
What Exit? - seeing as this chapter is nearly over, I take it you are going to update everyone's character and get the new one's ready?
To everyone else, do you want to say which of the magic items you want?
Sorry for the delays, I don't think I can get on the computer for any time today. I have been really sick all week. I thought I was getting better and it came back strong today.
Ouch - that's too bad. Take it easy and get well! We're pulling for you.
Get well soon What Exit?
*soothing Elven music*
Back at last, sorry for the long delay. I will try to catch up tonight and deliver a character shortly.
Glad to hear you're feeling better!
I have the first draft of Ithilneth nearly ready for Pleonast and sent a PM with my Email address to eleanorigby & Pleonast to get them to send an Email to me so I have theirs.
Koldanar has PMs off but I believe I have his Email.
If anyone else is interested, please let me know. A few like Sticks expressed some interest but did not follow up so I am not sure.
What exit, sorry, but work got very busy on me (end of month release time), so I've not been keeping up here. I thought I checked my profile to see if there was an option for PMs, but I didn't find it (admittedly, I did just browse quickly). I do / would like a little bit of help building a character, I don't have feats / weapons / etc in front of me from this edition, but I do believe I'll go the clerical route (I just need to decide what deity (hey look more parenthesis)).
No problem, I was largely AWOL last week with a stomach virus. So our timing was good in an odd way.
See posts 544 above for a better idea of how Clerics work in this game. Don't worry about feats so much. Each Clerical type has a specialization and every character has a special ability. Most clerics do not specialize in a weapon except for the Warrior Priest types.
Pleonast has her first draft and a very hasty second draft when I realized she needed to start at 5th and not 6th due to XP issues.
I will start working up character experience tonight. There is a significant bonus for many of characters for the voyage on the Elendil. This was a first for all and most had never been to sea at all before.
I think only the Dwarves have not checked in on magic but I think NAF1138 is gone. I'll have to email him soon and find out. Hopefully all is well with his family.
Hoopy Frood should still be around, hopefully he checks in soon.
Hello, there.
As it seems that I'll be joining this merry band, I'd like to introduce myself.
I recognize many of your screen names from the SDMB, though Elendil's Heir is probably the only one whom I know at all well. And, since he's the one who extended the invitation to join this game, you can all blame him. :)
My real name is Mike; I live in the Chicago area (though I'm originally from Wisconsin). I've been a Tolkien fan since reading LotR at age 12 (which was *far* too many years ago). I've been playing D&D, in its various incarnations, since 1982 (though, it's been 20 years since I played a 1E game). I currently am DMing in three home campaigns, and playing in a fourth campaign (all of those 3.5), and am active in the RPGA, playing a lot of 4E there.
As far as my character for this campaign, in speaking with What Exit?, and looking at the list of the current character list, my initial thought was to create a paladin (likely from Rohan). However, Elendil's Heir has expressed a desire to see another wizard in the party. Honestly, I'd be happy playing just about anything, so I'm curious to hear what other players have to say on the subject.
Looking forward to playing with all of you!
What Exit, I'm pretty sold on a Human cleric of Oromë . If you don't mind, I'd like to work a little on his background through emails (unless everyone else doesn't mind helping me fill in information; I'll come up with what I would like him to be like, but I'd need the Middle Earth names and facts filled in).
You told me that I can specialize in a weapon; I'd like my character to focus on the bow. I'd keep my focus on stats with Agi / Wis being about roughly equal (I am assuming, of course, AGI will affect my bow accuracy, and WIS will affect my spellcasting), with a secondary focus on CON. If there's any other information I would need to include right now, please let me know.
This sounds fine. Wisdom gives the spell bonuses. Dex (Agility is Dexterity in this version) is the bonus to hit with missiles and AC bonuses.
The name depends on where the human is from. Rohan is Old English. Beornings and Woodmen would tend more to Nordic. Bree is just nature related English. Gondor would be somewhat Elvish in flavor. Dale seems to be slightly Germanic English.
Did you know which type of human you wanted? Oromë works especially well with the Rohirrim and Beornings.
Just how would you screw up the Quest of the Ring?: http://boards.straightdope.com/sdmb/...d.php?t=550645
Okay, I have registered at Mellophant, now what?
I guess I should read the thread.
Please do, and jot down any questions as you go. We'll be glad to answer them.
Then read at least the very first page, and the most recent two pages, of this thread.
Welcome aboard, 5 time champ!
At this rate, we will have enough characters, I won't have to double up.
We only have one new one done (Pleonast) and I will put one together for eleanorigby to use.
I am waiting for feedback from the others interested in playing to create their characters.
Having not seen any dissenting opinions, What Exit?, I'll go with the paladin from Rohan, as we'd originally discussed.
A few more needs.
1) Can you prioritize your 6 stats. Str, Dex, Con, Int, Wis & Cha.
2) Which Vala was going to be your patron. Manwë, Oromë or Eonwë?
3) Which Weapon type do you wish to specialize? If Bow take Oromë, if sword probably take Eonwë.
4) Anything you want to be especially good at? Every character has a special ability to start.
An example of special abilities
01. Animal Empathy: If concentrating can get basic info from animal, such as hunger, fear, where they are hurting etc, This allows for easy befriending & training. No neutral animal (1-4 int) will attack this individual. Can use to encourage animal to approach, chance and range in yards is (Wis + Cha) +3%/ level. For Rangers & Druids it is 2x (Wis + Cha). Per Level bonuses: Rangers 1, Druids 2, Elves 1, Hobbits 1, and Bards 1. So an Elven Ranger/Bard would be 2x (Wis + Cha)+ 6%.
02. Speak with Animals. Roll D10. 1-3 Hereditary Language allowing full communication to one type on animal. 4-6 speaks 2-4 languages but only limited. 7-9 Studious: 1/lang learnable at ½ year per. Druids learn 1 per month. On a 10 Expert who can learn 2 languages per normal taking only 3 months per.
03. Horsemanship: Ride horses 40% longer and buy top horses cheaper. +1 to hit with Lance.
04. Smell is offensive to animals, Animals of Int 4- won’t bite but can’t have pets, and dogs bark and horse resist carrying. Wargs would attack last.
05. Lip Reader & Ventriloquism: 10% + 2 x Int + Wis + ½ Dex + ½ Cha +2 % / Level
06. Language Specialist, (Quick Learn) get x2 Number of Languages learns and learn in ½ time
07. Alchemy +4 years to age. Skilled in mixing potions, increased chance to identify what a potion is or at least narrow it down.
08. Herbologist, Roll a d12. 1-6: Basic (Int + Wis) ¸ 2 +1/level; 7-9 Good (Int + Wis) ¸ 2 +2/level; 10-11 (Int + Wis) +2/level; 12 Superb (Int + Wis) +3/level.
09. Study of Poison. If good or Lawful neutral you have chance to identify common poison and know how to cure.
10. ID poison: (tell if edible / potable by taste & smell)
11. Advanced senses, surprised only on a 1.
12. Tracking Outdoor: Base 45% + 1/int > 12 or .5/wis > 12. Add 1-5% per level based on usage. Rangers reroll or get bonus of 1%/level.
13. Tracking Indoors or City: Base 20% + 1/int > 12 or .5/wis > 12. Add 1-5% per level based on usage. Rangers reroll or get bonus of 1%/level.
14. Direction Sense: Roll Wis +1 to know where you are and how to backtrack path taken. For Dwarves +2 underground –2 above
15. Project Voice & Orator: Gain a +30% in reaction speaker to crowds, can project to be heard over noise even in battle. If leading troops morale is up by 10%.
16. Natural Leader +2 Charisma + 10 Loyalty, give +10 Morale to followers and twice normal numbers of henchman
17. +1 Prime Statistic may exceed racial max
18. Random Magic Item from Miscellaneous tables in Arcana.
19. If specialized +2 Magic weapon in specialty or choose among proficiencies
20. Increased Infravision. Add d6 x 30’. If human get Infravision at d6 x 10 + 30’
21. Night Sight, If any light or outside see as if daylight. If Elven gain heighten vision and dbl Small, Medium & Long ranges for Bows
22. Resistant to Disease: 25% + 3d20 + 2x Con.
23. Dwarven Poison Saving throws
24. Dwarven Magic Saving Throws
01. Increase Movement Rate +3d4”
02. Incredible reaction time: +3 to parry and a +1 on all speed factors. In surprise situations reacts after attack instead of losing a round.
03. Quick limbed: +1 on initiative rolls, +2 movement & cannot be petrified, entangled, held, stoned or slowed.
04. Dodger: -2 to be hit by missiles. +1 on parry attempts.
05. +1 to hit & dam & speed factor & -05% fumble with all missiles. Get free non-bow missile proficiency.
06. +2 to hit & dam & speed factor & -10% fumble with all Bows.
07. +3 to hit & dam & speed factor & -15% fumble with a non-bow & crossbows missile weapon. Get free proficiency in weapon.
08. +1 to hit & dam & speed factor & -05% fumble with all melee weapons. Get free non sword or axe proficiency.
09. +2 to hit & dam & speed factor & -10% fumble with a specific Sword or Axe.
10. +3 to hit & dam & speed factor & -15% fumble with a non sword or axe melee weapon. Get free proficiency in said.
11. Thwapp: +3 with dagger or Knife to hit in eye. Eye is normally –9 to hit. SF for this attack is also +3.
12. Specialize in Bullwhip and start with a +1 bullwhip. Length is 2x height + Str dam bonus. Bonus to hit is based on Dex. ROF is 1.5
13. Natural Lancer: start with +1 Med Lance & Med War Horse and free specialty in Lance (+1/+2).
14. Orc Bane: +4 to hit & dam & +1 SF. Goblins & Hobgoblins also. Can track orcs as if Ranger of ½ level. If Dwarf you also have Orc Sense.
15. Giant Bane: +2 to hit & SF & +3 dam. versus giant class, as father was a ranger who trained you well. Can track Giants as if Ranger of ½ level.
16. Creature Bane: +3 to hit & dam & SF. Random creature rolled from encounter chart for general area raised in. Can track creature as if Ranger of ½ level.
17. Berserker: 1 round per Con point then must rest 5 minutes per round berserk. No shield use or missiles while berserk. Chance of going after friends. If a Good High elf, Noldorian or Grey Elf or Lawful Good then may turn undead at ½ level. No Elf can berserk so reroll otherwise.
18. Lycanthropic, along lines of alignment, possibly new type. If Dwarven get stone Empathy: takes 3 rounds and will be able to tell race and numbers of those who recently passed or touched stone. Time period is Int + Wis + 2 hours / level. If worked stone can tell detail info if within Int + Wis + Level + 5 Years. Also very useful to tell if Vein is large and where it runs. If Elven get ability to Spell Song people to sleep. Use Charm percent from Bard table.
19. Luck: +1 on all rolls not to exceed Maximum. (this could have incredible effects on Craps)
20. Master of meditation, reduces requirements for sleep in half and if spell caster 1 less hour needed. If psionic may meditate for 30 minutes and recover 24 points.
21. Fast Healer, Heal con ¸ 3 hp/day. Round up. Bleeding stops quickly. If make saving throw vs. magic Wounding doesn’t work on you.
22. Brick: +5 hp if fighter, +4 if Cleric, +3 if Thief & +2 for MU. Also get +1 hp every level.
23. Random Thief Ability: Roll D10. 1-2 Pick pockets, 3-6 Locks & Traps; 7 Move silently; 8-9 Hear Noise & 10 is Climb wall. If thief get a +25 in the ability.
24. Subdue or Vulcan nerve Pinch if Int 15+, Dex 14+ and Str 12+. Only works on humanoids that are no more than a foot taller.
25. CHOOSE any but Fire Starter.
26. Photo Memory: If MU or Illusionist no need for spell books and –2d8 years to initial age roll.
27. Mind Blank: Immune to Psionics, Telepathy, ESP, mental illusions etc. Total immunity but –1 Int
28. Skeptic: +4 saves vs. Illusions
29. Spell turner: 10% + 5%/ level chance of turning any spell cast at you back on caster. If willing to accept spell then can reduce this chance by 1% cumulative / lvl. Breakdown by level, turn, allow follows: 1,15,14: 2,20,17: 3,25,19: 4,30,20: 5,35,20: 6,40,19: 7,45,17: 8,50,14: 9,55,10: 10,60,5: 11,65,0 … 18,100,0
30. Spell Absorption: absorb 1 spell point / level / week and if spell caster may use to cast.
31. +2 secondary skills
32. Great Student: reduce learning and training times in half.
33. Gain ½ Int as XP bonus. Raise fractions
34. If female & Human, Elf, ½ elf or Halfling w/ Cha 13+ and Virgin, start with Unicorn with excellent HP. If MU start with Special Familiar. If both, Unicorn is.
35. Paladin & Noble Fighters get gleaming +1 Maxmillian Plate & a Charger in Plate. If Elf get +3 Elf Chain. If Dwarf get +1 Dwarven Plate & +1 Dragon Helm.
36. Acrobatics: get +2 saves vs. aimed spells with areas of effect and bonus to any normal Dex roll.
37. Contortionist that is nearly impossible to bind. Can get through small holes and climb chimneys with ease.
38. Natural Fire Resistance: +4 saves vs. magic fires and –1 damage per hit die
39. Natural Cold Resistance: +4 saves vs. magic Cold and –1 damage per hit die
40. Natural Lightning Resistance: +4 saves vs. magic Electrical and –1 damage per hit die
41. Fearless: character is immune to Fear spells & Dragon fear. Remains calm in difficult situations.
42. Soul Hide: Nearly imperceptible to undead, least likely to be attacked and +4 saves vs. drains (Liches are excluded)
43. Magic Enhancer: all spells / potions on self work better. If die roll involved add ½ die to roll. If durational then double, if both enhance dice by ¼ and duration by 1.5. Examples: extra heal would go from 3d8+3 to (3d8+3)+3(8/2)+3/2 or 3d8+17. Strength for fighter would be d8 +2 & 1.5x duration, Speed would last double duration and only age ½ year. For dispel magic, remove curse treat the caster as if x2 level. However all saves vs. magic are –2!!!
44. Powerful: whenever wish may spend extra segment casting to gather strength and cast at +1 level. (If cast time in Rounds or turns then +1 round or turn) if fighter, thief, monk or assassin get free weapon proficiency of choice and may be used to start with double specialization.
45. Free Proficiency of choice: allowed to combine for specialization.
46. Detect secret door as if elf. If elf gain +1 with skill and in ½ time.
47. Naturally sense strong Evil or Good. 10’ + 2’ per level viewing or listening carefully and on touch know alignment & race.
48. Naturally know when someone is lying: 50% + Int + Wis + 5/lvl. +1 Int & +1 Wis but -1 Cha as you cannot lie and are a very frank.
49. Naturally sense magic on touch: 55% + 3% / level
50. CHOOSE any but Fire Starter.
51. Lightning Calculator, (You better Own one)
52. Distance Judger (exact) gives bonus to hit at ranges beyond short. Med is only –1, Long is only –3, X is only –6 and Out is only –9. For spell caster using something like fireball will do +1 per die to primary target.
53. Spatial Genius: works towards instinctively knowing how to pack, reduces tine to break camp, increases chance of safely shipping goods and help on impromptu stone work, building fast walls or mounds.
54. Mechanical Aptitude: a natural at repairing & using the mechanical, 15% chance to Open Locks, Remove traps. If trained thief will get +25%. Can repair crossbows and clockwork, anything geared. If trained in any mechanical art will excel.
55. Parlor Tricks, If Thief +25 Pick Pockets
56. Dowser: Using a willow wand or forked stick can find potable water, direction & depth of it beneath the surface. 40% + 2x Wis +5%/lvl. Range is % in feet.
57. Weather Sense, 12 hrs +1hr/lvl. Will know if magically altered. Has 20% +/-5% chance / difference in level of dispelling. (also control winds, Etc.)
58. Instinctive Item User: chance of Int +5%/lvl to identify what item is and how to use it. If non spell user have chance to use scroll simply as if too low a level to use it. May use items restricted by class. IE: wizard using girdle or Thief using fireball wand.
59. Perfect Pitch: Always sing on key, Can always get job with Nobles as a singer. Voice is instrument so +1 Cha. If Bard +15% to Bardic singing Powers.
60. Bargainer: if choose to bargain & merchant engages then reduce cost by (Int + Wis + Cha) / 2 + d20% roll.
61. Natural at Class: Paladins get abilities 1 level sooner, Fighters are +1 to hit, Clerics & MU get +1 sp/lvl, Thieves get +5% to all abilities, Rangers +1%/lvl track and +1 dam vs. orcs & giant class. Bards get the Fighter, Thief & Spell caster bonus.
62. Natural in one aspect of class: Clerics: all healing has ½ casting time and +1/level not to exceed max, or any spell caster can choose a 1st level spell and get 2x area, ½ casting time, x2 level effect on range. Choose spell. Fighters get +2 ac; Assassins & Thieves get 3x Dex bonus to choice of thief ability. Rangers get top herbology as if King or Tracker bonus to tracking. Paladins get additional +2 to all saves or turn undead at level instead.
63. Special Power: roll random power from artifact table II and drawback from III.
64. Spell use 1 per Day. Use Book of infinite spells to determine the spell. (1st –3rd level only)
65. Wound Closure: May heal a single wound of another by taking their pain. IE if they took a 10 point sword wound you can take the 10 points and close their wound. Can cure 1 wound / 3 levels / day unless a Priest in which case it is 1 / leve1 & Paladins are 1 / 2 levels.
66. Levitation. Up to 1’/ level for 1 round / level / day and if Thief auto climb walls. At 5th can use to walk 1inch off Ground for 1T / level / Day.
67. Comprehend Languages: May use for 3x Int Languages +2 rounds / level cumulative/day. At least 1 round per usage. This is verbal only not written.
68. Friends: May cast at ½ level 1/day/3 levels. If Bard or MU then 1/day/level at level.
69. CHOOSE any but Fire Starter.
70. Giant Blood: Humans & ½ Orc only. Get +3 Str & +2 Con but –2 Int & Wis & Cha. Will be exceptional tall. 7-8’. Problem for Armor & Horses.
71. Guardian Spirit: It will save you from death, may involve tripping you, embarrassing you or anything else. Branches or Rocks may intercept, etc.
72. Favored by God: Good chance god will answer prayer on intervention (no more than 1/yr). If clerical get extra 1sp/lvl. If paladin turn at level.
73. Fire Starter: can start a fire under any reasonable circumstance in 1 round with even wet fuel. Every 2 levels power increases. 3rd is affect norm fires 1/day/3levels, 5th is fire resistance as ring, 7th is heave fire and it explodes on contact like oil +1 dam per level, 9th is Remotely start fires 1/day/level over 8th at a range of 10’/level cumulative so at 10th 550’. At 11th gain 3%/lvl + Int +Wis +Cha to control fire elementals. At 13th get Druid fire resistance renewed daily. At 15th may generate fire ball but ½ level for damage and 3x level for range. If Spell caster all fire spells are as if 1.5x level but cold spells don’t work and Lighting is at ½ level. If very angry will accidentally light fires nearby. If white hot rage may literally toss self for fireball damage with a radius of 10’ / level and x3 level damage but will be in comatose state with 0 hit point for 1 day / level or a Heal spell. After awakening only at 1 hp but any magic will now speed recovery.
In priority order: Str, Cha, Con, Wis, Dex, Int.
Well, I was originally thinking Oromë, for the connection to horses...but, given that I'd rather play a sword specialist, I'll go with Eonwë.
I tend to see paladins as epitomizing leadership, so I like the "natural leader" idea you listed (or something similar to that). Secondary to that would be being good at taking lots of hits (either through more hit points or better AC).
Welcome back Hoopy.
Kenobi, I will try to get the Paladin to you tonight. Start thinking of a name. Old English is a great resource: http://babynamesworld.parentsconnect...ish-names.html
We have two Rohirrim in the part now. Do you wish to be a relative like a cousin or avoid that? (This is minor)
Koldanar, I will work up work Cleric of Oromë.
For the record, the two Rohirrim in the party, as What Exit? mentioned, are brothers- Deor, the family's youngest and the party wizard, played by myself, and Theogrim, a paladin, played by One Cent Stamp. You could be a member of the immediate family (I've discussed the eldest brother a little in the storyline already, so he's probably out, but all the rest are free) or you could be a cousin- Deor has an Uncle Aldor, a horse-trader from near Edoras. (Deor's a seventh son of a seventh son, so there's a huge family here.) We know that he has at least one son serving Rohan and Gondor in the cavalry, and he could very easily have another. Or you could invent another relationship entirely. Or you could be no relation at all. Up to you!
With apologies I will be sending out the updates in a single Word Doc. Please do what you need to to review your section of it. This saves a lot of time. I need the time for creating the 3 new characters and shoveling snow tonight. :)
Thanks for everything, What Exit? We know you have a lot on your plate right now.
Hey guys, sorry for going AWOL. It won't happen again. What did I miss?
People constantly underestimate how light footed dwarves can be. Under all that armor they have the grace of elephants. :lol:
Updates received OK. Jim, do I need to pick any more spells?
Sorry here as well...We got hit by those two snowstorms this week (Philadelphia here) so I've been out of action for a bit. I'll try to catch up shortly.