more or less ready :)
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more or less ready :)
If WWolf is unable to play- I do not mind trying to take over for a Healing sort of role- though If I play one, I'd probably play one that's purely a medical/healer and not so much the fighter if needed (I like my magic users like I like my Sweet and sour Chinese food: Chicken)
Would you play Sabert as well?Quote:
Originally posted by RoOsh
(Even though he can be irritating, he's still got character!)
I think What Exit? has a Cleric of Estë in mind - a real Healer who doesn't fight ... just like Gilraen.
So that would be exactly what you wanted. :cool:
Oh, I do love Sabert.
I like playing flawed or neurotic characters more than "normal" characters for some reason- I like handicapping myself in some way and trying to have to work around it, though it probably doesn't lead to the best or most advantageous of situations- as Sabert found out last time around.... But I'm thrilled with him.
I guess I always was a fan of spider-man and Peter Parker much more than I enjoyed Superman as a kid....
I'm going to play the Healer myself, in many ways it is easier. In fact it means the primary party NPCs in both games will be Healer and make things simple for me. I also won't need extreme details.
Later today, I am going to send out my condensed list of characters to all the players for final verification by all. You'll the Healer is left a bit incomplete on purpose.
If WhtWulf does not return, we'll either dump Dugar or I'll hand him off.
I'm going to work on the Opening of the new adventure. Yesterday got crazy with a switch over to FIOS (Fiber optic Internet, TV and Phone) from Cable and AT&T VOIP. So I failed to work on the OP.
Having seen the email with the PC profiles, I'd just like to say:
1) If we're up against anything that has a cat in hell's chance of even hitting Barazinbar, there is no way Mellowbeorn is doing anything other than hiding in the deepest hole we can find until it has been dealt with. (Still shell-shocked by taking 38 points of damage from one round of H-K bowfire - that's a better average return than two 1st-ed Stone Giants before you count the poison.)
2) I'm gladder than ever that I didn't waste a proficiency on equipping myself with a pointy stick.
3) Really, any damage I can do even with spells is going to be a drop in the ocean next to what you fighters can hand out.
Consequently, my role in this party is as diplomat to any wildlife we meet, dispenser of herbal cures and healing, and occasional provider of hindrances if the terrain is suitable. When it comes to actually dealing with the enemy, you boys get on with it, m'kay? :cool:
I hadn't played or seen a Dwarf Fighter before in these campaigns, so now I know how tough they are, I will be happy to send Barinzabar in against anything (except a Giant :eek: ).
Obviously I don't know the stats of Hunter-Killers, but I assume they have 18(00) bows (+3,+6) and at least one weapon proficiency in bow (+1,+2), plus either 2 or 3 arrows per round. So each arrow would have a (+4,+8) bonus.
Your listed services to the party will be most valuable (as usual) - I trust you'll enjoy the adventure. (Macsalin is working on his second poem, so I'll be asking for your help again. :cool: )
AIUI Mellowbeorn got hit twice, so either there was more than a +8 damage bonus kicking around or HK bows also roll at least d12s for damage. But that's not important right now - just remember that "It's all right, the druid will kill it" is not going to be heard many times in this campaign. However, I make an excellent cup of tea. :cool:
I contrast our possible orders.
Barazinbar:
- "I hit it (with my Hammer and WarShield)"
Mellowbeorn:
- "I send Little Bear after it"
- "I Barkskin it"
- "I Speak Animals to it"
- "I Charm it"
- "I Entangle it"
- "I Faerie Fire it"
- "I Produce Flame at it"
- "I Heat Metal on it"
- "I Summon Insects on it"
- "I Call Lightning on it"
Exactly.Quote:
Originally posted by glee
Well, quite - you both talk as if any of this was news to me. I have all the usual abilities of a 3rd-level Druid with a good Wis, and am therefore Mr Options, while Barazinbar is a bit of a one-trick pony. I mean, I could potentially charm three or four goblins in a single encounter, if we had any use for charmed goblins. OTOH my back-of-the-envelope calculations suggest that with those stats B. could take down a dozen 1st Ed Hill Giants as long as he could fight them one at a time, so as tricks go it's certainly got pull.
Haven't got time to list my spells right now as I have come home from work to find myself minding half a dozen kids single-handed - more later if I have time.
Spell selection, non-selected options in red, with explanations.
1st Level x 6:
Animal Friendship - I am currently "friended" out.
Detect Magic - To save the Healer using a valuable 1st-level spell slot.
Detect Snares and Pits - Mostly useful out of doors and then only when we're expecting trouble, but it might get used.
Entangle - Most effective offensive option, terrain permitting.
Faerie Fire - Not that our fighters generally need the lift given their existing bonuses, but might get used if we're up against something visibly armoured to the eyebrows. It is my only remotely offensive option at this level if Entangle isn't suitable.
Invisibility to Animals - Gets in by default as I am having trouble finding six useful spells .
Locate Animals - How often are we going to need to know if there is a $ANIMAL within sixty yards?
Pass Without Trace - Giles Maggot has this from an item anyway.
Predict Weather - If the weather has any surprises in store for us within the next six to eight hours, we'll know soon enough.
Purify Water - If we're seriously pushed for drinking water, I'll consider loading this.
Shillelagh - I don't use a club, and even if I did, I have no business whatever engaging in combat.
Speak with Animals - For those times when my innate ability won't do, which I expect will be seldom.
2nd level x 5:
Barkskin - Any opponents who are going to worry my minus-x AC colleagues aren't going to be fussed by one point of AC the more or less.
Charm Person or Mammal - It may get an animal off our backs and we can send it away.
Create Water - To be loaded only if we're in dire need of about ten gallons of fresh water.
Cure Light Wounds - Obvious choice and likely to get used more than all my other 2nd level spells put together.
Feign Death - On the evidence so far, I can manage this convincingly without the need to wast a spell on it.
Fire Trap - I hope I don't need to booby-trap any of my belongings, and if I did, this doesn't really have enough punch to worry any bad guys.
Goodberry - To keep the reserves topped up.
Heat Metal - About the only damage-dealing option in my entire arsenal. Slow, but may get the job done if the fighters absolutely can't get around to it themselves.
Locate Plants - Given my innate ability to identify plants, I should think a search by eye would be just as good nine times out of ten, and we have one or two others in the party who can help.
Obscurement - Every once in a while it might be handy to be able to lay smoke to cover our retreat.
Produce Flame - I honestly don't see what this can do that a torch can't.
Trip - Might occasionally hinder an enemy, but not often enough, and the area of effect doesn't even increase with level so after the initial amusement you have to rely on the enemy not being able to walk around a 10' pole or rope.
Warp Wood - A little too limited at my level as, even with my special power, I can't affect anything longer than five feet.
3rd level x 2:
Call Lightning - Does a lot of damage, but pretty much requires the target to stand on a hilltop in a thunderstorm yelling "Manwe is a bastard!" for ten minutes, and I'd rather have something I get to use more often than once per real-time year. Even Ghan-buri-ghan of noble fame has only used this about once, and then only on a building.
Cure Disease - That's why we have herbalism and a Paladin.
Hold Animal - One of the more useful options and will probably get loaded from time to time.
Neutralize Poison - Forewarned is forearmed, and we may as well economise on the antidotes if we can.
Plant Growth - Extremely useful in the right terrain, but we can't count on that for now.
Protection from Fire - Routinely cast on myself, but useful as it is, I don't have enough to go around. Otherwise it's a great spell.
Pyrotechnics - Would love to be able to set this up, but the setting is everything and you can't rely on having a nice big fire available when you want to cast this.
Snare - Ask me about this when we have a semi-permanent lair set up.
Stone Shape - For use in specialized circumstances only, not carried around willy-nilly.
Summon Insects - Will give us three rounds peace from something tough, all being well, and do it some nuisance damage in the bargain. Just a shame that I can't use my special power to boost this spell unless I have an extra round of casting time to spare.
Tree - I'm really struggling to see when I would ever use this.
Water Breathing - There are times when nothing else will do, but at the moment I don't foresee many occasions when one party member will need to be able to breathe water for three or four hours and the rest of us not need it at all.
½ dozen kids? Yours? :???:Quote:
Originally posted by Malacandra
The 1st Ed Hill Giants are pretty weak, the least of my trolls equal the 8HD Hill Giants but have better AC and often better damage. The Black Trolls or Olog Hai range to 18HD with ease and usually a lot of skill. The Dwarves do one thing but do it extremely well. They can hold for a long time. BTW: The Hunter Killer are far deadlier than the lesser trolls. Smarter, with Strong Bows, poisons and high Dex. They are at least +6/+6 to hit often +8/+8 with 3 shots. They use poison when in warfare most of the time. If you get lucky like Sabert did, you meet them when only hunting.
If you ever meet a Dragon, expect it to be something that a Huge Ancient Red Dragon would have no chance against. If you meet a flightless, expect it to have more magic than Bahamut. They would be from before Gondolin fell.
Wait, you have an ability that causes you to MAKE a TREE???
Man... Sabert totally should have been a Magic User. He'd be the most non-violent TreeMaker around...
No, I can disguise myself as one. The drawback is that while I still keep my normal senses, I can't take any action normally disallowed for trees without cancelling the spell (though I can do such at an instant's notice). If ever we are in a position where we need someone to hide in a forest and, say, spy on some people who are going to sit down and blab their secret plans conveniently within earshot of one particular tree, the spell's a killer. Ditto should I ever be such a mensch that I can set up a solo ambush (or am-tree), but that won't be for many levels if ever. Otherwise, let's just say that for a third level spell that particular one is a little restricted in its applicability. :lol:Quote:
Originally posted by RoOsh
Jim, no, only two of the kids were mine (they still are, but the rest have gone). Mrs M. child-minds and I'm registered as her assistant so could take over while she walked the dog. As to hill giants, true but not relevant - I was merely drawing a comparison in power. I don't believe I've ever before seen a 3rd-level character who could have AC -11 against anything without even a helpful spell, and I blinked a bit when I started working out the math. But it checks out, on my offhand estimate of an 8HD monster's THAC0. If the critters round here are tough enough to challenge that, you'll understand my reluctance to expose Mellowbeorn to harm again. :smash:
Well it should be a bit interesting playing my allmost complete pacifist healer as a second character. Unless it is undead expect her to take no active role in combat except for healing party members. After combat is over odds are the least blood thirsty fighters will get priority in healing unless it is a life and death situation.
Welcome back! Naturally Mellowbeorn will respect your wishes (and is most unlikely to display any blood thirst unless cornered).
Hope you had a good break.Quote:
Originally posted by Whtwulf
Thanks for setting the precdent of playing two characters - I'm enjoying doing so myself.
Macsalin is perfectly happy that the Healer doesn't melee. As Mellowbeorn has pointed out, our Fighters are in a totally different class to the casters, and will inflict far more damage.
Macsalin will suggest that it's best for the party if the front-rank fighters are healed up, but will appreciate the Healer's help on the tricky question of how to treat the occasional co-operative goblin prisoner (assuming we get one).
As you'll have seen in the thread, there's no obvious way to send them off to do useful mining work, since the Giant Eagles hate them.
Well i was not going to play two, but we lost our cleric and the type of cleric i am playing is as far removed from the dwarf as i can get with out one being evil and the other good. Truthfully the cleric will probably be more of a band-aid for the group and just be pure support. However thats what is needed so its not a big deal.
Cool, now get over to the new game thread. viewtopic.php?f=19&t=3180Quote:
Originally posted by Whtwulf
Your not the boss of me. :lol:
Having gamed with Jim for a long time i know he does a few things. One he does not take kindly to the quotes from the MM or any other guide. He amped up his orcs and goblins years ago so in many respects they are similar to men or elves with the way they lvl and get skills. Two and beyond are don't repeatedly stab the party in the back because you can. This is one of the reasons he does not allow evil characters. I think he let me try it once before and then after hearing how i was going to dispose of the rest of the 10man party he decided i needed to die before i could put my plan into action. Jim never lets me have any fun!!!Quote:
Originally posted by glee
Good point, I let intelligent creatures learn skills. Of course I also allow for exceptional animals of all sorts. My dragons as I mentioned somewhere would send a huge ancient running fast and my Balrog makes the Type VI demon look like a puppy dog.
The other side of the coin, is very powerful characters as all characters are Heroes and not just adventurers. I've always like the idea of Epic Heroic Fantasy that builds towards something. Not just Joe the butcher goes to war.
Well, absolutely, about giving the monsters character levels and so forth - there's some of that in the MM anyway what with leader-types and shamans and so on. Also most of the D&D monsters just don't fit into ME and so there would be precious little variety if all we met was 1-1HD goblins and 1HD orcs plus the occasional troll (something between an ogre and a stone giant in D&D terms), wargs and so on.
The comparison with a D&D hill giant was just that - a comparison. Most 3rd level characters would be lucky to survive a one-on-one encounter with one, but we seem to have someone in the party who (and I checked the math and found I'd been unduly pessimistic) could beat twenty of them in a row without magical backup. I'm not quite convinced the scaling-up has been consistent across all the party members, but as I say, as long as my idea of having a good time doesn't entail being able to do anything effective against the creatures we have to fight - effective in relative terms, at any rate - then I can still find a niche as back-up healer, information gatherer, and Neutralise Poison on a stick, with a side order of occasional nuisance when I can Entangle things or whatever. I'm kinda like the party's Swiss Army knife, which is always handy even if the B.A.R. generally has the last word when things get tough. :lol:
It is more pronounced in this game, but yes the Dwarves are both built to dish out and take far more abuse than anyone else. The Archers also accelerate. All the fighter are so good at fighting that the spellcasters need to concentrate on spellcasting and utility. The Dwarves are meant to hold a front or back and keep the party alive. A marching wall if you will. Everyone else is suppose to work around them. The Paladin does a fair job in mêlée too and adds abilities and of course charging on horseback. The Rangers excel in standing back and killing an orc per arrow with great ease and the tracking and herbology. The Elven archer is generally a better archer and hopefully brings some other skills. In both games the Elven Archer is also a Bard and brings the widest range of skills.Quote:
Originally posted by Malacandra
Druids are Druids and can help in dozens of ways and have far more spells than the mage. Healers do 3 things, one great, one fair as the have spell points and one varies. The Heal better than anyone though Gilraen is completely off the charts in this. As the Daughter of Aragorn and Arwen she has everything in her favor. The healer in this party is very human by comparison. Gilraen is an Undead Bane, Lanellen is effective only. They both have utilities spells and the rallying songs that have some multiple uses, though again the granddaughter of Elrond and Great Granddaughter of Galadriel herself is far superior.
Then there are the Hobbits, Hobbits have an innate luck as adventurers. They are slightly more protected than any others (unless the mishap is minor and good for comedic effect). They have the +3 to hit with missiles, big bonuses with saves like Dwarves, they are small and sneak well, they are somewhat childlike and inspire others to protect them and all the free races like them. The are also flexible is classes.
Finally the poor Mages. They actually start the weakest, no combat, no HP, little AC, and few spells, but if a party can nurse one to Wizard (11th) level and the Wizard makes his staff, they are a true force to be reckoned with.
Honestly my game has left Monks useless mostly as there is far to much magic around for monks to be effective and Clerics are not so great unless they really specialize in something. There are Clerics of Oromë, Tulkas and Eönwë that are closer to D8 fighters. I honestly can recommend playing a Cleric of Manwë, it is nice to be a priest of the Highest King, but it does not translate into game play great. If we were to have a sea adventure, a Cleric of Ulmo, Ossë or Uinen would be invaluable, but on land, fairly boring. Of course Clerics of Varda are excellent against the Undead and lights in the dark type spells. Clerics of Aule are nothing great though obviously the only choice for Dwarves. etc.
I believe I've already identified the dozens of ways in which Speaker-To-Animals can be of use to the party, though we probably don't need to role-play such aspects as advising them not to use poison ivy for "personal hygiene". :wink: And from years of stage experience I know that not everyone can play Hamlet and the play won't go on without a Gravedigger, though I personally have played neither.
I have, though, played Druids several times since 1980. From experience their extra spells versus the MU generally means they balance out as long as they spend at least some time in their natural surroundings, but they do feel the lack of direct attack spells as, for instance, Sleep is as big a killer at low level as Fireball gets to be later on. Normally the ability to melee a little helps compensate, when measured against fighters who probably have about +3 to hit and damage and AC relative to the druid. This campaign, like I say, I'm glad I had the option of not wasting the proficiency. Even as a bear I'd be something of a paper tiger.
Footnote (earlier effort cut short as I had to rush out and buy some meat for Sunday lunch as the thieving {redacted} cats managed to abstract the pheasant from where I'd left it defrosting):
Please be aware that this is not so much a litany of complaints, more a means of managing my fellow-players' expectations - this being the thread for strategic discussion concerning the campaign and all. :)
One secret for Mellowbeorn though, when you hit 7th level, choose Bear as one of your shapes. Change into your Beorning Bear shape first and then double your size with the Druid ability. You will be a fearsome fighter of awesome strength with incredible HP and can wrestle and beat a Black Troll, though of course in the meantime the Ranger Archer might drop two, it helps a lot. Besides, keep plugging Profs into the Bear form and you will be a solid fighter, supporting but solid.Quote:
Originally posted by Malacandra
Make good use of oil and your Protection from Fire spell. It is effective in combat. Use your spells for sieges well, if you need to take out a fort or hard point, having 3+ Call Lightnings up and running will make the MU jealous.
BTW: I allow stacking of the Control Temp spell, think about what that could mean.
Well, the Bear thing was pretty much a given and the main reason why Little Bear is called what he is. :lol: At present it's strictly for emergencies only or for looking cool, since even with the extra proficiency* in it my net chance to hit is that of a 3rd level cleric +2 (the same as a 3rd level fighter with no bonuses), and meanwhile I'm stuck unable to cast spells and have a poor AC even when I'm not comparing it to someone who's like 13 places better give or take. In a year or two of playing time I certainly anticipate pulling that move for the lulz if nothing else, and because it's one of those things you have to do if you're a Beorning.
(*I'm next due a proficiency at 6th level, yes?)
Looks like Control Temperature can give enemies a DM-adjudicated case of heatstroke or hypothermia assuming they're obliging enough to wander into the small stationary zero-range area of effect, though I don't see how I get to be immune to the effects myself while I'm at ground zero. Time enough to discuss it when I hit 6th level, I guess. And the advantages of being fireproof occurred to me a while back, up to setting myself on fire if necessary.
I fully appreciate the good points of Call Lightning in the right time and the right place. The only trouble is, as I already said, it needs an outdoor stationary target and helpful weather, a combination of circumstances that won't arise often and still less with an actual live creature to fire it at. I doubt the mage will begrudge me my moment of glory when and if it finally rolls around. :lol:
Actually as the bear you fight as a bear of your HD with the +2, not as a Cleric. You also take less damage from arrows and swords as a bear. I might have failed to let you know that. Sorry if so. I believe it is ¼ damage in fact, but let me check that.Quote:
Originally posted by Malacandra
I think you mentioned half damage from arrows, but I certainly didn't understand that I fight as a 6HD monster - that makes a big difference, especially with the +2. (There is a reference on the character summary to "The Bear" but I didn't realize that meant me!) :cool:
*edit* and says an extra HD for every two of my levels. Nothing about swords - normally a Large creature takes more damage from short, long, bastard, two-handed swords and a number of other weapons.
(my) Wearbears: Base AC: 2/D, move 15", att: 2-8/2-8/2-7 at 6HD bearhug 2-16. Largely Vegetarian and Fidh eaters, Despies furries, heal at 3x rate, take ¼ damage from non-silver missiles and slashing weapons. May enrage in battles in which case +2 to hit and +4 damage and fight to -10HP.Quote:
Originally posted by Malacandra
Ah, didn't realize I was a werebear - I thought it was just a version of the druidic beastform. (I know Beorn himself was pretty much the archetypal werebear and when he turned up at the BOVA* he appeared immune to every weapon the Goblins used on him, but I figured him for an exceptional case.)Quote:
Originally posted by What Exit?
(* Battle of V (five) Armies)
:lol:Quote:
Originally posted by What Exit?
Furriers too. :lol:Quote:
Originally posted by Malacandra
[quote=What Exit?]Furriers too. :lol:[/quote:338u3vqm]Quote:
Originally posted by Malacandra
It's funnier the way you wrote it. Seen this? :smile:
As well they should. I remember showing my kid brother, who plays with me IRL but never played 1st Edition, the 1st Ed Monster Manual. He was laughing out loud at the 88hp "huge ancient Red dragon," the 128hp Tiamat, and the 160hp Bahamut.Quote:
Originally posted by What Exit?
I think it's tricky maintaining the balance between the classes when (as shown by this party), all the Dwarves have 18 or 19 in Strength, Constitution and Dexterity, get bonuses to fight Orcs and Giants and can wear Dwarvish Plate which is exceptional.Quote:
Originally posted by What Exit?
It's true that most spellcasters also get a 19 in their main ability, but it's nowhere near as good.
And once you have such tough PC Fighters, the Monsters need to be tougher. So then only the Dwarves can really risk fighting. It would be incredibly foolish (for example) for a Cleric to fight when he could heal the Dwarf. And thus PCs get 'locked in' to a narrow range of behaviour.
Who would want to play a Mage for 10 ineffective and boring levels?Quote:
Originally posted by What Exit?
Quote:
Originally posted by What Exit?
I'm not sure of the benefit of this sort of comparison. :smackQuote:
Originally posted by OneCentStamp
I've played in a campaign when a 'Cloud of Darkness' turned up:
- 1000hp
- always hits (in an area of 10,000 square feet)
- does 1000hp of damage to anything it hits (no save)
- unless killed, regenerates all hp at the end of the round
- anything killed by it cannot be resurrected
- move 30
Presumably this would completely obliterate any of your monsters (giants or dragons). :smash:
In this campaign, it was just a wandering monster. :eek:
Well I admitting to unbalancing the game as far as clerics. They don't fit well my idea of ME and they do suffer. But I don't think you can say that Deor or Ghân are really suffering in the Dope campaign. Thoroncir holds his own with the two Dwarves and now Hraedsig is doing so. The trick is a mage and a druid for that matter get really powerful at 11th and 12th levels respectively. Of course Bards get the advantage of flying up their Bardic levels and become fair spells casters that fight and scout well. It really balances out well for all but the Clerics and Monks and I don't encourage Monks at all.Quote:
Originally posted by glee
What works in my world with careful DM'ing would not work as a rule book for someone that was not looking ahead to see where the characters might fit into the future history and looking back to see how they connect to the past the Professor provided.
When Armande picked a Cleric, I was surprised. He knows my world fairly well and knew it would be the least powerful character in the group. He thought it would be a challenge though and useful to the party.
Quote:
Originally posted by What Exit?
Quote:
Originally posted by glee
I appreciate that you are (successfully :smile: ) aiming for a story-like experience.Quote:
Originally posted by What Exit?
I wouldn't say Ghân or Deor were suffering - but I knew Druids had more spells than any other caster (and also would be specifically useful in Middle Earth). The point is that all the Fighters are far more powerful than the average so I don't agree it balances out.
Looking around my tabletop campaign last weekend, the Fighters had an average of around 16 str, 16 con and 10 dex. This makes a big difference.
[quote=glee]Quote:
Originally posted by What Exit?
Quote:
Originally posted by glee
I appreciate that you are (successfully :smile: ) aiming for a story-like experience.Quote:
Originally posted by "What Exit?":3cz9csnr
I wouldn't say Ghân or Deor were suffering - but I knew Druids had more spells than any other caster (and also would be specifically useful in Middle Earth). The point is that all the Fighters are far more powerful than the average so I don't agree it balances out.
Looking around my tabletop campaign last weekend, the Fighters had an average of around 16 str, 16 con and 10 dex. This makes a big difference.[/quote:3cz9csnr]
In the Sea Battle of course the two big spellcasters did more to win the battle than all the fighters in the party though.
The archers always hold their own. Deor's sleeps and your entangles have down a lot throughout.
Err, that would be me, then.Quote:
Originally posted by glee
It's an interesting conversation, but neither of you have mentioned thieves at all. There isn't much for them to do really, none of the squirrels have pockets. :wink:
I didn't give Mulligan enough to do? I thought I did. I am sorry. Between the sling and the backstabs and the sneaking and searching, I thought Mulligan and Elfstan often dominated the game at times as far as action. Just not in combat.Quote:
Originally posted by CatInASuit
I agree - Mulligan especially has been in the thick of things very often, even at low level when (s)he and Gil-Gandel were sneaking into an orc cave to organise a prisoner breakout. It's not really been a pocket-picking campaign, but then, few campaigns are unless they're deliberately thief-centric and mainly urban.Quote:
Originally posted by What Exit?
I thought about playing a sneak in Jim's game but was not sure how much i could post. Turns out i can a lot. I find there is allmost allways something for me to do on a sneak.
Quote:
Originally posted by glee
Oh, for sure in a sea battle of wooden ships a 'Flaming' Druid and a 'Fireball' MU will do a lot. But that's a very specific case.Quote:
Originally posted by What Exit?
You obviously have powered up the bows too (and given Hobbits a +3 on missiles etc).
Sleep is fine up to 4HD and Entangle works well out of doors. But the Dwarves would do perfectly well without either spell!
Well that presumably is because all Thieves in these campaigns get Elven Cloak and Elven Boots, giving a 50% bonus to both Move Silently and Hide in Shadows (plus an AC bonus).Quote:
Originally posted by Whtwulf
A 3rd level Thief with (say) 45% in both Move Silently and Hide in Shadows is not going to do much scouting!
Nope it has more to do with i am an evil sneaky bastard that will find ways to do things that are so off the beaten track that some DMs have asked me not to play a thief type. This is not counting what happens to that loot when i am around playing one. I draw the line on stealing right out of my party members backpack and pouches but its good to know where so and so keeps his spare healing potions and such in case of an emergency.
In this type of a setting for a game i would be a bit hamstrung because of the delay in coms. between all of us, so playing a fighter is probably the best bet.
Relax, I was commenting more on the fact that there has only been one pickpocket action taken on the 'Dope game although Mulligan is more than capable of getting involved in all the action. It's not really a game for characters that steal, more for using thiefly abilities to assist others.
Just for note, she wasn't using Elven cloak/boots at a the start of the game, but that didn't stop her.
Indeed, that is why I go out of my way to use Treasure Finder instead and subtract 15% from PP.Quote:
Originally posted by CatInASuit
Why on Middle Earth would a DM want to stop creative play? :???:Quote:
Originally posted by Whtwulf
I love it when my players come up with something original!
Have you got some good stories?
:cool:
Well for sneaky underhanded get the loot before the rest of the party stories i still remember this one. After the party had destroyed a bunch of stone and fire giants in the local area we were off to loot the treasure room. As the rest of the group fought off the last wave of defenders i somehow dropped about 500 ballbearings and caltrops in the small tunnel. Since i had coated the spikes with different types of things from lemon juice to itching powder the party freaked out over possible poison and spent a few extra minutes curing poison. This gave me all the time in the world to slip a few chests and other odds and ends into my bag of holding.
I think i made out with 75% of the magic gear from the treasure room and about 40% of the cash, before we did a party split.
Yet another reason why thieves should regularly be turned upside down and shaken. :lol:
Most groups I've gamed with have quietly agreed that thieves will not steal from the party, and have been willing to use whatever means are necessary to dissuade them. Magic is likely to find them out sooner or later. But the most annoying dump-on-your-buddies artist I came across was the guy who'd rolled up a half-orc assassin "but since my Charisma's 12, you can't tell I'm not human" - about the third session of that campaign, when I wasn't there, he sided with a bunch of orcs the party met and got everyone else killed. There was no fourth session of that campaign, leaving Mr Clever Sod and the DM alike to wonder whether this had been the most productive turn things could have taken. :dub:
I've had some fun times, several of them in a TORG campaign in which I played John Henry, the steel-driving man, alive and well and looking very fit for a 150-year-old, and a devout churchman to boot. He knocked around a lot with a French vampire countess, which was pretty much the ultimate chalk-and-cheese pairing. One time they were sneaking through enemy HQ in a very distant corner of the world, and time came to hide. The Countess rolled a natural 1 on her Hide check... so the GM gave us a description of how the large cupboard she'd opened up to hide in was actually stacked floor to ceiling with handbells of all shapes and sizes, and her too-hasty tug on the door spilled them all on the floor. The din carried on for quite a while. Then, when the fight started, things got worse. It seemed that whatever religion these weirdos had, their holy objects were... handbells. These particular ones. And the Countess was most put out when someone quickly snatched one up and rang it at her. :lol:
And there was the glorious time when John, the Countess, and a friend of theirs named Mercury, were searching for the Ark of the Covenant and found that an extremely powerful elder vampire had got there first. As the trouble was starting, John whipped out his cross and did the "Back, foul spawn of darkness!" routine on it. In TORG if you roll a natural 10 or 20, you add it and roll again, possibly several times. He rolled an unthinkably high number (enough to make the Countess wince just from the overspill) so the DM ruled that something unthinkably bad happened to the elder vampire. He flinched, he put his hand on the Ark to steady himself, he looked down and realized what he had just done...
Louise and Mercury fled the scene at warp speed, which in both their cases was damn nearly supersonic, while John crouched behind the solidest object he could find, closed his eyes reverently and did not even think of profaning what was about to happen with his unclean sight. Why yes, it was unashamedly derivative of the climax to Raiders of the Lost Ark. Sometimes you just have to go with the flow.
Well on a side note i finally saw the new Star Trek last night at work. At first it was irritating me because the plot did not seem to match what i knew about the series and movies. It took a while but finally it all became clear. All in all it was a fun movie and worth seeing imo.
It was quite enjoyable. Nothing you would want to analyze, just sit back and enjoy the ride.Quote:
Originally posted by Whtwulf
Come to think of it, Whtwulf, you were already on the Ranger when they filmed Star Trek IV or did you get there shortly after? I know we saw it opening day in Point Loma.
I got to the Ranger some time in 86 or maybe early 87. It was after the decomissioned the squadron i was in that was deployed on the Midway. (turns out the midway is now a museum in San Diego)
So you did miss the filming. I had a feeling. I remember walking past that huge line of people waiting for tickets for ST IV as we already had our tickets at a steep discount courtesy of the ship. It was good feeling and the movie was great.Quote:
Originally posted by Whtwulf
Just so everyone knows, I have made a couple of character choices with Giles that may cause him to make a few overly conservative choices when it comes to party safety. I figure you all will pick up on that eventually, but I just wanted to make sure you had the heads up.
Also, Giles is generally gruff and grumpy, so don't take it personally if he snaps at one of you at some point.
Still one of my favorite is the shot of them supposedly in the nuke reactor area on the Big E. When it was actually DC central with all the lights on.
I'm going on Vacation until Saturday. So consider Sabert just to follow order as needed until i get back.
Six sleeping goblins! :smack
Damn these sleeping foes and the moral quandary they represent. :lol:
Was that a nuclear wessel? :lol:Quote:
Originally posted by What Exit?
:lol: Only for the movie, the reason we stood in was we were a nice unclassified conventional carrier.Quote:
Originally posted by Malacandra
Meanwhile, another amusing RPGing incident:
The Accidental Wedding
Setup: For an assortment of reasons that seemed good at the time, the PCs were helping out at a big society wedding - lots of witnesses, a kindly, well-meaning but elderly Bishop, and a bride and groom who had had a blazing row just before the ceremony and were both sulking. The party's Paladin is acting as Best Man and the party's Witch is Chief Bridesmaid, and it's important to know that they dislike each other as a matter of course.
As the ceremony gets under way, for one reason or another the witch sees fit to pop the ring on her finger "for safe keeping" and then finds out it is a size too small. The paladin tries to get it off, but without much success, and in the meantime the dear old Bishop is mumbling his way through the ceremony...
Witch (hissing at the paladin): Will you stop pissing about and get the &*%$ing ring off my finger?
(Bishop: mumblemumblemumbleso long as you both shall live?)
Paladin: Well, if you stop squirming around for a minute, I Will!
(Bishop: mumblemumblemumblemumble)
Paladin (still struggling): Aaargh, woman, you never help!
(Bishop: mumble mumble lawfully wedded husband?)
Witch: Oh yes I bloody Do!!
Bishop (blinking, but taking their interlocked hands): I now pronounce you man and wife. *beams*
Pal/Witch (in unison): Oh no!! :eek: :smack :eek:
It took several more play sessions before that marriage was formally annulled. :lol:
[Peter Cook ON]Deawly Belowed, Mawwiage is a sacwed thing...Quote:
Originally posted by Malacandra
Wuv tu wuv...........
Sorry about having the cleric run out like that but i could see no honest reason she would hang out with us. The 1st time we killed the sleeping goblins its possible she missed that when she was trying to tend to the injured. The second time though she was positive what was happening. The party was/is to blood thirsty for they way she was described to me. Not a real big deal hopefully. I can see that she would have just added tons of drama to the group and in all probability been a distraction.
A woman's gotta do what a woman's gotta do...
Sorry for the delay, I was offline with a stomach virus yesterday.
Not fun! Hope it's all better now.
Yes, I hope it stays away.
I shall be flying over the DM's house :cool: this Sunday (Jun 28) on my way to Vegas. :lol:
Rest assured that poker, shows, meals and stunning women will not stop me posting to the thread. (Well there might be delays :wink: )
You shouldn't stun women. Light, friendly conversation over a drink or two is considered more gentlemanly.
That said, sometimes a taser is the only way to go. :lol:
:lol:
Sorry for the long delay... fun lasted longer than I thought. I'm back.
Will try to catch up in next 48 hours on all my Games (Pirates too)
Should the game push on, should we take a hiatus or should we end it?
Push on please.
I'd like to push on as well. I know this game is probably slower paced than the other campaigns you're running, Jim, but as long as you're enjoying it, I'm having a great time at it.
I'm all for pushing on as well. Just right now when it comes to the sneaking and hiding and the small cramped spaces and all, my guy sort of doesn't really need to do anything much. But I'm here and following along.
My creative juices are low and I think we have lost several players. Can we get a role-call at least to see who is still playing?
I'm still in.
Sabert is still here waiting patiently.
Still in, certainly don't want the game to end.
Prefer to push on, but if you need a hiatus, then take one.
Both Macsalin and Baranzabar are present and correct. (They even posted when 6000 miles from home!)
Giles is still here.
Still here, about to take a week off though.
Back from my vacation. A few weeks of hitting friends with sticks and drinking was good for my soul.
I'll shoot for September for resuming the game. I need to take the rest of August off from all gaming. I'm glad you enjoyed your vacation.Quote:
Originally posted by Whtwulf
OK, I've thought it over. I am going to fold this game that never really got started. Anyone without a character in the older game can bring their character into the Dope game which I am going to move over here.
That is the bigger news I think. I will do some fudging, merge the two games together in the older campaign but end the campaign on the dope and resume it here.
I will send out an Email shortly on all this. We'll see who is still interested in playing and moving over. For Glee, Malacandra, NAF1138 & CatInASuit they can pick the character they want to keep. I assume they will probably keep the older characters.
Several of the players have not posted here on Mellophant yet.
Yeah, if I can only keep one then it's Gwaelur that I am attached to.
Mulligan will be back then.
But does that include Rorimac as well?
Hey, registered and checking in. Bitur is ready to go whenever you guys are.
I can't tell you how much I have missed this game. It will be neat to have them merged and running.
Um, early heads up to everyone in the game...my first child is expected to be born sometime after the second week in November so I might disappear without warning for a little bit right in that last part of November early part of December. But I'll be back eventually. At the very least I will be able to post from work (I am only getting about 10 days paternaty leave).
Sadly real life has overtaken me and I won't have time to continue here.
It's been great fun and I wish the group and DM well. :)
I've been looking forward VERY much to getting back into the game again (Sir Thoroncir is still mid-swing with his longsword on the blood-drenched sands of a Harad beach, if I remember aright). Count me in, and thanks, What Exit?. Let the adventure continue!
Glee, hope you'll be able to rejoin us very soon.
NAF1138, our first child was born in November almost 13 years ago. Hope your November baby turns out just as well!
I think Thoroncir can probably handle one prone, bleeding, unconscious wizard.
I'm definitely still interested in continuing, after the oral defense of my Senior project. I promise to become much more fun after November 1st.
I'll send out another email. Let's do a roll call here of player and character and class and get this thing started. I am officially not a mod or admin here on Friday.
We have confirmed:
Hoopy Frood, Bitur, Dwarven Fighter
NAF1138, Gwaelur, Dwarven FighterElendil's Heir, Thoroncir, Fighter
Appleciders, Deor, Mage
CatInASuit, Mulligan, Hobbit Treasure Finder and maybe Rorimac The Hobbit Ranger.
I would be happy to (re)join.
Sure, I will play just let me know when.
Definitely in, and rarin' to go.
Elendil's Heir
Sir Thoroncir, knight-errant of Gondor
Fighter
Just Confirming
Mulligan Took: Hobbit Trouble Maker - invisibility a speciality
Rorimac Brandybuck: Hobbit Archer - in over his head
Gil-Gandel, Grey-Elven bard, present and correct.
Who are we still missing? I know Glee said he was out. What about ShadowFacts?
I think ShadowFacts was going to pass as was RoOsh. Love Rhombus had already disappeared before the halt. I have to get Dugar (Dwarf) (Whtwulf) and Theogrim (OneCentStamp) into this game but that won't be hard. We are shy on spellcasters and so will keep Ghân as an NPC until Glee can return.
So I guess I need to get the beach battle wrapped up and bring the new PCs into the game with a little filler.
The renewed game thread is here: Middle Earth FA64 D&D Game: Sixth Adventure - Harrying Harad by Sea.
I'm just waiting to give Whtwulf & OneCentStamp a chance to chime in, I hope by tonight and I will move this along. The landing is basically done though the rout complete. It feels good to be back.
NAF1138 will be distracted for the next few weeks I suspect. He has announced his wife's water has broke this weekend and his first child in on the way.
I have provided a post with a summary of situation and the vital questions. Please speak up. CIAS, as the designated Hobbit player ;) feel free to chip in a suggestion or 3 as Sandy Proudfoot. Other than he is peckish that is.
If Theogrim and Thoroncir elect to leave the ambush for others, we will say Hraedsig is in charge of that 100. That stills leaves 91 horse for the taking of the port or reserves.
I suppose you already knew this, What Exit?: http://babynamesworld.parentsconnect...of_Cenwig.html
Today is the Professor's birthday (1892)! Hope you'll all raise a glass to his blessed memory.
He did give us all one of the greatest presents already and it keeps on giving.
Hey all, I'm going to be away from my computer for a week. Deor can take any reasonable actions that the group needs. Let's finish this up!
Hey, all. I'm hoping to join up with you soonish as your current adventure winds downs. Still thinking about a character.
I got a PM about this game moving to an opportunity for new players to join up. I'm interested but a little out of my depth.
I've played like one and a half games of D&D, I read OOTS, I've played Arkham Horror and been reading LOTR yearly since grade school.
This shouldn't be too hard then. You know the history of the World in question. This takes place only 64 years after the War.
I'm guessing you are at least familiar with the generic D&D races and the races of Middle Earth. The game details on them for this game is in the first post of this thread.
Here are my character ideas, in no particular order. I'll need some help with game stats, since I haven't played D&D since the 80s.
Ithilneth, an ages-old, world-weary Silvan Elf from Lothlorien. While she feels the call of the sea, something holds her back. Perhaps the younger Children can help her finish what she needs to complete.
Name is from "ithil" for moon and "neth" for maid (not that she's young anymore); in Sindarin, since Silvan is not well documented. In game terms, I'm thinking she'd be a magic-user/thief or even magic-user/thief/fighter. Sneaking skills, but not a lock-picker or traps type, minor magic, but nothing flashy, and handy with a sword, but not great. While very old (born Second Age), she's neither mighty nor has many "practical" skills. Personality is fearless, curious, bored and out of touch.
Pennycress Farrell, a youngish* Hobbit lady who's run-off to avoid an unwanted marriage. Wants to see the world and have adventures, like all the heroes in the tales one can hear throughout the Shire these days. *If asked will say 39, but she's actually several years older.
Name is from "pennycress", a pretty little flower, and from "far hill" (similar to Baggins from "bag end"). In game terms, I'm thinking she'd be a thief. Good at all the typical burglar skills; grew up on the edge of Shire where a variety of skills are useful. Wants adventure, but is meek in the face of danger. Prefers to climb to safe perch and pelt baddies with a well-aimed sling shot or throw. Is optimistic in all but the most dire circumstances.
Leofead Weardgar-daughter, a shield-maiden of Rohan. The youngest in a family of no sons and seven daughters, her father raised her as a boy. She trained in the militia and now follows her father's example of seeking renown for herself and her ancestors and Rohan. Her favorite weapon is the shield and spear; she is equally useful on foot and horse, of course.
Name is from "leof" for good and "ead" for luck. Pronounced something like Americans would say "luff-add". Father's name is from "weard" for guard and "gar" for spear. Pronounced something like "ward-gar". In game terms, she's a fighter. Her specialties are all with spears, both short (foot) and long (horse) and shields. She can use a sword in close quarters, but isn't great. Her personality is focused and business-like. She's used to making up for her lack of physical strength by training harder than her male comrades. She's 23 and single, and comments about her age or marriage prospects are met with icy stares.
Very interesting. All of those sound intriguing to me, although we already have three Hobbits, and an Elven or Rohirric woman might be a better fit for the party. Just my two cents' worth.
Thanks. I meant to add that I'm happy to play any of them, and if another newbie wants to play one of them, they're welcome to. Just give me first choice. ;)
First I really want to say excellent names and back stories. All three names are excellent for the races. Especially using Old English for Rohirrim.
The Elves of Lothlorien were all Sindar. This is actually better for a mage in the long run. It sounds like you want the ability to move silently and hide in shadows. Were you concerned with Climbing and reading abilities? If not, skip thief and we'll just ensure you start with Elven Cloak and Boots. A Fighter/Mage would have hit points and be of use as support in combat. A F/TH/Mu will gain levels far too slowly. I recommend against it.
The party already has a young(er) Hobbit Lady Treasure Finder that uses the sling oddly enough. Mulligan Took. So this might not work all that well but I won't rule it out by any means.
It is basically impossible to have too many fighters, so Leofead is quite acceptable. We have two Rohirrim already, though one is a Mage. The other is a Knight.
This game is basically 1st Ed. so the spells should be familiar. I use the original Players Handbook for most of the spells.
If you decide to go as Leofead, let me know if you want to mix her backstory up with Deor's a little; he's of a large, poor farming family of Rohirrim from near Edoras, and Theogrim is his older brother. You could probably be actually of the family, or a childhood friend, or whatever. Actually, I've already invented an "Uncle Aldor", a horse-breeder, and you could easily be his kid. Just an offer- no pressure!
What Exit?, thanks. :) I learned how to make good LotR names back when I was playing LotRO.
I'm going to have to disagree about the Elves of Lothlorien. It was founded by Silvan Elves (specifically, the Galadhrim), and wasn't until the Second Age that Sindar came there. Ithilneth was born early in the age to the original Elves, not the newcomers. Of course, Silvan and Grey Elves are not too different to start with, and since the Sindar culture came to predominate the kingdom, she'd be mostly assimilated. While Men and others might not, I'm sure other Elves would be able to tell she is Silvan and not Grey.
I want her to be able to do "Elvish" things. Things like knowing the names of plants and being able to slip through vegetation silently and without trace. Knowing how to cook Elvish food (but nothing practical like lembas) and braid hair and sing epic songs. Basically, anything a homebody Elf would know after a thousands of years living in a cloistered kingdom, but few things that are useful when traveling away from home.
I think a slow-leveling triple like F/Th/MU would be okay, to represent her impracticalness. If you feel that is too much of a disadvantage with respect to the other player characters, throw her an occasional useful tidbit of lore or skill that an old Elf might plausibly know.
Given all that, if you're happier me playing a more straightforward character like Leofead, I will. She is certainly easier to roleplay (I'm slightly favoring her now).
Appleciders, a connection like being a cousin of Deor and Theogrim would be fun and give an easy entrance to the group (and two nominal chaperons).
I do like the idea of having a Rohirric female warrior with a connection to Deor, but my vote would be for Ithilneth, as we only have one Elf in the party already, our gallant leader: Gil-Gandel – Malacandra – Bard 1st, Sindar ("Grey Elf") 6th level F/Th Age: 624. There's good potential for a rivalry, friendship or a romance there.
But of course it's entirely up to you.
Howdy...Elendi's Heir poined me over here...I had expressed interest in the original SDMB thread, but hadn't had the time then. I think I do now, and would like to join in. I've read LOTR a few times, and DnDed plenty, as well as a vast assortment of other fantasy themed settings. As I re-read this last game, and the rules threads, I would like to know one thing : are there any particular classes / races that are missing or underrepresented, as I think about what I would like to make?
I was thinking chaperons in terms of "close male relatives to keep an eye on the maiden so our elderly aunties don't have conniptions about her romping about alone", rather than a "defer to my elder" type chaperon. You better believe Leofead won't take any lip from Deor when they're away from home. :D
I'll tentatively choose Leofead as my character, with the proviso that if another newbie really wants to play a fighter type, I'll switch to Ithilneth. From a lore standpoint, there's really not many Elves left in the world who aren't on their way West, so I don't feel bad not having many in the group.
Good point. So Ithilneth would be a Silvan Elf that learned Sindarin. Old enough to remember before Amdír arrived. Let’s see how this sounds. As an older Silvan Elf Ithilneth would speak Silvan, Sindar. Noldorin and Westron. We’ll even throw in a smattering of Khuzdul. Have her be a F/MU and she will be skilled and equipped to pass without trace outside and quietly inside and out as she wears the cloak and boots of a Lórien Elf and has millennium of experience. Her weapons should include Bow but not required. She would be skilled at climbing trees and building temporary flets and even rope making though without the proper materials she could make nothing special. She would of course carry a few good lengths of Elven Rope. (made of Hithlain)
As a long lived Silvan Elf women you will be especially skilled with Sleep, Charm and Divination type spells more than the big fiery explosive types. There would be a few spells you could do that you could not teach Deor as an example and others that just work better for you. Are you willing to not be good with Lighting and Cold Spells? I am thinking we can say Gandalf himself taught you enough to be normal with Fire Based spells. We can tie much of your special spell casting to singing.
Mainly dissuading you from Thief as you don’t seem to want most of the abilities and the ones you do want can be had without the class. We also have two thieves in the party already. I’ll ensure your extra skilled in using Read Magic and Comp Languages or have a device to help with it.
Leofead should be simple; we’ll have her specialize in Lance and Sword and skilled with War Shield? Ensure she has a good horse, especially if you are Uncle Aldor the horse-breeder’s favorite daughter. Keep in mind that for adventuring it will be the Sword that will get the most use and not the lance. I would suggest specialize in the Sword twice, take Lance and War Shield and then at 6th level specialize in Lance having been working on it. You will start at 5th level. Most of the party is 5th or 6th so I will have you close to 6th or maybe just at the minimal for 6th.
ETA: For what it is worth, Lórien is not yet empty and Rivendell is still populated with some very powerful elves including Glorfindel and Elrohir and Elladan the sons of Elrond. Greenwood and Ithilien are the home to many Silvan and some Sindarin Elves. Ered Luin has Elves and the woods to the North East of the Sea of Rhûn have a purely Silvan population (not canon, but est. in game)
It looks like we need to replace the Druid or maybe add a Cleric. In either case it would help though if you had the 1st Ed Players Handbook available. CatInASuit is playing a pair of characters as we perpetually lose our Rangers. A second Ranger would not hurt. However the party can absorb nearly any character.
As far as I can tell, these are the active players:
Gwaelur son of Gwaelin – NAF1138 - Fighter, Dwarf of the Glittering Caves. 6th level Age: 135
Bitur son of Bofur - Hoopy Frood - Fighter, Dwarf of Erebor. 6th level Age: 180
Sir Thoroncir, Knight-Errant– Elendil’s Heir - Fighter, Man of Gondor, a Sea-Knight of Linhir 6th level Age: 21
Princess Gilraen (Renee)- NPC – Beautiful young woman of Gondor and trained Healer of Estë 7th level Age: 17
Gil-Gandel – Malacandra – Bard 1st, Sindar ("Grey Elf") 6th level F/Th Age: 624
Rorimac Brandybuck - CatInASuit – Hobbit Ranger 5th Age: 45
Mulligan Took – CatInASuit - Burglar, Hobbit (Daughter of Peregrin Took's Sister) 6th level Age: 30 (From a larger family)
Deor – appleciders – Mage of Rohan (Brother of Theogrim) 5th level Age:20 (From a very large family)
Theogrim - OneCentStamp – Knight of Rohan (Brother of Deor) 4th level Age:24 (From a very large family)
WhtWulf hasn't posted in more than two months. Glee bowed out when we moved over to this board. Shadowfacts hasn't posted to the game thread here on Mellophant. Everyone else appears to be active.
Breakdown by class:
4 fighters: (Thoroncir, Theogrim, Gwaelur, and Bitur)
1 bard: (Gil-Gandel)
1 mage: (Deor)
1 thief: (Mulligan)
1 ranger: (Rorimac)
1 cleric: (Gilraen)
Breakdown by race:
2 Hobbits: (Mulligan and Rorimac)
2 Men of Rohan: (Theogrim and Deor)
2 Dwarves: (Gwaelur and Bitur)
1 Man of Gondor: (Thoroncir)
1 Sindar Elf: (Gil-Gandel)
1 half-Elf: (Gilraen)
The underrepresented group here, of course, is women, though if Leofead joins, we'll be getting closer, and the original Fellowship had no women, so we're ahead on that score.
This looks good. I'm somewhat more tempted toward Ithilneth. :D
Does D&D* have any short spears? The kind used to stab people 4 or 5 feet away from you, and not for throwing. That's the kind of weapon I want to spec into. I'll keep a sword short on me for emergencies, but I don't want to be a swordswoman.Quote:
Leofead should be simple; we’ll have her specialize in Lance and Sword and skilled with War Shield? Ensure she has a good horse, especially if you are Uncle Aldor the horse-breeder’s favorite daughter. Keep in mind that for adventuring it will be the Sword that will get the most use and not the lance. I would suggest specialize in the Sword twice, take Lance and War Shield and then at 6th level specialize in Lance having been working on it. You will start at 5th level. Most of the party is 5th or 6th so I will have you close to 6th or maybe just at the minimal for 6th.
(As an aside, I tend to make characters that meet the concept in my head, rather than what's particularly useful in game terms. This leads to tragic ends sometimes, depending on how the game goes.)
*Are there any online/wiki/downloadable versions of the D&D you're using?
M.A.R.R.S.L.O.T.R. Needs Women!
D&D does have melee spears, though they offer few advantages over swords in the ordinary way. Of course, if hardly anyone in the party uses spear then you would likely get first dibs on any magic ones that came up. But I like the idea of another Elf in the party and you should note that elven archers generally kick ass and take names (also, most of the rubes you meet think Elves are six kinds of awesome). Thief skills really would be superfluous at the party's present level - we have one really skilled thief, and as the DM says, innate Elf stealth covers most ordinary needs. Also a mite more magic wouldn't hurt at all; again, we have plenty of tanks so while the Rohirrim shield-maid is a nice character conception she wouldn't get many opportunities for the spotlight.
Well said.
So heavy on spears and lances. Effectively one skill I would say. (I know I am pushing it a bit but I will give you this)
2 specializations in Spear/Lance will give you a +2/+2 to hit and damage and provide increased attacks. (not with lances though of course) That is 3 proficiencies. Then 2 in War Shield for a +1/+2 bonus.
Heavy on character concept is fine. Actually it is great. I have tried to help every player with this. I don't think I always succeeded but I tried.
As to guides, I never found one. Though the first post of this thread gives a lot of detail and I might be able to get you a spell list if you go MU. I'll send over the XP charts and similar stuff.
Originally, as far as most people knew, it was an all male party. :D
Opportunities for stealing things have been few and far between and what Gil-Gandel can't do, Mulligan can.
Also, What is happening to Sandy Proudfoot, is he staying around or moving on? Does this mean me playing 3 hobbits through the game, or is it just going to be the two of them.
Would I be able to get a little help developing a character? I haven't found a great source for 1st Ed rules anywhere yet (damn me being too young to remember anything but 2nd!) but I'm leaning towards a cleric / druid rather than a ranger at least, having never had the opportunity to play either in the past. Also, a good resource (other than Wikipedia, where I will be heading shortly) would be appreciated...I'm thinking a Wose Druid. This being DnD rules, I seem to remember druids only being allowed blunt weaponry, correct?
Interesting, Glee had been playing a Wose Druid. That is Ghân. Weapons vary a bit by race for the Druids but they are generally not very good in combat. They rely on their vast number of spells and abilities to be useful.
If you scan through the older threads on the SDMB you can get a great feel for a Wose Druid as Glee did an excellent job of playing one. The other exceptional Druids are usually Beornings (or perhaps Selkie, though I did not list that in the setup thread, this is a decision I just made now.) These 3 races are already more in tune with nature than most. The last two have the advantage of shape changing to start. The Woses have bonuses in herb use and a natural fire resistance. They Woses are weak fighters that rely on stealth and missile weapons, a Beorning Druid can actually be quite fierce especially in Bear form.
Spell casting is about the same for all three.
The actual Clerics are trickier. Each of the Valar give their Clerics different powers and strengths. From the non-combat healers to the Warrior Cleric of Tulkas and Orome. Humans generally make the best Clerics. Dwarves are restricted to Aule.
More on Clerics. A few of the Valar have clerics that are especially good against the undead.
Elbereth (Varda) of course is best. Her clerics also have several special spells for use under the stars.
Manwë is another and his clerics have an affinity to Eagles, the Great Eagles and Far Seeing and Wind spells.
Mandos (Námo) is the third. His province is the dead and his clerics are best at raise the (mostly) dead.
Aüle: An affinity with Dwarves, the Noldorians and craftsmen and jewelers. Preferred weapon would be hammer of course. May specialize in a weapon.
Ulmo is of course affiliate with water.
Oromë has Druids, warrior cleric and Paladins. He has an affinity to hunting, horses, weapons and forests.
Irmo (Lórien) visions, dreams and gardens. Would have sleep and some illusion spells.
Tulkas has only warrior Clerics/Monks. Limited spell casting and some monk abilities.
Yavanna with nature and really has Druids, not clerics.
Vairë the Weaver is on the weaker side but is good against spiders and has the web spell and mending spell.
Estë the healer of hurts and weariness specialize greatly in healing and fight only undead. They are great healers though.
Nienna Grief and mourning, darkness and death. Her clerics have some odd powers but may raise the dead at least. Small bonus against some undead.
Vána Youth, Beauty, flowers, spring. A good healer, good with nature spells. Druids, Healers & Clerics.
Nessa Dancing and Speed. Druids and Clerics. An affinity for Deer and oddly Warriors. Some of her Priestesses are Warriors.
Hey, you stated in the game thread that "The Wand does burning hands and is recharged with said. " That means that I can use it, then recharge it by casting Burning Hands into the wand, allowing me to use that casting at a later time, right? Or do I misunderstand the game mechanics?
Ok, so should I play a ranger?
We have a Ranger already (Rorimac "Rory" Brandybuck, a Hobbit played by CatInASuit), but I expect we could use another.
I was going off of this quote coupled with the fact that Koldanar is looking at a Cleric or a Druid. I'd be more than happy to play whichever one he doesn't want. Is there a template or something that could help me figure out what I need to develop as far as character goes? Like, do I need to roll for stats, etc.
Once you decide on class and race, we'll use a few more posts or PMs to determine which of the 6 stats you prioritize and I give you the basic character ready for some history, description and equipage. I end up doing the rolling.
The one thing this game does not have is random rolls by the players. I do all the rolling.
As to Rangers, if that is the way you want to go, the best race by far is the Dunedain. These are long lived, tall men, the folk of Aragorn. The Rangers primarily come from the north or Ithilien.
However, humans, Beornings, Elves and Hobbits may all be Rangers.
Did you have anything in mind for the Ranger, that could really help decide the best race. Just to clarify, Rangers are good fighters that specialize in Tracking, the use of Herbs for healing, wood lore, survival, hunting and stealth outdoors. They are especially adept at fighting the primary always evil foes/servants of Sauron,the Orcs, Trolls and Wargs. They eventually have a chance to pick up some small useful spells at higher levels.
Having two Rangers in the party is no disadvantage.
Also decide if you wish to be more archer or Melee.
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.