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cadone 08-28-2010 07:18 PM

Hi!! -promptly trips over hem of robe- OOF!! Awh, now I'm all dirty... -stands up and casts Prestidigitation- All better! :D Yeah, I've been playing DnD on and off for about 3 years now. My group has problems getting together, and due to RL interparty conflict I haven't been in a while. I still create characters every now and again though! :p

KiwiRose 08-28-2010 08:01 PM

@Dragoness Awww, that really stinks. I hope you get a chance to winess a game someday, it's a real blast.

@Cadone Prestidigitation is such a fun spell. :D What edition/editions do you play?

cadone 08-28-2010 08:49 PM

I've always played 3.5, never played any of the other editions, although I'd like to. My two characters so far have been a partially insane tiefling rogue 1/ Ranger 3, name of Kyrt Demonwing, and a kender-esque gnome illusionist 6, Glim Sparkletree Riverjump Deathwish Whatwall Scarhead Antbane Nackle (yes, there's a story behind all of those middle names heheh). Personally, I prefer the spellcaster-ish class types, but I've never really ever gotten the concept of "Spellcasters in back; Meatshields in front" tactics xD

KiwiRose 08-28-2010 09:49 PM

I've played 2nd, 3.5, and 4th edition.

In 3.5, I'drecommend the Duskblade, it blends magic and swordplay together quite nicely. I had a Duskblade/Beguiler that I loved to death. That, or go the path of a war mage. I never played one myself, but my brother made a wizard war mage that was damn near a tank. Not sure how he managed it, but... he did.

In 4th edition, if you ever get to try it, I'd reccomend a Swordmage, Infernal Pact or Sorcerer Kind Pact Warlock, or possibly hybrid classing (they don't have that in 3.5).

Also, don't let first impressions of 4th edition scare you off, I almost went back to 3.5 at first, but once I adjusted to the new system, I fell in love with it.

I have a Drow Swordmage/Dark Pact Warlock/Bard, and she's so much fun to play. Arcane badassery mixed with showy swordplay and a light bit of arcane healing capabilities... ahh, so much fun.

cadone 08-28-2010 10:47 PM

Drow, eh? What's the IC alibi for that one? :P

I've rolled up a duskblade before, and a warmage, but my DM wouldn't let me try them. Said something about "broken" classes. I didn't really mind, b/c he let me get away with all sorts of crazy stuff IC. For instance, going and gathering a small army of rouges to stage the escape of the rest of my party from a city prison. I did this by way of dropping a trail of gold coins behind me (while invisible), then throwing the rest of the sack (after casting darkness on it) into the guardhouse yelling "First one to find it keeps it!!!!" (The rest of the sack was full of rocks, too. heehee.)

KiwiRose 08-28-2010 11:33 PM

War mage might be a tad broken, but I don't think the Duskblade was. Hmm. Matter of opinion I suppose.

Sounds like you're quite the chaos lover, heehee.

As for my Drow, she escaped to the surface after Lloth tried to pit her and her twin against each other. Luckily for them, the bonds of being twins won out, and they both leftthe underdark (at seperate times). My character (Vilresh) ended up traveling with the Ogre-Slayer (an elf with a huge ship on his shoulder, and vegence on his mind), a snotty Eladrin Templar, and a bizzar half-eld raised by dwarves. Her sister became a prietess of Sehahnine.

cadone 08-28-2010 11:51 PM

Ah, I love being Chaotic Neutral... Well, in Glim's case, I'm Chaotic Good.

Sounds like your party has a bit of an Elf-fetish. :D Not that that's a bad thing, Elves are one of the better races statistically, and they just kind of have a cool feel in general. I actually used to roleplay a Half-elf/Half-tiefling somewhere on Mene... Huh. I wonder If I saved his summary....? -goes and searches-

KiwiRose 08-29-2010 12:19 AM

Well, in that particular game, yeah, lots of elf-kind.

In another game we have two teiflings, a minotaur, and two humans. :D

Elves are even cooloer in 4th edition, at least in my opinion.

Elf, Eladrin, Drow and Half-elf Stats in 4th edition.

SPOILERX

Quote:

Elf
Quick, wary archers who roam the forests and wilds.


RACIAL TRAITS

Average Height: 5' 4" - 6'0"
Average Weight: 130 - 170

Ability scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares.
Vision: Low-Light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception.
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Elven Accuracy
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.

Encounter
Free Action Personal

Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Published in Player's Handbook 1, page(s) 40.

Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.


SPOILERX

Quote:

Eladrin
Graceful warriors and wizards at home in the eldritch twilight of the Feywild.

RACIAL TRAITS

Average Height: 5' 5" - 6'1"
Average Weight: 130 - 180

Ability scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares.
Vision: Low-Light

Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History.
Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Fey Step: You can use fey step as an encounter power.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.


Eladrin Racial PowerFey Step
With a step, you vanish from one place and appear in another.

Encounter Teleportation
Move Action Personal

Effect: Teleport up to 5 squares.

Published in Player's Handbook 1, page(s) 38.

Creatures of magic who have strong ties to nature, eladrin live in shining cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.


SPOILERX

Quote:

Drow
Graceful and deadly, at home in the depths of darkness

RACIAL TRAITS

Average Height: 5'4" - 6'0"
Average Weight: 130 - 170

Ability scores: +2 Charisma, +2 Dexterity
Size: Medium
Speed: 6 squares.
Vision: Darkvision

Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Lolthtouched: Once per encounter, you can use either the cloud of darkness or darkfire power.
Trance (Drow): Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.


Drow Racial PowerCloud of Darkness
A shroud of blackness descends around you, hiding you from sight.

Encounter
Minor Action Close burst 1

Effect: The burst creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

Published in Forgotten Realms Player's Guide (FRPG), page(s) 8.

Drow Racial PowerDarkfire
A flickering halo of purple light surrounds the target, making it easier to hit.

Encounter
Minor Action Ranged 10

Target: One creature

Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st level.

Hit: Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.

Published in Forgotten Realms Player's Guide (FRPG), page(s) 8.


SPOILERX

Quote:

Half-Elf
Born heroes and leaders who combine the best features of both humans and elves.

RACIAL TRAITS

Average Height: 5'5" - 6'2"
Average Weight: 130 - 190

Ability scores: +2 Charisma, +2 Constitution
Size: Medium
Speed: 6 squares.
Vision: Low-light

Languages: Choice of one language, Common, Elven
Skill Bonuses: +2 Diplomacy, +2 Insight.
Dilettante: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks

cadone 08-29-2010 03:12 AM

Coolio! Those stats are pretty sweet.

Found the description of the half-elf-half-tiefling, by the by.

SPOILERX

Name: Aramil (No last name, he's an orphan)

Race: Half-elf, Half-tiefling

Age: 19 years

Weapons: Hand-to-hand combat mostly, but he'll use whatever he needs to to get the job done. Has a flair for using iprovised weapons at times.

Appearance: Quite tall, about 6'3". Weighs around 180 lbs, but appears to be thinner than he actually is. He's muscular, but he's not built or anything. Has deep, vivid violet eyes that turn a deep crimson when he's excited or mad. His outfit consists of loose-fitting black pants and a long-sleeved black shirt, also black. Both are embroidered in crimson with a flame-pattern at the end of the legs and sleeves. The pants are made of tough cloth, and have many pockets in which to store things he picks up on his travels. He has fair skin, with one jagged scar running down his left arm and ending at his wrist. Has longish jet black hair that lightens to deep bloodred at the tips. Oh yeah, and his canines are unnaturally sharp.

Quirks: He's interested in how everything works, and when he comes across a contraption he hasn't seen before he generally tries to figure out what it does. He's also a bit of a collector, and while travelling will often pick up and keep small bits of colored or shiny rock or unusual items that he may find. In addition to this, he can see a short distance in complete darkness, and can create a sizable globe of drakness once per day. When he creates darkness though, it disorients him for about a minute or two, and depending on the size of the globe, perhaps more.

History: He was raised in an orphanage until he was about 10 years old, which he then ran away from because the matron was extremely ill-tempered and beat him alot. because of this, he took up watching and following a local street-fighting gang, who taught him how to fight with his fists and how to improvise a weapon if needed. To provide for himself, he often stole food, but was known to juggle or perform other acts of sleight-of-hand in taverns for money.

Personality: Shy at first, and very polite. Once you get to know him though, he reveals himself to be a huge practical joker, and pretty much isn't afraid of anything. He'll rush headlong into a burning building if he has a reason to. If you earn his trust, he'll stand by you to the gates of Hell itself. He'd actually probably barge through the gates just for the fun of it once you got there, too...


yeah, He's pretty cool xD at least to me. I have yet to come up with ingame stats for him... Maybe I'll do that now.

KiwiRose 08-29-2010 02:00 PM

Aramil sounds pretty cool. :D You should try to build him, could be fun!

cadone 08-29-2010 07:20 PM

Yes, it would be. He also has a companion character (non-romantic), named Gerend. here's Gerend's Bio:

SPOILERX

Name: "Surestrike" Gerend

Race: Human

Age: 21

Weapons: Fists, explosives (stored in the pockets of his bandolier), and anything improvised.

Appearance: He stands about 5'7", and weighs about 200 lbs, most of it muscle. Gerend is ripped, one of those "muscles on top of muscles" type of guys. He still manages to look somewhat handsome most of the time, though. His hair is black, and he wears it pretty short. He has bright, turquoise blue eyes that sparkle as if at some hidden joke, and a tanned, toned complexion. He's always smiling, unless he's mad of course. A tattoo of a gold dragon spirals up his left arm, the tail wrapped around his wrist and the head at his shoulder. He has a similar tattoo of a silver dragon on his right arm. His clothes are matte black, and don't seem to reflect any light. If anything, they seem to absorb it a little. His pants have pockets all over them, in the same style as Aramil's, and he also has a black-leather bandlier with 6 pockets on the front slung from his left shoulder to his right hip. His boots are light yet sturdy, perfect for running in.

Quirks: He's majorly strong, and as such is an excellent fistfighter. In barfights, he's been known to hurl oaken tables across the room. He also seems to have an infinite amount of resources to draw on, but if asked he'll just say it's "luck". He also has an EXTREME fondness for explosives and is quite the pyromaniac when the occaision arises. Unfortunately, if someone insults his mother or his friends, he'll fly into a berserk rage unless someone calms him down.

History: Abandoned by his family when he was 13, he quickly adapted to life on the streets. His family was very wealthy, and from this wealth is where he seems to get all these resources (He'd been to most of his family's storehouses by the time he'd been cast away.). He took Aramil under his wing and tought him how to fight one day after pulling the boy out of a brawling mess of streetkids that had attacked Aramil because of his heritage.

Personality: Extremely optimistic and clever, Gerend is always smiling, welcoming newcomers warmly. If you hurt one of his friends, though, you better have a damn good reason for it, or he'll mess you up.


Another fun thing I do for DnD is create various alchemial items... Here's a list of what Aramil and Gerend carry on them.

SPOILERX

The contents of the Pockets…

Gerend’s explosives…

Crackle Powder: This black alchemical powder creates a loud crackling noise, like a broomstick breaking, whenever it is jostled or struck (i.e. stepped on). A single packet covers an approximately 5-foot-radius area or so. He’s got maybe 10-11 packets of the stuff on him, located in a bandolier pocket. He originally intended to use it as a prop for his and Aramil’s “troupe” performances, buying a crate of the stuff from a local theatre. He has found it useful in his pranks and getaways though, as well…

Fast Torch: These consist of a tube of waxed paper set into a short wooden plug. The end opposite the plug has a wax seal, and the whole item is about maybe half an inch wide by 3 inches long. An alchemical substance packed inside the tube ignites when exposed to air. One lights the torch by removing the wax seal at the end. It burns for about a minute or so. Gerend finds them useful in lighting various explosives and starting campfires. Generally, he carries about 10 or so in various pants pockets.

Flash Pellet: These small pellets, when thrown against a hard surface, explode with a blinding flash of white light. Gerend always has no less than an entire bandolier pouch filled with these things.

Semphosphorate Powder: The red powder that was used to incinerate the cell bars. Gerend always has a smallish pouch of it in his bandolier, for use in filling the hemispheres carried by Aramil. One hemisphere’s blasting power is approximately equal to two sticks of dynamite.

Coalcarbonate Powder: A black incendiary powder, it ignites after about 10 seconds of being exposed to air. Gerend carries around at least 5 vials of this in his bandolier at any given time. He tends to aim these at solid objects above his target’s heads, as the powder is very fine and forms a cloud in the air, often sticking to whatever is inside the cloud.

Phosphorite Powder: A concentrated form of Semphosphorate Powder that is white in color. One hemisphere of this stuff is approximately 2.3 times as powerful as a hemisphere of Semphosphorate Powder. Gerend always has 3 vials and one smallish pouch of it in his bandolier.

Diacarbonite Powder: Basically powdered Napalm, also black in color. If one coats a surface or object with this, it will stick until it is ignited. Once ignited, the coated area or object will burn for 10 minutes or until it is utterly reduced to ash, in which case the powder will still keep burning for the remainder of the time. Gerend keeps 2 small pouches of this in his bandolier. If it hasn’t been ignited yet, one can render the powder harmless with a judicious application of water. If it’s ignited… It is nearly impossible to put out except by magical means.



Aramil’s Potions…

Adrenaline Potion: Gives drinker the equivalent of about 300mg of Caffeine combined with the approximate kick of a modern-day shot of adrenaline. Effect lasts for 4 hours. Aramil has a secret stash of these somewhere, but he plans to steal more from his ex-matron soon, as he is running out.

Sleep Potion: Extremely quick-acting and powerful sedative, knocking the drinker unconscious within 2 seconds of imbibement. Effect lasts for maybe an hour, depending on drinker’s body weight. Can be used to spike drinks, as the potion loses its blue color upon mixing with another liquid but still remains undetectable except by magic. Aramil has at least 3 on him most of the time…

Freeglide Gel: Makes things very slippery. Emphasis on very. Aramil always has one or two on him, depending on where he’s going to be that day.

Softstride Powder: When applied to the bottoms of footwear, it forms a cushion between it and the ground, making footsteps harder to hear. Also allows person wearing said footwear to slide on Freeglide Gel without falling as much. Aramil has 2 small pouches of this that he refills every time he gets home.


Along with these objects, Gerend and Aramil carry around various make-up kits, lock-pick sets, sewing kits, first-aid kits, coins, and knickknacks they have acquired in their pants pockets. Said knickknacks may or may not have magical properties.


I'm also having a problem with Aramil's class... He's heavily focused on hand-to-hand, but he is by no means a lawful character, so Monk is out of the question. Are there any chaotic-type Unarmed classes in v3.5?

dragoness129 08-29-2010 07:35 PM

I really really want to learn and make characters.
Gotta get money for the books first.

cadone 08-29-2010 07:47 PM

Well, there is ways to get the books on PDF, although they are quite large files. 4shared has them, the v3.5 books at least. Ahere's also a cool little excel program called Heroforge that takes a lot of the hassle out of creating the characters once you have the books. Another reference site that has all the info from the three core books is the Hypertext D20 SRD. With Heroforge and the SRD, You should be able to create a basic character at the very least. Oh, and you'll need some gamer's dice, like d6's (6 sided) d8's (8 sided), d10's or d% (10 sided) d12's (12 sided) and at least 1 d20 (20 sided). But there's free dice roller websites around too, just google them.

dragoness129 08-29-2010 07:58 PM

That's cool. Thanks for the info and links! ^_^

cadone 08-29-2010 08:03 PM

Anytime, haha. Creating characters is my second-favorite part of playing D&D. My first favorite is making dice-towers. :P But only by a little bit. What kind of character were you thinking about making?

dragoness129 08-29-2010 08:53 PM

I like magic users. ^_^

cadone 08-29-2010 09:08 PM

OOH!! ME TOO!!!! ^-^

If you had to choose though, do you prefer the more "Casts spells prepared from spellbook" type, or the "Spontaneously casts spells by nature" type?

If the former, I'd go with making a Wizard. If the later, Sorcerer is more your style.

There's also a natural-magic user, the Druid (gets magic power from the land around them), and a divine-magic user, the Cleric (gets power from their deity)

The common stereotypes for these four classes are:

Wizard: Book-smart, think they know everything, very versatile spellcaster

Sorcerer: Innate magic ability, often flashy or gaudy, knows less spells than the Wizard but can cast more of them per day

Druid: Tree-hugger, has an animal companion, many nature-related spells

Cleric: ... Walking, talking magical Band-aid pack. (they're mianly healers, but can hold up well in combat. Oh, and they're the first-line defense against undead and the like.)

dragoness129 08-29-2010 09:26 PM

Hmm, not sure if I like the Wizard or Sorcerer better.

cadone 08-29-2010 09:46 PM

If it's your first time playing, Sorcerers are slightly easier to play, in my opinion. That's just an opinion though.

Aha! Finally statted out Aramil. I ended up using the Tiefling base stats and making him a gestalt character, but not too bad a job overall I think! after all, he was an RP character first.

Here's his character sheets. I'll get around to working on Gerend, now...

http://i849.photobucket.com/albums/a...terSheetp1.jpg

http://i849.photobucket.com/albums/a...terSheetp2.jpg

KiwiRose 08-29-2010 11:02 PM

There is a Chaos Monk in one of the Wizard Magazines, but I'm not sure which issue.

Playing D&D right now, bee back t comment more in depth later! ;)

cadone 08-29-2010 11:11 PM

Good luck!

KiwiRose 08-30-2010 03:56 PM

@cadone Haha, I rolled two critical in a row lat night. Wasted me some Scytheclaw Drakes!

Yeah, they did away with spontaneous and prepared casting in 4th edition in favor of more flavorful differences, like ritual casting, implements, and stuff like that. I like it a lot more. I think there's only one build of the wizard that has something similar to prepared spells anymore. And the sorcerer is so awesome, the literally embody magic now. It floats around them in aura and stuff. :D

And the warlock? It was already cool, and now's it's just ridiculous how much fun it is to play. I do any extra 2d8+1d6 damage to my cursed enemies, and I have the brutal curse feat so I get to re-roll 1's. I just LOVE 4th edition.

cadone 08-30-2010 08:21 PM

Lol Warlock is another class my DM wouldn't let me play. I think he was worried I'd be able to do something like along the lines of what you described, heheh. (Being the chaotic-reckless party optimizer is fun. Hee.)

We should totally start a play-by-post on here somewhere... I've been meaning to, except I'm not the greatest DM in the world.

What do you think?

KiwiRose 08-30-2010 10:11 PM

I've thought about it. A sort of D&D Cave Sponsored RP. But I personally don't have the time, at least currently. Although I might have time for a one on one once my house is situated (I recently moved).

BUT I WANNA! D:

Is you DM truly afraid a class is broken, or is he afraid of the players just beating his monsters, eh? ;)


cadone 08-30-2010 10:48 PM

I think he's under the opinion any class I play is/will be broken, and therefore will beat his monsters, and possibly de-rail his campaign. :yumeh1:

With good reason, I suppose... the Gnome wizard I play generally has AC 27 on a bad day, constantly utilizes fire/explosion type spells, is a specialized illusionist, has Houdini's luck when it comes to getting out of tight spots, has about 3 different extra-dimensional items and thus carries a crapload of stuff, is proficient in sleight of hand, and never seems to run out of excuses for doing something incredibly stupid and then surviving it. And this is a character that is 3'6" tall and weighs 40 lbs.

:p


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