10-19-2004, 07:07 PM | #141 | |
Villainous Archmage
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Did Reality mention that Mask is Chaotic Evil?
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10-19-2004, 08:04 PM | #142 |
Unlikely Hero
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I thought he was NE, but, hey, he is still an evil dood.
900 GP is the amount listed in the DMG for leveled characters @ lvl 2. This town is small, roughly 1500 people, but it still has several stores, and two inns. There is a new church to Tyr, and a smaller shrine to Chauntea. The town is on the River Ashaba, and is the marketplace for all the local farmers.
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"Being a mage is about giving a damn."~2nd Ed. M:tA Handbook "Hope is the bravest rebellion."~Phil Brucato "this is clearly the fault of those wacky money-hating environmentalists, with their tye-dyed t-shirts and their total lack of political power, making life miserable for those poor oppressed three-hundred-billion-dollar-market-cap oil companies."~fifthfiend |
10-19-2004, 09:36 PM | #143 | |
Villainous Archmage
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Character Sheet!
Name: Alornar Race: Half-Elf (moon elf parent) HP: 22 Class: 1 Monk/1 Fighter base attack bonus: +6 (unarmed, 2+Str bonus+Weapon Focus=6), +6 (Masterwork Composite Longbow), +5 Quarterstaff Damage: 1d6+3 (unarmed), 1d8+2 (Masterwork Composite Longbow) Alignment: Lawful Neutral Abilities: Str=16 Wis=18 Dex=17 Int=14 Con=14 Cha=12 Saves (Fort/Ref/Will): 6/5/6 Feats: Dodge, Improved Unarmed Strike (automatic Monk feat), Weapon Focus: Unarmed Strike (Fighter bonus feat), Stunning Fist (automatic Monk bonus feat) AC: 17 (10+3+4=17), 10 when immobilized or helpless. Skills (without bonuses due to ability): Listen 4, Climb 4, Move Silently 4, Tumble 4, Jump 4, Escape Artist 4, Hide 4, Balance 4, Swim 3, Ride 1, Spot 2. Abilities: Flurry of Blows (Ex), Low-Light Vision, Immune to Sleep spells and similar magical effects, +2 racial bonus on saving throws vs. Enchantment spells and effects. As a half-elf, Alornar receives a +2 bonus to all Diplomacy and Gather Information checks, though he would rather hit you until you talk. Also has +1 to all Listen, Search, and Spot checks. Possessions: Monk Robes, Masterwork Composite Longbow (+2 Strength Bonus), 60 arrows, 338 gp, Quarterstaff (mostly serves as a walking stick), Dagger (used mostly for utility purposes...still a weapon, just like the staff). I'll finish later...not done yet. How much do Monk Robes cost? [edit] Appearance and additional equipment will be up soon!
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Last edited by Dragonsbane; 10-20-2004 at 06:35 AM. |
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10-19-2004, 09:49 PM | #144 |
Sent to the cornfield
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Dunno, about 50gp?
In any case, taking Monk 1/ Fighter 1 means you will never be able to advance your monk class again. Just thought you should know. |
10-20-2004, 05:03 AM | #145 |
☢!CAUTION!☢
Join Date: Aug 2004
Location: Beneath Gensokyo
Posts: 3,668
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Monk's robes are 5 Gp and weigh 2 pounds.
They are made of fine cloths held together by strong sashes. The folds are large and strong enough to conceal light weapons. The sashes are also strong enough to be used as ropes, should improvisiation be nessecary. Hope that helps, glad your Character sheet is done DB :p
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"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic." -from The Sayings of Muad'Dib by the Princess Irulan |
10-20-2004, 06:33 AM | #146 | |
Villainous Archmage
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Dante, I was actually working on a way around that...some of my research reveals that virtually every monk sect in the Forgotten Realms has some ability to multiclass freely.
In this case, I invented a group called the Monks of the Rising Moon, whose practices include a mandatory "banishment" for all initiates at some point in their training, as a journey of self-discovery to teach initiates about the world outside the monastery. During this journey, they are free to explore other styles and decide if continuing as a Monk of the Rising Moon is really right for them. Thus, they can multiclass freely as long as Monk is not their lowest-level class. Hmm....according to my sourcebooks, taking the Dalelands Region means that I get that longbow for free, but I'll take away an extra 150 gp from my total to make it Masterwork...leaving me with 338gp. [edit] How much would it cost to get a druid to cast Magic Fang on my character's natural weapons?
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Last edited by Dragonsbane; 10-20-2004 at 06:36 AM. |
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10-20-2004, 10:59 AM | #147 |
Still RaiRai's *****
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(Not to but in, but you guys might want to make a new thread. This one is way over the post limit!)
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Holy crap! A CheshireThief spotting! |
10-20-2004, 04:17 PM | #148 | |
NOT on Probation!
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As of 3.5, magic weapon applies to natural and manufactured weaponry. I shall wait for RD to make one, since s/he is the DM.
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44% of all percentages are made up on the spot. Quote:
^Referring to tidky.Ahh... How I love our mods. Did you know that BIG text attracts attention? Last edited by AndyBloodredMage; 10-20-2004 at 04:56 PM. |
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10-20-2004, 04:55 PM | #149 | |
Villainous Archmage
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SHE is the DM, and a new one has already been made, as this one is over post limit.
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