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The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Last post 02-06-2008, 9:52 AM by VkmSpouge. 313 replies.
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5/13/2006 12:18:33 PM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
THADDEUS LEONCOURT
And here we have Thaddeus Leoncourt, the crackpot of great wealth. While his eccentricities don’t translate well into metagame terms, there were a few things I did to account for his “out there” persona. Most notably, his low Wisdom. The biggest facet about him however, is the fact that I gave him the Leadership feat. This basically accounts for his having anyone at all working for him, and made a good reason fo having Percy[his cohort] around (his riding ogre in case some forget). In turn, he also has a handful of bodyguards[1 Ftr-2, 15 War-1]. Because, as we all know, men will fight for anyone, as long as the money flows.
Thaddeus Leoncourt (Aristocrat 10)
Medium Humanoid (Human M)
Alignment: Chaotic Neutral
Hit Dice: 10d8 (43 hp)
Initiative: +3
Speed: 30 feet
AC: 20 (+3 Dex, +7 armor), touch: 13, flat footed: 17
Base Attack/Grapple: +7 / +8
Attack: +1 rapier +12 melee (1d6+1 / 18-20)
Full Attack: +1 rapier +12/+12/+7 melee (1d6+1 / 18-20)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: n/a
Special Qualities: n/a
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 12, Dex 18, Con 10, Int 16, Wis 8, Cha 14
Skills: Appraise +10, Bluff +15, Diplomacy +23, Disguise +17, Forgery +18, Gather Information +15, Knowledge (nobility and royalty) +16, Ride +10, Sense Motive +14,
Languages: Common, Orc, Elven, Dwarven
Feats: Negotiator, DeceitfulB, Weapon Finesse, Leadership, Improved Cohort
Equipment: +1 rapier of speed, +3 galmered chain shirt (the rest of Thaddeus’ wealth in the form of his luxurious manor, as well as the capital for any investments he’s made)
By means of the Leadership feat, with his manor (that counts as a permanent stronghold), Thaddeus has a leadership modifier of +14 to attract followers and a cohort with an ECL of up to 9 (thanks to the Improved Cohort feat). Through these means he has acquired Percy, his personal ogre mount, as well as fifteen warriors to serve as his personal guard. These guards are led by human male, with two levels of fighter. The stats for both his cohort Percy, as well as his guards, are listed below.
Thaddeus’ Cohort
Percy (Barbarian 3)
Large Giant (Ogre)
Alignment: Chaotic Neutral
Hit Dice: 4d8+3d12+28 (72 hp)
Initiative: +0
Speed: 50 feet; 40 feet in hide armor
AC: 21 (-1 size, +6 armor, +5 natural), touch: 9, flat footed: 21
Base Attack/Grapple: +6 / +16
Attack: +1 greatsword +13 melee (2d6+10 / 19-20)
Full Attack: +1 greatsword +13/+8 melee (2d6+10 / 19-20)
Space/Reach: 10 ft. / 10 ft.
Special Abilities: Rage 1/day
Special Qualities: Darkvision 60 ft., low-light vision, fast movement, illiteracy, trap sense +1, uncanny dodge,
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 23, Dex 10, Con 16, Int 7, Wis 12, Cha 6
Skills: Climb +10, Listen +5, Spot +4, Survival +3
Languages: Common, Giant
Feats: Power Attack, Weapon Focus (greatclub), Improved Toughness
Equipment: +1 greatsword, +2 scale mail, potion of haste, 2 potions of cure light wounds, potion of cure moderate wounds
Fast Movement (Ex): Percy’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. This bonus is applied before modifying his speed because of any load carried or armor worn.
Rage (Ex): Percy can fly into a screaming blood frenzy once per day. In a rage, Percy gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases Percy’s hit points by 2 points per HD (a total of 14), but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, Percy cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. A fit of rage lasts for a number of rounds equal to 3 + the Percy’s (newly improved) Constitution modifier (a total of 8 rounds). Percy may prematurely end his rage. At the end of the rage, Percy loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Percy can fly into a rage only once per encounter. Entering a rage takes no time itself, but Percy can do it only during his action, not in response to someone else’s action.
Trap Sense (Ex): Percy has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Percy has the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Thaddeus’ Followers
[ 1 ] Guard Captain (Fighter 2)
Medium Humanoid (Human)
Alignment: Lawful Neutral
Hit Dice: 2d10+2 (18 hp)
Initiative: +5
Speed: 30 feet; 20 feet in banded mail
AC: 19 (+1 Dex, +6 armor, +2 shield), touch: 11, flat footed: 18
Base Attack/Grapple: +2 / +4
Attack: Bastard sword +6 melee (1d10+2/19-20); or composite (+2) longbow +3 ranged (1d8+2/x3)
Full Attack: Bastard sword +6 melee (1d10+2/19-20); or composite (+2) longbow +3 ranged (1d8+2/x3)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: n/a
Special Qualities: n/a
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Skills: Climb +7, Jump +7, Ride +6
Languages: Common
Feats: Exotic Weapon Proficiency (bastard sword), Power AttackB, Weapon Focus (bastard sword) B, Improved InitiativeB
Equipment: Masterwork bastard sword, heavy steel shield, +1 banded mail, composite (+2) longbow, 20 arrows
[ 15 ] Typical Guard (Warrior 1)
Medium Humanoid (Human)
Alignment: Lawful Neutral
Hit Dice: 1d10+1 (11 hp)
Initiative: +5
Speed: 30 feet; 20 feet in chainmail
AC: 17 (+1 Dex, +5 armor, +1 shield), touch: 11, flat footed: 16
Base Attack/Grapple: +1 / +3
Attack: Longsword +4 melee (1d8+2 / 19-20); or composite (+2) longbow +3 ranged (1d8+2 / x3)
Full Attack: Longsword +4 melee (1d8+2 / 19-20); or composite (+2) longbow +3 ranged (1d8+2 / x3)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: n/a
Special Qualities: n/a
Saves: Fort +3, Ref +1, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 12, Cha 8
Skills: Climb +6, Jump +6, Ride +5,
Languages: Common
Feats: Weapon Focus (longsword), Improved InitiativeB Equipment: Masterwork longsword, light wooden shield, masterwork chainmail, composite (+2) longbow, 20 arrows
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/13/2006 7:44:46 PM
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Adarra
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Joined on 05-08-2006
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Nashville
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Posts 94
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Looks good to me,FireSpark.But I am wondering a bit about Thaddeus's high dexterity.I must admit though I never was really good with the mechanical aspects of roleplaying.I'm a storyteller/creative trap designer by trade.So I'll leave it to you.
The penguins...They steal my sanity
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5/14/2006 12:01:43 PM
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Jwmblade
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Joined on 01-26-2004
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SF Bay Area
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Good stuff Firespark, however I have a hard time imagining Percy fling into a rage. Just does not seem the type to me.
H-here, b-bunny, bunny, bunny...
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5/14/2006 5:40:15 PM
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VkmSpouge
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Joined on 01-27-2004
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Near some Ducks in Bucks
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Posts 9,288
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Khaggoth doesn't seem the ragey type either but given the right trigger it can happen.
Scratchit: But he's a cripple! Blackadder: He's not a cripple, Mrs Scratchit. Occasionally saying "Phew! My leg hurts!" when he remembers to wouldn't fool Baldrick!
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5/14/2006 8:00:36 PM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Jwmblade:Good stuff Firespark, however I have a hard time imagining Percy fling into a rage. Just does not seem the type to me. ![Big Smile [:D]](/emoticons/emotion-2.gif)
Whether he does or not is up to the discretion of the DM or player that runs him. Perhaps Percy doesn't like flying into a rage, but it's nice to know that he has the option to do so.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/14/2006 8:20:04 PM
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Galuf the Dwarf
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Joined on 03-28-2005
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Connecticut
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Not too bad, Firespark, especially w/ Lucia. ![Smile [:)]](/emoticons/emotion-1.gif)
Still, let's also see what Kayless has to say. He is sort-of the DM of this situation.
If you don't have the time to read, you don't have the time or the tools to write. - Stephen King DCI Character Stats Thread
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5/20/2006 9:49:56 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Another week gone by, and the time comes for yet another pair of character write-ups. So who's up for this week? DCI's own star-crossed lovers, Beatrice and Mac!
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/20/2006 10:00:47 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
MACHIAVELLI "MAC" ST. IUIR
So, where to begin? This write up was fairly simplistic, aesthic wise, compared to the others that I've done so far. I made sure that Mac was a good rogue in the field of hiding and sneaking, as well as lock-picking and trap bypassing. He's well on his way to achieving the Assassain prestige class, which would really round him out as the perfect killer. His finest point of development, dual-wielding sneak attacks. Grrr!
Machiavelli “Mac” St. Iuir (Fighter 2/Rogue 5)
Medium Humanoid (Human)
Alignment: Lawful Evil
Hit Dice: 2d10+5d6+7 (43 hp)
Initiative: +4
Speed: 30 feet
AC: 21 (+5 Dex, +4 armor, +1 shield, +1 deflection), touch: 16, flat footed: 16
Base Attack/Grapple: +5 / +7
Attack: +1 short sword +12 melee (1d6+2/19-20); or +1 composite (+2) longbow +11 ranged (1d8+2/x3)
Full Attack: +1 short sword +10 melee (1d6+2 / 19-20) and +1 short sword +10 melee (1d6+1 / 19-20); or +1 composite (+2) longbow +11 ranged (1d8+2 / x3)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Sneak attack +3d6, trapfinding, evasion
Special Qualities: trap sense +1, uncanny dodge
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 15, Dex 21, Con 12, Int 16, Wis 14, Cha 12
Skills: Climb +8, Disable Device +11, Escape Artist +11, Handle Animal +6, Hide +9, Intimidate +6, Jump +10, Move Silently +9, Open Lock +17, Ride +12, Search +13, Sleight of Hand +11, Spot +10, Swim +7, Tumble +13
Languages: Common, Goblin, Gnomish, Draconic
Feats: Weapon Finesse, Two-weapon Fighting, Two-weapon Defense, Weapon Focus (short sword), Improved Initiative, Combat Reflexes
Equipment: +1 studded leather, gloves of dexterity +2, 2 +1 short swords, masterwork thieves tools, +1 composite (+2) longbow, vest of escape, ring of protection +1, potion of cure moderate wounds, 2 vials of antidote, 3 potions cure light wounds, 100gp
Evasion (Ex): Mac can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if Mac is wearing light armor or no armor. If Mac is helpless (such as being unconscious or paralyzed) he does not gain the benefit of evasion.
Sneak Attack: If Mac can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Mac’s attacks deal an extra +3d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-lethal.
Trapfinding: Mac can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.
Trap Sense (Ex): Mac has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Mac has the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/20/2006 10:04:17 AM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Posts 139
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
BEATRICE LEONCOURT
Beatrice was yet another easy character to put together, game-mechanically. She's a human monk, who focuses on combat and little bit of noble-born training. Throw in the fact that the entire time in the comic, the only things we've ever seen her with are the clothes on her back (and sometimes not even then ) I gave her zero equipment asides from the wondrous item monk's belt, which again boosts her combat ability well beyond the average human monk.
Beatrice Leoncourt (Monk 6)
Medium Humanoid (Human F)
Alignment: Lawful Good
Hit Dice: 6d8+6 (37 hp)
Initiative: +4
Speed: 50 feet
AC: 18 (+4 Dex, +3 Wis, +2 monk), touch: , flat footed:
Base Attack/Grapple: +4 / +6
Attack: Unarmed strike +9 melee (1d10+2)
Full Attack: Flurry of blows +7/+7 melee (1d10+2)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Flurry of blows, evasion, ki strike (magic), slow fall 30ft.
Special Qualities: Still mind, purity of body
Saves: Fort +6, Ref +9, Will +8 (+2 vs. enchantment spells and effects)
Abilities: Str 15, Dex 18, Con 12, Int 14, Wis 16, Cha 13
Skills: Balance +14, Climb +10, Diplomacy +11, Escape Artist +9, Jump +14, Listen +8, Sense Motive +8 Spot +8, Tumble +16
Languages: Common, Elven, Halfling
Feats: Acrobatic, Stunning FistB(7 attempts/day), Combat ReflexesB, Weapon Focus (unarmed strike), Weapon Finesse, Improved TripB
Equipment: Travel outfit, monk’s belt
Evasion (Ex): Beatrice can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only when Beatrice is wearing light armor or no armor. If Beatrice is helpless (such as when unconscious or paralyzed) she does not gain the benefit of evasion.
Ki Strike (Su): Beatrice’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Purity of Body (Ex): Beatrice is immune to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Slow Fall (Ex): When within arm’s reach of a wall, Beatrice can use it to slow her descent. When using this ability, she takes damage as if the fall were 30 feet shorter than it actually is.
Still Mind (Ex): Beatrice has a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/21/2006 8:39:43 AM
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Marc LeGume
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Joined on 03-01-2006
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the Knightly Order of the Flaming Sword
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Haven't the stats for Bea and Mac already been done?
A Good Deed is its own reward. That, and getting to go to heaven.
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5/22/2006 2:18:22 AM
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Kayless
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Okay, sorry for taking so long to respond (assuming you even want my humble feedback). ![Embarrassed [:$]](/emoticons/emotion-10.gif)
FireSpark:MAD MALAGORN
The first thing many may notice is the lack of any 'wild surge' abilities. That's because these abilities disappeared from the character class in v3.5. It still exists, at least in the Forgotten Realms Campaign Setting, as naturally and sometimes unnaturally occurring phenomenon. The new wild mage prestige class instead focuses on being more chaotic in the power level of his spells, rather than being a risk to himself and his allies. You may also notice that I included a level of rogue. I felt that this fit in very much with Malagorn's personality, not mention his tendency towards pocket picking and stealthy (if short lived) capabilities.
Good effort, but I don't think it really fits him. I'm not sure I agree with giving him a rogue level. We don't know how he got ahold of that key, so he might not have pick pocketed it. And he's not terribly stealthy either (Arudin was creeping right alongside him and he definitely doesn't have any rogue levels). This being a comic, sometimes the characters do things that don't strictly match the D&D rule-set, but work from a story standpoint.
The sad part is that I don't think any modern D&D build will really suit Mad Mal. He's essentially an old school AD&D wild mage, abiding by those antiquated rules. No modern 3.5 D&D build will be able to accurately portray his abilities and the nature of his magic.
FireSpark:LUCIA ISABELLA ANTOINETTE MONDREGAN
With Lucia I really tried to focus on her being a charming, yet manipulative person. Thus the really high Bluff, Diplomacy, Disguise, Gather Information, and Sense Motive skills. Lucia is all about getting what she wants, and sometimes that entails a little bit of research and whole lot of smooth talking. To compliment this, she has her bardic abilities, enabling her to fascinate, and even implant subliminal suggestions with her singing. I choose singing since it seemed the most appropriate choice, a combination of wanting the abilities without having to actually play anything. Throw in the fact that she also knows a handful of spells to soften up her targets, Lucia as I have made her, would probably make a half-decent spy.
Works for me. We've never seen her in combat (aside from grabbing Gruffyn's beard or cat-fighting with Bea) so there's nothing to contradict anything here.
Dexam:Just out of curiosity, why didn't you make him a sorcerer instead of a wizard? I thought that it would fit his personality better than wizard, and would have also explained his ability to cast spells after being released. From the Player's Handbook (pg. 179): "A sorcerer or bard needs 8 hours of rest (just like a wizard), after which he spends 15 minutes concentrating... During this period, the sorcerer or bard readies his mind to cast his daily allotment of spells."
The lack of spellbooks (I don't think ever seen Arudin with one either) is primarily due to me not liking spellbooks. It's another prop I'd have to draw and I hate drawing books. Forcing the wizards to always lug a spellbook around would also interfere with (or at least complicate) certain story points. If I ever get around to doing Bast@rd Elf you can bet the wizards in my homebrew world won't need books to cast spells. ![Wink [;)]](/emoticons/emotion-5.gif)
FireSpark:The Archdryad
Here we have the Archdryad. The primary things that might be needing explanation are her current class level, as well as my modification of the Tree Dependancy feature. First of all, during their first meeting, the original Archdruid was barely able to hold off the heroes, and he had the help of Lepus. During the first encounter with the Archdryad however, we see our heroes high-tailing it out of there. So I just did a little meta-game thinking and came up with the conclusion that the Archdruid was a level 7 druid, but since reincarnation causes you to lose a level, the Archdryad is now level 6. But in turn, she is more powerful than a human druid, thanks to racial HD, as well as some spell-like abilities. And since having an enemy that can't wander more than 300 feet from one spot isn't to frightening, and seeing as how her incarnation was something of a unique affair, I altered her dependency to being any tree, rather than just one tree. This was also taken into consideration when I was computing her encounter level.
Archie had to be able to cast Awaken on Lepus which, if I'm not mistaken, is a level 5 druid spell. Really, a low level party like the Dungeon Crawlers shouldn't have had the slightest chance against him; which is why the we never see how they manage to defeat him the first time. It's pure luck (and writer fiat) that saves them in both their first and second encounters. Without some kind of bizzare twist of fate in their favor, the Dungeon Crawler simply can't beat him... uhhhh, her now. The Archdryad is just very unlucky (or being tortured by mean-spirited deities who don't like fat people) but she's not low level.
FireSpark:THADDEUS LEONCOURT
And here we have Thaddeus Leoncourt, the crackpot of great wealth. While his eccentricities don’t translate well into metagame terms, there were a few things I did to account for his “out there” persona. Most notably, his low Wisdom. The biggest facet about him however, is the fact that I gave him the Leadership feat. This basically accounts for his having anyone at all working for him, and made a good reason fo having Percy[his cohort] around (his riding ogre in case some forget). In turn, he also has a handful of bodyguards[1 Ftr-2, 15 War-1]. Because, as we all know, men will fight for anyone, as long as the money flows.
No problems here.
Thaddius LeGume:Haven't the stats for Bea and Mac already been done?
Indeed they have.
Dungeon Crawl Inc. - It's the most fun you can have without three midgets and a whip!
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5/22/2006 9:50:04 AM
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Galuf the Dwarf
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Joined on 03-28-2005
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Connecticut
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Well, fortune smiled on me yesterday, since my mom's buddy from Texas (who moved in with us in April) decided to buy me the AD&D book Tome of Magic that he found in a flea market. I'll probably consult the Wizards board on how to reconstruct the Wild Mage to a 3.5 representation of it's 2nd Edition glory. Eventually, I'll get right on Malagorn.
So yeah, in the words of Arudin from the Episode #167: *insert dark, cloudy skies and lightning* MUWHAHAHAHA!!! The power is mine! ![Devil [6]](/emoticons/emotion-14.gif)
Now, if only I could get my hands on the other 2 of the 3 2nd Edition deities manuals.
If you don't have the time to read, you don't have the time or the tools to write. - Stephen King DCI Character Stats Thread
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5/22/2006 1:41:05 PM
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FireSpark
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Joined on 04-05-2006
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Lost in Undermountain
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Kayless:
Okay, sorry for taking so long to respond (assuming you even want my humble feedback). ![Embarrassed [:$]](/emoticons/emotion-10.gif)
By all means, anyone is welcome to critique, analyze, pass judgement, what have you. I for one am grown up enough to know, that it really doesn't matter what other people think. I do this for something do, both because I enjoy D&D and I enjoy DCI. It seems only logical.
As for the write ups themselves, first and foremost, it should be noted that by no stretch of the imagination had I ever intended these to be say all, end all. They are merely a widely accpeted (D20 SRD) mechanical representation of how my mind is interpreting the goings-on from the DCI comic. If you disagree, please, say so. Or even better, post your own build concept. I think it's safe to say, that until Kayless puts out his own character sheet drafts, that any character's build will be a matter of public opinion only.
"Apparently getting your ass kicked is now part of a complete breakfast." - Roy Greenhilt, Order Of The Stick- An Answerer of questions, and Questioner of answers.
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5/22/2006 2:30:55 PM
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Morrigan
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Joined on 07-05-2005
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Perth, Australia
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
@Galuf, which other two deities manuals do you mean? I've got Deities and Demigods but what's the third one?
Nihil est ab omni partum beatum. (Nothing is an unmixed blessing)
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5/23/2006 12:27:49 AM
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Galuf the Dwarf
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Joined on 03-28-2005
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Connecticut
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Posts 864
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Re: The Official DCI Character Stat thread! (3.5 Edition D&D, Forgotten Realms rules)
Morrigan:@Galuf, which other two deities manuals do you mean? I've got Deities and Demigods but what's the third one?
The 2 I'm looking for are Powers & Pantheons & Demihuman Deities, ie: two of the three 2nd Edition Forgotten Realms deities manuals, alongside Faiths & Avatars.
Enough talk about such books, I say.
If you don't have the time to read, you don't have the time or the tools to write. - Stephen King DCI Character Stats Thread
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