Dungeoneering: Back to Basics

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OgreBattle
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Post by OgreBattle »

How does wearing armor interact with natural armor? Splint mail provides AC4, but a minotaur's naturally tough hide provides AC5.
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Ancient History
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Post by Ancient History »

I'm pretty sure the best armor rating applies.
Silent Wayfarer
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Post by Silent Wayfarer »

Heh, looks like I should be reading up more for my next character.
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Ancient History
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Post by Ancient History »

Finish your first one first. Who knows, he might even survive.
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Post by Silent Wayfarer »

Reposting my sheet because I'm not sure if I've missed anything. Do we roll randomly for spells?

Tim
Level 1 Human Mage

Strength 8
Dex 10
Con 11
Int 17
Wis 9
Cha 11

Alignment: N
Saves:
Paralyze/Poison/Death 14
Rod/Staff/Wand 11
Petrification/Polymorph 13
Breath 15
Spell 12

THAC0: 20
AC: 10
HP: 1
Base Movement: 12
Proficiencies: Dagger
Gear: Dagger

Spells:

Level 1 - 1/day, 14/level
- Burning Hands
- Cantrip
- Detect Magic
- Find Familiar
- Magic Missile
- Read Magic (P)

Gear:
Starting golds: 2x10 gp
Dagger (3 gp)

Remaining: 17gp
Last edited by Silent Wayfarer on Tue Aug 26, 2014 2:02 am, edited 2 times in total.
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Post by Sam »

Not sure how alignment vanished between notepad and post, but Betsy is LG. I also added proficiencies.
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Post by Hicks »

All done. I'm just searching the internetz looking for a male in a red robe who wields a scythe.
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Ancient History
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Post by Ancient History »

The one good thing that comes from your character's studies is his initial spell book. It may have been a gift from his school or he may have stolen it from his hated master. Whatever the case, your character begins play with a spell book containing up to a few 1st-level spells. Your DM will tell you the exact number of spells and which spells they are. As your character adventures, he will have the opportunity to add more spells to his collection.
Hmm. I suppose that leaves it up to me.

Your spellbook is the Crotalorn Codex, (which you may have acquired however you wish). It consists of a series of bone plates inscribed with strange characters, tied together with ribbons of black silk. Some of the plates are blank, and others contain magics beyond your immediate understanding, but those that you can read and grasp are burning hands, cantrip, detect magic, find familiar, magic missile, and read magic.
Last edited by Ancient History on Tue Aug 26, 2014 1:42 am, edited 1 time in total.
Silent Wayfarer
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Post by Silent Wayfarer »

That's a pretty funky spellbook. Anything else I'm missing?
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OgreBattle
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Post by OgreBattle »

I've updated my minotaur with the swashbuckler kit, he's a matador.
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Dean
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Post by Dean »

I'm a big fan. Though you can only specialize in one weapon.
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Post by Hicks »

Well, he gets 4 weapon proficiencies for being a warrior subclass, and his kit grants two extra weapon proficiencies which must be devoted to the stiletto, main-gaunche, rapier, or saber, and demands that half of all his weapon proficiencies must be spent on those weapons, either in obtaining proficiency or specializing in them.

And he has done that, kinda. Dagger is not on the list of weapons, but sub in an stiletto or main-gaunche and it would be fine. Where is the rule that you can only be specialized in 1 weapon at first level?
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"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
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Post by Darth Rabbitt »

Shit, if S&P is going to be in here, I might (literally) have to rewrite my entire character. I'm pretty sure the rules for specialty priests are very different there. Drow might be different, too.
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Post by Hicks »

Skills and Powers allow a priest to get all the spheres they need, command undead, fighter Thac0, and weapon specialization with edged weapons, or screw edged weapons because hammers are the best end-game weapon in 2e. Skip the fighter STR and CON and HD, those are pretty BS, and STR is replaced by gauntlets and girdles anyway. Good luck staring down that rabbit hole; be warned - the rabbit hole stares back. I was thinking about Player's Option: Spells and Magic. Do remember that skills and powers allows Clerics to Specialize with one weapon for 10 character points. Drow are 45 points, whatever that means.
Last edited by Hicks on Tue Aug 26, 2014 6:56 am, edited 3 times in total.
Image
"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
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Post by Dean »

The PHB and Combat and Tactics wrote:Weapon specialization is an optional rule that enables a fighter (only) to choose a single weapon and specialize in its use.

By spending an extra proficiency slot on a weapon, a single-class fighter character can become a specialist. A fighter may only specialize in one weapon at a time.
It's in a bunch of places actually

As to Players Options, my understand is that Players options stuff goes in on an individual basis rather than in one lump as a whole book like everything else. The Players Options books are so full of crazy that one guy playing a Minotaur doesn't mean everything in it is coming at us full bore. We could all be better if we were various crazy monster races but don't worry about it, most of us are gonna die anyway. Just make your dude however you wanted him. It's kind of fun in it's own way. Sam made a 3d6 in order PHB only halfing, I rolled 4d6 with free placement and plumbed the Book of Master Races and Ogre is bringing out the crazyballs Skills and Powers. It's a wacky and weird unbalanced piecemeal edition. Be whatever you feel like because I think we all die to one round with a fucking bear anyway.
Last edited by Dean on Tue Aug 26, 2014 7:17 am, edited 2 times in total.
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Hicks
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Post by Hicks »

As if. I plan to last two rounds.
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"Besides, my strong, cult like faith in the colon of the cards allows me to pull whatever I need out of my posterior!"
-Kid Radd
shadzar wrote:those training harder get more, and training less, don't get the more.
Lokathor wrote:Anything worth sniffing can't be sniffed
Stuff I've Made
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Ancient History
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Post by Ancient History »

Darth Rabbitt wrote:Shit, if S&P is going to be in here, I might (literally) have to rewrite my entire character. I'm pretty sure the rules for specialty priests are very different there. Drow might be different, too.
What the other guys said. We haven't invoked Character Points yet.
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Post by Sirocco »

Dean wrote:Be whatever you feel like because I think we all die to one round with a fucking bear anyway.
I think this line sums it all.
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Post by Silent Wayfarer »

I die in one round to a mouse with asthma, but this is just an excuse for me to introduce Tim II, brother of Tim I. Or some other badassful character once i fully grok the AD&D 2e rules. I'm more familair with 3.x myself.
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Post by Sam »

Hicks wrote:Skills and Powers allow a priest to get all the spheres they need, command undead, fighter Thac0, and weapon specialization with edged weapons, or screw edged weapons because hammers are the best end-game weapon in 2e. Skip the fighter STR and CON and HD, those are pretty BS, and STR is replaced by gauntlets and girdles anyway. Good luck staring down that rabbit hole; be warned - the rabbit hole stares back. I was thinking about Player's Option: Spells and Magic. Do remember that skills and powers allows Clerics to Specialize with one weapon for 10 character points. Drow are 45 points, whatever that means.
Actually, both books have their own (incompatible) "build your own cleric" rules. Each set gives you full cleric spellcasting for free, but then expects you to spend ~100 points on getting access to the several dozen different spheres of cleric spells, which is hilarious. You can get access to all the spells you could want for 30-40 points, or less if you don't think the game will hit level 7+.

The Skills and Powers rules have cheaper prices, so you can easily build a cleric with every fighter ability, full access to one school of wizard spells, access to all the spells you need, other random abilities, and have leftover points for proficiencies. This would be the go-to for a "do everything" cleric archer style build, basically a multiclass character with the cleric XP track.

The Spells and Magic rules have much higher prices, so you can't get everything, but they add in more overpowered options (like access to Druid shapeshifting at level 1), and the ability to take on disadvantages to get more points. I'm not sure what the best level 1-5 spell is to make into a free 1+/day SLA, but I'd start by comparing Animate Dead to your various monster/animal summoning options. This is the go-to for a pure cheese exploiter build, since you get abilities that level 1 characters normally can't have.

We might want to steer clear of character points. At least until we've exhausted all the other options.
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Post by JigokuBosatsu »

Not going to participate in this one but definitely going to be reading it. I have to save my strength for a proper Return to Crypts of Chaos!
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Ancient History
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Post by Ancient History »

Okay, I think we just need Darth Rabbit's character and we're ready to start the IC thread.
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Darth Rabbitt
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Post by Darth Rabbitt »

Gilles Marzilear, Prophet of Blibdoolpoolp
Male Drow Prophet Kit Specialty Priest of Blibdoolpoolp/Thief 1/1
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(Credit for the sprite goes to this guy. I just lazily edited out the other elf.)
Alignment: Neutral Evil
Age: 88
Height/Weight: 4’7”/95 lbs.
HP: 4
AC: 4 (8 leather -4 Dexterity)
THAC0: 20 (19 with shortsword, 17 with shortbow)
Abilities: Str 13, Dex 18, Con 14, Int 14, Wis 17, Cha 7
Movement: 12
Languages: Drow (automatic), Kuo-Toa (bonus from Int), Sign Language (bonus from Int), Undercommon (bonus from Int), Common (NWP), Thieves’ Cant (bonus from Thief)
Weapon Proficiencies: Short sword, short bow
NWPs: Weather Sense (bonus from Prophet kit), Speak Language (Common), Healing, Religion, Appraising, Spellcraft , Swimming, Tumbling
3 “background:” Leatherworking, Cobbling, Seamstress/Tailor (assuming bonus proficiencies from being an Elf are allowed)
Saves:
Paralyzation/Poison/Death 10, Rod/Staff/Wand 14, Petrification/Polymorph 12, Breath Weapon 16, Spell 15
+4 on saving throws against "things which can be dodged", +3 on saving throws against mind influencing magic, +2 on saves against all magic effects
Other Resistances: MR 50%, resist sleep/charm 90%
Thief Skills:
Pick Pockets 40%, Open Locks 20%, Find/Remove Traps 40%, Move Silently 25%, Hide in Shadows 25%, Detect Noise 50%, Climb Walls 60%, Read Languages 0%
Priest Abilities: Prophecy (can attempt vision 1/day), lightning stroke (need at least one other priest of Blibdoolpoolp to attempt)
Priest Spheres:
Major Access: All, Combat, Divination, Elemental (earth, water), Sun (reversed)
Minor Access: Charm, Healing, Necromantic (reversed), War, Weather
Spells:
dancing lights, faerie fire, darkness 1/day each (Drow)
clairvoyance, detect lie, suggestion, dispel magic 1/day each (Drow Priest)
command, cure light wounds, cause fear (prepared)
Gear: Holy symbol of Blibdoolpoolp (25 GP, weight n/a), leather armor (5 GP, 15 lbs.), soft boots (1 gp, weight not listed,) tabard, short sword (10 GP, 3 lbs. speed factor 3, 1d6/1d8, short bow (30 gp, 2 lbs, ROF 2/1, speed factor 4), 20 sheaf arrows (1 GP, 2 pounds, P, 1d8/1d8), scabbard (4 GP, quiver (8 SP, 1 lb.), backpack (2 GP, 2 lbs.), 1 week’s dry rations, sewing needle (5 sp, weight n/a), unidentified magic short sword (presumably 3 lbs,) unidentified magic ring (presumably weight n/a)
Total spent: 89.9/90 GP; 1 SP remaining (do I have to count for clothing?) If so I should probably get some boots (I might be able to make them for next to nothing if I'm a Cobbler/Leatherworker.)
Total carried: 26 lbs. + weight of SP and clothes
Reaction penalties: -1 (Cha), -2 (to non-prophets), -4 (minimum to surface elves for being a Drow—presumably stacks with the other two)
XP: 0; to next level: 1,800 (priest), 1,500 (thief) (requires 1.2x XP with no bonuses for high prime requisites allowed for being Drow)
Background: Considering his life as a semi-skilled laborer (clothier and leatherworker, specifically) below him, Gilles sought a more meaningful calling, and decided to turn to religion. Upset by his ineligibility to become a priest of Lolth or Kiaransalee (Vhaerun, patron deity of male Drow, isn't worshiped in Gilles' native city), Gilles decided to find a deity that would accept him as a loyal follower. As it happened, the nearest city was a Kuo-Toa one (Kuo-Toa allow Drow into their cities to trade) and thus Gilles made his way to a shrine to Blibdoolpoolp; learning that she accepted males into her priesthood, he converted immediately. As Gilles prayed to her, he started receiving visions and spells from her: he had been accepted as a Whip (the fluff on Kuo-Toa varies as to whether Whips are holy warriors or the priest caste; I'm going with the latter), a priest-thief of Blibdoolpoolp. Why the Sea Mother answers his prayers is a mystery; perhaps it is to spite the Drow, or perhaps it is just because she finds Gilles amusing. It is even possible that she even sees genuine potential in him...
While the Kuo-Toa recognize Gilles has Blibdoolpoolp's favor, they don't particularly like him; the Kuo-Toa's trade relationship with the Drow is a shaky nonaggression pact at best, only kept because they need the Drow's goods to continue, and they view the Drow as little better than the surface races, especially an uncharismatic boor such as Gilles. Gilles himself believes that he was answered by the Sea Mother for a higher purpose, and therefore should use his visions and abilities to serve on a grander scale than local priestly duties, raiding and sacrificing of captives. Thus he goes adventuring; his choice of career is a win-win situation for both him and his fellows.
Personality: Despite worshiping a goddess that is all about hating the surface races, Gilles is actually really cheerful; he is elated that he found a goddess who answers his prayers, and he grew up in a society who already hates the surface world, meaning that becoming a Whip didn't darken his worldview in the slightest. However, he is so cheerful that he's pretty much always smiling, even while talking about unsettling things, which coupled with his unusual voice makes being around him awkward at best. (Basically, this is why he has a low Charisma.)
Gilles is also not incredibly open about his faith on the surface world (being aware that neither Drow nor followers of Blibdoolpoolp are received warmly, so he can accomplish more by keeping his mouth shut) although he will admit his allegiance to his goddess if he thinks it's useful or necessary. In such an occasion, he explains Whips (including himself) as being "a priestess of Blibdoolpoolp," despite otherwise using male pronouns and completely identifying as male, because the Drow have no male word for priest since that caste is all-female, and he still thinks in his native tongue, albeit not his native culture.
Despite his goddess' long-term goals, Gilles has no intention of killing surface dwellers that don't get in his way, unless Blibdoolpoolp tells him otherwise, or (more likely) that Gilles knows (or at least is reasonably sure) that they are a danger to himself, the Sea Mother, or fellow worshipers of her. (In other words, he has no ill intent towards the other party members, since he is sure that he can accomplish more by working with them than by working against them.) The end of the surface dwellers is something that will come in time from his goddess, he is sure of that...
Books Used: Complete Book of Elves (drow race, elven archery modifications, bonus NWP optional rules) Monster Mythology (specialty priest/thief of Blibdoolpoolp), Priest’s Handbook (prophet kit) Player’s Handbook (everything else)

EDIT: I believe this is everything.
DOUBLE EDIT: forgot THAC0, fixed.
TRIPLE EDIT: Unless my Leatherworking, Tailoring, and Cobbling get my clothes at cheaper, then I'm completely done with my character. Unless I decide to add a picture, but it's surprisingly hard to find a male drow who's not pouting, and I'm not holding the game down for that.
FINAL EDIT: Done for good; added picture, refined backstory and fleshed out his personality.
FINAL+1: added the sword and the ring.
Last edited by Darth Rabbitt on Sun Sep 14, 2014 12:10 am, edited 5 times in total.
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Ancient History
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Post by Ancient History »

Yes, you have to count for clothing. Looks good, though.
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Post by Dean »

Boom Bitch, get out the way. Your thief skills are hot Darth. Between you and Sam we should be able to handle traps pretty well. I was worried about that as I'm no use whatsoever in finding them and I would probably die to a single one. Between you two and some ten foot poles we should be able to make it to the fights where Sirocco, Ogre and I can do some damage. It's also pretty great that you, Hicks, and Sirocco all have healing they can apply. For a first level party in a murder edition we're actually pretty well rounded and survivable.
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