Thanks Siberys. I am definitely interested. I will take a look see at the link and work on a character. I like the idea of titans instead of gods. So hello everybody I have some reading to do
Hi Treblin thanks for the welcome.
Edit: I'm thinking of being a halfling rogue which
may dual class to ranger.
Is there trade or something like smuggling in the campaign setting, perhaps between the underdark and the surface town?
Name: Jeronis 'Jail' Griel
Race: Halfling
Class: Rogue 1/ Ranger 2
Alignment: Chaotic Good
Worships Titan: Skia
Size: Small
Height: 3 foot 2 inches
Weight: 31 lb. (thats what the halfling table said)
Haircolor: Dark, chocolate
Age: 30
HP-18
6 + 4.5 + 4.5 +3
AC-10 + 1 (size) + 4 chain shirt + 3 dex + 1 dodge= 19
BAB- 2
Attack- (basic) 2 (bab) 4 (dex) 1(size)= 6
Two Weapon Fighting
Main hand 5 = 6 + 1 (enhancement) 7
Off hand 5 - 2 = 4
Throwing dagger = 2 + 4(dex) + 1(halfling) +1(size) = 8
Bow 7 * bow to hunt game
Speed: 20ft
XP: 3000/6000
Ability Scores:
STR= 12
DEX= 18
CON= 12
INT=14
WIS= 10
CHA= 8
28 points spent
Saves:
Reflex- 9=4+5+1(halfling) = 10
Will- 1=0+0 + 1
Fortitude 7=3+1 +1 +2 (great fortitude)
Skills:
56 (rogue at level 1 = 10x4) + 8 +8
* siberys I think this is actually right ranger only gets 6 per level
Survival 6 + 0 + 2 synergy geography + 2 syngergy search = 10
Listen 6 + 2(halfling) + 0 = 8
Disable Device 7 + 2 = 9
Hide 7 + 4 + 4(size) = 15
Move Silently 6 + 2(halfling) + 4 = 12
Search 7 + 2= 9
Profession (smuggler) 6 + 0 = 7
[Safe people/houses to hide? Information on availability and qualities of contraband (poison, drugs, outlawed), dirt on people, persuasion of users/collectors, geography of routes hiding places, language related to contraband, connections in the underworld]
Climb 3 + 2(halfling) + 2 = 6
Knowledge (geography) 7 + 2 = 9
Tumble 1 + 4 = 5
*I understand now that they are unlocked, but say I level as a ranger... can I take use magic device that level as if I had the able learner feat in Neverwinter Nights 2 crpg?
Feats:
Track
Weapon Finesse
Dodge
Class Abilities:
Trapfinding
Sneak attack 1d6
Favored Enemy Humanoid Goblinoid
Wild Empathy
Languages:
Common
Halfling
Dwarven
Easygoing
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Benefit
You gain a +1 bonus on Gather Information checks.
Drawback
You take a -1 penalty on Intimidate checks and Sense Motive checks.
Roleplaying Ideas
Characters with this trait might be more easily manipulated in interactions with NPCs, or they might simply prefer not to argue and instead use their natural talent to learn more about the world around them.
Halfling
* +2 Dexterity, -2 Strength.
* Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Halfling base land speed is 20 feet.
* +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
* Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Equipment:
Small lightmace + 1 (1105) - 1 lbs (small)
mithril chain shirt (1100) - 6.25 pounds (small mithril)
Longbow, 20 arrows - 76 gp, 3 pounds
Dagger(2) - 4gp - .5 pounds (small)
Lamp, common - 1sp - 1 pound
1 pints oil - 2sp - 1 pounds
Waterskin - 2 gp - 1 pound
Flint and Steel - 1 gp
Ink, Inkpen, parchment (10), case(scroll), 9 gp 11 sp
Grappling hook 1gp, 4 pounds
Rope, silk 10 gp - 5 pounds
Smokestick 20 gp .5 pounds
8 days rations - 40 sp - 2 pounds
signal whistle - 8 sp
2 sacks empty - 2p - 1 quarter pounds
1 blanket winter - 10 sp - 1.5 pounds (1/4 for small?)
Fishhook, pouch, whetstone, needle - 1 gp 10 sp 1 copper - 1 pound
Thieves Tools, masterwork - 50 gp, 1 pound
Explorer Outfit - 10 gp 1 pounds (1/4 small)
bedroll and backpack for 2 gp .5 pounds (1/4 small?)
28ish pounds of 45 max for small with 14 strength
Gold: 608 gp 47 sp
Backstory: *brief* Grew up with other halflings parents craftsman or whatever and relatives involved in crime/thieves guild. Rural if possible. Trained in the wilds at an early age, signs of game, hunting, fishing, basic skills. An affinity for the wilds. Was spotted and asked to be a guide in a heist of smuggling. Did not handle the disguise city aspect rather the overland. Possibly met some people from whatever areas its coming from or distributed to.
Could possibly meet the others in 'a tavern' or if they were looking for someone who knows the area.
Outlook on criminal activity: What he does personally is avoid taxes. He finds that ok because its victimless. He knows some horrible crime goes on but it will anyways and he knows he can't stop that even if he is made a martyr. Believes in freedom, choices, and consequences. Believes in equality and tolerance of religion and races. Goblinoids are common bandits he is knowledgeable about, but it is nothing of malice or personal.
Gets his nickname 'jail' because of incarcerations for breakins when younger. Probably wouldn't have it unless he wasn't jeronis junior. Someone dumb asked what JJ stood for. Interested in the arts in the city when he travels.