White Plume Mountain Tuesdays

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slimykuotoan
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White Plume Mountain Tuesdays

Post by slimykuotoan »

...
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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LordSeurek
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Re: White Plume Mountain Tuesdays

Post by LordSeurek »

Back from the ashes...

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

Starting xp: 85,001

Multi-class: class hit points divided by number of classes.
Best armour, bth, etc.
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

Secondary skill list pg. 264 ckg
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

Luck Points pg. 277 ckg
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

critical hits & fumbles pg. 251 ckg tables 17.1A and 17.1B
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: Return to White Plume Mountain Tuesdays

Post by slimykuotoan »

Attribute scores: method 5
85 points to divide amongst 6 attributes
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

LordSeurek wrote:
Wed Nov 22, 2023 3:33 am
Back from the ashes...
AB-SO-LUTE-LY :)
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

As opposed to 'returning' to white plume mountain, I think we'll just go there.

So I'll run the original instead.
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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slimykuotoan
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Re: White Plume Mountain Tuesdays

Post by slimykuotoan »

Starting coin is max for each class.

Divided by number of classes.

Times level.

Effective character level is highest class level +1, as per Lord Seurek's old house rules.
For crying out loud, do what you can with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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LordSeurek
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Re: White Plume Mountain Tuesdays

Post by LordSeurek »

Name: Felix Stonehallow
Campaign: Slimy's CnC Game
Class: Fighter 4 / Rogue 4 / Cleric 7
Effective Character Level: 8
Race: Human
Deity: Pelor
Movement: 30 ft
Allignment: Chaotic Neutral
XP Total: 85,001
Class XP: Rogue: 6,001/6,001, Fighter 8,501/8,501, Cleric 70,499/140,001
BtH: +4
Initiative roll: 1d10

Age: 28 years old
Height: 5ft,10 in
Weight: 175 lbs

Point Buy Attribute Total: 85

Attributes:
Str: 18 (+3) Prime
Dex: 18 (+3) Prime
Con: 13 (+1)
Int: 9 (--)
Wis: 18 (+3) Prime
Cha: 9 (--)

HP: 34/34
AC: 23

Combat:

Trident: Attack: 1d20+8 Damage: 1d8+5 (10 ft reach)
Crossbow: Attack: 1d20+7 Damage: 1d10
Crossbow (Snaek Attack): Attack: 1d20+9 Damage: 1d10+4
Dagger: Attack: 1d20+8 Damage: 1d4+4
Dagger (Back Attack): Attack: 1d20+12 Damage (1d6+4) X 3
Dagger (Sneak Attack): Attack: 1d20+10 Damage (1d6+8)

Fighter Class Abilities:

Weapon Specialization (Trident: +1/+1)
Combat Dominance (Extra attack vs 1 HD creatures)


Rogue Class Abilities:

Back Attack: Make a successful move silently check to sneak behind OR hide check while behind). If successful and attacking with a dagger, attack with +4 and deals triple damage.

Thieves Cant: Street language only used by rogues.
Climb: 1/2 speed and can climb up, down, or across a slope, wall or steep incline (Dex check: 1d20+7 P)
Decipher Script: Intelligence check (1d20+4 NP) to script in an unfamiliar language
Hide: Check to hide from view (Dex check: 1d20+7 P). If hidden, can remain so if doing 1/2 move.
Listen: Check to hear (Wis check: 1d20+7 P).
Move Silently: Check to 1/2 move without being heard (Dex check: 1d20+7 P)
Open Locks: Open mechanical locks (Dex check: 1d20+7 P) using rogue's tools.
Pick Pocket: (Dex check: 1d20+7 P)
Traps: Intelligence check (1d20+4 NP) to find, disable or set traps.

Sneak Attack: May not need to be hidden or move silent. Gains +2 to hit and +4 damage


Cleric Class Abilities:

Divine Spell Casting
Bonus Spells: Bonus 1st, 2nd and 3rd level spell (Wisdom 18)
Turn Undead: Successful Wis check to turn undead within 60 ft with holy symbol presented.
Cure Spells: Can spontaneously convert spells to healing spells (at level)



Basic Equipment:

Backpack
Expert Trident (+1 dam)
Expert Dagger (+1/+1)
Heavy Crossbow
Bolts
Full Plate Armor (AC +8)
Expert Large Steel Shield (AC +2)
Rogue's Tools
Crowbar
7 days rations
Wooden Holy Symbol
Hemp Rope (50 ft)
Flint and Steel
20 Torches
Quill
Ink (1 ounce)
Parchment (10 sheets) in scroll case
Small Belt Pouch
Waterskin
Winter Blanket
Winter Clothing
Small Steel Mirror
Prayer Beads
Razor (in left boot)

Currency: 12 gp 5 sp 0 cp


Divine Spells: 5/5/4/3/1

Typical Daily Selection:

0-Level: Create Water, Detect Magic, Detect Chaos/Evil/Good/Law, Endure Elements, Light

1-Level: Invisibility to Undead, Protection From Chaos/Evil/Good/Law, Sanctuary, Shield of Faith, Sound Burst

2-Level: Consecrate, Lesser Restoration, Spiritual Weapon, Silence

3-Level: Animate (Preserve) Dead, Dispel Magic, Prayer

4-Level: Restoration

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