[Campain] Lazlo's. My character - Snarfi, Kobold Warlock

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The size and low Str combine to make the character barely viable for
carrying anything, she's at the limit of her light load, without being
able to cary any food or other common supplies. A human would have
been much better, as warlocks seem to need feats & skills badly,
wouldn't suffer from the weight limits so badly, and touch acs aren't
that hard to hit that you need the +2 from being small and the Dex. I
was originally going to put some points in disguise and bluff, but
figured what the hell is a kobold going to convincingly disguise itself
as that will pass in civilized non-evil lands? Besides a disguise kit
is too heavy for her to Cary, and I needed the points elsewhere.

-----------------------------------------------------

Snarfi, Kobold Warlock (4)
Size: S (height: 2' 9", weight: 55 lbs, skin: green, eyes: red)
Type (Kobold, Humanoid, Reptilian, Female)
HD (4d6); hp 26
Initiative: +4
Speed: Walk 30'
AC: 20 (+1 size, +4 Dex, +1 natural, +4 armor);
BAB: +3
Attack: +8 eldritch blast (+3 bab, +4 dex, +1 size, 2d6, 250' Save DC
15 Fort or sickened, +4 vs. SR)
AL: CG
Saves: Fort +3 (1, +2 Con), Ref +5 (1, +4 Dex) , Will +3 (4, -1 Wis);
XP:6300

Str 6 (-2)
Dex 18 (+4)
Con 14 (+2)
Int 12 (+1)
Wis 8 (-1)
Cha 17 (+3)

Skills: (21 pts)
Concentration +9 (7 ranks, +2 Con)
Craft (Trapmaking) +3 (+2 race, +1 Int)
Hide +8 (+4 Small, +4 Dex)
Knowledge (Arcana) +2 (1 rank, +1 Int)
Knowledge (The Planes) +2 (1 rank, +1 Int)
Ride +6 (+4 dex, +2 Military Saddle)
Search +3 (+2 race, +1 Int)
Spellcraft +6 (5 ranks, +1 Int)
Use Magic Device +10 (+12 on Scrolls) (7 ranks, +3 Cha (+2 on Scrolls
from Spellcraft synergy))

Str Based -2 (Climb, Jump, Swim)
Dex Based +4 (Balance, Escape Artist, Move Silently, Use Rope)
Int Based +1 (Appraise, Crafts, Forgery)
Wis Based -1 (Heal, Listen, Spot, Sense Motive, Survival)
Cha Based +3 (Bluff, Disguise, Diplomacy, Gather Info, Intimidate,
Perform)

Untrained:
Decipher Script, Disable Device, Knowledge, Open Lock, Profession,
Slight of Hand, Speak Language, Tumble


Feats:
Point Blank Shot (+1 Attack and Damage within 30' on ranged attacks)
Precise Shot (No -4 penalty for firing into melee)

Racial Qualities:
-4 Str, +2 Dex.
+1 Natural AC
Darkvision 60 ft.
Light sensitivity (Dazzled in bright or direct sun light, a -1
penalty on attack rolls, Search checks, and Spot checks)
+2 racial bonus on Craft (trapmaking), Profession (miner), and Search
checks.
Small (+1 AC, +1 to Hit, -4 Grapple, ¾ Weight Allowance, +4 Hide)

Class Abilities:
Eldritch Blast(SP) at will, 2d6, Save: None, +4 vs. SR, Range 60'
touch, Half damage against objects.
Detect Magic(SU) at will cast at 4th lv.
Deceive Item(EX) - take 10 on UMD even if distracted or threatened.

Invocations (3 least)
Eldritch Spear (Eldrich Blast range becomes 250')
Sickening Blast (Eldrich Blast also causes subject to be sickened for 1
minute, DC 15 Fort, (-2 to hit, damage, saves, ability & skill checks)
Baleful Utterance (as Shatter (destroys 40 lb (10lb/lv) non magic
object, all crystaline or brittle objects within 5', or 4d6 to
crystaline creature), Range 35', DC 15 Will)

Possessions: (Light load 15lbs, medium load up to 30lbs, heavy up to
45lbs)
19 pp 5gp
Small Masterwork Studded Leather Armor (250 gp) +4 AC, max dex +4, -1
ACP 12.5 lbs.
Ridding Dog (150gp) Trained: attack, come, defend, down, guard, track.
Carrying Military Saddle (30gp) 15lbs, Leather Barding (+2 AC) (20gp)
15lbs.

Scrolls: (½ lb each, in scroll cases) (1gp ea (5)):
#1 @1st lv:
2 Comprehend languages (25gp)
2 Enlarge Person (25gp)
2 Expeditious Retreat (Self, +30' land speed 10 rounds) (25gp),
Grease (25gp)
Reduce Person (25gp)

#2 @1st lv:
7 Identify (125gp)

#3 @3rd lv:
Rope Trick (150gp),
4 Levitation (150gp)
2 Invisibility (150gp).

#4 @5th lv: Invisibility Sphere (375gp),
Shrink Item (375gp),
Speak With Animals (375gp),
Water Breathing (375gp),
3 Glitterdust (250gp)

#5: @7th lv:
Dimension Door (700gp)

DOG, RIDING
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +4 natural, +2 armor), touch 12, flat-footed
16
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
This category includes working breeds such as collies, huskies, and St.
Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a
medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A
riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves
do (see the Wolf entry). A riding dog can fight while carrying a rider,
but the rider cannot also attack unless he or she succeeds on a Ride
check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs
have a +4 racial bonus on Survival checks when tracking by scent.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the
opponent (+1 check modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If the attempt fails, the
opponent cannot react to trip the wolf.

History
Snarfi knew only slavery from the time she was hatched. She did not
adapt well to it, having a feisty personality, always being beaten for
being upity. Her masters recognized this as being the blood of the
dragon that is in some of her race, and attempted to train her at being
a sorcerer. However before she learned much beyond the ability to
decipher the arcane writings and amplify her voice, she came across an
old tome that mentioned a forgotten and imprisoned or possibly dead
being of primal chaos. She sympathized with his plight, and wished the
both of them could be free - out loud. She then heard a voice croak
at her "As you have pledged yourself to me, you will be my champion.
Take my power and free us both!" Multi-colored flames erupted from
all over her body. Instead of casting just light, they cast both light
and darkness from her. She did used it to free herself throwing bolts
of raw magical chaos and using her limitless magic to power her voice
and break her bonds, and free all the other slaves she could get to.
She escaped in the ensuing chaos stealing as many of the magical
writing she could carry. She now seeks to find more about this being
and where it is imprisoned, and works always to free those enslaved,
imprisoned, or oppressed she comes across.
 
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Justisaur wrote:
> The size and low Str combine to make the character barely viable for
> carrying anything, she's at the limit of her light load, without being
> able to cary any food or other common supplies. A human would have
> been much better, as warlocks seem to need feats & skills badly,
> wouldn't suffer from the weight limits so badly, and touch acs aren't
> that hard to hit that you need the +2 from being small and the Dex. I
> was originally going to put some points in disguise and bluff, but
> figured what the hell is a kobold going to convincingly disguise itself
> as that will pass in civilized non-evil lands?

Well, you could always Bluff the baddies. As a kobold, you would,
perhaps, find it easier to establish communications than the human with
the honking big Heironeous symbol on his shield.

> Besides a disguise kit
> is too heavy for her to Cary, and I needed the points elsewhere.
>
> -----------------------------------------------------
>
> Snarfi, Kobold Warlock (4)
> Size: S (height: 2' 9", weight: 55 lbs, skin: green, eyes: red)
> Type (Kobold, Humanoid, Reptilian, Female)

Heh. While we're on the gender subject; anyone else think the Kobold
illustration in the MM has its hand and sword hilt positioned...
rather... unfortunately?

> HD (4d6); hp 26
> Initiative: +4
> Speed: Walk 30'
> AC: 20 (+1 size, +4 Dex, +1 natural, +4 armor);
> BAB: +3
> Attack: +8 eldritch blast (+3 bab, +4 dex, +1 size, 2d6, 250' Save DC
> 15 Fort or sickened, +4 vs. SR)
> AL: CG
> Saves: Fort +3 (1, +2 Con), Ref +5 (1, +4 Dex) , Will +3 (4, -1 Wis);
> XP:6300
>
> Str 6 (-2)
> Dex 18 (+4)
> Con 14 (+2)
> Int 12 (+1)
> Wis 8 (-1)
> Cha 17 (+3)
>
> Skills: (21 pts)
> Concentration +9 (7 ranks, +2 Con)
> Craft (Trapmaking) +3 (+2 race, +1 Int)
> Hide +8 (+4 Small, +4 Dex)
> Knowledge (Arcana) +2 (1 rank, +1 Int)
> Knowledge (The Planes) +2 (1 rank, +1 Int)
> Ride +6 (+4 dex, +2 Military Saddle)
> Search +3 (+2 race, +1 Int)
> Spellcraft +6 (5 ranks, +1 Int)
> Use Magic Device +10 (+12 on Scrolls) (7 ranks, +3 Cha (+2 on Scrolls
> from Spellcraft synergy))
>
> Str Based -2 (Climb, Jump, Swim)
> Dex Based +4 (Balance, Escape Artist, Move Silently, Use Rope)
> Int Based +1 (Appraise, Crafts, Forgery)
> Wis Based -1 (Heal, Listen, Spot, Sense Motive, Survival)
> Cha Based +3 (Bluff, Disguise, Diplomacy, Gather Info, Intimidate,
> Perform)
>
> Untrained:
> Decipher Script, Disable Device, Knowledge, Open Lock, Profession,
> Slight of Hand, Speak Language, Tumble
>
>
> Feats:
> Point Blank Shot (+1 Attack and Damage within 30' on ranged attacks)
> Precise Shot (No -4 penalty for firing into melee)
>
> Racial Qualities:
> -4 Str, +2 Dex.
> +1 Natural AC
> Darkvision 60 ft.
> Light sensitivity (Dazzled in bright or direct sun light, a -1
> penalty on attack rolls, Search checks, and Spot checks)
> +2 racial bonus on Craft (trapmaking), Profession (miner), and Search
> checks.
> Small (+1 AC, +1 to Hit, -4 Grapple, ¾ Weight Allowance, +4 Hide)
>
> Class Abilities:
> Eldritch Blast(SP) at will, 2d6, Save: None, +4 vs. SR, Range 60'
> touch, Half damage against objects.
> Detect Magic(SU) at will cast at 4th lv.
> Deceive Item(EX) - take 10 on UMD even if distracted or threatened.
>
> Invocations (3 least)
> Eldritch Spear (Eldrich Blast range becomes 250')
> Sickening Blast (Eldrich Blast also causes subject to be sickened for 1
> minute, DC 15 Fort, (-2 to hit, damage, saves, ability & skill checks)
> Baleful Utterance (as Shatter (destroys 40 lb (10lb/lv) non magic
> object, all crystaline or brittle objects within 5', or 4d6 to
> crystaline creature), Range 35', DC 15 Will)
>
> Possessions: (Light load 15lbs, medium load up to 30lbs, heavy up to
> 45lbs)
> 19 pp 5gp

Only 17 pp 5 gp, unless I screwed up the scroll math.

> Small Masterwork Studded Leather Armor (250 gp) +4 AC, max dex +4, -1

The stats you listed are perfectly correct... for a chain shirt, not
studded leather. :)

> ACP 12.5 lbs.
> Ridding Dog (150gp) Trained: attack, come, defend, down, guard, track.
> Carrying Military Saddle (30gp) 15lbs, Leather Barding (+2 AC) (20gp)
> 15lbs.
>
> Scrolls: (½ lb each, in scroll cases) (1gp ea (5)):
> #1 @1st lv:
> 2 Comprehend languages (25gp)
> 2 Enlarge Person (25gp)
> 2 Expeditious Retreat (Self, +30' land speed 10 rounds) (25gp),
> Grease (25gp)
> Reduce Person (25gp)
>
> #2 @1st lv:
> 7 Identify (125gp)
>
> #3 @3rd lv:
> Rope Trick (150gp),
> 4 Levitation (150gp)
> 2 Invisibility (150gp).
>
> #4 @5th lv: Invisibility Sphere (375gp),
> Shrink Item (375gp),
> Speak With Animals (375gp),
> Water Breathing (375gp),
> 3 Glitterdust (250gp)
>
> #5: @7th lv:
> Dimension Door (700gp)

Nice stash. :)

> DOG, RIDING
> Medium Animal
> Hit Dice: 2d8+4 (13 hp)
> Initiative: +2
> Speed: 40 ft. (8 squares)
> Armor Class: 18 (+2 Dex, +4 natural, +2 armor), touch 12, flat-footed
> 16
> Base Attack/Grapple: +1/+3
> Attack: Bite +3 melee (1d6+3)
> Full Attack: Bite +3 melee (1d6+3)
> Space/Reach: 5 ft./5 ft.
> Special Attacks: Trip
> Special Qualities: Low-light vision, scent
> Saves: Fort +5, Ref +5, Will +1
> Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
> Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
> Feats: Alertness, TrackB
> This category includes working breeds such as collies, huskies, and St.
> Bernards.
> Carrying Capacity: A light load for a riding dog is up to 100 pounds; a
> medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A
> riding dog can drag 1,500 pounds.
> Combat
> If trained for war, these animals can make trip attacks just as wolves
> do (see the Wolf entry). A riding dog can fight while carrying a rider,
> but the rider cannot also attack unless he or she succeeds on a Ride
> check.
> Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs
> have a +4 racial bonus on Survival checks when tracking by scent.
> Trip (Ex): A wolf that hits with a bite attack can attempt to trip the
> opponent (+1 check modifier) as a free action without making a touch
> attack or provoking an attack of opportunity. If the attempt fails, the
> opponent cannot react to trip the wolf.
>
> History
> Snarfi knew only slavery from the time she was hatched. She did not
> adapt well to it, having a feisty personality, always being beaten for
> being upity. Her masters recognized this as being the blood of the
> dragon that is in some of her race, and attempted to train her at being
> a sorcerer. However before she learned much beyond the ability to
> decipher the arcane writings and amplify her voice, she came across an
> old tome that mentioned a forgotten and imprisoned or possibly dead
> being of primal chaos. She sympathized with his plight, and wished the
> both of them could be free - out loud. She then heard a voice croak
> at her "As you have pledged yourself to me, you will be my champion.
> Take my power and free us both!" Multi-colored flames erupted from
> all over her body. Instead of casting just light, they cast both light
> and darkness from her. She did used it to free herself throwing bolts
> of raw magical chaos and using her limitless magic to power her voice
> and break her bonds, and free all the other slaves she could get to.
> She escaped in the ensuing chaos stealing as many of the magical
> writing she could carry. She now seeks to find more about this being
> and where it is imprisoned, and works always to free those enslaved,
> imprisoned, or oppressed she comes across.

Nice :)

Laszlo
 
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Justisaur wrote:
> The size and low Str combine to make the character barely viable for
> carrying anything, she's at the limit of her light load, without being
> able to cary any food or other common supplies. A human would have
> been much better, as warlocks seem to need feats & skills badly,
> wouldn't suffer from the weight limits so badly, and touch acs aren't
> that hard to hit that you need the +2 from being small and the Dex. I
> was originally going to put some points in disguise and bluff, but
> figured what the hell is a kobold going to convincingly disguise itself
> as that will pass in civilized non-evil lands? Besides a disguise kit
> is too heavy for her to Cary, and I needed the points elsewhere.

Draconic template (Draconomicon) offers +2 to Str, Con, and Cha as well
as some other nifty abilities.

Draconic Desert Kobold Sorceresses are pretty righteous, especially with
the Dragon-Blooded feats from Complete Arcane piled on top.

- Ron ^*^
 
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Werebat wrote:
> Justisaur wrote:
> > The size and low Str combine to make the character barely viable for
> > carrying anything, she's at the limit of her light load, without being
> > able to cary any food or other common supplies. A human would have
> > been much better, as warlocks seem to need feats & skills badly,
> > wouldn't suffer from the weight limits so badly, and touch acs aren't
> > that hard to hit that you need the +2 from being small and the Dex. I
> > was originally going to put some points in disguise and bluff, but
> > figured what the hell is a kobold going to convincingly disguise itself
> > as that will pass in civilized non-evil lands? Besides a disguise kit
> > is too heavy for her to Cary, and I needed the points elsewhere.
>
> Draconic template (Draconomicon) offers +2 to Str, Con, and Cha as well
> as some other nifty abilities.

Eh, +1 la wouldn't be worth it.

>
> Draconic Desert Kobold Sorceresses are pretty righteous, especially with
> the Dragon-Blooded feats from Complete Arcane piled on top.

Where's the Desert Kobold? Although really I don't feel like playing an
after dinner snack.

- Justisaur
 
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In article <1120412278.247463.53150@z14g2000cwz.googlegroups.com>,
justisaur@gmail.com says...

> History

I just wanted to say that's a pretty cool backstory.


--
Jasin Zujovic
jzujovic@inet.hr
 
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Justisaur wrote:
>
> Werebat wrote:
>
>>Justisaur wrote:
>>
>>>The size and low Str combine to make the character barely viable for
>>>carrying anything, she's at the limit of her light load, without being
>>>able to cary any food or other common supplies. A human would have
>>>been much better, as warlocks seem to need feats & skills badly,
>>>wouldn't suffer from the weight limits so badly, and touch acs aren't
>>>that hard to hit that you need the +2 from being small and the Dex. I
>>>was originally going to put some points in disguise and bluff, but
>>>figured what the hell is a kobold going to convincingly disguise itself
>>>as that will pass in civilized non-evil lands? Besides a disguise kit
>>>is too heavy for her to Cary, and I needed the points elsewhere.
>>
>>Draconic template (Draconomicon) offers +2 to Str, Con, and Cha as well
>>as some other nifty abilities.
>
>
> Eh, +1 la wouldn't be worth it.

Trust me, it's VERY worth it if you can buy off the LA. For a kobold
sorc, possibly even worth if if you cannot. You gotta look at the whole
package.


>>Draconic Desert Kobold Sorceresses are pretty righteous, especially with
>>the Dragon-Blooded feats from Complete Arcane piled on top.
>
>
> Where's the Desert Kobold? Although really I don't feel like playing an
> after dinner snack.

Desert Kobold is in UA, as well as Jungle Kobold. Both of these
variants exchange the -2 penalty to Con for other -2 penalties (Wis for
Desert, Int for Jungle). Desert is nice because it also loses Light
Sensitivity.

- Ron ^*^
 
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tussock wrote:
> Werebat wrote:
> > Justisaur wrote:
> >
> >> Eh, +1 la wouldn't be worth it.
> >
> > Trust me, it's VERY worth it if you can buy off the LA. For a kobold
> > sorc, possibly even worth if if you cannot. You gotta look at the whole
> > package.
>
> Yea, you know, if we're buying off LA, I'd seriously have to
> consider a change to Half-Ogre (RoDestiny), who would do my PCs tricks
> so much better. Mmm reach.
> I could even throw out those average Hide and MS skills.

I'm gonna err on the side of caution here, and say no buying off LA's.

Laszlo
 
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laszlo_spamhole@freemail.hu wrote:

>
> tussock wrote:
>
>>Werebat wrote:
>>
>>>Justisaur wrote:
>>>
>>>
>>>>Eh, +1 la wouldn't be worth it.
>>>
>>>Trust me, it's VERY worth it if you can buy off the LA. For a kobold
>>>sorc, possibly even worth if if you cannot. You gotta look at the whole
>>>package.
>>
>> Yea, you know, if we're buying off LA, I'd seriously have to
>>consider a change to Half-Ogre (RoDestiny), who would do my PCs tricks
>>so much better. Mmm reach.
>> I could even throw out those average Hide and MS skills.
>
>
> I'm gonna err on the side of caution here, and say no buying off LA's.

Then only possibly worth it for Draconic, and definitely not for
Tiefling, Aasimar, etc.

- Ron ^*^
 
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Werebat wrote:
> Justisaur wrote:
>
>> Eh, +1 la wouldn't be worth it.
>
> Trust me, it's VERY worth it if you can buy off the LA. For a kobold
> sorc, possibly even worth if if you cannot. You gotta look at the whole
> package.

Yea, you know, if we're buying off LA, I'd seriously have to
consider a change to Half-Ogre (RoDestiny), who would do my PCs tricks
so much better. Mmm reach.
I could even throw out those average Hide and MS skills.

--
tussock

Aspie at work, sorry in advance.
 
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In article <pqdye.148854$sy6.70247@lakeread04>,
Werebat <ranpoirier@cox.net> wrote:
>> I'm gonna err on the side of caution here, and say no buying off LA's.
>
>Then only possibly worth it for Draconic, and definitely not for
>Tiefling, Aasimar, etc.

I briefly considered making my Paladin an Aasimar, but either keeping the LA
or buying it off would leave an effectively 3rd level character in a party of
4th levels, which seemed a bit weak to me. Word is that an asymmetric ability
adjustment (like +2Wis/+2Cha for Aasimar) is itself worth an LA +1 -- but it
has usually seemed to me that +1 LA was enough of a penalty I'd avoid such
characters if running at low levels -- possibly I'd be willing to live with
the LA at higher levels.
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
 
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David Alex Lamb wrote:

> In article <pqdye.148854$sy6.70247@lakeread04>,
> Werebat <ranpoirier@cox.net> wrote:
>
>>>I'm gonna err on the side of caution here, and say no buying off LA's.
>>
>>Then only possibly worth it for Draconic, and definitely not for
>>Tiefling, Aasimar, etc.
>
>
> I briefly considered making my Paladin an Aasimar, but either keeping the LA
> or buying it off would leave an effectively 3rd level character in a party of
> 4th levels, which seemed a bit weak to me. Word is that an asymmetric ability
> adjustment (like +2Wis/+2Cha for Aasimar) is itself worth an LA +1 -- but it
> has usually seemed to me that +1 LA was enough of a penalty I'd avoid such
> characters if running at low levels -- possibly I'd be willing to live with
> the LA at higher levels.

LA is a wash. In the two local campaigns the UA buyoff is allowed, and
even then the players with LA characters have quite a bit of trouble.
Trouble is, they die from having low hit points and then get ever
FURTHER behind, then die again and then they are 3rd level when everyone
else is 6th. Then they scrap their characters and make something else.

LA characters in the two games so far:

My +1 LA Tiefling (9th level and doing fine)
A +2 LA Human Mutant (Chaositech) (Died once and player dropped him)
A +2 LA Drow (Died two or three times, player will drop him next time)
A +3 LA Android (Died three times, player dropped him)

Every time one of these characters is dropped it is because they have
fallen so far behind the other PCs that they are no longer viable to
work on the same team. I bought off my LA quickly (3rd level), and the
loss of 3000 xp isn't something I notice much nowadays besides the
session or two I am behind in level every round of levelling.

- Ron ^*^
 
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In article <adjye.148875$sy6.131864@lakeread04>,
Werebat <ranpoirier@cox.net> wrote:
>David Alex Lamb wrote:
>> I briefly considered making my Paladin an Aasimar, but either keeping the LA
>> or buying it off would leave an effectively 3rd level character in a party of
>> 4th levels, which seemed a bit weak to me. Word is that an asymmetric ability
>> adjustment (like +2Wis/+2Cha for Aasimar) is itself worth an LA +1 -- but it
>> has usually seemed to me that +1 LA was enough of a penalty I'd avoid such
>> characters if running at low levels -- possibly I'd be willing to live with
>> the LA at higher levels.
>
>LA is a wash. In the two local campaigns the UA buyoff is allowed, and
>even then the players with LA characters have quite a bit of trouble.
>Trouble is, they die from having low hit points and then get ever
>FURTHER behind, then die again and then they are 3rd level when everyone
>else is 6th. Then they scrap their characters and make something else.
>
>Every time one of these characters is dropped it is because they have
>fallen so far behind the other PCs that they are no longer viable to
>work on the same team. I bought off my LA quickly (3rd level), and the
>loss of 3000 xp isn't something I notice much nowadays besides the
>session or two I am behind in level every round of levelling.

So it looks like, for the most part, your experience backs up my conclusion
that LA is too much of a hit for most characters. In which case I'm puzzled
about your saying "LA is a wash" since I was under the impression that meant
"could go either way".

What was different about your character that he managed to survive OK? or was
it luck?
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
 
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David Alex Lamb wrote:

> In article <adjye.148875$sy6.131864@lakeread04>,
> Werebat <ranpoirier@cox.net> wrote:
>
>>David Alex Lamb wrote:
>>
>>>I briefly considered making my Paladin an Aasimar, but either keeping the LA
>>>or buying it off would leave an effectively 3rd level character in a party of
>>>4th levels, which seemed a bit weak to me. Word is that an asymmetric ability
>>>adjustment (like +2Wis/+2Cha for Aasimar) is itself worth an LA +1 -- but it
>>>has usually seemed to me that +1 LA was enough of a penalty I'd avoid such
>>>characters if running at low levels -- possibly I'd be willing to live with
>>>the LA at higher levels.
>>
>>LA is a wash. In the two local campaigns the UA buyoff is allowed, and
>>even then the players with LA characters have quite a bit of trouble.
>>Trouble is, they die from having low hit points and then get ever
>>FURTHER behind, then die again and then they are 3rd level when everyone
>>else is 6th. Then they scrap their characters and make something else.
>>
>>Every time one of these characters is dropped it is because they have
>>fallen so far behind the other PCs that they are no longer viable to
>>work on the same team. I bought off my LA quickly (3rd level), and the
>>loss of 3000 xp isn't something I notice much nowadays besides the
>>session or two I am behind in level every round of levelling.
>
>
> So it looks like, for the most part, your experience backs up my conclusion
> that LA is too much of a hit for most characters. In which case I'm puzzled
> about your saying "LA is a wash" since I was under the impression that meant
> "could go either way".
>
> What was different about your character that he managed to survive OK? or was
> it luck?

At +1 LA I could buy off my LA at 3rd level, which was actually when
everyone else was hitting 4th level. So I started at 1st when everyone
else was 1st (and I admit I *was* overpowered for that one level), then
things evened out A LOT when everyone else hit 2nd level and I was stuck
at 1st (mostly due to hit points).

I actually did die at 2nd level (when everyone else was 3rd), partly
because of low hit points and partly because the rest of the party
chickened out on a rush at the enemy and basically left me fighting four
wererats on my own. However the XP loss wasn't too huge at that level,
and it was one of those final combats where even if you die the XP from
the fight lets you claw your way back up to the level you were at.

Mostly what worked for me was being able to buy off my LA early on and
then more or less catching up to the rest of the party. I've only died
once so there is a certain amount of luck to it as well.

If I'd had to keep the LA? Hmm. Not sure. Hit point wise, I'd be
about even, since my LA template grants +2 to Con and by 8th level that
adds up to 8 hit points. I might have kept it, I might have switched
races to Half-Orc.

- Ron ^*^
 
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Werebat wrote:

> My +1 LA Tiefling (9th level and doing fine)
> A +2 LA Human Mutant (Chaositech) (Died once and player dropped him)
> A +2 LA Drow (Died two or three times, player will drop him next time)
> A +3 LA Android (Died three times, player dropped him)
>

Where are the Android and the Chaositech from? Sounds just up my
alley.

- Justisaur
 

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