stonedzep Posted March 3 Clone Share Posted March 3 Hi everyone, after the due returning characters applications, if there's any spot available I'd like to apply for. Rolling tonight (gmt+1) for abilities and standing by till DM's instructions /decision Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 3 Author Clone Share Posted March 3 roll Name xDiceName xDiceResult xDiceString xDiceRolls roll 13,9,12,10,14,13 repeat(drop(4d6,lowest,1),6) 4,4,5,1,4,2,3,1,5,2,3,4,3,6,1,1,5,2,4,5,6,5,2,1 Hit Points 3 1d6 3 second roll for hit points 3 1d6 3 starting money 60 2d6*10 5,1 Link to comment Share on other sites More sharing options...
stonedzep Posted March 3 Author Clone Share Posted March 3 (edited) If, and only if, a thief would be an acceptable class I'd like to go for an unusual Baklunish thief; Muad'Dib is a nomad with strong religious beliefs which he apllies in his own unique manner, aiding the less fortunates and not turning his back on nice profits to help such cause (which includes himself of course), honorable as a thief can be. With my rolls for hit points I'm running towards sure death, but this is the rogue attitude💀 @TheOldTraveller Mr DM, I assume the kits will be the ones of Grayhawk Campaign Setting, not the classes kits as thief etc.. am i wrong? Edited March 3 by stonedzep (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 4 Clone Share Posted March 4 Kits are optional. In this particular game, I'm mostly avoiding kits. But if a kit from the Complete Thief's Handbook really fits your concept, I will consider it. If you look in character generation notes, you'll see I allow two free slots of NWP in General group for guys without a kit. That may be enough to customize your thief. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 4 Clone Share Posted March 4 (edited) Suggested homelands: The Dry Steppes, Plains of the Paynims, Ull If you want to go with a desert-dervish sort of vibe, you might also consider the Bright Desert (a warm desert and pretty close to Onnwal, compared with the Baklunish lands of the West). Per published sources, the nomads there are mostly either Flan or Suloise in origin, but I am happy to rule that some are Baklunish/Flan mixtures (Rary the Traitor includes some Paynims transported to the region, and there are other ways to include a Baklunish element, if we like). Edited March 4 by TheOldTraveller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 4 Author Clone Share Posted March 4 Yes I was going to prefer +2 NWP slots over a kit, but wanted to ask first. Thanks! I'll give a deeper dive into the sources you mentioned to come up with a proper homeland/background. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 5 Clone Share Posted March 5 I turned down the membership request, but that doesn't mean your guy hasn't made the cut. I simply haven't made selections beyond approving returning PCs. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 5 Author Clone Share Posted March 5 57 minutes ago, TheOldTraveller said: I turned down the membership request, but that doesn't mean your guy hasn't made the cut. I simply haven't made selections beyond approving returning PCs. Roger that🫡 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 10 Clone Share Posted March 10 Do you have a sheet ready for review or do you need help with finishing the PC submission? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 10 Author Clone Share Posted March 10 (edited) here it is https://www.myth-weavers.com/sheets/?id=2885577 I'd gladly take your advice on what background would be better Edited March 10 by stonedzep (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 10 Clone Share Posted March 10 Stats look good. Weapon choices look good. Given your description of his motives and methods up thread, I'd add good tendencies to alignment. N(g). Istus seems like an appropriate patron deity. The Lady of Our Fates. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 10 Author Clone Share Posted March 10 2 hours ago, TheOldTraveller said: Stats look good. Weapon choices look good. Given your description of his motives and methods up thread, I'd add good tendencies to alignment. N(g). Istus seems like an appropriate patron deity. The Lady of Our Fates. Very good, fate and alignment as per your advice! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 10 Clone Share Posted March 10 (edited) I wouldn't be at all surprised if a Baklunish thief also venerates Xan Yae, the Supreme Mistress of Petals, patroness of twilight, perfection, stealth, and shadows. Edited March 10 by TheOldTraveller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TheOldTraveller Posted March 11 Clone Share Posted March 11 You should give some thought to why he is in Onnwal and not at home in Baklunish lands. As a thief, a criminal charge looming over him makes sense. He might have fled bounty hunters. Looking at NWPs, I see 5 slots used. 2 for Blind-fighting and 1 each for Tumbling, Jumping, and Disguise. Thieves start with 3. You get 3 bonus slots (additional languages are converted to additional NWP slots when using the optional proficiencies rules) for 13 INT. That's 6. You have 1 slot left to spend on Rogue or General. You also get, per my house rules for kitless PCs, 2 additional slots for General group NWPs. I suggest a language to reflect his foreign origins (Low Baklunish) and either Riding, Land-based or Direction sense, appropriate skills for a nomad. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
stonedzep Posted March 11 Author Clone Share Posted March 11 ok, as a Neutral-Good character, Muad'Dib is far away from his homeland for a specific reason. As his WIS suggests, he's not really objective when choosing his partners (in crime), but he's good at heart, so he trusts even who he shouldn't. Last of his heists ended with his "partners" thieves framing him for the misdeed, so they could be free from charges and vanish with the loot. This means that Muad'Dib is still wanted in his lands, and esplains why he's in Onwal as a runaway (a thing he learnt to keep to himself, eventually). Roger that for the NWP slots, I'll be picking 2 more general slots and 1 more rogue slot . I'll check the NWPs and inform you when I'll update the sheet. Thanks! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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