I recommend that Dorric specialises in Move Silently, Hide + Find / Remove Traps at the expense of Climb Walls, Pick Pockets + Read Languages.
The ability to Sneak (and thus scout ahead + Backstab) is clearly the most important for your character.
This would give you the following chances [spoiler] Move Silently 59%; Hide 59%; Open / Close Locks 59%; Find / Remove traps 50%; Hear Niose 30%; Climb Walls 80%; Pick Pockets 55%; Read Languages 10%.
I’m sorry if this is a bit ‘mysterious’, but it’s a system I’m used to. I hope you appreciate that I don’t want to send you the full table of calculations, as it’s not a face-to-face game.[/spoiler]
As per your character sheet: [spoiler] A normal animal nearby befriends the Summoner and acts as a bodyguard, scout and tracker. (The Summoner can give the animal simple comands.)
The size (hit dice) of the animal is limited to the Summoner’s level (see the Monster Summoning table for examples.) The effect is permanent, unless the Summoner decides to recruit a larger animal at a higher level.
So at 2nd level you could have either of:
a couple of foxes (and as a gnome you can speak to them!) to act as lookouts / scouts / spies (they wouldn’t fight)
a wild dog to bodyguard you (the spell gives you 3 command words, such as ‘Attack’, ‘Heel’ and ‘Guard’); it would have 10 hit points; Armour equivalent to Leather +10%; Attack as a 4th level Fighter, doing d6 damage.)
[/spoiler]
It’s a bit odd - I was waiting for Dale to heal Quentin (because that’s an important part of the game) before I sent the party off on their first mission.
Oh good. I was just wondering the other day why this game stopped when it was going so well…but I was too busy in my personal life to actually post anything.:eek:
I’m not so busy anymore (or, I have adjusted to the busy-ness, either way I am ready.)
Assuming that everyone’s happy with their 2nd level character details, I’ll continue the adventure in the main thread.
For the benefit of newbies, a face-to-face game with a party trip into the wilderness would involve working out things like:
a marching order of the characters
watches throughout the night
However I’m going to skip all that stuff here to keep things straightfoward.
(In any case, with two Familiars in the party and Dorric having hear Noise, the party will react swiftly to any night-time attack!)
So all I need is what spells you’re going to load. Just reply here (or announce it to the party in the Game Thread.)
I’ve got that John has Magic Missile and Ventriloqism.
Plixican, you have a choice of two 1st leve spells, plus a guaranteed Monster Summoning.
Dale, you have a choice of four 1st level spells.
I’m going to keep Phantom Armour and Animal Friendship on, but whilst we’re travelling I’m going to be looking for opportunities to cast the Animal Friendship on animals, and bring them with us. Once I have a friend, I’ll change to keeping Phanton Armour and Light.
That’s fine, but as I said your spell gives a choice between [spoiler] - a couple of foxes (and as a gnome you can speak to them!) to act as lookouts / scouts / spies (they wouldn’t fight)
a wild dog to bodyguard you (the spell gives you 3 command words, such as ‘Attack’, ‘Heel’ and ‘Guard’); it would have 10 hit points; Armour equivalent to Leather +10%; Attack as a 4th level Fighter, doing d6 damage.) [/spoiler]
Johannes spends his time polishing his armour and checking, re-checking and readying all available equipment in anticipation for the journey. He also makes sure that his horse is well fed, groomed and watered and that his shoes, saddle and tack are all good. The rest of his time is spent sharpening his sword and carefully practising thrusts, parries and counters.