Why, start all over in 4e, of course!
I’m not running the game, this time. Christine (Nox) has volunteered to do so. Wish her luck, as she’s got quite a party to contend with.
Christine has tried to run 3.5e games in the past, but we always switched back after a few sessions. She can give her own reasons why, but it tended to center around not being comfortable enough with her own rules knowledge to make rulings. (I have always been the rules whore for the group, so I had an easy time coming up with consistant rulings that were fairly in line with the actual rules. I think that she was trying to do the same, which was probably a mistake. My style of GMing doesn’t have to be hers, by any means. But I digress.)
Anyways, her general feeling is that she will be a lot more comfortable running 4e than 3.5e. And I believe her. In the few short test sessions we played before the campaign started, she was already as familiar and comfortable with the 4e rules as I had ever seen her with 3.5e.
This is one of the reasons I love 4e.
But I’ll let her tell you all about the game, and how she’s doing (well, by the way). But right now?
You wanna hear about my Paladin?
Well, some of you may have noticed the site layout change. If not, go look. I’ll wait.
Notice the new little dude in the top right corner? That’s me!
I’m playing a Gully Dwarf Paladin named Gah!
Yeah. I know.
Now, for those who aren’t familiar with Dragonlance or Gully Dwarves, I’ll elaborate a bit. Or, more to the point, I’ll let someone else do it for me.
Gully Dwarves are among the most reviled races on Krynn. Of unknown origin (some say dwarves and gnomes, while others replace gnomes with humans), the Aghar are a dwarven subrace that has managed to eke out a meager existance wherever they can, mainly in refuse heaps and other places most civilized races would not care to touch. Due to this, they have a keen survival instinct and a foraging talent like no other. They may seem cowardly, running from most any danger, but corner a Gully and you will be in for a surprise. On the whole, though, Aghar are very stupid, with maybe 1 out of every 50 being able to count higher than 2. Nonetheless, Gullys are almost universally cheerful people.
Essentially, they are considered the vermin of the world, and not really respected by anyone.
So, why would I want to play one? Well, there are a few reasons.
- I’ve always been a big Dragonlance fan. Specificaly, I am a fan of Flint, Tinker Gnomes (I’m an engineering student), and Gully Dwarves. Anyone sho has read the Chronicles trilogy should be able to tell you how someone can come to love the race. Go Bupu!
- Due to this, I found the above-linked site early in my D&D career (3e, still). As soon as I had stats for the character, I wanted to play one. Partially because I just thought it would be funny. I chose to play a Chaotic Neutral Paladin named Blurp, and ended up creating my most memorable character ever. This entire site is named after him, and I plan to go into more detail on that story (and the character) one day. But, a number of years later and armed with more knowledge and experience, I want to partially recreate that experience at the beginning of my 4e career. Futile? Maybe. But I still love playing the race.
- I also played a Gully Dwarf Druid named Phudge in one of Christine’s previous DMing attempts. Just to note, neither Phudge nor Blurp lasted more than a few sessions.
- Since I will be assisting Christine with prep and rules questions for the first while, I also needed a convenient excuse to stay out of crucial party decisions. Who would involve a Gully Dwarf in crucial party decisions?
Thus was born Gah.
Gah is a descendant of Blurp. Blurp’s exit from the game came when the rest of the party was trying to escape a covey of nymphs. they threw Blurp to the nymphs as a distraction. (I wasn’t present for that game, not that I would have protested…)
So, Gah has fey blood…
Yeah. I know.
Anyways, Gah was a shaman in his tribe. He was good at healing and making bad mojo for bad guys. In game terms, he’s a Paladin multiclassed into Fey-pact Warlock. (Cha of 16, by the way, to power both classes. He’s a cute little bugger!)
Gah’s powers come from the Aghar religion, where they believe that the spirits of their dead ancestors are reincarnated into inanimate objects. As such, his magic mostly comes from rubbing dead rats on people, or waving lizard bones in their general direction. There is no visual manifestation to any of this, so few actually believe he has any power at all. (Truth be told, the powers actually come from Kord. He was impressed enough with the bravery that Gah had shown defending his tribe that he took a bit of a shine to him, and the tribe in general. No self-respecting Aghar would ever accept this, however, but Kord just finds the whole thing amusing anyways.)
(Given the Aghar religion, Gah did not get automatic training in Religion, recieving Dungeoneering instead. )
At some point, Gah started following Alabaster (Allie, to Gah, Nonnie the psycho halfling to you readers), the Tiefling Cleric of the Raven Queen. He isn’t quite sure just why, or even when, he began to follow Allie, but that’s what he’s been doing for a while, and he doesn’t seee any reason to stop. Allie’s a nice guy, anyways. He gives Gah food sometimes, and seems to almost believe it when Gah uses his shaman powers.
In any case, Gah and Alabaster ended up one day in the town of Brindol. Things became interesting that day…
Come on, you didn’t think I was going to leave you with no crunch, did you? I had to build a brand new 4e race for Gah!
I give you:
Gully Dwarf (Aghar)
Average Height: 3’6”–4’
Average Weight: 100-140 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Speed: 6 squares
Languages: Common, Gullytalk (a pidgin language, incomprehensible to all but Gully Dwarves)
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Dwarf Blood: Aghar are, in fact, Dwarves. Mostly. Technically. They count as Dwarves for all effects, at any rate.
Cast Iron Stomach: +5 racial bonus on saving throws against poison.
Sticks and Stones: Aghar gain a +2 proficiency bonus when wielding improvised weapons (both melee and ranged).
Beneath Notice: By looking pathetic and cowering in front of enemies, the Gully is able to move about the battlefield with impunity.
Aghar do not provoke any Opportunity Attacks while moving. This effect ends immediately after you attack any enemy in an encounter or perform an overtly hostile action (pushing a boulder onto enemies, aiding an ally’s attack, etc). All other Opportunity Attack conditions still apply.
Cornered!: When flanked or adjacent to 3 or more enemies, you get a +1 bonus on damage rolls.
So that’s Gah, ladies and gentlemen.
I leave you with a question, sort of a poll. I may completely disregard whatever is said, based on my own feelings at the time of writing, but I ask anyways.
While Christine writes the new DM Logs, I will be doing a Player Log. When Gah eventually dies (when, not if ), I will continue this with my next character.
Should my logs be in-character, through the eyes of a Gully Dwarf? Or out-of-character, analysing the sessions more? Which is more entertaining to you guys?
Note 1: An in-character log will still contain some out-of-character parts.
Note 2: Yes, all of my characters are this weird.