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Demonknight
Crew

PostPosted: Sat Dec 01, 2007 1:37 pm


I'm restarting this campaign, hopefully we'll get enough people to start it this time, oh and old people are welcomed, it will start the 10th of December or once we get four people, up to 8 people are welcomed, oh and after we start it's still real easy to add people to this campaign in the 1st part of it
(the 1st part of my campaign is premade)

The Sky has been slowly darkening all day, and the smell of rain has been thick in the air. Now it has finally begun to fall, accompanied by loud peals of thunger that seem to roll across the landscape. The sun is hidden behind massive stormclouds, and a cold wind blows from the north. As bolts of lightning begin to slam from cloud to ground and pieces of hail begin to strike the earth, the need for shelter becomes obvious.
Ahead in the distance, a large tor rises from the ground, its form illuminated by the occasional lighting bolt. It seems rocky and solid, and though climbing it in weather would be folly, it might have some outcropping the would provide safety from the storm. The only alternative is to endure the weather.

Characters:
Gwark the Nimble page 1
Gonraé Yilénan page 1
Aust Leeron
Sjach Versvesh page 1
Vendith
Kae Signe the Ranger page 22
Saem the druid page 23
PostPosted: Sat Dec 01, 2007 3:43 pm


Edit x 3: Forgot some important racial factors and changed feats a bit.

Edit: Here's my character :
Gwark the Nimble

Male Kenku Rogue 1
Lawful Neutral
Representing Manijin

Strength 13 (+1)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 16 (+3)

Size: Small
Height: 3' 6"
Weight: 80 lb
Skin: Light
Eyes: Violet
Feathers: Black

Total Hit Points: 7/7

Speed: 30 feet

Armor Class: 17 = 10 +2 [leather] +4 [dexterity] +1 [small]

Touch AC: 14
Flat-footed: 12

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +1 = 0 [base] +2 [constitution] -1 [plucky]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +2 = 0 [base] +1 [wisdom] +1 [plucky]
Attack (handheld): +2 = 0 [base] +1 [strength] +1 [small]
Attack (unarmed): +2 = 0 [base] +1 [strength] +1 [small]
Attack (missile): +4 = 0 [base] +4 [dexterity]
Grapple check: +1 = 0 [base] +1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages: Common Catfolk Halfling Kenku

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Feats:

Frail [flaw]
Combat Reflexes- Make attacks of opportunity while flat-footed and gain a number of Attacks of Opportunity up to Dexterity modifier.
Born Under the New Moon- +1 on Hide and Sleight of Hand checks; Disguise Self once per day as a Spell-Like ability. Caster level = your level.

Traits:

Easygoing
Plucky

Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int 3 =
+3

Balance Dex* 8 =
+4
+4
Bluff Cha 7 =
+3
+4
Climb Str* 1 =
+1

Concentration Con 2 =
+2

Craft_1 Int 3 =
+3

Craft_2 Int 3 =
+3

Craft_3 Int 3 =
+3

Decipher Script Int 5 =
+3
+2
Diplomacy Cha 7 =
+3
+4
Disable Device Int 7 =
+3
+4
Disguise Cha 5 =
+3
+2
Escape Artist Dex* 7 =
+4
+3
Forgery Int 3 =
+3

Gather Information Cha 6 =
+3
+2 +1 [easygoing]
Heal Wis 1 =
+1

Hide Dex* 13 = +4+4+5
Intimidate Cha 2 =
+3
-1 [easygoing]
Jump Str* 1 =
+1

Listen Wis 1 =
+1

Move Silently Dex* 12 = +4+4+4
Perform_1 Cha 3 = +3

Perform_2 Cha 3 = +3

Perform_3 Cha 3 = +3

Perform_4 Cha 3 = +3

Perform_5 Cha 3 = +3

Ride Dex 4 = +4

Search Int 5 = +3+2
Sense Motive Wis 2 = +1+2 -1 [easygoing]
Sleight of Hand Dex* 8 = +4+3+1
Spot Wis 3 = +1+2
Survival Wis 1 = +1

Swim Str** 1 = +1

Tumble Dex* 6 = +4+2
Use Rope Dex 4 = +4


* = check penalty for wearing armor

Kenku:

* Unfamiliar race. Adjustments already included.

* -2 strength

* +2 dexterity

* +0 constitution

* +0 intelligence

* +0 wisdom

* +0 charisma

* Edit: Racial Abilities and Weapons


* Low-Light Vision; +4 to Hide and Move Silently checks;
Nat. Weapons 2 claws- 1d3;
Great Ally (additional +1 on Aid other and additional +2 when Flanking with an ally);
Mimicry- can mimic voices, sounds, and accents. Bluff vs. Sense motive check to trick someone.


Rogue:

* Sneak Attack +1d6

* Trapfinding

* Evasion (level 2)

* Trap Sense (level 3)

* Uncanny Dodge (level 4)

* Improved Uncanny Dodge (level 8 )

* Special Abilities (choices begin at 10th level)

Class HP rolled
Level 1: Rogue 5


Gwark's Equipment:

18 lb
5 lb

4 lb
1 lb
6 lb
_____
34 lb Weapons / Armor / Shield (from above)
Crowbar
Parchment sheets x10
Rations (1 day) x4
Thieves' tools
Tools (miscellaneous) x3

Total

Manijin


Demonknight
Crew

PostPosted: Sat Dec 01, 2007 4:22 pm


you can post a character in here or pm me once and yes ECL 1 or rather a character lvl 1, and his race has no levels, or LA
PostPosted: Sun Dec 02, 2007 6:54 am


Gonraé Yilénan
Male Human Monk 1
Lawful Good
Representing Rettu Skcollob


Strength 18 (+4)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 8 (-1)
Size: Medium
Height: 5' 8"
Weight: 250 lb
Eyes: Blue
Hair: White
Skin: Tan


Total Hit Points: 10

Speed: 30 feet

Armor Class: 14 = 10 + 4 [dexterity]

Touch AC: 14
Flat-footed: 10
Initiative modifier: + 4 = + 4 [dexterity]
Fear check: -1 = -1 [wisdom]
Horror check: -1 = -1 [wisdom]
Madness check: -1 = -1 [wisdom]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 1 = 2 [base] -1 [wisdom]
Attack (handheld): + 4 = 0 [base] + 4 [strength]
Flurry of Blows: + 2/ + 2 [includes strength modifier]
Attack (missile): + 4 = 0 [base] + 4 [dexterity]
Grapple check: + 4 = 0 [base] + 4 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.

Languages: Common, Dark Elf Silent

Unarmed Damage: 1d6 +4 [strength]

Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Shuriken [1d2, crit x2, range incr 10 ft, 1/2 lb, piercing]


Feats:

Improved Unarmed Strike [monk]
Stunning Fist [monk]
Power Attack
Run
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* 4 = +4
Bluff Cha -1 = -1
Climb Str* 4 = +4
Concentration Con 2 = +2
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 4 = +4
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis -1 = -1
Hide Dex* 8 = +4 + 4
Intimidate Cha -1 = -1
Jump Str* 8 = +4 + 4
Listen Wis 3 = -1 + 4
Move Silently Dex* 8 = +4 + 4
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 4 = +4
Search Int 0 = +0
Sense Motive Wis -1 = -1
Speak Language None +1 = +1 [Dark Elf Silent]
Spot Wis 3 = -1 + 4
Survival Wis -1 = -1
Swim Str** 4 = +4
Use Rope Dex 4 = +4

* = check penalty for wearing armor


Human

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk
AC Bonus for Wisdom

AC Bonus for level (begins level 5)

Flurry of Blows

Unarmed Strike

Bonus Feats (levels 1 2 & 6)

Evasion (level 2)

Fast Movement (level 3)

Still Mind level 3)

Ki Strike (level 4)

Slow Fall (level 4)

Purity of Body (level 5)

Wholeness of Body (level 7)

Improved Evasion (level 9)

Diamond Body (level 11)

Quivering Palm (level 15)

Timeless Body (level 17)

Tongue of Sun and Moon (level 17)

Empty Body (level 19)

Perfect Self (level 20)

Class HP rolled
Level 1: Monk 8


Gonraé Yilénan's Equipment:

1 lb
25 lb

10 lb
_____
36 lb Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x5
Chalk
Hand Held Chalkboard
Rope (50', hempen) x1

Total

More about Gonraé Yilénan:
Gonraé was born in a bustling city, and left on the steps outside a monastery. They took him in [This was common] and raised him till he was a small child, but could never persuade him to talk. After some time, it became apparent that Gonraé was a mute. Among normal society, this would have been a great disability, but among the monks it was a great boon! He learned combat, manners and most importantly goodwill as he grew older, and absorbed the teachings with astonishing speed. Gonraé believes in the fundamental aspect of good, among the principles he obeys are:

Never attack an unarmed foe, unless the foe itself is the weapon.
Never use a weapon on an opponent not equal to the attack.
Avoid lying to your fellow man, unless for a greater good.
Avoid cheating.
Avoid torture.
Administer justice.
Protect the innocent.
Exhibit self control.
Show respect to just authority.
Respect women.
Exhibit Courage in word and deed.
Defend the weak.
Destroy evil in all of its monstrous forms.
Avenge the wronged.
Never abandon a friend, ally, or noble cause.
Die with valor.
Always keep one's word of honor.
Always maintain one's principles.
Never betray a confidence or comrade.
Die with honor.
Be polite and attentive.
And be respectful of host and honor.
He has had these lessons drummed into him countless times and could recite them from memory, could he speak. He has recently graduated with flying colours from the monastery, and politely turned down an offer of apprenticeship to one of the senior monks, even though that road had a position at the monastery at the end, in favour of roaming the countryside for a while, and trying to make it a better place. He is kind and helpful whenever he can be, even if he's not the brightest spark, and gains immense pleasure from helping others. He will never accept payment for a deed for himself, immediately donating any share of gold he gets to charity, though he will keep items he finds himself that would be useful to him. He will never steal. He will always deal non-lethal damage if forced to attack Good or Neutral opponents.

Special [As he is mute, and as such cannot make verbal persuade, bluff, intimidate checks, etc. May Gonraé gain +4 to Spot and Listen?]

Rettu Skcollob
Crew


BariTengineer

PostPosted: Sun Dec 02, 2007 10:36 am


I'd deffinatly like to join.

Would this sheet be alright?

http://www.dndonlinegames.com/view.php?id=62703
PostPosted: Sun Dec 02, 2007 3:33 pm


If you don't mind my using non-core material, I'd like to use this charecter. I beleive I had PMed you information regarding spellscales a long, long time ago when I was involved in the other guild.



Sjach Versvesh
Male Spellscale Sorcerer 1
Chaotic Good

Str 10 -- (2 points)
Dex 10 -- (2 points)
Con 10 -- (4 points) -2 racial
Int 12 -- (4 points)
Wis 8 -- (0 points)
Cha 20 -- (16 points) +2 racial

Medium, 5’ 1” tall, 146 wt, 19 years old
Light Brown Hair, Amber Eyes, Green Skin

Hit Points: 4/10
AC 12, Touch 10, Flat-footed 12
Init +0
BAB +0, Grap +1
Speed 30 (base 30, load 24/33, light armor)
Fort +0 (0 base + 0 con) , Ref -3 (0 base + 0 dex -3 flaw), Will +1 (2 base + 1 wis)

+0 Melee, Claw, 1d6, 20/x2
+0 Ranged, Light Crossbow, 1d8, 19-20/x2

Languages: Common, Draconic, Elven

+9 Bluff (4 ranks + 5 cha)
+3 Concentration (3 ranks + 0 con)
+7 Knowledge: Arcana (4 ranks + 1 int + 2 class)
+2 Spellcraft (1 ranks + 1 int)

Flaws
-Poor Reflexes (-3 reflex saves)

Feats

-Draconic Heritage (Silver) ([draconic] +2 on saves vs magic sleep, paralysis, and cold )
-Draconic Claw ([draconic] two 1d6 claw attacks; can make a claw attack as a swift action after casting a spell)
-Draconic Toughness ([draconic] Gain +2 hit points for every draconic feat)

Spells

Spells Per Day 5|5
0th- Detect Magic, Read Magic, Presdigitation, Ray of Frost
1st- Shocking Grasp, Magic Missile
.
Spellscale Traits

-+2 Cha, -2 con
-Low-Light Vision (2x human)
-Dragonblood Subtype
-Blood Quickening Meditations

Sorcerer Traits (dragonblood substitution levels)

-Draconic Heritage Bonus Feat
-+2 on Knowledge: Arcana

Equipment
Leather (10 wt)

Crossbow bolts (quiver of 10) x1 (2 wt)
Backpack (2 wt)
Flint and steel (- wt)
Rations (1 day) x1(1 wt)
2 Torches (2 wt)
Spell component pouch (2 wt)
Sunrod (1 wt)

Coin Pouch: ??

Anketh
Crew


Rettu Skcollob
Crew

PostPosted: Mon Dec 03, 2007 6:50 am


So we have a Monk, a Rogue, a Sorceror and a Bard. Hopefully we can grab a Cleric or Druid or some other healing character as well.
PostPosted: Mon Dec 03, 2007 1:44 pm


No kidding. Talk about a well rounded group.

Manijin


BariTengineer

PostPosted: Mon Dec 03, 2007 10:11 pm


That's amazing. All on luck.

xD

This'll be fun.
PostPosted: Tue Dec 04, 2007 2:08 am


Indeed.

Rettu Skcollob
Crew


Manijin

PostPosted: Tue Dec 04, 2007 7:55 am


Actually, I probably wouldn't have chosen the class I did if I hadn't remembered the Kenku, hehe. Love those little bird guys. Handy as crap, too, if they like you.
PostPosted: Tue Dec 04, 2007 10:29 am


Rettu yes he may to your question, looks like a good group is forming, two lawful and two chaos though, a good and neutral of each, X.x and as promised we'll start latter tonight unless anyone wants to wait a little longer.

Demonknight
Crew


Manijin

PostPosted: Tue Dec 04, 2007 10:35 am


Well, you said next week, and actually I have a performance tonight, so I wouldn't be able to anyways. I could DEFINETELY start next monday, or possibly this weekend, but not anytime this week.
PostPosted: Tue Dec 04, 2007 10:37 am


i said untill we got 4 character or next week, but it's fine we'll wait till your ready, maybe get a cleric in that time

Demonknight
Crew


Manijin

PostPosted: Tue Dec 04, 2007 11:20 am


Cool. Thanks.
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