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Posted: Fri Mar 14, 2008 9:59 am
Create a firs level character from players handbook, no half-orcs. For things outside PH handbook PM me for approval. No clerics or paladins. Use Druids to replace clerics.
The orcs and goblinoids were ugly to the other races. All the other races feared them, thinking they were evil when they really werent. They formed a great alliance and slew all tthose of orc or goblinoid blood. The gods were so dissapointed they left this world for secret places only they knew about. And now the races must fare without their gods... (this will sound better later)
Clerics and paladins are disallowed for obvious reasons. Luckily, Druids and fighters can replace them.
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Posted: Fri Mar 14, 2008 7:06 pm
how about character creation?
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Posted: Sat Mar 15, 2008 4:28 pm
Characters are simply posted. Create them manually or use http://www.pathguy.com/cg35.htm or something similar. Drag n Drop char sheets into word, they are much eisier to read. You may roll ability scores yourself or on the generators. for char options not in players handbook PM me.
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Posted: Sat Mar 15, 2008 11:40 pm
Thoven Gellantara (1) sorcerer
STR 14 +2 HP: 6/6 DEX 14 +2 AC:12 F.F.: 10 Touch: 12 CON 14 +2 Init: 2 INT 12 +1 Fort:2 Ref:2 Will:2 WIS 11 +0 CHA 17 +3
Class abilities: Summon Familiar, Simple Weapon Proficiency
Skills: Bluff¤§ cha 5 = 3 + 2 + 0 Concentration¤§ con 6 = 2 + 4 + 0 Craft (Wand)¤§ int 3 = 1 + 2 + 0 Decipher Script§ int 3 = 1 + 2 + 0 Knowledge (arcana)§ int 4 = 1 + 3 + 0 Spellcraft§ int 4 = 1 + 3 + 0
Dagger 2 1d4+2 19-20/x2 10 1lb, Med,
Possesions: Backpack (empty) 2 Bedroll 5 Caltrops 2 Dagger 1 Flint and steel 0 Lamp, common 1 Oil (1-pint flask) 1 Peasant's outfit 2 Pouch, belt 3 4 x Rations, trail (per day) 4 Rope, hemp (50 ft.) 10 Signal Whistle 0 Spell component pouch 3 Waterskin 4
Feats: Eschew Materials Combat-Casting
Languages: Infernal Abyssal Common
PLATINUM 2 GOLD 2 SILVER 8
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Posted: Mon Mar 17, 2008 7:34 am
Good. I have another person making a character, and I think I will create a ranger.
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Posted: Mon Mar 17, 2008 6:47 pm
slam-skull Good. I have another person making a character, and I think I will create a ranger. Cool, now we probably need a healer, I'll post my character soon
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Posted: Tue Mar 18, 2008 4:57 pm
Sarhavian Female Human Wildshaping Ranger 1 Neutral Good Representing slam-skull
Strength 16 (+3) Dexterity 16 (+3) Constitution 15 (+2) Intelligence 11 (+0) Wisdom 14 (+2) Charisma 7 (-2) Size: Medium Height: 5' 10" Weight: 195 lb Skin: Light Eyes: Blue Hair: Red; Straight
Total Hit Points: 10
Speed: 40 feet [wildshaping ranger]
Armor Class: 15 = 10 +2 [leather] +3 [dexterity]
Touch AC: 13 Flat-footed: 12 Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative] Fortitude save: +4 = 2 [base] +2 [constitution] Reflex save: +5 = 2 [base] +3 [dexterity] Will save: +2 = 0 [base] +2 [wisdom] Attack (handheld): +4 = 1 [base] +3 [strength] Attack (unarmed): +4 = 1 [base] +3 [strength] Attack (missile): +4 = 1 [base] +3 [dexterity] Grapple check: +4 = 1 [base] +3 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
Languages: Common
Greatsword [2d6, crit 19-20/x2, 8 lb., two handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Improved Initiative Run Track [free to rangers]
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 0 = +0 Balance Dex* 3 = +3 Bluff Cha -2 = -2 Climb Str* 3 = +3 Concentration Con 2 = +2 Craft_1 Int 0 = +0 Craft_2 Int 0 = +0 Craft_3 Int 0 = +0 Diplomacy Cha -2 = -2 Disguise Cha -2 = -2 Escape Artist Dex* 3 = +3 Forgery Int 0 = +0 Gather Information Cha -2 = -2 Heal Wis 2 = +2 Hide Dex* 7 = +3 +4 Intimidate Cha -2 = -2 Jump Str* 7 = +3 +4 [speed 40] Knowledge (geography) Int 4 = +0 +4 Knowledge (nature) Int 4 = +0 +4 Listen Wis 6 = +2 +4 Move Silently Dex* 7 = +3 +4 Perform_1 Cha -2 = -2 Perform_2 Cha -2 = -2 Perform_3 Cha -2 = -2 Perform_4 Cha -2 = -2 Perform_5 Cha -2 = -2 Ride Dex 3 = +3 Search Int 0 = +0 Sense Motive Wis 2 = +2 Spot Wis 6 = +2 +4 Survival Wis 6 = +2 +4 Swim Str** 3 = +3 Use Rope Dex 3 = +3
* = 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) Wildshaping Ranger:
Favored enemies
Track as bonus feat (already included)
Endurance
Wild empathy (roll level + charisma bonus)
Endurance (level 3)
Animal Companion (level 4)
Wild Shape (level 5)
Woodland Stride (level 7)
Swift Tracker (level 8 )
Evasion (level 9)
Camouflage (level 13)
Hide in Plain Sight (level 17)
High wisdom gains bonus spells daily
Favored Enemies:
Humanoids (human) +2
Class HP rolled Level 1: Ranger 8
Sarhavian's Equipment:
25 lb 3 lb _____ 28 lb Weapons / Armor / Shield (from above) Arrows (quiver of 20) x1
Total
More about Sarhavian:
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Posted: Wed Mar 19, 2008 4:50 am
what books are all available?
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Posted: Wed Mar 19, 2008 7:55 am
I own Players Handbook DM guide Monster Manual (if it has no level ajustment you can use it) Arms and Equipment Guide Book of Exalted Deeds Complete Scoundrel Dragon Magic Quintessential Human Hero Builders Guidebook
I have access to Monster Manual 2 Dracominican Song and Silence Spell Compendium Players Handbook 2
If you want things from other books PM me so I can approve it
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Posted: Mon Mar 24, 2008 12:20 pm
Aneris Male Elf Wilderness Rogue 1 Chaotic Good
Strength 13 (+1) Dexterity 19 (+4) Constitution 11 (+0) Intelligence 16 (+3) Wisdom 9 (-1) Charisma 13 (+1) Size: Medium Height: 4' 8" Weight: 110 lb Skin: Pale Eyes: Red Hair: None
Total Hit Points: 6
Speed: 30 feet
Armor Class: 16 = 10 +2 [leather] +4 [dexterity]
Touch AC: 14 Flat-footed: 12 Initiative modifier: +8 = +4 [dexterity] +4 [improved initiative] Fortitude save: +0 = 0 [base] Reflex save: +6 = 2 [base] +4 [dexterity] Will save: -1 = 0 [base] -1 [wisdom] Attack (handheld): +1 = 0 [base] +1 [strength] Attack (unarmed): +1 = 0 [base] +1 [strength] 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 Draconic Elven Gnoll Sylvan
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Improved Initiative
Traits:
Cautious
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 3 = +3 Balance Dex* 4 = +4 Bluff Cha 1 = +1 Climb Str* 5 = +1 +4 Concentration Con 0 = +0 Craft_1 Int 3 = +3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 1 = +1 Disguise Cha 1 = +1 Escape Artist Dex* 4 = +4 Forgery Int 3 = +3 Gather Information Cha 1 = +1 Heal Wis -1 = -1 Hide Dex* 4 = +4 Intimidate Cha 1 = +1 Jump Str* 1 = +1 Knowledge (geography) Int 7 = +3 +4 Knowledge (nature) Int 7 = +3 +4 Listen Wis 5 = -1 +4 +2 [elf] 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 Profession Wis 3 = -1 +4 Ride Dex 4 = +4 Search Int 9 = +3 +4 +2 [elf] Sense Motive Wis -1 = -1 Sleight of Hand Dex* 8 = +4 +4 Spot Wis 5 = -1 +4 +2 [elf] Survival Wis 3 = -1 +4 Swim Str** 1 = +1 Tumble Dex* 8 = +4 +4 Use Rope Dex 4 = +4
* = check penalty for wearing armor
Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear.
Elf:
+2 dexterity / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow && shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level cool
Special Abilities (choices begin at 10th level)
Class HP rolled Level 1: Rogue 6
Aneris's Equipment:
19 lb 12 lb 2 lb 2 lb 5 lb 20 lb 15 lb
4 lb 1 lb 8 lb 30 lb 4 lb 1 lb 1 lb 1 lb _____ 125 lb Weapons / Armor / Shield (from above) Arrows (quiver of 20) x4 Backpack Caltrops Crowbar Firewood (1 day) x1 Flasks x10 Flint and steel Grappling hook Mirror Pole Rope (50', hempen) x3 Torches x4 Vial (for ink or potions) x4 Whetstone Thieves' tools
Extra info: dislikes psions Is an ex-cleric of Olidammara Has taken up drinking recently
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Posted: Wed Mar 26, 2008 1:23 pm
I must apologize, I've been having a lot of school work and havent had time to make a character, but that will be fixed and I'll have my character posted sometime today, so thank you for your patience, and I apologize once again
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Posted: Thu Mar 27, 2008 2:48 pm
ok, heres my sheet, i didnt use internet generators, just wrote it down(its kinda long): Name:Lanoor Hagel Race:Human Class:Soul Knife/1st level Alignment: Nuetral Good Size: Medium Age: 17 Gender: Male Height: 6'1” Eyes: blue Hair: Red Skin: Tan Str |13|1 | Dex|18|4 | Con|15|2 | Int |13|1 | Wis|17|3 | Cha|13|1 | HP|12 PP|2 Speed: 30ft AC:18(10+Armor+dex) Init:4 Fort:2|0 base Ref:6|2 base Will:5|2 base BAB:0 Weopon: Mind Blade(Short Sword)|+5 hit|1d6+1|19-20/x2 Armor: Chain Shirt|light|+4 AC|+4 max Dex|-2 Check|Weight 25lb Item |Weight Backpack |2 Bedroll |5 Hooded Lantern |2 Rope(silk) |5 Signet Ring |- Waterskin |4 Flint and Steel |- Peasant clothes |2 4 days trail rations |4 tindertwigx5 |- Total |49(includes armor) light load:50 med load:100 heavy load:150 skills sad check penalties added in already) autohypnosis: 7 climb:2 concentration:6 craft(trapmaking):2 hide:4 jump:2 Knowlege(psionics):2 listen:4 Move silently:4 spot:5 tumble:3 swim(no ranks):-3 feats & special abilities: Class: -Mind Blade -Weopon focus(Mind Blade) bonus feat -Wild talent bonus feat Feats: -Weopon finesse -Dodge
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Posted: Thu Mar 27, 2008 3:11 pm
Ok, I finnaly did it, my computers been acting funny, but I finally got my sheet done, I'll keep checking to see when our first game is.
Korin Dusk Male Human Binder Lvl 1 Chaotic Good Representing Phantoms-Heart
Strength 14 (+2) Dexterity 16 (+3) Constitution 17 (+3) Intelligence 13 (+1) Wisdom 12 (+1) Charisma 18 (+4) Size: Medium Height: 5' 8" Weight: 150lb Skin: Tan Eyes: Green Hair: Black; Long, Straight
Total Hit Points: 11
Speed: 30ft
Armor Class: 16 (+ 3 Studded Leather + 3 Dex)
Touch AC: 13 Flat-footed: 13 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +5 = 2 [base] +3 [constitution] Reflex save: +3 = 0 [base] +3 [dexterity] Will save: +3 = 2 [base] +1 [wisdom] Attack (handheld): +2 = 0 [base] +2 [strength] Attack (unarmed): +2 = 0 [base] +2 [strength] Attack (missile): +3 = 0 [base] +3 [dexterity] Grapple check: +2 = 0 [base] +2 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 66 lb. or less 67-133 lb. 134-200 lb. 200 lb. 400 lb. 1000 lb.
Languages: Common, Draconic
MorningStar [1d8, crit x2, 8 lb., one/two handed, bludgeoning and piercing]
Dagger [1d4, crit 19-20x2, range inc. 10 ft, 1 lb, piercing or slashing]
Light Crossbow [1d8, crit 19-20x2, range inc. 80 ft, 1 lb, piercing/30 bolts]
Studded Leather armor [light; +3 AC; max dex +4; check penalty 0; 15 lb.]
Feats:
Ignore Special Requrements Improved Binding
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 1 = +1 Balance Dex* 2 = +3-1 Bluff Cha 6 = 4+2 Climb Str* 1 = +2-1 Concentration Con 5 = +3 +2 Craft_1 Int 1 = +1 Craft_2 Int 1 = +1 Craft_3 Int 1 = +1 Diplomacy Cha 6 = 4 +2 Disguise Cha 4 = 4 Escape Artist Dex* 2 = +3-1 Forgery Int 1 = +1 Gather Information Cha 6= 4+2 Heal Wis 1 = +1 Hide Dex* 2 = +3-1 Intimidate Cha 8 = 4+4 Jump Str* 1 = +2-1 Knowledge () Int 1 = +1 Knowledge () Int 1 = +1 Listen Wis 1 = +1 Move Silently Dex* 2 = 3-1 Perform_1 Cha 4 = 4 Perform_2 Cha 4 = 4 Perform_3 Cha 4 = 4 Perform_4 Cha 4 = 4 Perform_5 Cha 4 = 4 Ride Dex 3 = +3 Search Int 1 = +1 Sense Motive Wis 5 = +1 +4 Spot Wis 1 = +1 Survival Wis 1 = 1 Swim Str** 1 = +2-1 Use Rope Dex 3 = +3
* = 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) Binder:
Soul Binding (1 Vestige)
Binding Check (Roll+Cha mod+Binder Level)
Saves Agaist Binder Abilitys (10+Cha Mod (or Con Mod in some cases, will state when applied)+1/2 binder level (Round Up)
Pact Augmation (1 Ability) (Level 2)
Surpress Sign (level 2)
Bonus Feat (level 4)
Pact Augmation (2 abilitys) (level 5)
Soul Guardian (Immune to Fear) (level 6)
Soul Binding (2 Vestiges) (level 8 )
Soul Guardian (Slippery Mind (level 9)
Pact Augmation (3 abilitys) (level 10)
Bonus Feat (level 11)
Soul Guardian (Immune to energy drain and negative levels) (level 13)
Soul Binding (3 Vestiges) (level 14)
Pact Augmation (4 Abilitys) (level 16)
Bonus Feat (level 1 cool
Soul Guardian (Mind Blank) (level 19)
Pact Augmation (5 abilitys) (level 20)
Soul Binding (4 Vestiges) (Level 20)
Class HP rolled Level 1: Binder 8
Sarhavian's Equipment:
25 lb 3 lb 2 lb 1 lb 5 lb ½ lb 10 lb 5 lb 4 lb 1 lb ½ lb 5 lb _____ Weapons / Armor / Shield (from above) bolts (case of 10) x3 Backpack Bed roll Mirror Torches x5 Vial x4 Rope, Hapen(50 ft) Flint and Steel Travlers outfit
Total 68 lb
Gold 110
More about Korin Age: 23
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Posted: Fri Mar 28, 2008 7:36 pm
stepsworthmcfigel Name:Lanoor Hagel Class:Soul Knife/1st level ok, now i'm changing my char's "other info" section. the above is one of the reasons. and what exactly is a binder?
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Posted: Fri Mar 28, 2008 8:25 pm
velixsiol stepsworthmcfigel Name:Lanoor Hagel Class:Soul Knife/1st level ok, now i'm changing my char's "other info" section. the above is one of the reasons. and what exactly is a binder? A Binder is someone who gains power by making a deal with a reminent of a spirit that exsists in a relm that even the gods could not reach *Luckly, there are no gods to talk about in this game.* The Binder makes a deal with the spirit, in which the spirit is housed in the binder for 24 hours and is able to feel the world around it. The binder gains a bit of the spirits power it had in life, and is able to use it....somewhat as he will. You see, The binder and the spirt enter a pact, and if the spirit wins the pact, the binder is influenced by the spirits personality *Which, depending on the spirit, could be dancing whenever music is heard, being overly greedy and begruding of every coin, or even falling in love to easily...or (And I find this the worst one) You must betray someone within the first two hours of the pact, and make sure they know it was you, if not, you suffer a cumalative -1 penalty to every d20 roll and damage roll you make.* and You show the spirits sign *It could be horns, or a brand, or your voice could change, but there are others* and are unable to suppress the sign, everyone can see it unless you disguise it. If You win however, you are able to suppress the vestiges sign and apear normal *Only at second level on up though, and some vestige powers require you show the vestiges sign* and are not influenced by the vestiges personality. Hopefully that was a good enough explanation, if a bit long
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