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Posted: Sat Mar 29, 2008 5:37 pm
You have been living in the guild your entire life and have been trained since you could walk about the art of combat. But things are about to be set in motion...
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Posted: Sat Mar 29, 2008 10:27 pm
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Posted: Sat Mar 29, 2008 11:31 pm
Character completion: 90% Status: Awaiting information Character link: (^-^)
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Posted: Sun Mar 30, 2008 1:20 pm
I await more information! I shall enter this as Palindrome, sword fighter to the maximum! Oh, and yes, sword he has. But I'll make my character when you get back to me, Jak.
The character sheet: (Note:: He is a Fighter main. Your instructions made it sound like I had to take one in each of those classes. Please modify it to it being useable/in your instructions. Thanks.)
Palindrome Male Human(Elemental Blood) Bard 1 / Fighter 2 / Rogue 1 / Illusionist 1 Neutral Good Representing HatmasterM
Strength 18 (+4) Dexterity 13 (+1) Constitution 17 (+3) Intelligence 12 (+1) Wisdom 11 (+0) Charisma 13 (+1) Size: Medium Height: 6' 3" Weight: 190 lb Eyes: Blue Hair: Blonde Skin: Pale
Total Hit Points: 42
Speed: 20 feet
Armor Class: 17 = 10 + 5 [chainmail] + 1 [light steel] + 1 [dexterity]
Touch AC: 11 Flat-footed: 16 Initiative modifier: + 1 = + 1 [dexterity] Fear check: + 0 = + 0 [wisdom] Horror check: + 0 = + 0 [wisdom] Madness check: + 0 = + 0 [wisdom] Fortitude save: + 6 = 3 [base] + 3 [constitution] Reflex save: + 5 = 4 [base] + 1 [dexterity] Will save: + 4 = 4 [base] Attack (handheld): + 6 = 2 [base] + 4 [strength] Attack (missile): + 3 = 2 [base] + 1 [dexterity] Grapple check: + 6 = 2 [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 Elemental (? 2 more)
b*****d Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Bolas [1d4 (nonlethal), crit x2, range incr 10 ft., 2 lb, bludgeoning]
Chain mail [medium; + 5 AC; max dex + 2; check penalty -5; 40 lb.; arcane spell failure 30%] ; arcane spell failure 5%
Light Steel Shield [ + 1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Hawk familiar
Feats:
Athletic Exotic Weapon Proficiency Weapon: b*****d Sword, Bolas Mounted Combat Rideby Attack Elemental Blood (Water) [hand-edit as needed] Scribe Scroll [free to wizard]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 1 = +1 Balance Dex* 1 = +1 Bluff Cha 1 = +1 Climb Str* 9 = +4 + 3 + 2 [athletic] Concentration Con 3 = +3 Craft_1 Int 1 = +1 Craft_2 Int 1 = +1 Craft_3 Int 1 = +1 Diplomacy Cha 3 = +1 + 2 [sense motive] Disguise Cha 1 = +1 Escape Artist Dex* 4 = +1 + 3 Forgery Int 1 = +1 Gather Information Cha 1 = +1 Handle Animal Cha 2 = +1 + 1 Heal Wis 0 = +0 Hide Dex* 1 = +1 Intimidate Cha 1 = +1 Jump Str* 1 = +4 + 3 -6 [speed 20] Knowledge (arcana) Int 2 = +1 + 1 Knowledge (dungeoneering) Int 3 = +1 + 2 Knowledge (geography) Int 3 = +1 + 2 Knowledge (history) Int 2 = +1 + 1 Knowledge (local) Int 2 = +1 + 1 Knowledge (nature) Int 3 = +1 + 2 Knowledge (nobility) Int 2 = +1 + 1 Knowledge (planes) Int 3 = +1 + 2 Listen Wis 0 = +0 Move Silently Dex* 1 = +1 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 8 = +1 + 7 Search Int 6 = +1 + 5 Sense Motive Wis 6 = +0 + 6 Spot Wis 0 = +0 Survival Wis 0 = +0 Swim Str** 6 = +4 + 2 [athletic] Use Rope Dex 1 = +1
* = check penalty for wearing armor
This character also has 2 ranks in Speak Languages. Search >=5 ranks gives + 2 on survival checks while tracking. The hawk confers + 3 on spot checks in well-lit conditions. If the familiar is within reach, + 2 on spot and listen ("alertness").
Zero-level Bard spells: 2 per day
Zero-level Illusionist spells: 3 per day
First-level Illusionist spells: 2 (1 + 1) per day
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) Bard
Bardic Knowledge
Bardic Music
Can know only limited numbers of spells
High charisma gains bonus spells daily
Fighter
Bonus Feats (already included)
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)
Wizard (Illusionist)
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily
Class HP rolled Level 1: Fighter 10 Level 2: Rogue 3 Level 3: Illusionist 4 Level 4: Bard 1 + 1 to strength Level 5: Fighter 9
Palindrome's Equipment:
54 lb 2 lb 5 lb 5 lb
4 lb 1 lb 1 lb 3 lb 2 lb 3 lb 1 lb _____ 81 lb Weapons / Armor / Shield (from above) Backpack Bedroll Fishing net Flint and steel Grappling hook Soap Healer kit Musical instrument Spell component pouch Spellbook x1 Thieves' tools
Total
Also...
Palindrome carries an enchanted thermos that never runs out of water. It was a gift from his father before he left his clan.
More about Palindrome:
Palindrome is a half-elemental human fighter with a past that is shrouded in mystery. His skill in mounted combat has made him widely renowned in the Academy. Special Feat Information: Elemental Blood (Water) - To be defined in detail by the Dungeon Master. Has qualities of a water elemental, gaining some abilities and some weaknesses.
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Posted: Sun Mar 30, 2008 10:59 pm
Selamin Aborshate
Male Elf Bard 1 / Rogue 2 / Illusionist 2 True Neutral Representing SCA
Strength 13 (+1) Dexterity 15 (+2) Constitution 10 (+0) Intelligence 18 (+4) Wisdom 17 (+3) Charisma 18 (+4) Size: Medium Height: 5' 7" Weight: 130 lb Eyes: Blue Hair: White Skin: Light
Specialty: Illusion
Gave up: Abjuration Evocation
Total Hit Points: 21
Speed: 30 feet
Armor Class: 15 = 10 + 3 [studded] + 2 [dexterity]
Touch AC: 12 Flat-footed: 13
Initiative modifier: + 2 = + 2 [dexterity] Fear check: + 3 = + 3 [wisdom] Horror check: + 3 = + 3 [wisdom] Madness check: + 3 = + 3 [wisdom] Fortitude save: + 0 = 0 [base] Reflex save: + 9 = 5 [base] + 2 [dexterity] + 2 [weasel] Will save: + 8 = 5 [base] + 3 [wisdom] Attack (handheld): + 3 = 2 [base] + 1 [strength] Attack (missile): + 4 = 2 [base] + 2 [dexterity] Grapple check: + 3 = 2 [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: Abyssal Aquan Common Draconic Dwarven Elven Dark_Elf_Silent Giant Gnoll Gnome Goblin
Ranseur [2d4, crit x3, 12 lb., two-handed, piercing]
Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]
Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1; 20 lb.; arcane spell failure 15%]
Weasel familiar
Feats:
Exotic Weapon Proficiency Weapon: Martial Weapon Proficiency Weapon: Scribe Scroll [free to wizard]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +4 Balance Dex* 2 = +2 Bluff Cha 7 = +4 + 3 Climb Str* 1 = +1 Concentration Con 0 = +0 Craft_1 Int 4 = +4 Craft_2 Int 4 = +4 Craft_3 Int 4 = +4 Diplomacy Cha 4 = +4 Disguise Cha 4 = +4 Escape Artist Dex* 2 = +2 Forgery Int 4 = +4 Gather Information Cha 4 = +4 Heal Wis 3 = +3 Hide Dex* 8 = +2 + 6 Intimidate Cha 4 = +4 Jump Str* 1 = +1 Knowledge (arcana) Int 8 = +4 + 4 Knowledge (architecture) Int 8 = +4 + 4 Knowledge (dungeoneering) Int 8 = +4 + 4 Knowledge (geography) Int 7 = +4 + 3 Knowledge (history) Int 8 = +4 + 4 Knowledge (local) Int 7 = +4 + 3 Knowledge (nature) Int 7 = +4 + 3 Knowledge (nobility) Int 7 = +4 + 3 Knowledge (religion) Int 7 = +4 + 3 Knowledge (planes) Int 8 = +4 + 4 Listen Wis 5 = +3 + 2 [elf] Move Silently Dex* 6 = +2 + 4 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 = +2 + 1 Search Int 6 = +4 + 2 [elf] Sense Motive Wis 3 = +3 Sleight of Hand Dex* 6 = +2 + 4 Spellcraft Int 9 = +4 + 5 Spot Wis 5 = +3 + 2 [elf] Survival Wis 3 = +3 Swim Str** 1 = +1 Use Rope Dex 2 = +2
* = check penalty for wearing armor
This character also has 5 ranks in Speak Languages. If the familiar is within reach, + 2 on spot and listen ("alertness").
Zero-level Bard spells: 2 per day
Zero-level Illusionist spells: 5 (4 + 1) per day
First-level Illusionist spells: 4 (2 + 1 + 1) per day
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
Bard
* Bardic Knowledge
* Bardic Music
* Can know only limited numbers of spells
* High charisma gains bonus spells daily
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)
Wizard (Illusionist)
* Familiar / Alertness, etc.
* Bonus Feats (already included)
* High intelligence gains bonus spells daily
* Specialist gets 1 extra illusion spell/level/day
Class HP rolled Level 1: Illusionist 4 Level 2: Illusionist 4 Level 3: Bard 4 Level 4: Rogue 6 + 1 to dexterity Level 5: Rogue 3
Selamin Aborshate's Equipment:
44 lb 2 lb 5 lb
1 lb 2 lb 20 lb
2 lb
20 lb 3 lb 1 lb 8 lb 3 lb 8 lb 3 lb 2 lb 12 lb 1 lb 6 lb _____ 143 lb Weapons / Armor / Shield (from above) Backpack Bedroll Bell Bottle Candle Case (for map or scroll) Chain (10 feet) x1 Firewood (1 day) x1 Fishhook Flasks x1 Flint and steel Ink vial Ink pen Ladder Lantern (bullseye) Locks x1 Pole Rations (1 day) x3 Disguise kit Musical instrument Spell component pouch Spellbook x4 Thieves' tools Tools (miscellaneous) x3
Total
More about Selamin Aborshate:
Back story to come soon
Hope you don't mind all the stuff I have, I like to be prepared. I will keep most of my belongings in rooms. You say it's an academy, so I was thinking maybe I could leave most of this stuff in the room. I also need more info on this game. I kinda have a few ideas for the game. PM me about them. We'll talk. Hope you will let me in biggrin
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Posted: Thu Apr 03, 2008 9:27 pm
Hmm...so do we start...or do we get starting gold...I'm unsure right now...
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Posted: Tue Apr 22, 2008 5:25 pm
Thamior the Pathfinder
Male Elf Ranger 3 / Wizard 2 Chaotic Good Representing Taylor
Strength 13 (+1) Dexterity 20 (+5) Constitution 14 (+2) Intelligence 17 (+3) Wisdom 11 (+0) Charisma 13 (+1) Size: Medium Height: 5' 3" Weight: 120 lb Skin: Light Eyes: Green Hair: Dark Brown; Beardless
Total Hit Points: 29
Speed: 30 feet
Armor Class: 18 = 10 +3 [studded] +5 [dexterity]
Touch AC: 15 Flat-footed: 13
Initiative modifier: +5 = +5 [dexterity] Fortitude save: +5 = 3 [base] +2 [constitution] Reflex save: +8 = 3 [base] +5 [dexterity] Will save: +4 = 4 [base] Attack (handheld): +5 = 4 [base] +1 [strength] Attack (unarmed): +5 = 4 [base] +1 [strength] Attack (missile): +9 = 4 [base] +5 [dexterity] Grapple check: +5 = 4 [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 Gnome Goblin
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.; arcane spell failure 15%]
No familiar yet
Feats:
Endurance [free to rangers] Point Blank Shot Rapid Shot [ranger archery track] Track [free to rangers] Scribe Scroll [free to wizard] Still Spell
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 3 = +3 Balance Dex* 5 = +5 Bluff Cha 3 = +1 +2 Climb Str* 5 = +1 +4 Concentration Con 10 = +2 +8 Craft_1 Int 7 = +3 +4 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Diplomacy Cha 1 = +1 Disguise Cha 1 = +1 Escape Artist Dex* 5 = +5 Forgery Int 3 = +3 Gather Information Cha 1 = +1 Handle Animal Cha 5 = +1 +4 Heal Wis 0 = +0 Hide Dex* 9 = +5 +4 Intimidate Cha 1 = +1 Jump Str* 5 = +1 +4 Knowledge (arcana) Int 11 = +3 +8 Listen Wis 6 = +0 +4 +2 [elf] Move Silently Dex* 9 = +5 +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 7 = +5 +2 Search Int 5 = +3 +2 [elf] Sense Motive Wis 0 = +0 Spellcraft Int 13 = +3 +8 +2 [Knowledge, arcane] Spot Wis 4 = +0 +2 +2 [elf] Survival Wis 0 = +0 Swim Str** 5 = +1 +4 Use Rope Dex 5 = +5
* = check penalty for wearing armor
Zero-level Wizard spells: 4 per day
First-level Wizard spells: 3 (2+1) per day
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
Ranger:
* Favored enemies
* Track as bonus feat (already included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
* Endurance (level 3)
* Animal Companion (level 4)
* Woodland Stride (level 7)
* Swift Tracker (level cool
* Evasion (level 9)
* Camouflage (level 13)
* Hide in Plain Sight (level 17)
Favored Enemies:
* Humanoids (reptilian) +2
# WizardFamiliar / Alertness, etc.
# Bonus Feats (already included)
# High intelligence gains bonus spells daily
This ranger chose the archery track.
Class HP rolled Level 1: Ranger 8 Level 2: Wizard 1 Level 3: Wizard 2 Level 4: Ranger 3 +1 to wisdom Level 5: Ranger 5
Thamior's Equipment:
27 lb 12 lb 2 lb 5 lb 1 lb
1 lb 5 lb 2 lb 3 lb 20 lb 3 lb _____ 81 lb Weapons / Armor / Shield (from above) Arrows (quiver of 20) x4 Backpack Bedroll Case (for map or scroll) Flint and steel Lamp (common) Rations (1 day) x5 Sacks x3 Torches x3 Waterskins x5 Spellbook x1
Total
More about Thamior:
An extremely aware person. Often makes maps of the surrounding areas. When he finds adventurers often gives them one of the many maps he has. As a elf approaching adulthood he finds an academy for gifted combatants.
I hope this is ok I some how screw up character sheets A LOT.
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