Welcome to Gaia! ::

Reply Recycle Bin
Dungeon Academy

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Romero Montegue

PostPosted: 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...
PostPosted: Sat Mar 29, 2008 10:27 pm


Hi graffitijak!

Alterius Havoc


Jaistilin

PostPosted: Sat Mar 29, 2008 11:31 pm


Character completion: 90%
Status: Awaiting information
Character link: (^-^)
PostPosted: 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.

HatmasterM


Grand cupatu

PostPosted: 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
PostPosted: Thu Apr 03, 2008 9:27 pm


Hmm...so do we start...or do we get starting gold...I'm unsure right now...

Jaistilin


balt11t

5,050 Points
  • Wall Street 200
  • Contributor 150
  • Entrepreneur 150
PostPosted: 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.
Reply
Recycle Bin

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum