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Starting the Campaign (DnD)

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forgerofsouls
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Starting the Campaign (DnD)

Post by forgerofsouls »

So, to make it simple right now. After talking with some of the others, I have decided to start up a DnD campaign. And no, this will not be the thread with the actual gaming. Instead this is the INFORMATION thread so to speak. Here the players will find the information on anything and everything as the game progresses. This is also where the players can find all the house rules and which rule sets are being used.

No actual characters are to be posted here, trying to keep things separated so as to make things a little less clustered, and a little more organized.

For now, here are a few house rules that I always run with:

- Classes that have a alignment restriction for their uses (i.e.: Barbarians, Bards, Monks, and Paladins) have these alignment restrictions removed. But divine magic users still have to share an alignment with their deity.

- Two classes have a major restriction that I have felt made little to no sense. They are paladins and monks. This restriction is that if you ever took a level in something else than you could no longer raise the level of your paladin or monk class. I am removing this restriction from any and all classes that have such a restriction.

- Any large to small race is useable as long as that race's ecl and starting HD does not exceed the starting level. Exception to this is if the player wants to use monster levels. In this case the player has to complete their monster class first before they can take a normal PC class.

- Any classes that exist in the 3.5 DnD books (and the Pathfinder books) can be used. Players also can choose to use either the normal DnD classes or the Pathfinder variants. Since the starting level will be 5, no player can start with a prestige class. Though at later levels players may take up prestige classes.

- Players can not under any circumstance become a god or god like being. No paragons for example. Even if a legit in game way is feasible, due to powers greater than that of the dieties, no player may become a god or god like being.

- For the sake of simplicity, the skills and feats from Pathfinder replace the skills and feats in DnD where applicable. Also, as I study pathfinder more, I might adopt new or modified rules from pathfinder to replace the ones from normal DnD. When I do, the new rules will come into effect: at the end of the current encounter (if the players are currently in an encounter), or immediately (if the players are doing nothing special at the time), or ASAP (if the players are doing something special like very difficult negotiations with a king, but are not in an actual encounter).

- If a player wants a new house rule added, post the rule (or rules in case of multiples) here and I'll think about it after talking with you about its use (if not immediately obvious to me). Same goes for feats.

- If a player wants to bring a class or race from another d20 source, post the class in a separate thread and consult with me. And I will either one: allow it, two: Not allow it, or three: allow it after modifications.

- If a player wants to bring a custom made class or race or feat that they made into the game. Post it in a separate thread and consult with me. And I will either one: allow it, two: Not allow it, or three: allow it after modifications.

- Players that are playing a spell casting (or psionic using) class, I encourage them to make their own spells and powers. But, as with any and all custom content, it must be approved by me before actual use. For the most part if I find it balanced and not overpowered I will allow it on the spot. But do not be surprised if I tell you to change something to make it useable.

- The part of the paladins code that states that they can not travel or help evil characters knowing that they are evil is herby nulled and expunged from the code. So good paladins can now travel with evil characters with no negative ramifications. Same goes with evil paladins traveling with good characters, lawful with chaotic, and chaotic with lawful.

- Any further changes that are to be made are up in the air.

- Starting Money = 0 Platnium, 0 Gold, o Silver, 0 Copper...You own only clothing, nothing else. >: )

- Starting Level = 5 (Incase you missed it up above)

- To determine your abilities, you start with 32 ability points to spend on your abilities. But, unlike the normal point buy system where your abilities start at 8 modified by your race, your abilities start at 10 modified by your race. Other than that, the amount of points that is needed to spend to raise an ability is the same:
11-14 = 1
15-16 = 2
17-18 = 3

18 is the max (can go higher or lower depending on the racial bonuses and penalties)



Special Rules Beyond Normal Rules For the Campaign…

All characters have an elemental affinity. Elemental affinities come into play when it comes to spells and powers that players can get later. Using spells and powers that share the same element as your elemental affinity get a +1 bonus to caster levels, DCs, attack rolls, and damage rolls. This bonus increases by +1 every fifth level (5th, 10th, 15th, 20th, etc), there is no maximum limit on the bonus. Each element has an opposing element, if a character uses a spell or power that is of the opposing element, then they suffer a penalty equal to their elemental affinity bonus to caster levels, DCs, attack rolls, and damage rolls. The elements are as follows:

Fire
Ice
Water
Earth
Metal
Wind
Sound
Electricity
Negative Energy
Positive Energy
Gravitation Energy

Characters do not get the luxury of choosing their elemental affinity. The DM rolls randomly for each character.

Also, there are many other things I will be adding to the characters, but these are surprises that will be PMed to the player of each character. It is up to them to remember this info. I to will keep my own notes on these special traits of the characters so that I can remember.

Also, please note that there is no such thing as EXPERIENCE in this DnD campaign. Indeed, instead, there are “Training Points”, ok, I’ll admit it, its not exactly an original name. With Training Points you can buy your self new feats, inherent bonuses to you character’s abilities (strength, dexterity, etc), and levels. In fact, this is the only way to level up.

But, on a side note, there is also a thing called “Mythic Points”, much cooler sounding than “Training Points”. But…Mythic Points can not be used to increase your abilities, gain new feats, or level up. Instead, you can spend them to gain a permanent Mythic Bonus to abilities checks (IE: If you have to make a strength check and your strength is 14, you normal roll a d20 and add +2 to it, but if you have a +1 mythic bonus on strength checks that roll is a d20 + 3), skill checks, saving throws, attack rolls, DCs, and damage rolls. Remember, the mythic bonus does not increase your ability, so it does not increase your ability’s modifier to anything that it effects. Also, the max mythic bonus you can have to anything is equal to your current level.

Do not think that gaining either points is easy. Also so you now, Mythic points are a 1-1 buy system for mythic bonuses. Training Points is a little different in amount needed to get something.

Ability Inherent Bonus:
+1 Bonus - 1
+2 Bonus - 3
+3 Bonus - 5
+4 Bonus - 7
+5 Bonus - 9

Feats:
Depends on the feat. Since there are to many feats for me to list here. I will instead Ad-Hoc the price for feats on the fly. The price will be based on the usefulness of the feat.

Levels:
1: 0 (You do not need to pay for level 1 if you start at level 1, after all, you can’t start at level 0)
2: 5
3: 10
4: 20
5: 30
6: 40
7: 50
8: 60
9: 70
10: 80
11: 90
12: 100
13: 110
14: 120
15: 130
16: 140
17: 150
18: 160
19: 170
20: 180
21 On up, add +10 Training Points needed to the previous level’s price.


- You start with 0 Training and Mythic Points.

- And last but not least and maybe the most important: If the party has no healer, expect to die.

- Viz has just informed me of an online die roller. http://invisiblecastle.com/roller/
It is to be used for all rolls. And your rolls are to be linked, so that I can see the rolls.

-Due to the hassel that could bring apart, play will be mostly free form (like normal RPing on the forum), but you will have to take in conscideration your stats, for example, if you have a will save of +1 and a wizard casts a Charm spell on you that has a DC of 19, chances are you will fail the save if we used die. In other words, use your head. Like wise, so will I be using my head for play.

- House Rule on the Toughness and Inproved Toughness feats. Improved Toughness is none existence. Instead, Toughness is as follows:
Effect: You gain 3 hit points, and an additional 1 hit point per level after 1st level. The hit points is retroactive meaning that if you take this feat at level 6 you would gain a total of 8 hit points.

- Also, you gain max hit points every level.

- Important house rule here.
For the following spells their range increases from touch to Close (25ft + 5ft /2 levels)
Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Inflict Minor Wounds, Inflict Light Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, and Inflict Critical Wounds.


- A house rule on Attack Areas. That is all melee attacks actually have an attack are, but thye can only effect others under certain conditions. If you are three size categories or more larger than your opponent, you have a chance to hit an opponent even if you miss your attack roll! If your attack roll misses due to your size modifier, your attack is considered an area attack filling the fighting space of an opponent three size categories smaller than you. So a Gargantuan attack has a 5ft area attack against medium or small opponents. A medium attack has a 1ft "area" attack against diminutive or smaller opponents, and so forth.

If you roll a successful attack, it has the normal effects. If you miss, but would have hit if not for your size modifier, then the attack still hits, but the target gets to make a reflex save for half effect (or none, if the target has evasion). Other targets in the area of your attack are also hit by a normal area effect. DC is equal to 10 + 1/2 your level + your str modifier.

- The Keen enchantment for weapons is changed so that it stacks with the Improved Critical feat.

- Soul Knives can form any bladed weapon of their size, not just shortswords, longswords, and bastard swords, as their mind blade. Weapons included are: daggers, sickles, shortswords, throwing axes, handaxes, battleaxes, dwarven waraxes, greataxes, rapiers, cutlasses, scimitars, khopeshs, kukris, longswords, bastardswords, greatswords, falchions, glaives, halberds, scythes, starknifes, kamas, orc double axe, two-bladed sword, dwarven urgrosh, katana, wakizashi, elven thin blade, elven light blade, elven curve blade. (This list will be expanded on as I do more weapon searching).

- Also, Soul Knives can form their mind blades from hilts and shafts if they want to. Thus they can use a sword hilt to form swords and daggers. They can use clubs as shafts for axes and other similar sized weapons. They can use quarterstaves as shafts for scythes and polearms. They do not need them to form the mind blades, but can use them if they like.

- ...there was something else I was going to add...but I forgot it...so this is that rule's place holder >_>;
Last edited by forgerofsouls on Fri Oct 09, 2009 10:54 pm, edited 4 times in total.
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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forgerofsouls
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Re: Starting the Campaign (DnD)

Post by forgerofsouls »

The “World”

The world is called Phagen. It is about the same size as earth. It has three separate continents that people live on, plus two poles. The three continents are called Arthre, Lumthre, and Orthre. The poles are called Nithin (north pole) and Sithin (South pole). The planet has only one moon, called Glinest. The twin suns, one yellow and one red, provide light and heat. The yellow is called Juth, while the red is called Iuth. There are four other planets in the system. The closest one is called Serence, the second one is called Vivet, Phagen is the third planet, the fourth is called Popicronic, and the fifth planet is called Fugpith.

The continent of Arthre contains two kingdoms. Occupying the northern part of Arthre is Gallians, Empire of One Thousand Flags. It is named as such due to the fact that Gallians has over one thousand villages, towns, and cities. It is the largest empire in Phagen. South of Gallians is Feldion, the Nine Monks Kingdom. Feldion is controlled by nine monks, as one might have guessed by the name.

The continent of Lumthre has four groups vying for power. The magical land of Empheris, Country of the Illusions, the Grand Empire of Grond, Orc and Goblin controlled Urthnez , Country of the Hoards, and Zenith, Rogue Necromancer's Country.

The continent of Orthre is currently a free land that has no country or kingdom tied to it. Each village, town, and city has its own laws and rules.

Currently, as far as anyone knows, there is no civilizations existing on the poles. The oceans and seas contain many different kingdoms, these kingdoms are of course occupied by creatures that live beneath the waves. There is also an underwater city that air breathers live at also, called Teliphous. There is also a flying island in the sky that is separate from all other kingdoms. The sky isle is called Minithre and it contains only one city on it, the city is called Forszen. Forszen is considered the most technological and magically advanced city in the world.

The kingdom of Gallians, contains, as previously stated, over one thousand villages, towns, and cities. Due to the sheer number of the places, I will list only the more important places. Namely, the capitol and the next ten largest cities in Gallians. The capitol is Myphtilious, it is actually the largest city, almost a metropolis in size. The castle in Myphtilious, called the Burnt Castle due to its burnt red coloring, is roughly one hundred stories high with its four tallest towers. The next largest city is Luxnimburg, which happens to be the main magic training city for Gallians. The third largest city is Vearnimburg, which is the main training city for the Gallians military. The fourth largest is Graycloak, followed by Aschtin, Fhyrsliced, Tihrentet, Fellohor, Illonteyst, Pytystgud, and Bahippie. For the most part, if there is need of another place in Gallians the name will be made up on the spot. I do not feel like making up names for ALL one thousand plus cities.

While technically the same size in land mass, Feldion has only nine cities. Each city is massive in size, each just as big as Myphtilious. Each of the nine cities is considered the capital city of Feldion. The nine monks share their decisions openly with each other. For the most part, the entire kingdom is open fields, occupied with lots of farms. Each farm is control and operated by the government of Feldion (the monks), each farm also serves as inns and temples. One could say that the farms are like miniature towns. The nine cities are Telon, Telet, Teliu, Telpo, Telad, Telma, Telti, Telle, and Telvu.

For the most part, the only important places on Lumthre to know are the four capitals of the groups vying for power. But, for sake of knowing more than that, the port cities of each nation shall also be listed. For Empheris, the capitol is literally a massive forest that has the buildings built in the trees (the trees are massive), the capital is called Delphios. The main port city of Empheris is Errignia. Grond has its capitol underground, the massive caverns its occupied are magically enchanced to withstand earthquakes and cave ins. The capitol is called Gosineeling. The port city of Grond is Pillow. Urthnez has a rather stable capitol known as Lore, despite the natural tendencies of the main population, it still holds together. They have a major port city called Reh. Before Zenith became what it is today (no mans land), the capitol was called Rothnor, with a port city called Telpinos. But due to the recent take over by a rogue necromancer, no one has entered the nation, and live about it. So no one contacts them anymore, no ships stop at Telpinos, it is a land of undead. And is forsaken, for now.

Like stated before, there is no central government on the continent of Orthre. Some of the more major cities are Lumnomos, Gethec, Limburgtonstenfenway, Pal, Xiith, and Fellfell. There are of course more cities than just those listed, but those are for the most part the more important influential cities on Orthre.

About the governments, it is safe to say I am really not that great at making governments, so unless I state otherwise. Just act normally. For the most part, no nation is allied with each other, and all nations are uneasy about Zenith. At the same time, no nation is at war currently.

About currency. As you all know DnD has copper, silver, gold, and platinum pieces for currency. For the most part, the same is said for Phagen. Except each nation has its own currencies. For the most part, you could say that any other nation’s currency is about half its value in a foreign nation. Gallians currency holds normal face value in Gallians, but it has about half its value in Feldion. Due to Zenith’s current state, all Zenith currency is rare and/or hard to obtain, thus are at double face value in other nations. This is also to help the survivors and refugees from Zenith be able to at the very least get a leg up in life in another nation till Zenith’s situation changes.

As stated, each nation has different currency, but they still follow the copper, silver, gold, and platinum make and values. Just remember that they change for each nation in face value.

Gallians
Copper Piece - Lum
Silver Piece - Finel
Gold Piece - Noble
Platinum Piece - Royal

Feldion
Copper Piece - Nickel
Silver Piece - Dime
Gold Piece - Whole
Platinum Piece - Savak

Empheris
Copper Piece - Wod
Silver Piece - Til
Gold Piece - Pale
Platinum Piece - Ep

Grond
Copper Piece - Copper Piece
Silver Piece - Silver Piece
Gold Piece - Gold Piece
Platinum Piece - Platinum Piece

Urthnez
Copper Piece -Tooth
Silver Piece - Fingernail
Gold Piece - Knucklebone
Platinum Piece - Skull

Zenith
Copper Piece - Orth
Silver Piece - Leves
Gold Piece - Maret
Platinum Piece - Greed

Due to Orthre’s special political situation means that all currencies hold equal face value in each city on the continent. The other kingdoms are the same way.

Languages:
Each country has its own language that anyone from that place or that lived there for a long period of time has learned. For now I won't get into anything specific for each language (like its alphabet and what not), just the county with its corrisponding language.

Gallians - Gallish
Feldion - Feldion
Empheris - Empherive
Grond - Grondish
Urthnez - Muttesh
Zenith - Zen
Orthre - Ort
Teliphous - Telphinish
Minithre - Minithren


For now, do not add anything to your character’s background. Just be aware of the world, or…for the most part…parts of it…
Last edited by forgerofsouls on Sun Oct 11, 2009 6:23 am, edited 2 times in total.
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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Re: Starting the Campaign (DnD)

Post by forgerofsouls »

Character Sheets should look something like this if you are posting them here:

Nasdak Thishilt
Male Human Duskblade 5
5’10 175lb, Green Eyes, Black Hair, Pale Skin, Right Handed

Str 16 +3 Hit Points (Max): 62
Dex 12 +1 AC: 11 = 10 + 1 (Dex) + 0 (Size)
Con 16 +3 Flatfooted AC: 10
Int 17 +3 Touch AC: 11
Wis 14 +2 Initiative: 1
Cha 12 +1 BAB: 5

Fort: 7 = 4 (Base) + 3 (Con)
Ref: 2 = 1 (Base) + 1 (Dex)
Will: 6 = 4 (Base) + 2 (Wis)

Melee: +8 = 5 (Base) + 3 (Str) + 0 (Size)
Ranged: +6 = 5 (Base) + 1 (Dex) + 0 (Size)

Skills:
Appraise (Int) 3 = 0 (Ranks) + 3 (Int) CC
Balance (Dex) 1 = 0 (Ranks) + 1 (Dex) CC
Bluff (Cha) 1 = 0 (Ranks) + 1 (Cha) CC
Climb (Str) 11 = 8 (Ranks) + 3 (Str)
Concentration (Con) 11 = 8 (Ranks) + 3 (Con)
Craft (Any) (Int) 3 = 0 (Ranks) + 3 (Int)
Decipher Script (Int) X = 0 (Ranks) + 3 (Int)
Diplomacy (Cha) 1 = 0 (Ranks) + 1 (Cha) CC
Disable Device (Int) X = 0 (Ranks) + 3 (Int) CC
Disguise (Cha) 1 = 0 (Ranks) + 1 (Cha) CC
Escape Artist (Dex) 1 = 0 (Ranks) + 1 (Dex) CC
Forgery (Int) 3 = 0 (Ranks) + 3 (Int) CC
Gather Information (Cha) 1 = 0 (Ranks) + 1 (Cha) CC
Handle Animal (Cha) X = 0 (Ranks) + 1 (Cha) CC
Heal (Wis) 2 = 0 (Ranks) + 2 (Wis) CC
Hide (Dex) 1 = 0 (Ranks) + 1 (Dex) CC
Intimidate (Cha) 1 = 0 (Ranks) + 1 (Dex) CC
Jump (Str) 11 = 8 (Ranks) + 3 (Str)
Knowledge (Any) (Int) X = 0 (Ranks) + 3 (Int)
Listen (Wis) 2 = 0 (Ranks) + 2 (Wis) CC
Move Silently (Dex) 1 = 0 (Ranks) + 1 (Dex) CC
Open Lock (Dex) X = 0 (Ranks) + 1 (Dex) CC
Perform (Cha) 1 = 0 (Ranks) + 1 (Cha) CC
Profession (Any) (Wis) X = 0 (Ranks) + 2 (Wis) CC
Ride (Dex) 1 = 0 (Ranks) + 1 (Dex)
Search (Int) 3 = 0 (Ranks) + 3 (Int) CC
Sense Motive (Wis) 10 = 8 (Ranks) + 2 (Wis)
Sleight of Hand (Dex) X = 0 (Ranks) + 1 (Dex) CC
Spellcraft (Int) 11 = 8 (Ranks) + 3 (Int)
Spot (Wis) 2 = 0 (Ranks) + 2 (Wis) CC
Survival (Wis) 2 = 0 (Ranks) + 2 (Wis) CC
Swim (Str) 11 = 8 (Ranks) + 3 (Str)
Tumble (Dex) 1 = 0 (Ranks) + 1 (Dex) CC
Use Magic Device (Cha) X = 0 (Ranks) + 1 (Cha) CC
Use Rope (Dex) 1 = 0 (Ranks) + 1 (Dex) CC

Feats / Abilities:
Arcane Attunement (Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic) 6/day (1st level)
Armored Mage (Light) (1st level)
Weapon Focus (Greatsword) (1st level Feat)
Toughness (Human Bonus Feat)
Combat Casting (2nd level Duskblade Bonus Feat)
Arcane Channeling (3rd level)
Arcane Toughness (3rd level Feat)
Armored Mage (Medium) (4th level)
Quick Cast 1/day (5th level)

Spells Known:
0 Level (Cantrips) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1st Level - Burning Hands, Blade of Blood, Magic Weapon, Shocking Grasp, Swift Expeditious Retreat
2nd Level - See Invisibility

Spells Per Day
0 Level (Cantrips) - 6
1st Level - 6
2nd Level - 3

This is just an example. You character sheet doesn't have to be the same.
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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Luxon Cobrat
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Re: Starting the Campaign (DnD)

Post by Luxon Cobrat »

Akana Mdjai
Female Human Cleric 5 (Pathfinder)
5’8” 135 lb, Brown Eyes, Black Hair, Dark Skin, Right Handed,
Alignment: Neutral Good
Deity: Sarenrae

Image: http://img.photobucket.com/albums/v431/ ... /Akana.png

Str 14 +2 Hit Points (Max): 45
Dex 16 +3 AC: 13 = 3 (Dex) + 0 (Size)
Con 12 +1 Flatfooted AC: 10
Int 16 +3 Touch AC: 13
Wis 18 +4 Initiative: 3
Cha 14 +2 BAB: +3

Fort: 5 = 4 (Base) + 1 (Con)
Ref: 4 = 1 (Base) + 3 (Dex)
Will: 8 = 4 (Base) + 4 (Wis)

Melee [Str]: 5 = 3 (Base) + 2 (Str) + 0 (Size)
Melee [Dex]: 6 = 3 (Base) + 3 (Dex) + 0 (Size)
Ranged: 6 = 3 (Base) + 3 (Dex) + 0 (Size)
CMB: 5 = 3 (BAB) + 2 (Str)
CMD: 18 = 10 + 3(BAB) + 2 (Str) + 3 (Dex)

Skills:
Acrobatics [5] = 2 (Ranks) + 3 (Dex)
Climb [4] = 2 (Ranks) + 2 (Str)
Craft (Armor) [8] = 1 (Ranks) + 4 (Int) + 3 (Class)
Craft (Weapons) [8] = 1 (Ranks) + 4 (Int) + 3 (Class)
Diplomacy [8] = 3 (Ranks) + 2 (Cha) + 3 (Class)
Heal [7] = 1 (Ranks) + 3 (Wis) + 3 (Class)
Knowledge (Arcana) [9] = 2 (Ranks) + 4 (Int) +3 (Class)
Knowledge (History) [8] = 1 (Ranks) + 4 (Int) + 3 (Class)
Knowledge (Nobility) [9] = 1 (Ranks) + 4 (Int) +3 (Class) + 1 (Trait)
Knowledge (Planes) [8] = 1 (Ranks) + 4 (Int) + 3 (Class)
Knowledge (Religion) [13] = 5 (Ranks) + 4 (Int) + 3 (Class) + 1 (Trait)
Perception [5] = 1 (Ranks) + 4 (Wis)
Sense Motive [8] = 1 (Ranks) + 4 (Wis) +3 (Class)
Spellcraft [13] = 5 (Ranks) + 4 (Int) + 3 (Class) + 1 (Trait)
Stealth [8] = 5 (Ranks) + 3 (Dex)
Survival [6] = 2 (Ranks) + 4 (Wis)
Swim [3] = 1 (Ranks) + 2 (Str)

Traits:
Child of the Temple
Classically Schooled

Feats:
Point-Blank Shot [Human Bonus Feat]
Precise Shot [1st-Level Feat]
Improved Unarmed Strike [3rd-Level Feat]
Weapon Finesse [5th-level Feat]

Abilities:
Good Aura (Cleric-1)
Fire Domain (Cleric-1)
Fire Bolt [7/day] (Fire-1)
Sun Domain (Cleric-1)
Sun's Blessing (Sun-1)
Orisons (Cleric-1)
Channel Energy 3d6 [5/day] (Cleric-5)

Spells Per Day:
0 Level- 4
1st Level- 4+1
2nd Level- 3+1
3rd Level- 2+1

Spell Save DC: 14 + Spell Level

Prepared Spells:
0 Level- Create Water, Detect Poison, Light, Stabilize
1st Level- Bless, Command, Detect Evil, Protection from Evil, Burning Hands
2nd Level- Align Weapon, Enthrall, Spiritual Weapon, Produce Flame
3rd Level- Ice Axe (Spell Compendium pg. 118), Invisibility Purge, Fireball

Languages:
Common
Gallish
Feldion
Draconic
Celestial
Last edited by Luxon Cobrat on Thu Oct 15, 2009 6:47 am, edited 14 times in total.
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Re: Starting the Campaign (DnD)

Post by The_Vizir »

Maximilian Grey(d'Xaq-chakw ke'ji'Vol'ae-na'kiir-na'cheqell'ze d'Wroz, Urisiq-dukhaancheq ji'Kiir'ae't d'Sathij't, na'Puqagh'vaaz ji'Kiir'ae d'Vaeden, oh d'Krysakw-seva-chakw na'Migarutauq'ae d'Seva Osset-Nuxcla-TuzOsset-Nuxcla-Tuz)
Kyrnaag Bead Archivist 3 (favoured)/Wizard 2 - Humanoid (Syth, Bead, Psionic)
3’6 45lb, Grey Eyes, Burnt umber mane, Pale dark red fur, left handed
Alignment: Chaotic Good
Deity: Sythen Ancestor Worship

Str 8 -1 Hit Points (Max): 35
Dex 16 +3 AC: 15 = 10 + 3 (Dex) + 1 (Size) +1 (Natural)
Con 12 +1 Flatfooted AC: 12
Int 18 +4 Touch AC: 14
Wis 17 +3 Initiative: +5
Cha 14 +2 BAB: 2


Fort: 5 = 4 (Base) + 1 (Con)
Ref: 4 = 1 (Base) + 3 (Dex)
Will: 7 = 4 (Base) + 3 (Wis)

Melee: +2 = 2 (Base) -1 (Str) + 1 (Size)
Ranged: +6 = 2 (Base) + 3 (Dex) + 1 (Size)
CMB: -1 = 2(Base) -1 (Str) -2 (Size modifier)
CMD: 12 = 10 + 2(Base) -1 (Str) +3 (Dex) -2 (Size modifier)

Skills:
Acrobatics (Dex) 3 = 0 (Ranks) + 3 (Dex) (+10 to jump checks)
Appraise (Int) 4 = 0 (Ranks) + 4 (Int)
Bluff (Cha) 2 = 0 (Ranks) + 2 (Cha)
Climb (Str) -1 = 0 (Ranks) - 1 (Str)
Craft (Any) (Int) X = 0 (Ranks) + 4 (Int)
Diplomacy (Cha) 7 = 2 (Ranks) + 2 (Cha) +3 (Class skill)
Disable Device (Int) X = 0 (Ranks) + 4 (Int)
Disguise (Cha) 2 = 0 (Ranks) + 2 (Cha)
Escape Artist (Dex) X = 0 (Ranks) + 3 (Dex)
Fly (Dex) 0 = 2 (Ranks) + 3 (Dex) +3 (Class skill) -8 (Clumsy flight)
Handle Animal (Cha) X = 0 (Ranks) + 2 (Cha)
Heal (Wis) 7 = 1 (Ranks) + 3 (Wis) +3 (Class skill)
Intimidate (Cha) 2 = 0 (Ranks) + 2 (Cha)
Knowledge (Arcana) (Int) 15 = 3 (Ranks) + 4 (Int) +2 (Racial) +3 (Class skill) +1 (Feat) +2 (Lore Mastery)
Knowledge (Dungeoneering) (Int) 12 = 2 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat)
Knowledge (Engineering) (Int) 11 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class skill) +1 (Feat)
Knowledge (Geography) (Int) 11 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill ) +1 (Feat)
Knowledge (History) (Int) 13 = 2 (Ranks) + 4 (Int) +2 (Racial)+3 (Class Skill) +1 (Trait) +1 (Feat)
Knowledge (Local) (Int) 15 = 2 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat) +3 (Skill Focus)
Knowledge (Nature) (Int) 11 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat)
Knowledge (Nobility) (Int) 11 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat)
Knowledge (Planes) (Int) 13 = 2 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Trait) +1 (Feat)
Knowledge (Psionics) (Int) 12 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat)
Knowledge (Religion) (Int) 13 = 3 (Ranks) + 4 (Int) +2 (Racial) +3 (Class Skill) +1 (Feat)
Linguistics (Int) 7 = 3 (Ranks) + 4 (Int) +3 (Class skill) +2 (Lore Mastery)
Perception (Wis) 6 = 1 (Ranks) + 2 (Wis) +3 (Class skill)
Perform (Any) X = 0 (Ranks) + 2 (Cha)
Profession (Any) (Wis) X = 0 (Ranks) + 3 (Wis)
Ride (Dex) 3 = 0 (Ranks) + 3 (Dex)
Sense Motive (Wis) 3 = 0 (Ranks) + 3 (Wis)
Sleight of Hand (Dex) 8 = 0 (Ranks) + 3 (Dex)
Spellcraft (Int) 10 = 1 (Ranks) + 4 (Int) +2 (Racial) +3 (Class skill)
Stealth (Dex) 7 = 0 (Ranks) + 3 (Dex) +4 (Small)
Survival (Wis) 2 = 0 (Ranks) + 3 (Wis)
Swim (Str) -1 = 0 (Ranks) - 1 (Str)
Use Magic Device (Cha) X = 0 (Ranks) + 2 (Cha)

Traits:
Reactionary
Scholar of the Great Beyond

Feats / Abilities:
Orisons (1st level)
Dark Knowledge (tactics) (1st level)
Scribe Scroll (1st level bonus)
Acane Rune: Osset (1st level Feat)
Naturally Psionic (Racial ability)
Low Light Vision (Racial Ability)
Slow Speed (Racial Ability)
Wing Aided Movement (Racial Ability)
Wings (Racial Ability)
Illuminated Sigil (Racial Ability)
Skill Focus (Knowledge: History) (Racial Bonus)
Lore Mastery (2nd level)
Master of Knowledge (3rd level feat)
Practised Spellcaster (Archivist) (4th level bonus)
Arcane Bond (Tome) (4th level) - Allows Acane Bond to apply to both Arcane and Divine spells
Cantrips (4th level)
Arcane School - Evocation (forbidden schools: abjuration, necromancy) (4th level)
School of Evocation - Intense Spells (4th level)
School of Evocation - Force Missile 7/day (4th level)

Spells Per Day
Archivist
Orisons: 4
1st: 4
2nd: 3
DC: 13+level

Wizard
Cantrips: 4
1st: 4
DC: 14+level

Prepared Spells:
Archivist
Orisons: Amanuensis, Create Water, Guidance, Light
1st: Cure Light Wounds, Entangle, Nimbus of Light, Sheild of Faith
2nd: Aid, Cure Moderate Wounds, Hold Person

Wizard:
Cantrips: Electric Jolt, Daze, Message, Ray of Frost
1st: Colour Spray, Hypnotism, Mage Armour, Magic Missile

Dark Knowledge 4/day

Languages:
Kithspeak
Common
Nuxcla (clan language)
Draconic
Dwarf
Halfling
Gnome
Gallish
Feldion
Ort
Last edited by The_Vizir on Sun Jan 31, 2010 7:17 am, edited 31 times in total.
He asked us: "Be you angels?"
And we said, "Nay. We are but men."
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SmiterOfFoes
Explorer
Posts: 12
Joined: Thu Oct 08, 2009 11:39 pm

Re: Starting the Campaign (DnD)

Post by SmiterOfFoes »

Quellurian Hrafn
Male Human Soulknife 5
5'10" 175 lbs, Grey Eyes, White Hair, Pale Skinned, Right Handed
Alignment: Chaotic Neutral
Deity: Kord

Str: 20 +5 Hit Points: 67(max)
Dex: 16 +3 AC: 13=10 + 3(Dex)
Con: 14 +2 Flatfooted AC: 10
Int: 14 +2 Touch AC: 13
Wis: 14 +2 Initiative: 5
Cha: 11 +0 BAB: +3

Fort: 3 = 1(Base) + 2(Con)
Reflex: 7 = 4(Base) +3(Dex)
Will: 6 = 4(Base) +2(Wis)

Melee: +8 = 3(Base) + 5(Str)
Ranged: 6 = 3(Base) +3(Dex)

Skills:
Autohypnosis(Wis): 15 = 8(Ranks) + 2(Wis) + 2(Conc Synergy) + 3 (Class skill)
Concentration(Con): 15 = 8(Ranks) +2(Con) + 3 (Class skill) + 2(Trait)
Knowledge(Psionics)(Int): 15 = 8(Ranks) + 2(Int) + 2(Autohyp Synergy) + 3 (Class skill)
Acrobatics(Dex): 10 = 4(Ranks) + 3(Dex) + 3 (Class skill)
Climb(Str): 12 = 4(Ranks) +5(Str) + 3 (Class skill)
Perception(Wis): 13 = 8(Ranks) + 2(Wis) + 3 (Class skill)
Linguistics(Int): 6 = 4(Ranks) +2(Int)
Sense Motive(Wis): 6 = 4(Ranks) + 2(Wis)

Feats:
Toughness [1st Level Feat]
Psychic Weapon [Human Bonus Feat]
Mind Blade [1st Level Soulknife]
Weapon Focus(Mind Blade) [1st Level Soulknife]
Wild Talent [1st Level Soulknife]
Throw Mind Blade [2nd Level Soulknife]
Narrow Mind [3rd Level Feat]
Psychic Strike(+1d8) [3rd Level Soulknife]
Psionic Meditation [5th Level Feat]
Free Draw [5th Level Soulknife]
Shape Mind Blade [5th Level Soulknife]

Traits:
Reactionary
Focused Mind

Languages:
Common
Gallish
Telphinish
Draconic
Abyssal
Undercommon
Giant
Celestial
Aklo
Last edited by SmiterOfFoes on Mon Oct 12, 2009 2:11 am, edited 4 times in total.
Gaius
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Posts: 877
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Location: Houston, Texas

Re: Starting the Campaign (DnD)

Post by Gaius »

Connall Eyre
Human Monk 5 (Pathfinder)
5'9", 145 lb, Green Eyes, Black Hair, Tan Skinned, Right Handed
Alignment: Neutral Good
Deity: Kurgess

Curse: Connall suffers from a debilitating and embarrassing condition: a splash of cold water will, unless he resists the curse, transform him into a small pig. He will be stuck in that shape until he is fortunate enough to be splashed with hot water. Remove Curse merely allows him another saving throw.
To make the burden a bit easier to bear, he has developed some minor benefits: any other attempt to transform him (whether by an enemy or an ally) will prove more difficult (+4 to resist), and he gains a daily use of Repel Water and Water Walk.

Stats:
Str: 19 (+4)
Dex: 16 (+3)
Con: 16 (+3)
Int: 12 (+1)
Wis: 16 (+3)
Cha: 7 (-2)

Hit Points (Max): 62 = (8+3+1)*5 +2 (Toughness)
AC: 17 = 10 +3 (Dex) +0 (Size) +3 (Wis) +1 (Monk)
Flatfooted AC: 14 = 10 +0 (Size) +3 (Wis) +1 (Monk)
Touch AC: 17 = 10 +3 (Dex) +0 (Size) +3 (Wis) +1 (Monk)
Initiative: +3 = 3 (Dex) +0 (Size)
BAB: +3

Fort: 7 = 4 (Base) +3 (Con)
Refl: 7 = 4 (Base) +3 (Dex)
Will: 7 = 4 (Base) +3 (Wis)

Melee: 8 = 3 (Base) +4 (Str) +0 (Size) +1 (Weapon Focus)
Ranged: 6 = 3 (Base) +3 (Dex) +0 (Size)

Combat Maneuver Bonus: +9 = +5 (Monk) +4 (Str) +0 (Size) (+2 if grappling; no attack of opportunity provoked)
Combat Maneuver Defense: 26 = 10 +5 (Monk) +4 (Str) +3 (Dex) +0 (Size) +3 (Wis) +1 (Monk) (+2 if grappling)

Flurry of Blows: +8/+8 = +5 (level) -2 (Flurry) +4 (Str) +1 (Weapon Focus)
Unarmed Strike: 1d8 +4 (Str)

Skills: 35 ranks = (4 +1 (Int) +1 (Human))*5 +5 (Favored)
Acrobatics: 11 = 5 (Ranks) +3 (Dex) +3 (Class)
Appraise: 0 = 0 (Ranks) +0 (Int)
Bluff: -2 = 0 (ranks) -2 (Cha)
Climb: 8 = 1 (Ranks) +4 (Str) +3 (Class)
Craft (Any): X = 0 (Ranks) +1 (Int) +3 (Class)
Diplomacy: -2 = 0 (ranks) -2 (Cha)
Disable Device: 2 = 1 (Ranks) +1 (Int)
Disguise: -2 = 0 (Ranks) -2 (Cha)
Escape Artist: 4 = 1 (Ranks) +3 (Dex)
Fly: X = 0 (Ranks) +3 (Dex)
Handle Animal: -1 = 1 (Ranks) -2 (Cha)
Heal: 8 = 1 (Ranks) +3 (Wis) +3 (Class) +1 (Trait)
Intimidate: 2 = 1 (ranks) -2 (Cha) +3 (Class)
Knowledge (Arcana): 2 = 1 (ranks) +1 (Int)
Knowledge (Dungeoneering): X = 0 (Ranks) +1 (Int)
Knowledge (Engineering): X = 0 (Ranks) +1 (Int)
Knowledge (Geography): X = 0 (Ranks) +1 (Int)
Knowledge (History): 6 = 2 (Ranks) +1 (Int) +3 (Class)
Knowledge (Local): X = 0 (Ranks) +1 (Int)
Knowledge (Nature): X = 0 (ranks) +1 (Int)
Knowledge (Nobility): X = 0 (Ranks) +1 (Int)
Knowledge (Planes): X = 0 (Ranks) +1 (Int)
Knowledge (Psionics): X = 0 (Ranks) +1 (Int)
Knowledge (Religion): 7 = 3 (Ranks) +1 (Int) +3 (Class)
Linguistics: 3 = 2 (ranks) +1 (Int)
Perception: 11 = 5 (ranks) +3 (Wis) +3 (Class)
Perform (Act): 3 = 2 (Ranks) -2 (Cha) +3 (Class)
Profession (): X = 0 (ranks) +3 (Wis) +3 (Class)
Ride: 6 = 0 (Ranks) +3 (Dex) +3 (Class)
Sense Motive: 7 = 1 (ranks) +3 (Wis) +3 (Class)
Sleight of Hand: X = 0 (Ranks) +3 (Dex)
Spellcraft: 1 = 0 (ranks) +1 (Int)
Stealth: 8 = 2 (Ranks) +3 (Dex) +3 (Class)
Survival: 11 = 4 (ranks) +3 (Wis) +3 (Trait) +1 (Trait)
Swim (Str): 8 = 1 (Ranks) +4 (Str) +3 (Class)
Use Magic Device: -1 = 1 (ranks) -2 (Cha)

Languages:
- Common
- Muttesh
- Gallish
- Minithren

Traits:
Poverty-Stricken
Caretaker

Feats:
Toughness (Human Bonus)
Weapon Focus: Unarmed/Natural (1st Level)
Dodge (Monk-1st Bonus)
Improved Grapple (Monk-2nd Bonus)
Weapon Finesse (3rd Level)
Power Attack (5th Level)

Abilities:
Transformation Resistance (Curse)
Repel Water 1/Day (Curse)
Water Walk 1/Day (Curse)
Curse (... Curse)
Stunning Fist (Monk-1st)
Unarmed Strike (Monk-1st)
Evasion (Monk-2nd)
Fast Movement (+10 ft.) (Monk-3rd)
Maneuver Training (Monk-3rd)
Still Mind (Monk-3rd)
Ki Pool (5 = 2 (Monk/2) +3 (Wis)) (Magic) (Monk-4th)
Slow Fall (20 ft) (Monk-4th)
High Jump (Monk-5th)
Purity of Body (Monk-5th)
Last edited by Gaius on Thu Jul 01, 2010 11:32 am, edited 5 times in total.
Seera
Explorer
Posts: 7
Joined: Sun Oct 11, 2009 9:17 pm

Re: Starting the Campaign (DnD)

Post by Seera »

Jolinar Lakewind
Female Elven Rogue 5 (Pathfinder)
Alignment: Chaotic Good
5'5", 130 lb, blonde hair, bright blue eyes, fair skin, Right-handed

Stats:
Str: 14 (+2)
Dex: 18 (+4)
Con: 12 (+1)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 11 (+0)

Hit Points (Max): 52
AC: 14 = 10 +4 (Dex)
Flatfooted AC: 14 = 10 +4 (Dex)
Touch AC: 14= 10 +4 (Dex)
Initiative: +4 = 4 (Dex)
BAB: +3

Fort: 2 = 2 (Base) +2 (Con)
Refl: 8 = 4 (Base) +4 (Dex)
Will: 3 = 1 (Base) +2 (Wis)

Melee & Ranged: 7 = 3 (Base) +4 (Dex)

Skills:
Acrobatics (Dex): 15 = 8 (Ranks) + 4 (Dex) + 3 (class skill)
Appraise (Int): 5 = 0 (Ranks) + 5 (Int)
Bluff (Cha): 11 = 8 (Ranks) + 3 (class skill)
Climb (Str): 9 = 6 (Ranks) + 3 (class skill)
Craft (Int): 5 = 0 (Ranks) + 5 (Int)
Diplomacy (Cha): 2 = 0 (Ranks) + 2 (Bluff synergy)
Disable Device (Dex): 15 = 8 (Ranks) + 4 (Dex) + 3 (class skill)
Disguise (Cha): 9 = 4 (Ranks) + 2 (Bluff synergy) + 3 (class skill)
Escape Artist (Dex): 15 = 8 (Ranks) + 4 (Dex) + 3 (class skill)
Fly (Dex): 4 = 0 (Ranks) + 4 (Dex)
Heal (Wis): 3 = 1 (Ranks) + 2 (Wis)
Intimidate (Cha): 7 = 2 (Ranks) + 2 (Bluff synergy) + 3 (class skill)
Knowledge (Local) (Int): 12 = 4 (Ranks) + 5 (Int) + 3 (class skill)
Knowledge (Nature) (Int): 7 = 2 (Ranks) + 5 (Int)
Knowledge (Religion) (Int): 7 = 2 (Ranks) + 5 (int)
Linguistics (Int): 10 = 2 (Ranks) + 5 (Int) + 3 (class skill)
Perception (Wis): 15 = 8 (Ranks) + 2 (Wis) + 3 (class skill) + 2 (Racial)
Ride (Dex): 4 = 0 (Ranks) + 4 (Dex)
Sense Motive (Wis): 11 = 6 (Ranks) + 2 (Wis) + 3 (class skill)
Sleight of Hand (Dex): 17 = 8 (Ranks) + 4 Dex) + 2 (Bluff synergy) + 3 (class skill)
Stealth (Dex): 15 = 8 (Ranks) + 4 (Dex) + 3 (class skill)
Survival (Wis): 6 = 2 (Ranks) + 2 (Wis) + 2 (Search [Perception] Synergy)
Swim (Str): 7 = 2 (Ranks) + 2 (Str) + 3 (class skill)
Use Rope (Dex): 11 = 2 (Ranks) + 4 (Dex) + 2 (Escape Artist Synergy) + 3 (class skill)

Traits:
Anatomist
Skeptic

Racial Abilities not already noted:
Base Speed: 30 ft
Low light vision
Immune to magic sleep effects
+2 to saving throws against enchantment spells and effects
+2 to caster level checks made to overcome spell resistance

Feats:
Toughness (1st Level Feat)
Trapfinding (1st Level Rogue)
Evasion (2nd Level Rogue)
Exotic Weapon [spiked chain] (3rd Level Feat)
Trap sense +1 (3rd Level Rogue)
Uncanny Dodge (4th Level Rogue)
Weapon Finesse (5th Level Feat)
Sneak Attack +3d6 (5th Level Rogue)

Rogue Talents:
Trapspotter
Fast Stealth

Languages:
Common
Elven (racial)
Draconic
Gnoll
Celestial
Sylvan
Gnome
Auran
Ignan
Last edited by Seera on Fri Oct 16, 2009 6:52 am, edited 1 time in total.
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colosusjokers
Explorer
Posts: 12
Joined: Tue Oct 13, 2009 11:01 pm

Re: Starting the Campaign (DnD)

Post by colosusjokers »

Colo the Mischevious
Male Human Bard lvl 5 Chaotic Neutral
6'6 280 lbs., Green Eyes, Brown Hair, Pale Skin, Right Handed

STR: 16 +3 hit points(max): 50
DEX: 14 +2 AC: = 10 + 2(DEX) +0(size)
CON: 14 +2 Flatfooted AC: 10
INT: 16 +3 Touch AC: 11
WIS: 10 +0 Initiative: 2
CHA: 19 +4 BAB: 3

Fort: 3 = 1(base) + 2(CON)
Ref: 6 = 4base) +2 (DEX)
Will: 4 = 4(base) + 0(WIS)

Melee: 6 = 3(base) + 3(STR)
Ranged: 5 = 3(base) + 2(DEX)

Skills:

Acrobatics(DEX)* 2 = 0 (Ranks) + 2(DEX)
Appraise (Int)* 3 = 0 (Ranks) + 3(Int)
Bluff (Cha)* 12 = 8 (Ranks) + 4(Cha)
Climb (Str)* 3 = 0 (Ranks) + 3(Str)
Concentration (Con) 2 = 0 (Ranks) + 2(Con)
Craft (blacksmithing) (Int)* 11 = 8 (Ranks) + 3(Int)
Craft (leatherworking) (int)* 11 = 8 (Ranks) + 3(Int)
Craft (artifice) (int) * 11 = 8(Ranks) + 3(Int)
Decipher Script (Int) 3 = 0 ( Ranks) + 3 (Int)
Diplomacy (Cha)* 4 = 0 (Ranks) + 4(Cha)
Disable Device (Int) 3 = 0 (Ranks) + 3(Int)
Disguise (Cha)* 4 = 0 (Ranks) + 4(Cha)
Escape Artist (Dex)* 2 = 0 (Ranks) + 2(Dex)
Forgery (Int) 3 = 0 (Ranks) + 3 (Int)
Gather Information (Cha) 4 = 0 (Ranks) + 4(Cha)
Handle Animal (Cha) 4 = 0 (Ranks) + 4(Cha)
Heal (Wis) 0 = 0 (Ranks) + 0(Wis)
Intimidate (Cha)* 2 = 0 (Ranks) + 2(Dex)
Knowledge (Any) (Int)* 3 = 0 (Ranks) + 3(Int)
Open Lock (Dex) 2 = 0 (Ranks) + 2(Dex)
Perception (WIS)* 0 = 0 (Ranks) + 0(WIS)
Perform (Cha)* 12 = 8 (Ranks) + 4(Cha)
Profession (Any) (Wis)* 0 = 0 (Ranks) + 0(Wis)
Ride (Dex) 2 = 0 (Ranks) + 2(Dex)
Sense Motive (Wis)* 8 = 8 (Ranks) + 0(Wis)
Sleight of Hand (Dex)* 10 = 8 (Ranks) + 2(Dex)
Spellcraft (Int)* 3 = 0 (Ranks) + 3(Int)
Stealth(DEX)* 10 = 8(Ranks) + 2(DEX)
Survival (Wis) 0 = 0 (Ranks) + 0(Wis)
Swim (Str) 4 = 0 (Ranks) + 4(Str)
Use Magic Device (Cha)* 12 = 8 (Ranks) + 4(Cha)
Use Rope (Dex) 10 = 8 (Ranks) + 2(Dex)


feats
Eschew Materials
Weapon Proficiency: Colo's Weapons (forger gave the ok on this due to my crafting skills)
Craft Wondrous Item (Item Creation)
Craft Magic Arms and Armor (Item Creation)



spells known.

0 lvl ( infinite per day) 6 known
Mage Hand
Dancing Lights
Detect Magic
Know Direction
Ghost Sound
Summon Instrument

1st lvl ( 4 per day) 4 known
Disguise Self
Ventriloquism
Grease
Expeditious Retreat

2nd lvl ( 2 per day) 3 known
Summon Swarm
Mirror Image
Invisibility

Bard Traits:
Bardic Knowledge
Bardic Performance
Cantrips
Countersong
Distraction
Fascinate
Versatile Performance
Well-versed
Lore Master 1/day
Inspire Courage +2

Languages
Common
Draconic
Abyssal
Celestial
Undercommon

Traits
Couragous
Hedge Magician
Last edited by colosusjokers on Sun Jan 31, 2010 3:09 am, edited 3 times in total.
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forgerofsouls
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Posts: 1160
Joined: Thu Sep 04, 2008 4:30 am
Location: America

It Begins!

Post by forgerofsouls »

viewtopic.php?f=25&t=29438

Thats the beginning of the end!
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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Gaeva Winged Unicorn
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Re: Starting the Campaign (DnD)

Post by Gaeva Winged Unicorn »

You may want to put something in the other thread as well to indicate it's connected with this one, if I hadn't known this existed I would have mistaken it for a completely new thread ^_^
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forgerofsouls
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Posts: 1160
Joined: Thu Sep 04, 2008 4:30 am
Location: America

Re: Starting the Campaign (DnD)

Post by forgerofsouls »

To true :O
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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forgerofsouls
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Posts: 1160
Joined: Thu Sep 04, 2008 4:30 am
Location: America

Re: Starting the Campaign (DnD)

Post by forgerofsouls »

Ok, so I know all you are waiting patiently. Unfortunately...I hit a snag...a rather nasty one. A virus type snag. I erased most of my data, so its going to take me a little while longer to get to where we need to be. In the mean time, I'll post the newly refinished Crystalline Holy Symbol of Sarenrae, the easiest one to remeber of the bunch of items for you guys. Obviously...this is goign to be the gift for the cleric of the group.

Crystalline Holy Symbol of Sarenrae:
This holy symbol of Sarenrae is made from an unknown crystal. It is remarkably clear and beautiful to look at. Unfortunately, the middle part of the symbol is missing. Thus the magical power that can be felt from it remains locked. If one were to find the missing piece of the holy symbol and were to be a worshipper of Sarenrae, one would find a powerful artifact in their hands.

Powers it has once completed:
Removal of the level cap on healing spells, thus allowing all Cure spells and other healing spells to heal an amount equal to the cleric’s level.
Increases the cleric’s level by two for healing and fire spells.
Allows the cleric two uses per Cure spell prepared.
Evil Outsiders and Undead take 1d6 points of Radiant damage per round spent 30ft near the cleric, the cleric can turn on and off this ability at will. At level 11, the damage increases to 2d6.
Banish (At cleric’s level) 3/day
Allows the cleric to spend a turn undead attempt to erect a magic barrier on the cleric’s allies granting them damage reduction equal to the cleric’s level for as long as the cleric maintains the barrier, maintaining the barrier takes a full action. The barrier’s range is 30ft.
Allows the cleric to spend a turn undead attempt to engulf the surrounding area in fire. All enemies that are within 30ft of the cleric immediately take 1d4 points of fire damage per level, and 1d4 points of radiant damage per level.
Once per month, the cleric can bolster his allies with great heroism and glory. For a time period equal to one minute per cleric level, the effected allies (one per cleric level, including the cleric), deal full damage on all weapon and spell attacks, and always succeed on their saves, and always make their skill checks.

So enjoy drooling Lux, and in the mean time, I'll finish the rest of the items. Expect a post in up to two days, hopefully sooner!
And, to show progress, here is the next item recoverd from the lost data (more like rebuilt XD )!

Nhuck Corris’s Hand Wraps:
These hand wraps used to belong to a powerful hero in the past, he wore nothing else, and never took them off. It was thought that they were buried with him in his tomb. But, they appeared several times sense his death. Always making the one that wears them into a powerful fighter. Wearing them entails a curse though, and a sentient curse at that. The curse compares the new user with the original, and if the new user fails to meet the standard…bad things happen.

Curse Effects:
Once put on, only death can remove the wraps.
Nhuck Corris, perhaps one of the best warriors ever, was so great, that his handwraps expect nothing less from its wearers. So, to help the new user become more epic like Nhuck Corris, the wraps twine their way around the user’s neck, and ingrain its own semi-consciousness into the user's consciousness. There is no way the user can circumvent this effect. Due to this effect, if the handwraps view a situation where it is sure that Nhuck Corris would jump into headlong, it will urge its wearer (if they are not already charging head long into the group) to charge head first and fist swinging into the situation. The curse has an effective ego of 30 for the contest of wills.
Each time the user gains a level, the wrap tightens it’s grip on the user’s neck. If the user gets to level 15 before proving that he is just as epic as Nhuck Corris, the wraps attempt to strangle the user. Once per day, the wraps attacks the user. The user must make a fortitude save (DC = 10 + user’s level + user’s strength), or start to suffocate.

The user does only suffer a curse from these wraps, but also gains power:
The user does an extra 1d6 points of elemental damage with each unarmed strike. The elemental damage type is the same as their affinity.
The user’s unarmed strikes also benefit from a “burst” effect. In addition to doing 1d6 points of damage per strike, on a critical hit, the user deals an extra 1d10 points of elemental damage along with the normal 1d6 points of elemental damage.
Further more, when ever the user hits with a critical hit with their unarmed strike, instead of dealing their normal unarmed damage, they instead do their normal unarmed damage as elemental damage. In effect, if their unarmed damage was 1d8+3 bludgeoning + 1d6 Fire (Hand Wrap’s Bonus, total damage range of 5-17 bludgeoning and fire damage), on a critical hit, they would instead deal 2d8+6 fire + 1d6 fire + 1d10 fire damage total (for a total damage range 10-38 fire damage).
Additionally, the wraps grant an extra bonus depending on their elemental affinity:
Fire Affinity: Doubles your critical threat range. Normally for unarmed strikes the critical threat range is 20-20, with a fire affinity, instead, your critical threat range is 19-20. If you have a feat or ability that already increases your critical threat range to 19-20; than, it is further doubled to 18-20. Further more, you deal an extra 2d10 points of fire damage on a confirmed critical hit instead of the normal 1d10.
Ice Affinity: The first time you strike a target in combat the target must make a fortitude saving throw (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, or Cha). If the target fails the saving throw they are slowed till the end of the encounter. If the target saves, they are not slowed. Regardless of if they save or fail the saving throw, they can not be effected by this ability again for 24 hours.
Water Affinity: If you land two unarmed strikes in a row, you gain a +1 bonus to unarmed strike damage rolls for the rest of combat. If you land three unarmed strikes in a row, you gain a +1 bonus to unarmed strike attack rolls for the rest of combat. If you land four unarmed strikes in a row you gain another +1 bonus to unarmed strike damage rolls. This can continue till both bonuses to damage and attack rolls equal +5 (+5 to attack rolls, and +5 to damage rolls). Once the user lands a total of 12 unarmed strikes in a row they unlock the ability “Crashing Wave Fist”. When they use the unlocked ability they add the damage bonus to the attack roll (for a total of +10 to the attack roll) and deal normal unarmed damage on a successful hit. Further more, the target is sent flying a total number of feet equal to the damage done (if the damage done was 20 points, then the target is sent flying 20 feet). For every 10 feet the target is sent flying they take 1d6 points of damage from the impact with what ever stopped them. A miss at anytime erases all bonuses.
Earth Affinity: Your unarmed strikes ignore the first 5 points of damage reduction, and all natural armor the target may have. Further more, the user gets a +1 natural armor bonus to ac, for every minute past the first minute spent fighting, the natural armor bonus increases by +1 to a total of +5 natural armor bonus to ac after 5 minutes of straight fighting.
Metal Affinity: Your unarmed strikes ignore all toughness that objects have. Further more, your unarmed strikes count as any type of metal material for overcoming damage reduction, if applicable. For example, you can overcome the damage reduction of a 20/Silver DR, but not a 20/Evil DR. Also, you gain damage reduction 5/adamantine yourself.
Wind Affinity: As long as the target is not wearing metal armor, or has a natural armor bonus higher than +5, your critical threat range for unarmed strikes is tripled, thus it becomes 18-20. If you get a feat or bonus to your unarmed critical threat range again, it increases to 16-20. If the target is wearing metal armor, or has a natural armor bonus higher than +5, you do not get an increase to your critical threat range, instead, your critical damage multiplier is increased by one step. Thus a x2 critical damage multiplier becomes a x3 multiplier.
Sound Affinity: The first time you strike a target in combat, the target must make a fortitude saving throw (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, or Cha). If the target fails the saving throw, for the rest of combat, they are struck mute and deaf for the rest of the encounter. And have a very distracting noise in their head going off for the rest of encounter which gives them a -2 penalty to attack rolls and skill checks. If the target saves, they are not struck mute or deaf, and do not get the distracting noise. Regardless of if they save or fail the saving throw, they can not be effected by this ability again for 24 hours.
Electricity Affinity: You do not need to confirm critical hits, as they automatically confirm.
Negative Energy Affinity: Every unarmed strike made heals you for ¼ the damage dealt. Of course…against undead you deal disruptive damage and do not get healed with each strike.
Positive Energy Affinity: Every unarmed strike against undead heals you for ½ the damage. Your unarmed attacks against living targets and constructs deal radiant damage instead of positive energy damage.
Gravitation Energy Affinity: You gain a deflection bonus to AC. This bonus is equal to ¼ the user’s level. Also, the user ignores any deflection bonuses their target has.

Of course, this is only about half the artifact’s full potential. Once at full power, its power jumps. It thus grants the following:

The user no longer suffers from the curse.
The extra elemental damage increases to 1d8. If the user is a monk, the extra damage is the same as the user’s unarmed damage.
The extra burst damage from critical hits increases to 3d10 points of extra elemental damage on top of normal elemental damage.
If the user is a monk, the monk gets double their wisdom to AC. And gains access to the elemental form that matches their elemental affinity:
Fire Affinity: Phoenix Flight Form - The user’s hands and feet are engulfed in flames, as is their eyes (The user takes no damage from these effects). The user does only fire damage with their unarmed strikes. They also gain a flight speed equal to four times their base land speed with good maneuverability. The user also deals 1d6 points of fire damage to enemies that strike the user in melee. Their critical threat range is tripled while in this form instead of the normal double, meaning a base critical threat range of 18-20.
Ice Affinity: Ice Pariah Form - The user is covered entirely in ice. This has not negative effect on the user. The user does only cold damage with their unarmed strikes. They can also gain a swim speed equal to their base land speed. The user also deals 1d6 points of cold damage to enemies that strike the user in melee. The first critical hit against a target has a chance to freeze the target in ice, effectively stopping the target for the rest of combat. A fortitude saving throw can prevent this effect (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, Cha). Regardless of success or failure, the target is immune to that effect for 24 hours. The user also can breath underwater.
Water Affinity: Raging Waterfall Form - The user turns into water. Which means he has no solid form, gains a swim speed equal to double their base land speed, and has no need to breath. Despite their water form, they do not suffer any additional effects from spells/abilities that effect water. The user takes half damage from all physical attacks. Spells deal full damage as normal. And any creature grappled by the user has to hold their breath of start to suffocate.
Earth Affinity: Solid Calm Form - The user becomes encased in solid stone. He can meld into stone and any natural surface (except water), and travel via that way. Also, they gain DR equal to the user’s level, overcome able with adamantine (X/Adamantine). Also their base Natural Armor bonus is set to +10. You also can’t be tripped. The user also ignores all natural armor their target has.
Metal Affinity: Iron Champion Form - The user’s skin becomes metal like in nature, look, and feel. Unlike most forms, which grant a new travel form, Iron Champion Form does not. The user can at will repel or attract metal objects that are not bolted down. If the objects are in the hands (or worn) by someone (the user can select targets to not be effected) than the object makes a reflex saving throw (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, or Cha). Success means that the object does not leave the carrier. The Iron Champion Form also grants DR equal to the user’s level, it can not be overcome (overwrites the normal DR granted by the Metal Affinity). The user also gets a +10 natural armor bonus.
Wind Affinity: Berserk Tempest Form - The user’s body is surrounded by swirling winds, which while not affecting the user in any way, provides many bonuses. The user gains a flight speed equal to 4 times their base land speed, with perfect maneuverability. Also, due to the swirling winds, physical projectiles can not touch the user, granting immunity to thrown weapons, arrows, and bolts (unless used in melee). The swirling winds also make it difficult for opponents to attack in melee, giving any enemy trying to use melee attacks against the user a penalty to their attack roll equal to the user’s level. Also, the user can use wind pressure as a way to extend their unarmed strikes (punches really), thus they have a reach of 15ft with unarmed attacks.
Sound Affinity: Symphony of Pain Form - The user projects an area around him out to a range equal to 10ft times the user’s level. One use of this area is to create perfect silence, making it impossible for sound to be generated by anything inside the area. Thus perception checks based on sound automatically fail, and spells cast in the area follow the normal rules for casting while unable to speak. And bardic music or anything resembling bardic music is useless. The second area effect the user can use does basically the opposite. The user can increase noise in the area, so as to deafen those caught inside, or to mask noises created by the user’s allies. Also, while using the noise creation form, the user is aware of all living people inside the area, and can single out targets to effect them with a dazing headache. The targets need to make a fortitude saving throw (DC = 10 + ½ the user’s level + the user’s focus stat(Int, Wis, or Cha). Success means they are not effected by the dazing effect. Regardless of success or failure, each target can only be effected once per 24 hours.
Electricity Affinity: Lightning God Form - Also called the Electric Drummer Form, due to the ring of electrically charged drums that appear behind the user forming a circle with six drums. This gives the user flight with a speed equal to x4 the user’s base speed with good maneuverability. Also, the drums give off an electrical field out to 100 feet. This field gives the user blind sense in that area, thus letting him know who is in it. Also, at the command of the user, the field can start shocking those the user wants shocked. If the target is more than 70ft away, they only take 1 point of electric damage per round. If they are between 30ft and 70ft, they take 1d4 points of electric damage per round. If within 30ft, they take 1d8 points of electric damage per round. Those that strike the user in melee combat take 1d6 points of electric damage.
Negative Energy Affinity: Essence of Hate Form - Dark energy covers your body in a mist like state. Those that strike the user in melee take 1d6 points of negative damage (undead take disruptive damage), and the user is healed by that amount. Also, by making eye contact, the user can force targets into a state of fear, or extreme hatred. Each target effected as such can make a will save (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, or Cha) to negate the effect. Those that are feared drop what they are holding and run away from the user, if they are unable to run away, they cower. Those that are filled with extreme hatred lash out at the nearest creature or object. Regardless of if the save’s result, targets can only be affected thusly once per 24 hours.
Positive Energy Affinity: Essence of Mercy Form - Positive energy covers your body in a mist like state. All that are within 100 feet of you are healed for an amount equal to half the user’s level per round. Undead that are within the area take damage equal to the user’s level per round. The user can designate creatures/objects within the area to not be affected. Also, by making eye contact, the user can force targets into a state of awe, or calm the targets. Each affected target makes a will save (DC = 10 + ½ the user’s level + the user’s focus stat (Int, Wis, or Cha) to negate the effect. Those that are in awe of the user immediately drop into a cowering stance and are no longer hostile. Those that are calmed down end all rage effects on them, and become indifferent to the user and their party (if they were lower than indifferent). Regardless of the save’s result, each target can only be affected as such once per 24 hours.
Gravitational Energy Affinity: Essence of Void Form - The user’s body becomes pure energy that seams to absorb light into it. While in this form, the user can fly, speed equal to x4 the user’s base land speed with perfect maneuverability, can not be harmed nor can harm others. The user also does not need to eat, sleep, drink, or breath while in this form. The user is also incorporeal in terms of being able to pass through objects.
There are so very many dramatic ways that vast, incomprehensible galactic phenomena can kill you, that every single day that you go unmurdered by space is a miracle.

Sugar and Spice do not mix well at times! So says many of my characters after the chocolate fiasco.
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