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Post by Dokeshi on Aug 16, 2010 23:12:54 GMT -5
Go ahead and post your characters...as far as I know there will be three... I will start once those three are posted...tell me if you aren't one the three but wish to join. Included is a basic map for the very first area feel free to copy and paste it, you may do what you want with it. Attachments:
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Post by Raven on Aug 17, 2010 1:36:28 GMT -5
Kelna Aurveryndar the 9th level, Chaotic Neutral, Sorcerer Drow
29 HP 30 ft land Languages: Abyssal, Common, Draconic, Elven, Dark Elf Silent, Goblin, Undercommon
Saving Throws: Fortitude +4/Reflex +6/Will +7
Attack Bonus: +5
AC: 17 (13 flat-footed, 13 touch)
Initiative: +3
Abilities: (modifier in parenthesis)
Str 13 (+1) Dex 16 (+3) Con 13 (+1) Int 17 (+3) Wis 13 (+1) Cha 19 (+4)
Skill Ranks: (total bonus in parenthesis) Appraise (+5), Balance (+3), Bluff (+14), Climb (+1), Concentration (+12), Diplomacy (+4), Disguise (+4), Escape Artist (+3), Forgery (+3), Gather Information (+4), Heal (+1), Hide (+3), Intimidate (+6), Jump (+1), Knowledge (arcane) (+9), Listen (+7), Move Silently (+3), Ride (+3), Search (+9), Sense Motive (+1), Spellcraft (+15), Spot (+7), Survival (+1), Swim (+1), Use Rope (+3)
Spells: Level 0 (6/day) Disrupt Undead: Deals 1d6 damage to one undead. Dancing Lights: Creates torches or other lights. Detect Poison: Detects poison in one creature or small object. Acid Splash: Orb deals 1d3 acid damage. Detect Magic: Detects spells and magic items within 60 ft. Read Magic: Read scrolls and spell books. Mage Hand: 5-pound telekinesis. Message: Whispered conversation at distance.
Level 1 (7/day) Shield: Invisible disc gives +4 to AC, blocks magic missles. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Comprehend Languages: You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Disguise Self: Changes your appearance.
Level 2 (7/day) Command Undead: Undead creature obeys your commands. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Summon Monster II: Calls extraplanar creature to fight for you. Hideous Laughter: Subject loses actions for 1 round/level.
Level 3 (7/day) Suggestion: Compels subject to follow stated course of action. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damages hp. Displacement: Attacks miss subject 50%.
Level 4 (5/day) Charm Monster: Makes monster believe it is your ally. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Attacks: Dagger (+5 attack, 1d4 damage, critical range 19-20/multiplied x2)
Feats: Combat Casting, Brew Potion, Scribe Scroll, Quicken Spell
Equipment: Dagger, Studded Armor +1, Spyglass, Spell Component Pouch
Remaining GP: 1268
Dark Elf: +2 dexterity / +2 intelligence / +2 charisma / -2 constitution (already included) Immune to magical sleep +2 racial bonus to saves vs. enchantments Darkvision to 120 ft. Spell resistance 11 + class level Dancing lights, darkness, faerie fire once/day each Light blindness Character level +2 Proficient with longsword, rapier, longbow & shortbow +2 racial bonus on listen, search, and spot checks Notice secret doors
Raven familiar: Str 1 Dex 15 Con 10 Int 10 Wis 14 Chr 6 HP: 14 Initiative +2 Speed 10 land; 40 flight AC: 19 Claws (+4 melee, 1d2-5 damage Fortitude +3, Reflex +5, Will +8 Listen (+6), Spot (+6) Speaks one character language Alertness feat when in arm’s reach, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with birds
History: Kelna was born and raised in one of the few Vhaeraunian above-ground settlements. As such, she was among the few Drow raised to worship a god other than Lolth. When her small town was conquered by the tarrasque, the Drow were forced to flee or be killed. As it was, many were killed. If not for her childhood pet, a large reptile the Drow simply called a riding lizard, thirteen-year-old Kelna most likely would have been among them. It was during that event that she got one of her many scars. Most of them were received when fighting with her siblings, parents, or peers. The one she received the night of the tarrasque attack was a huge burn. It reached from her jaw to her waist, with other burns on her legs. These were caused by a house fire. When the tarrasque attacked, several candles toppled, quickly igniting the home. The riding lizard hadn't taken her terribly far before she fell unconscious. Kelna had a long recovery aided by a sorcerer who later took her as an apprentice. Years later, Kelna became tired of her lot and left, ending up in generic town three, AKA Melekure. Twenty-four-year-old Kelna Aurveryndar came looking for adventure.
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Gifted
Moderator
Giftedamaud
wtf this looks so vanilla now :(
Posts: 38,181
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Post by Gifted on Aug 19, 2010 23:08:05 GMT -5
Character: Kali Morrisa Player: Gifted
Classes: Clr 9 Level: 9
Race: Half-Elf Alignment: Chaotic Nuetral
Religion: None Experience: 36000
Hit Points: 63 Base Attack Bonus: 6
Strength: 11 Fortitude: 6+1=7
Dexterity: 11 Reflex: 3+0=3
Constitution: 13 Will: 6+3=9
Intelligence: 17 Initiative: 0+ =0
Wisdom: 16 Melee: 6+ + =6
Charisma: 11 Ranged: 6+0+ =6
Money: pp - 7 gp - 663 sp - 7 Armor Class: 0 + 10 + 0 = 10
Skills:
balance 2 + 0 = 2 concentration 1 + 1 = 2 diplomacy 6 + 0 = 6 disguise 2 + 0 = 2 escape artist 2 + 0 = 2 forgery 2 + 3 = 5 gather information 5 + 0 = 5 handle animal 2 + 0 = 2 heal 8 + 3 = 11 hide 2 + 0 = 2 knowledge arcana 3 + 3 = 6 knowledge history 7 + 3 = 10 knowledge local 2 + 3 = 5 knowledge religion 5 + 3 = 8 knowledge planes 6 + 3 = 9 listen 1 + 3 = 4 move silently 2 + 0 = 2 ride 2 + 0 = 2 search 1 + 3 = 4 sleight of hand 1 + 0 = 1 speak language 2 + spellcraft 4 + 3 = 7 spot 1 + 3 = 4 Equipment:
Dagger 1d4 (1) Masterwork, Dagger 1d4 (1) Dagger, punching 1d4 (4) Masterwork, Dagger, punching 1d4 (1) Mace, light 1d6 (1) Mace, heavy 1d8 (2) Morningstar 1d8 (3) Masterwork, Shortspear 1d8 (1) Crossbow, light 1d8 (1) Bolts (10) (2) Breastplate +5 (2) Shield, small, wood +1 (1) Shield, small, steel +1 (1) Shield, large, wood +2 (2) Shield, large, steel +2 (2) Masterwork, Shield, large, steel +2 (1) Armor spikes (3) Shield spikes (4) Backpack 2lb (1) Blanket 3lb (2) Candle (10) (1) Chain (10ft) 2lb (1) Fishhook (3) Fishing net 5lb (1) Flask (3) (2) Ink (1) Inkpen (1) Jug (3) 27lb (1) Oil 1lb (1) Paper (2) Rope (50ft) 5lb (1) Sack (1) Sewing needle (2) Soap 1lb (2) Tent 20lb (1) Torch 1lb (1) Vial (1) Waterskin 4lb (1) Holy water 1lb (2) Disguise kit 8lb (1) Healer's kit 1lb (2) Holy Symbol, wood (3) Spell component pouch 2lb (1) Cleric's vestments 6lb (2) Cold weather outfit 7lb (1) Traveler's outfit 5lb (2) Bit and Bridle 1lb (2) Feed per day 10lb (5) Warpony (1) Military saddle 30lb (2)
Feats/Specials:
agile animal affinity armor proficiency light armor proficiency medium armor proficiency heavy deceitful shield proficiency simple weapon proficiency stealthy Turn undead Languages:
Abyssal Common Dwarven Elven Halfling
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Post by FoxTrott on Aug 27, 2010 17:44:52 GMT -5
(( I'll format this and add a history later, I promise. )) Marr, the 6th level Barbarian/3rd Gnoll (CL 9)
[/b] 90 HP 40 ft Gnoll, Common Saving Throws: Fort +10, Ref +7 (+9 vs. traps), +3 Attack Bonus: +13/+8 AC: 17 (19 vs. traps) Initiative: +6 (+2 Dex, +4 Improved Initiative) Abilities: (modifier in parenthesis) Strength 22 (+6) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 7 (-2) Wisdom 12 (+1) Charisma 10 (+/- 0) Skill Ranks: (total bonus in parenthesis) Intimidate +6, Listen +4, Spot +4 Attacks: Keen Greatsword: 2d6+1.5 Strength bonus, BAB +1, 17-20/x2 Halberd: 1d10+1.5 Strength bonus, BAB, x3. Can be readied against charge for 2x damage. Can trip with weapon; if tripped during attempt, can drop to avoid being tripped. Special Attacks: None. Special Abilities: Trap Sense +2: +2 to Reflex and +2 to dodge AC vs. traps. Improved Uncanny Dodge: Cannot be flanked. Retains Dex bonus to AC even if flat-footed or otherwise denied bonus. Fast Movement: +10 ft to normal speed. Rage 2/day: Can fly into an unstoppable (well, can stop willingly) rage once an encounter, twice a day. During a rage, skills depending on Dexterity, Intelligence, and Charisma cannot be used, nor can any spells or spell-related things. Rage lasts for 9 rounds, or 3 + Constitution bonus. Stats during rage are the same, with following exceptions: Strength 26 (+8) Constitution 22 (+6) +5 Will 15 AC 108 HP 1d6 + Strength bite attack. (can be used in a full attack at a –5 penalty to attack, +1/2 Srength bonus) After a rage, the following stats apply for the remainder of the encounter, and the barbarian is treated as fatigued: 20 Strength (+5) 12 Dexterity (+1) Unable to charge or run. Feats: Gnoll Ferocity, Power Attack, Improved Initiative, Weapon Focus (Greatsword) Equipment: Chain shirt, standard adventuring gear/ Remaining GP: 500 gp. Or so. [/center]
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Post by Dokeshi on Aug 29, 2010 20:37:59 GMT -5
Melekure used to be a calm peaceful town, however when the mayor of the town, Lord Leonheart died strange things have been happening. There are rumors about his adviser coming back from the dead and terrorizing the town from the Leonheart family crypt. There has been a reward posted, seeking adventurers to help them with the menace. You will meet the rest of the party at the bulletin board in the center of town.
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Post by Raven on Aug 29, 2010 20:46:34 GMT -5
I, Kelna Aurveryndar, sole survivor or the Aurveryndar family, grunted in approval as I read the sign on the town's bulletin. Perhaps if I joined this adventure I would finally find some excitement and bloodspill. I smirked at that thought. It might be worth it to travel with others if I got a fair amount of that, primarily the second thing on my list. I had had a fairly uneventful few years, and I was growing extremely bored with it.
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Post by Dokeshi on Aug 29, 2010 20:49:17 GMT -5
A frail looking boy, he seemed to be a human, walked up to her and spoke quietly," Are you going to help us miss? We would really appreciate some help...The only person that might have had a chance left on his own adventure a few years ago."
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Post by Raven on Aug 29, 2010 20:56:58 GMT -5
I looked down on the boy, considering abandoning the adventure just for the, ah, sake of the boy. "And why would I help you?" I asked in a leering tone.
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Post by Dokeshi on Aug 29, 2010 21:00:58 GMT -5
"Well if not for us do it for the treasure...There are many rumors of the many riches and magic items in the crypt...the town will give you as much as we can as well."
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Post by Raven on Aug 29, 2010 21:04:06 GMT -5
I considered the boy for a moment. "If I weren't going to go, nothing you have said here would have changed my mind," I said shortly.
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Post by Dokeshi on Aug 29, 2010 21:12:08 GMT -5
"Well good to see you aren't a chicken...chances are you won't come out though..."
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Post by Raven on Aug 29, 2010 21:20:35 GMT -5
"What makes you think that?" I asked, raising one eyebrow.
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Post by Dokeshi on Aug 29, 2010 21:23:34 GMT -5
"I said the only adventurer that might be able to handle it did I not? He left after about 10 others went in together and never came back after a month. Either you will fix the problem or become number 11."
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Post by Raven on Aug 29, 2010 21:30:14 GMT -5
I only grinned. "There are two things you haven't taken into consideration. First, who says I'm going in alone?" I asked, even though I had intended to go alone. "And second, whatever is in there will have been weakened by the ten."
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Post by Dokeshi on Aug 29, 2010 21:31:43 GMT -5
"Chances are what's inside became more powerful and the ten joined their ranks..."
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