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We're a guild dedicated mainly to Dungeons and Dragon's based role play. We're looking for semi-literate role players and DM's. 

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Reply Linear Campaigns v3.5 [Current WDM: Sander Cohen92]
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SI_L_EXE
Vice Captain

PostPosted: Sun Nov 01, 2009 7:54 pm


I'm going for the most part by standard 3.5 rules.

For your character creation: You can get equipment equal to or less than in value to your gold roll of 60+(10x2d6) Gold Pieces. So you'll have anywhere between 80 and 180gp. So I command you. Make your characters. Do it. Do it now.

RULES OF THE CAMPAIGN
1. Start at Level 1
2. Most Races are allowed because I have many of the 3.5 books as eBooks. But ask about a class if it's uncertain.
RACE LIMITS
-Essentially Some races are too overpowered. For example The Mind Flayer: "+2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence,
+6 Wisdom, +6 Charisma."
"—Racial Hit Dice: A mind flayer begins with eight levels of
aberration, which provide 8d8 Hit Dice, a base attack bonus of +6,
and base saving throw bonuses of Fort +2, Ref +2, and Will +6.
—Racial Skills: A mind flayer’s aberration levels give it skill
points equal to 11 × (2 + Int modifier). Its class skills are Bluff,
Concentration, Hide, Intimidate, Knowledge (any), Listen, Move
Silently, and Spot.
—Racial Feats: A mind flayer’s aberration levels give it three feats.
— +3 natural armor bonus.
—Natural Weapons: 4 tentacles (1d4).
—Special Attacks (see above): Mind blast, psionics, improved
grab, extract.
—Special Qualities (see above): Spell resistance equal to 25 +
class levels, telepathy 100 ft."

As you can see, the Mind Flayer at level 1, starts out similar to something of a level 10 which is quite ridiculous.

If you want guidelines, no race should have a level adjustment of more than +1.

3. Character sheets should be done properly as in the Creating a Character forum in the Tavern
4. Be realistic with your roleplaying. It's just better.
5. Karma is changeable. If you're good and you start threatening people and such... your karma is bound to change. :3



Sander Cohen92
Bonus EXP is rewarded for:

-Bravery. Willingly sacrificing yourself will result in extra EXP for you.
-Creativity. Being creative will net you extra EXP.
-Staying in Character/role playing. Role playing and keeping the DnD experience alive will get you some EXP, not much, but some.
-Certain Successful Checks. Certain skill rolls may earn you extra EXP if they're successful.


And yes. My campaign is named after that sexy Bob Dylan song.  
PostPosted: Sun Nov 01, 2009 7:55 pm


CHARACTERS IN THIS CAMPAIGN


SI_L_EXE
---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Rabkca Larimda
Race: Human
Alignment: Lawful Neutral
Deity: Syreth -Goddess of Protection and Guardians
Size: M
Age: 24
Gender: Male
Height: 6’2
Weight: 185 lbs
Eyes: Hazel
Hair: Brown
Skin: Black
---------------------------------------------------
Languages Section
---------------------------------------------------
- Common
- Elven
- Draconic
-
-
-
-
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: Fighter/1
Secondary Class and Level:
Tertiary Class and level:
EXP:
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 16/+3
Dexterity: 14/+2
Constitution: 18/+4
Intelligence: 14/+2
Wisdom: 12/+1
Charisma: 12/+1
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 17 (10+4+3)
AC: 17=10+2+3+2
Damage Reduction:
Speed: 30 ft
Touch Armor Class: 12=10+2
Flat-Footed Armor Class: 15=10+2+3
Initiative: +6
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: 6=2+4
Reflex: 2
Will: 1
---------------------------------------------------
Feats Section
---------------------------------------------------
- Shield Proficiency
- Tower Shield Proficiency
- Toughness
-Improved Initiative
- Power Attack
-
-
-
-
-
-
-
---------------------------------------------------
Special Abilities Section
---------------------------------------------------
- Fighter: Proficient With All Simple and Martial Weapons and all Armors
- Fighter: Shield Proficiency
- Fighter: Tower Shield Proficiency
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---------------------------------------------------
Spells Section
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Spell Save:
Domain/Specialty School: (If you don't have one, put none)
Level 0:
-
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Level 1:
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Level 2:
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Level 3:
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Level 4:
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Level 5:
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Level 6:
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Level 7:
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Level 8:
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Level 9:
-
-
---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: Spells Known || Spell Save DC || Spells Per Day || Bonus Spells (0 for level 0 spells)
Level 1:
Level 2:
Level 3
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise (Int): 2
O Balance (Dex): 0=2+2(1/2)-3
O Bluff (Cha): 1
O Climb (Str): 2=3+2-3
O Concentration (Con):
O Craft (Armorsmithing) (Int): 4=2+2
O Craft (_________) (Int):
O Craft (_________) (Int):
O Decipher Script (Int):
O Diplomacy (Cha): 1
O Disable Device (Int):
O Disguise (Cha): 1
O Escape Artist (Dex): -1=2-3
O Forgery (Int): 2
O Gather Information (Cha): 1
O Handle Animal (Cha): 1
O Heal (Wis): 1
O Hide (Dex): 2
O Intimidate (Cha): 3=1+2
O Jump (Str): 2=3+2-3
O Knowledge (_________) (Int):
O Knowledge (_________) (Int):
O Knowledge (_________) (Int):
O Knowledge (_________) (Int):
O Knowledge (_________) (Int):
O Listen (Wis): 3=1+2(1/2)
O Move Silently (Dex): -1=2-3
O Open Lock (Dex):
O Perform (________) (Cha):
O Perform (________) (Cha):
O Perform (________) (Cha):
O Profession (________) (Wis):
O Profession (________) (Wis):
O Ride (Dex): 2
O Search (Int): 3=2+2(1/2)
O Sense Motive (Wis): 1
O Sleight of Hand (Dex):
O Spellcraft (Int)
O Spot (Wis): 2=1+2(1/2)
O Survival (Wis): 1
O Swim (Str): -3=3-6
O Tumble (Dex): 0=2+2(1/2)-3
O Use Magic Device (Cha):
O Use Rope (Dex): 3=2+2(1/2)
O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +1
Grapple: +4
Weapon (Slot 1): Warhammer
-Attack Bonus
-Damage: 1d8
-Critical: x3
-Range: Melee
-Type: Bludgeoning
-Weight: 5 lb
-Other Notes

Weapon (Slot 2):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 3):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 4):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: 30%
Armor/Protective Item: Studded Leather Armor
-Type: Light Armor
-AC Bonus: +3
-Max dex: +5
-Check Penalty: -1
-Spell Failure: 15%
-Speed: 30ft
Weight: 20 lbs
-Special Properties

Shield/Protective Item: Heavy Steel Shield
-AC Bonus: +2
-Weight: 15 lbs
-Check Penalty: -2
-Spell Failure: 15%
-Special Properties

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
- Warhammer /5lb
- Studded Leather Armor /20lb
- Heavy Steel Shield /15lb
- Hempen Rope /10lb
- Crowbar /5lb
- Grappling Hook /4lb
- Oil x2 Pints /2lb
- Alchemists Fire /1lb
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Current Load: 62 lbs

Light Load: <76lbs
Medium Load: 77-153lb
Heavy Load: 154-230 lb
Lifts Over Head (Equals Max Load): 230lbs
Lift off Ground (2x Max Load): 460 lbs
Push or Drag (3x Max Load): 690 lbs
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP:
SP: 8
GP: 8
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-

Background: Rabcka grew up worshiping nothing but acknowledging the existance of the gods. He was trained in military ways by his veteran father. Some seemingly random night 3 years ago, he was given a vision by the goddess Syreth who had sent him images a group of people he'd never seen before. She told him to protect them with his life or dire consequences would ensue. Not one to disobey a god, he followed the rest of her orders which led him to take up residency in the city of Sumatat waiting for these people to show up.




Maia Hart
---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Ferregine Toth
Race: Human
Alignment: Lawful Good
Deity: none
Size: Medium
Age: 20
Gender: Female
Height: 4'10"
Weight: 108 lb.
Eyes: Green
Hair: Brown
Skin: Beige
---------------------------------------------------
Languages Section
---------------------------------------------------
-Common
-Celestial
-
-
-
-
-
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: Rogue 1
Secondary Class and Level:
Tertiary Class and level:
EXP:
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 13/+1
Dexterity: 13/+1
Constitution: 10/+0
Intelligence: 13/+1
Wisdom: 11/+0
Charisma: 13/+1
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 6
AC: 13 (+2 armor, +1 DEX)
Damage Reduction: 0
Speed: 30 ft.
Touch Armor Class: 11
Flat-Footed Armor Class: 12
Initiative: +1
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: +0
Reflex: +3
Will: +0
---------------------------------------------------
Feats Section
---------------------------------------------------
-Investigator (+2 to Gather Information and Search)
-Nimble Fingers (+2 to Disable Device and Open Lock)
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Special Abilities Section
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-Sneak Attack (+1d6)
-Trapfinding
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---------------------------------------------------
Spells Section
---------------------------------------------------
Spell Save:
Domain/Specialty School: (If you don't have one, put none)
Level 0:
-
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Level 1:
-
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Level 2:
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Level 3:
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Level 4:
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Level 5:
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Level 6:
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Level 7:
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Level 8:
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Level 9:
-
-
---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: Spells Known || Spell Save DC || Spells Per Day || Bonus Spells (0 for level 0 spells)
Level 1:
Level 2:
Level 3
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise (Int): 1 = 1 + 0 + 0
O Balance (Dex): 1 = 1 + 0 + 0
O Bluff (Cha): 5 = 1 + 4 + 0
O Climb (Str): 1 = 1 + 0 + 0
O Concentration (Con): 0 = 0 + 0 + 0
O Craft (_________) (Int): 1 = 1 + 0 + 0
O Craft (_________) (Int): 1 = 1 + 0 + 0
O Craft (_________) (Int): 1 = 1 + 0 + 0
O Decipher Script (Int): ---
O Diplomacy (Cha): 1 = 1 + 0 + 0
O Disable Device (Int): 7 = 1 + 4 + 2
O Disguise (Cha): 5 = 1 + 4 + 0
O Escape Artist (Dex): 5 = 1 + 4 + 0
O Forgery (Int): 1 = 1 + 0 + 0
O Gather Information (Cha): 7 = 1 + 4 + 2
O Handle Animal (Cha): ---
O Heal (Wis): 0 = 0 + 0 + 0
O Hide (Dex): 1 = 1 + 0 + 0
O Intimidate (Cha): 1 = 1 + 0 + 0
O Jump (Str): 1 = 1 + 0 + 0
O Knowledge (Local) (Int): ---
O Knowledge (_________) (Int): ---
O Knowledge (_________) (Int): ---
O Knowledge (_________) (Int): ---
O Knowledge (_________) (Int): ---
O Listen (Wis): 0 = 0 + 0 + 0
O Move Silently (Dex): 1 = 1 + 0 + 0
O Open Lock (Dex): 7 = 1 + 4 + 2
O Perform (________) (Cha): 1 = 1 + 0 + 0
O Perform (________) (Cha): 1 = 1 + 0 + 0
O Perform (________) (Cha): 1 = 1 + 0 + 0
O Profession (________) (Wis): ---
O Profession (________) (Wis): ---
O Ride (Dex): 1 = 1 + 0 + 0
O Search (Int): 7 = 1 + 4 + 2
O Sense Motive (Wis): 4 = 0 + 4 + 0
O Sleight of Hand (Dex): 5 = 1 + 4 + 0
O Spellcraft (Int): ---
O Spot (Wis): 0 = 0 + 0 + 0
O Survival (Wis): 0 = 0 + 0 + 0
O Swim (Str): 1 = 1 + 0 + 0
O Tumble (Dex): ---
O Use Magic Device (Cha): ---
O Use Rope (Dex): 5 = 1 + 4 + 0
O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus:+0
Grapple:+1
Weapon (Slot 1): Dagger
-Attack Bonus (if any): +1
-Damage: 1d4
-Critical: x2, 19-20
-Range: 10 ft. (thrown)
-Type: Light, Simple
-Weight: 1 lb.
-Other Notes: +2 to Sleight of Hand checks to conceal a dagger

Weapon (Slot 2):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 3):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 4):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance: 0
Arcane Spell Failure Total: 10%
Armor/Protective Item: Leather Armor
-Type: Light Armor
-AC Bonus: +2
-Max Dex: +6
-Check Penalty: -0
-Spell Failure: 10%
-Speed: 30 ft.
-Weight: 10 lb.
-Special Properties: none

Shield/Protective Item:
-AC Bonus
-Weight
-Check Penalty
-Spell Failure
-Special Properties

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
-Candles (10)
-Daggers (5)
-Hemp Rope
-Lock, Very Simple
-Manacles
-Mirror, Small Steel
-Sack
-Torch
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Current Load: 37 lb.

Light Load: 50 lb. or fewer
Medium Load: 51-100 lb.
Heavy Load: 101-150 lb.
Lifts Over Head (Equals Max Load): 150 lb.
Lift off Ground (2x Max Load): 300 lb.
Push or Drag (3x Max Load):450 lb.
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP:
SP:
GP:
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-

Marie was an ordinary commoner, living out her life in a quaint little hamlet. Her life, however, changed dramatically when her husband died in a foreign conflict. She had worried herself so much that she became quite frail, unable to venture much further than her garden. When she learned of her husband's demise, she was virtually inconsolable. She clung to anyone who would lend her a shoulder.

As the conflict came to an end, the king of the land spent the night there at the hamlet on his way back to the castle. The queen was barren, so he was quite desperate for an heir. The two met entirely by chance, but by the next morning, they had readily consummated their mutual acquaintance. Unfortunately, as the woman came to term, the queen had miraculously conceived a child herself. Though the child the woman had produced could never inherit anything, even were she male, the King took her in.

Ferregine, the child-by-chance of the king, always had an inkling that she had noble blood, but she never consciously realized it. Somehow, she developed a slightly arrogant, condescending attitude. Yet it was hardly fitting for her lot in life. Though she was housed and raised within the castle walls, she was virtually equal in status to the servants who worked there. Her caretaker was the master of the armory, who took the job despite frequent, bitter, and foul-mouthed protests. From him, she took her last name, Toth. He raised her to be able to defend and care for herself, though she did take the time to instill a very strong sense of morality. Otherwise, she was generally free to do as she pleased.

As a child, she longed for a life outside of the walls and made full use of her imagination to accomplish this. She used to dress up and pretend to be foreign dignitaries or adventurers, and she thrived on the tales that travelers brought. As she aged, though, she outgrew these childish fantasies, though she never did stop dreaming of the world outside the walls. She began to realize the importance of having an established source of income, but she was paralyzed by indecision. She didn't generallly care for the servants' trades, nor did crafting interest her. She was generally unskilled and unenthusiastic in scholarly pursuits, and magic completely eluded her. As such, she took on odd jobs within the castle, most of which involved mechanical devices. In fact, she discovered that she had quite a knack for picking locks and disarming traps. Yet, due to her moral upbringing, she detested criminals and others who would use these very skills to steal from others. She struggled to harmonize her abilities with her ethics, but she could never quite resolve the two.



Sander Cohen

---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Brutus Skrine
Race: Dwarf
Alignment: Lawful Good
Deity: Moradin
Size: Small
Age: 42
Gender: Male
Height: 4'9"
Weight: 145lbs
Eyes: Blue
Hair: Thick and Dark Brown
Skin: White
---------------------------------------------------
Languages Section
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-Common
-Dwarven
-Giant
-Terran
-
-
-
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: 1st level Fighter
Secondary Class and Level:
Tertiary Class and level:
EXP:
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 18 / +4
Dexterity: 16 / +3
Constitution: 18 / +4
Intelligence: 15 / +2
Wisdom: 14 / +1
Charisma: 11 / +0
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 14
AC: 18 = 10 + 4 + 3 + 0 + 1 + 0 + 0
Damage Reduction: 0
Speed: 20ft
Touch Armor Class: 14
Flat-Footed Armor Class: 15
Initiative: +3
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: 6 = 2 + 4
Reflex: 4 = 0 + 0
Will: 2 = 0 + 2
---------------------------------------------------
Feats Section
---------------------------------------------------
-Dodge: +1AC against selected target
-Two-Weapon Fighting: Reduces two-weapon fighting penalties by 2.
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---------------------------------------------------
Special Abilities Section
---------------------------------------------------
-Dwarf: Not encumbered/slowed by medium/heavy armor or medium/heavy loads.
-Darkvision: Can see in the dark up to 60ft
-Stonecunning: +2 on search checks to notice unusual stonework
-Weapon Familiarity: Dwarves may treat Dwarven waraxes and Dwarven urgoshes as martial weapons.
-Stability: +4 on ability checks made to resist being bull rushed or tripped whens standing on ground.
-Dwarf: +2 on saving throws against poison
-Dwarf: +2 on saving throws against spells and spell-like effects.
-Dwarf: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (Including goblins, hobgoblins, and bugbears).
-Dwarf: +4 dodge bonus AC against monsters of the giant type.
-Dwarf: +2 racial on appraise checks related to stone or metal items.
-Dwarf: +2 on Craft checks that are related to stone or metal.
-
-
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Skills Section
---------------------------------------------------
O Appraise (Int): 2 = 2 + 0 + 0
O Balance (Dex): 3 = 3 + 0 + 0
O Bluff (Cha): 0 = 0 + 0 + 0
O Climb (Str): 8 = 4 + 4 + 0
O Concentration (Con): 4 = 4 + 0 + 0
O Craft (_________) (Int): 2 = 2 + 0 + 0
O Craft (_________) (Int): 2 = 2 + 0 + 0
O Craft (_________) (Int): 2 = 2 + 0 + 0
O Decipher Script (Int):
O Diplomacy (Cha): 0 = 0 + 0 + 0
O Disable Device (Int): 2 = 2 + 0 + 0
O Disguise (Cha): 0 = 0 + 0 + 0
O Escape Artist (Dex): 3 = 3 + 0 + 0
O Forgery (Int): 2 = 2 + 0 + 0
O Gather Information (Cha): 0 = 0 + 0 + 0
O Handle Animal (Cha): 0 = 0 + 0 + 0
O Heal (Wis): 1 = 1 + 0 + 0
O Hide (Dex): 3 = 3 + 0 + 0
O Intimidate (Cha): 4 = 0 + 4 + 0
O Jump (Str): 8 = 4 + 4 + 0
O Knowledge (_________) (Int): 2 = 2 + 0 + 0
O Knowledge (_________) (Int): 2 = 2 + 0 + 0
O Knowledge (_________) (Int): 2 = 2 + 0 + 0
O Knowledge (_________) (Int): 2 = 2 + 0 + 0
O Knowledge (_________) (Int): 2 = 2 + 0 + 0
O Listen (Wis): 1 = 1 + 0 + 0
O Move Silently (Dex): 3 = 3 + 0 + 0
O Open Lock (Dex: 3 = 3 + 0 + 0
O Perform (________) (Cha): 0 = 0 + 0 + 0
O Perform (________) (Cha): 0 = 0 + 0 + 0
O Perform (________) (Cha): 0 = 0 + 0 + 0
O Profession (________) (Wis): 1 = 1 + 0 + 0
O Profession (________) (Wis): 1 = 1 + 0 + 0
O Ride (Dex): 7 = 3 + 4 + 0
O Search (Int): 2 = 2 + 0 + 0
O sense Motive (Wis): 1 = 1 + 0 + 0
O Sleight of Hand (Dex): 3 = 3 + 0 + 0
O Spellcraft (Int): 2 = 2 + 0 + 0
O Spot (Wis): 1 = 1 + 0 + 0
O Survival (Wis): 1 = 1 + 0 + 0
O Swim (Str): 4 = 4 + 0 + 0
O Tumble (Dex): 3 = 3 + 0 + 0
O Use Magic Device (Cha): 0 = 0 + 0 + 0
O Use Rope (Dex): 3 = 3 + 0 + 0
O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +1
Grapple: 5 = 1 + 4 + 0
Weapon (Slot 1): Dwarven Waraxe
-Attack Bonus:
-Damage: 1d10
-Critical: x3
-Range: Melee
-Type: Slashing
-Weight: 8lb
-Other Notes

Weapon (Slot 2): Dwarven Waraxe
-Attack Bonus:
-Damage: 1d10
-Critical: x3
-Range: Melee
-Type: Slashing
-Weight: 8lb
-Other Notes

Weapon (Slot 3):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 4):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: 25%
Armor/Protective Item: Scale Mail
-Type: Medium
-AC Bonus: +4
-Max Dex: +3
-Check Penalty: -4
-Spell Failure: 25%
-Speed: 20ft
-Weight: 20lb
-Special Properties

Shield/Protective Item:
-AC Bonus
-Weight
-Check Penalty
-Spell Failure
-Special Properties

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
-Barrel (empty(Stores 35 gallons)) - 30lbs
-Barrel (Filled with 26 gallons of Ale) - 208lbs
-Bedroll - 5lbs
-Cold weather outfit - 7lbs
-Crowbar - 5lbs
-Dwarven Waraxex2 - 16lbs
-Scale Mail - 20lbs
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-
-
-
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-
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-
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Current Load: 291lbs.

Light Load: 100lbs. or less
Medium Load: 101-200lbs.
Heavy Load: 201-300lbs.
Lifts Over Head (Equals Max Load): 300lbs.
Lift off Ground (2x Max Load): 600lbs.
Push or Drag (3x Max Load): 900lbs.
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP: 20
SP: 1
GP:
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-

Bio: Brutus was born into a family of strong tradition, and great Dwarven pride. It began with generations past of Dwarven Defenders, a grand honor to give your life for yours clans leader. At the young age of 23 Brutus left his house beginning his "test". A thing all Skrine's do to prove they are ready and willing to carry on family tradition. Across his journey's he has battled many a monsters, helped numerous strangers, and overcome countless trials. Now, fate has brought him here, to the land of Sivierel...


MooseyFate117
---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Ennwen Lamrion
Race: half-elf
Alignment: Chaotic good
Deity: Obad-Hai
Size: medium
Age: 42
Gender: male
Height: 5 feet 4 inches
Weight: 120 pounds
Eyes: dark green eyes
Hair: white hair
Skin: Caucasian/white
---------------------------------------------------
Languages Section
---------------------------------------------------
- common
- dwarven
-elven
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: Ranger lvl 1
Secondary Class and Level:
Tertiary Class and level:
EXP: 0
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 14/+2
Dexterity: 15/+2
Constitution: 11/+0
Intelligence: 13/+1
Wisdom: 14/+2
Charisma: 11/+0
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 14
AC: 17=10+3+2+2+0+0+0
Damage Reduction:
Speed: 30 Ft
Touch Armor Class: 12
Flat-Footed Armor Class:15
Initiative: +2
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: 2
Reflex: 4
Will: 2
---------------------------------------------------
Feats Section
---------------------------------------------------
- track
You can follow the trails of creatures and characters across most
types of terrain.
Benefit: To find tracks or to follow them for 1 mile requires a
successful Survival check. You must make another Survival check
every time the tracks become difficult to follow, such as when other
tracks cross them or when the tracks backtrack and diverge.
If you fail a Survival check, you can retry after 1 hour (outdoors) or
10 minutes (indoors) of searching.
((doesn't work on a subject with a pass without trace spell))

- improved initiative
You can react more quickly than normal in a fight.
Benefit: You get a +4 bonus on initiative checks


---------------------------------------------------
Special Abilities Section
---------------------------------------------------
-Track: A ranger gains Track (see page 101) as a bonus feat.

-Wild Empathy (Ex): A ranger can use body language, vocalizations,
and demeanor to improve the attitude of an animal.
This ability functions just like a Diplomacy check (see page 72).
The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to
determine the wild empathy check result. The typical domestic
animal has a starting attitude of indifferent, while wild animals are
usually unfriendly. (1d20+lvl+charisma)

-Favored Enemy (Ex): At 1st level, a ranger may select a type of
creature from among those given on Table 3–14: Ranger Favored
Enemies. Due to his extensive study on his chosen type of foe and
training in the proper techniques for combating such creatures, the
ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and
Survival checks when using these skills against creatures of this
type. Likewise, he gets a +2 bonus on weapon damage rolls against
such creatures. (1st favored enemy: Outsider (chaotic) demon.

-Low-light Vision: A half-elf can see twice as far as a human in conditions of poor illumination.

- +1 racial bonus on Listen, Search, and Spot checks
- +2 racial bonus on Diplomacy and Gather Information checks


---------------------------------------------------
Spells Section
---------------------------------------------------
NONE! (for now, I'll put this back when it's needed)
---------------------------------------------------
Skills Section 6+(int mod=1) *4= 28 points(all points used)
modifiers.....
str=2 int= 1 dex=2
wis= 2 con=0 cha= 0
---------------------------------------------------
Skill Modifier here=Ability Modifier here+Ranks Here+Misc. Modifier



O Climb (Str): 2+0=2
O Concentration (Con): 0+2 ranks=2
O Craft ( ) (Int): 1+0=1
O Handle Animal (Cha): 0+2 ranks=2
O Heal (Wis): 2+3 ranks=5
O Hide (Dex):2+2 ranks=4
O Jump (Str): 2+1 ranks=3
O Knowledge (dungeoneering) (Int): 1+1 rank=2
O Knowledge (geograpy) (Int): 1+1 rank=2
O Knowledge (nature) (Int): 1+1 rank=2
O Listen (Wis): 2+2 ranks=4
O Move Silently (Dex): 2+1 rank=3
O Profession (________) (Wis):2+0=2
O Ride (Dex): 2+3 ranks=5
O Search (Int): 1+1 rank=2
O Spot (Wis): 2+1 rank=3
O Survival (Wis): 2+1 ranks=3
O Swim (Str): 2+0=2
O Use Rope (Dex): 2+0=2





O Gather Information (Cha): 0+1rank(2 points)
O Intimidate (Cha): 0+1rank(2 points)
O sense Motive (Wis): 2+1rank( 2 points)=3





O Appraise (Int): 1
O Balance (Dex): 2
O Bluff (Cha): 0
O Diplomacy (Cha): 0
O Disguise (Cha): 0
O Escape Artist (Dex): 2
O Forgery (Int): 1
O Perform (act) (Cha): 0




O Decipher Script (Int):
O Tumble (Dex):
O Use Magic Device (Cha):
O Disable Device (Int):
O Spellcraft (Int):
O Open Lock (Dex):
O Sleight of Hand (Dex):



---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +1

Grapple: 3=1+2+0

Weapon (Slot 1): Longsword
-Attack Bonus
-Damage -1d8
-Critical -19-20 x2
-Range Melee
-Type Slashing
-Weight 4 lb
-Other Notes

Weapon (slot 2): Longsword
-Attack Bonus
-Damage -1d8
-Critical -19-20 x2
-Range Melee
-Type Slashing
-Weight 4 lb
-Other Notes

Weapon (Slot 3):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Weapon (Slot 4):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: 15%
Armor/Protective Item: Studded Leather Armor
-Type Light Armor
-AC Bonus +3
-Max dex +5
-Check Penalty -1
-Spell Failure 15%
-Speed 30ft
Weight 20lb
-Special Properties

-Shield, light steel
Cost: 9GP
Armor/Shield Bonus: +1
Maximum Dex Bonus: --
Armor Check Penalty: -1
Arcane Spell Failure Chance: 5%
Speed (30ft): --
Speed (20ft): --
Weight: 6lbs.


Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
-Studded Leather Armor (25 GP- 20lbs)
- Longswords (30 GP- 8lbs)X2
- sheild, light steel (9 GP- 6lbs)
- Oil (1-pint flask) (1 SP- 1 lb) X3
- Lantern, hooded (7 GP- 2 lbs)
- Grappling hook (1 GP- 4 lbs)
- Rations, trail (per day) (5 SP-1 lb) X4
- Paper (sheet) (4 sp) X7
- Inkpen (1 sp) X2
- flint and steel (1GP)
-
-
-
-
-
-
-
-
-
-
Current Load: 47 lbs

Light Load: 58 lbs or less
Medium Load: 59-116 lbs
Heavy Load: 117-175 lbs
Lifts Over Head (Equals Max Load): 175 lbs
Lift off Ground (2x Max Load): 350 lbs
Push or Drag (3x Max Load): 525 lbs
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP:
SP: 7
GP: 55
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-


A few years after Ennwin was born, his human father died. Him and his elven mother moved to a village inhabited be elves, but Ennwin eventually left. Since he was a half-elf he was usally made fun of with names like "halfy", not to mention he was also abused on a regualr basis.

At one point, he decided it was enough, he packed his things and left a note to his mother telling her he left. Ennwin never saw his mother again, nor did he care, she was never much of a parent in the first place.

He decided he would take up the life of an adventurer soon after he left. Ennwin met many different people on his travels including a ranger. The ranger decided to take take Ennwin on as an apprentice. This started at the age of 20; after he became good enough, the other ranger soon moved on.

Since the end of his training, Ennwin has been traveling that continent helping who he could. This gave him a sense of accomplishment, because when he was child Ennwin just seemed useless to everyone else and the world. Still, Ennwin feel like there should be a bigger part to his life......soon he will discover what his true purpose is.



Wonder in Artland
---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Calypso
Race: Human [formerly a mermaid]
Alignment: Chaotic-neutral
Deity: Eadro
Size : M
Age: around 80 [she is has little care for numbers], but she looks very young
Gender: Female
Height: 5’ 4”
Weight: 125 lbs
Eyes: Deep blue
Hair: Mid-back length, blue-green color
Skin: Pale white; there are a few patches of what look to be scales on her legs
---------------------------------------------------
Biography
---------------------------------------------------
Personality.
Playful. Merry. Daring. Melancholy, longs for the sea.

History.
Calypso was originally born a mermaid. She is the youngest of three daughters, and also the most beautiful, with bright green and blue colors. The shoal was south of the Kingdom of Siveriel in warm, shallow waters and was known for its members’ beauty, having colorful, long tails and fins. Her mother, Melusina, was proclaimed to be the best jewelry maker in the shoal, possibly in the sea, and she tried to pass on her skills to her three daughters. But Calypso was more interested in the magic of the clerics. Her father, Phorcys, had hopes for Calypso to marry the Captain of the Guard’s son. A courtship began betwixt the two, but before the relationship could go anywhere, Calypso’s fate was forever changed.

On a journey to a coral reef to gather items for her mother’s jewelry making, Calypso dared to swim closer to the shore: where the best coral was. There, she spied a rather large group of men in armor, with horses and a carriage, with a woman in grand dress stepping out. The woman complained of aching feet and stepped up to the shoreline to put her feet in the water. Calypso, wanting to have some fun, dared to splash the woman with her tail, pretending to be a wave. Though, waves do not giggle, and the queen, for she was a queen, spotted Calypso, and cursed her, warning her never to insult Her Majesty again. Calypso’s tail disappeared and in its stead were two legs. She tried to swim back home, but she found she could not breathe underwater.

Defeated and exhausted, Calypso swam back to shore and wept for hours. Every time she would try to walk, she would stumble and fall—legs were so vastly different. Every step felt like knives cutting into her feet. It was here that the aquatic elves found her and took her to their village. She lived with the elves for a few months, learning their language and their healing ways. The pain from legs and walking eventually went away, but the awkward feeling never seemed to subside. Calypso longs to return to her family and her home and her water, but she imagines the only way to do so is to find the evil queen who turned her.
---------------------------------------------------
Languages Section
---------------------------------------------------
- Common
- Aquan
- Elven
-
-
-
-
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: Cleric Lvl. 1
Secondary Class and Level:
Tertiary Class and level:
EXP: 0
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 14 // +2
Dexterity: 16 // +3
Constitution: 14 // +2
Intelligence: 13 // +1
Wisdom: 18 // +4
Charisma: 18 // +4
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 10
AC: 16 = 3 [Armor] + 3 [Dex]
Damage Reduction: N/A
Speed: 30 ft.
Touch Armor Class: 13
Flat-Footed Armor Class: 13
Initiative: +3
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: 4 = 2 [Base] + 2 [Mod]
Reflex: 3 = 0 [Base] + 3 [Mod]
Will: 6 = 2 [Base] + 4 [Mod]
---------------------------------------------------
Feats Section
---------------------------------------------------
- Alertness
- Martial Weapon Prof.
-
-
-
-
-
-
---------------------------------------------------
Special Abilities Section
---------------------------------------------------
- Turn Undead
---------------------------------------------------
Spells Section
---------------------------------------------------
Spell Save:
Domain/Specialty School: Healing and Water domains
Healing: Caster healing spells at +1 caster level
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max
+25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental
conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8
damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max
+40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.

Water: Turn or destroy fire creatures as a good cleric
turns undead. Rebuke, command, or bolster water creatures as an
evil cleric rebukes undead. Use these abilities a total number of
times per day equal to 3 + your Charisma modifier. This granted
power is a supernatural ability.
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.

Level 0:
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Virtue: Subject gains 1 temporary hp.

Level 1:
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can’t perceive one subject/level.
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves,
counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: N/A || DC14 || 3 || --
Level 1: N/A || DC15 || 1+1 || 1
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise (Int): 1 = _ + 1 + _
O Balance (Dex): 2 = _ + 3 - 1
O Bluff (Cha): 4 = _ + 4 + _
O Climb (Str): 1 = _ + 2 - 1
● Concentration (Con): 2 = _ + 2 + _
● Craft (Jewelry making) (Int): 3 = 2 + 1 + _
O Decipher Script (Int): _ = _ + 1 + _
● Diplomacy (Cha): 5 = 1 + 4 + _
O Disable Device (Int): _ = _ + 1 + _
O Disguise (Cha): 4 = _ 4 + _
O Escape Artist (Dex): 2 = _ + 3 - 1
O Forgery (Int): 1 = _ + 1 + _
O Gather Information (Cha): 4 = _ + 4 + _
● Handle Animal (Cha): _ = _ + 4 + _
O Heal (Wis): 5 = 1 + 4 + _
O Hide (Dex): 2 = _ + 3 - 1
O Intimidate (Cha): 4 = _ + 4 + _
O Jump (Str): 1 = _ + 2 - 1
● Knowledge (Arcana) (Int): 1 = _ + 1 + _
● Knowledge (History) (Int): 3 = 2 + 1 + _
● Knowledge (The Planes) (Int): 1 = _ + 1 + _
● Knowledge (Religion) (Int): 2 = 1 + 1 + _
O Listen (Wis): 6 = _ + 4 + 2
O Move Silently (Dex): 2 = _ + 3 - 1
O Open Lock (Dex: _ = _ + 3 + _
O Perform (Wind Instrument) (Cha): 5 = 2/1 + 4 + _
O Perform (Sing) (Cha): 5 = 2/1 + 4 + _
● Profession (Herbalist) (Wis): 5 = 1 + 4 + _
O Ride (Dex): 3 = _ + 3 + _
O Search (Int): 1 = _ + 1 + _
O Sense Motive (Wis): 4 = _ + 4 + _
O Sleight of Hand (Dex): _ = _ + 3 - 1
● Spellcraft (Int): 1 = _ + 1 + _
O Spot (Wis): 6 = _ + 4 + 2
O Survival (Wis): 4 = _ + 4 + _
O Swim (Str): 1 = _ + 2 - 1
O Tumble (Dex): _ = _ + 3 - 1
O Use Magic Device (Cha): _ = _ + 4 + _
O Use Rope (Dex): 3 = _ + 3 + _
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +0
Grapple: 2 = 0 [Base Att] + 2 [Str mod]
Weapon (Slot 1): Longbow
-Attack Bonus: +3
-Damage: 1d8+3
-Critical: x3
-Range: 100ft
-Type: Piercing
-Weight: 3lbs.
-Other Notes: Arrows x20

Weapon (Slot 2): Short sword
-Attack Bonus: +2
-Damage: 1d6+2
-Critical: 19-20/x2
-Range: N/A
-Type: Piercing
-Weight: 2 lbs
-Other Notes

Ammunition (Type 1): Arrows x20
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance: 0
Arcane Spell Failure Total: 15%
Armor/Protective Item: Studded Leather
-Type: Light
-AC Bonus: +3
-Max Dex: +5
-Check Penalty: -1
-Spell Failure: 15%
-Speed: 30ft
Weight: 20lbs.
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
- Longbow [3lbs]
- Short sword [2lbs]
- Studded Leather [20lbs]
- Holy Symbol, made of seashells and coral
- Backpack [2lbs]
- Waterskin [4lbs]
- Bedroll [5lbs]
- Whale bone flute [3lbs]
- Spell-component pouch [2lbs]
- Artisan's Tools [5lbs]
- Bag of seashells and coral [4lbs]
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Current Load: 48lbs.

Light Load: <58lbs
Medium Load: 59-116lbs
Heavy Load: 117-175lbs
Lifts Over Head (Equals Max Load): 175lbs
Lift off Ground (2x Max Load): 350lbs
Push or Drag (3x Max Load): 525lbs
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP:
SP: 9
GP: 49
PP:

Property owned:
-
-
Mercenaries/Servants/Workers Hired:
-
-
-
-
-


Sander Cohen
---------------------------------------------------
Description Section:
---------------------------------------------------
Character Name: Veran Sylvantrius
Race: Aasimar
Alignment: Lawful Good
Deity: Heironeous
Size: Medium
Age: 33
Gender: Male
Height: 5'6"
Weight: 107lbs.
Eyes: Amber
Hair: Golden-blonde
Skin: Very light tan
---------------------------------------------------
Languages Section
---------------------------------------------------
-Common
-Celestial
-Sylvan
---------------------------------------------------
Class and Level Section
---------------------------------------------------
Main Class and Level: 1st level Paladin
Secondary Class and Level:
Tertiary Class and level:
EXP: 0
---------------------------------------------------
Ability Scores Section
---------------------------------------------------
Strength: 19 / +4 ((+1 via New Years Eve))
Dexterity: 11 / +0
Constitution: 14 / +2
Intelligence: 12 / +1
Wisdom: 20 / +5
Charisma: 14 / +2
---------------------------------------------------
Stats Section
---------------------------------------------------
HP: 12
AC: 16
Damage Reduction: -5 from cold/electricity/acid
Speed: 30ft.
Touch Armor Class: 10
Flat-Footed Armor Class: 16
Initiative: +0
---------------------------------------------------
Saving Throws Section
---------------------------------------------------
Fortitude: +4
Reflex: +0
Will: +5
---------------------------------------------------
Feats Section
---------------------------------------------------
-Exotic Weapon Proficiency: b*****d Sword, no penalties on attack.
-(Paladin) Light Armor Proficiency: No check penalties for this type.
-(Paladin) Medium Armor Proficiency: No check penalties for this type.
-(Paladin) Heavy Armor Proficiency: No check penalties for this type.
-(Paladin) Shield Proficiency: No shield check penalties.
---------------------------------------------------
Special Abilities Section
---------------------------------------------------
-Darkvision: Aasimars can see in the dark up to 60ft.
-Racial Skills: Aasimars have a +2 racial bonus on spot and listen checks.
-Racial Feats: An Aasimar gains feats according to its class levels.
-Special Attacks: Daylight: An Aasimar can use daylight once per day as a 1st level caster or a caster of his class levels, whichever is higher.
-Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
-Aura of Good: Overcomes certain HD of evil.
-Detect Evil: Can detect evil at will.
-Smite Evil 1/day: +Cha mod to attack rolls and + damage to damage rolls equal to paladin level.
---------------------------------------------------
Spells Section
---------------------------------------------------
Spell Save:
Domain/Specialty School: (If you don't have one, put none)
Level 0:
-
-
-
-
-
-
Level 1:
-
-
-
-
-
Level 2:
-
-
-
-
-
Level 3:
-Daylight: 60ft. radius of bright light, 60ft. past that of dim light.
-
-
-
-
Level 4:
-
-
-
-
-
---------------------------------------------------
Spells Per Day Section
---------------------------------------------------
Level 0: Spells Known || Spell Save DC || Spells Per Day || Bonus Spells (0 for level 0 spells)
Level 1:
Level 2:
Level 3
Level 4:
---------------------------------------------------
Skills Section
---------------------------------------------------
O Appraise (Int): 1 = 1 + 0
O Balance (Dex): 0 = 0 + 0
O Bluff (Cha): 2 = 2 + 0
O Climb (Str): 4 = 4 + 0

O Concentration (Con): 2 = 2 + 0
O Craft (_________) (Int): 1 = 1 + 0
O Craft (_________) (Int): 1 = 1 + 0
O Craft (_________) (Int): 1 = 1 + 0

O Decipher Script (Int): 1 = 1 + 0
O Diplomacy (Cha): 2 = 2 + 0
O Disable Device (Int): 1 = 1 + 0
O Disguise (Cha): 2 = 2 + 0
O Escape Artist (Dex): 0 = 0 + 0
O Forgery (Int): 1 = 1 + 0
O Gather Information (Cha): 2 = 2 + 0

O Handle Animal (Cha): 2 = 2 + 0
O Heal (Wis): 7 = 5 + 2

O Hide (Dex): 0 = 0 + 0
O Intimidate (Cha): 2 = 2 + 0

O Jump (Str):6 = 4 + 2
O Knowledge (Nobility and Royalty) (Int): 1 = 1 + 0
O Knowledge (Religion) (Int): 5 = 1 + 4

O Knowledge (_________) (Int): 1 = 1 + 0
O Knowledge (_________) (Int): 1 = 1 + 0
O Knowledge (_________) (Int): 1 = 1 + 0

O Listen (Wis): 5 = 5 + 0
O Move Silently (Dex): 0 = 0 + 0

O Open Lock (Dex:
O Perform (________) (Cha): 2 = 2 + 0
O Perform (________) (Cha): 2 = 2 + 0
O Perform (________) (Cha): 2 = 2 + 0

O Profession (________) (Wis): 5 = 5 + 0
O Profession (________) (Wis): 5 = 5 + 0
O Ride (Dex): 0 = 0 + 0

O Search (Int): 1 = 1 + 0
O sense Motive (Wis): 5 = 5 + 0

O Sleight of Hand (Dex): 0 = 0 + 0
O Spellcraft (Int): 1 = 1 + 0

O Spot (Wis): 5 = 5 + 0
O Survival (Wis): 5 = 5 + 0
O Swim (Str): 4 = 4 + 0

O Tumble (Dex): 1 = 0 + 1
O Use Magic Device (Cha): 2 = 2 + 0
O Use Rope (Dex): 0 = 0 + 0
O ____________
O ____________
O ____________
---------------------------------------------------
Combat/Weapons Section
---------------------------------------------------
Base Attack Bonus: +1
Grapple: +4
Weapon (Slot 1): b*****d Sword
-Attack Bonus: +5
-Damage: 1d10
-Critical: 19-20x2
-Range: M
-Type: Slashing
-Weight: 6lbs.
-Other Notes:

Weapon (Slot 2):
-Attack Bonus (if any)
-Damage
-Critical
-Range
-Type
-Weight
-Other Notes

Ammunition (Type 1):
Ammunition (Type 2):
---------------------------------------------------
Defense/Armor Section
---------------------------------------------------
Spell Resistance:
Arcane Spell Failure Total: 40%
Armor/Protective Item: Scale Mail
-Type: Medium
-AC Bonus: +4
-Max dex: +3
-Check Penalty: 0
-Spell Failure: 25%
-Speed: 20ft
-Weight: 30lbs.
-Special Properties

Shield/Protective Item: Heavy Steel Shield
-AC Bonus: +2
-Weight: 15lbs.
-Check Penalty: 0
-Spell Failure: 15%
-Special Properties:

Protective Item (Slot 1):
-AC Bonus
-Weight
-Special Properties

Protective Item (Slot 2):
-AC Bonus
-Weight
-Special Properties
---------------------------------------------------
Possessions Section
---------------------------------------------------
Possessions:
-b*****d Sword -6lbs.
-Scalemail - 30lbs.
-Steel Shield - 15lbs.
-Tindertwigx3 - 0lbs.
-Oil (pint)x10 - 10lbs
-Trail Rations - 2lbs.
-Caltropsx5 - 10lbs.
-Bottlex5 - 0lbs.
-One yard of Silk cut into 10 strips - 0lbs.
-Holy Symbol, Silver - 1lb.
-
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Current Load: 74lbs.

Light Load: 100lbs. or less
Medium Load: 101-200lbs
Heavy Load: 201-300lbs.
Lifts Over Head (Equals Max Load): 300lbs.
Lift off Ground (2x Max Load): 600lbs.
Push or Drag (3x Max Load): 900lbs.
---------------------------------------------------
Wealth Section
---------------------------------------------------
CP: 0
SP: 0
GP: 35
PP: 0

Property owned:
-
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Mercenaries/Servants/Workers Hired:
-
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Backstory: If I leave here tomorrow
Would you still remember me?
For I must be traveling on, now
'Cause there's too many places
I've got to see
But, if I stayed here with you, girl
Things just couldn't be the same
'Cause I'm as free as a bird now
And this bird, you'll can not change
Oh, oh, oh, oh, oh
And the bird you cannot change
And this bird you cannot change
Lord knows, I can?t change
Bye, bye, baby it's been a sweet love
Yeah, yeah
Though this feeling I can't change
But please don't take it so badly
'Cause the Lord knows
I'm to blame
But, if I stayed here with you girl
Things just couldn't be the same
'Cause I'm as free as a bird now
And this bird, you'll can not change
Oh, oh, oh, oh, oh
And this bird you cannot change
And this bird you cannot change
Lord knows, I can't change
Lord help me, I can't change
Lord I can't change
Won't you fly high, free bird, yeah?
 

SI_L_EXE
Vice Captain


SI_L_EXE
Vice Captain

PostPosted: Sun Nov 01, 2009 8:59 pm


This Campaign starts in Sivierel's capitol city of Sumatat.
PostPosted: Sun Nov 01, 2009 9:14 pm


NPCs

SI_L_EXE
Vice Captain


SI_L_EXE
Vice Captain

PostPosted: Sat Nov 07, 2009 9:25 am


Player Checkpoints
PostPosted: Sat Nov 07, 2009 10:35 pm


Plot Revealed so Far

SI_L_EXE
Vice Captain


SI_L_EXE
Vice Captain

PostPosted: Tue Nov 10, 2009 9:02 pm


The sun shines bright on the city. People are all about. The walls of the large circle shaped area, called the Market Square and sometime the plaza, are lined with innumerable shops and tents. Merchants and vendors show off their wares to potential buyers. Inn and tavern windows look in. The fountain in the middle gleams, and children are playing in its waters. Welcome, adventurers, to Sumatat!



Start in the Market Square, It's a really big area, think like a slightly condensed outdoor mall type place. Roleplay for a while, I'll jump in when I feel the main plot is ready to begin.

While Roleplaying, Turns shouldn't be more than 5 minutes and you really don't have to wait for other players to go unless you take more than 5 minutes in game or are in conversation with them or an NPC.

IN OTHER WORDS: OPEN
 
PostPosted: Tue Nov 10, 2009 9:06 pm


"ALRIGHT THEN, WHO WANTS SOME!" I shouted, spitting after every word. "Wait.. wha..." I began to fade out, things came back soon. My arm was slung over my ale barrel, and for some reason I was in the middle of road. Ack... again Brutus? I thought to myself. I stood up trying to find out what's going on, people stared as they passed... figured something was interesting about a dwarf... bah...

Sander Cohen92
Captain


White Eulalie

PostPosted: Tue Nov 10, 2009 9:28 pm


The market sure is busy today. I thought to myself as I watched the children splash and play in the fountain. The bustle of merchants calling out their wares filled the air and seemed to taunt me with goods I couldn't afford. I could sense that somewhere nearby Bartholomew was satisfied. This feeling I had learned was associated with him eating, more than likely street vermin. "At least for the most part it sure is a great day." I said while casting my gaze at the slow moving clouds above.
PostPosted: Tue Nov 10, 2009 9:32 pm


((We usually do DnD first person. Not forcing you to switch, just a recommendation

EDIT: Gonna wait till everyone has posted before entering DM event))

SI_L_EXE
Vice Captain


Viran Belnos

PostPosted: Wed Nov 11, 2009 1:04 pm


I grin shiftily at a passing woman, and then turn to the fountain, where the human younglings splash and play, Where is the point? I wonder. I shake my head and focus my attention on another woman who appears to be staring at the clouds, I take notice of her ears, marking her as of one of my kind. I twirl my mace, absorbed by her.
PostPosted: Wed Nov 11, 2009 2:16 pm


As I walk down the street, I think of how wonderful it is outside. The breeze going against my face, sun shnning bright, and clouds moving lazily in the sky.

Eventually, I came across the fountain in the middle of the market. I then walked up to one of the children playing at the fountain and asked him to hold out his hand. With some reluctance, he proceeded by slowly stretching his arm out towards me. I then took several silver pieces out of my pocket and placed them in his palm. Afterwards, I pat the child on his head with a grin, and then continue on my way though the marketplace.

((I gave 7 sp))

MooseyFate117

Sander Cohen92 rolled 1 20-sided dice: 9 Total: 9 (1-20)

Sander Cohen92
Captain

PostPosted: Wed Nov 11, 2009 3:45 pm


With little effort I pick up me massive barrel filled with the most precious substance- ale. I tucked it under me left arm as I grabbed for me right, I grabbed the rope secured around my chest and began to tie it around the barrel, strapping it to me back. With it safely on me back and strapped in I began to repeat the process with me second barrel. With both barrels on my back, I was ready to stroll about this marketplace I had blacked out in. I stumbled about, searchin' for anything to pass the time. Lazily glancing around I noticed a lot of people staring, nothin' new I figured. I decided to stop near a fountain to rest up a bit, and avoid the judging eyes of those who think they're better than me. As I came near to the fountain I sat down, watching the children play. As my eyes wandered I noticed a man giving a child coins, I figured I could frighten or deceive the child and get me some drinkin' money. I mauled it over for a second then decided it was for the best. I stood up, dusting meself off then approached the child who had just received the coinage. "Greetin's child!" I bellowed with a grin on my face. "I noticed that gentlemen over there handed ye some coin's. That man isn't one to be trusted, those coins might be covered poisoned." I scratched my beard then allowed him to get a look at my armor. "I'm part of a group ensurin' town safety, ye can trust me."
Reply
Linear Campaigns v3.5 [Current WDM: Sander Cohen92]

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