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Parent thread: Of dragons and men - Recruitment. Related thread: Of Dragons and Men.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Of Dragons and Men Questions and Answers
In the beginning, there was one being who existed apart from the gods. This being, this entity, was a mighty creature, which the gods had put much time and effort into perfecting. This creature... was Melios.
Yes, Melios. The old one. The scaled one.
The dragon.
Melios walked the world, and shaped it's land, such was his might. He burned holes through the ground for the lakes and oceans to appear, pushed the tectonic plates together to form the mountains, burned forests to make plains... all the world was made by him.
But one day, almost 2 millennia after Melios shaped this world... he became bored. He was the only one not a god, and he felt inadequate. He felt like less than he was. Was it not he who made this world? Was he not the gods perfect creation? Was he not Melios?
One day, Melios confronted these gods, demanding that he play a more important role in the world, and that lesser creatures were made so that he could rule over them. He demanded this of the gods, knowing they would not destroy their perfect creature.
However, while the gods were in the process of discussing, Olidammara stepped forward with a proposition.
The lizard wants to be something important? Let it be from him that we create the other creatures.
At first, the gods were shocked, but slowly, they saw the wisdom in Oli's words. If they gave Melios his own creatures to rule, he could think that he could push the gods around. And they couldn't have that.
Summoning Melios to their court, and using their divine power, they split him. No more was he Melios. Now, he was essence, to be given to the other creatures which the gods made. And so the gods sculpted creatures to give Melios' essence.
First, they made the Dinosaurs, finding it simple to make creatures similar to Melios, but with less essence, and twisting it slightly. Then, they created the animals, with still minimal essence, so as to prevent another Melios from happening. These animal's came along well, and the gods became more daring. They decided to attempt to create a population - not simply one - intelligent creature.
At first, they had no idea what it should look like. The dragon form, or a different form? And with that, the gods began to focus on creating an intelligent creature. And they succeeded... and so came the human.
The gods loved the humans. They took pride in their work, making each one different. Then they altered them slightly, making them weaker, but their senses more acute, and sturdier but slower, smaller, larger... but still they loved the human.
However, after they had covered the world in humans, and dinosaurs, and animals, and humans with some animal traits... they still had just under half of Melios original essence to use. They pondered...what else could they make? They could not decide. Humans, elves, dwarves... they sat listing everything they had invented. Nothing new came to mind. So they decided to use all the essence to create one final race... dragons.
So they were to be reborn. Similar to Melios, but with nowhere near his power. Many gods protested the idea, but quickly withdrew their protests as they could not decide what to make. After using up all of the essence, there were now as many dragons as humans that walked the world.
And so a peace came. Nobody knew of Melios, or what he had done. Nobody questioned where they came from. Every race lived in harmony.
But then the day came when man wanted power. Over everything. And so they attacked the other races suddenly, in an attempt to dominate them. This led to a long, bloody battle which lasted 500 years.
Suddenly, 10 great warriors came forth. Each carried a special weapon, unique to themselves. The ten of them, with magic and might, fought equally against both sides, in an attempt to end the war. And they succeeded, but with many casualties on both fronts, humanoid and dragon.
With their power, these 10 warriors crafted a immense building, and opened a gate to a new plane. They led the dragons to this plane, and sealed the portal forever. The gods, after observing what happened in their world, split the building from the rest of the continent, and buried it under the sea, so that nobody would find it.
These 10 warriors split shortly after this event. They moved to 10 distinct parts of the continent, forming the countries. The world now had defined borders based on its geography, for the first time.
Only a decade after the war however, temples began to rise, honoring Melios as creator of the world. Where they came from, and who founded them, nobody knows.
The year is now 539 NDE, or No Dragon Era. Welcome to the continent of Shrie. This is where you begin.
Posted on 2008-12-24 at 22:34:55.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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The Roster.
Nimu: Selunine Lhianna'anei - Female Elven Wizard 15
Dragon Mistress: Morasennarion - 1/4 Dragon 3/4 Drow Ninja 8/Shadowdancer 5
Kandar Tailsad - Male Aasimar Fighter 12/Skylord 2 - INACTIVE
Brianna: Trillion Starheart - Female Elf 1/2 Celestial Sorceress 11
Achilles - Male Human Monk 15 - INACTIVE
Abraham - Male Human Paladin 15 INACTIVE
Posted on 2008-12-24 at 22:39:42.
Edited on 2010-01-05 at 03:34:45 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character One.
CHARACTER NAME: Selunine Lhianna'anei
CLASS AND LEVEL: 15 Wizard (Enchanter)
RACE: Elf (fey)
ALIGNMENT: Chaotic Good
Age: 287
HGT: 5' 0"
WGT: 100 lbs
HP: 75/75
AC: 20 = 10 (base) + 3 (Dex) + 7 (chain shirt)
Ability Score Modifier
STR 10 : +0
DEX (14) 16 : +3
CON (10) 12 : +1
INT (20) 24 : +7
WIS 14 : +2
CHA (11) 13 : +1
SAVES:
FORT 5 = 5 (BASE)
REFLEX 8 = 5 (BASE) + 3 (DEX)
WILL 11 = 9 (BASE) + 2 (WIS)
HP: 75
AC: 17 = 10 (base) + 3 (dex) + 4 (robe)
Initiative Modifier: 3 = 3 (dex)
Base Attack Bonus: 7/2
Spell Resistance: 0
Touch AC: 17 Flat Footed AC: 14
FEATS, LANGUAGES & ABILITIES
Feats
Fey Heritage (Complete Mage)
Fey Legacy (Complete Mage)
Fey Power (Complete Mage)
Fey Presence (Complete Mage)
Fey Skin (Complete Mage)
Scribe Scroll
Combat Casting
Eschew Materials
Spell Penetration
Languages
Elven
Common
Draconic
Gnome
Goblin
Orc
Sylvan
Fey abilities (Heritage Feats: Complete Mage)
+3 save bonus on Will saving throws against enchantment effects
+1 caster level and save DCs for enchantment spells
+5 damage reduction (overcome by cold iron)
Fey spell-like abilities:
Charm Monster
Deep Slumber
Disguise Self
Confusion
Dimension Door
Summon Nature's Ally V
*spell-like abilities each usable once per day
*spell-like abilities caster level = character level
Elf abilities
Immunity to sleep spells
+2 save bonus vs Enchantment spells
+2 Listen, Search, Spot checks
Automatic search check to notice secret/concealed doors when passing within 5 feet of one
Low-light vision
Proficient with longsword, rapier
Proficient with most bows
SKILLS
Appraise (int) 7 = 0 (rank) + 7 (ability mod) + 0 (misc)
Balance (dex) 7 = 4 (rank) + 3 (ability mod) + 0 (misc)
Bluff (cha) 6 = 2 (rank) + 1 (ability mod) + 3 (familiar)
Climb (str) Level 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
*Concentration (con) 19 = 18 (rank) + 1 (ability mod) + 0 (misc)
*Decipher Script (int) 11 = 4 (rank) + 7 (ability mod) + 0 (misc)
Diplomacy (cha) 5 = 4 (rank) + 1 (ability mod) + 0 (misc)
Disguise (cha) 1 = 0 (rank) + 1 (ability mod) + 0 (misc)
Escape Artist (dex) 3 = 0 (rank) + 3 (ability mod) + 0 (misc)
Forgery (int) 7 = 0 (rank) + 7 (ability mod) + 0 (misc)
Gather Information (cha) 1 = 0 (rank) + 1 (ability mod) + 0 (misc)
Handle Animal (cha) 1 = 0 (rank) + 1 (ability mod) + 0 (misc)
Heal (wis) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Hide (dex) 3 = 0 (rank) + 3 (ability mod) + 0 (misc)
Intimidate (cha) 1 = 0 (rank) + 1 (ability mod) + 0 (misc)
Jump (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
*Knowledge (arcana) (int) 17 = 10 (rank) + 7 (ability mod) + 0 (misc)
*Knowledge (geography) (int) 12 = 5 (rank) + 7 (ability mod) + 0 (misc)
*Knowledge (history) (int) 12 = 5 (rank) + 7 (ability mod) + 0 (misc)
*Knowledge (nature) (int) 12 = 5 (rank) + 7 (ability mod) + 0 (misc)
*Knowledge (religion) (int) 12 = 5 (rank) + 7 (ability mod) + 0 (misc)
*Knowledge (the planes) (int) 12 = 5 (rank) + 7 (ability mod) + 0 (misc)
Listen (wis) Level 8 = 4 (rank) + 2 (ability mod) + 2 (racial)
Move Silently (dex) Level 8 = 0 (rank) + 3 (ability mod) + 5 (boots)
Perform (cha) 1 = 0 (rank) + 1 (ability mod) + 0 (misc)
Ride (dex) 3 = 0 (rank) + 3 (ability mod) + 0 (misc)
Search (int) 11 = 4 (rank) + 5 (ability mod) + 2 (racial)
Sense Motive (wis) 4 = 2 (rank) + 2 (ability mod) + 0 (misc)
*Spellcraft (int) 25 = 16 (rank) + 7 (ability mod) + 2 (knowledge)
Spot (wis) Level 8 = 4 (rank) + 2 (ability mod) + 2 (racial)
Survival (wis) 4 = 0 (rank) + 2 (ability mod) + 2 (knowledge)
Swim (str) Level 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
Use Rope (dex) Level 3 = 0 (rank) + 3 (ability mod) + 0 (misc)
Speed: 30ft.
Light Load 1-33lb.
Medium load 34-66lb.
Heavy Load 67-100lb.
Max Load (lift over head) 100lb.
2X Max Load (lift off ground) 200lb.
5X Max Load (push or drag) 500lb.
SPELLS
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Caster Level: 16
Enchantment Caster Level: 18
School Focus: Enchantment
Barred Schools: Abjuration and Necromancy
KNOWN
0 (4 + 1 Enchantment per day )
Acid Splash
Detect Poison
Detect Magic
Read Magic
Daze
Dancing Lights
Flare
Light
Ray of Frost
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigation
1 (6 + 1 Enchantment per day)
Charm Person
Sleep
Comprehend Languages
Identify
Jet of Steam (Complete Mage)
Magic Missile
Tenser's Floating Disk
2 (6 + 1 Enchantment per day)
Detect Thoughts
Daze Monster
Luminous Swarm (Complete Mage)
Mirror Image
3 (6 + 1 Enchantment per day)
Clairaudience/Clairvoyance*
Hold Person
Suggestion
Lightning Bolt
4 (5 + 1 Enchantment per day)
Scrying
Geas Lesser
Ice Storm
Invisibility, Greater
5 (5 + 1 Enchantment per day)
Dominate Person
Hold Monster
Cone of Cold
Wall of Force
6 (4 + 1 Enchantment per day)
Legend Lore
Geas/Quest
Suggestion, Mass
Chain Lightning
7 (3 + 1 Enchantment per day)
Teleport, Greater
Hold Person, Mass
Control Weather
Limited Wish
8 (1 + 1 Enchantment per day)
Demand
Shout, Greater
PREPARED
0 (4 + 1 Enchantment per day )
Detect Magic
Daze
Ray of Frost
Prestidigation (2)
1 (6 + 1 Enchantment per day)
Charm Person
Sleep
Comprehend Languages
Identify
Jet of Steam (Complete Mage)
Magic Missile (2)
2 (6 + 1 Enchantment per day)
Detect Thoughts (2)
Daze Monster (2)
Luminous Swarm (Complete Mage) (2)
Mirror Image
3 (6 + 1 Enchantment per day)
Clairaudience/Clairvoyance
Hold Person (2)
Suggestion (2)
Lightning Bolt (2)
4 (5 + 1 Enchantment per day)
Scrying
Geas Lesser (2)
Ice Storm (2)
Invisibility, Greater
5 (5 + 1 Enchantment per day)
Dominate Person
Hold Monster (2)
Cone of Cold (2)
Wall of Force
6 (4 + 1 Enchantment per day)
Legend Lore
Geas/Quest
Suggestion, Mass (2)
Chain Lightning
7 (3 + 1 Enchantment per day)
Teleport, Greater
Hold Person, Mass
Control Weather
Limited Wish
8 (1 + 1 Enchantment per day)
Demand
Shout, Greater
MONEY
PLATINUM 100
GOLD 60
SILVER 4
COPPER 8
POSSESSIONS
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WEAPONS
Longsword of Frost +1 4,315 gp
3 Daggers 6 gp
CLOTHING
Amulet of Health 4,000 gp
Cloak of Charisma 4,000 gp
Gloves of Dexterity 4,000 gp
Headband of Intellect 16,000 gp
Boots of Elvenkind 2500 gp
Belt of Hidden Pouches 5,000 gp
Ring of Arcane Might 20,000 gp
Ring of Spell-Battle 12,000 gp
Robe of Arcane Might (enchantment) 21,000 gp
Wand Bracelet 12,000 gp
+3 Mithtral Twilight Chain Shirt (+7 AC, +6 Max Dex, 0% ASF, 10 lbs.)
GEAR
Field Provisions Box 2,000 gp
Magic Bedroll 800 gp
Scrying Shard 1,350 gp
Wand of Magic Missile (9th) 6,750 gp
9 x Potion of Cure light wounds 500
Blanket, winter 5 sp
Spell Component Pouch 5 gp
Spell Book 30 gp
Flint and Steel 1 gp
Pouch, belt 1 gp
Rope, silk (50 ft.) 10 gp
Signet ring 1gp
Whetstone 2 cp
Warhorse, light 150 gp
Saddlebags 4 gp
Saddle, Riding 10 gp
Bit and bridle 2 gp
Saddle Blanket ?
PERMANENT AUGMENTATIONS
The following magical tomes have been read by Selunine:
Tome of Understanding 55,000 gp
Tome of Clear Thought 27,500 gp
FAMILIAR
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NAME: Lilu
HIT DICE: 15
SPECIES: Snake, Viper
HP: 30
AC 25
STR 4: -3
DEX 17: +3
CON 11:
INT 13: +1
WIS 12: +1
CHA 2: -4
Fort 5
Ref 8
Will 10
Spell Resistance 20
Abilities:
Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals of its kind, Spell Resistance, Scry on Familiar
Lilu is a silvery white snake with black eyes.
Posted on 2008-12-24 at 22:42:58.
Edited on 2010-01-05 at 03:26:47 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character Two
Morasennarion,
1/4-Dragon (Gold);
¾ Drow elf
Nin8/Sha5: CR 13; ECL 15;
Size M;
HD 8d6+24 + 5d8+15; hp 106;
Init +5;
Spd 40 ft (base 30 ft);
AC 26, touch 15, FF 21;
BAB +9/+4;
Grapple +12;
Atk:
+12/+7 melee (1d3 + 3, Unarmed),
+13/+8 melee (1d8 + 4, Katana +1 (Adamantine, Speed)),
+13/+8 melee (1d2 + 5/crit 19-20, Naginata +1 (Darkwood)),
+13/+8 melee (1d6 + 4 + 1d6 electricity, Nunchaku +1 (Shock)),
+15/+10 ranged (1d6 + 3/crit x3, Shortbow, mighty (+2 Str) composite +1 (Darkwood, Holy)),
+15/+10 ranged (1d6/crit x3, Arrows (50) MW (Darkwood)),
+14/+9 ranged (1d2, Shuriken);
SA Poison, spell-like abilities,
Breath weapon (3d8 hp, DC 10, 15-ft cone of fire);
SQ Drow traits, spell resistance 11, Light Blindness, darkvision, low-light vision, immunity to sleep, paralysis and fire;
AL NG;
SV Fort +6, Ref +9, Will +6;
Str 16,
Dex 20,
Con 16,
Int 14,
Wis 18,
Cha 13.
Skills:
Appraise +2,
Balance +20,
Bluff +1,
Climb +8,
Concentration +10,
Control Shape +4,
Craft (Armorsmith) +2,
Craft (Bowmaking) +2,
Craft (Embroidery) +2,
Craft (Gemcutting) +2,
Craft (Locksmithing) +2,
Craft (Other) +2,
Craft (Trapmaking) +7,
Craft (Weaponsmith) +2,
Decipher Script +5,
Diplomacy +6,
Disable Device +7,
Disguise +6,
Escape Artist +14,
Forgery +2,
Gather Information +3,
Heal +4,
Hide +21,
Intimidate +1,
Jump +24,
Listen +18,
Move Silently +23,
Open Lock +11,
Perform (Act) +1,
Perform (Comedy) +1,
Perform (Dance) +1,
Perform (Keyboard) +1,
Perform (Oratory) +1,
Perform (Percussion) +1,
Perform (Sing) +1,
Perform (String) +1,
Perform (Wind) +5,
Perform +6,
Ride +5,
Search +17,
Sense Motive +9,
Sleight of Hand +23,
Spot +20,
Survival +4,
Swim +8,
Tumble +24,
Use Rope +7;
Feats:
Acrobatic,
Alertness,
Armor Proficiency (Light),
Combat Reflexes,
Dodge,
Exotic Weapon Proficiency,
Mobility,
Simple Weapon Proficiency.
Special Abilities: Breath Weapon, Darkvision, Darkvision, Defensive Roll, Evasion, Hide in Plain Sight, Improved Uncanny Dodge, Low-light Vision, Poison, Poison Use, Resistance To Energy, Shadow Illusion, Shadow Jump, Spell Resistance, Summon Shadow, Trapfinding, Uncanny Dodge.
Racial Spells Known: 0--Dancing lights, Darkness, Faerie fire.
Possessions: 23 pp, 91 gp,
Belt of giant strength +4 (16000 gp, 1 lb),
Boots of striding and springing (5500 gp, 1 lb),
Bracers of armor +5 (25000 gp, 1 lb),
Spidersilk +2 cloth (acid resistance glamered landing) (28865 gp, 1 lb),
Efficient quiver (1800 gp, 2 lb),
Arrows (50) mw (darkwood) (377.5 gp, 3.75 lb),
Mighty shortbow (+2 str) composite +1 (darkwood holy) (18545 gp, 1 lb),
Gloves of dexterity +4 (16000 gp, 0 lb),
Healing belt (750 gp, 1 lb),
Heward's handy haversack (2000 gp, 5 lb),
10 Shuriken (1 gp, .5 lb),
4 Potion of cure light wounds (50 gp, .1 lb),
4 Potion of cure moderate wounds (300 gp, .1 lb),
2 Potion of cure serious wounds (750 gp, .1 lb),
Katana +1 (adamantine speed) (35312 gp, 5 lb),
Naginata +1 (darkwood) (2317.5 gp, .125 lb),
Necklace of adaptation (9000 gp, 0 lb),
Nunchaku +1 (shock) (8302 gp, 2 lb),
Ring of blinking (27000 gp, 0 lb).
Drow
Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
- +2 Intelligence, +2 Charisma.
-Darkvision out to 120 feet. This trait replaces the high elf 's low-light vision.
-Spell resistance equal to 11 + class levels.
- +2 racial bonus on Will saves against spells and spell-like abilities.
-Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow's class levels.
-Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf 's weapon proficiency.
-Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf 's automatic and bonus languages.
-Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
-Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf 's favored class.
-Level adjustment +2.
The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1.
1/4-Dragon
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature - scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
Creating A 1/4 Dragoon
"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature's statistics and special abilities except as noted here.
Size and Type: The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A 1/4-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A 1/4-dragon that is Medium or smaller does not have wings.
Armor Class: Natural armor improves by +2.
Attack: A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A 1/4-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: 1/4-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.
Size Bite Damage Claw Damage
Fine 1 -
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6
Special Attacks: A 1/4-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-dragon's breath weapon deals 3d8 points of damage. A successful Reflex save (DC 10 + 1/2 1/4-dragon's racial HD + 1/4-dragon's Con modifier) reduces damage by half.
Dragon Variety Breath Weapon
Black 30-foot line of acid
Blue 30-foot line of lightning
Green 30-foot cone of corrosive (acid) gas
Red 15-foot cone of fire
White 15-foot cone of cold
Brass 15-foot line of fire
Bronze 30-foot line of lightning
Copper 30-foot line of acid
Gold 15-foot cone of fire
Silver 15-foot cone of cold
Special Qualities: A 1/4-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A 1/4-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Dragon Variety Immunity Dragon Variety Immunity
Black Acid Brass Fire
Blue Electricity Bronze Electricity
Green Acid Copper Acid
Red Fire Gold Fire
White Cold Silver Cold
Abilities: Increase from the base creature as follows: Str +4, Con +1, Int +1, Cha +1.
Skills: A 1/4-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation-the 1/4-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the dragon variety.
Challenge Rating: Same as the base creature + 1 (minimum 2).
Alignment: Same as the dragon variety.
Level Adjustment: Same as base creature +1.
Posted on 2008-12-24 at 22:43:46.
Edited on 2009-08-04 at 22:35:44 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character Three
INACTIVE
Name: Kandar Tailsad
Class: Fighter/12/Skylord/2
Level: 15
ECL: +1
Race: Aasimar
Weight: 100lbs
Height: 5’8”
Alignment: NN
Str: 18
Dex: 18
Con: 18
Wis: 13
Int: 13
Cha: 12
HP: 132/135
AC: 30
Initiative: 4
Ba (R): +16/+11/+6
Ba (M): +16/+11/+6
Fort: 13
Ref: 8
Wil: 5
Languages: Common, Celestial, and Draconic
Class/Racial Abilities: Cast Daylight Spell, Call Flying Mount, Ride the Wind.
Immunities: Resistance to Acid, Cold and Electricity /5
Movement: 30 ft
Load
Light: 100
Medium: 101-200
Heavy: 201-300
Combat:
Weapon 1 Melee:
Vorpal Greatsword Attack Bonus/+18/+13/+8 Damage/+2d6+8
Weapon 2 Melee:
Weapon 3 Ranged:
Seeking Composite Longbow (+4 STR) Attack Bonus N/A Damage 1d8+4
Weapon 4 Ranged:
Armour: Heavily Fortified Full-Plate +4
Ring of protection +4
Shield:
Feats:
Mounted Combat
Mounted Archery
Servant of the Heavens
Weapon Focus (Greatsword)
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialisation
Power Attack
Cleave
Great Cleave
Point Blank Shot
Far Shot
Precise Shot
Skills:
Appraise 1
Balance 8
Bluff 5
Climb 8
Craft ( )
Concentration 4
Decipher Script 1
Diplomacy 3
Disable device 1
Disguise 3
Escape artist 8
Forgery 4
Gather info 1
Handle Animal 10
Heal 3
Hide 6
Intimidate 8
Jump 4
Knowledge
Knowledge
Listen 1
Move Silently 4
Open Lock 4
Perform 1
Profession
Ride 10
Search 1
Sense Motive 1
Sleight of Hand 4
Spot 6
Stabilize Self 4
Survival 4
Swim 4
Tumble 4
Use Magic Device 1
Use Rope 4
Money
PP:
GP: 5'050
SP:
CP:
Equipment: Hat of disguise, Small mirror, 4 days rations.
History/Backstory
Kandar was born into a world of madness all around him his mother a simple woman kind and generous to everyone around her, his father however was the nastiest man of the town what his mother saw in him he didn’t know the sheer extent of his horridness was presented in his constant gambling and debts he could not possibly pay off. Day after day people would come to collect money his father had no way of raising or ever earning because of his extreme punishment he would exert the same force onto his mother beating her often on a daily basis when Kandar hit manhood at the tender age of 17 he cut his dads throat whilst he was sleeping and disappeared from the strange but common world to one vastly different. Often he had been noticed daydreaming looking at the mountainous peeks overseeing the city. This was where he was headed next as he steadily climbed up the mountain he noticed all manner of wildlife he took an interest in each species noticing varieties of each animal as he wandered towards the very top taking note of any scenery around him forests caverns etc… As he scanned the rocky slopes he saw no such available living space, so he climbed further up the mountain until at the very top he saw a Hut built out of what appeared to be largely rocks and moulded together with mud. He approached the hut with care quietly as not to disturb anyone within as moved towards the hut he could hear a mumbling sound presumably human, he knocked on the door readying himself for a brawl if necessary although he hoped there wouldn’t be need for that. The door opened and to his surprise he saw an elderly man who looked weathered and much older even than the elderly crones in the city. The man cried out seemingly in joy “The chosen hast cometh.” From that moment Kandar would do nothing but train both mentally and physically learning the art of meditation sometimes meditating for weeks at a time and when the elder felt his training was complete he granted him a mount it was a swirling vortex more than anything but after two years of practice the young skylord felt more at home on this mystical beast than walking. One day after he had hunted for food for himself and the elderly man who’s features had not at all changed over the five years of his study, he came back to the hut to find the elder brutally hacked to pieces by a definite human weapon he then swore an oath to bring this act of brutality to justice or forfeit his life trying. He went back into the hut and broke the latch on the mysterious chest he had always been curious about and within he found a hat and a mirror and a Huge bag of coins also a large sword and a full set of plate armour all the items he got from the chest glowed suspiciously. He took these items with him to aid his vigilante mission and so he flew in search of a murderer.
Posted on 2008-12-24 at 22:44:49.
Edited on 2010-01-05 at 03:30:50 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character Four
Trillion, Starheart;
Elf / Half Celestial
Sor 11:
CR 11;
ECL 15;
AL: CG;
Size M;
HD 11d4+55;
hp 126;
Str 10,
Dex 22,
Con 26,
Int 18,
Wis 12,
Cha 26.
SV Fort +16, Ref +14, Will +13;
Languages spoken: Common and Elven Dracinic, Drow, Colblin, Dwarven
Spd 30 ft,
fly 60 ft;
Init +6;
AC 26, touch 19, FF 20;
BAB +5;
Grapple +5;
Atk:
+5 melee (1d3, Unarmed);
+11 (1d4/crit 19-20, Dagger)
SA daylight, Smite Evil; SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects, darkvision 60 ft, immunity to disease, resistance to acid, cold and electricity 10, DR 5/magic, +4 saves vs poison;
Skills:
Appraise +4,
Balance +6,
Bluff +18,
Climb +0, Concentration +22, Control Shape +1,
Craft (Alchemy) +11,
Craft (Armorsmith) +4,
Craft (Bowmaking) +4,
Craft (Embroidery) +13, Craft (Gemcutting) +4,
Craft (Locksmithing) +4,
Craft (Other) +4, Craft (Trapmaking) +4,
Craft (Weaponsmith) +4,
Diplomacy +10, Disguise +8,
Escape Artist +6,
Forgery +4,
Gather Information +8, Heal +1,
Hide +6,
Intimidate +10,
Jump +0,
Knowledge (Arcana) +18,
Listen +3,
Move Silently +6,
Perform (Act) +8,
Perform (Comedy) +8,
Perform (Dance) +8,
Perform (Keyboard) +8,
Perform (Oratory) +8,
Perform (Percussion) +8,
Perform (Sing) +8,
Perform (String) +8,
Perform (Wind) +8,
Perform +8, Profession (Brewer) +6,
Profession (Cook) +6,
Ride +9,
Search +6,
Sense Motive +1,
Spellcraft +20,
Spot +3,
Survival +1,
Swim +0,
Use Rope +6;
Feats: Brew Potion, Enlarge Spell, Extend Spell, Quicken Spell, Simple Weapon Proficiency.
Special Abilities: Darkvision, Familiar, Low-light Vision, Resistance To Energy, Smite Evil, Spell Resistance.
Racial Spells Known: 0--Bless, Protection from evil.
Sor Spells Known (6/8/8/8/8/5/-1/-1/-1/-1/-1/-1): 0--Arcane mark, Daze, Detect magic, Disrupt undead, Light, Mending, Message, Read magic, Resistance, 1--Burning hands, Color spray, Magic missile, Tensor's floating disk, True strike, 2--False life, Invisibility, Levitate, Minor image, Summon swarm, 3--Blink, Daylight, Fireball, Sleet storm, 4--Dimension door, Greater invisibility, Stoneskin, 5--Baleful polymorph, Cone of cold.
Racial Spells Prepared: 0--Bless, Protection from evil (3).
Possessions: 52 pp, 11 gp, 9 sp, (0 gp, 0 lb), Worn items (0 gp, 0 lb), Amulet of health +6 (36000 gp, 0 lb), Cloak of resistance +5 (25000 gp, 1 lb), Gloves of dexterity +6 (36000 gp, 0 lb), Heanbaband of charisma +4 (16000 gp, 2 lb), Winged boots (16000 gp, 1 lb), Bracers of armor +3 (9000 gp, 1 lb), Brooch of shielding (1500 gp, 0 lb), Ring of protection +3 (18000 gp, 0 lb), 2 Ring of healing (750 gp, 1 lb), Ring of natural armor +3 (18000 gp, 0 lb), Wand of bear's endurance (4500 gp, .1 lb), Wand of bull's strength (4500 gp, .1 lb), Wand of cure light wounds (750 gp, .1 lb), Wand of cure moderate wounds (4500 gp, .1 lb), Wand of light (375 gp, .1 lb), Light warhorse (150 gp, 0 lb), Bit and bridle (2 gp, 1 lb), Riding saddle (10 gp, 25 lb), Saddlebags (4 gp, 8 lb), 2 Waterskin (1 gp, 4 lb), Heward's handy haversack (2000 gp, 5 lb), Alchemist's lab (500 gp, 40 lb), 10 Antitoxin (vial) (50 gp, .1 lb), Black velvet mask with numerous moonstones (30 gp, .1 lb), Bedroll (.1 gp, 5 lb), 3 Courtier's outfit (30 gp, 6 lb), 2 Noble's outfit (75 gp, 10 lb), 2 Traveler's outfit (1 gp, 5 lb), Embroidered silk and velvet mantle with numerous moonstones (1600 gp, 5 lb), Silver comb with moonstones (700 gp, .1 lb), Golden headchain with large pear-shaped moonstone (2000 gp, .1 lb).
5’8” slender, silver hair, golden eyes, creamy complexion. Dress finely in noble or courtier as appropriate, in deep jewel tones crimson, imperial blue, deep emerald green, royal purple, and black, with gold or silver embroidery of her own work. On the road she dresses in fine traveling outfits tailored to her form. She is winged and can fly.
Posted on 2008-12-24 at 22:45:48.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character Five
INACTIVE
Name: Achilles
Player: Falas
Class/level: Monk level 15
Race: Human
Alignment: Lawful good
SCORE/MOD
STR= 20/5
DEX=18/4
CON=14/2
INT=12/1
WIS=16/3
CHA=12/1
Attack bonus +11,+6,+1
FORTITUDE SAVE=9
REFLEX SAVE=9
Will save=9
HP=77
AC=23(10+3+4+3+3=23)
-----------------Weapons-----------------------
Quarterstaff of bane(Dragon), 1d6/1d6, Crit X2, 4LB, two-handed bludgeoning
Sling of bane(Dragon), 1d4, crit X2, range is 50 FT, 0LB, Bludgeoning
Gold left: 114GP and 8SP,
---------------Transport-----------
2 Stone Horses (Destrier) 29,600
Carriage 100GP
2 Military saddlebags 40GP
10 days of Feed 10GP
2 guard dogs 50GP
2 Bullseye laterns 24GP
10 pints of oil 1GP
-------------------------------------------
-------------Clothes------------
Monk's outfit 5G
Cold Weather 8G
Boots of Elvenkind, 2,500
Goggles of Night(60 feet of darkvision), 12,000GP
Gloves of Dexterity(+4) 16,000
Hand of Glory(Daylights and see invisibility once per day), 8,000
Bracers of armor(+3) 9,000 gp
Cloak of the Bat, 26,000
Hat of Disguise, 1,800
Belt of Giant Strength(+6), 16,000GP
----------------------------------
------------Gear-------------
Bag of tricks(TAN), 6,300
Bag of holding Type 1, weighs 15 LB, can hold 250 LB and 3cubic feet. 3,500GP
Handy Haversack, 2,000gp, Like bad of holding
2 Waterskins 2GP
Sustaining Spoon, 5,400 GP
6 Feather Tokens 3,000 gp (whip).
Bedroll 1SP
Winter blanket 5sp
4 sacks 4SP
everburning torch 110G
Signal Whistle 8SP
Small steel Mirror 10G
2 Belt pouch 2G
Ring of Sustenance 2,500GP
Ring of Chameleon Power 12,700GP
Ring of Water Walking 15,000GP
Ring of Protection+3 18,000
Ring of minor Energy Resistance(Fire) 12,000
Quarter staff of Bane(Dragon), 1,200
Sling of Bane(Dragon), 600
10 sling bullets 1SP
Spyglass 1,000G
Block and Tackle 5gp
Ten feet of chain 3gp
5 pieces of chalk 5CP
Flint and Steel 1gp
grappling hook 1gp
2 Master work Manacles 100gp
50 feet of silk rope 10G
4 alchemist fire 100G
Healers kit 50G
Chest 2G
Amazing lock 150G
------------FEATS--------------
GREATER FLURRY OF BLOWS
UNARMED STIKE
IMPROVED EVASION
STILL MIND
SLOW FALL 70 FT
KI STRIKE(Magic)(Lawful)
PURITY OF BODY
WHOLENESS OF BODY
DIAMOND BODY
ABUNDANT STEP
DIAMOND SOUL
QUIVERING PALM
STUNNING FIST
DEFLECT ARROWS
IMPROVED DISARM
ENDURANCE
DIE HARD
SNATCH ARROWS
COMBAT EXPERTISE
TRACK
COMBAT REFLEXES
-----------SKILLS---------
(CLASS)Balance(DEX) 7
(CLASS)Climb(STR) 8
(CLASS)Concentration(CON) 7
(CLASS)Craft(INT)
(CLASS)DIplomacy(CHA)
(CLASS)Escape artist(DEX) 6
(CLASS)Hide(DEX) 6+5(Cape)
(CLASS)Jump(STR) 6
(CLASS)Knowledge(religion)(INT)
(CLASS)Knowledge(arcana)(INT)
(CLASS)Listen(WIS)
(CLASS)Move silently(DEX)4+5(boots)
(CLASS)Preform(CHA)
(CLASS)Profession(WIS)
(CLASS)Sense motive(WIS)
(CLASS)Spot(WIS) 3
(CLASS)Swim(STR)6
(NOPE)Survival(DEX)8
(CLASS)Tumble(DEX)7
Languages
Common
Draconic
Posted on 2008-12-24 at 22:46:19.
Edited on 2010-01-05 at 03:31:53 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Character Six
Played by: Mithral Dragon
Name: Six of Fifteen (Lawful Neutral Human Male)
10/+0 STR [10base]
18/+4 DEX [15base, +1LVL, +2Enhance]
12/+1 CON [11base, +1LVL]
12/+1 INT [12base]
26/+8 WIS [18base, +1LVL, +1Inherent, +6Enhance]
10/+0 CHA [10base]
F +16 [+15base, +1CON]
R +13 [+9base, +4Dex]
W +20 [+12base +8WIS]
AC: 30 [10base, +8WIS, +3Monk, +4DEX, +5Armor]
BAB: +13/+8/+3 (+21 Grapple)
Initiative: +4
Speed: 50'
FEATS
Racial: Spellcasting Prodigy (+2WIS for Cleric Spellcasting features)
1st: Combat Casting (+4 to Concentration Check for Casting on Defensive)
3rd: Extra Turning (3 Additional Daily Turn Undead uses)
6th: Touch of Healing, Reserve (Heal 3HP/LVL of Highest Curative, upto 50% max HP)
9th: Practiced Spellcaster, Cleric (Offset Caster Level vs. HD upto +4)
12th: Intuitive Strike (WIS Mod to Natural & Simple Weapons) [Book of Exalted Deeds]
15th: Holy Warrior, Reserve (+1/LVL of highest War Domain Spell & +1CL War Domain)
Class: Combat Reflexes (DEX Mod additional AOO's per round)
Class: Diehard (Act 'Disabled' at less than 0HP, Auto-Stabilize)
Class: Improved Unarmed Strike (Lethal or Nonlethal damage with natural strikes)
Class: Improved Natural Strike (Increase Unarmed Damage 1 Size Category, 3d8 Total)
Class: Knowledge Devotion (Insight Bonus to Attack & Damage based on Knowledge Check)
Class: Stunning Fist (6/day, FortDC25 or Stunned for 1 round)
SKILLS [94 Ranks]
+04 Balance [+4DEX]
+00 Climb [+0STR]
+19 Concentration [+1CON, 18Ranks]
+00 Diplomacy [+0CHA]
+04 Escape Artist [+4DEX]
+13 Heal [+8WIS, +5Ranks]
+09 Hide [+4DEX, +5Ranks]
+00 Jump [+0STR]
+12 Knowledge, Arcana [+1INT, 11Ranks]
+06 Knowledge, Dungeoneering [+1INT, 5Ranks]
+06 Knowledge, Nature [+1INT, 5Ranks]
+11 Knowledge, Religion [+1INT, 10Ranks]
+06 Knowledge, The Planes [+1INT, 5Ranks]
+13 Listen [+8WIS, +5Ranks]
+09 Move Silently [+4DEX, +5Ranks]
+04 Ride [+4DEX]
+06 Search [+1INT, +5Ranks]
+08 Sense Motive [+8WIS]
+02 Speak Language [1base, +1INT]
+06 Spellcraft [+1INT, +5Ranks]
+13 Spot [+8WIS, +5Ranks]
+08 Survival [+8WIS]
+00 Swim [+0STR]
+09 Tumble [+4DEX, 5Ranks]
+04 Use Rope [+4DEX]
Racial Features (Human)
Bonus Racial Feat
Bonus Skill Points
CLASS FEATURES
- (2) Monk of Heironeous [+1b, +3F, +3R, +3W, 4+int, d8]
Armor Class: WIS Modifier to AC (lost when Helpless or Immobilized only)
Bonus Feat: Combat Reflexes
Bonus Feat: Improved Unarmed Strike
Bonus Feat: Stunning Fist
Evasion: No Damage on successful Reflex Save for half
Flurry of Blows: Gain 1 Attack, all attacks at -2 to hit
Unarmed Strike: 1d6 Base
- (2) Cleric of Heironeous [+1b, +3f, +0r, +3w, 2+int, d8]
Aura: 12th level Divine Caster
Domain: Glory (Domain Ability Sacrificed: Gain Improved Natural Strike)
Domain: War (Weapon Focus; Longsword)
Spontaneous Spellcasting
Turn Undead: 6+CHA/Day
- (5) PrC: Ordained Champion (Complete Champion) [+5b, +4f, +1r, +4w]
Advancement: Prior Levels stack; Cleric (+3 existing divine spellcasting class)
Bonus Domain: Inquisition (Domain Ability Sacrificed: Gain Knowledge Devotion)
Bonus Feat: Diehard
Channel Spell: Move Action to imbue weapon with any castable spell
Combat Feats: Sacrifice Domain Ability for Fighter/Combat Feat
Divine Bulwark: Swift, Gain DR = Sacrificed Spell Level / Chaotic for 5 Rounds
Fist of the Gods: Swift, Gain 1+Spell Level sacrificed in Damage for 5 Rounds
Holy Warrior: Swift, Use Turn Attempt to Gain WIS Mod. on Attack/Damage for 5 Rounds
Modified Spontaneous Casting: War (In lieu of Curatives)
Rapid Spontaneous Casting: Swift Action to Spontaneous Cast War Domain spells
Smite: Use Turn Attempt, +CHA to hit, + Turning Level to damage (+0/+7)
War Caster: +2 Effective Caster Level to spells on the War Domain list.
- (6) PrC: Sacred Fist (Complete Divine) [+6b, +5f, +5r, +2w, 4+int, d8]
Advancement: Prior Levels stack; Cleric (+5 existing divine spellcasting class)
Armor Class: +2 AC (lost when Helpless or Immobilized only)
Blindsense: 10 feet
Code of Conduct: No Weapons or must seek Atonement
Fast Movement: +20 Enhancement Bonus to Base Speed
Sacred Flames: Std. Act, Gain WIS Mod + PrC LVL Damage (50% Fire), 1/day, for 10 Rounds
Unarmed Damage: 1d10 (increased from 1d6 base of 2nd level Monk)
Special Equipment:
(13.00k) - Belt, Monks (+5 Levels on determining Monk AC and Unarmed Damage)
(16.00k) - Boots, Winged (Fly as Spell, 3/day at 5 minute duration)
(01.20k) - Feather Token; Swan (Becomes a sailing ship on command)
(04.00k) - Gloves of Dexterity (+2 Enhancement Bonus to Dexterity)
(02.00k) - Handy Haversack (3 Compartments of Extradimensional Storage)
(36.00k) - Headband of Wisdom (+6 Enhancement Bonus to Wisdom)
(09.80k) - Incense of Meditation x2 (Prepare all spells with Maximize Metamagic)
(30.00k) - Rings of Force, pair (+5 AC, Melee as Force Attack & Damage, +1d4 Force)
(01.00k) - Reliquary Holy Symbol (Gain +2 Daily Turning Attempts)
(04.00k) - Restorative Ointment (5 apps. Neutralize Poison, Remove Disease, or CLW)
(38.00k) - Scarab of Protection (SR20 & Absorbs various attacks upto 12 times)
(27.50k) - Tome of Understanding (+1 Inherent Bonus to Wisdom)
(02.25k) - Wand, 2nd level @ 25 Charges (Restoration, Lesser)
(05.70k) - Wand, 3rd level @ 25 Charges (Cure Serious Wounds)
(05.70k) - Wand, 3rd level @ 25 Charges (Protection from Energy)
----------
Mundane Equipment:
Field Provisions Box 2,000 gp
Magic Bedroll 800 gp
Blanket, winter 1 gp
Spell Component Pouch x10 50 gp
Flint and Steel 1 gp
Pouch, belt 1 gp
Rope, silk (100 ft.) 20 gp
Warhorse, light 150 gp
Saddlebags 4 gp
Saddle, Riding 10 gp
Bit and bridle 2 gp
- Special Spell Components: 800GP
- Cash on Hand: 11gp
SPELLCASTING
0th Level
- # Spells / Day: 6+0
Base: Cure Minor Wounds
Base: Detect Magic
Base: Detect Magic
Base: Light
Base: Mending
Base: Purify Food & Drink
1st Level
- # Spells / Day: 5+3+d
Base:
Base: Blade of Blood (PHBII)
Base: Blade of Blood (PHBII)
Base: Blade of Blood (PHBII)
Base: Blade of Blood (PHBII)
Base: Bless
Base: Sanctuary
Domain: Disrupt Undead
2nd Level
- # Spells / Day: 4+2+d
Base: Animalistic Power (PHBII)
Base: Close Wounds (SC)
Base: Close Wounds (SC)
Base: Close Wounds (SC)
Base: Close Wounds (SC)
Base: Remove Paralysis
Domain: Bless Weapon
3rd Level
- # Spells / Day: 4+2+d
Base: Alter Fortune (PHBII)
Base: Bestow Curse
Base: Bestow Curse
Base: Flame of Faith (Complete Divine)
Base: Visage of the Deity, Lesser (Complete Divine)
Base: Waterbreathing
Domain: Searing Light
4th Level
- # Spells / Day: 3+2+d
Base: Healing Spirit (PHBII)
Base: Restoration
Base: Resurgence, Mass (Complete Divine)
Base: Resurgence, Mass (Complete Divine)
Base: Sacred Item (Complete Champion)
Domain: Discern Lies
5th Level
- # Spells / Day: 3+2+d
Base: Darts of Life (Complete Champion)
Base: Darts of Life (Complete Champion)
Base: Divine Agility (Complete Divine)
Base: Righteous Might
Domain: True Seeing
6th Level
- # Spells / Day: 2+1+d
Base: Chasing Perfection (PHBII)
Base: Heal
Base: Visage of the Deity (Complete Divine)
Domain: Blade Barrier
|||||||||||||||||||||||||||||||||
COMBAT BLOCK
AC: 30 Base (Touch: | Flat: )
Single Attack: 21 Attack @ 3d8 Force Damage
Full Attack: 21/16/11 @ 3d8 Force Damage
- Flurry of Blows: +19/+19/+14/+9
Damage Modifiers:
+ 1d4 Force
+ Variables:
- Fist of the Gods (+1 Damage per spell level of sacrificed spell for 5 rounds)
- Holy Warrior (+8 Damage for 5 Rounds, Costs 1 Turn Attempt)
- Sacred Flames (+14 Damage with half fire-based, 1 per day for 10 rounds)
- Smite (+7 Damage, Costs 1 Turn Attempt)
Posted on 2008-12-24 at 22:47:03.
Edited on 2010-01-12 at 03:27:49 by gboy
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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So far.
Okay, I have posted all of the character sheets I have received above.
I have withheld the backstories. Those are for in game development. I mean, how much fun is it if you know absolutely EVERYTHING about someone you just met?
Game is due to start as soon as I get those other two character sheets, or on Saturday, whichever comes first.
If Jozan1 and Dragonblood don't get there characters in by then, you won't be included in the first post. But you will be written in once I get your sheets.
Have fun everyone!
Posted on 2008-12-24 at 22:49:38.
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Brianna Not Dragon Mistress Karma: 105/32 2282 Posts
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+ Magic/ -Cleruc
Well I submitted a planetouch elf sorceress but ti seems as if we have plenty of magic but no cleric. While I love my sorceress I could make a cleric to give balance to the party.
Posted on 2008-12-24 at 23:00:51.
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Dragonblood Facelick Squeegee Karma: 37/7 401 Posts
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i'm no cleric but...
I'll be playing a Paladin and Jozan a multiclassed cleric so we will have partial healing powers. I don't know if that affects your decision...
Dragonblood
Posted on 2008-12-24 at 23:08:27.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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Correct Dragonblood
Don't worry about changing Brianna. If worst comes to worst, there will be a lot of healing in the monsters treasure. Keep your sorceress.
Posted on 2008-12-24 at 23:10:29.
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gboy Wee Grugglet Karma: 57/27 1669 Posts
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ALRIGHT!!!
The game post is now up and functional!
Dragonblood and Jozan, you didn't get written in, because I don't have your characters yet!!! Hurry up and send them!
Oh, and JJ... notice that you are in a different year. This is because the world is in NDE (no dragon era) for the specific reason that there are no dragons. And in your story, you have a dragon master. Don't worry though. I have a plan.
And to everyone... feel free to take the story any way you want to. Start conversations, go for a run, have a nap... do anything! I can go with whatever you want!
Happy Gaming!
Posted on 2008-12-28 at 07:52:35.
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Dragonblood Facelick Squeegee Karma: 37/7 401 Posts
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oh no
So sorry GBoy! I am working out the kinks now. It should be in today... Alrighty. Time to get written in!
Posted on 2008-12-28 at 21:28:29.
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jjmikerr Occasional Visitor Karma: 2/4 33 Posts
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Post is up ...
I put up a post, even though I'm a litle confused.
From 593 NDE to 63 DE ... How many years? I gather at least 63, but where does the NDE designation end?
Also, I made an assumption as to destination for Gnurk-Ogh.
I assume you'll let me know if anything needs to be altered ...
Posted on 2008-12-29 at 03:21:38.
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