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Related thread: The Monster Hunters Collective
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Monster Hunters Collective - Q/A
This is the Q/A thread for the Monster Hunters Collective game.
Any questions during the game can be placed here, or PMed to me, if it concerns private matters. Otherwise, please stick to this board.
Players in this game:
- Jozan 1 - Traubon, Khordaldrum Fighter
- Ayrn - Alyannah, Cidal Druid
- Admiral - Glitch, Brathunspar Diviner
- Takley - Ta'nil, Sylvari Rogue
- Lady Dark - Arra, Kazari Fighter
- Hammer - Brokkrok, Khord Cleric of Therassor
- Raven - Laenathil, Sylvari Ranger
- Aleric Stevanson - Aleric, half-Syl Ranger
Group Cash:
57 GP
212 SP
- One pouch with gems worth 2500 GP
- One pouch with 4 silver coins and some coppers
- One magical holy symbol of Solanis
- A pair of silver bracers
- A gold necklace
- Evil journal of Sofia of Sedostra
- Magical cloak with abjuration aura
Monsters Defeated
Krenshar
Ghoul Cleric
-Reserve list-
---
Posted on 2011-08-11 at 19:30:48.
Edited on 2012-02-13 at 19:54:15 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 1 - Traubon
Character 1
Character Name: Traubon Strakelheim
Player: Jozan1
Class & Level: Fighter / 3
Race: Khordalum
Alignment: NG
Deity:Gamultindar
Size: Medium
Age: 61
Gender: Male
Height: 4'2
Weight: 178
Eyes: Brown
Hair: Red
Skin: light caramelish color (picture)
Abilities:
STR: 14 +2
DEX: 14 +2
CON: 14 +2
INT: 13 +1
WIS: 10 +0
CHA: 9 -1
HP: 32
AC: 16 (+4 armor, +2 dex)
INITIATIVE: +2
FORT: +5
REFL: +3
WILL: +1
BAB: +1
Grapple: +4
Attacks:
Halberd: +6 Attack, 1d10+3, x3 Crit
Hand Axe: +5 Attack, 1d6+2, x3 Crit
Dagger: +5 Attack, 1d4+2, 19-20 Crit
Throwing Axe: +5, 1d6+2, 10 ft range increment, x2 Crit
SKILLS:
(cc)Appraise (int) 2 Ranks, 1 Intelligence = +4
Climb (str) 1 Ranks, 2 Strength = +4
Craft: Stone-working (int) 6 Ranks, 1 Intelligence = +8
Handle Animal (cha)
Intimidate (cha) 2 Ranks, -1 Charisma = +1
Jump (str) 2 Ranks, 2 Strength = +4
Ride (dex)
Swim (str)
Armour:
Chain shirt: +4 AB, +4 Max Dex, -2 ACP
Shield/Protective Item:
--
Protective Item:
--
Protective Item:
--
Other Possessions:
halberd, 12 Lbs
2 Throwing Axes, 2 Lbs each
1 Dagger, 1 Lb
Hand axe, 3 lbs
Chain shirt, 25 lbs
Artisans tools (Stone-working), 5 lbs
Water Skin, 4 lbs.
back pack, 2 lb
1 pt. flask, 1.5 lbs
Bed roll, 5 lbs
3 days ration, 3 lbs
1 oz vial, 1/10 lb
Gold Ornate Signet ring (empty gem setting)
Money: 5 GP
Carrying Capacity:
Light: 58<
Medium: 59-116
Heavy: 117-175
Current: 65.51
Feats:
Weapon Focus: Halberd
Power Attack
Combat Expertise
Improved Trip
Racial Traits:
+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Dark vision: Dwarves can see in the dark up to 60 feet. Dark vision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stone-cunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a
human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Class Traits:
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats
At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.
Languages:
Common
Khord
Terran
Appearance:
Background:
Traubon Strakelheim, first son of Galvenal Strakelheim, who's father and forefathers carried on the Strakelheim name for generations upon generations. Revered through out the halls of his Khordulum home the Strakelheim name carries more than just the honor and worthiness of a great stonemason clan, but also it is the name of a long line of Stone lords. Warriors who find a connection with the earth that goes even furthere than any Khord could imagine. Powerful warriors defending the great halls and mines of the Khordulum empire, giving their lives to make sure the stones of the Khords before them will never be upturned by any evil enemy that dwells below. Such a fate had befallen Galvenal Strakelheim, defending a newly dug out mine from evils that were unearthed. The battle was so fierce, the mine had collapsed sealing in the beasts and Galvenal along with them. Now, the whole site is a memorial and grave site
for Traubons father. From that day on it was Traubon's rightful duty to take up the stone and become the next stonelord in the Strakelheim line. Traubon had much more training to accomplish before he could actually become a stonelord, and he had only the writings and scriptures that his father had left behind. He had passed before he could actually teach Traubon anything, and he would have to find his own totem gem and inspiration for his ancestral awakening himself. Every Stonelord before him has also had to choose and focus on one gem, a rock that would
become his icon and focus for his power.
First, he went through with the ceremony of receiving his fathers weapon and the role of being a stonelord, as the eldest son must take up his father's role. Every one of his ancestors had chosen gems and stones that are found in his home mountains, but Traubon wanted something different. He wanted to have something that could bring an end to the fighting and deaths that come with having to deal with some of the most treacherous beings below the mountains. Instead of going through with the ceremonies and parties that normally would happen with being enrolled in the training, he up and left. Trying to discover his true stone and what he would really want in life alone instead of having what a book and teacher would tell him in his opinion would
make him a much stronger warrior than any before him.
Traubon gathered what little possessions he owned at such a young age and left before anyone knew he was gone. Many thought he had abandoned the holds because he was grieving,
others thought him a coward not wanting to take on the responsibilities of a Stonelord.
But he did not care as he knew what he wanted. Gripping his halberd and dusty leathers, he gathered
his pack and headed down the road, not knowing where he was going. Eventually after days on the road he grouped up with a caravan heading south, and quickly heard word of a land called Coria. A place where man, elves, and Khords all were treated as equally as any nation would give. Man and woman alike both had a place in the world, and no place seemed better than to find what he would want in life. In his eyes every person no matter race or gender should be granted a chance, and he felt here is where he would find
his stone, and his calling.
Weeks later after many slow travels, he ended up in Stones Hollow in Coria, a town where his skills in stone craft easily landed him a job as a mason. Months had gone by and slowly he had gotten dragged down into a drawl of working and living, but also studying his ways as his ancestors before him had. Now, anything that could let him put his studying into practice would spark his interest, and little did the citizens around him know that deep within him a stone was glowing brighter and brighter every passing day, waiting to be released and prove to his late father he is ready to uphold his ancestral duties.
Posted on 2011-08-11 at 19:31:19.
Edited on 2012-01-31 at 17:39:30 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 2 - Alyannah
Character 2
Player: Ayrn
Name: Alyannah “Aly” Appleblossom with Aiden (her dog)
Class: Druid 1
Alignment: Neutral Good
Race: Cidal [Loaven]
Gender: Female
Description:
Racial Features: -2 STR, +2 DEX; Small Size [+1 Attack, +1 AC, +4 Hide, 20 ft Speed]; +2 Listen, Climb, Jump, Move Silently; +1 Spot; +1 to All Saves; Additional +1 Reflex Saves; Addition +2 Saves vs Fear; +1 Attack with Thrown or Sling Weapons; Favoured Class - Rogue
Class Features: Weapon Proficiencies [Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle, Shortspear, Sling, Spear, and Natural Attacks]; Armor Proficiencies [Padded, Leather, Hide, Ironwood, Wooden Shields]; Druid Spells; Spontaneously cast Summon Nature’s Ally; Animal Companion [Riding Dog]; Nature Sense [+2 Knowledge {Nature}, Survival}]; Wild Empathy [1d20 +3]; Woodland Stride
Skills: Climb +0 [+2]; Concentration +1 [+2]; Diplomacy +3 [+6]; Handle Animal +4 [+5]; Heal +5 [+8]; Hide +0 [+7]; Jump +0 [+2]; Knowledge (Nature) +4 [+6]; Listen +0 [+5]; Move Silently +0 [+5]; Ride +2 [+5]; Sense Motive +0 [+5]; Spot +0 [+4]; Survival +1 [+6]
Languages: Common; Druidic; Cidal
Feats: Negotiator
Equipment: Leather Armor; Dagger; Quarterstaff; Sling; 20 Bullets; Riding Saddle; Bedroll; Blanket; Torch; Trail Rations [4 days]; Waterskin; Healer’s Kit
Money: 10 GP
Spells [3 / 2]: Cure Minor Wounds, Light, Mending; Entangle, Magic Stone
ABILITY SCORES
Strength: 8 [-1]
Dexterity: 16 [+3]
Constitution: 12 [+1]
Intelligence: 10 [+0]
Wisdom: 16 [+3]
Charisma: 12 [+1]
COMBAT STATISTICS
Senses: Listen +5, Spot +4
Initiative: +3
Speed: 20 ft
Fortitude Save: +5
Reflex Save: +5
Willpower Save: +7
Misc Save Modifiers: +2 save vs Fear
Total AC: 16 = 10 (base) +1 (size) +2 (leather) +3 (DEX)
Touch AC: 14
Flat-footed AC: 13
Misc AC Modifiers: none
Total Hit Points: 16
Current Hit Points: 9
Current Status: Healthy and Hale
Base Attack Bonus: +1
Melee Attack Option #1: Spear [+1 Attack; 1d6 damage; 20/x3 crit]
Melee Attack Option #2: Dagger [+1 Attack; 1d3 damage; 19-20/x2 crit]
Ranged Attack Option #1: Sling [+6 attack; 1d3 damage; 20/x2 crit; 20 bullets]
BACKGROUND
Alyannah has lived her entire life in the area surrounding Stone’s Hollow, her mother’s family immigrating from Kindwell nearly six generation early. (Her father, a Shadelin, is a recent addition to the community.) Her people are semi-nomadic sheep herders, ranging their flocks south of Stone’s Hollow from the Thrace River to just beyond Coria’s eastern borders.
When she came of age (nearly five years ago), a sigie woman, the kind-hearted Helena, took an interest in Aly. Helena was an herbalist from Stone’s Hollow, who regularly travelled the countryside, providing care to the simple hearted. The aging sigie was in need of an apprentice, and the humble Aly seemed to be the right fit. Aly was pleased to learn under the gentle Helena, and her parents were honoured that their daughter should be selected.
So, Aly has been journeying alongside Helena for the last four years. The older woman knows it is almost time to release her charge into the wider world.
Posted on 2011-08-11 at 19:31:35.
Edited on 2011-10-31 at 20:03:33 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 3 - Glitch
Character 3
Name: Masure Shadowshaper Dweomermaker Techomancer Heimerdinger Zwischenfall
Practical name: Glitch
Class: Diviner
Level: 3
Race: Brathunspar
Sex: Male
Alignment: LN
Age: 80
Height: 3’2’’
Weight: 40 lbs
STR : 8
DEX : 12
CON : 16
INT : 18
WIS : 10
CHA : 10
HP : 17 (d4+3/lvl)
AC : 12 (10 +1 dex +1 size) [+4 vs giants]
Init : +1 [+1 +spell level bonus after casting divination spell until save bonus triggered]
BAB: +1 [+1 size] [+1 vs kobolds/goblinoids]
Fort : 4 (1+3)
Refl : 4 (1+1+2)
Will : 3 (3+0) [+2 vs illusions]
[+1 +spell level bonus to first saving throw made after casting divination spell]
Skills: 24 points (Ranks + Stat + Misc)
8 Concentration (6 + 3)
12 Craft: Alchemy (6 + 4 + 2)
5 Craft: Weaponsmithing (1 + 4)
5 Craft: Armorsmithing (1 + 4)
10 Craft: Poisonmaking (6 + 4)
6 Decipher Script (2 + 4)
10 Knowledge: Arcana (6 + 4)
6 Knowledge: Architecture/Engineering (2 + 4)
10 Spellcraft (6 + 4) [+2 divination, -5 enchantment]
4 Listen (0 + 0 + 4)
2 Spot (0 + 0 + 2)
Feats:
Insightful Divination (Complete Mage) [+1 +spell level after casting divination spell to initiative and first saving throw roll within 24 hrs. Saving throw bonus ends bonus to initiative]
Scribe Scroll [Bonus]
Alertness [when familiar is within arms reach]
Familiar:
“Gadget”
Weasel
Grants master +2 Reflex saves
Languages:
Apanonese
Brathnaii
Sylvarian
Draconic
Khordaldrum
Goblin
Combat:
Wrench (club): atk +1 d4-1
Equipment
Artisan's Tools
Spell Component Pouch
11 gp
Spells per day (one of each must be divination)
0: 5
1: 4
2: 2
Spellbook (Divination spells in bold)
Level 0
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Silent Portal: Negates sound from door or window.
Amanuensis: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.
Launch Item: Hurls Fine item up to Medium range.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Stick: Glues an object weighing 5 pounds or less to another object.
Level 1
Comprehend Languages: You understand all spoken and written languages.
True Strike: +20 on your next attack roll.
Mount: Summons riding horse for 2 hours/level.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Grease: Makes 10-ft. square or one object slippery.
Silent Image: Creates minor illusion of your design.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Summon Monster 1: You summon an extraplanar creature
Level 2
Ghoul Glyph
Detect Thoughts
Brathunspar racial traits:
· +2 Constitution, -2 Strength.
· Small: As a Small creature, a Brathun gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium character.
· Brathun base land speed is 20 feet.
· Low-Light Vision: A Brathun can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Brathunspar may treat gnome hooked hammers as martial weapons rather than exotic weapons.
· +2 racial bonus on saving throws against illusions.
· Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Brathunspar. This adjustment stacks with those from similar effects.
· +1 racial bonus on attack rolls against kobolds and goblinoids.
· +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
· +2 racial bonus on Listen checks.
· +2 racial bonus on Craft (alchemy) checks.
· Automatic Languages: Apanonese (common) and Brathnaii (gnome). Bonus Languages: Draconic, Khordaldrum (dwarven), Sylvarian (elven), Giant, Goblin, and Orc. In addition, a Brathun can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to Brathunspar. See the speak with animals spell description.
· Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.
· Favored Class: Bard. A multiclass Brathun's bard class does not count when determining whether he takes an experience point penalty.
Description
The Wizard with the Wrench – A Brathun in Stone's Hollow
by Jinx the Storyteller
I've been wandering Antaron now for almost 200 years, collecting stories of my people and their influences and dealings among the other races. In all those years I have never seen a Brathun that walks so close to insanity. At least not one this young and productive. Typically the “mad scientist” persona develops late in life after several centuries of work in the arts.
Perhaps this article can serve as a warning to the young Brathunspar that read my stories. Wizards that become Technits usually abandon their magical roots, for good reason. The line between what is natural and what is arcane is blurred enough for Wizards, but with the knowledge of science comes possibilities for creations that far exceed safety. Even after all these years I still have a healthy fear of the arcane, and I have been carefully wielding it my entire career.
The subject of today's entry, on the other hand, has no such fear (or respect) for the arcane or the scientific.
This story is about Masure Shadowshaper Dweomermaker Techomancer Heimerdinger Zwischenfall. His name for the Apanonar to call him is Glitch, an Apanonese name for when your invention doesn't do exactly what you want it to do. I have found that this term is inappropriate, as Glitch's inventions always do exactly what he wants them to do, even if nobody else can explain how or why.
Masure departed Lindaletempla 30 years ago with nothing but a weasel and the most rudimentary magical ability, hitchhiking a caravan ride to Pardinal and from there a ship to Bayris where he became apprentice to a powerful magician named Murdock. Murdock had a “loose” grip on his sanity, from the stories Masure told me about him. Apparently once a powerful enchanter, one of his spells was directed back on him, and ever since he has just not been able to shake the idea that someone or something is following him, waiting for him to let down his guard. Masure told me that Murdock had spell contingency triggers set up all around his house that would instantly dispel any magical or illusionary creature.
Masure learned much from Murdock, albeit remaining cautious as to not repeat his mistakes. Masure swore an oath to himself only to peer into the minds of others, never to enter them. It is a policy that he states has kept him sane, although at his level of arcane power I have my doubts. Masure departed Bayris shortly after his master passed and wound up in Coria. He states it's due to all the resources and booming markets. He chose Stone's Hollow due to it's proximity to the water for trade and easy access to both the Sylvari and Caelstra. Also for proximity to home for his eventual return to the Brathnaii Hallows, no doubt with tales of glory and technology beyond our wildest dreams.
Technology? You ask? Why would a wizard have anything to do with technology? Well, dear reader, being a wizard is not what Masure is known for in Coria. He has become known as an inventor of gadgets, and a master of the sciences. He has become what he calls a Technomancer, one who crafts items and then instills them with magic. Although I am unsure if Masure is what one might call “sane” one cannot argue with his results. My personal favorite is the wooden pony – that can be unlocked to turn into a real mount!
Of course Masure never shares the secrets of his technomancy, understandable as yours truly would never share the secrets of his artistic success either.
Posted on 2011-08-11 at 19:31:49.
Edited on 2012-02-13 at 20:00:49 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 4 - Ta'nil
Character 4
Ta'nil
Male Elf Rogue 3
Chaotic Good
Size: Medium
Height: 5' 7"
Weight: 135 lb
Skin: Pale
Eyes: Silver
Hair: Blond Curly; Beardless
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 11 (+0)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 10 (+0)
Total Hit Points: 13
Speed: 30 feet
Armor Class: 15 = 10 +2 [leather] +3 [dexterity]
Touch AC: 13
Flat-footed: 12
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +1 = 1 [base]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +2 = 1 [base] +1 [wisdom]
BAB: +2
Attack (handheld): +2 = 2 [base]
Attack (unarmed): +2 = 2 [base]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +2 = 2 [base]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 33 lb. or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
Languages:
Common Elven Gnome Sylvan
Dagger [att +2, dmg 1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Skill Focus (Tumble)
Nimble Fingers
Traits:
Skills:
Appraise 4 = +2 +2
Balance 3 = +3
Bluff 2 = 0 +4
Climb 0 = +0
Concentration 0 = +0
Craft_1 2 = +2
Craft_2 2 = +2
Craft_3 2 = +2
Diplomacy 0 = 0
Disable Device 8 = +2 +6 +2(nimble fingers)
Disguise 2 = -2 +4
Escape Artist 7 = +3 +4
Forgery 2 = +2
Gather Inform 0 = 0
Heal 1 = +1
Hide 7 = +3 +4
Intimidate 0 = 0
Jump 0 = +0
Knowledge
(dungeoneering) 6 = +2 +4
Listen Wis 7 = +1 +4 +2 [elf]
Move Silently 9 = +3 +6
Open Lock 5 = +3 +2 (nimble fingers)
Perform_1 0 = 0
Perform_2 0 = 0
Ride 3 = +3
Search 8 = +2 +4 +2 [elf]
Sense Motive 3 = +1 +2
Spot 3 = +1 +2 [elf]
Survival 1 = +1
Swim 0 = +0
Tumble 10 = +3 +4 +3 [skill focus]
Use Rope 3 = +3
Elf:
+2 dexterity / -2 constitution (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow & shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors
Rogue:
Sneak Attack +2d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8 )
Special Abilities (choices begin at 10th level)
Ta'nil's Equipment:
Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 10) x4
Bedroll
Block and tackle
Canvas (10 x 10)
Rope (50', silk) x2
Spyglass
Thieves' tools
Money: 10 GP
Posted on 2011-08-11 at 19:32:05.
Edited on 2012-01-31 at 17:41:47 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 5 - Arra
Character 5
Player: Lady Dark
Name: Arra
Race: Kazari
Class: Fighter 1 (0/1,000)
Gender: Female
Age: 22
Height: 5'8"
Weight: 145
Eye Color: green-tinged gold
Hair/Fur Color: Rusty Brown with black stripes
Alignment: CG
Deity:
Ability Scores
Str: 16 (+3)
Dex: 14 (+2)
Con: 14 (+2)
Int: 11 (+0)
Wis: 11 (+0)
Cha: 8 (-1)
Initiative: +2
Armor Class: 16, Touch 12, Flat-Footed 10
Hit Points: 19
Base Speed: 30ft
Fort Save: +5
Ref Save: +4
Will Save: +0
Base Attack Bonus: +2
Melee Attack Bonus: +5
Ranged Attack Bonus: +4
Grapple Attack Bonus: +5
Class Abilities
Weapon and Armour Proficiencies: All simple and martial weapons, all armours and shields (including Tower Shields)
Fighter Bonus Feats
Skills
Climb +5 (= 1 rank + 3 Str)
Intimidate +3 (=4 ranks -1 Cha)
Jump +6 (=3 Ranks +3 Str)
Languages: Kazari, Common (speaking only, not fluent)
Feats
Armor Proficiencies (Heavy, Medium, and Light)
Simple Weapon Proficiency
Martial Weapon Proficiency
Shield Proficiency
Tower Shield Proficiency
Lightning Reflexes
Blind-Fight
Dodge
Current Inventory
Equipment:
rusted shortsword,
undyed cloth one shoulder shift
Old Chain Shirt
Money
Platinum:
Gold:
Silver: 2
Copper: 5
Posted on 2011-08-11 at 19:32:20.
Edited on 2012-01-04 at 14:40:42 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 6 - Brokkrok
Player: Hammer
Character:Brokkrok
Race: Khord
Class: Cleric
Diety: Therassor
Age: 60
Height 4'5"
Weight: 140 pounds
Gender: Male
Alignment: CG
Level: 3
STR 12 +1
DEX 10 +0
CON 15 +2
INT 9 -1
WIS 16 +3
CHA 12 +1
Fort: +5 = 3 + 2
Refl: +1 = 1 +0
Will: +8 = 3 + 3 + 2
Init: +0
HP: 22
AC: 14 = 10 + 4
BAB: +2
Skills:
Concentration +3
Diplomacy +2
Heal +4
Knowledge Religion +1
Spellcraft +0
Feats:
Turn or rebuke undead (Cleric Class)
Improved turning (+1 level for turning checks)
Weapon Focus (longsword) (Diety Granted)
Iron Will (+2 on will saves)
Weapons:
Longsword, att +4, dmg 1d6+1, Cr x2
Knife, att +3, dmg 1d4+1, Cr 19-20 x2
Throwing Axe, att +2, dmg 1d6+1, Cr x2
Armor:
Chain shirt (+4 bonus)
Equipment:
Dwarven War Tunic (with Hood)
Longsword
Knife
2x Throwing Axe
Back pack Bedroll
1 week's worth of Trail Rations
1 Water Skin
1 Wine Skin
1 Pouch Belt
1 Healing Kit
5 Acid Flasks
5 Holy Water Flasks
1 Everburning Torch
Holy Symbol Eye Patch
Spells/day:
Level 0 = 4
Level 1 = 3 + 1 domain spell
Level 2 = 2 + 1 domain spell
Bonus: Burning Blade once per day
Domain spells:
1: Enlarge Person, or, Magic Weapon
2: Bull's Strength, or, Spiritual Weapon
Domains:
Strength
Granted power: once per day STR enhancement equal to cleric level, lasts 1 round
War
Granted power: weapon focus with diety’s favoured weapon
Posted on 2011-08-11 at 19:32:34.
Edited on 2012-01-30 at 17:54:17 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 7 - Laenathil
Player: Raven
Character: Laenathil Amarathien
Race: Sylvari
Class: Ranger
Deity: Kith-jora
Age: 112
Height 5' 10"
Weight: 142 pounds
Gender: Male
Alignment: LN
Level: 3
STR 12 +1
DEX 16 -> 18 +4
CON 14 -> 12 +1
INT 10 -
WIS 14 +2
CHA 8 -1
Fort: +5 = 3 + 2
Refl: +7 = 3 + 4
Will: +3 (+5) = 1 + 2 (+2 vs enchantment spells/effects)
Init: +4
HP: 21
AC: 17 = 10 + 3 + 4
BAB: +3
Skills:
Climb (Str) 4 = 1 + 3
Concentration (Con)
Craft (Int)
Handle Animal (Cha)
Heal (Wis) 4 = 2 + 2
Hide (Dex) 6 = 4 + 2
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int) 4 = 4
Listen (Wis) 6 = 2 + 4
Move Silently (Dex) 9 = 4 + 5
Profession (Wis)
Ride (Dex) 4 = 4
Search (Int) 4 = 4
Spot (Wis) 6 = 2 + 4
Survival (Wis) 7 = 2 + 5
Swim (Str) 3 = 1 + 2
Use rope (Dex) 5 = 4 + 1
Feats:
Track (Ranger)
Rapid shot (Ranger)
Point blank shot (+1/+1 within 30')
Precise Shot
Weapons:
Spear - att +4, dmg 1d8+1, cr x3, 20 ft range
Kukri - att +4, dmg d4+1, cr 18-20/x2
Comp. Longbow - att +8/+9, dmg d8+1/+2, cr x3, 110 ft range
Armor:
Studded Leather
Equipment:
Backpack
Bedroll
Travel bread
2 Water Skin
3 Belt pouches
Bandages
Posted on 2011-08-11 at 19:34:47.
Edited on 2012-02-13 at 20:11:46 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Character 8 - Aleric
Aleric Sevanson:
Race: Half-elf
Class: Ranger
Level: 3
Abilities:
Str: 14 +2
Dex: 17 +3
Con: 13 +1
Int: 10 +0
Wis: 14 +2
Cha: 10 +0
Attack Modifier:
+5 (base attack bonus +3, strength modifier +2)
Damage Modifier:
+2(strength modifier +2)
Armor Class: 15(+2 armor bonus, +3 dex bonus)
Init: +3
HP: 18
Skills:
Survival: 6
Handle Animal: 6
Hide: 6
Move Silently: 6
Knowledge (geography): 6
Knowledge (nature): 6
Feats:
Track
Two-Weapon Fighting
Endurance
Special Abilities:
Favored Enemy:
Humanoid (goblinoid)
+2 to Bluff, Spot, Listen, Sense Motive, Survival, and damage rolls against goblinoids.
Wild Empathy
Combat Style:
Two-Weapon Combat
Equipment:
Longsword:
att +5, dmg 1d8+2, 19-20/x2
Handaxe:
att +5, dmg 1d6+2, x3
Two Weapon fighting:
Longsword att +3
Handaxe att +3
Leather Armor:
+2armor bonus, max dex bonus +6, armor penalty 0
10 torches
Flint and steel
10 foot pole
Posted on 2011-08-11 at 19:35:32.
Edited on 2012-02-13 at 20:20:43 by Almerin
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Maps
Maps
The map of Coria:
Map of Coria.
The map of Antaron:
Map of Antaron.
Map of Sedostra:
Sedostra Church Basement:
Posted on 2011-08-11 at 19:36:47.
Edited on 2012-02-13 at 20:05:15 by Almerin
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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Not a question but...
I'm pumped like theres no tomorrow for this game! Hooyeah!
(especially cuz of that sweet pic almerin! )
*fist pumps excitedly*
Posted on 2011-08-12 at 08:25:43.
Edited on 2011-08-12 at 08:30:01 by Jozan1
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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Aaargh... the pressure!
I hope I can live up to your expectations, Jozan.
In the mean time, I'd like to remind you all that you'll start the adventure as commoners. Be prepared to start with just a little equipment. And yes... little equipment means that your character might be more vulnerable. Keep that in mind.
Posted on 2011-08-12 at 10:20:08.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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.
Ooh, I didn't realize we would be starting as full blown commoners, so thats what you meant by we wouldn't have all of our gear from the start
If we aren't gonna get the gear we select from start, do you mind if I repick my gear and change it to something more commoner fitting?
Oh, also knowing how well your Itanlok games were and I know there was one before that where I played a druid Kord, I'm sure you'll live up to everyones expectations as a great DM!
Posted on 2011-08-12 at 10:44:06.
Edited on 2011-08-12 at 10:46:11 by Jozan1
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Almerin Typing Furiously RDI Staff Karma: 177/19 3012 Posts
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equipment
Well, I would say no, actually.
The reason is this: the first adventure will be short. More a single encounter after which you'll all have your equipment and had an experience to bond as a group.
And of course they don't have to be completely non-experienced. I'm sure you can all come up with reasons why your character lives in Stone's Hollow, rather than being an adventurer or enlisted in the army. Your fighter could be a construction worker, f.i, with his relation to stone.
Posted on 2011-08-12 at 11:14:19.
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Jozan1 RDI Fixture +1 Karma: 67/14 1556 Posts
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.
Oh okey this makes much more sense then, didn't realize we would eventually get all our equipment. Thanks for clearing it all up, i'm easily confused
Posted on 2011-08-12 at 11:16:48.
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