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Post by Archmage Turanis Altaine on Oct 25, 2003 22:13:56 GMT -5
This is where you should post your characters for the RPG: FR-First Dragon War. Also, OOC talk should be handled here. I will be playing Aranil Altaine, Human Fighter/Peasent Knight. If you have any Ideas/suggestions/comments feel free to put them here.
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Post by Esvele Graycastle on Oct 31, 2003 13:43:27 GMT -5
Esvele Graycastle
Gender: Female Race: Human Creature Type: Humanoid Alignment: Lawful Good Classes: Paladin/Ranger/Hunter of the Dead Class Levels: 3/5/5 Character Level: 13 Experience: 78000 Next Level: 91000
Strength: 21 (+5)/25(+7) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2)
Age: 28 (Adult) Height: 5’8ft (170cm) Weight: 145 (72,5kg) Size: Medium Speed: 20ft Eye Color: Deep Green Hair Color: Light Brown Complexion: Tanned
Patron Deity: Kelemvor Homeworld: Toril Languages: Chondathan, Common, Giant, Draconic.
Hit Points: 137 Armor Class: 25 (+8 armor, +2 Dexterity, +5 Shield) Initiative: +2 (+2 Dexterity)
Based Attack Bonus: +13/+8/+3 Melee Attack Bonus: +20/+15/+10 Ranged Attack Bonus: +15/+10/+5
Fortitude Save: +15 Reflex Save: +5 Will Save: +6
Special saving throws modifier: +3 bonus on all saving throws against effects and spells used by undead.
Class Abilities: Detect Evil (Spell-Like Ability): At will Divine Grace Lay on Hands (Spell-Like Ability): heal 6 hit points/day Divine Health Aura of Courage (Supernatural Ability) Smite Evil (Supernatural Ability): 1/day; +2 to hit; +3 to damage Remove Disease (Spell-Like Ability): 1/week Turn/Destroy Undead (Supernatural Ability): 5/day as 1st level cleric Code of Conduct Multiclass Notes: Since Esvele gained levels in classes others then paladin, she cannot continue to gain levels as Paladin. However, as Esvele never willingly committed evil or chaotic acts, and never violated paladin’s code of conduct, she still retains all her paladin’s special abilities. 1st favorite enemy: Undead (+2 bonus to all Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as weapon damage in 30ft range) 2nd favorite enemy: Demons (+1 bonus to all Bluff, Listen, Sense Motive, Spot and Wilderness Lore checks, as well as weapon damage in 30ft range) Free use of Ambidexterity and Two-weapon Fighting feats, when fighting with two weapons, and wearing light armor or no armor. Detect Undead (Spell-Like Ability): At will Smite Undead (Supernatural Ability): 1/day; +3 to hit; +5 to damage Spurn Death’s Touch (Extraordinary Ability): Esvele applies her Wisdom modifier (+3) as additional bonus on all saving throws against effects and spells used by undead. Will saves thus add double the normal Wisdom modifier. True Death (Supernatural Ability): Undead slain by Esvele, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.
Feats: Human bonus feat: Saddleback 1st level character: Exotic Weapon Profeciency (Bastard Sword) 3rd level character: Weapon Focus (Bastard Sword) 1st level ranger: Track 6th level character: Mounted Combat 9th level character: Mounted Archery 12th level character: Supernatural Blow (Undead)
Skills: Animal Empathy+5 (3 ranks, +2 Charisma) Climb+3 (1 rank, +7 Strength, -5 armor check penalty) Handle Animal+5 (5 ranks, +2 Charisma) Heal+4 (1 rank, +3 Wisdom) Hide+0 (3 ranks, +2 Dexterity, -5 armor check penalty) Intuit Direction+6 (3 ranks, +3 Wisdom) Jump+3 (1 rank, +7 Strength, -5 armor check penalty) Knowledge (Geography [Western Heartlands])+2 (1 rank, +1 Intelligence) Knowledge (Local [Western Heartlands])+4 (3 ranks, +1 Intelligence) Knowledge (Nature)+6 (5 ranks, +1 Intelligence) Knowledge (Religion)+6 (5 ranks, +1 Intelligence) Knowledge (The Planes)+2 (1 rank, +1 Intelligence) Knowledge (Undead)+6 (5 ranks, +1 Intelligence) Listen+8 (5 ranks, +3 Wisdom) Move Silently+0 (3 ranks, +2 Dexterity, -5 armor check penalty) Profession (Herbalist)+4 (1 rank, +3 Wisdom) Ride (Horse)+10 (5 ranks, +2 Dexterity, +3 Saddleback) Ride (Dragon)+10 (5 ranks, +2 Dexterity, +3 Saddleback) Search+2 (1 ranks, +1 Intelligence) Speak Language (1 rank) Spot+8 (5 ranks, +3 Wisdom) Wilderness Lore+8 (5 ranks, +3 Wisdom)
Effective Caster Level (Ranger): 2nd Spellcasting Ability Modifier (Wisdom): +3 Spells per day: 1 Spells save DC: 13+Spell Level Spells known: 1st level: Alarm, Animal Friendship, Delay Poison, Detect Animals and Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature’s Ally I, Animal Trick, Bloodhound, Camouflage, Dawn, Hawkeye, Handfire, Hunter’s Mercy, Low-Light Vision, Naturewatch, Ram’s Might, Smell of Fear, Speed Swim, Stalking Brand, Surefoot, Towering Oak.
Effective Caster Level (Hunter of the Dead): 5th Spellcasting Ability Modifier (Wisdom): +3 Spells per day: 2/2/1 Spells save DC: 13+Spell Level Spells known: 1st level: Magic Weapon, Cure Light Wounds, Invisibility to Undead, Remove Fear. 2nd level: Cure Moderate Wounds, Continual Flame, Darkvision, Bull’s Strength. 3rd level: Cure Serious Wounds, Protection from Elements, Searing Light, Halt Undead.
Equipment: Traveler’s Outfit +3 Bastard Sword of Ghost Touch +3 Chainmail of Strength (+4) +3 Large Steel Shield of Negative Energy Protection (has holy symbol of Kelemvor – upright skeletal arm holding the scales, depicted in upon the front side of the shield) +3 Mighty (Strength 18) Composite Longbow of Distance +3 Keen Arrows x48 +3 Arrows of Undead Bane x12 +3 Arrows of Demon Bane x12 Travel Cloak (Looks like gray cloak with a hood) Bag of Holding III Bedroll Winter Blanket Tent Traveler’s Outfit (spare) x3 Cold Weather Outfit x3 Wooden holy symbol of Kelemvor (upright skeletal arm holding the scales) Masterwork Dagger Masterwork Potion Belt (hold all potions and flasks listed bellow, no free slots left) Potion of Cure Light Wounds x3 (heal 1d8+1 hit points) Potion of Cure Moderate Wounds x2 (heal 2d8+3 hit points) Flask of Holy Water x5 (with holy symbol of Kelemvor – upright skeletal arm holding the scales, depicted in upon the each of the flasks) Everburning Torch Bullseye Lantern (fueled) Flasks of Oil x2 Flint and Steel Scrollcase Sheets of parchment x10 Vials of Ink x2 Inkpens x2 Small Steel Mirror Silk Rope (100ft long) Grappling Hook attached to 50ft long Hemp Rope Trail rations for twenty days of travel Waterskins filled with fresh water x2 Whetstone Healer’s Kit (still good for 10 uses) Moneybag with 13pp 130gp, 130sp, and 130cp
Armor and Shield penalties: Arcane Spell Failure: 45% Armor Check Penalty: -5 Armor Type: Medium Maximum Dexterity Bonus: +2 Speed Limitation: 20ft
Weapons Statistics:
1. Weapon: +3 Bastard Sword of Ghost Touch Attack Bonus: +24/+19/+14 Damage: 1d10+10 Threat Range/Multiplier: 19-20/x2 Damage Type: Slashing Weapon Size: Medium Special: Deals damage to incorporeal creatures normally, an incorporeal creature’s 50% chance to avoid damage does not apply.
2. Weapon: Masterwork Dagger Attack Bonus: +21/+16/+11 Damage: 1d4+7 Threat Range/Multiplier: 19-20/x2 Damage Type: Piercing Weapon Size: Tiny
3. Weapon: +3 Mighty (Strength 18) Composite Longbow of Distance Ammunition: +3 Keen Arrows Attack Bonus: +21/+16/+11 Damage: 1d8+10 Threat Range/Multiplier: 19-20/x3 Range Incensement: 220ft Damage Type: Piercing Weapon Size: Large
4. Weapon: +3 Mighty (Strength 18) Composite Longbow of Distance Ammunition: +3 Arrows of Undead Bane Attack Bonus: +21/+16/+11 Damage: 1d8+10 Threat Range/Multiplier: 20/x3 Range Incensement: 220ft Damage Type: Piercing Weapon Size: Large Special: Arrows act as +5 weapons against undead creatures, increasing attack bonus, damage bonus, and ability to penetrate undead creatures’ damage reduction. Furthermore, arrows deal +2d6 bonus damage against undead creatures.
5. Weapon: +3 Mighty (Strength 18) Composite Longbow of Distance Ammunition: +3 Arrows of Demon Bane Attack Bonus: +21/+16/+11 Damage: 1d8+10 Threat Range/Multiplier: 20/x3 Range Incensement: 220ft Damage Type: Piercing Weapon Size: Large Special: Arrows act as +5 weapons against demons, increasing attack bonus, damage bonus, and ability to penetrate demons’ damage reduction. Furthermore, arrows deal +2d6 bonus damage against demons.
6. Weapon: Masterwork Dagger Attack Bonus: +16 Damage: 1d4+7 Threat Range/Multiplier: 19-20/x2 Range Incensement: 10ft Damage Type: Piercing Weapon Size: Tiny
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Post by Esvele Graycastle on Nov 4, 2003 9:06:52 GMT -5
I am sorry, I guess, I am asking it a bit too late, but I have just forgotten to ask it earlier.
Q: When in Toril timeline is this game taking place?
P.S.
I hope, that it is taking place after the Avatar trilogy and Prince of Lies novel; i.e. after Kelemvor leaded rebellion against Cyric in the City of Hades, and became God of Death.
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Post by Archmage Turanis Altaine on Nov 4, 2003 9:11:15 GMT -5
Yes it does, Kelemvor was God of Death when 'Return of the Archwizards' novel came to pass. Tilverton is gone, Elminster is missing, and the Zhentarim are in tatters. Shade has changed our world forever,...
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Post by Esvele Graycastle on Nov 4, 2003 9:19:22 GMT -5
Yes it does, Kelemvor was God of Death when 'Return of the Archwizards' novel came to pass. Tilverton is gone, Elminster is missing, and the Zhentarim are in tatters. Shade has changed our world forever,... Well, I must admit, that I have never read 'Return of the Archwizards' novel... I guess, I am not especially up to date...
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Post by Merkuri on Nov 4, 2003 10:18:28 GMT -5
You still know more than me. My char is coming... She's going to be a human rogue/sorcerer who (if she knew about alignment) would claim she's chaotic neutral, but is really chaotic good. One of her most uttered expressions is "Damn conscience."
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Post by Esvele Graycastle on Nov 4, 2003 10:31:22 GMT -5
You still know more than me. My char is coming... She's going to be a human rogue/sorcerer who (if she knew about alignment) would claim she's chaotic neutral, but is really chaotic good. One of her most uttered expressions is "Damn conscience." Sounds great! Well, I hope, that you will make an appearance soon.
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Post by Lone Wolf on Nov 10, 2003 10:34:30 GMT -5
Name: Xeraphon Sex: Male Race: Human Class: Dragoon Level: 13 Alignment: Chaotic Good
Str: 20 Dex: 17 Con: 21 Int: 14 Wis: 15 Cha: 13
Hair: Brown Eyes: Brown Appearance: Serious, and threatening Height: 6'2 Weight: 280lbs Base speed: 30ft
Deity: None HP: 168 HD 1D12 Armor Class: 28 (+11, +3, +4)
BaB: +13/+8/+3
Initiative: +7 Fort: +14 Will: +6 Ref: +11
Armor: +3 MW Full plate mail. (Dragon's bane) Adds +15 to spell resistance Vs Fire and Ice attacks. Sheild: +2 MW Large Steel Sheild. (War Singer) Diverts Magical missles by up too 50 damage before needing repair.
Weapons: +3 MW Lance. +3 MW Long spear +3 MW Long Sword +2 MW Composite Long bow.
Weapons and Armor proficiancy: All Simple and Martial weapons Along with all forms of Sheilds and armour.
Class abilities: Dragon Hunter: Dragoons are dragon hunters and get +2 bonus's on tracking, spot, listen checks and have a natural skill in battling them and know how to bring them down... Giving them a +1 bonus on attack rolls, Saving throws, and +1 AC against them.
Wings of Bahamut: Dragoons warriors are shrowded in mystery... They battle for their own causes and have been known to adapt to the most harsh of situations... Oddly enough once a Dragoon reach's a cirtain state in his training he will literaly sprout a pair of Draconic wings in which to fight his enemies... Even when they try and take to the air.
Strike Wings: Dragoons are trained to go for the most vunerable area's of a Dragon... This includes their enormas wings... He strikes at their base with untold precision to insure that his enemy never takes off... and even if he does. Chances are he isn't going to fly long. This grants the Dragoon the ability to sacrafice all his attacks to take one melee attack at his highest base attack bonus against the creatures Wing using a large sized weapon. If successful and dealing damage the Dragon must make a fortitude save with a DC equil to 15 + Damage delt by the weapon. Or cease flying. For one minute... After a minute it may try another fortitude saving throw DC: 10 + Damage delt to recover. And every minute there after.
Skills: Ride +13 base Intimidate +13 base Jump +13 base Wilderness Lore +13 base Sence Motive +13 base
Feats: Mounted Combat, Ride-by-attack, Spirited Charge, Trample, Quick Draw, Expertise.
Other Equipment: Chain: 80ft Flint and Steel Grappling hoot Trail Rations: 3 Summer Blanket Cold weather outfit x2 Explorer's Outfit x2
Cause: To hunt down all corrupt or poluted dragons and kill them without mercy.
Reason for joining the Dragon war: Anything this big can become everyones problem.
Personality: Kind to friends, Mutual to allies, Deadly to foes.
Background: His background is something only the Dragoon covanent is aware of... He has never spoken of his training exercises and has since never made any permanent conections with anyone... Most who do know him know him for killing a dark dragon... Dispite his in-experiance in the Dragoon Covanent.
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Post by Merkuri on Nov 13, 2003 13:40:13 GMT -5
Hey Turanis... Did you get the character I PMed you? Not trying to hurry you or anything, just want to be sure I shouldn't send it again.
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Post by Archmage Turanis Altaine on Nov 14, 2003 8:54:17 GMT -5
yea, I been havin comp troubles, but your char has my stamp O of approval.
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Post by Merkuri on Nov 14, 2003 11:25:37 GMT -5
Okay, I'll post her in here as soon as I get a chance... which may be anytime between tonight and sunday...
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Post by Lone Wolf on Nov 14, 2003 12:42:53 GMT -5
Does mine have the stamp of aprooval? Or was it rejected?
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Post by Merkuri on Nov 15, 2003 12:36:56 GMT -5
Name: Thera Ionol Race: Human Class: Sorcerer/Rogue Level: 5/5 Alignment: Chaotic Good Age: 20 Gender: Female Weight: 130 Height: 5'10 Eyes: Green Hair: Black, medium length Skin: Olive
Exp: 45,000
STR: 11 (0) DEX: 15 (+2) CON: 7 (-2) INT: 15 (+2) WIS: 13 (+1) CHA: 18 (+4) (+1 level 4, +1 level 8)
HP: 20 AC: 14 (+2 dex, +2 ring of protection)
Init: +2 (dex) BAB: +5
Fort: +0 (+2 base, -2 con) Refl: +7 (+5 base, +2 dex) Will: +6 (+5 base, +1 wis)
Melee: +5 (+5 base, +0 str) Ranged: +7 (+5 base, +2 dex)
Weapons Rapier +2 Ghost Touch AB +7, dam 1d6+2, crit 18-20/x2 weight 3lbs, type P, size M
Dagger +3 Returning AB +8 (melee) +10 (ranged), dam 1d4+3, crit 19-20/x2 range 10ft, weight 1lb, type P, size T
Light Crossbow AB +7, dam 1d8, crit 19-20/x2 range 80ft, weight 6lb, type P, size S bolts (10)
Protective Items Ring of Protection +2
Skills Alchemy +13 (11 ranks, +2 int) Balance +15 (13 ranks, +2 dex) Concentration +10 (12 ranks, -2 con) Diplomacy +16 (12 ranks, +4 cha) Hide +3 (1 rank, +2 dex) Knowledge (arcana) +9 (7 ranks, +2 int) Listen +6 (5 ranks, +1 wis) Move Silently +17 (13 ranks, +2 dex, +2 familiar) Perform (flute) +5 (1 rank, +4 cha) Spellcraft +12 (10 ranks, +2 int) Tumble +12 (10 ranks, +2 dex)
Special Abilities Sorcerer Summon Familiars
Rogue Sneak Attack +3d6 Evasion Uncanny Dodge (Dex AC)
Feats Combat Casting Still Spell Point Blank Shot Far Shot Expertise
Languages Common Gnome Goblin
Inventory Traveler's outfit Ring of protection +2 Ring of feather fall Rapier +2 ghost touch Dagger +3 returning Light crossbow Crossbow bolts (10) Backpack Flint & steel Flute Bedroll Rations (5) Scroll case Fireball scroll Fly scroll Spell component pouch Total weight: 34 lbs
Money: 200 gp
Spells known 0th (6) Light Detect Magic Read Magic Resistance Mending Mage Hand
1st (4) Shield Mage Armor Identify Magic Missile
2nd (2) Invisibility Levitate
Spells per day 0th - 6 1st - 7 (6 +1 bonus) 2nd - 5 (4 +1 bonus) 3rd - 0 (1 bonus) 4th - 0 (1 bonus)
Familiar: Choki Cat, male, HD 10, Init +2 (dex), Spd 30ft, AC 17 Atk +4/+4/+1 melee (1d2-4[x2] claws, 1d3-4 bite) AL: CN, Sv: Fort +2, Ref +4, Will +3 Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7 Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4, Weapon Finesse (claw, bite) Grant +2 move silently, alertness, improved evasion, share spells, emphatic link, touch, speak with master
History: Thera grew up on a farm, but quickly figured out that she was "different". Her evolving sorcerer abilities set her apart from her family, and she left home at a young age. She always had a wild spirit, and she quickly took up the profession of adventurer, looking for fame and riches. After years of quests and expeditions she aquired neither. One of her most uttered expressions is "Damn conscience..." Her sense of honor has many a time gotten in the way of her road to fame.
Appearance/Personality: Although not gorgeous, Thera is undoubtedly attractive. Her dark hair hangs at neck-length and curves inward at the bottom. It usually falls partially over her face, hiding one of her green eyes and giving her a mysterious air. She dresses in a simple, utilitarian style, but this seems to only enhance her natural looks. She is frail and has a tendency to catch sickness easily, but it doesn't show in her looks. However, most of her charisma comes from her personality. She has a sense of humor and a refreshing deal-with-life-as-it-comes attitude. She often tells jokes to her familiar, Choki, though he rarely gets the punchline. Choki is a medium-sized shorthair. His fur is mostly black. His belly, muzzle, boots, the tip of his tail, and his left ear are white. Choki likes to ride on top of Thera's backpack and sleep, though if he has eaten too much she makes him walk. He can be stubborn, but he usually obeys when Thera tells him firmly to do something.
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Post by Arcaneye on Nov 15, 2003 13:36:03 GMT -5
I'm having troubles uploading my character from my flash disk onto the computer I am at. I'll put it on ASASp. Sorry.
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Post by Arcaneye on Nov 15, 2003 13:46:07 GMT -5
Just for confirmation, what is the ECl on a half celestial?
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