Author Topic: Celdurs campain MK2: hunt for ral-ral treasure  (Read 11334 times)

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Offline Celdur

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Celdurs campain MK2: hunt for ral-ral treasure
« on: March 26, 2008, 09:37:05 am »
all the info of this campain is right here in the 1st post

lets see...here are all the character sheets:
Marco Rocci(sam)
Sai Hamund(wizard)
Sharpest Axe? is he an indian dwarf or something?(lurk)
Akinemes(yokto)
Ellus(dengar)
and the session xp count:(if you missed a session you still get the full XP for that session)
1st:1800XP
2nd:1500XP
3th:1300XP
4th:1200XP

these are some useful links that are handy for anyone
here is about everything you need if you would like to join
this and this is a link to ALLOT of dnd books (thanks to daxx ;))
this has all the basics you will ever need
this is perfect if you want to make a character sheet
« Last Edit: April 28, 2008, 05:40:24 am by Celdur »



Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Flamester_

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #1 on: March 26, 2008, 03:49:26 pm »
How do you feel about psions?
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Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #2 on: March 26, 2008, 04:06:00 pm »
Marco Rocci

1800 xp

Male Human Rogue 2 / Focused Illusionist 3
Chaotic Good
Representing Krakow Sam

Strength    8    (-1)
Dexterity    15    (+2)
Constitution   10   (+0)
Intelligence    17    (+3)
Wisdom           10   (+0)
Charisma    16    (+3)
   
Size:               Medium
Height:     6' 2"
Weight:         165 lb
Skin:               Tan
Eyes:              Blue
Hair:               Dark Brown; Straight; Beardless

Specialty: Illusion

Gave up: Abjuration Evocation Necromancy

Total Hit Points: 19

Speed: 30 feet

Armor Class:   12 = 10 +2 [dexterity]
Touch AC:     12
Flat-footed:    10

Initiative modifier:      +2     = +2 [dexterity]
Fortitude save:             +1    = 1 [base]
Reflex save:              +6     = 4 [base] +2 [dexterity]
Will save:                +3       = 3 [base]
Attack (handheld):     +1      = 2 [base] -1 [strength]
Weapon Finesse:          +4      = 2 [base] +2 [dexterity]
Attack (unarmed):      +1      = 2 [base] -1 [strength]
Attack (missile):      +4      = 2 [base] +2 [dexterity]
Grapple check:             +1    = 2 [base] -1 [strength]

Light load:        26 lb. or less
Medium load:    27-53 lb.
Heavy load:      54-80 lb.
Lift over head:  80 lb.
Lift off ground: 160 lb.
Push or drag:    400 lb.

Languages:   Abyssal Common Draconic Dwarven

+1 Shortbow

Keen Rapier [1d6, crit 15-20/x2, 2 lb., one-handed, piercing]

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing]

Lizard familiar

Feats:
Eschew Materials   
Weapon Finesse   
Scribe Scroll   [free to wizard]
Dodge   

Skils

Appraise    Int    3 =  +3
Balance    Dex*  4 =  +2 +2 [tumble]
Bluff              Cha    10 =  +3 +7    
Climb             Str*     2 =  -1  +3 [lizard]
Conc.           Con     7 =  +0 +7    
Craft (painter)    Int    10 =  +3   +7    
Diplomacy     Cha     7 =  +3 +2 [bluff] +2 [sense motive]
Disguise    Cha    5 =  +3 +2      
Escape Artist Dex*   2 =  +2      
Forgery    Int    10 =  +3   +7    
Gather Info   Cha     3 =  +3      
Heal             Wis     0 =  +0      
Hide             Dex*   9 =  +2   +7
Intimidate    Cha    5 =  +3 +2 [bluff]
Jump             Str*    8 =  -1   +7 +2 [tumble]
Listen              Wis     0 =  +0      
Move Silently   Dex* 9 =  +2 +7      
Ride               Dex     2 = +2      
Search             Int   10 = +3 +7    
Sense Motive  Wis    7 = +0 +7    
Spellcraft      Int     5 = +3   +2    
Spot             Wis    0 = +0      
Survival     Wis    0 = +0      
Swim            Str**-1 = -1      
Tumble           Dex*11 = +2 +7 +2 [jump]
Use Rope      Dex    5 = +2 + 3
      
* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Craft_1 >=5 ranks gives +2 on related appraise checks.
Search >=5 ranks gives +2 on survival checks while tracking.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Focused Illusionist spells: 6 (3+3) per day

First-level Focused Illusionist spells: 5 (3+1+3) per day

   Class    HP rolled    
Level 1:    Rogue    6    
Level 2:    Rogue    6    
Level 3:    Focused Illusionist    2    
Level 4:    Focused Illusionist    1    +1 to intelligence
Level 5:    Focused Illusionist    4

Gold: 4,033
   
Marco Rocci's Equipment:

      Weapons / Armor / Shield (from above)
      Shiny sword with an emerald that we don't know what it does yet
      Crossbow bolts (quiver of 10) x2
      Case (for map or scroll)
      Crowbar
      Grappling hook
      Ink vial
      Ink pen
      Parchment sheets x10
      Sealing wax
      Signet ring
      Artisan tools
      Spell component pouch
      Spellbook x1
      Thieves' tools

      Total 29lbs

Lizard familiar:
Str 3
Dex 15
Con 10
Int 6
Wis 12
Chr 2
Hit points: 5
Initiative +2 (dex)
Speed 20 ft
climb 20 ft.
AC: 15 (+2 size, +2 dex, +1 level)
bite +4 melee, bite 1d4
Fort +2, Ref +5, Will +4, Balance +10, Climb +12, Hide +13, Listen +4, Spot +4 Alertness feat when in arm's reach; improved evasion; share spells; empathic link;

Spellbook:
Level 1: Colour Spray, Disguise self, Silent image, charm person, hypnotism, mage armour, mount, grease, obscuring mist, erase, jump, expeditious retreat, feather fall.
Level 2: Minor Image, Pyrotechnics.

Tattoos: Colour spray (right hand), Silent Image (left hand), Jump, Expeditious retreat, Mount (right forearm) Disguise self, charm person, obscuring mist (left forearm).

Prepared spells:  lvl0: ghost sound, ghost sound, daze, arcane mark, open/close
                       lvl1: charm person, hypnotism, colour spray, obscuring mist

More about Marco Rocci:

      Marco grew up as a street urchin in grand Mesana Runedar, before he was discovered by one of the local wizard academies and educated as an illusionist. However, it wasn't long before Marco bored of his studies and set off in search of adventure and riches...

« Last Edit: April 26, 2008, 02:40:31 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #3 on: March 26, 2008, 04:57:44 pm »
How do you feel about psions?

There are no psions in Rudlec. Plus, your history with making sensible characters has not been good.
Sam is basically right, he's just cranky.

Offline Celdur

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #4 on: March 26, 2008, 05:04:52 pm »
How do you feel about psions?

try playing something normal for a change

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Mr. Wizard

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #5 on: March 26, 2008, 10:57:19 pm »
Sai Hamund
Male Gnome Cleric 5
True Neutral
Representing Mr. Wizard

            Strength12(+1)
            Dexterity10(+0)
            Constitution14(+2)
            Intelligence10(+0)
            Wisdom16(+3)
            Charisma16(+3)
           
            Size:Small
            Height:3' 6"
            Weight:45 lb
            Skin:Pale
            Eyes:Blue
            Hair:Light Brown; Straight; Beardless


Domains: Healing Protection
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 39 [includes improved toughness]
Speed: 20 feet
Armor Class: 15 = 10 +4 [chain shirt] +1 [small]
  Touch AC: 11
  Flat-footed: 15
      Initiative modifier:+0= +0 [dexterity]
      Fortitude save:+6= 4 [base] +2 [constitution]
      Reflex save:+1= 1 [base]
      Will save:+7= 4 [base] +3 [wisdom]
      Attack (handheld):+5= 3 [base] +1 [strength] +1 [small]
      Attack (unarmed):+5= 3 [base] +1 [strength] +1 [small]
      Attack (missile):+7= 3 [base] +3 [wisdom] +1 [small]
      Grapple check:+0= 3 [base] +1 [strength] -4 [small]

      Light load: 32 lb. or less
      Medium load: 33-65 lb.
      Heavy load: 65-98 lb.
      Lift over head: 98 lb.
      Lift off ground: 195 lb
      Push or drag: 488 lb.

      Languages:Common Gnome

Sling [1d3, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
----For Sai: To Hit= +7 Damage=1d3+1
Gnome Hooked Hammer [1d6/1d4, crit x3/x4, 3 lb., two-handed, bludgeoning and piercing]
----For Sai:To hit= +5 Damage=1d6+1 hammer side; 1d4+1 Hook side
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 12.5 lb.]
Feats:
        Improved Toughness
        Zen Archery

Traits:
  Absent-Minded
  Polite

Skills
Code: [Select]
      Skill Name       KeyAbility       Skill        AbilityModifier     Ranks     Misc.Modifier
      Appraise            Int             0       =        +0
      Balance             Dex*            0       =        +0
      Bluff               Cha             3       =        +3
      Climb               Str*            1       =        +1
      Concentration       Con             7       =        +2             +5
      Craft_1             Int             0       =        +0
      Craft_2             Int             0       =        +0
      Craft_3             Int             0       =        +0
      Diplomacy           Cha             4       =        +3                          +1 [polite]
      Disguise            Cha             3       =        +3
      Escape Artist       Dex*            0       =        +0
      Forgery             Int             0       =        +0
      Gather Information  Cha             3       =        +3
      Heal                Wis             6       =        +3             +3
      Hide                Dex*            4       =        +0                          +4 [small]
      Intimidate          Cha             1       =        +3                          -2 [polite]
      Jump                Str*           -5       =        +1                          -6 [speed 20]
      Knowledge(religion) Int             9       =        +0             +8           +1 [absent-minded]
      Listen              Wis             4       =        +3                          +2 [gnome] -1 [absent-minded]
      Move Silently       Dex*            0       =        +0
      Perform_1           Cha             3       =        +3
      Perform_2           Cha             3       =        +3
      Perform_3           Cha             3       =        +3
      Perform_4           Cha             3       =        +3
      Perform_5           Cha             3       =        +3
      Ride                Dex             0       =        +0
      Search              Int             0       =        +0
      Sense Motive        Wis             3       =        +3
      Spot                Wis             2       =        +3                          -1 [absent-minded]
      Survival            Wis             3       =        +3
      Swim                Str**           1       =        +1
      Use Rope            Dex             0       =        +0

* = check penalty for wearing armor
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Spellbook\Miracle List
Code: [Select]
Zero-level Cleric spells: 5 per day
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Resistance: Subject gains +1 on saving throws.

First-level Cleric spells: 4 (3+1) per day +1 from a domain:
Bless: Allies gain +1 on attack rolls and saves against fear.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.

Domain: Sanctuary: Opponents canít attack you, and you canít attack.

Second-level Cleric spells: 3 (2+1) per day +1 from a domain:
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.

Domain:Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Third-level Cleric spells: 2 (1+1) per day +1 from a domain:
Summon Monster III: Calls extraplanar creature to fight for you.
Searing Light: Ray deals 1d8/two levels damage, more against undead.

Domain:Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Gnome:
  +2 constitution / -2 strength (already included)
  Small (combat bonuses, +4 to hide already included)
  Low-light vision
  +2 racial bonus on saves vs. illusions
  +1 on DC of opponent's save vs. gnomish illusions
  +1 racial bonus to hit kobolds and goblinoids
  +4 dodge bonus on AC against giants
  +2 bonus on listen checks (already included)
  Speak with burrowing animals once per day
  1/day dancing lights, ghost sound, prestidigitation
Cleric:
  Alignment Aura
  Spontaneous Casting (heal)
  Turn Undead (6x/day)
  High wisdom gains bonus spells daily
  Domain choices give additional abilities


      ClassHP rolled
      Level 1:Cleric 9
      Level 2:Cleric 4
      Level 3:Cleric 7
      Level 4:Cleric 5+1 to charisma
      Level 5:Cleric 4


Sai Hamund's Inventory:
Code: [Select]

        16 lb Weapons / Armor / Shield (from above)
        5 lb Sling bullets (group of 10) x1
             Ink vial
             Ink pen
             Paper sheets x6
        2 lb Rations (1 day) x7
              Amulet of Iolar (Holy symbol)
        2 lb Spell component pouch
        4 lb  Waterskin
              A pair of Platinum Rings
        _____
        29 lb Total

  513 Platinum Pieces
  505 Gold pieces
  4 Silver pieces

More about Sai Hamund:
  Sai was born to Caleb and Glen Hamund, two servants living in Desideria.
  Raised among the pious faithful of Iolar,it is his mission to protect all he
  views as the "less fortunate". This includes any one who isnt a follower of
  Iolar. He has made a living performing services of all types for his temple
  and faithful, and has proven invaluable asset to their goal of preserving
  balance in all things. As a result of his tolerance for all backgrounds and
  his competence as a cleric, he is often chosen to aid adventurers of good or
  ill when they seek help from the temple. He appears as an unremarkable gnome,
  clad in light, well worn armor and threadbare clothing. He is taciturn, but
  when he does speak he is polite and will give all a fair say. His God is
  Iolar, god of balance and preservation.
« Last Edit: April 19, 2008, 04:14:21 pm by Mr. Wizard »

Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #6 on: March 27, 2008, 06:56:07 am »
Eeew! A Gnome!


I just noticed the Kaorti has a charisma of 20. I understand he might be very charismatic to the denizens of the Far Realm, but I don't see how something so utterly alien could relate so well to the inhabitants of the material plane. That and my general dislike for crazy monster classes >_<
Sam is basically right, he's just cranky.

Offline Yokto

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #7 on: March 27, 2008, 08:26:20 am »
Well thats the problem with DnD. Liches and other undead also have extrema charisma. Not because think they look nice. But because there inner strength and believe in them self. Charisma have very little to do with once appearance and more to do with one inner strength. Why it is so impotent to Sorcerers.
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Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #8 on: March 27, 2008, 10:26:11 am »
I know that. But the mind of a kaorti would be so warped that their 'charisma' wouldn't even be the same sort of thing as that of a creature from a material realm. To be honest I don't see a kaorti even sharing enough values with 'regular' characters to even follow the same quests. I mean, what does a monstrosity from the edge of the cosmos even need treasure for?

Couldn't you roll up a more normal monster character, like a half dragon drider?  :P
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Offline Celdur

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #9 on: March 27, 2008, 02:05:24 pm »
erm...wizard

why does you character have 523 Platinum Pieces ??

EDIT: nevermind...you just dont like to buy stuff >.>
« Last Edit: March 27, 2008, 02:33:40 pm by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Mr. Wizard

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #10 on: March 27, 2008, 02:39:05 pm »
Because the starting gold for a 4th level character is 5400 gold (540 platinum), and I only spent the money on basic equipment for myself. This way, if I am going to play a support role I can buy items for other party members if I think they need it. It's the same reason Yokto's Kaorti character had so much stuff.  :D

Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #11 on: March 27, 2008, 02:51:01 pm »
And why my character has almost all of his level one spells tattooed on his forearms :P

And he has eschew materials. This guy is a walking spellbook and component pouch rolled into one :D
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Offline /lurk

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #12 on: March 27, 2008, 03:03:31 pm »
A sorceror?

I might join in for a while - I have some time off when I'll have IRC access, but only a short while. Hopefully enough to get in a couple of sessions.
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Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #13 on: March 27, 2008, 03:36:03 pm »
A sorceror without autocast >_>

But he does get a much wider choice of spells every day.
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Offline Yokto

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #14 on: March 27, 2008, 06:06:12 pm »
Though nothing is decided yet the Kobold seems to be the most likely character i am going to play. However i would like to hear what you all need. The Kobold will be good at diplomacy and battle field control i believe. At least that is how he is tailored to be. But if we would need something else then maybe i could create that. I however tend not to like characters with specialty of knocking people over the head. I prefer casting roles, flexibility and such. As we have however a cleric and a wizard/rogue i am not sure. But i do not think the Kobold will come in to much conflict with KS role in the game. Smiler the Kaorti would gain a flexible role as a manipulator and/or as a support weapon.
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Offline Mr. Wizard

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #15 on: March 27, 2008, 07:09:11 pm »
Sai is meant to be a swiss army knife, and can put aside predjudice to work with anyone. He just might heal Marco over Lix when deciding who to heal during his turn. <.<

We could use someone who can apply excessive force to a situation.  :D

Offline Yokto

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #16 on: March 27, 2008, 07:27:20 pm »
Well at least Lixlin gets a limited Healing Invocation to help him out later :P

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Offline Krakow Sam

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #17 on: March 28, 2008, 02:18:23 am »
Sai is meant to be a swiss army knife, and can put aside predjudice to work with anyone. He just might heal Marco over Lix when deciding who to heal during his turn. <.<

We could use someone who can apply excessive force to a situation.  :D

Marco is mainly a disruptor. Cast some spells to befuddle the enemy then jump in and start swinging his rapier around hoping to get a critical hit or an opportunity to sneak attack.
Sam is basically right, he's just cranky.

Offline /lurk

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #18 on: March 28, 2008, 07:25:38 am »
Sai is meant to be a swiss army knife, and can put aside predjudice to work with anyone. He just might heal Marco over Lix when deciding who to heal during his turn. <.<

We could use someone who can apply excessive force to a situation.  :D

GRARWWWW!

Sharpest-Axe

Male Dwarf Barbarian 4
Chaotic Good
Representing /lurk

Strength    17   (+3)
Dexterity    12   (+1)
Constitution    18   (+4)
Intelligence    10   (+0)
Wisdom    10   (+0)
Charisma    8   (-1)
   
Size:    Medium
Height:    4' 5"
Weight:    210 lb
Skin:    Tan
Eyes:    Blue
Hair:    Light Brown; Wavy; Thick Beard / Hirsute

Total Hit Points: 46

Speed: 30 feet [barbarian]

Armor Class: 17 = 10 +1 [dexterity] +6 [breastplate+1]

      Touch AC: 11
      Flat-footed: 17 [uncanny dodge]

Initiative modifier:   +1   = +1 [dexterity]
Fortitude save:   +8   = 4 [base] +4 [constitution]
Reflex save:   +2   = 1 [base] +1 [dexterity]
Will save:   +1   = 1 [base]
Attack (handheld):   +7   = 4 [base] +3 [strength]
Attack (unarmed):   +7   = 4 [base] +3 [strength]
Attack (missile):   +5   = 4 [base] +1 [dexterity]
Grapple check:   +7   = 4 [base] +3 [strength]

Light load:    86 lb. or less
Medium load: 87-173 lb.
Heavy load: 174-260 lb.
Lift over head: 260 lb.
Lift off ground: 520 lb.
Push or drag: 1300 lb.

Languages:   Common, Dwarven

Greataxe +1 [1d12 +1 , crit x3, 12 lb, two-handed, slashing]

Feats:

      Power Attack   
      Extend Rage   [hand-edit as needed]

Traits: Musclebound [+1 on strength-related skill and ability checks, -2 on dexterity-related skill and ability checks]
Farsighted [+1 on spot, -2 on search]

Skills

Appraise    Int    0 =    +0
Balance    Dex*    -4 =    +1 -2 -3
Bluff    Cha    -1 =    -1
Climb    Str*    5 =    +3 +4 +1 -4
Concentration    Con    4 =    +4
Craft_1    Int    0 =    +0
Diplomacy    Cha    -1 =    -1
Disguise    Cha    -1 =    -1
Escape Artist    Dex*    -4 =    +1 -2 -3
Forgery    Int    0 =    +0
Gather Information    Cha    -1 =    -1
Heal    Wis    0 =    +0
Hide    Dex*    -4 =    +1 -2 -3
Intimidate    Cha    -1 =    -1
Jump    Str*    5 =    +3 +4 +1 -3
Listen    Wis    7 =    +0 +7    
Move Silently    Dex*    -4 =    +1 -2 -3
Perform_1    Cha    -1 =    -1
Ride    Dex    -1 =    +1 -2
Search    Int    -2 =    +0 -2
Sense Motive    Wis    0 =    +0
Spot    Wis    4 =    +0   +3 +1   
Survival    Wis    3 =    +3
Swim    Str**    5 =    +3 +4 +1 -3    
Use Rope    Dex    -1 =    +1 -2
      

* = check penalty for wearing armor

Dwarf:

    * +2 constitution / -2 charisma (already included)

    * Can move 20 feet even if in heavy armor

    * Darkvision (see 60 feet in pitch-dark)

    * Stonecunning (+2 on searching stone, intuit depth)

    * +4 to avoid being bullrushed while standing on ground

    * +2 racial bonus on saves vs. poison

    * +2 racial bonus on saves vs. spells / spell-like abilities

    * +1 racial bonus to hit orcs and goblinoids

    * +4 dodge bonus on AC against giants

    * +4 stability bonus to avoid being tripped/bull rushed standing on ground

    * +2 racial bonus on appraise checks if stone/metal

Barbarian:

    * Illiteracy (2 skill points to learn to read)

    * Rage

    * Fast Movement (already included)

    * Uncanny Dodge (level 2)

    * Trap Sense (level 3)

    * Improved Uncanny Dodge (level 5)

    * Damage Reduction 1/- (level 7)

    * Damage Reduction 2/- (level 10)

    * Greater Rage (level 11)

    * Damage Reduction 3/- (level 13)

    * Indominitable Will (level 14)

    * Damage Reduction 4/- (level 16)

    * Tireless Rage (level 17)

    * Damage Reduction 5/- (level 19)

    * Mighty Rage (level 20)

This barbarian cannot read/write.

   Class    HP rolled    
Level 1:    Barbarian    12    
Level 2:    Barbarian    1    
Level 3:    Barbarian    11    
Level 4:    Barbarian    6    +1 to strength

   
Sharpest-Axe's Equipment:

Breastplate +1
Greataxe +1
Steel Flask {Waterskin} [Dwarven Ale]
Potion of cure light wounds [6]

XP: 7800

A dwarf scorned by his clan - especially so long ago - does not repeat his history. It's enough to say that his axe is the sharpest, and the only thing he finds it worth returning to civilisation for is the alcohol. Sharpest-Axe has long since lost the particulars of dwarven ethical principles, resorting to their most basic principle in most cases: if he decides that you are a Bad Person, you get sliced up with the nearest available axe. Simple. Wonderlust brought him South, but talk of treasure while bartering for drink lit the old dwarvish gleam in his eye. He's ready for adventure.

Sharpest-Axe likes Great-axes, Oak, Levin Opals and Bears for their endurance. When possible, he prefers to consume Wild Strawberries and Dwarven Ale. He absolutely detests Giant Spiders.
« Last Edit: April 06, 2008, 06:55:43 am by /lurk »
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Offline Yokto

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #19 on: March 28, 2008, 07:59:22 am »
OK i decided to try to compile list of the different option and the pros and cons.



Vladimir (FoP build)
 Pros
  Will have some very nice sneak abilities with his ethereal shifting being able to go almost unseen and though walls
  Ability to manipulate people with or without the aid of supernatural power (High Charisma and Social skills)
  The Ability to possess items and later living beings.
  The Ability to enchant possessed items making him a real swiss army knife and a good support for the team.
  Planed to take Ur-priest at higher levels to aid with spell casting reaching up to level 8 spells before going epic.
  Planed to take 1 level Mindbender to gain access to telepathic ability.
  Access to minor kaotri powers like minor polymorphing to look human and the ability to create more Kaotri or thralls.
 Con
  Not your standard race Kaotri are a bit Alien
  May actually have a bit to much toy in his toy box making other characters feel less impotent (I hope not)
  Heavy dependency on PRCs and none core class. (FoP after all is the core of this character.)
  Maybe a bit weak in the early stage.
 Early stage
  Diplomatic charm.
  OK combat skill. Know all martial weapon and have a OK armor and OK Attack score.
  Comes with two thrall horses that are powerful but i worst case may take away a lot of XP if one gets dependent on them.

Lixlin (Dragonfire Adept)
 Pro
  Common race down the south Kobolds making him fit well in.
  Ability to breath fire all day long makes him very usefully to take down enemies.
  Breath ability that works to control that battlefield as much as damage the opponents.
  Invocation that are more party support oriented then your typical Warlock.
  Easy access to mindbender gives access to Telepathy.
  (I think he is technically a true dragon as he got a dragons age category. I have no idea what the use for this is however.)
 Con
  None core class.
  Very low attack.
 Early stage
  Diplomatic charm
  Try to avoid close combat but use breath attack to slow down enemies.
  Good armor but bad attack (do not effect the breath attack)

Alternative options

Replace Kaotri with More common outsider like Tiefling
 Pro
  More common race.
  The chance of grabbing FoP at a level earlier
 Con
  Need a alignment association ritual cosing a lot of gold and some XP (56000gp and 2240XP)
« Last Edit: March 29, 2008, 07:17:04 am by Yokto »
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Offline Celdur

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Re: The slightly more ambitious campain of Celdur (or ''the second one'')
« Reply #20 on: March 28, 2008, 09:50:33 am »
ok thats the limit...i want to prevent 500 people from joining and then 400 not being present at the sessions

we havea fine number now and i will not add any more people (although lurk said he cant be here forever so we will see how that goes

so...now we have everything we need...how about a session tomorow? on saturday somewhere in the evening


EDIT:scrape that i cant be on then

just tell me when your all available and we will see
« Last Edit: March 28, 2008, 09:56:22 am by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline /lurk

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #21 on: March 28, 2008, 01:57:58 pm »
The Kobold is a much less bad idea than the Kaorti. We can use the Kobold as an effective ranged weapon or improvised club if need be, but the Kaorti just invokes a lot of really unecessary RP explaining that a more sane race/class combination would avoid.

Also the Kobold isn't an Evil, twisted abomination from another dimension.
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Offline Yokto

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #22 on: March 28, 2008, 02:53:44 pm »
Ay... The Kobold win! I guess... I hope the Kobold will work out fine. Tried to make him as dragon themed as i could. But if anyone got any suggestion i am willing to take that under consideration.
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Offline Tesla

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #23 on: March 28, 2008, 03:05:08 pm »
I was thinking about looking into D&D until I saw Yokto's immense character sheet. >.>
No way dude, you're trolling me.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #24 on: March 28, 2008, 04:20:38 pm »
thats just yokto...its not that hard to do and it only takes a few minutes with normal people  ::)

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Krakow Sam

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #25 on: March 28, 2008, 04:21:10 pm »
I was thinking about looking into D&D until I saw Yokto's immense character sheet. >.>

Don't worry about that. Yokto has a taste for... absurd characters  ;)

I think your best bet is to look at Mr Wizard or /lurk's character sheets. (Mine is also pretty simple but complicated a tiny bit by the fact I decided to experiment with multiclassing)
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #26 on: March 28, 2008, 07:31:44 pm »
Also 75% goes unused half of the time. :D Its just there on the off chance it comes up.

If you want an easy to use character generator, use Redblade. It breaks character gen down into manageable bits. You may need to email the file to one of us (I'll volunteer) so we can format it like our's for you.

Offline Tesla

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #27 on: March 28, 2008, 07:33:56 pm »
Nah, I still have barely any ideas about how to play.

I may show up to watch a session if that's okay.
No way dude, you're trolling me.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #28 on: March 29, 2008, 10:11:25 am »
ok since sam wont do his dnd tomorow we will hold our 1st session tomorow...if everyone else can be there ofcourse
everyone come on the gamingsteve IRC channel around dinner time and we will see when everyone is present

if anyone is unable to be here tomorow then please mention this here in the topic...

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline /lurk

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #29 on: March 29, 2008, 01:09:07 pm »
I'll know if I can by then. If I don't post affirmitavely by that time tomorrow, I won't be able to make it, and probably not for a few days after that as well.

Don't let that slow you down, though, you can still have fun without me.
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Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #30 on: March 30, 2008, 10:54:33 am »
DnD will start in 2 hours

that is 21:00 GMT

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #31 on: March 31, 2008, 09:25:58 am »
1st session was a succes!

we had a kobold who ate way to much chille, super critical sticky massive damage, snake fryin and random trap kamikaza

it was fun indeed

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #32 on: April 03, 2008, 12:08:15 pm »
next session will maybe be tomorow but assume that it will be on saturday around dinner time (cept for wiz ofcourse >.>)

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Yokto

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #33 on: April 04, 2008, 06:28:18 am »
Code: [Select]
Akinemes of Vaurindr
Male Human Archivist 3/ The Walker in the Waste 2

 Str: 13 (+1)
 Dex: 13 (+1)
 Con: 8 (-1)
 Int: 17 (+3)
 Wis: 14 (+2)
 Cha: 14 (+2)

Total Hit Points: 21

Age: 20

Speed: 30 feet

Armor Class 16 = 10 +1[Dex] +5[Armor]

 Touch AC: 11
 Flat-footed: 10

Long spear 1d8 ◊3

Initiative modifier: +1 = +1 [Dex]
Fortitude save: +2 = +3 [Base] -1 [Con]
Reflex save: +2 = +1 [Base] +1 [Dex]
Will save: +8 = +6 [Base] +2 [Wis]
Attack (handheld): +3 = +2 [Base] +1 [Str]
Attack (unarmed): +3 = +2 [Base] +1 [Str]
Attack (missile): +3 = +2 [Base] +1 [Dex]
Grapple check: +3 = +2 [Base] +1 [Str]

Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages: Common Draconic Celestial Infernal

Feats
 Inattentive [Flaw]
 Murky-Eyed [Flaw]
 Heat Endurence [Human]
 Mother Cyst [level 1]
 Fell Animation [level 1]
 Craft Wondrous Item [level 1]
 Corpsecafter [level 3]
 Scribe Scroll [Archvist]
 Improved Heat Endurence [The Walker in the Waste]

Skill
 Appraise Int 3  =  3
 Balance Dex 1  =  1
 Bluff Cha 2  =  2
 Climb Str* 1  =  1
 Concentration Con 7  = -1 +8
 Craft (Sculpting) Int 9  =  3 +6
 Craft (Alchemy) Int 4  =  4 +1
 Decipher Script Int 13 =  3 +8 +2[Lore Mastery]
 Diplomacy Cha 2  =  2
 Disguise Cha 2  =  2
 Escape Artist Dex* 1  =  1
 Forgery Int 3  =  3
 Gather Information Cha 8  =  2 +6
 Heal Wis 9  =  2 +7
 Hide Dex* 1  =  1
 Intimidate Cha 2  =  2
 Jump Str* 1  =  1
 Knowledge (arcane) Int 9  =  3 +4 +2[Lore Mastery]
 Knowledge (archtecture & engineering) Int 4  =  3 +1
 Knowledge (Dungeoneering) Int 4  =  3 +1
 Knowledge (geography) Int 4  =  3 +1
 Knowledge (local) Int 4  =  3 +1
 Knowledge (nature) Int 4  =  3 +1
 Knowledge (nobility & royalty) Int 4  =  3 +1
 Knowledge (religion) Int 5  =  3 +2
 Knowledge (planes) Int 4  =  3 +1
 Listen Wis -2 =  2 -4[Inattentive]
 Move Silently Dex* 1  =  1
 Profession Wis 2  =  2
 Ride Dex 5  =  1 +4[Riding Boots]
 Search Int 3  =  3
 Sense Motive Wis 2  =  2
 Spellcraft Int     11 =  3 +8
 Spot Wis -2 =  2 -4[Inattentive]
 Survival Wis 2  =  2
 Swim Str** 1  =  1
 Use Rope Dex 1  =  1
 Use Magic Device Cha 3  =  2 +1(2)[Cross-class]

Zero-level archivist spells: 4 per day
 Create Water
 Cure Minor Wounds
 Detect Magic
 Detect Poison
 Guidance
 Inflict Minor Wounds
 Light
 Mending
 Purify Food and Drink
 Read Magic
 Resistance
 Virtue
 Amanuensis (SC)
 No light (BoVD)
 Preserve Organ (BoVD)
First-level archivist spells: 5 (2+1) per day
 Necrotic Awareness
 Summon undead I
 Inflict Light Wounds
 Cure Light Wounds
 Comprehend Languages
 Hide from Undead
 Endure Elements
 Detect Undead
 Ebon Eyes
 Parching Touch
 Waste Stride
Second-level archivist spells: 4 (1+1) per day
 Necrotic Cyst
 Desiccate
 Protection form Negative Energy
 Protection form Postive Energy
 Summon Undead II
 Black Sand

Human
 Extra feat at first level (already included)
 Four extra skill points at first level (already included)
 One extra skill point at each additional level (already included)

Archivist
 Core class from "Heroes of Horror" [see this for details]
 Number of spells per day is as a wizard, plus one at first level and above.
 Intelligence determines maximum spell levels and DC on saves
 High wisdom gives bonus spells daily.

The Walker in the Waste
 Prestege Class from "Sandstrom" [see this for details]

Class HP rolled
Level 1: Archivist 6
Level 2: Archivist 5
Level 3: Archivist 6
Level 4: The Walker in the Waste 5
Level 5: The Walker in the Waste 3

10000+2800xp
Inventory
Code: [Select]
Inventory
gp lb
Hydration suit 1000 10
Handy Haversack 2000 5
 Dagger 2 1
 Bedroll 0.1 5
 Candle 0.01 -
 Whetstone 0.02 1
 Flint and Steel 1 -
 Magnigying Glass 100 -
 Masterwork Artisan's tools (Scuplturing) 55 5
 Scroll Case 1 0.5
 Map Case 1 0.5
 Everlasting Rantions 350 1
 Pray Book 15 3
  Parching Touch 100 -
  Waste Stride 100 -
  Black Sand 200 -
 Javalins (6) 6 12
 Spell Book ? 3
  Touch of Fatigue
  Resistance
  Cause Fear
  Ray of Enfeeblement
  Scare
  False Life
 Spell Book ? 3
  Ray of Enfeeblement
  Scare
  False Life
  Ghoul Touch
  Vampiric Touch
 Spell Book ? 3
  Touch of Fatigue
  Resistance
  Cause Fear
  Ray of Enfeeblement
  Ghoul Touch
  Vampiric Touch
Spell Componet pouch 5 2
Spell Componet pouch 5 2
Dust Twister (Auri) 1500 -
Magical Riding Boots 1600 1
Breast Plate 200 30
Sling - -
 Bullets (8)  0.1  5
Spiked Gauntlet 5 1
Longspear 5 9

______________________________________________________________

Total 7215,23 65
______________________________________________________________

Total Money 200pp 512gp 7sp 7cp

(sai 200pp)

I hope it pass. Toke a very long time to get it finished.



Background: Akinemes is a Archivist and Necromancer form Vaurindr. He did well in Vaurindr but after a wile he started to become restless. The rest of his past vague.

(He did hock up with a team of adventures before but they dump him after they only found a stupid lamp :P )

Appearance: Akinemes almost always wears his Hydration suit. A suit made for survival in the deep desert. It covers his body form top to toe. On top of that he has a Breast Plate Protecting him. He got a claw like gauntlet is protecting his right hand that also works as a weapon. On his back he has a Haversack where he stores most of his belongings.



And thx KS for all the help.
« Last Edit: May 10, 2008, 04:12:54 pm by Yokto »
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Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #34 on: April 04, 2008, 07:10:17 am »
i hope the 4th(!) sheet will finaly do the trick ::)

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline /lurk

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #35 on: April 05, 2008, 06:15:23 am »
WEEK LONG UNSCHEDULED HIATUS.

You've got my axe for this week only. Let's go kill us some necromancers.
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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #36 on: April 05, 2008, 06:43:26 am »
next session is tonight so glad to have ya

just go to the gamingsteve IRC channel around 19.00 gmt or so and when everyone is there we can start the madness

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Yokto

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #37 on: April 05, 2008, 03:35:49 pm »
Tomorrow i might be a bit late as i am going to visit my grandma but hopefully i will be there on time. That is if we are going to have a game
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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #38 on: April 05, 2008, 03:52:26 pm »
well i guess..if everyone is there this time...

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #39 on: April 08, 2008, 12:55:29 pm »
next saturday will be the next session...and dont go to barcelona!

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That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Dengar

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #40 on: April 08, 2008, 06:13:37 pm »
How is this? It's more or less done now.


Ellus
Male Elf Wizard 5
Chaotic Good
Representing Dengar

Strength   10   (+0)
Dexterity   12   (+1)
Constitution   12   (+1)
Intelligence   19   (+4)
Wisdom   12   (+1)
Charisma   10   (+0)
Size:   Medium
Height:   5' 7"
Weight:   115 lb
Skin:   Light
Eyes:   Green
Hair:   Red; Wavy; Beardless
Total Hit Points: 15

Speed: 30 feet

Armor Class: 11 = 10 +1 [dexterity]

Touch AC: 11
Flat-footed: 10
Initiative modifier:   +1    = +1 [dexterity]
Fortitude save:   +2    = 1 [base] +1 [constitution]
Reflex save:   +2    = 1 [base] +1 [dexterity]
Will save:   +5    = 4 [base] +1 [wisdom]
Attack (handheld):   +2    = 2 [base]
Attack (unarmed):   +2    = 2 [base]
Attack (missile):   +3    = 2 [base] +1 [dexterity]
Grapple check:   +2    = 2 [base]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Languages:   Common Draconic Elven Gnome Goblin Sylvan

Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 110 ft., 3 lb, piercing]
Longbow +2 [1d6+2/1d8+2, crit x3, range incr. 100 ft, 3 lb, piercing]

Cat familiar

Feats:

Skill Focus (Knowledge (arcana))   
Brew Potion   
Scribe Scroll   [free to wizard]
Craft Magic Arms and Armor  [5th level Wizard bonus feat]
Traits:

Appraise   Int   4 =   +4
Balance   Dex*   1 =   +1
Bluff   Cha   0 =   +0
Climb   Str*   0 =   +0
Concentration   Con   9 =   +1 +8   
Craft(Armorsmithing)    Int   12 =     +4 +8   
Craft(Weaponsmithing)   Int   12 =     +4 +8   
Craft_3   Int   4 =   +4
Decipher Script   Int   4 =   +4   
Diplomacy   Cha   0 =   +0
Disguise   Cha   0 =   +0
Escape Artist   Dex*   1 =   +1
Forgery   Int   4 =   +4
Gather Information   Cha   0 =   +0
Heal   Wis   1 =   +1
Hide   Dex*   1 =   +1
Intimidate   Cha   0 =   +0
Jump   Str*   0 =   +0
Knowledge (arcana)   Int   12 =   +4 +8   +3 [Skill Focus]
Knowledge (the planes) Int     12 = +4 +8
Listen   Wis   3 =   +1 +2 [elf]
Move Silently   Dex*   4 =   +1 +3 [cat]
Perform_1   Cha   0 =   +0
Perform_2   Cha   0 =   +0
Perform_3   Cha   0 =   +0
Perform_4   Cha   0 =   +0
Perform_5   Cha   0 =   +0
Ride   Dex   1 =   +1
Search   Int   6 =   +4    +2 [elf]
Sense Motive   Wis   1 =   +1
Spellcraft   Int   14 =   +4 +8    +2 [Knowledge, arcane]
Spot   Wis   3 =   +1 +2 [elf]
Survival   Wis   1 =   +1
Swim   Str**   0 =   +0
Use Rope   Dex   1 =   +1
* = check penalty for wearing armor

Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Wizard spells: 4 per day
Read Magic
Detect Magic
Acid Splash
Ray of Frost


First-level Wizard spells: 4 (3+1) per day
Magic Missile
Burning Hands
Shield
Mage Armor


Second-level Wizard spells: 3 (2+1) per day
Scorching Ray x2
See Invisibility


Third-level Wizard spells: 2 (1+1) per day
Fireball x2


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

Wizard
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily

Class   HP rolled   
Level 1:   Wizard   4   
Level 2:   Wizard   1   
Level 3:   Wizard   1   
Level 4:   Wizard   2   +1 to intelligence
Level 5:     Wizard       2
   
Ellus's Equipment:

Weapons / Armor / Shield (from above) 7 lb
Arrows (quiver of 20) x3 9 lb
Backpack 2 lb
Bedroll 5 lb
Chalk
Flint and steel
Ink vial
Ink pen
Lantern (hooded) 2 lb
Mirror 1 lb
Mug 1 lb
Oil flasks x5 5 lb
Parchment sheets x9
Ral-Ral Treasure Map
Rations (1 day) x5 5 lb
Rope (50', hempen) x1  10 lb
Signal whistle
Tent 20 lb
Vial (for ink or potions) x5 1 lb
Waterskins x1 4 lb
Artisan tools 5 lb
Hourglass 1 lb
Magnifying glass
Spell component pouch 2 lb
Spellbook x1 3 lb

Total 83 lb

Money:
5300gp, 200pp

Experience:
12800xp



Cat familiar: Str 3 Dex 15 Con 10 Int 7 Wis 12 Chr 7; Hit points: 6; Initiative +2 (dex); Speed 30 ft.; AC: 16 (+2 size, +2 dex, +2 level); 2 claws +4 melee, bite -1 melee; Claw 1d2-4, bite 1d3-4; Weapon Finesse (claw, bite); Fort +2, Ref +4, Will +5, Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4 Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;

More about Ellus:

A master artisan, seeking the ultimate blade. He has a quirky personality, the specifics of which will become clear in due time. (IE I haven't decided on this yet)



Spellbook:

level 0
All

level 1
Magic Missile
Mage Armor
Shield
Identify
Summon Monster I
Feather Fall
Mount
Burning Hands
Shocking Grasp

level 2
See Invisibility
Locate Object
Scorching Ray
Summon Monster II
False Life

Level 3
Fireball
Arcane Sight
Vampiric Touch
« Last Edit: May 10, 2008, 04:14:07 pm by Dengar »

Offline /lurk

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #41 on: April 12, 2008, 08:55:18 am »
SearchIRC doesn't work. Looks like you'll have to continue on without me.
Not a winner anymore.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #42 on: April 12, 2008, 10:26:18 am »
i send you a pm...we can try to find another chat thing...

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #43 on: April 12, 2008, 10:48:07 am »
try this one lurk:

http://openrpg.com/

you have to download some stuff but its designed for dnd
if it works we will all switch to that

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #44 on: April 26, 2008, 11:00:03 am »
remember guys: DND tonight

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Krakow Sam

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #45 on: May 01, 2008, 05:12:22 pm »
Sorry guys, won't be able to make either day this weekend. So either auto my character or just don't run the session.
Sam is basically right, he's just cranky.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #46 on: May 02, 2008, 01:51:18 pm »
i guess its ok to do the side quests in between without you?

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Krakow Sam

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #47 on: May 02, 2008, 05:10:05 pm »
Sure...
Sam is basically right, he's just cranky.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #48 on: May 03, 2008, 04:17:29 am »
ok we will delay the DND to next week

so no DnD today

although we can do a side-campain

but then everyone has to make another character sheet

so if you want to do a side campain roll up a new sheet and come to IRC

if you ARE making a sheet you can go up to lvl 8 with 32 points on point buy
« Last Edit: May 03, 2008, 08:44:20 am by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Yokto

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #49 on: May 15, 2008, 06:23:11 pm »
Well form what i understand Degar will not make it to this saturdays game. So that means that Celdur will most likely have that side game he have been talking about. For you that knows nothing about this that will mean a new character with 32 point buy and ECL of 8. I am not sure who is invited but i guess any of you that can come are allowed to join.
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Offline Krakow Sam

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #50 on: May 16, 2008, 08:07:36 am »
Sevan the Gate
Male Human Sorcerer 8
Neutral Evil
Strength   8 [10]   (-1)

Dexterity   16   (+3)
Constitution   13   (+1)
Intelligence   14   (+2)
Wisdom   8   (-1)
Charisma   18   (+4)

   Size:   Medium
Height:   6' 0"
Weight:   165 lb
Skin:   Pale
Eyes:   Red
Hair:   Blond; Straight; Light Beard

Total Hit Points: 29
Speed: 30 feet
Armor Class: 16 = 10 +3 [dexterity] +3 [magic items]
Touch AC: 16
Flat-footed: 16
Initiative modifier:   +3   = +3 [dexterity]
Fortitude save:   +3   = 2 [base] +1 [constitution]
Reflex save:   +5   = 2 [base] +3 [dexterity]
Will save:   +2   = 6 [base] -1 [wisdom] -3 [weak will]
Attack (handheld):   +3   = 4 [base] -1 [strength]
   Weapon Finesse:   +7   = 4 [base] +3 [dexterity]
Attack (unarmed):   +3   = 4 [base] -1 [strength]
Attack (missile):   +7   = 4 [base] +3 [dexterity]
Grapple check:   +3   = 4 [base] -1 [strength]

Languages:   Abyssal Common Infernal

Unholy Spiked Chain [2d4, crit x2, 10 lb., two-handed, piercing (+2d6 to good aligned creatures)]
Gauntlets of Ogre power
Ring of Protection +2
Dusty rose Prism Ioun stone (+1 to AC)

No familiar yet

Feats:
Combat Expertise   
Improved Disarm   
Improved Trip   
Exotic Weapon Proficiency   Weapon:
Weak Will   [flaw]
Weapon Finesse   
Traits:
Skill Name   Key
Ability   Skill
Modifier   Ability
Modifier   Ranks   Misc.
Modifier
Appraise   Int   2 =    +2      
Balance   Dex*   5 =    +3      +2 [tumble]
Bluff   Cha   4 =    +4      
Climb   Str*   -1 =    -1      
Concentration   Con   12 =    +1   +11   
Craft_1   Int   2 =    +2      
Craft_2   Int   2 =    +2      
Craft_3   Int   2 =    +2      
Diplomacy   Cha   4 =    +4      
Disguise   Cha   4 =    +4      
Escape Artist   Dex*   3 =    +3      
Forgery   Int   2 =    +2      
Gather Information   Cha   4 =    +4      
Heal   Wis   -1 =    -1      
Hide   Dex*   3 =    +3      
Intimidate   Cha   4 =    +4      
Jump   Str*   1 =    -1      +2 [tumble]
Knowledge (arcana)   Int   13 =    +2   +11   
Knowledge (planes)   Int   7.5 =    +2   +5.5   
Listen   Wis   -1 =    -1      
Move Silently   Dex*   3 =    +3      
Perform_1   Cha   4 =    +4      
Perform_2   Cha   4 =    +4      
Perform_3   Cha   4 =    +4      
Perform_4   Cha   4 =    +4      
Perform_5   Cha   4 =    +4      
Ride   Dex   3 =    +3      
Search   Int   2 =    +2      
Sense Motive   Wis   -1 =    -1      
Spellcraft   Int   15 =    +2   +11   +2 [Knowledge, arcane]
Spot   Wis   -1 =    -1      
Survival   Wis   -1 =    -1      
Swim   Str**   -1 =    -1      
Tumble   Dex*   8.5 =    +3   +5.5   
Use Rope   Dex   3 =    +3      
* = check penalty for wearing armor
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Zero-level Sorcerer spells: 6 per day

First-level Sorcerer spells: 7 (6+1) per day

Summon Monster 1, Mage Armour, Shield, Shocking Grasp, Chill Touch

Second-level Sorcerer spells: 7 (6+1) per day

Summon Monster 2, Summon Swarm, Catís grace,

Third-level Sorcerer spells: 6 (5+1) per day

Summon Monster 3, Lightning Bolt

 Fourth-level Sorcerer spells: 4 (3+1) per day
Summon Monster 4

   Class   HP rolled   
Level 1:   Sorcerer   4   
Level 2:   Sorcerer   3   
Level 3:   Sorcerer   2   
Level 4:   Sorcerer   2   +1 to dexterity
Level 5:   Sorcerer   3   
Level 6:   Sorcerer   4   
Level 7:   Sorcerer   2   
Level 8:   Sorcerer   1   +1 to charisma

« Last Edit: May 16, 2008, 04:56:53 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Yokto

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #51 on: May 16, 2008, 05:53:28 pm »
Code: [Select]
Nyvia Corathron
Female Unholy Scion Human
NE Medium Outsider (Agumented Humanoid, Evil, Native, Human)
Beguiler 1/Warlock 1/Marshal 1

 Str: 13 (+1)
 Dex: 13 (+1)
 Con: 10 (+0)
 Int: 22 (+6)
 Wis: 16 (+3)
 Cha: 18 (+4)

Total Hit Points: 19

Age: 16

Speed: 30 feet

Armor Class 23 = 10 +1[Dex] +4 [Deflection] +6 [Mithral Armor] +2 [Mithral Bucklet]

 Touch AC: 15
 Flat-footed: 22

Initiative modifier: +1 = +1 [Dex]
Fortitude save: +2 = +2 [Base]  0 [Con]
Reflex save: +1 = +0 [Base] +1 [Dex]
Will save: +9 = +6 [Base] +3 [Wis]
Attack (handheld): -1 =  0 [Base] +1 [Str] -2 [Flaw]
Attack (unarmed): -1 =  0 [Base] +1 [Str] -2 [Flaw]
Attack (missile): -1 =  0 [Base] +1 [Dex] -2 [Flaw]
Grapple check: -1 =  0 [Base] +1 [Str] -2 [Flaw]

Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages: Common Draconic Infernal Abyssal Celestial Elven

Flaws
 Noncombatant [Flaw]
 Shaky [Flaw]
Feats
 Obtain Familiar [level 1]
 Able Learner [level 1]
 Negotiator [level 1,F]
 Darkstalker [level 1,F]
 Skill Focus (Diplomacy) [Marshal 1]
 Dark Speach [level 3]
Traits
 Polite

-0 level Spells- 5
 Dancing Lights
 Daze
 Detect Magic
 Ghost Sound
 Message
 Open/close
 Read magic
-1 level spells- 5 (3+2)
 Charm Person
 Color Spray
 Comprehend Languages
 Detect secret doors
 Disguies self
 Expedirus retreat
 Hypnotism
 Mage Armor
 Obscuring mist
 Rouse (PHII p123)
 Silent Image
 Sleep
 Undetectable alightment
 Whelm (PHII p128)

Invocation
 Beguiling Infulence

Aura
 Motivate Charisma

Skill
 Appraise Int 8  =  5 +3[Familiar Bonus]
 Balance Dex 1  =  1
 Bluff Cha 19 =  4 +5 +6[Beguiling Infulence] +4[Aura]
 Climb Str 1  =  1
 Concentration Con 0  =  0
 Decipher Script Int 6  =  6
 Diplomacy Cha 32 =  4 +6 +6[Synergy] +2[Negotiator] +3[Skill Focus] +4[Aura] +6[Beguiling Infulence] +1 [Polite]
 Disguise Cha 9  =  5 +4[Aura]
 Disable Device Dex 2  =  1 +1
 Escape Artist Dex 1  =  1
 Forgery Int 5  =  5
 Gather Information Cha 13 =  4 +5 +4[Aura]
 Heal Wis 3  =  3
 Hide Dex 7  =  1 +6
 Intimidate Cha 18 =  4 +5 +2[Synergy] -2[Polite] +6[Beguiling Infulence] +4[Aura]
 Jump Str 1  =  1
 Knowledge (arcane) Int 12 =  6 +6
 Knowledge (nobility and royalty) Int 9  =  6 +3
 Knowledge (religion) Int 7  =  6 +1
 Listen Wis 3  =  3
 Move Silently Dex 7  =  1 +6
 Profession Wis 3  =  3
 Perform (Oratory) Cha 12 =  4 +4 +4[Aura]
 Ride Dex 2  =  1 +1
 Search Int 5  =  5
 Sense Motive Wis 8  =  3 +5 +2[Negotiator]
 Spellcraft Int     11 =  6 +5
 Spot Wis 3  =  3
 Survival Wis 3  =  3
 Swim Str  1  =  1
 Use Rope Dex 1  =  1
 Use Magic Device Cha 13 =  4 +5 +4[Aura]

Unholy Scion Human
 

Bard

Warlock

Class HP rolled
Level 1: Beguiler 6
Level 2: Warlock 6
Level 3: Marshal 7

Code: [Select]
lb gp
Nyvia
 Explorerís outfit  8 10
 Nyvias Feycrafted Mithral Brestplate* 13,5 6200
  Feycrafted
  Enchantment +1
  Easy travel
  5 ranks in Diplomacy needed
  Evil Alignment needed
  Restful Crystal - 500
 Nyvias Personal Mithral Bucklet* 2.5 1615
  Enchantment +1
  5 ranks in Diplomacy needed
  Evil Alignment needed
  Lesser Crystal of lifekeeping - 200
 Hate of disguise* - 1800
 Boots of Landing* ? 500
 Ring of the darkhidden* - 2000
 Signet ring*  ó 5
 Sling - -
 Dagger 1 2
 Great Sword* 8 50
 Long Sword 4 15

 Handy Haversack* 5 2000
  Eternal wand of Arcane Mark (MiC p159) - 460
  Eternal wand of Healthful Rest (MiC p159) - 820
  Eternal wand of Identify (MiC p159) - 820
  Etetnal wand of Extract Drug (MiC p159)(BoVD) - 820
  Etetnal wand of Undetectable Alignment (MiC p159) - 820
  Etetnal wand of Repair Light Damage (MiC p159) - 820
  Etetnal wand of Magic Aura (MiC p159) - 820
  Field Provitioners Box (MiC p160) 1 2000
  Blessed bandage (MiC) ? 10
  Longspoon Masterwork Thieves' Tools (CAdv p123) ? 150
  Waterskin  4 1
  Soap (per lb.)  1 5
  Ink (1 oz. vial)  - 8
  Inkpen  - 0.1
  Magnifying glass  - 100
  Hourglass  1 25
  Tent  20 10
  Flint and steel  - 1
  Manacles, masterwork  2 50
  Whetstone  1 0.02
  Rope, silk (100 ft.)  10 20
   Grappling hook 4 1
  Sannish bottles x 10 (BoED p43) - 150
  Devilweed x 10 - 60
  Baccaran pase x 10 - 100
  Sap 2 1
  Lance 10 10
  Blanket, winter  3 0.5
  Mirror, small steel 0.5 10
 

 Clockwork Steed (MM4 p32) - 3800
  Upgrade
   Armor Proficency
   Damage Reduction
   Improved Battle Rediness
   Improved Trip
   Trample
   Leather Barding 40
  Military  30 20
  Riding  25 10
  Saddlebags  8 4

  Mule 8
   Packing Saddle 15 5

  Mule 8
   Ride Saddle 25 10

Total 38.5 26894,62

10pp 5gp 3sp 8cp

___Nyvias Feycrafted Mithral Brestplate___

AC: +6

Armor penelty: -1

Maximum dex: +5

Feycrafted: 10% less weight. 5% Arcane spell
            failuer.

Easy Travel:

Requirments: User needs 5 ranks in Diplomacy
             and be of Evil Alignment.
« Last Edit: May 16, 2008, 06:30:38 pm by Yokto »
Check out my Creatures.
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The Echin
The Jinnivons
Star Citizen Ref code: STAR-JLJP-LRTC
When you singing up use code and get 5000 credits for free ;)

Offline /lurk

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #52 on: June 02, 2008, 11:46:03 am »
I can IRC again now, just in case you need some TESTOSTERONE.

What's the current status of this?
Not a winner anymore.

Offline Celdur

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Re: Celdurs campain MK2: hunt for ral-ral treasure
« Reply #53 on: June 02, 2008, 11:47:19 am »
yeah about that...my parents dont like me staying up so late (even if im 18 :-\ )

so they put a time switch on my pc and it switches of at 0:00

so i think its dead... :(

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.