Author Topic: Voyage to Eyvind - DnD Campaign  (Read 9519 times)

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Offline Mr. Wizard

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Voyage to Eyvind - DnD Campaign
« on: June 17, 2009, 06:56:12 am »
The empire is at the height of its power. The aging King sits wearily on his throne, the Royals acting as extensions of his will all across the continent. After years of war, the period of peace under his reign is at its peak. During this time of wealth and prosperity, voyages of exploration are undertaken by particularly wealthy nobles, interested to see the edges of the world of Cyona. One of these nobles,  Ethelbert Byrd, has commissioned a voyage south, partly with his own money and partly with added funding from the empire.

The former Ixan Sovereign-class airship Axion is to be fully crewed and prepared for a long journey, flying with a smaller Elite-class airship manned by a skeleton crew holding extra supplies, the Bardsong. The Commander of the voyage is Captain Myral Jay, and he is searching for the finest that Rudlec has to offer. Since it is in part funded privately, there are openings available to fill in the positions not fully staffed by the Empire. If you are interested to voyage far away, and see sights no civilized person has ever seen, come and join Jay's crew, for the adventure of a lifetime!

Positions left unfilled:
Mages of all types to supplement the famed Battlewizards, and to aid in navigation.
Scholars and scribes of all kinds.
Clerics for medical/religious duty.
Experts in survival and tracking in wilderness.
Stout young men to crew the mighty Warship of the Empire!

It should be noted that there will be no background checks. Your reasons for leaving the mainland will be your own.
---------
32 point buy
Level 13 (+0xp)
5400 starting gold

Axion
Ixan Sovereign 125 feet long Wood Hull(10hp per 5 foot section)
Speed: 60 feet
60 crew  (Commanded by Captain Myral Jay)
10 Battle Wizards  (Commanded by Chief Battlemage Lor Bugud)
6 Ballista
2 Fireball stations
3 months of supplies

Bardsong
Ixan Elite 75 feet long Wood Hull(10 hp per 5 foot section.)
Speed: 90 feet
10 crew  (Commanded by Lieutenant Commander Roak Oaks)
2 Battlewizards  (Commanded by Chief Battlemage Lor Bugud)
2 Ballista
10 months of supplies

Characters
  Name:     Rank/Position:  
Sophia Sylvestri| Acting Captain
Richhorn Fletcher| Chief Marine Officer
Scarbeak| Medical Officer
Akinemes| Battlewizard
Cade Gray| Marine
Linaera Ramos-Uri| Chief Battlewizard Officer
Anglara Shaskalaer| Guest



---------

Special House Rules:
Single Classed Fighters are Epic: After level 10, a fighter may add epic feats to her list of bonus feats. The fighter must meet the prerequisites for the epic feat. She may choose from the following list.

Combat Archery, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Energy Resistance, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

In addition, a 10th level Fighter may choose Great Strength, Great Constitution, or Great Dexterity as normal feats (but not as bonus feats)
« Last Edit: June 26, 2011, 02:22:34 pm by Mr. Wizard »



Offline Krakow Sam

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Re: Voyage to Eyvind - DnD Campaign
« Reply #1 on: June 17, 2009, 07:50:44 am »
Captain Sophia Sylvestri, Prophet of the Gods, Aspect of Nahequi, Slayer of the Heir of Hanafuss
18900xp
Female Human (Erinyes Bonded) Cleric 5 / Fighter 1/ Erinyes 7


Strength
16
(+3)
Dexterity
18
(+4)
Constitution
14
(+2)
Intelligence
18
(+4)
Wisdom
20
(+5)
Charisma
20
(+5)

Size:
Medium
Height:
   5' 8"  
Weight:
   135 lb
Skin:
   Light
Eyes:
   Blue
Hair:
   Blonde
Wings:
   Black

Domains: Luck Trickery

Energy: Negative [Harmful / Rebukes Undead]

Total Hit Points: 92

Speed: 30 feet, Fly 30ft (poor)

Armor Class: 21 = 10 +4 [chain shirt] +4 [dexterity] +3 [Natural Armour]

      Touch AC: 14
      Flat-footed: 15

Initiative modifier:
+4 =
+4 [dexterity]
Fortitude save:
+11=
+9[base]
+2 [constitution]
Reflex save:
+10=
6 [base]
+4 [dexterity]
Will save:
+13=
8 [base]
+5 [wisdom]
Attack (handheld):
+14/+9/+4 =
11/6/1 [base]
+3 [strength]
Attack (unarmed):
+14/+9/+4 =
11/6/1 [base]
+3 [strength]
Attack (missile):
+15/+10/+5 =
11/6/1 [base]
+4 [dexterity]
Grapple check:
+14/+9/+4 =
11/6/1 [base]
+3 [strength]

Light load:
58 lb. or less
Medium load:
59-116 lb.
Heavy load:
117-175 lb.
Lift over head:
175 lb.
Lift off ground:
350 lb.
Push or drag:
875 lb.

Languages:   Common Infernal

Giant's Icy Warhammer [2d6 + 1d10 ice, crit x3, 10lbs, bludgeoning]

Alchemical Silver Short Sword +1 [1d6, crit 19-20/x2, 1 lb, light, piercing]

Masterwork Sickle [1d4, crit x2, 1 lb, light, slashing]

Shocking Whip [1d3 (nonlethal) + 1d6 Electrical, crit x2, 2 lb., one-handed, slashing]

Mithral Chain shirt [light; +4 AC; max dex +6; check penalty 0; 12 lb.]



Feats:

      Combat Expertise   
      Improved Trip   
      Exotic Weapon Proficiency   Weapon: Whip
      Flyby Attack
      Point Blank Shot
      Divine Justice?
   
|Skill Name|
|Key Ability|
|Skill Modifier|
|Ability Modifier|
|Ranks|
|Misc. Modifier|

Appraise
Int
4 =
+4
Balance
Dex*
4 =  
+4
Bluff
Cha  
16 =  
+5
+11
Climb
Str*
3 =  
+3
Concentration
Con
7 =
+2
+5
Diplomacy
Cha
18 =
+5
+11
+2[bluff]
Disguise
Cha
9 =
+5
+4
Escape Artist
Dex*
4 =
+4
Forgery
Int
8 =
+6
+2
Gather Info
Cha  
9 =
+5
+4
Heal
Wis  
5 =
+5
Hide    
Dex*  
9 =
+4
+5
Intimidate
Cha
16 =
+5
+9
+2[bluff]
Jump
Str*
1 =  
+1
Knowledge (Religion)
Int
19 =  
+4
+15
Knowledge (Eyvind)
Int
10 =  
+4
+6
Knowledge (The Planes)
Int
6 =   
+4
+2
Listen
Wis  
5 =
+5
Move Silently   
Dex*  
4 =
+4
Perform Oratory
Cha  
16 =  
+5
+11
Ride
Dex  
4 =
+4
Search   
Int  
4 =
+4
Sense Motive
Wis  
15 =
+5
+10
Spot
Wis  
6 =
+5
+1
Survival
Wis  
5 =
+5
Swim
Str**
2 =  
+2
Use Rope
Dex
9 =
+4
+5
* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.


Zero-level Cleric spells: 6 per day
light, detect magic, Read Magic, Mending x3

First-level Cleric spells: 5 (3+2) per day +1 from a domain:
Command, Shield of Faith, Cure Light Wounds x2, Disguise Self

Second-level Cleric spells: 3 (2+1) per day +1 from a domain:
Cure Moderate Wounds x3 Invisibility

Second-level Cleric spells: 2 (1+1) per day +1 from a domain:

Special abilities: True Seeing (Su), Entangle, Minor Image at will, telepathy 100ft, Charm Person at will

Special Qualities: Damage Reduction 5/good, acid resistance 10, cold resistance 10, SR11

Erinyes:
Angelic Devil Outsider (evil, lawful); speed 30 feet; all simple weapons; all martial weapons; darkvision to 60 feet; class skills are concentration, escape artist, hide, knowledge (any two), listen, move silently, profession, Search, sense motive, spot, Use Rope.

Cleric:

    * Alignment Aura

    * Spontaneous Casting (harm)

    * Rebuke Undead (6x/day)

    * High wisdom gains bonus spells daily

    * Domain choices give additional abilities

Fighter:

    * Bonus Feats (already included)

   Class    HP rolled    
Level 1:    Fighter    10    
Level 2:    Cleric    7    
Level 3:    Cleric    1    
Level 4:    Cleric    7    +1 to charisma
Level 5:    Cleric    3
Level 6:     Erinyes       6
Level 7:     Erinyes       6
Level 8:     Erinyes       -      +1 to constitution
Level 9:     Erinyes       3
Level 10:   Erinyes       4
Level 11:   Erinyes       -
Level 12:   Erinyes       6
Level 13:   Cleric         8

Inventory:

Code: [Select]
Steel Light Shield - 159gp                
Masterwork Mithral chain shirt - 1250  
Shocking Whip - 2301gp
Masterwork Sickle- 310gp                
Masterwork Shortsword - 310gp        
Elixer of Truth - 500gp                      
Elixer of love (3) - 450gp
Flask of acid (3) - 30gp
Fine wine (5 bottles) - 50gp

Trader Stun Rod
Trader Golden Rod (Ship control)
Glass Crown of Nahequi
Scepter of undead Mastery (Well Mummy)
Byrd's Charm
 
Spell component pouch- 5gp
Masterwork Forger's tools  (Pens, variety of parchments, stamps, signets etc)- 50gp
40 fake gems, actual value 2gp each - 80gp
Flint and steel - 1gp

Cleric's Vestments - 5gp
Scholar's outfit - 5gp
Courtier's outfit - 30gp
Noble's Outfit - 75gp

Wooden Holy Symbol of Vatkir
Wooden Holy Symbol of Lilin
Wooden Holy Symbol of Melech
Wooden Holy Symbol of Valian
Wooden Holy Symbol of Albatross
Wooden Holy Symbol of Crosimus
Wooden Holy Symbol of Thub
Wooden Holy Symbol of Ashra
Wooden Holy Symbol of Iolar
Wooden Holy Symbol of  Charakimin
Wooden Holy Symbol of Anath
Wooden Holy Symbol of  Ral-Ral
Wooden Holy Symbol of Tychan Indictrus
Wooden Holy Symbol of Tsamina
Wooden Holy Symbol of Speyrir - 15 gp
Silver Holy Symbol of Speyrir - 25gp

Forged clerical papers

99gp



Bio: Sophia Sylvestri grew up in the moderately wealthy Silvestri legitimate business family of Dhaval, owner of numerous warehouses and laundry services. An accomplished liar by the time her education was completed, she was set to live an uneventful and lucrative life as a corrupt lawyer, possibly becoming a corrupt judge or city official as her acreer progressed. However, in a fit of adolescent rebellion she left behind her family and joined a travelling mercenary group. She fought a few minor skirmishes with the band, but eventually grew tired of them as they genuinely seemed to favour fighting just causes more than profit.
Shortly after leaving the mercenary band, she looked carefully at the family insignia on the ring bequeathed to her by her grandfather on his deathbed, while she sat in an alehouse somewhere. Spotting the shape of a magpie she had somehow not noticed before she immediately pawned the ring and used the proceeds to buy a suit of counterfeit cleric's vestments.
An act of such harsh disregard for her grandfather's heirloom eventually proved prudent in a roundabout way, as it transpired the ring was a) not real silver and b) cursed.

Joining the crew of the Imperial airship Axion on its voyage of discovery to Eyvind, Sophia immediately began pursuing various schemes designed to bring her and her allies as much wealth and power as possible and whiled away the long voyage time delivering pithy sermons to the crew and engaging in private trysts with the cabin boy. The cabin boy was later to be slain, and his soul absorbed by the capricious Traders, an extraplanar race who the expedition encountered and had a turbulent series of dealings with.

Once on Eyvind, Sophia was frequently assigned to away missions, easily recalling her days as a hired sword and generally acting as de-facto away team leader.

Following an encounter with an undead abberation known as a Vryk, Sophia was transformed into a Fury. Immediately following this the expedition's financeer, who had himself been transformed into a red dragon hybrid, attempted mutiny, which was quashed by crewmembers loyal to the captain, Sophia and her allies included. However, all non-mutinous senior officers were killed in the incident and Sophia took the position of acting captain.

It was later to become apparent that Sophia and her two allies, Richhorn Fletcher and Akinemes of Vaurindr were the subjects of numerous prophesies, and no small measure of destiny. Holding the fate of Eyvind in their hands, they set about overturning the established local order, and mustering what forces they could for a final confrontation.


Hireling: Deekings (Personal assistant/valet)
Deekings is employed by Sophia as a personal attendant and cook. He is quite proficient at eavesdropping, using his status as a lowly personal servant as a distraction to discover information about others which may be of use. He exhibited some minor heroics after he and the rest of the crew were kidnapped by Traders.

Code: [Select]
Deekings

Male Human Expert 3/Rogue 1
Lawful Neutral

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 8 (-1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 8 (-1)

Size: Medium
Height: 5' 6"
Weight: 150 lb
Skin: Light
Eyes: Dark Brown
Hair: Black; Straight

Total Hit Points: 10

Speed: 30 feet

Armor Class: 11 = 10 +1 [dexterity]

      Touch AC: 11
      Flat-footed: 10

Initiative modifier: +2 = +2 [dexterity]
Fortitude save: 0 = 1 [base] -1 [constitution]
Reflex save: +5 = 3 [base] +2 [dexterity]
Will save: +4 = 3 [base] +1 [wisdom]
Attack (handheld): 1 = 2 [base] -1 [strength]
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: Common Dwarven Elven

Feats:

      Alertness
      Investigator

Traits:

      Polite
      
Special Abilities:

     Sneak Attack 1d6
     Trapfinding

Appraise Int 7 = +2 +5
Bluff Cha 4 = -1 +5
Craft (Tailoring) Int 5 = +4 +1
Diplomacy Cha 5 =  -1 +4 +2 [polite]
Gather Information Cha 6 = -1 +5 +2 [investigator]
Intimidate Cha 3 = -1 +6 -2 [polite]
Knowledge (local) Int 6 = +2 +4
Listen Wis 8 = +1 +5 +2 [alertness]
Profession (Valet) Wis 8 = +2 +6
Profession (Chef) Wis 7 = +1 +6
Search  Int  9 = +2 +5 +2 [investigator]
Sense Motive Wis 5 = +1 +4
Spot Wis 3 = +1 +2 [alertness]
Use Rope Dex 4 = +2 +2

* = check penalty for wearing armor

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)

Class HP rolled
Level 1: Expert 6
Level 2:     Expert       2
Level 3:     Expert       3
Level 4:     Rogue       4    + 1 dex
« Last Edit: June 26, 2011, 02:47:10 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: Voyage to Eyvind - DnD Campaign
« Reply #2 on: June 17, 2009, 10:25:11 am »
Richhorn Fletcher



Male Human(Halfling Bonded) Hand and Foot Monk 4 / Tattooed Monk 9
Lawful Good
Representing Neoadept

15,000 XP

Strength    12   (+1)
Dexterity    18   (+4)
Constitution    14   (+2)
Intelligence    10   (+0)
Wisdom    18   (+4)
Charisma    8   (-1)
   
Size:    Medium
Height:    6' 4"
Weight:    190 lb
Skin:    
Eyes:    
Hair:    

Total Hit Points: 99

Speed: 60 feet [monk]

Armor Class: 24 = 10 +4 [dexterity] +4 [wisdom] +2 [Monk Bonus] +1 [Amulet of Natural Armor] +1 [Bracers of Armor] +1 [Ring of Protection] +1 [small]

      Touch AC: 22
      Flat-footed: 20

Initiative modifier:   +4   = +4 [dexterity]
Fortitude save:   +13   = 10 [base] +2 [constitution] +1 [halfling]
Reflex save:   +15   = 10 [base] +4 [dexterity] +1 [halfling]
Will save:   +15   = 10 [base] +4 [wisdom] +1 [halfling]
Attack (handheld):   +14   = 9 [base] +4 [dexterity] +1 [small]
Attack (unarmed):   +14   = 9 [base] +4 [dexterity] +1 [small]
Flurry of Blows:   +14/+14/+9       [includes dexterity modifier]
Attack (missile):   +9   = 7 [base] +4 [dexterity] -2 [shaky]
Grapple check:   +10   = 9 [base] +1 [strength] +4 [improved grapple] -4 [small]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   58 lb. or less
     59-116 lb.
     117-175 lb.
230 lb.
460 lb.
1150 lb.

Languages:   Common

Unarmed Damage: 1d10 +1 [strength]

Feats:

      Stunning Fist   [hand and foot]
      Deflect Arrows   [hand and foot]
      Weapon Finesse (Unarmed)   
      Combat Reflexes      
      Improved Unarmed Strike   [monk]
      Pain Touch [Complete Warrior]
      Hold The Line [Complete Warrior]   
      Inattentive   [flaw]
      Shaky   [flaw]
      Expert Tactician   [Sword and Fist]
      Axiomatic Strike   [Complete Warrior]

Traits:

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 0 = +0
Balance Dex* 11 = +4 +5 +2 [hand and foot]
Bluff Cha +3 = -1 +4
Climb Str* 7 = +2 +5 +2 [halfling]
Concentration Con 2 = +2
Diplomacy Cha 14 = -1 +15
Disguise Cha -1 = -1
Escape Artist Dex* 3 = +3
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 3 = +3
Hide Dex* 4 = +4
Intimidate Cha -1 = -1
Jump Str* 23 = +2 +15 +4 [speed 60] +2[halfling]
Know (Religion) Int 8 = +0 +8
Listen Wis 4 = +3 +5 -4 [inattentive] +2[halfling]
Move Silently Dex* 6 = +4 +2[halfling]
Ride Dex 4 = +4
Search Int 0 = +0
Sense Motive Wis 8 = +3 +5
Spot Wis 6 = +3 +7 -4 [inattentive]
Survival Wis 3 = +3
Swim Str** 2 = +2
Tumble Dex* 8 = +4 +2 +2 [jump]
Use Rope Dex 4 = +4
* = check penalty for wearing armor

Tattoos:
-Mountain
-Chameleon
-Tiger
-Crab


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)

Halfling:

    # Halfling base land speed is 20 feet.
    # +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    # +1 racial bonus on all saving throws.
    # +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    # +1 racial bonus on attack rolls with thrown weapons and slings.
    # Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    # Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

Hand and Foot Monk:

    * Need Balance, Tumble
    * AC Bonus for Wisdom
    * AC Bonus for level (begins level 5)
    * Flurry of Blows
    * Unarmed Strike
    * +2 on Balance
    * Fast Movement (already included)
    * Stunning Fist (bonus feat level 1)
    * Evasion (level 2)
    * Deflect Arrows (bonus feat level 2)
    * Fast Movement (level 3)
    * Still Mind (level 3)
    * Ki Strike (level 4)
    * Slow Fall (level 4)
    * Purity of Body (level 5)
    * Improved Trip (bonus feat level 6)
    * +2 to hit bullrusher, +4 checks vs. bullrush/trip (level 6)
    * Wholeness of Body (level 7)
    * Improved Evasion (level 9)
    * Diamond Body (level 11)
    * Quivering Palm (level 15)
    * Timeless Body (level 17)
    * Tongue of Sun and Moon (level 17)
    * Empty Body (level 19)
    * Perfect Self (level 20)

   Class    HP rolled    
Level 1:    Monk    8    
Level 2:    Monk    2    
Level 3:    Monk    3    
Level 4:    Monk    5    +1 to wisdom
Level 5:    Tattooed Monk    7
Level 6:    Tattooed Monk    5
Level 7:    Tattooed Monk    6
Level 8:    Tattooed Monk    5   +1 to wisdom
Level 9:    Tattooed Monk    6
Level 10:    Tattooed Monk    8
Level 11:    Tattooed Monk    7
Level 12:    Tattooed Monk    4   +1 to wisdom
Level 12:    Tattooed Monk    6


Richhorn Fletcher's Equipment:
     Backpack
     Bedroll
     Needle and Thread
     Silk rope, 50 ft
     Amulet of Natural Armor +1 (2,000)
     Bracers of Armor +1 (1,000)
     Ring of Protection +1 (2,000)
     Feather Token, Bird (currently used as a quill) (300)
     Scimitar
     Ink Pot
     Sheaf of paper
     80gp
« Last Edit: June 26, 2011, 02:52:45 pm by Neoadept »
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline /lurk

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Re: Voyage to Eyvind - DnD Campaign
« Reply #3 on: June 20, 2009, 04:01:11 pm »
Scarbeak

Male Kenku Dread Necromancer 4
True Neutral
Representing /lurk

Strength    8   (-1)
Dexterity    14   (+2)
Constitution    12   (+1)
Intelligence    12   (+1)
Wisdom    10   (+0)
Charisma    19   (+4)
   
Size:    Medium
Height:    5' 2"
Weight:    76 lb
Eyes:    Black
Feathers:    Black

Total Hit Points: 20

Speed: 30 feet

Armor Class: 16 = 10 +2 [dexterity] +4 [Chain Shirt]

      Touch AC: 12
      Flat-footed: 14

Initiative modifier:   +2   = +2 [dexterity]
Fortitude save:   +2   = 1 [base] +1 [constitution]
Reflex save:   +3   = 1 [base] +2 [dexterity]
Will save:   +4   = 4 [base]
Attack (handheld):   +1   = 2 [base] -1 [strength]
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:   Auran Common Kenku

Feats:

      Spell Focus (Necromancy)   
      Healing Devotion   [hand-edit as needed]

Code: [Select]
Skill Name Key Ability  Skill Modifier Ability Modifier  Ranks Misc. Modifier
Appraise Int 1 = +1
Balance Dex* 2 = +2
Bluff Cha 4 = +4
Climb Str* -1 = -1
Concentration Con 8 = +1 +7
Craft_1 Int 1 = +1
Diplomacy Cha 4 = +4
Disguise Cha 4 = +4
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 4 = +4
Heal Wis 0 = +0
Hide Dex* 4 = +2  +2 [Kenku]
Intimidate Cha 11 = +4 +7
Jump Str* -1 = -1
Knowledge (arcana) Int 8 = +1 +7
Listen Wis 0 = +0
Move Silently Dex* 4 = +2 +2 [Kenku]
Perform_1 Cha 4 = +4
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** -1 = -1
Use Rope Dex 2 = +2

* = check penalty for wearing armor

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

Second-level dread necromancer spells: 4 (3+1) per day

Kenku:

    * Unfamiliar race. Adjustments already included.
    * -2 strength
    * +2 dexterity
    * Great Ally (Ex)
    * Mimicry (Ex)
    * +2 racial bonus on Hide and Move Silently
    * Low-light vision
    * Two claws [1d3 damage]

Dread Necromancer:

    * Core class from "Heroes of Horror" [see this for details]

    * The spell table is as a sorcerer, and spellcasting is charisma-based.

    * At each level, the dread necromancer knows all spells from a (short) class list.

Martial Weapon Proficiency: Light Hammer
Advanced Learned 1: Wither Limb

@ level 4: DR2/Bludgeoning and magic; Charnel Touch; Negative Energy Burst 1/day; +2 to saves against sleep, stunning, paralysis, poison, disease; Rebuke Undead 7/day.

   Class    HP rolled    
Level 1:    Dread Necromancer    6    
Level 2:    Dread Necromancer    6   
Level 3:    Dread Necromancer    2    
Level 4:    Dread Necromancer    2    +1 to charisma

   
Scarbeak's Equipment:

     Healing Belt
     Masterwork Chain Shirt
     Handy Haversack
     Everful Mug
     Safewing Emblem
     Everlasting Rations
     Rod of Frost
     Hammer, light x4
     Traveller's Outfit
     Pitonx10 1
     Spell Component Pouch
     Ruby Rod of Healing
     Bonesaw
     189 GP
      5 lb
« Last Edit: July 05, 2009, 02:39:38 pm by /lurk »
Not a winner anymore.

Offline Yokto

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Re: Voyage to Eyvind - DnD Campaign
« Reply #4 on: June 20, 2009, 04:18:50 pm »
Warning. This is not finished.

Code: [Select]
Akinemes of Vaurindr (Under developement)
Male Human Archivist 3/ The Walker in the Waste 8

 Str: 13 (+1)
 Dex: 13 (+1)
 Con: 8 (-1)
 Int: 18 (+4)
 Wis: 14 (+2)
 Cha: 14 (+2)

Total Hit Points: 35*

Age: 20

Speed: 30 feet

Armor Class 18 = 10 +1[Dex] +5[Armor] +2[Natural]

 Touch AC: 11
 Flat-footed: 17

Long spear 1d8 ×3

Initiative modifier: +1 = +1 [Dex]
Fortitude save: +4 = +5 [Base] -1 [Con]
Reflex save: +4 = +3 [Base] +1 [Dex]
Will save: +11= +9 [Base] +2 [Wis]
Attack (handheld): +6 = +5 [Base] +1 [Str]
Attack (unarmed): +6 = +5 [Base] +1 [Str]
Attack (missile): +6 = +5 [Base] +1 [Dex]
Grapple check: +6 = +5 [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]
 <Something> [leverl 6]
 <Something> [leverl 9]

Skill
 Appraise Int 3  =  3
 Balance Dex 1  =  1
 Bluff Cha 2  =  2
 Climb Str* 1  =  1
 Concentration Con 13 = -1 +14
 Craft (Sculpting) Int 17 =  3 +14
 Craft (Alchemy) Int 4  =  4 +1
 Decipher Script Int 19 =  3 +14 +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 +6
 Hide Dex* 1  =  1
 Intimidate Cha 2  =  2
 Jump Str* 1  =  1
 Knowledge (arcane) Int 10 =  3 +5 +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 17 =  3 +14
 Knowledge (planes) Int 4  =  3 +1
 Listen Wis -2 =  2 -4[Inattentive]
 Move Silently Dex* 1  =  1
 Profession Wis 2  =  2
 Ride Dex 1  =  1
 Search Int 3  =  3
 Sense Motive Wis 2  =  2
 Spellcraft Int     17 =  3 +14
 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]

 Skillpoints to spend: 0

Zero-level archivist spells: 4 per day

First-level archivist spells: 6 (5+1b) per day

Second-level archivist spells: 6 (5+1b) per day

Third-level archivist spells: 4 (4) per day

Fourth-level archivist spells: 4 (4) per day

Fifth-level archivist spells: 3 (3) per day

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 +int
Level 5: The Walker in the Waste 2
Level 6: The Walker in the Waste 4
Level 7: The Walker in the Waste 4
Level 8: The Walker in the Waste 2 +int
Level 9: The Walker in the Waste 3
Level 10: The Walker in the Waste 5
Level 11: The Walker in the Waste 3
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 -
 Masterwork Artisan's tools (Scuplturing) 55 5
 Scroll Case 1 0.5
 Map Case 1 0.5
 Pray Book 15 3
 Sack (empty) (10) 1 5
 Candle (10) 0.10 -
 Common Lamp 0.2 1
 Oil (4) 0.4 4

Spell Componet pouch 5 2
Dust Twister (Auri) 1500 -
Breast Plate 200 30
Sling - -
 Bullets (8)   0.1   5
Spiked Gauntlet 5 1
Longspear 5 9

Spell cost 600 -

Telekenises Rod ? ?
Heart Attack Rod ? ?
Life Drain Rod ? ?

Green book "The Record of Makos Sotun" (V) ? ?
Blue Book "The Record of Makos Sotun"  (E) ? ?
Shepheards Staff (Vaurindr Artfact) ? ?

______________________________________________________________

Total 5390.93 62
______________________________________________________________

gp9
cp7

Code: [Select]
Class/Domain Book Number Cost Notes
Praybook 15
 Level 0
  create water  F1 Free
  cure minor wounds F2 Free
  detect magic F3 Free
  detect poison F4 Free
  flare F5 Free
  guidance F6 Free
  inflict minor wounds F7 Free
  know direction F8 Free
  light F9 Free
  mending F10 Free
  purify food and drink F11 Free
  read magic F12 Free
  resistance F13 Free
  virtue F14 Free
  Amanuensis SC
  No light BoVD
  Preserve Organ BoVD
 Level 1
  Parching Touch 1 100
  Waste Stride 2 100
  Necrotic Awareness B1
  Summon undead I B2
  Comprehend Languages B3
  Hide from Undead B4

  (Endure Elements)
  (Detect Undead)
  (Ebon Eyes)
  (Inflict Light Wounds)
  (Cure Light Wounds)
 Level 2
  Necrotic Cyst (Necrotic) LM B1 Free
  Desiccate B2 Free
  Shroud of Undeath SC B3 Free page 189
  Summon Undead II SC B4 Free
  Black Sand (Sand Domain) Sand 1 200
  Identify (Magic Domain) 2 200
 Level 3
  Necrotic Bloat B1 Free
  Animate Dead B2 Free
  Cure Serious Wounds B3 Free
  Dispel Magic B4 Free
 Level 4
  Necrotic Domination B1 Free
  Divine Power B2 Free
  Dismissal B3 Free
  Summon Monster IV B4 Free
 Level 5
  Raise Dead B1 Free
  Necrotic Burst B2 Free
  Summon Undead V B3 Free
  Plane Shift B4 Free
 Level 6
  Necrotic Eruption B1 Free
  Energy Immunity SC B2 Free page 80


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.
« Last Edit: July 31, 2011, 09:14:02 am by Yokto »
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When you singing up use code and get 5000 credits for free ;)

Offline Flamester_

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Re: Voyage to Eyvind - DnD Campaign
« Reply #5 on: June 21, 2009, 10:15:07 am »
Hader Redrick
6000XP
4600GP
Male Human Rogue 4
Chaotic Neutral
Representing Flamester

Strength   12   (+1)
Dexterity   18   (+4)
Constitution   13   (+1)
Intelligence   8   (-1)
Wisdom   10   (+0)
Charisma   15   (+2)
Size:   Medium
Height:   5' 3"
Weight:   170 lb
Skin:   Tan
Eyes:   Blue
Hair:   Dark Brown; Straight; Beardless
Total Hit Points: 22

Speed: 30 feet

Armor Class: 16 = 10 +2 [leather] +4 [dexterity]

Touch AC: 14
Flat-footed: 16 [uncanny dodge]
Initiative modifier:   +4    = +4 [dexterity]
Fortitude save:   +2    = 1 [base] +1 [constitution]
Reflex save:   +8    = 4 [base] +4 [dexterity]
Will save:   +1    = 1 [base]
Attack (handheld):   +4    = 3 [base] +1 [strength]
   Weapon Finesse:   +7    = 3 [base] +4 [dexterity]
Attack (unarmed):   +4    = 3 [base] +1 [strength]
Attack (missile):   +7    = 3 [base] +4 [dexterity]
Grapple check:   +4    = 3 [base] +1 [strength]

Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag:650 lb.

Languages:   Common

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

Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Feats:

Blind-fight   
Dodge   
Weapon Finesse   
Traits:

Polite

SkillName KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier
Appraise   Int   -1 =   -1
Balance   Dex*   6 =   +4 +2 [tumble]
Bluff   Cha   9 =   +2 +7   
Climb   Str*   1 =   +1
Concentration   Con   1 =   +1
Craft_1   Int   -1 =   -1
Diplomacy   Cha   12 =   +2+7    +2 [bluff] +1 [polite]
Disguise   Cha   2 =   +2
Escape Artist   Dex*   4 =   +4
Forgery   Int   -1 =   -1
Gather Information   Cha   9 =   +2+7   
Heal   Wis   0 =   +0
Hide   Dex*   11 =   +4+7   
Intimidate   Cha   2 = +2+2 [bluff] -2 [polite]
Jump   Str*   3 =   +1+2 [tumble]
Listen   Wis   0 =   +0
Move Silently   Dex*   11 =   +4+7   
Open Lock   Dex   8 =   +4+4   
Perform_1   Cha   2 =   +2
Ride   Dex   4 =   +4
Search   Int   2 =   -1+3   
Sense Motive   Wis   0 =   +0
Sleight of Hand   Dex*   13 =   +4+7    +2 [bluff]
Spot   Wis   0 =   +0
Survival   Wis   0 =   +0
Swim   Str**   1 =   +1
Tumble   Dex*   11 =   +4+7   
Use Rope   Dex   4 =   +4
* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.

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)
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)

Class   HP rolled   
Level 1:   Rogue   6   
Level 2:   Rogue   3   
Level 3:   Rogue   4   
Level 4:   Rogue   5   +1 to dexterity
   
Thompson Redrick's Equipment:

18 lb Weapons / Armor / Shield (from above)
10 lb Sling bullets (group of 10) x2
2 lb Backpack
5 lb Bedroll
5 lb Crowbar
2 lb flasks x1
      Flint and steel
4 lb Grappling hook
      ink vial
      Ink pen
2 lb Lantern (hooded)
1 lb Oil flasks x1
      Parchment sheets x1
5 lb Rations (1 day) x5
5 lb Rope (50', silk) x1
1 lb Whetstone
1 lb Thieves' tools
_____
61 lb   Total

More about Thompson Redrick:
« Last Edit: June 21, 2009, 10:30:25 am by Flamester_ »
Quote from: Mr. Wizard
Flamester is truly a god among us.

Offline Celdur

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Re: Voyage to Eyvind - DnD Campaign
« Reply #6 on: June 21, 2009, 10:25:20 am »
Cade Gray

Male Half-Elf Ranger 4
True Neutral
Representing Celdur

Strength    14   (+2)
Dexterity    17   (+3)
Constitution    14   (+2)
Intelligence    11   (+0)
Wisdom    11   (+0)
Charisma    12   (+1)
   
Size:    Medium
Height:    5' 11"
Weight:    175 lb
Skin:    
Eyes:    Green
Hair:    Light Brown

Total Hit Points: 37

Speed: 30 feet

Armor Class: 16 = 10 +3 [studded] +3 [dexterity]

      Touch AC: 13
      Flat-footed: 13

Initiative modifier:   +7   = +3 [dexterity] +4 [improved initiative]
Fortitude save:   +6   = 4 [base] +2 [constitution]
Reflex save:   +7   = 4 [base] +3 [dexterity]
Will save:   +1   = 1 [base]
Attack (handheld):   +6   = 4 [base] +2 [strength]
   Weapon Finesse:   +7   = 4 [base] +3 [dexterity]
kukri dual:                  +6 +1 +6
Attack (unarmed):   +6   = 4 [base] +2 [strength]
Attack (missile):   +7   = 4 [base] +3 [dexterity]
Grapple check:   +6   = 4 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages:   Common Elven

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

2 Kukri+1 [1d4, crit 18-20/x2, 2 lb., light, slashing]

Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:

      Endurance   [free to rangers]
      Improved Initiative   
      Track   [free to rangers]
      Two-Weapon Fighting    [ranger two-weapon track]
      Weapon Finesse   

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    0 =    
+0
      
Balance    Dex*    3 =    
+3
      
Bluff    Cha    1 =    
+1
      
Climb    Str*    2 =    
+2
      
Concentration    Con    2 =    
+2
      
Craft_1    Int    0 =    
+0
      
Craft_2    Int    0 =    
+0
      
Craft_3    Int    0 =    
+0
      
Diplomacy    Cha    3 =    
+1
      +2 [half-elf]
Disguise    Cha    1 =    
+1
      
Escape Artist    Dex*    3 =    
+3
      
Forgery    Int    0 =    
+0
      
Gather Information    Cha    3 =    
+1
      +2 [half-elf]
Handle Animal    Cha    8 =    
+1
   +7    
Heal    Wis    7 =    
+0
   +7    
Hide    Dex*    10 =    
+3
   +7    
Intimidate    Cha    1 =    
+1
      
Jump    Str*    6 =    
+2
   +4    
Listen    Wis    1 =    
+0
      +1 [half-elf]
Move Silently    Dex*    10 =    
+3
   +7    
Perform_1    Cha    1 =    
+1
      
Perform_2    Cha    1 =    
+1
      
Perform_3    Cha    1 =    
+1
      
Perform_4    Cha    1 =    
+1
      
Perform_5    Cha    1 =    
+1
      
Ride    Dex    10 =    
+3
   +5    +2 [handle animal]
Search    Int    1 =    
+0
      +1 [half-elf]
Sense Motive    Wis    0 =    
+0
      
Spot    Wis    1 =    
+0
      +1 [half-elf]
Survival    Wis    5 =    
+0
   +5    
Swim    Str**    2 =    
+2
      
Use Rope    Dex    3 =    
+3
      

* = check penalty for wearing armor

Handle Animal >=5 ranks gives +2 on wild empathy checks.

Half-Elf:

    * Immune to magical sleep

    * +2 racial bonus on saves vs. enchantments

    * Low-light vision (darkvision if half-drow)

    * +1 racial bonus on listen, search, and spot checks

    * +2 racial bonus on diplomacy and gather information checks

Ranger:

    * Favored enemies

    * Track as bonus feat (already included)

    * Combat Style

    * Endurance

    * Wild empathy (roll level + charisma bonus)

    * Endurance (level 3)

    * Animal Companion (level 4)

    * Woodland Stride (level 7)

    * Swift Tracker (level 8)

    * Evasion (level 9)

    * Camouflage (level 13)

    * Hide in Plain Sight (level 17)

Favored Enemies:

    * Humanoids (reptilian) +2

This ranger chose the two-weapon combat track.

   Class    HP rolled    
Level 1:    Ranger    8    
Level 2:    Ranger    7    
Level 3:    Ranger    7    
Level 4:    Ranger    7    +1 to dexterity

   
Cade Gray's Equipment:

      25 lb
      1 lb
      3 lb
      5 lb
      4 lb
      20 lb
      _____
      58 lb   Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 10) x1
      Arrows (quiver of 20) x1
      Bedroll
      Grappling hook
      Rope (50', hempen) x2

      Total

Animal Companion: Wolf

    * Medium-Size Animal

    * Hit dice 2d8+4 (13 hit points)

    * Initiative +2 (Dex)

    * Speed 50 feet

    * AC: 14 ( +2 Dex +2 natural)

    * Attacks: Bite +3 melee (Weapon Finesse);

    * Damage 1d6+1 (bite);

    * Special Qualities: Scent

    * Saves: Fort +5; Ref +5; Will +1

    * Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

    * Skills: Hide +3; Listen +6; Move Silently +4; Spot +4; Survival +1;
    * Feats: Weapon Finesse (Bite)


    * Link, share spells

    * Bonus tricks: 1

More about Cade Gray:
« Last Edit: July 19, 2009, 11:44:40 am 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: Voyage to Eyvind - DnD Campaign
« Reply #7 on: June 29, 2009, 01:39:08 am »
Here is a sketch of the Axion.

I will try to do better for follow up drawings.

Offline Kratok

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Re: Voyage to Eyvind - DnD Campaign
« Reply #8 on: June 29, 2009, 04:41:37 am »
Adnot

Male Gargoyle Monstrous Humanoid 4
Neutral Evil
Representing Kratok

Strength    18   (+4)
Dexterity    19   (+4)
Constitution    24   (+7)
Intelligence    8   (-1)
Wisdom    12   (+1)
Charisma    6   (-2)
   
Size:    Medium
Height:    5' 7"
Weight:    250 lb
Skin:    Gray
Eyes:    Red
Hair:    None

Total Hit Points: 50

Speed: 40 feet

Armor Class: 18 = 10 +4 [dexterity] +4 [gargoyle]

      Touch AC: 14
      Flat-footed: 14

Initiative modifier:   +4   = +4 [dexterity]
Fortitude save:   +8   = 1 [base] +7 [constitution]
Reflex save:   +8   = 4 [base] +4 [dexterity]
Will save:   +5   = 4 [base] +1 [wisdom]
Attack (handheld):   +8   = 4 [base] +4 [strength]
Attack (unarmed):   +8   = 4 [base] +4 [strength]
Attack (missile):   +8   = 4 [base] +4 [dexterity]
Grapple check:   +12   = 4 [base] +4 [strength]

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.


Languages:   Common Terran

Feats:
      Power Attack
   
      Thick-Skinned   

Traits:
Code: [Select]
Skill Name

Key
Ability

Skill
Modifier

Ability
Modifier

Ranks

Misc.
Modifier
Appraise Int -1 = -1

Balance Dex* 4 = +4

Bluff Cha -2 = -2

Climb Str* 4 = +4

Concentration Con 7 = +7

Craft_1 Int -1 = -1

Craft_2 Int -1 = -1

Craft_3 Int -1 = -1

Diplomacy Cha -2 = -2

Disguise Cha -2 = -2

Escape Artist Dex* 4 = +4

Forgery Int -1 = -1

Gather Information Cha -2 = -2

Heal Wis 1 = +1

Hide Dex* 6 = +4 +2
 
Intimidate Cha -2 = -2

Jump Str* 10 = +4 +2 +4 [speed 40]

Listen Wis 4 = +1 +3

Move Silently Dex* 4 = +4

Perform_1 Cha -2 = -2

Perform_2 Cha -2 = -2

Perform_3 Cha -2 = -2

Perform_4 Cha -2 = -2

Perform_5 Cha -2 = -2

Ride Dex 4 = +4

Search Int -1 = -1

Sense Motive Wis 1 = +1

Spot Wis 1 = +1

Survival Wis 1 = +1

Swim Str** 4 = +4

Use Rope Dex 4 = +4
      

* = check penalty for wearing armor

Gargoyle:

    * +4 strength, +4 dexterity, +8 constitution, -4 intelligence, -4 charisma (already included)

    * Monstrous humanoid

    * Damage reduction 10/magic +2 [Thick-Skinned]

    * Freeze -- DC20 to recognize not a statue

    * Darkvision 60 feet

    * Fly 60 feet (average)

    * Level adjustment +5

   Class    HP rolled    
Level 1:    Monstrous Humanoid    8    
Level 2:    Monstrous Humanoid    3    
Level 3:    Monstrous Humanoid    5    
Level 4:    Monstrous Humanoid    6    +1 to dexterity

   
Baane's Equipment:
      0 lb
      _____
      0 lb   Weapons / Armor / Shield (from above)

      Total

More about Adnot:

« Last Edit: June 29, 2009, 08:27:52 am by Kratok »

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #9 on: July 05, 2009, 10:05:14 am »
Game time.

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #10 on: August 09, 2009, 12:03:57 pm »
Functions of currently discovered Trader Scepters.
Ruby Scepter:
Adds +1 Caster Level to all healing Spells.
Cast Cure Minor wounds at will, once per round.

Onyx Scepter:
Cast Paralyze Heart, 3 times per day.
Cast Vampire Touch at will, once per round.

Crystal Scepter:
Cast Mislead once.

Granite Scepter:
Cast Telekinesis at will on inanimate objects.

Pearl Scepter:
Casts Daze at will, once per round.
« Last Edit: August 09, 2009, 12:15:31 pm by Mr. Wizard »

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #11 on: August 23, 2009, 05:24:49 am »
There will be a game today.

LIES!!!!
« Last Edit: August 23, 2009, 05:52:06 pm by Mr. Wizard »

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Re: Voyage to Eyvind - DnD Campaign
« Reply #12 on: November 08, 2009, 01:56:37 pm »
Linaera Ramos-Uri
Female Tiefling Warlock 6
Neutral Evil

Description:
Size: Medium
Height: 5' 6"
Weight: 120 lb
Skin: Red
Eyes: Silver
Hair: Black; Straight

Languages: Abyssal, Celestial, Common, Infernal

Attributes:
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 15 (+2)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 10 (+0)

Total Hit Points: 36
Current Hit Points: 36

Speed: 30 feet

Armor Class: 19 = 10 +5 [Mithral Breastplate] +4 [dexterity]
Touch AC: 14
Flat-footed: 14

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +5 = 5 [base]

Attack (handheld): +5 = 4 [base] +1 [strength]
Attack (unarmed): +5 = 4 [base] +1 [strength]
Attack (missile): +8 = 4 [base] +4 [dexterity]
Grapple check: +5 = 4 [base] +1 [strength]

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Mithral Breastplate [light; +5 AC; max dex +5; check penalty -1; 25 lb.]

Feats:
Combat Reflexes   
Bind Vestige   
Practiced Binder

Traits:
Dishonest

Skills:
Appraise Int 3 = +3      
Balance Dex* 4 = +4
Bluff Cha 12 = +0 +9 +2 [tiefling] +1 [dishonest]
Climb   Str* 1 = +1
Concentration Con 5 = +2 +3   
Craft 1 Int 3 = +3      
Craft 2 Int 3 = +3      
Craft 3 Int 3 = +3      
Diplomacy Cha 0 = +0 +2 [bluff] -2 [dishonest]
Disguise Cha 0 = +0      
Escape Artist Dex* 4 = +4
Forgery Int 3 = +3      
Gather Information Cha 0 = +0      
Heal Wis 0 = +0
Hide Dex* 6 = +4 +2 [tiefling]
Intimidate Cha 11 = +0 +9 +2 [bluff]
Jump   Str* 1 = +1
Knowledge (planes) Int 12 = +3 +9   
Listen    Wis 0 = +0
Move Silently Dex* 4 = +4
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 4 = +4      
Search Int 3 = +3      
Sense Motive Wis   0 = +0      
Spellcraft Int 9 = +3 +6   
Spot Wis 0 = +0      
Survival Wis 0 = +0      
Swim   Str**   1 = +1 -1   
Use Magic Device Cha 9 = +0 +9   
Use Rope Dex 4 = +4      
* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.

Tiefling:
• +2 dexterity, +2 intelligence, -2 charisma (already included)
• +2 on bluff and hide checks (already included)
• Darkness once per day
• Darkvision (see 60 feet in pitch-dark)
• Cold, fire, & electricity resistance 5
• Native outsider

Warlock:
• Core class from "Complete Arcane"
• Save vs. a warlock's magic is 10 + equivalent spell level + charisma modifier

• At level 6:
o Know 1 invocation of lesser or least level
o Know 3 invocations of least level
o Eldritch blast 3d6
o Detect magic at will
o Deceive item
o Damage reduction 1/cold iron

Vestige:
Naberius, the Grinning Hound
Faster Ability Healing: You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour.
Disguise Self: You can alter the appearance of your form as a standard action. This effect works like the disguise self spell.

Invocations:
Least:
Eldritch Glaive: Form your eldritch blast into a glaive. You can make a single touch melee attack as if you're wielding a reach weapon. If you hit, your target is struck by your eldritch blast (including any eldritch essence attached to it.) Until the start of your next turn, you threaten nearby squares as if you were wielding a reach weapon. You can make attacks of opportunity with your eldritch glaive.
Entropic Warding: When this Invocation is activated, chaotic energies swirling around you deflect incoming arrows, rays, and other ranged attacks (as entropic shield.) You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked.)

Least or Lesser:
Infernal Flight: When you use this invocation, you sprout seemingly solid demonic wings from your back. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on constitution checks made to avoid nonlethal damage from a forced march.
Brimstone Blast: Blast deals fire damage and target must make a reflex save or catch fire.

Class HP rolled
Level 1: Warlock 6   
Level 2: Warlock 2   
Level 3: Warlock 4   
Level 4: Warlock 4 +1 to dexterity
Level 5: Warlock 2   
Level 6: Warlock 6   
    
Equipment:
15 lb Weapons / Armor / Shield (from above)
1,000 Gold
_____
Total 15 lb

More about this character: Verona was born into an eternally cursed bloodline of half demons created by her great, great, grandparents pact with a demon. While others performed the initial Hellfire pact along with her ancestors, the other smaller families were absorbed into hers collectively turning into the Uri "family." Many have sought out the Uri clans secret ritual. While, at first, these men (and rarely women) were accepted, the clan eventually broke off their entrance from outsiders of the bloodline.

They moved high into a secluded mountainside and created a mansion away from the major part of society where their kind could live in peace. The corruption of the bloodline, which was predicted to fade, has actually gotten significantly worse as time has gone on. From the original small, stubby horns and tails sprouted full horns and long, thick tails. Along with this, their skin continued to get darker throughout time, eventually stopping at a sharp tint of red.

Usually, the birth of a Tiefling into the family has a slow growth rate, normally tied along with early childhood. Verona's was much different. As she was born, she came with bright red skin, a small set of horns, and a thick tail. By the age of 4, her heritage was completely caught up with her, causing her to be the youngest full Tiefling the family ever had. Due to her strong ties to the heritage, she was introduced to the Hellfire ritual at an early age, performing remarkably on her first try. Easily surpassing the students several years older than her, Verona quickly outgrew the sanctuaries teachings. Her powers were beginning to catch up to those of her elders and she was running out of people to practice with. After a hard decision, she decided to leave her sanctuary and venture into the world.

Here, perhaps she would make a name for herself. She found money very appealing, though her true goal was power. Not necessarily for any specific mean even. Verona simply wants to become the best that her family could possibly offer. Perhaps in time, she would be seen as a legend in the history books of the world. Perhaps, if she was ever so lucky, she would even match the power of Isis. Perhaps, though she would never say it out loud, she might even find a way to make herself a god.
« Last Edit: December 16, 2009, 11:49:15 am by Zolinn »

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #13 on: December 14, 2009, 08:46:16 pm »
Can everyone post here another day for this week that would be a good day for them to game, including this weekend.

I want to see if we can get another game in before Christmas.

Offline Zolinn

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Re: Voyage to Eyvind - DnD Campaign
« Reply #14 on: December 15, 2009, 09:06:00 am »
Any day except Tuesday and Saturday night should be okay for me. As far as next week, I'm working Wednesday night and I'm busy Christmas / Eve... otherwise I'm good to go.

Offline Krakow Sam

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Re: Voyage to Eyvind - DnD Campaign
« Reply #15 on: December 15, 2009, 03:40:46 pm »
I might be able to play tomorrow night, but can't stay up too late.
Sam is basically right, he's just cranky.

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Re: Voyage to Eyvind - DnD Campaign
« Reply #16 on: December 15, 2009, 05:07:00 pm »
Alright, so the only day left for DnD this year seems to be tomorrow! So we will be gaming tomorrow for great justice.

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Re: Voyage to Eyvind - DnD Campaign
« Reply #17 on: July 04, 2010, 03:31:41 pm »
Anglara Shaskalaer

Female Dark Elf Rogue 5 / Assassin 2
Neutral Evil
Representing Celdur

Strength    12   (+1)
Dexterity    20   (+5)
Constitution    10   (+0)
Intelligence    16   (+3)
Wisdom            10      (+0)
Charisma    16   (+3)
   
Size:    Medium
Height:    4' 11"
Weight:    105 lb
Skin:    Black
Eyes:    Red
Hair:    White

Total Hit Points: 30

Speed: 30 feet

Armor Class: 17 = 10 +2 [leather] +5 [dexterity]

      Touch AC: 14
      Flat-footed: 16 [Improved uncanny dodge]

Initiative modifier:   +5   = +5 [dexterity]
Fortitude save:   +2   = 2 [base]
Reflex save:   +12   = 7 [base] +5 [dexterity]
Will save:   +2   = 2 [base]
Attack (handheld):   +6(+7)   = 5 [base] +1 [strength]
Attack (unarmed):   +6   = 5 [base] +1 [strength]
Attack (missile):   +10   = 5 [base] +5 [dexterity]
Grapple check:   +5   = 4 [base] +1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages:   Abyssal Common Draconic Elven Dark_Elf_Silent Undercommon Eyvindr

Punching Dagger(+1) [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

sneak attack: 4d6

Feats:
      Combat Expertise   
      Combat Reflexes   
      Two-Weapon Fighting   

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    3 =    
+3
      
Balance    Dex*    9 =    
+5
   +4    
Bluff    Cha    13 =    
+3
   +10    
Climb    Str*    1 =    
+1
      
Concentration    Con    0 =    
+0
      
Craft_1    Int    3 =    
+3
      
Craft_2    Int    3 =    
+3
      
Craft_3    Int    3 =    
+3
      
Diplomacy    Cha    12 =    
+3
   +5    +2 [bluff] +2 [sense motive]
Disable Device    Int    7 =    
+3
   +4    
Disguise    Cha    14 =    
+3
   +11    
Escape Artist    Dex*    16 =    
+5
   +11    
Forgery    Int    3 =    
+3
      
Gather Information    Cha    13 =    
+3
   +10    
Heal    Wis    0 =    
+0
      
Hide    Dex*    16 =    
+5
   +11    
Intimidate    Cha    16 =    
+3
   +11    +2 [bluff]
Jump    Str*    1 =    
+1
      
Listen    Wis    7 =    
+0
   +5    +2 [elf]
Move Silently    Dex*    16 =    
+5
   +11    
Open Lock    Dex    9 =    
+5
   +4    
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    5 =    
+5
      
Search    Int    5 =    
+3
      +2 [elf]
Sense Motive    Wis    5 =    
+0
   +5    
Sleight of Hand    Dex*    12 =    
+5
   +5    +2 [bluff]
Spot    Wis    2 =    
+0
      +2 [elf]
Survival    Wis    0 =    
+0
      
Swim    Str**    1 =    
+1
      
Use Rope    Dex    7 =    
+5
   +2    

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings

Spells:

1st level: (3 per day)
feather fall
obscuring mist
disguise self

2nd level: (1 per day)
invisibility
true strike


Dark Elf:

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

    * Immune to magical sleep

    * +2 racial bonus to saves vs. enchantments

    * Darkvision to 120 ft.

    * Spell resistance 11 + class level

    * Dancing lights, darkness, faerie fire once/day each

    * Light blindness

    * Character level +2

    * Proficient with longsword, rapier, longbow & shortbow

    * +2 racial bonus on listen, search, and spot checks

    * Notice secret doors

Rogue:

    * Sneak Attack +3d6

    * Trapfinding

    * Evasion (level 2)

    * Trap Sense (level 3)

    * Uncanny Dodge (level 4)

    * Improved Uncanny Dodge (level 8)

    * Special Abilities (choices begin at 10th level)

Assassin

    * sneak attack +2d6
    * death attack
    * Poison use
    * assassin spells
    * +1 against poison
    * improved uncanny dodge

    * Hit dice d6
    * Average increase in attack bonuses
    * Slow increase in fortitude saves
    * Fast increase in reflex saves
    * Slow increase in will saves
    * Base 4 skill points per level

      More:

   Class    HP rolled    
Level 1:    Rogue    6    
Level 2:    Rogue    5    
Level 3:    Rogue    4    
Level 4:    Rogue    1    +1 to dexterity
Level 5:    Rogue    6    
Level 6:    Assassin    2    
Level 7:    Assassin    5    
Level 8:        Assassin        1 +1 to dexterity
   
Anglara Eilsndar's Equipment:

      20 lb
      1 lb
      10 lb
      8 lb
      1 lb
      _____
      40 lb   Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 10) x1
      Rope (50', hempen) x1
      Disguise kit
      Thieves' tools
      punching dagger +1
     
     
      Poisons:
      Drow poison X2   
      Large scorpion venom X3
      Sassone leaf residue X2


      650gp 

      Total

More about Anglara Eilsndar:
« Last Edit: July 17, 2010, 02:05:23 pm by Celdur »

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: Voyage to Eyvind - DnD Campaign
« Reply #18 on: October 10, 2010, 02:09:07 pm »
We are so going to get raped by demigods D:
Sam is basically right, he's just cranky.

Offline Yokto

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Re: Voyage to Eyvind - DnD Campaign
« Reply #19 on: October 10, 2010, 05:43:13 pm »
There not so bad. You just need to hang out a bit more with them.
Check out my Creatures.
The Æthirans
The Echin
The Jinnivons
Star Citizen Ref code: STAR-JLJP-LRTC
When you singing up use code and get 5000 credits for free ;)

Offline Krakow Sam

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Re: Voyage to Eyvind - DnD Campaign
« Reply #20 on: November 15, 2010, 09:51:12 am »
The Prayer of Sylvestri

Praise be to Iolar, for giving us potential,
Glory be to Crosimus, for giving us a home,
Esteem unto Anath, who gives us wealth,
Obeisance to Charakimin, mother of craft,
Exalted be Speyrir for giving us voice,

Potential to prosper,
Home to cherish,
Wealth to flourish,
Craft to mend,
Voice to Trascend,

Praise be to Albatross, master of winds,
Glory be to Iaxa, the bounty of spring,
Esteem unto Ashra, who seeks after lore,
Obeisance to Rahdin, tranquil silence,
Exalted be Speyrir for giving us voice,

Wind is Breath,
Bounty is Life,
Lore is Growth,
Silence is Golden,
Voice is Divine,

Praise be the gods and their Prophets.
« Last Edit: February 27, 2011, 01:12:10 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #21 on: February 20, 2011, 08:49:29 am »
Deitor Pavulah

That is all.

Offline Mr. Wizard

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Re: Voyage to Eyvind - DnD Campaign
« Reply #22 on: July 31, 2011, 02:20:34 pm »
A very compressed summary of the Voyage to Eyvind:

During the lifetime of the old Emperor, the one who united Rudlec for a brief span of years, the wealthy explorer and rebel Ethelbert Byrd set out in a voyage across the vast southern ocean. He was seeking an ancient civilization that legends said had to flee across the ocean. He believed they were the true rulers of Rudlec. Aboard the magical flying ship Axion with his crew, including chaplain Sophia Sylvestri, enlisted marine Richhorn Fletcher, and mysterious battlewizard Akinemes.

What he found though, was a continent of savages. Eyvind, as the continent was called, was surrounded by a magical barrier trapped the crew of the Axion inland. The powerful ancient civilization had devolved into mindless cannibals called the Eysigr, cursed by angry gods to feed on the flesh of the living. This drove Ethelbert mad, until his crew had to overthrow him before he destroyed them all. Sophia rose to the new captain of the ship, and Richhorn, her trusted first mate.

In their adventures, they discovered an ancient prophecy of three demigods who would seek entrance into the tomb of the dead god Hanafuss. These competing Heir's sought to make themselves into full deities. Sophia rallied and united the major two races of the continent, the scared and loyal Eyrun and the fearsome and cannibalistic Eysigr. United under her apprentice Raban, they fought against the armies and combined might of the three Heirs. Sophia, Richhorn, and Akinemes rose as countering aspects of the three demigods, and with the help of the betrayer among the demigods, killed two of them.

The final demigod was the heir of Karrghan, Dragon God of Destruction. He lead them on a journey through Hell, Hades, the Abyss, and the very edge of the planes and beyond. Outside of time and space, they fought and killed the dragon god's heir, and in doing so trapped themselves. Through their own resourcefulness, they managed to escape, wielding demigod powers of their own, as fifty years pass on the mortal plane.

In those fifty years, Sophia's old apprentice, Raban, has forged a new kingdom on Eyvind. His strong leadership has allowed the Eyrun to finally develop metallurgy and construction to rival the works of more established civilizations. Magic and arcane study once again flourish on the continent. By the time Sophia and Richhorn return, they have united and assimilated many of the warring factions from the past five decades.

But a major threat has arisen in the desert. The Endower, the last remaining vestige of the Dragon God Heir's plans, has consolidated power and seeks to murder everything and raise them as undead. He is the unholy offspring of necrotic darkness and demons, and his power over necromancy is unmatched.

Sophia and Richhorn have returned to a continent that has overcome many of it's past hardships, but with many more yet to be defeated by new generations of brave heroes.

Thank you everyone for playing. :D
« Last Edit: July 31, 2011, 02:22:40 pm by Mr. Wizard »