Author Topic: HARDCORE MODE ENABLED - A DnD Adventure  (Read 15003 times)

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Offline Mr. Wizard

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HARDCORE MODE ENABLED - A DnD Adventure
« on: October 29, 2011, 06:40:27 am »
GAMES EVERY SUNDAY (excluding holidays and special events)

We have been playing DnD wrong. We always powerleveled, were really generous with loot, and determined to always be fair!.

NOT ANY MORE!

It is time to play DnD as intended! We will be starting at the lowest level, nothing for loot, humble beginnings for a humble heroes!

                                   
The Setting
The player characters will be childhood friends reaching the age they are expected to help out with the work. The village they live in is mining community, named East Heel by elven founders. It is a small village, with barely 50 citizens working it. It trades everything it makes for the essentials of living with Dhaval, the closest nexus of trade. The village is owned by Lord and Lady Steel, descendants of the original elven founders.

Notable characters are:
Onuliat "Pickles" Pickless: Dwarven blacksmith, a boisterous and lecherous man, he was banished from his birth home for unknown, but probably lewd, reasons. He serves as the blacksmith, making and repairing tools as necessary. He also manages the mines directly, having a knack for detecting where a vein of ore may lie. He is friends with the small population of dwarves that have immigrated to East Heel when news of the mines spread.

Cetoec the wise: a (relatively) young elven wizard and cleric, he is shy and soft spoken man, preferring to act before telling anyone his reasons. He tends to injuries and advises Lord Steel. When he is not fulfilling either of those duties, he runs a day care in his tower along one wall of Steel Keep, for village children too little to work. He teaches them to read and write. Such is his kindness, that he even teaches the bastard homeless children. He worships Lilin.

Lord Vander Steel and Lady Bilt "Libby" Steel: Human Inheritors of the land, the elven ancestry of Lord Steel is hardly apparent at all. Lady Bilt Steel is a Half Orc woman, whom Lord Steel wed in order to gain the orcs trust in the region. In return for food and some ore, the Orcs protect the village from bandits. They decided to turn the languishing farming village into a mining town, after Onuliat convinced them that there were untapped riches under the mountain. They often entertain elven nobility at their Keep, may who stay for long periods of time.They have a four year old Half-Orc son named Brutega.

Victoria Henness: Human hunter. She is a taciturn and angry woman. Rumors in the village says she is particularly ruthless to animals because she is not allowed to act out her violent impulses on people. She is despised by local druids, but too skilled for them to stop. Despite her reputation, Lord Steel uses her to put meat on his dinner plate.

Chieftan Inish: Orcish leader of the region around East Heel, he is a very wise orc, and above all else values loyalty and honor. The Orcish Village Aragotin is located on a hill near East Heel, and he keeps trade open with the town. He fulfilled the wishes of his half orc daughter when she and Lord Steel developed a fondness for one another.

Huron Baisley: Human farmer and militiaman. He is a gruff and angry fellow. He manages the now marginalized farming activities of the village. He also trains the village boys and men into a militia. He is proud when he says that every man can wield their pitchforks and picks with some skill in a fight.

Eranish: Halfling Druid. She is the leader of a local druid grove, comprised of entirely of free Halflings. They are extremely distrusted and unwelcome into the village. Huron keeps in contact with them, finding their advice invaluable in keeping what little farming done in the village fruitful enough to feed both the orcish and human villages.

Tara May: A trained Bard that has decided to settle in East Heel. She runs a small tavern, where she has a captive audience for her songs and dances. She leads the trade caravan to Dhaval, where her exceptional charisma helps East Heel goods fetch fair prices.

                           
Character Creation
You do not roll your own stats. Instead, you contact me with a desired race. You are given stats for your parents For each stat, you may choose to use either your father's stat or your mother's stat. You must have at half of your stats pulled from each parent.

Legal races are: Human, Elven, Dwarven, Halfling, Half-Elves, Half-Orc

From there, you have 2 stat points free to spend anywhere, the points representing your characters exceptional aptitude.

You may choose any core and standard class, so long as you make an effort to justify it within the lore above.

You start the game with 5d6 gold or equivalent equipment.

You start at level 1

You may choose the following Flaw for free.
Bastard: You have a famous parent, chosen from the list above. Famous parents have exceptional stats in key areas. You are disowned from both families, and do not know who your parents are at the start of the game. You start the game with no money or equipment.

INDIVIDUAL XP SCORES (wow this is hardcore)
HAYDAN: Lvl. 2 + 695 xp
JOHN: Lvl. 2 + 325 xp
DORIAN: 930 xp
CHRIS: Lvl. 2 + 175 xp
TRISTRAM: 775 xp
MASTID: 0 xp

« Last Edit: November 04, 2012, 11:29:03 am by Mr. Wizard »



Offline Krakow Sam

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #1 on: October 29, 2011, 09:56:24 am »
Haydan Gar-mok
Aka: Sheridan Shampora

Male Half-Orc Paladin 1/Fighter 1
Lawful Good
1645xp

Strength            15           (+2)
Dexterity            15           (+2)
Constitution    17           (+3)
Intelligence    9           (-1)
Wisdom            10           (+0)
Charisma            13           (+1)
   
Size:    Medium
Height:    5' 7"
Weight:    290 lb
Eyes:    Blue
Hair:    Dark Brown
Skin:    Tan

Total Hit Points: 26

Speed: 30 feet

Armor Class: 15 = 10 + 2 [dexterity] +3 [studded]

    Touch AC: 12
    Flat-footed: 15

Initiative modifier:   + 2   = + 2 [dexterity]
Fortitude save:   + 6   = 3 [base] + 3 [constitution]
Reflex save:   + 2   = 0 [base] + 2 [dexterity]
Will save:   + 0   = 0 [base]
Attack (handheld):   + 4   = 2 [base] + 2 [strength]
Attack (missile):   + 4   = 2 [base] + 2 [dexterity]
Grapple check:   + 4   = 2 [base] + 2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.

Weapons:
Quarterstaff 1d6/1d6, ×2, 4 lb. Bludgeoning
Masterwork Warhammer 1d8, x3, 5lb, Bludgeoning, +1 to hit
Shortbow    1d6, ×3, 60 ft. 2 lb. Piercing

Languages:   Common Orc

Feats:

    Two-Weapon Fighting   
     Improved Shield Bash

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    -1 =    
-1
      
Balance    Dex*    2 =    
+2
      
Bluff    Cha    1 =    
+1
      
Climb    Str*    2 =    
+2
      
Concentration    Con    3 =    
+3
      
Craft (leatherworking)    Int    0 =    
-1 +1
      
Craft (Woodwork)Int    -1 =    
-1 +1
      
Craft_3    Int    -1 =    
-1
      
Diplomacy    Cha    1 =    
+1
      
Disguise    Cha    1 =    
+1
      
Escape Artist    Dex*    2 =    
+2
      
Forgery    Int    -1 =    
-1
      
Gather Information    Cha    1 =    
+1
      
Handle Animal    Cha    1 =    
+1
      
Heal    Wis    0 =    
+0
       
Hide    Dex*    2 =    
+2
      
Intimidate    Cha    1 =    
+1
      
Jump    Str*    2 =    
+2
      
Listen    Wis    0 =    
+0
      
Move Silently    Dex*    2 =    
+2

Profession (Instructor) Wis     2 =
0
    +2
      
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    2 =    
+2
      
Search    Int    -1 =    
-1
      
Sense Motive    Wis    1 =    
+0
   + 1    
Spot    Wis    0 =    
+0
      
Survival    Wis    0 =    
+0
      
Swim    Str**    2 =    
+2
      
Use Rope    Dex    2 =    
+2
      

* = check penalty for wearing armor

Your wisdom is too low to use paladin magic.

Half-Orc

    + 2 strength / -2 intelligence / -2 charisma (already included)

    Darkvision (see 60 feet in pitch-dark)

Paladin

    Aura of Good

    Detect Evil

    Smite Evil (1x/day; add +1 to melee attack roll, paladin levels to damage)

    Divine Grace (level 2)

    Lay on Hands (level 2)

    Divine Health (level 3)

    Turn Undead (level 4)

    Special Mount (level 5)

    Remove Disease (level 6)

    Code of Conduct / Association

   Class    HP rolled    
Level 1:    Paladin    10
Level 2:    Fighter    10

Inventory:
Quarterstaff
Masterwork Warhammer
Dagger
Artisan's tools x2 (Leatherworking and woodworking)
Studded Leather Armor
Shortbow (20 arrows)
Tower Shield
Small wooden shield
5lbs Darkwood branches
1gp worth whitesmith goods

Pilgrimission Equipment:
Explorer's Outfit
Guard Dog
1 gallon of ale

Trophies (At Home):
Masterwork Heavy Flail
Black Onyx Gem

Holdings:
Shrine to Ysvester

Gold: 194GP, 3SP


Haydan's father was an orc from the nearby tribe who settled down in the village due to his weak constitution and became a parsnip farmer. He met Haydan's mother while she worked behind the bar at the village tavern and they had several strong half-orc children.
One day when Haydan was growing up, he had a vivid dream in which a statuesque human with shining bronzed muscles and a shining plumed helm stood before him on the heaving decks of a massive ship and told him he had the favour of Ysvester. This was odd, because Haydan had never seen the sea or heard the name before. He mentioned his dream to the bard Tara, and she filled his head with stories of adventure and the legends of Ysvester. His teacher, Cetoec the elf, himself posessing a divine gift, began to suspect Haydan may have what it takes to become a Paladin, but did not confront him about it directly, nervous that letting the boy know he was special could have a negative effect on him.
Haydan worked on his father's farm and trained in combat with Huron. He had a natural aptitude for fighting and was physically gifted, being nimble, strong and hardy. Once his training was complete he helped train other striplings to defend themselves, and even visited his father's tribe to take part in their ritual fights.
Now having entered manhood, Haydan has found that his strange dreams have become more and more frequent and vivid, and he spends most nights vanquishing great beasts and travelling across marvellous landscapes beyond the veil of sleep. Increasingly Haydan is becoming dissatisfied with the sleepy pace of life in his village, and yearns for adventure.
« Last Edit: November 04, 2012, 11:36:30 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #2 on: October 29, 2011, 10:54:11 am »
Can i play?
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline Celdur

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #3 on: October 29, 2011, 11:32:58 am »
John Woodfellow

Male Human Ranger 1
Neutral Good
Representing CELDAR

Strength    11   (+0)
Dexterity    17   (+3)
Constitution    13   (+1)
Intelligence    9   (-1)
Wisdom    12   (+1)
Charisma    12   (+1)
   
Size:    Medium
Height:    6' 0"
Weight:    180 lb
Skin:    
Eyes:    
Hair:    

Total Hit Points: 9

Speed: 30 feet

Armor Class: 15 = 10 +3 [dexterity] +2[armor bonus]

    Touch AC: 13
    Flat-footed: 10

Initiative modifier:   +3   = +3 [dexterity]
Fortitude save:   +3   = 2 [base] +1 [constitution]
Reflex save:   +5   = 2 [base] +3 [dexterity]
Will save:   +1   = 0 [base] +1 [wisdom]
Attack (handheld):   +1   = 1 [base]
Attack (unarmed):   +1   = 1 [base]
Attack (missile):   +5   = 1 [base] +3 [dexterity] +1 [masterwork]
Grapple check:   +1   = 1 [base]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   38 lb. or less
39-76 lb.
77-115 lb.
115 lb.
230 lb.
575 lb.

weapons:
Masterwork Longbow  [1d8,    ×3,    100 ft.,    3 lb.,    Piercing]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Longbow  [1d8,    ×3,    100 ft.,    3 lb.,    Piercing]

armor:
Leather   [AC2    Dex: 6     AC penalty: 0    spell failure: 10%     speed: 30 ft. 20 ft.    15 lb.]

Languages:   Common

Feats:

    Point Blank Shot   
    Precise Shot   
    Track   [free to rangers]

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    -1 =    
-1
      
Balance    Dex*    3 =    
+3
      
Bluff    Cha    1 =    
+1
      
Climb    Str*    0 =    
+0
      
Concentration    Con    1 =    
+1
      
Craft_1    Int    -1 =    
-1
      
Craft_2    Int    -1 =    
-1
      
Craft_3    Int    -1 =    
-1
      
Diplomacy    Cha    1 =    
+1
      
Disguise    Cha    1 =    
+1
      
Escape Artist    Dex*    3 =    
+3
      
Forgery    Int    -1 =    
-1
      
Gather Information    Cha    1 =    
+1
      
Heal    Wis    3 =    
+1
   +2    
Hide    Dex*    7 =    
+3
   +4    
Intimidate    Cha    1 =    
+1
      
Jump    Str*    0 =    
+0
      
Knowledge (nature)    Int    1 =    
-1
   +2    
Listen    Wis    3 =    
+1
   +2    
Move Silently    Dex*    5 =    
+3
   +2    
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    7 =    
+3
   +4    
Search    Int    1 =    
-1
   +2    
Sense Motive    Wis    1 =    
+1
      
Spot    Wis    3 =    
+1
   +2    
Survival    Wis    3 =    
+1
   +2    
Swim    Str**    0 =    
+0
      
Use Rope    Dex    5 =    
+3
   +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)

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)

    High wisdom gains bonus spells daily

Favored Enemies:

    Animals +2

This ranger chose the archery track.

   Class    HP rolled    
Level 1:    Ranger    8    

   
John Woodfellow's Equipment:
19 lb    Weapons / Armor / Shield (from above)
6 lb    Arrows x40
2 lb    Backpack
5 lb    Bedroll
         Bottle
4 lb    Grappling hook
10 lb   Rope (50', hempen) x1
5 lb    Torches x5
4 lb    Waterskins x1
         onyx gem
         25G, 164CP
    Total 54 lb
« Last Edit: January 08, 2012, 10:56:05 am by Celdur »

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

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #4 on: October 29, 2011, 02:50:25 pm »
Christopher Rays
Male Half-Elf Sorcerer 1
Neutral Good
Representing eropS

Strength   14   (+2)
Dexterity   11   (+0)
Constitution   10   (+0)
Intelligence   15   (+2)
Wisdom   12   (+1)
Charisma   14   (+2)
Size:   Medium
Height:   5' 5"
Weight:   165 lb
Skin:   
Eyes:   Blue
Hair:   Dark Brown Wavy; Light Beard
Total Hit Points: 6

Speed: 30 feet

Armor Class: 10

Touch AC: 10
Flat-footed: 10
Initiative modifier:   +0    = +0 [dexterity]
Fortitude save:   +0    = 0 [base]
Reflex save:   +0    = 0 [base]
Will save:   +4    = 2 [base] +1 [wisdom] +1 [level2]
Attack (handheld):   +2    = 0 [base] +2 [strength]
Attack (unarmed):   +2    = 0 [base] +2 [strength]
Attack (missile):   +0    = 0 [base]
Grapple check:   +2    = 0 [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 Halfling Orc

Masterwork Sickle [1d6, crit x2, 2 lb, light, slashing]+1 to hit
Pipes of the Sewer

Owl familiar

Feats:

Spell Penetration   
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise   Int   2 =   
+2
Balance   Dex*   0 =   
+0
Bluff   Cha   6 =   
+2
+4   
Climb   Str*   2 =   
+2
Concentration   Con   4 =   
+0
+4   
Craft_1   Int   2 =   
+2
Craft_2   Int   2 =   
+2
Craft_3   Int   2 =   
+2
Diplomacy   Cha   4.5 =   
+2
+0.5    +2 [half-elf]
Disguise   Cha   2 =   
+2
Escape Artist   Dex*   0 =   
+0
Forgery   Int   2 =   
+2
Gather Information   Cha   4 =   
+2
+2 [half-elf]
Heal   Wis   1 =   
+1
Hide   Dex*   0 =   
+0
Intimidate   Cha   2 =   
+2
Jump   Str*   2 =   
+2
Listen   Wis   2 =   
+1
+1 [half-elf]
Move Silently   Dex*   0 =   
+0
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   0 =   
+0
Search   Int   3 =   
+2
+1 [half-elf]
Sense Motive   Wis   2 =   
+1
+1   
Spellcraft   Int   4 =   
+2
+2   
Spot   Wis   2 =   
+1
+1 [half-elf]
Survival   Wis   1 =   
+1
Swim   Str**   2 =   
+2
Use Magic Device   Cha   6 =   
+2
+4   
Use Rope   Dex   0 =   
+0
* = check penalty for wearing armor

The owl confers +3 on spot checks in dimly-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Sorcerer spells: 5 per day
Detect Magic
Ray of Frost
Dancing Lights
Arcane Mark
Flare

First-level Sorcerer spells: 4 (3+1) per day
Magic Missile
Mage Armor

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

Sorcerer:
Familiar / Alertness, etc.

Can know only limited numbers of spells

High charisma gains bonus spells daily

Class   HP rolled   
Level 1:   Sorcerer   4   
Level 2:     Sorcerer     2
   
Christopher Rays's Equipment:

2 lb
2 lb

1 lb
2 lb
1 lb
1 lb
5 lb
10 lb
1 lb
1 lb
2 lb
_____
28 lb   Weapons / Armor / Shield (from above)
Backpack
Bottle
Case (for map or scroll)
Flasks x1
Lamp (common)
Oil flasks x1
Rations (1 day) x5
Rope (50', hempen) x1
Soap
Torches x1
Spell component pouch

Total  20gp -14gp32sp04cp =

5gp 67sp 96cp
+adventure gold = 102g67s96c - 75g4s = 27g63s96c



Owl familiar: Str 6 Dex 17 Con 10 Int 6 Wis 14 Chr 4; Hit points: 2; Initiative +3 (dex); Speed 10 ft., fly 40 ft. (average); AC: 18 (+2 size, +3 dex, +2 natural, +1 level); Claws +5 melee 1d2-2 [sic.]; Fort +2, Ref +5, Will +4, Listen +14, Move Silently +20, Spot +6; Weapon Finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link;

More about Christopher Rays:

Raised by his mother, Rosana Rays, a maiden in Steel keep, Chris grew up relatively happily. He found himself able to play around the castle and was eventually told that he was a bastard son of Glascius, a noble elf that frequented Lord Steel's keep.

Thats not to say Chris didn't inherit some of his fathers natural nobility. People would often talk of his silver tongue and how it would often allow him into places he normally would never be allowed. Often times he would manage to get into places where his father was. This allowed Chris and Glascius to develop a real father-son relationship in secret.

This gift would prove useful during a routine visit from Cetoec when Chris managed to talk his way into a feast. It was there, that Cetoec felt Chris's natural aptitude to magic. However, trouble arised at the feast when Chris was caught attempting to woo a noblemans sultry daughter. Immediately Chris was exited from the feast, Glascius could be heard laughing as he noted he was indeed his fathers son.

After a long discussion with his mother, Cetoec managed to have it be arranged that Chris would, instead of helping around the castle (where he was no longer welcome), he would learn the ways of magic from Cetoec. Thus, Chris's teachings began, and he would visit the wizard daily for studies.

Cetoec found that Chris was a natural born sorcerer. This became increasingly evident by the childs natural charisma and overall lack of true discipline that would present itself in a Wizard.

When Chris came of age, him and his teacher began the arduous task of summoning a familiar for Chris. This was Cetoecs 'graduation' gift, if you will. The product was a jet black owl that Chris named Athena.

With his training with Cetoec finished, Chris went to his father to request a position as a court sorcerer. His father turned him down, noting his youth. He instead insisted he see the world before grounding himself to a life in the court.

With that, and with a small infusion of funds courtesy of his father, Chris decided to set out and see what the world had to offer.
« Last Edit: February 26, 2012, 01:26:16 pm by eropS »
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #5 on: October 29, 2011, 02:53:37 pm »
ACtually, making a stat switch. 6 Dex is pathetic.
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline martyk

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #6 on: October 29, 2011, 02:57:26 pm »
Dorian Carmack
Male Half-Elf Bard 1
Chaotic Neutral
Representing Martyk


Strength 14 (+2)
Dexterity 8 (-1)
Constitution 10 (+0)
Intelligence 15 (+2)
Wisdom 14 (+2)
Charisma 12 (+1)
 
Age: 28
Size: Medium
Height: 5' 5"
Weight: 145 lb
Skin: Light
Eyes: Green
Hair: Blond; Light Beard


Total Hit Points: 6

Speed: 30 feet

Armor Class: 9 = 10 -1 [dexterity]

Touch AC: 9
Flat-footed: 9
Initiative modifier: -1 = -1 [dexterity]  
Fortitude save: +0 = 0 [base]  
Reflex save: +1 = 2 [base] -1 [dexterity]  
Will save: +4 = 2 [base] +2 [wisdom]  
Attack (handheld): +2 = 0 [base] +2 [strength]  
Attack (unarmed): +2 = 0 [base] +2 [strength]  
Attack (missile): -1 = 0 [base] -1 [dexterity]  
Grapple check: +2 = 0 [base] +2 [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 Dwarven Elven Orc  

Rapier +1 [1d6, crit 18-20/x2, range inc 10 ft., 2 lb., light, piercing]

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

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


Feats:

Negotiator  

Traits:

 
Appraise Int 2 =  +2  
Balance Dex* -1 =  -1  
Bluff Cha 5 =  +1 +4  
Climb Str* 2 =  +2  
Concentration Con 0 =  +0  
Craft_1 Int 2 =  +2  
Craft_2 Int 2 =  +2  
Craft_3 Int 2 =  +2  
Diplomacy Cha 9 =  +1 +4 +2 [half-elf] +2 [negotiator]  
Disguise Cha 1 =  +1  
Escape Artist Dex* -1 =  -1  
Forgery Int 2 =  +2  
Gather Information Cha 7 =  +1 +4 +2 [half-elf]  
Heal Wis 2 =  +2  
Hide Dex* 3 =  -1 +4  
Intimidate Cha 1 =  +1  
Jump Str* 2 =  +2  
Knowledge (history) Int 6 =  +2 +4  
Listen Wis 7 =  +2 +4 +1 [half-elf]  
Move Silently Dex* -1 =  -1  
Perform_1 Cha 5 =  +1 +4  
Perform_2 Cha 1 =  +1  
Perform_3 Cha 1 =  +1  
Perform_4 Cha 1 =  +1  
Perform_5 Cha 1 =  +1  
Ride Dex -1 =  -1  
Search Int 3 =  +2  +1 [half-elf]  
Sense Motive Wis 8 =  +2 +4 +2 [negotiator]  
Spot Wis 3 =  +2  +1 [half-elf]  
Survival Wis 2 =  +2  
Swim Str** 2 =  +2  
Use Rope Dex -1 =  -1  


* = check penalty for wearing armor


Spells

0-Level
Dancing Lights
Ghost Sound
Mage Hand
Prestidigitation

Zero-level Bard spells: 2 per day



Half-Elf:

Immune to magical sleep
+2 racial bonus on saves vs. enchantments
Low-light vision
+1 racial bonus on listen, search, and spot checks
+2 racial bonus on diplomacy and gather information checks

Bard:

Bardic Knowledge
Bardic Music
Can know only limited numbers of spells
High charisma gains bonus spells daily

 
Class HP rolled  
Level 1: Bard 6

  
Dorian Carmack's Equipment:


2lb Weapons / Armor / Shield (from above)
2lb Backpack
5lb Bedroll
Flint and steel
8lb Pole
llb Pouch x1
10lb Rope (50', hempen) x1
5lb Torches x5
4lb Waterskins x1

39lb Total 18.35gp

187.35 gp
680 xp


Growing up in Steel Keep, Dorian had a decent childhood, at least better than most.  His mother Lalaya Carmack cared for him deeply and did her best to encourage him to succeed.  A very bright woman, she lead him to embrace a great love of books and adventerous tales of heroes of legend.

Not so much could be said for his father, and Elven noble by the name of Glascius.  While the man could not be said to have been unkind to Dorian and his mother, helping to pay for his upbringing, he was never there for them and flat out refused to acknowledge Dorian as being fit for the noble title he felt he was owed.  Over time this led him to resent his father and shy away from his elven heritage entirely.

As the years went on, Dorian spent less and less time in the castle, opting to wander the village instead.  His love of novels led him to learn many enthralling tales, and he came to love sharing them with others just as much as hearing them himself.  As he got older much of his time was spent in the tavern with Tara May, learning of new tales and telling those he had encountered, or with the wizard Cetoec, entertaining the children with stories.

In recent years, Dorian has come to be dissatisfied with mearly telling stories.  He wants to go out and seek new tales, and forge his own.  He wants to be the hero of the legends that bards tell around the tavern, and that parents read to their children as they nod off to sleep.  He desires the fame and glory to show his father that he never needed a fancy title to be a far greater man than he.
« Last Edit: December 04, 2011, 01:00:31 pm by martyk »
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #7 on: October 29, 2011, 03:00:38 pm »
Bah! I was first I demand you change sir! :P
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline martyk

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #8 on: October 29, 2011, 03:01:28 pm »
We'll see what Wizard says.

Also, Wizard, did you give us both the same character backstories?  Because that sorta makes this whole deal that much trickier.

Gonna hold off writing a bio until this gets sorted out.
« Last Edit: October 29, 2011, 03:03:56 pm by martyk »
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #9 on: October 29, 2011, 04:27:45 pm »
Changed mine.
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #10 on: October 29, 2011, 05:18:48 pm »
6:38 pm CST -> + 18 hours = 12.5-1 pm CST?

That right?

No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline /lurk

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #11 on: November 17, 2011, 09:06:11 pm »
Now when wizard said that no new characters would be accepted what he ACTUALLY meant was that no new characters would be accepted unless they're from lurk, because he's ever so special.


Tristram MacAnath

Male Human Cleric of Anath 1
Chaotic Good
Representing /lurk

Strength    14   (+2)
Dexterity    11   (+1)
Constitution    16   (+3)
Intelligence    10   (+0)
Wisdom    16   (+3)
Charisma    13   (+1)
   
Size:    Medium
Height:    5' 11"
Weight:    185 lb
Skin:    Pale
Eyes:    Green
Hair:    Dark Brown Wavy; Thick Beard

Domains: Luck Travel

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 11

Speed: 30 feet

Armor Class: 11 [10 +1(padded armour)]

    Touch AC: 10
    Flat-footed: 11

Initiative modifier:   +0   = +0 [dexterity]
Fortitude save:   +5   = 2 [base] +3 [constitution]
Reflex save:   +0   = 0 [base]
Will save:   +5   = 2 [base] +3 [wisdom]
Attack (handheld):   +1   = 0 [base] +2 [strength]
Attack (unarmed):   +1   = 0 [base] +2 [strength]
Attack (missile):   +0   = 0 [base]
Grapple check:   +1   = 0 [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

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

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

Super-comfy padded armour, just the thing for a cold winter

Home-whittled holy symbol of Anath

AMAZING silver holy symbol of Anath

30cp
20sp
207 (;_;) GOLD PIECES
Feats:

    Endurance   
    Die Hard   

   
Skills [Ability mod, ranks]

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

* = check penalty for wearing armor

Zero-level Cleric spells: 3 per day

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

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)

Cleric:

    Alignment Aura

    Spontaneous Casting (heal)

    Turn Undead (4x/day)

    High wisdom gains bonus spells daily

    Domain choices give additional abilities

   Class    HP rolled    
Level 1:    Cleric    8    

   
Tristram MacAnath's Equipment
    ROCKS (group of 10) x1
    a silver goblet with emeralds

More about Tristram MacAnath:
    The son of [NAME REDACTED] and [UNKNOWN], Tristram was naturally handed off to the nearest temple of Thub as soon as possible (I mean, those two? Who could even believe it?). A life of turnip farming and stiff clothes did the boy good until the age of fourteen, when the priests decided he was old enough to fend for himself and promptly kicked him out.
    Falling in with a band of youths, he had the bright idea to raid a bandit camp ("Those leeches are a blight on Thub's land! Let's git 'em") and promplty got the crap kicked out of him.
   While recuperating in the temple of Lilin, he had a number of vivid fever dreams featuring a gap-toothed gentleman with a crossbow chastising his foolishness and extolling him to "get with the program." As soon as he learned that this chap was in fact a god, he dedicated himself to his eminently sensible teachings and took his name up as part of his own.
   Getting kicked out of the temple of Lilin, he set off to find adventure and gold for several years but failed due to having zero ranks in Search. Attempting to set up a shrine in East Heel got him beaten up for not having the right paperwork (the right paperwork requiring a parental signature), so these days he mostly rambles, both around the countryside and about how Anath is "obviously the best god for a multitude of reasons which I will now explain in considerable detail..."

Quote
19:18] <John> bandits cant hit anything
[19:18] <@DMWizard> One tries to trip John
[19:18] <John> just watch them miss
[19:18] <John> bunch of losers
[19:18] <Chris_> 20
[19:18] <Tristram> 20
[19:18] <@DMWizard> !roll 1d20+2
[19:18] <@DMWizard> DMWizard rolled 1d20+2 for a total of 22. 1d20 Rolls: * 20 *
[19:18] <Chris_> LOLOL
[19:18] <Tristram> PFFTHAHAHAHA
« Last Edit: February 26, 2012, 01:15:34 pm by /lurk »
Not a winner anymore.

Offline Neoadept

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #12 on: November 26, 2011, 11:04:41 am »
Mastid Thorne
Male Half-Orc Monk 1
Lawful Good

Strength17(+3)
Dexterity12(+1)
Constitution14(+2)
Intelligence14(+2)
Wisdom16(+3)
Charisma12(+1)
Size:Medium
Height:6' 9"
Weight:380 lb
Skin:Gray
Eyes:Light Brown
Hair:


Total Hit Points: 10
Speed: 30 feet
Armor Class: 14 = 10  +1 [dexterity] +3 [wisdom] Touch AC: 14
Flat-footed: 13
Initiative modifier:+1 = +1 [dexterity]
Fortitude save:+4 = 2 [base] +2 [constitution]
Reflex save:+3 = 2 [base] +1 [dexterity]
Will save:+5 = 2 [base] +3 [wisdom]
Attack (handheld):+3 = 0 [base] +3 [strength]
Attack (unarmed):+3 = 0 [base] +3 [strength]
Flurry of Blows:+1/+1[includes strength modifier]
Attack (missile):+1 = 0 [base] +1 [dexterity]
Grapple check:+3 = 0 [base] +3 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.
Languages:Common  Orc   (? 2 more)
Unarmed Damage: 1d6 +3 [strength]Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Feats:
Improved Unarmed Strike[monk]
Stunning Fist[monk]
Power Attack

Traits:



Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
AppraiseInt2 =
+2
BalanceDex*1 =
+1
BluffCha1 =
+1
ClimbStr*7 =
+3
+4
ConcentrationCon2 =
+2
CraftInt2 =
+2
DiplomacyCha3 =
+1
+2
DisguiseCha1 =
+1
Escape ArtistDex*1 =
+1
ForgeryInt2 =
+2
Gather InformationCha1 =
+1
HealWis3 =
+3
HideDex*1 =
+1
IntimidateCha1 =
+1
JumpStr*7 =
+3
+4
ListenWis6 =
+3
+3
Move SilentlyDex*1 =
+1
PerformCha1 =
+1
RideDex1 =
+1
SearchInt2 =
+2
Sense MotiveWis7 =
+3
+4
SpotWis6 =
+3
+3
SurvivalWis3 =
+3
SwimStr**3 =
+3
TumbleDex*5 =
+1
+4
Use RopeDex1 =
+1

* = check penalty for wearing armor
Half-Orc:
  • +2 strength / -2 intelligence / -2 charisma (already included)
  • Darkvision (see 60 feet in pitch-dark)

Monk:
  • AC Bonus for Wisdom
  • AC Bonus for level (begins level 5)
  • Flurry of Blows
  • Unarmed Strike
  • Fast Movement (already included)
  • Bonus Feats (levels 1 2 &amp; 6)
  • Evasion (level 2)
  • Fast Movement (level 3)
  • Still Mind level 3)
  • Ki Strike (level 4)
  • Slow Fall (level 4)
  • Purity of Body (level 5)
  • 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)

ClassHP rolled
Level 1:Monk8

Mastid Thorne's Equipment:
4 lb
_____
4 lb
Weapons / Armor / Shield (from above)

Total
More about Mastid Thorne:
« Last Edit: November 26, 2011, 11:43:06 am 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 eropS

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #13 on: November 26, 2011, 11:42:44 am »
Sweeeeeeeeet another lawful good.

Also: Wizard i will be on a flight so i will be missing this week probably.
No, no, he did. In the everything else section, at least. Officially, this makes him king.

Offline martyk

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Re: HARDCORE MODE ENABLED - A DnD Adventure
« Reply #14 on: November 27, 2011, 08:25:06 am »
Won't be able to make it either.  Serious computer problem just arose.  Need to fix.  Sorry.
Quote from: Doctor Zay
Martyk is a handsome fish.
Quote from: Brandonazz
This dolphin is delicious.
Quote
<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net