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Posted: Wed Dec 03, 2008 4:17 am
I had an idea; I am seeing a lot of new templates, feats, races, and classes. But no one is testing them, so my idea is I will run a campaign for them. I would love to have this tie into the Guild’s campaign idea, but I am clueless on how, to other than using the back story as the backdrop. And no one puts legends or keys on their maps so I can’t figure what is what or how big…
First off, I can’t take the credit for the campaign idea. I found it on dandwiki.com. No, Credit goes to, dmilewski. Thanks dude. I am just going to chance some things
Second this is my first dnd game so please bear with me. And to be fair I will allow you to start at a ECL 3
Hidden in a wind blown valley, lays the city of Breath (Leave me alone, if you have a better idea for a name then speak.). Originally a gnome and human city now, after the "disease" it had became an urban soup pot of all the races seeking safety in this time of unknowns and death. Using the forces of nature in replace of magic, the inhabitants have some of the things they had before. Including working plumbing for incoming and outgoing water powered by windmills pumps placed all around the city. This takes us to the sewers, a place of filth, vermin, and other evils, that sadly are needed for the world above to survive. Who are the brave, who pierce the fool and deadly to keep the world above alive? That Job goes to the Sewer Rats or Tunnel rats depends on who you ask, Normally a team of adventures who climb down into the dark and stench to flush out the evils so a team of professionals can repair, build or whatever to the sewers and keep them running….
Rules: -Rules of the Guild and of Gaia apply -3.5 rules apply, They are the only rules I know -I would like at least three sentences per post, but I can understand if you have writers block. Or if you just want to “pass” I will love you if you give me more the more detail the better -No more than 3 posts per person until the whole group posts, and nobody can post twice in a row. -Pm me your Character. -If you want to Play with something new then with your character add the details of the new thing. Even of they are posted somewhere else on the site. -Sewers in this game are 10ft high and 10ft across and are carved into solid rock, So no large characters and no creatures that are higher than +2 Level Adjustment. -If you don't want to post the post Pass, That way we aren't waiting on someone to post. -I have the right to add more rules if I want.
Additional info: -I can run more than one game but the groups can’t be more than 4 people each -I would prefer you use text based Character info. -4d6 drop the lowest on and reroll any ones once. And you get one free 18 -Something I didn’t know how to add in the story. Magical characters are not illegal but are looked down on.
Updates: 12-04-2008 Morning. Wow, I didn't think anyone would join...If or not someone else joins, I will start later today.
Accepted Characters:
Rukario Vulnine Male Lupin Ranger 3 Neutral Good
Strength 10 (+0) Dexterity 18 (+4) Constitution 14 (+2) Intelligence 15 (+2) Wisdom 18 (+4) Charisma 16 (+3)
Size: Medium Height: 6' 0" Weight: 180 lb Fur: Grey with black undercoat Eyes: Green Hair: Black, long w/ ponytail
Total Hit Points: 28
Speed: 30 feet
Armor Class: 16 = 10 +2 [leather] +4 [dexterity]
Touch AC: 14 Flat-footed: 12
Initiative modifier: +4 = +4 [dexterity] Fortitude save: +6 = 3 [base] +2 [constitution] +1 [hardy] Reflex save: +6 = 3 [base] +4 [dexterity] -1 [hardy] Will save: +5 = 1 [base] +4 [wisdom]
Attack (handheld): +3 = 3 [base] Weapon Finesse: +7 = 3 [base] +4 [dexterity] Attack (unarmed): +3 = 3 [base] Attack (missile): +7 = 3 [base] +4 [dexterity] Grapple check: +3 = 3 [base]
Light load: 33 lb. or less Medium load: 34-66 lb. Heavy load: 67-100 lb. Lift over head: 100 lb. Lift off ground: 200 lb. Push or drag: 500 lb.
Languages: Common Lupin Elven Gnome
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Endurance [free to rangers] Rapid Shot [ranger archery track] Rapid Reload Track [free to rangers] Weapon Finesse
Traits:
Hardy
Appraise Int 2 = +2 Balance Dex* 4 = +4 Bluff Cha 3 = +3 Climb Str* 0 = +0 Concentration Con 2 = +2 Craft Alchemy Int 2 = +2 Diplomacy Cha 3 = +3 Disguise Cha 3 = +3 Escape Artist Dex* 4 = +4 Forgery Int 2 = +2 Gather Information Cha 3 = +3 Handle Animal Cha 6 = +3 +3 Heal Wis 4 = +4 Hide Dex* 9 = +4 +5 Intimidate Cha 3 = +3 Jump Str* 3 = +3 Knowledge (dungeoneering) Int 7 = +2 +5 Knowledge (nature) Int 9 = +2 +5 +2 [survival] Listen Wis 11 = +4 +5 +2 [lupin] Move Silently Dex* 9 = +4 +5 Ride Dex 6 = +4 +2 [lupin] Search Int 7 = +2 +5 Sense Motive Wis 4 = +4 Spot Wis 9 = +4 +5 Survival Wis 9 = +4 +5 Swim Str** 5 = +0 +5 Use Rope Dex 4 = +4
* = check penalty for wearing armor
Know Dungeoneering >=5 ranks gives +2 on survival checks underground. Know Nature >=5 ranks gives +2 on survival checks above ground. Search >=5 ranks gives +2 on survival checks while tracking.
Lupin:
Wolf-like humanoids; Pacific-northwest-Indian or faux-French. Monstrous humanoid type, darkvision. Darkvision to 60 feet Acute sense of smell DC 10 wisdom check to sense lycanthrope within 30 feet; 15 if downwind, 60 if upwind DC 20 wisdom check to spot invisibles within 5 feet +2 on survival checks to follow tracks -2 on saves vs bad smells +1 attack and damage vs. werewolves +2 on listen checks +2 on ride checks; ride is always a class skill
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 Evasion (level 9) Camouflage (level 13) Hide in Plain Sight (level 17) High wisdom gains bonus spells daily
Favored Enemies:
Undead +2
This ranger chose the archery track.
Class HP rolled Level 1: Ranger 8 Level 2: Ranger 6 Level 3: Ranger 8
Rukario Vulnine's Equipment:
Arrows (quiver of 20) x2 Backpack Bedroll Caltrops Rope (50', hempen) x1 Sewing needle Soap Spade / shovel Waterskins x2 Alchemist kit Healer kit
Bio: Rukario is the eldest of three siblings. Being the sole provider for his three sisters after his parents died of the plague, Robert took on a job as a Sewer Rat. By doing this, not only was he providing for his siblings, but he was also working to ensure thier safety, along with the safety of the city. He values his family above all else and is willing to endure anything for them. Though no matter how many times he has to go into the sewers, he can never get used to the smell. After all, a lupin's sense of smell exceeds most other races, and in a sewer, it's more of a hinderance than a help.
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Armada Genderless Warforged Barbarian 3 Chaotic Neutral
Strength 17 (+3) Dexterity 15 (+2) Constitution 12 (+1) Intelligence 15 (+2) Wisdom 11 (+0) Charisma 11 (+0) Size: Medium Height: 6' 7" Weight: 300 lb Skin: Silvery Eyes: Hair: None
Total Hit Points: 32
Speed: 30 feet [armor] [barbarian]
Armor Class: 19 = 10 +5 [breastplate] +2 [dexterity] +2 [armor plating]
Touch AC: 12 Flat-footed: 19 [uncanny dodge] Initiative modifier: +2 = +2 [dexterity] Fortitude save: +4 = 3 [base] +1 [constitution] Reflex save: +3 = 1 [base] +2 [dexterity] Will save: +1 = 1 [base] Attack (handheld): +6 = 3 [base] +3 [strength] Attack (unarmed): +6 = 3 [base] +3 [strength] Attack (missile): +5 = 3 [base] +2 [dexterity] Grapple check: +6 = 3 [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 Dwarven Gnome
b*****d Swordx2 [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]
Feats:
Exotic Weapon Proficiency Weapon: Two-Weapon Fighting
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 2 = +2 Bluff Cha 0 = +0 Climb Str* 9 = +3 +6 Concentration Con 1 = +1 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 0 = +0 Disguise Cha 0 = +0 Escape Artist Dex* 2 = +2 Forgery Int 2 = +2 Gather Information Cha 0 = +0 Heal Wis 0 = +0 Hide Dex* 2 = +2 Intimidate Cha 6 = +0 +6 Jump Str* 9 = +3 +6 Listen Wis 6 = +0 +6 Move Silently Dex* 2 = +2 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 2 = +2 Search Int 2 = +2 Sense Motive Wis 0 = +0 Spot Wis 0 = +0 Survival Wis 6 = +0 +6 Swim Str** 7 = +3 +4 Use Rope Dex 2 = +2
* = check penalty for wearing armor
Warforged:
+2 constitution, -2 wisdom, -2 charisma (already included)
Composite plating makes armor unusable, 5% arcane spell failure
Cannot heal damage naturally
Does not eat, sleep, breathe
25% chance to avoid criticals and sneaks
-1 to -9 hp, inert but not progressing to death
Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
Slam for 1d4 bludgeoning
Barbarian:
Illiteracy (2 skill points to learn to read)
Rage
Fast Movement (already included)
Uncanny Dodge (level 2)
Trap Sense (level 3)
Improved Uncanny Dodge (level 5)
Damage Reduction 1/- (level 7)
Damage Reduction 2/- (level 10)
Greater Rage (level 11)
Damage Reduction 3/- (level 13)
Indominitable Will (level 14)
Damage Reduction 4/- (level 16)
Tireless Rage (level 17)
Damage Reduction 5/- (level 19)
Mighty Rage (level 20)
This barbarian can read/write.
Class HP rolled Level 1: Barbarian 12 Level 2: Barbarian 5 Level 3: Barbarian 12
Armada's Equipment:
36 lb _____ 36 lb Weapons / Armor / Shield (from above)
Total
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G'nel Female Elruk Factotum 3 Chaotic Neutral
Strength 19 (+4) Dexterity 15 (+2) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 13 (+1) Size: Medium Height: 5' 5" Weight: 240 lb Skin: Light Eyes: Amber Hair: Blonde; Straight
Total Hit Points: 20
Speed: 30 feet
Armor Class: 15 = 10 +3 [studded] +2 [dexterity]
Touch AC: 12 Flat-footed: 13 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +3 = 1 [base] +2 [constitution] Reflex save: +5 = 3 [base] +2 [dexterity] Will save: +3 = 1 [base] +2 [wisdom] Attack (handheld): +6 = 2 [base] +4 [strength] Attack (unarmed): +6 = 2 [base] +4 [strength] Attack (missile): +4 = 2 [base] +2 [dexterity] Grapple check: +6 = 2 [base] +4 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 116 lb. or less 117-233 lb. 234-350 lb. 350 lb. 700 lb. 1750 lb.
Languages: Common Elven Orc
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
b*****d Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Exotic Weapon Proficiency Weapon: Quick Draw
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 11 = +2 +5 +2 [tumble] +2[brains over brawn] Bluff Cha 6 = +1 +5 Climb Str* 11 = +4 +5 +2[brains over brawn] Concentration Con 2 = +2 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 8 = +1 +5 +2 [bluff] Disguise Cha 1 = +1 Escape Artist Dex* 4 = +2 +2[brains over brawn] Forgery Int 2 = +2 Gather Information Cha 1 = +1 Heal Wis 2 = +2 Hide Dex* 4 = +2 +2[brains over brawn] Intimidate Cha 3 = +1 +2 [bluff] Jump Str* 8 = +4 +2 [tumble] +2[brains over brawn] Knowledge (dungeoneering) Int 3 = +2 +1 Listen Wis 7 = +2 +5 Move Silently Dex* 9 = +2 +5 +2[brains over brawn] 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 4 = +2 +2[brains over brawn] Search Int 2 = +2 Sense Motive Wis 2 = +2 Sleight of Hand Dex* 11 = +2 +5 +2 [bluff] +2[brains over brawn] Spot Wis 2 = +2 Survival Wis 2 = +2 Swim Str** 6= +4 +2[brains over brawn] Tumble Dex* 10 = +2 +6 +2[brains over brawn] Use Rope Dex 4 = +2 +2[brains over brawn] Iaijutsu focus Chr 7 = 1 +6
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Elruk:
Unfamiliar race. Adjustments already included.
+2 strength
+2 dexterity
+0 constitution
+0 intelligence
+0 wisdom
-2 charisma
low light vision elf blooded orc blooded tough survivor: +2 attack rolls when in a natural environment and fortitude saves against natural poisons and harsh weather. +1 to spot and listen
Factotum:
inspiration inspiration points 3 cunning insight cunning knowledge trapfinding arcane dilettante (1 spell) brains over brawn cunning defence spell level 1
Class HP rolled Level 1: Factotum 8 Level 2: Factotum 5 Level 3: Factotum 1
G'nel's Equipment:
31 lb 2 lb 5 lb 1 lb 5 lb 4 lb _____ 59 lb Weapons / Armor / Shield (from above) Backpack Bedroll Pouch x2 Rations (1 day) x5 Waterskins x1 torches x10 finders chalk rubbing kit Total
More about G'nel:
G'nel (Nel) is one of the first Elruk, hybrid race created from genetic tampering with Elves and Orcs. there are curently only a handful around so far (about 1 or 2 small tribes worth) she set out on her own from her tribe to learn more about their ancestors.
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Male Lizard Folk Reptilian Humanoid 2 / Druid 1 True Neutral Representing Yurro
Strength 18 (+4) Dexterity 13 (+1) Constitution 17 (+3) Intelligence 14 (+2) Wisdom 18 (+4) Charisma 14 (+2)
Size: Medium Height: 6' 3" Weight: 250 lb Skin: Green Eyes: Silver Hair: None
Total Hit Points: 29
Speed: 30 feet
Armor Class: 19 = 10 +2 [leather] +1 [light wooden] +1 [dexterity] +5 [lizard folk]
Touch AC: 11 Flat-footed: 18 Initiative modifier: +1 = +1 [dexterity] Fortitude save: +5 = 2 [base] +3 [constitution] Reflex save: +4 = 3 [base] +1 [dexterity] Will save: +6 = 2 [base] +4 [wisdom] Attack (handheld): +5 = 1 [base] +4 [strength] Attack (unarmed): +5 = 1 [base] +4 [strength] Attack (missile): +2 = 1 [base] +1 [dexterity] Grapple check: +5 = 1 [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: Aquan Common Draconic Druidic Gnoll
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning] Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning] Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]
Feats: Athletic Self-Sufficient
Traits: Uncivilized: +1 on any wild empathy, and Handle animal checks. -1 on Bluff, Diplomacy, & Gather Information checks
Skill Appraise Int 2 = +2 Balance Dex* 9 = +1 +4 +4 [lizardfolk] Bluff Cha 1 = +2 -1 [uncivilized] Climb Str* 6 = +4 +2 [athletic] Concentration Con 3 = +3 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 1 = +2 -1 [uncivilized] Disguise Cha 2 = +2 Escape Artist Dex* 1 = +1 Forgery Int 2 = +2 Gather Information Cha 1 = +2 -1 [uncivilized] Handle Animal Cha 3 = +2 +1 [uncivilized] Heal Wis 10 = +4 +4 +2 [self-sufficient] Hide Dex* 1 = +1 Intimidate Cha 2 = +2 Jump Str* 11 = +4 +3 +4 [lizardfolk] Knowledge (nature) Int 8 = +2 +4 +2 [druid] Listen Wis 8 = +4 +4 Move Silently Dex* 1 = +1 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 1 = +1 Search Int 2 = +2 Sense Motive Wis 4 = +4 Spot Wis 4 = +4 Survival Wis 12 = +4 +4 +2 [druid] +2 [self-sufficient] Swim Str** 13 = +4 +3 +2 [athletic] +4 [lizardfolk] Use Rope Dex 1 = +1
Zero-level Druid spells: 3 per day -Detect Magic -Flare -Know Direction
First-level Druid spells: 2 (1+1) per day -Cure Light Wounds -Produce Flame
Lizard Folk: +2 strength / +2 constitution / -2 intelligence (already included) +4 on jump, swim, and balance (tail) (already included) May claw/claw 1d4+ strength bonus x2 (multiattack), plus bite at -5 to hit 1d4+half strength bonus Darkvision (see 60 feet in pitch-dark) Level adjustment +1
Druid: Spontaneous Casting (summon nature's ally) Animal Companion Wild Empathy +2 on Knowledge (nature) and Survival (already included) Woodland Stride (level 2) Trackless Step (level 3) Resist Nature's Lure (level 4) Wild Shape (level 5) Venom Immunity (level 9) A Thousand Faces (level 13) Timeless Body (level 15) High wisdom gains bonus spells daily
Class HP rolled Level 1: Reptilian Humanoid 8 Level 2: Reptilian Humanoid 4 Level 3: Druid 8
Ssthens's Equipment: 32lbs Weapons / Armor / Shield (from above) 2lbs Backpack 5lbs Bedroll Chalk 1lb Mirror 3lbs Rations (1 day) x3 10lbs Rope (50', hempen) x1 Signal whistle 3lbs Torches x3 8lbs Waterskins x2 Holly and mistletoe 2lbs Spell component pouch 66lbs Total
Animal Companion: Snake (medium viper) Medium-Size Animal Hit dice 2d8 (9 hit points) Initiative +3 (Dex) Speed 20 feet, climb 20 feet, swim 20 feet AC: 16 ( +3 Dex +3 natural) Attacks: Bite +4 melee (Weapon Finesse); Damage 1d2+poison-1 (bite); Special Attacks: Poison DC 11, 1d6 con, 1d6 con Special Qualities: Scent Saves: Fort +3; Ref +6; Will +1 Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Skills: Balance +11; Climb +11; Hide +12; Listen +9; Spot +9; Feats: Weapon Finesse (Bite) Link, share spells Bonus tricks: 1 Seek (DC 15)
More about Ssthens: Ssthens is what is considered what once was his tribe as "A bad egg", for he was vastly different from the rest of his kind. The thing that differed him from the rest wasn't the lone fact his eyes were silver instead of the normal red, but because he felt a huge respect towards nature, and refused to help the tirbe in killing humanoids. He proved himself capable to become the next head shaman, but he has other dreams of traveling to see other forms of nature and it's magic. Because of his "non-scaly" attitude towards nature, his tribe banished him so that another would have a secure chance at obtaining the head shaman ledge. Now on his own Ssthens has travelled to find people that can understand how he feels about nature and all it's wonder
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Posted: Wed Dec 03, 2008 6:11 pm
G'nel Female Elruk Factotum 3 Chaotic Neutral
Strength 19 (+4) Dexterity 15 (+2) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 13 (+1) Size: Medium Height: 6'1" Weight: 240 lb Skin: Light Eyes: Amber Hair: Blonde; Straight
Total Hit Points: 20
Speed: 30 feet
Armor Class: 15 = 10 +3 [studded] +2 [dexterity]
Touch AC: 12 Flat-footed: 13 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +3 = 1 [base] +2 [constitution] Reflex save: +5 = 3 [base] +2 [dexterity] Will save: +3 = 1 [base] +2 [wisdom] Attack (handheld): +6 = 2 [base] +4 [strength] Attack (unarmed): +6 = 2 [base] +4 [strength] Attack (missile): +4 = 2 [base] +2 [dexterity] Grapple check: +6 = 2 [base] +4 [strength]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 116 lb. or less 117-233 lb. 234-350 lb. 350 lb. 700 lb. 1750 lb.
Languages: Common Elven Orc
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
b*****d Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Feats:
Exotic Weapon Proficiency Weapon: Quick Draw
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 11 = +2 +5 +2 [tumble] +2[brains over brawn] Bluff Cha 6 = +1 +5 Climb Str* 11 = +4 +5 +2[brains over brawn] Concentration Con 2 = +2 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 8 = +1 +5 +2 [bluff] Disguise Cha 1 = +1 Escape Artist Dex* 4 = +2 +2[brains over brawn] Forgery Int 2 = +2 Gather Information Cha 1 = +1 Heal Wis 2 = +2 Hide Dex* 4 = +2 +2[brains over brawn] Intimidate Cha 3 = +1 +2 [bluff] Jump Str* 8 = +4 +2 [tumble] +2[brains over brawn] Knowledge (dungeoneering) Int 3 = +2 +1 Listen Wis 7 = +2 +5 Move Silently Dex* 9 = +2 +5 +2[brains over brawn] 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 4 = +2 +2[brains over brawn] Search Int 2 = +2 Sense Motive Wis 2 = +2 Sleight of Hand Dex* 11 = +2 +5 +2 [bluff] +2[brains over brawn] Spot Wis 2 = +2 Survival Wis 2 = +2 Swim Str** 6= +4 +2[brains over brawn] Tumble Dex* 10 = +2 +6 +2[brains over brawn] Use Rope Dex 4 = +2 +2[brains over brawn] Iaijutsu focus Chr 7 = 1 +6
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Elruk:
Unfamiliar race. Adjustments already included.
+2 strength
+2 dexterity
+0 constitution
+0 intelligence
+0 wisdom
-2 charisma
low light vision elf blooded orc blooded tough survivor: +2 attack rolls when in a natural environment and fortitude saves against natural poisons and harsh weather. +1 to spot and listen
Factotum:
inspiration inspiration points 3 cunning insight cunning knowledge trapfinding arcane dilettante (1 spell) brains over brawn cunning defence spell level 1
Class HP rolled Level 1: Factotum 8 Level 2: Factotum 5 Level 3: Factotum 1
G'nel's Equipment:
31 lb 2 lb 5 lb 1 lb 5 lb 4 lb _____ 59 lb Weapons / Armor / Shield (from above) Backpack Bedroll Pouch x2 Rations (1 day) x5 Waterskins x1 torches x10 finders chalk rubbing kit Total
More about G'nel:
G'nel (Nel) is one of the first Elruk, hybrid race created from genetic tampering with Elves and Orcs. there are curently only a handful around so far (about 1 or 2 small tribes worth) she set out on her own from her tribe to learn more about their ancestors.
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Posted: Thu Dec 04, 2008 11:03 am
okay we have three people already but none of them have posted yet
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Posted: Thu Dec 04, 2008 11:37 am
That's because we PMd him our profiles like it asked us to do. Once the DM makes the first in-game post, then we start.
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Posted: Thu Dec 04, 2008 3:15 pm
((Sorry for the delay.))
“…We had just captured the Necromancer Samual, when he appeared…” It was another morning at Tunnel Rat Headquarters; many of the older Rats were talking about close calls, hoping to get some reaction from the newcomers, overzealous fish stories more like it. Bounty posters littered the room where they waited for there morning ‘missions.’ The bounties were for thieves’ murders necromancers and others, thought to use the sewers for their escapes and travels. With access points all over the city who could blame them. Free food and drinks sat on a table in the corner. With a memorial standing as a reminder for those who had fallen keeping Breathe, safe and alive from the sewers…
(You guys can introduce your characters now.))
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Posted: Thu Dec 04, 2008 4:02 pm
Rukario looked over the posters mounted on the boards. He had been around for a while as a Tunnel Rat, but never reveled in the stories others seemed to 'embellesh'. He knew it was a kind of tradition to rag on the newer members, make them wet thier pants, but Rukario wasn't the kind to participate in such things. His mind was focused more on the missions, and the money he'd earn from them, money that would be used to feed his younger sisters and keep a roof over thier heads while they went off to school. They were still too young to work and fend for themselves, still merely pups, the eldest only a few years away from being recognised as an adult. After looking over the bounties, he made his way to an empty table and grabbed a bowl of chipped beef on a biscuit and a glass of orange juice.
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Posted: Thu Dec 04, 2008 8:14 pm
Pulling his cloak a little more over his scaly head Ssthens tries to hide his Lizardfolk looks. Lord knows what these humanoids would do if they found a Lizardman amongst their ranks. Since he just arrived in these tunnels not to long ago, by traveling through them non the less, people have taken him as a "Rat". Now how they can mistaken him with a rodent that he has many a time eaten, he still wonders.
Looking about his surroundings, Ssthens who is unused to civilization, was quite amazed so many people could live in what seemed to be such a small place. Seeing some of the posters he looks to them to see what kind of literature they held, only to find that they were ransom posters. "Pssh... why do they care so much about people trying to get by with life in their own fashion?" he whispers to himself.
Keeping to himself, Ssthens tries to find his way to get some food and a empty table away from people.
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Posted: Thu Dec 04, 2008 8:23 pm
Armada sat down as he examined himself being a warforged he had to make sure their were no problems. He then checked his two basterd swords to see if they were also in good condition so he could effectivly attack any foe that crossed him. All the while trying to forget about the place where he was created
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Posted: Fri Dec 05, 2008 8:15 am
G'nel sat down at and uncloaked her head to reveal to the others that she was of rare breed indeed. she looked for the most part like a like an elf with some more muscles than normal and small tusks protruding from her mouth. She was an Elruk, an elf orc hybrid created through experimentation, or so they say. she looked around noticing the people telling their tales "Do you hear them?. I bet a good part of these stories are exaggerations and half-truths" she said rolling her eyes as she looked over some of the bounties up for grabs.
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Posted: Fri Dec 05, 2008 9:06 am
The bounties range from first time thief’s worth a mug of ale at the bar to Hardnoise a Were Rat murder worth 10,000 and his had 16 red X over his poster.
Suddenly everyone went silent when a beautiful adolescence half-elf girl walked it to the room. Her name was Reba Amakiir, a down to earth girl who is a kind of den mother to all of the rats; almost all but the newest of new people knew who she was. If anything needed done she did it without a second thought. Often she was the voice to the commander; who no one, has met. It is also known that despite her age she is a powerful mage, who rarely takes bull form anyone.
She walked over to a board with the higher bounties on it and nailed up a new bounty. “Now if we can get this meeting under way. First, Gell was killed yesterday providing his team an escape after they came into contact with Dante.” She says pointing to the new Bounty that had one red x. “The Commander will double the posted bounty if someone can bring Dante in for judgment, this is on top of the ten percent bonus for capturing him. But if you don’t think you can take him, please retreat. We don’t need more burials. Now could we have a moment of silence for Gell…” Silence again enveloped the room for a moment as people prayed and thought of Gell. “A box will be offered, later this week so if anyone wants to help out his family they can… Back to the business, Rukario Vulnine, you are now the leader of Team 14, the warforged and those two.” She said pointing at G'nel and Ssthens. “Now are your teammates. At the end of this meeting will follow me for your mission…” The meeting lasted another five minutes mostly just splitting the missions among the other groups. ”…You have your orders and you know what has to be done. You are dismissed!” She said on her way out
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Posted: Fri Dec 05, 2008 9:25 am
G'nell got up to meet her team members "Hello everyone, I am G'nell" she said putting her hand out to shake hands.
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Posted: Fri Dec 05, 2008 12:10 pm
Rukario gave a nod and looked at his team mates. "A pleasure to meet you miss." The lupin replied to G'nell's greeting. He looked over at the warforged and the cloaked Lizardman. "Alright, let's go and get our briefing." He spoke before taking a cloth napkin from the table. It was his standard proceedure. Without it, or some piece of cloth to protect him from the initial sewer stench, he would end up getting sick. By protecting his sensative nose and allowing time to get re-familiar with the stench he would be able to move as normal.
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Posted: Fri Dec 05, 2008 6:00 pm
"It's a pleasure I'm sure...." Ssthens says as he looks from under his hood. "I'm sorry for the lose, but I do hope you understand that I'm not used to being with ... 'less scaly' people then myself" as he kind of strocks the pommel of his scimitar. "Just tell me what to do and I'll do my best."
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