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PostPosted: Sat Mar 13, 2010 6:39 pm


ChronoWarrior
Oh yeah, the ToB characters need a way to port in Concentration checks. For them, it's more like a heightened sense of focus in order to physically do extraordinary tasks, like shrugging of an attack that requires a save with more will than their base save provided they have the Maneuver, or being able to use their focus to damage the enemy in place of their normal attack. What stat should that use?

Also, how does ACP work with a tower shield if I'm not wielding it? Do I have a -1 ACP for studded leather, or -11 for having both leather and the shield?
I'd say that so long as the shield is being carried by you, due to its weight and awkwardness you'd have some sort of ACP.

So... If say it's attached to your back, we'll say that you might get half the ACP.

If it's like folded or something, then none I guess.

I'll stick with this until convinced otherwise.

I'm pretty sure Brasten could help us out.

Also... Concentration Checks?

I'd say add your wisdom.

But... what's your primary mental stat?
PostPosted: Sat Mar 13, 2010 9:24 pm


I'm no caster, so by default I was going to assume CON, since all 3 ToB classes by technicality should have a decent CON score for being martial characters and CON was the default stat for Concentration in 3.5

WIS/INT are really more dump stats for the 3 classes than anything, that can't be a main stat for their Concentration.

NaturesProfit


NaturesProfit

PostPosted: Sat Mar 13, 2010 9:35 pm


I finished up the character sheet. Hope the background story suffices. My only problem is the flow, and that fact I forgot that we're supposed to be citizens of Candlekeep. sweatdrop Crap, I'm an outsider in essence.










Name: Edward D. Knat
Race: Human, Tethyrian region
Class, and Level: Crusader, Level 1
Alignment: Chaotic Good
Diety (If any): Torm
Size: Medium
Height, and Weight lbs.: 6'5"
Age, Gender, and Description: 21, Male, Brown Hair, Blue Eyes
Languages: Common,
Current Experience: 0 Next Level: 2,000

How I imagined Edward's appearance: http://www.asianpopcorn.com/battle_images/Whitebeard__24102009152011.jpg minus the mustache
=======================
Strength 14 = +2
Dexterity 14 = +2
Constitution 17 = +3 (+2 racial bonus to CON)
Intelligence 10 = +0
Wisdom 12 = +1
Charisma 7 = -2
=======================
Armor Class 15/19 (10, +3 Armor, +2 Dexterity/10, +3 Armor, +4 Shield, +2 Dexterity)
Touch 12 (10, +2 Dexterity)
Flat-Footed 13/17 (10, +3 Armor/10, +3 Armor, +4 Shield)

Speed 20 ft x4 (Base 30ft)
Initiative +2 (+2 Dexterity)

Die Type d10
Total Hitpoints 14 Hitpoints (+1 hitdice, +3 Constitution, +1 HP Favored class)
Current Hitpoints 14

Saves
Base Fortitude +2 (+3 Con) Total +5
Base Reflex +0 (+2 Dex) Total +2
Base Will +0 (+1 Wis) Total +1

Base Attack Bonus +1
Combat Maneuver Bonus +3 (Base Attack Bonus +Strength + Size)
Combat Maneuver Defense 15 (10 + Base Attack + Strength + Dexterity + Size)
Total Melee Attack Bonus +3
Total Ranged Attack Bonus +3
Offense

Melee:

One-handed
2x Gauntlet, Spiked (One for each hand):
+3, 1d4 + 2, x2, Piercing

Flail:
+3, 1d8 + 2, x2, Bludgeoning

Two-handed
Guisarme:
+3, 2d4 + 3, x3, Slashing

Ranged
Javelin:
+3, 1d6, x2, Piercing, 30 feet range

Ammunition:
3 Javelins

=======================
Special Attacks & Qualities

Weapon Proficiency [Martial]
Armor Proficiency [Heavy]
Shield Proficiency [All]

Steely Resolve 5 (Ex):
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of your injuries. When an opponent strikes you, the injury does not immediately affect you.

You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool beings at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool to maximize the benefit of their furious counterstrike ability (see below).

Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.





Furious Counterstrike (Ex):
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.

During your turn, you gain a bonus on attack rolls and damage rolls equal to your current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability's benefits last until the end of your turn.

Delayed Damage Pool Points = Furious Counterstrike Bonus
1-9 = +1
10-14 = +2
15-19 = +3
20-24 = +4
25-29 = +5
30+ = +6

Maneuvers Known:

Devoted Spirit:

Crusader's Strike
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target One creature

Divine Energy surrounds your weapon as you strike. This poewr washes over you as your weapon find its mark, mending your wounds and giving you the strength to fight on.

As part of initiating this strike, you must make a successful melee attack against an enemy whose alignment has at least one component different from yours This foe must pose a threat to you or your allies in some direct, immediate way. If your attack hits, you or an ally within 10 feet of you heals 1d6 points of damage + 1 point per initiator level (maximum +5)


Vanguard Strike
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target One creature

You batter aside your foes defenses with a vicious, overwhelming attack, leaving him vulnerable to your allies blows.

As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies gain a +4 bonus on ranged and melee attacks against that target until the start of your next turn.



Stone Dragon:


Charging Minotaur
Stone Dragon (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature

You charge at your foe, blasting him with such power that he stumbles back.

As you roar across the battlefield, you position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward.

As part of this maneuver, you make a bull rush attack (PH 154) as part of a charge. Neither the movement nor the bull rush provokes attacks of opportunities. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back more than 5 feet (as normal for a bull rush, with without having to follow).



Stone Bones
Stone Dragon (Strike)
Level: Crusader 1, Swordsage 1, Warblade 1
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round

You focus your energies to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.

The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your body and mind to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.

When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.




White Raven:

Leading the Attack
White Raven (Strike)
Level, Crusader 1, Warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round

You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.

When you make an attack, your allies take heart in your examploe and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics.

As part of this maneuver, you make a single melee attack. If your attac is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.



Maneuvers Readied: 5 (3)


Stances Known:

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Action: 1 swift action
Ranged: Personal
Target: You
Duration: Stance

As you cleave through your foes, each ferocious attack you make lends vigor and strength to you and your allies.

While you are in this stance, you or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. This healing represents the vigor, drive, and toughness you inspire to others. Your connection to the divine causes such inspiration to have a real, tangible effect on your allies' health.

Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

=======================
Skills
Ranks Per Level: 5 per level ( 4 + INT + 1 racial bonus)
Class Skills: Acrobatics, Craft, Diplomacy, Intimidate, Knowledge (History), Knowledge (Religion), Martial Lore, Ride
Total Skill Ranks
+3 o Acrobatics (+2 Dex, +1 Rank, -3 ACP, +3 trained)
+0 o Appraise (+0 Int, +0 Rank)
-2 o Bluff (-2 Cha, +0 Rank)
-1 o Climb (+2 Str, +0 Rank, -3 ACP)
+0 o Craft (+0 Int, +0 Rank)
-2 o Diplomacy (-2 Cha, +0 Rank)
+0 o Disable Device (+0 Int, +0 Rank)
-2 o Disguise (-2 Cha, +0 Rank)
-1 o Escape Artist (+2 Dex, +0 Rank, -3 ACP)
+1 o Fly (+2 Dex, +0 Rank, -1 ACP)
-2 o Handle Animal (-2 Cha, +0 Rank)
+1 o Heal (+1 Wis, +0 Rank)
+2 o Intimidate (-2 Cha, +1 Rank, +3 trained)
+4 o Knowledge (History) (+0 Int, +1 Rank, +3 trained)
+4 o Knowledge (Religion) (+0 Int, +1 Rank, +3 trained)
+0 o Linguistics (+0 Int, +0 Rank)
+0 o Martial Lore (+0 Int, +0 Rank)
+2 o Perception (+1 Wis, +1 Rank)
-2 o Perform (-2 Cha, +0 Rank)
+1 o Profession (+1 Wis, +0 Rank)
-1 o Ride (+2 Dex, +0 Rank, -3 ACP)
+1 o Sense Motive (+1 Wis, +0 Rank)
-1 o Sleight Of Hand (+2 Dex, +0 Rank, -3 ACP)
+0 o Spellcraft (+0 Int, +0 Rank)
-1 o Stealth (+2 Dex, +0 Rank, -3 ACP)
+1 o Survival (+1 Wis, +0 Rank)
-4 o Swim (+2 Str, +0 Rank, -3 ACPx2)
-2 o Use Magic Device (-2 Cha, +0 Rank)

Total skill points: 6 (4 for level, 1 for Human racial)


Misc skill: Concentration: +4 o Concentration (+3 Con, +1 Level)
=======================
Carry Weight
Light: 58 lb. or less
Medium: 116 lb.
Heavy: 175 lb.
Total Weight: 113.5 lbs
Encumbrance: Medium
Medium, +3 Max Dex, -3 ACP, Speed Reduction, Run x4
Heavy, +1 Max Dex, -6 ACP, Speed Reduction, Run x3

Inventory
Equipped Weapons and Armor

Weapons:
Guisarme, 12 lbs, 9 GP
Spiked Gauntlet 2x, 2 lbs, 10 GP
Flail: 5 lbs, 8 GP
Javelins: 6 lbs, 3 GP (3x)

Armor:
Studded Leather, 20 lbs, 25 GP
Tower Shield, 45 lbs, 30 GP

Weapons + Armor gold cost: 85 gold
Weapons + Armor weight: 90 lbs

Total gold left: 32


Other Possessions

Backpack, 2 lbs, 2 GP
Waterskin, 4 lb, 1 GP
4 days rations, 4 lbs, 2 GP
Bedroll, 5 lbs, 1 SP
Crowbar, 5 lbs, 2 GP
Flint and Steel, 1 GP
Wooden Holy Symbol x 2, 2 GP
25 sheets of paper + 5 pencils, 1 GP
Tindertwig x4, 4 GP
Signal Whistle, 8 SP
Torch x3, 3 lbs, 3 CP
Book of the Nine Swords (How Edward will learn new abilities as a crusader)

Other Possessions cost: 14 GP, 9 SP, 3 CP
Total possessions weight: 23 lbs

Currency
Platinum:
Gold: 17
Silver:
Copper: 7
Weight of Coins ~0.5 lbs (0.02 lb per)
==============================================
Feats
Racial Bonus: Extra Granted Maneuver
1st: Combat Reflexes
3rd:
6th:
9th:

==============================================
Feat Descriptions

Extra Granted Maneuver
You are especially devout or insightful, and you have more control over which of your martial maneuvers are currently granted than other crusaders.
Prerequisite: Crusader level 1st
Benefit: You being each encounter with one additional readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers. For example, if you are a 5th-level crusader, you normally begin an encounter or finish recovering expended maneuvers with two of your five readied maneuvers granted, and the remaining three withheld. Naturally, this benefit provides you with a better array of manuever options early in a battle
Special: Yon can take this feat only once.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

==============================================
Character Background:

Loud. Brash. Reckless yet nice. These words describe Edward D. Knat. He grew up in Tethyr, where he lived with his entire family. While not of royalty, he knows many of the nobles that reside there because his mother and father, Katherine and Leon Knat, served as advisors to the lords that live there. He also has in Tethyr his grandparents Eliza and Mark, an aunt Florentine, uncle Jack, and older cousin Donald. His grandmother used to be a baker, while his grandfather served in the Tethyrian army. His aunt is the owner of one of the local armories, his uncle a blacksmith, and his cousin currently becoming a scholar.

Due to his parents' occupations, Edward spends a lot of his childhood wandering around the castles. He's a curious little boy, if not with a tendency to cause trouble by not being considerate of what he says. He speaks his mind, and is not afraid of the consequences. Edward's parents think that he got his nature from his grandfather, who was a high ranked soldier in the Tehyr army, known for his legendary willpower to sustain attacks that would have killed a regular soldier five times over.

As he grew older, he told his parents of his interest in becoming a warrior for Tethyr, and gave him the okay. He wanted to be in the same ranks as the knights that reside in Tethyr so he can protect people from dangerous outsiders. However, he disliked their codes of conduct. He decided to ask his grandfather for advice on becoming part of the Tethyrian army. His grandfather lets out a hearty laugh.

"Guhahaha! My boy, I did not put up with any of that nonsense that the Tethyrian knights has to go through. I learned to endure killer blows not from any Tehyrian officer, but from a different teacher, named Wendy Sader. I suggest you give her a visit. You have a lot of potential, Edward, and she will be able to bring that out on the surface. You can probably become a better fighter than me if you put your mind to it. Guhaha!"

He gives Edward what seems to be a training spear, and a map.

"Wendy lives 20 blocks from here. Just follow the directions I mapped out. Show her this spear, and tell her that you are the grandson of Mark Knat. She'll be more than glad to teach you the ways of what it means to be a crusader."

After getting to Wendy Sader's house, he was greeted with an elderly woman, who despite the ravages of time, appears 30 years younger than her actual age of 91.

"Good evening Ms. Sader? I'm Edward D. Knat, grandson of Mark Knat. I've come to learn the ways of the crusader."

Wendy adjusts her glasses, looks at the old spear, and has a sudden look at realization. "Ah yes, Mark. It's been so long since I heard that name. He was of my best students. A real tough nut he was; took forever to learn, but once he understands he can execute maneuvers at nearly my level. You know, I used to be quite a looker, only backed up by my unholy faith that empowered me into a nigh unstoppable force. It's not everyday that there is a female warrior enlisted in the Tethyrian army, leading her own squad of 50 soldiers, heeheeheehee."

She readjusts her glasses, and sighs. "Sadly, those days are over. I may not look like it, but I'm actually 91 years old. I can not teach you myself due to my age, but luck smiles upon you. I have a grandson too, who took up an interest in being a crusader. I'll call him over tomorrow so you can start your training."

Before Wendy closes the door she remarks, "Oh, and bring a suit of armor. Your grandfather should still have one stashed away, and you'll need it for your training, and for your own safety."

When Edward left, he went straight to his grandfather, and asked his grandfather about a suit of armor, saying it was Wendy's request.

"Guhahahaha! She's already getting serious. She has high expectations from you, my boy. I'll definitely let you borrow my suit of armor for this. Come with me to the basement."

When they are downstairs, he claps his hands three times, and the room lights up with the help of several magical lights from the ceiling.

"Gotta love wizards. They bruise easily, but it's amazing what they can do for society. Now where did I put that.... here it is."

He opens a chest, and reveals a full suit of light blue armor.

"This is a mithril breastplate. I never really cared for that heavier full plate stuff. What's the point of all that protection if you can't even move in it? This armor was light yet tough, the best of both worlds. You can even sleep in it! Guhahaha!"

Mark hands off the suit of armor to Edward.

"Be sure to return it to me after you have finished training, and please don't bruise it too much."

"Thank you grandpa! I won't let you down."

The next day, Edward arrives at Wendy's house, fully suited up, and looking more like a soldier.

"Come right in, and I'll introduce you to my son, Dan Nakit."

Edward sees a man similarly suited up as him, with eyes of great determination and a smile on his face.

"Hello there, Edward. I'm Dan Nakit, and I will be your teacher. My grandmother will supervise, but as far as you're concerned your opponent is me. Now, I will show you an example of what crusaders are capable of."

He take off the armor covering his hands and arms, to reveal numerous bleeding gashes.

"I purposely hurt myself so you can see just one of the few reasons we crusaders are so tough. Brace yourself, and watch carefully."

His hands glow with a golden energy, and suddenly strikes the defending Edward. He didn't feel anything, but he witnessed what seemed to be a miracle. The blood and cuts on his arms quickly disappear, as if they never happened. Edward's eyes grew wide at this act.

"This is what we crusaders can do. We learn from 3 discipline schools: Devoted Spirit, Stone Dragon, and White Raven. That was a maneuver that was from the Devoted Spirit School, which allows ones spiritual strength to physically manifest to further one's cause. Now I will show you a maneuver from the Stone Dragon school."

He strikes Edward again with a soft force, and then takes up a defensive stance, with arms crossed in front of his face.

"Now Edward, strike me with all your force. Do it quick!"

Edward yells at the top of his lungs, and lands a clear stab at Dan's arms. However, despite being a clear hit, the spear bounced off Dan's skin and the only visible damage that Dan took was a small scratch.

"That was the power of Stone Bones. The Stone Dragon school focuses on having the strength and endurance of a mountain. By keeping your feet one the ground, you can use the energies of the earth to not only take hits but deal it back in spades. Now Edward, are you ready to learn the ways of the crusader?"

Edward, with a glint in his eyes, exclaims, "Yes, Master Dan! By the time we're done here, I'll surpass even you! Gurarararara!"
After several months, Edward finished up his basic training and is now a crusader. He has learned that the land of Candlekeep requires help, and he wants to go investigate. He couldn't learn everything that Dan Nakit knows, but Dan understood. As a gift, he gives Edward a copy of the "Book of Nine Swords".

"Take this book with you Edward. When you are more mentally prepared, you can learn more advanced maneuvers without my help. Just remember that you need to make sure to never lose faith in your purpose, for the way of the crusader is not to uphold the law, but to uphold your cause. I see in your eyes that your cause is to help people, so never let your will to help people waver. I hope I can see you again soon. Take care Edward."

Edward then leaves for Candlekeep, unknown of what he will get himself into.


==============================================
Notes



Human Sub-race:
Tethyrians: The Tethyrian culture is a melting pot of Calishite, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fiercely independent, ethnic groups in Faerûn. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires.


Region:
Tethyr: This large kingdom of noble knights and great lords was recently reunited under the rule of a king and queen after a terrible civil war.


Automatic Language: Chondathan


Deity:
Torm (3.5 Pelor)
Power: Lesser deity
Title: The True, the True Deity, the Loyal Fury
Alignment: LG
Worshipers: LG, NG, CG, LN
Clerics: LG, NG, CG
Symbol: Right-hand gauntlet held upright with palm forward
Domains: Good, Healing, Law, Protection, Strength, Pride, Zeal
Psionic Mantles: Good, Guardian, Law, Physical Power
Portfolio: duty, loyalty, obedience, paladins
Favored weapon: Duty's Bond (greatsword)
Specifically Opposed Deities: Bane, Cyric, Mask
Festivals:
Oath Making (Shieldmeet)
Divine Death (13 Eleasias)
True Resurrection (15 Marpenoth)
Popular Regions
Golden Water (Human)
Tethyr (Human)
Vast, The (Human)
Realms Helps Home




Generated Birthday Information (debating to keep or not):
Birthday Information for
Edward D. Knat
Age 21 in
Born 10 Mirtul, -21 DR.
Year of Sorrow and Pain

Born under the Sign of the Star
and with 3rd Qtr Selûne under the sign of the Butterfly
Those born under the sign of the Star are courageous, energetic, impetuous and determinded to make their own way in the world. Self-reliant and adventurous, they love taking risks and are tenacious workers. Affectionate and charming, they inspire great loyalty in others.
Those born with Selûne under the sign of the Butterfly are restless, sociable and good natured. Cheerful, expansive and magnetic, they win friends easily and dislike offending others. Although often indecisive, they are not weak willed and tackle difficult tasks with infectious optimism.

Festivals:
Great Clang (Gaerdal Ironhand)
Ippensheir (Gond)
Natal Horoscope from the Almagest of Handreth

"Even the gods watch the stars." Turmish Astrologer's saying.





==============================================  
PostPosted: Sun Mar 14, 2010 3:35 pm


Ugh, I've been sick for about a week now, so it's taken me longer than usual to get all this done. I still need to fill in the character background and such, but everything else is there. I plan on doing an illustration of him sometime but who knows when I'll get around to it.

Name: Torah Marlowe
Race: Human
Class: Cleric, lvl 1
Alignment: Neutral Good
Deity:
Size: Medium
Height: 5’6
Weight: 135lbs
Age: 19
Gender: Male
Description: Black hair, fair skinned, grey eyes
Languages: Common, Celestial, Draconic
Current Experience 0, Next Level 2,000
=======================
Strength 8= -1
Dexterity 12 = +1
Constitution 10 = +0
Intelligence 14 = +2
Wisdom 16 = +3
Charisma 14 = +2
=======================
Armor Class 16 (10, +5 armor, +1 Dexterity)
Touch 11 (10, +1 Dexterity)
Flat-Footed 15 (10, +5 armor )

Speed 30 ft (Base 30ft)
Initiative +1 (+1 Dexterity)

Die Type D8
Total Hitpoints 8 Hitpoints (+1 hitdice, +0 Constitution)
Current Hitpoints 8

Saves
Base Fortitude +2 (+0 Con) Total +2
Base Reflex +0 (+1 Dex) Total +1
Base Will +3 (+2 Wis) Total +5

Base Attack Bonus +0
Combat Maneuver Bonus -1 (BAB 0 +Str -1+Size 0)
Combat Maneuver Defense +0 (10+BAB 0+Str -1+Dex 1+Size 0)
Total Melee Attack Bonus -1
Total Ranged Attack Bonus +1

Offense
Melee
Dagger: -1, 19-20x2, 1d4-1 damage
Mace: -1, 20x2, 1d6-1 damage

Ranged
Light Crossbow: +1, 19-20x2, 1d8 damage
30 bolts

=======================
Special Attacks & Qualities

Strong Aura: Good

Channel Positive Energy: 1d6 30ft burst, Will DC 12/half, 5/day

Spells Per Day
Orisons Prepared/Day: 3+3
Level 1 Prepared/Day: 1+2

Artifice Domain
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1: Animate Rope

Rune Domain
You gain Scribe Scroll as a bonus feat.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

1: Erase

=======================
Skills
Ranks Per Level: 5(6 Favored)
Total Skill Ranks: 6
+1 o Acrobatics (+1 Dex, +0 Rank, -0 ACP)
+2 o Appraise (+2 Int, +0 Rank)
+2 o Bluff (+2 Cha, +0 Rank)
-1 o Climb (-1 Str, +0 Rank, -0 ACP)
+3 o Concentration (+3 Wis, +0 Rank)
+6 o Craft: Weapons (+2 Int, +1 Rank +3 Favored)
+6 o Diplomacy (+2 Cha, +1 Rank +3 Favored)
+2 o Disable Device (+2 Int, +0 Rank)
+2 o Disguise (+2 Cha, +0 Rank)
+1 o Escape Artist (+1 Dex, +? Rank, -? ACP)
+1 o Fly (+1 Dex, +0 Rank, -0 ACP)
+2 o Handle Animal (+2 Cha, +0 Rank)
+7 o Heal (+3 Wis, +1 Rank +3 Favored)
+2 o Intimidate (+2 Cha, +0 Rank)
+6 o Knowledge: Arcana (+2 Int, +1 Rank +3 Favored)
+6 o Knowledge: Religion (+2 Int, +1 Rank +3 Favored)
+2 o Linguistics (+2 Int, +0 Rank)
+3 o Perception (+3 Wis, +0 Rank)
+2 o Perform (+2 Cha, +0 Rank)
+2 o Profession (+2 Wis, +0 Rank)
+1 o Ride (+1 Dex, +0 Rank, -0 ACP)
+3 o Sense Motive (+3 Wis, +0 Rank)
+1 o Sleight Of Hand (+1 Dex, +0 Rank, -0 ACP)
+6 o Spellcraft (+2 Int, +1 Rank +3 Favored)
+1 o Stealth (+1 Dex, +0 Rank, -0 ACP)
+3 o Survival (+3 Wis, +0 Rank)
-1 o Swim (-1 Str, +0 Rank, -0 ACPx2)
+2 o Use Magic Device (+2 Cha, +0 Rank)
=======================
Carry Weight: 59
Light: 26lbs. or less
Medium: 27-53lbs.
Heavy: 54-80lbs.
Total Weight lbs
Encumbrance
Medium, +3 Max Dex, -3 ACP, Speed Reduction, Run x4
Heavy, +1 Max Dex, -6 ACP, Speed Reduction, Run x3

Inventory
Equipped Weapons and Armor
Dagger
Mace
Light Crossbow
30 bolts
Scale Mail Armor


Other Possessions
Backpack
Bedroll
Ink and Pen
Parchment 3sheets
Artisan’s Tools
Wooden Holy Symbol
Waterskin
Chalk 3pieces
Empty Sack 2
Trail Rations 4days

Currency
Platinum
Gold 28
Silver 9
Copper 7
Weight of Coins .88 lbs (0.02 lb per)
==============================================
Feats
Racial Bonus: Rapid Reload: Light Crossbow
Class Bonus: Scribe Scroll
1st Selective Channeling
3rd
6th
9th
12th
15th
18th
==============================================
Feat Descriptions
Rapid Reload; Light Crossbow: Reload light crossbow as a free action. In addition, you may make additional attacks with a light crossbow with a full round attack as if it were a bow.
Scribe Scroll: Create spell scroll (Lvl of SpellxSpellcaster Lvlx25gp)
Selective Channeling: Choose affected targets for energy channeling



==============================================
Character Background



==============================================
Notes



==============================================


iLL iNTENT


Fuzzy Lunatic


Avatar129142137

PostPosted: Sun Mar 14, 2010 5:18 pm


Glitterboy, is your character done? I forget.

I'll go over sheets once I have them all in, lol.
PostPosted: Mon Mar 15, 2010 4:01 am


I should be finishing up my campaign prep today hopefully.

Then I'll work on confirming character sheets, and such.

Avatar129142137


Avatar129142137

PostPosted: Mon Mar 15, 2010 9:15 am


Alright, I said ******** it to a bit o the prep, and I'm gonna just run stuff as we go for the most part.

There shouldn't be any trouble, and this should work QUITE damn well considering the resources I have available.

Now then...

We have a few things to do so that we can get started. First off, I'm going to contact all the people that I currently believe are playing, we'll find out if anyone has dropped, and the activity of said players (hopefully). Second we'll get those characters in and looked over.

THEN.. Finally, we can begin our game.

So lets hope all goes well, and that we all have fun. I'm really interested in running this campaign for all those who haven't played the game or know anything about it. I really think they'll have fun, as for those whom have well.. I believe they shall hopefully have fun as well.

So lets do this!
PostPosted: Mon Mar 15, 2010 12:47 pm


You would use encomberance weight rules to get the ACP. If the character is at a medium load they suffer a 20 ft movement, +3 max dex, and -3 ACP. You would not take the tower shield acp is you were not using it (ie strapped to your back).

ACP for shield and armor combine. For Armor vs encomberance take the worst.

Psionics rolled it's special uses of concentration into a skill. This is why I didn't like the removel of it as a skill, to many supplements eventually started adding extra effects to Concentration. The easiest way to port it is to just keep the skill as a skill for the ToB classes. Not a bad tax for being able to get different saves, simalar things under Dreamscarred Presses Auto-hypnosis (which ate the Psionic concentration rules, and uses wisdom if I remember correctly).

Brasten

Aged Informer


Avatar129142137

PostPosted: Mon Mar 15, 2010 2:01 pm


Concentration will be a skill then for this game, however, it shall be using Wisdom for all melee classes

With variables for casting classes. Int for Wizards, Charisma for sorcerers.

Also, looks like the ACP only applies from the shield when you wield it in hands/arm.

As Brasten said this is so, so we shall go with what he has spoken.
PostPosted: Mon Mar 15, 2010 7:45 pm


Okay, thanks guys. I'll adjust my character sheet accordingly then.

*Character sheet has been adjusted accordingly then. ACP is applied as -3 unless wielding the tower shield, and Concentration is added as a skill.

As a side note, I will definitely love it when we can get anything like a Handy Haversack or a Ring of Arming. I like being able to run at 120 feet a round while retaining protection. xp

NaturesProfit


Brasten

Aged Informer

PostPosted: Mon Mar 15, 2010 8:22 pm


I know how you feel. The PF Fighter gets armor training for full speed in medium armor almost faster then the class will have a Light Load in armor alone, unless he's purely strength focused.

I'm not saying that concentration should be a skill for the spell casters, I was just pointing out for odd ball uses of Concentration it has only show up in Psionics and was rolled into another skill, but just for getting Focus and a few other things (like alternate saves on secondary poison damage). The Psionic casters still use the Pathfinder "Level + Primary caster stat" for the general "original" 3.5 PHB concentration uses.

Options for ToB Concentration are:

1. Level + Primary(Wisdom)
2. Skill (Wisdom)
3. Level + Primary (Con)
4. Skill (Con)

I would leave normal casters as is under Pathfinder.

*edit*
One last double check of the sheets grammar and Spiker should be good to go.
PostPosted: Tue Mar 16, 2010 9:53 am


Okay, we're gonna go with the Con as Normal for Pathfinder, if it turns out your class isn't working, then we'll change it to Level+Wisdom for you.

or give you it as a skill.

So yeah, hopefully this will work.

Avatar129142137


NaturesProfit

PostPosted: Tue Mar 16, 2010 6:08 pm


Insanity Logic
Okay, we're gonna go with the Con as Normal for Pathfinder, if it turns out your class isn't working, then we'll change it to Level+Wisdom for you.

or give you it as a skill.

So yeah, hopefully this will work.


So the current fix for Concentration will be option 3? Just checking for clarification.
PostPosted: Wed Mar 17, 2010 2:33 am


ChronoWarrior
Insanity Logic
Okay, we're gonna go with the Con as Normal for Pathfinder, if it turns out your class isn't working, then we'll change it to Level+Wisdom for you.

or give you it as a skill.

So yeah, hopefully this will work.


So the current fix for Concentration will be option 3? Just checking for clarification.
For your character, yeah sure, why not.

Why does he need concentration again though? I am just curious.

Avatar129142137


Avatar129142137

PostPosted: Wed Mar 17, 2010 2:45 am


Alright, I just checked the activity of two of our planned players.

Zodd doesn't appear to have logged in since last he posted here.

So I'm currently going on the belief that he's either been busy, or he's not a very active person, that or his account is a mule. Considering the post count and such.

As for Glitterboypolit, he seems to have logged in, but hasn't stopped by here nor responded to my PM. So either he didn't get it or, I don't know, busy I guess.

If these two players do not contact me soon then I'll probably be looking for replacements.



I will go over sheets today, I apologize for not doing so earlier.  
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