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Sai-kun

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PostPosted: Sun Jun 29, 2008 10:33 pm


Baran, baran! I'm done with the history and I'm working on a flavor drabble now!
PostPosted: Sun Jun 29, 2008 10:35 pm


Yay! I'm so excited!

Baranquesseiel
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Sai-kun

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PostPosted: Sun Jun 29, 2008 11:04 pm


It's done! I sent you a PM, Baran!

Please excuse any egregious writing faux pas, I didn't edit it a single whit.
PostPosted: Sun Jun 29, 2008 11:11 pm


I do that ALL the time. Also, what I've read so far between my trips to the kitchen have made me happy. Good job.

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PostPosted: Sun Jun 29, 2008 11:14 pm


YES! I've appeased the Baran! XD
I'll post it here, I think, there's nothing really private about it at all.
PostPosted: Sun Jun 29, 2008 11:17 pm


Ok. All I need to know is this where he is when the story starts?

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PostPosted: Sun Jun 29, 2008 11:19 pm


In a human town with his troupe, most likely. For convenience sake, probably the island closest to where Jet would be.
He's been contemplating setting out on his own, but has yet to do so.
PostPosted: Sun Jun 29, 2008 11:24 pm


Ok. I'll assign your special abilities and stuff. Plus I'll put up that sample character sheet so you can start with your own.

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PostPosted: Sun Jun 29, 2008 11:27 pm


Name: Bel Palani
Age: 20? (maybe younger)
Height: 5'5
Weight: 120ish
Hair: Dark brown to black
Eyes: Blue green (I chose blue on the avatar maker, but they look green neutral )
Skin: light tan, golden-olive
Distinguishing features: Uneven burn scar spreading from right shoulder, down a small portion of his back and right upper arm. Easily covered by a tunic.
Race: Changeling - dog shapeshifter
Class: Rogue?
Alignment: Neutral good

Bel lives peacefully among humans, or at least he tries. He plies his skills on the streets as a street performer, using his talents in acrobatics, sleight of hand and disguise to amuse passer bys into tossing him a coin or two.

He tries to hide his changeling nature from most, as it tends to only attract hostilities. People just don't need to know.

However, Bel is upbeat and carefree in nature, and uses his changeling powers to his own benefit. He's found sometimes, that people are more willing to feed a dog on their stoop than they are a boy beggar.

He sees himself as both human and dog, not preferring either shape over another. When he wants to romp and play uninhibited, he transforms. When he needs money or opposable thumbs, he remains in humanoid shape.

History:

Bel was born to a human family not entirely without means. His father was a potter by trade, his mother peddled their wares in the small town in which they lived. But so ordinary were their lives, that when the extraordinary entered into them, they feared and despaired.

A bright eyed, red-cheeked hale baby boy was born to them and the couple set about to raise it in the socially acceptable manner. But it soon became apparent that their child was somehow *touched*.

The baby soon learned to crawl and to bite. He growled and whined when he should have cried. He would sit up nights when his parents went to bed. When he first changed, his mother had him in a chair at her side while she tended to a meal cooking on the fire. So terrified was she when she saw her baby twist and contort and sprout coarse, rust colored fur right before her eyes that she grabbed the baby up by the ankle and thrust him over the cooking fire.

She screamed, "Demon, you are not my child!"

And for once, the baby howled and screamed like a human child should.

She dropped the injured child on the hearthstones and trembled until her husband came home from the fields where he dug his clay.

He took one look at the wailing child, tiny shoulder and back an ugly mass of oozing, crisped flesh and slapped the terrified woman across the face

"What's come over you, woman?! Are you possessed?!"

She broke into heaving sobs and tears "They've taken out child...! The spiteful sprites...! They've snuck one of their own into our home!"

That very night, the couple swaddled up the whimpering child and smuggled him out of the house and left the bundle on the steps of the local Temple. Let the Gods see to the creature. If he survived the night, the Gods would have shown their mercy.

The potter and his wife would never find out what happened to their child, for come daybreak, the bundle was no longer there, and they were too frightened to inquire what had become of him. It was possible the feral dogs that prowled the village at night had made off with him.


And indeed it was a dog that took up a mouthful of the infant's swaddling clothes and carried him off, but the dog delivered him to the caravan of his gypsy masters.
Gypsies, not unfamiliar with being outcasts themselves, didn't question the circumstances of the child and took him in as one of their own. They treated the infants wounds and clothed him and fed him. The baby was silent, he neither whimpered nor cried, he only watched his surroundings with big, dark eyes.

When the baby's changeling nature manifested once again, the gypsies were surprised, but ever the opportunists, saw what they could make of the child's abilities. Fae and spirits were nothing new and strange to vagabond folk.

They raised him in their ways, a traveling troupe, begging and turning feats in town squares as traveling entertainers. It was here where he learned from an early age to tumble, jump and charm coin out of his audience.

He travels with his troupe to this day, though as he comes of age, his thoughts turn irrevocably to an increasingly insatiable wanderlust.


FLAVOR DRABBLE:

A small crowd soon gathered, drawn by the spirited wheedle and twang of a lute. The small painted caravan had set up shop in the market square, torches and lanterns cast a rough circle of orangey glow and deep shadows around it. The brightly colored flags and trappings of the gypsy carts promised exotics and mysteries, as did the scruffy man in the tattered frock coat.

"Come see the wisdom and magics of far off lands...marvel at tales of exotic beauties and terrible beasts, gather around, there's room for all!" he exhorted.

The crowd grew hushed as a masked performer emerged into the circle. His slight frame was decked out in colorful, if threadbare, fripperies that swirled and dipped as he danced.

The torch light threw his beaked mask into contrast, fierce painted eyes glared down at the audience. He brought up his cape over his face and in a split second, his face had transformed into that of a blushing maiden. Another flash of rags and he wore an entirely different guise. It was a swashbuckling story of monsters and maidens and daring rescues, told by a solitary figure who never kept a single face for more than a second.
The dancer whisked off the stage into the shadows of the carts, the delighted shrieks of children and the cheers of a well-played crowd followed him out.

The small dancer crouched by the wheel of one of the caravan wagons and slid his mask up over his head, wiping a thin film of sweat from his forehead. These costumes were thick and unwieldy! He cupped his hand to dip it into a water barrel to quench his thirst when he caught the tall figure of a man watching him some feet away. The dancer's eyes flickered up to meet the man's, and after a moment, the dancer smiled wanly and opened the door to the caravan cart, beckoning the man to follow.
PostPosted: Sun Jun 29, 2008 11:30 pm


Thankies, Baran!

Sai-kun

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Sai-kun

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PostPosted: Mon Jun 30, 2008 12:50 am


'Cause Baran said she wanted to see my tekteks for my character...

Plying his trade:

User Image

Off the clock:

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PostPosted: Mon Jun 30, 2008 1:29 am


Sample sheet:

Name:

Class:
ECL:

Race:
Size:

Alignment:
Religion (if applicable):

Gender:
Age:
Appearance:

Ability Scores:
Str:
Dex:
Con:
Int:
Wis:
Cha:

HP: (HD + con modifier/level)

Speed:

Initiative: (dex modifier)

BAB:

Grapple:
BAB + str modifier + size modifier + misc modifier

Weapon:
Attack Bonus: (BAB + str)
Damage:
Critical
Range:
Type:
Ammunition:
Notes:

Special Attacks:

Saving Throws:
Fortitude:
Base save + con modifier + magic modifier + misc modifier
Reflex:
Base save + dex modifier + magic modifier + misc modifier
Will:
Base save + wis modifier + magic modifier + misc modifier

Armor Class:
10 + armor bonus + shield bonus + dex modifier + size modifier + natural armor + deflection bonus + misc modifier
Touch AC: (AC without armor bonus, shield bonus, and natural armor)
Flat-Footed AC: (10 without dex modifier)

Armor Worn:
Max Dex:
Armor Check Penalty:
Weight:

Shield Carried:
Max Dex:
Armor Check Penalty:
Weight:

Special Defenses:

Racial Traits:

Class Features:

Feats:

Skills:

Languages:

Carrying Capacity:
Light Load:
Medium Load:
Heavy Load:
Lift Over Head:
Lift Off Ground:
Push or Drag:

Possessions on person:

Possessions not on person:

Money:
Copper:
Silver:
Gold
Platinum:

Magic Items Worn:
Head:
Eyes:
Neck:
Shoulders:
Ring #1:
Ring #2:
Hands:
Arms/Wrists:
Body:
Torso:
Waist:
Feet:

Magic:

Domains: (cleric only)
Domain Name:
Granter Power:
Domain Name:
Granted Power:

Turn/Rebuke Undead:
Times per Day:
Turning Check:
Turning Damage:

Specialty School: (wizard only)
Prohibited School:
Prohibited School:

Arcane Spell Failure:

Spells:
Level 0:
Spells Known:
Spells per Day:
Spell Saves: (10 + Spell Level + casting stat modifier)
1st Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
2nd Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
3rd Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
4th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
5th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
6th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
7th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
8th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:
9th Level:
Spells Known:
Spells per Day:
Bonus Spells:
Spell Saves:

Rage: (barbarian only)
Duration:
Str/Con Bonus:
Will Save Bonus:
AC Penalty:

Exp:

Animal Companion or Familiar:
Name:

Creature Type:

Str:
Dex:
Con:
Int:
Wis:
Cha:

HP:

Speed:

Initiative:

BAB:

Grapple:
BAB + str modifier + size modifier + misc modifier

Attack:
Attack Bonus: (BAB + str)
Damage:
Critical
Range:
Type:
Notes:

Fortitude:
Reflex:
Will:

Armor Class:
10 + armor bonus + shield bonus + dex modifier + size modifier + natural armor + deflection bonus + misc modifier
Touch AC:
Flat-Footed AC:

Feats:

Skills:

Tricks:

Baranquesseiel
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PostPosted: Mon Jun 30, 2008 3:20 am


Here's a sample character to help explain everything. No, it's not entirely filled out yet, but it's 3 am. The feats and items will be finished tomorrow. If you have any questions about anything, just ask. If not, get to work on your character sheets. Ability scores are 18, 16, 16, 14, 12, 10. Unless you think you can roll up better scores. But you have to decide whether you'll use my pre-generated scores or the ones you roll before you roll.

Name: Litha

Class:
CLeric 3
Wizard 3
Mystic THeurge 4
ECL: 12

Race: Satyr
Size: medium

Alignment: Chaotic Good
Religion: Storm

Gender: Female
Age: 161
Appearance:

Ability Scores:
Str: 12, +1
Dex: 18, +4
Con: 12, +1
Int: 20, +5
Wis: 20, +5
Cha: 16, +3

HP: 158

Speed: 40 ft

Initiative: 4

BAB: 5

Grapple: 6
5 BAB + 1 str

Weapon: Longspear +1
Attack Bonus: +7
Damage: 1d8+2
Critical: x3
Range: reach 10 ft
Type: piercing
Notes: +1

Weapon: Javelin
Attack Bonues: + 9
Damage: 1d6
Critical: x2
Range: 30ft
Type: piercing
Ammunition: 6

Weapon: Dagger
Attack Bonus: (BAB + str)
Damage: 1d4+1
Critical: 19-20/x2
Range: 10 ft
Type: piercing or slashing
Notes: emergency

Weapon: Headbutt
Attack Bonus: +6
Damage: 1d6+1
Critical: x2
Type: bludgeoning
Notes: natural weapon

Special Attacks:
Pipes: 60-foot radius; DC 17 will save or be affected by charm person, sleep, or fear; does not affect satyrs
Smite: 1/day; +4 bonus on attack roll; +3 bonus damage

Saving Throws:
Fortitude: 6
5 + 1 con
Reflex: 7
3 + 4 dex
Will: 15
10 + 5 wis

Armor Class: 21
10 bonus + 3 armor bonus + 5 dex + 4 natural armor
Touch AC: 15
Flat-Footed AC: 16

Armor Worn: Leather Armor + 1
Max Dex: 6
Armor Check Penalty: 0
Weight: 15 lb

Special Defenses:
Damage Reduction 5/cold iron

Racial Traits:
Lowlight vision
Alertness
Pipes
Damage reduction

Class Features:
turn undead
summon familiar
scribe scroll

Feats:
4 feats

Skills:
Max Ranks: 13/6
Appraise: 8
5 int + 3 misc
Concentration: 11
10 ranks + 1 con
Diplomacy: 11
7 ranks + 3
Decipher Script: 12
7 ranks + 5 int
Heal: 12
7 ranks + 5 wis
Knowledge (arcana): 11
6 ranks + 5 int
Knowledge (architecture)
Knowledge (dungeoneering)
Knowledge (geography)
Knowledge (history): 10
5 ranks + 5 int
Knowledge (local)
Knowledge (nature)
Knowledge (nobility): 10
5 ranks + 5 int
Knowledge (religion): 11
6 ranks +5 int
Knowledge (the planes)
Listen: 7
5 wis + 2 misc
Sense Motive: 13
8 ranks + 5
Spellcreft: 14
9 ranks + 5 int
Spot: 7
5 wis + 2 misc

Languages:
Common
Sylvan
Draconic
Celestial
Aquan
Elven
Orc

Carrying Capacity:
Light Load: 43 lbs
Medium Load: 66 lbs
Heavy Load: 130 lbs
Lift Over Head: 130 lbs
Lift Off Ground: 260 lbs
Push or Drag: 650 lbs

Possessions on person:

Possessions not on person:

Money:
Copper: 6
Silver: 8
Gold: 4,659
Platinum: 3

Magic Items Worn:
Head:
Eyes:
Neck:
Shoulders:
Ring #1:
Ring #2:
Hands:
Arms/Wrists:
Body: leather armor +1
Torso:
Waist:
Feet:

Magic:

Domains:
Domain Name: Water
Granter Power: Rebuke, turn, or bolster water elements 6/day
Domain Name: Destruction
Granted Power: Smite 1/day; +4 bonus on attack rolls; + cleric level on damage rolls

Turn/Rebuke Undead:
Times per Day: 6/day
Turning Check: +5
Turning Damage: 2d6+6

Specialty School: transmutation
Prohibited School: evocation
Prohibited School: abjuration

Arcane Spell Failure: 10%

Cleric Spells:
Level 0:
Spells per Day: 6
Spell Saves: 15
1st Level:
Spells per Day: 5
Bonus Spells: 2
Spell Saves: 16
2nd Level:
Spells per Day: 4
Bonus Spells: 1
Spell Saves: 17
3rd Level:
Spells per Day: 3
Bonus Spells: 1
Spell Saves: 18
4th Level:
Spells per Day: 2
Bonus Spells: 1
Spell Saves: 19


Wizard Spells:
Level 0:
Spells Known: 6
Spells per Day: 4
Spell Saves: 15
1st Level:
Spells Known: 4
Spells per Day: 4
Bonus Spells: 2
Spell Saves: 16
2nd Level:
Spells Known: 4
Spells per Day: 3
Bonus Spells: 1
Spell Saves: 17
3rd Level:
Spells Known: 4
Spells per Day: 2
Bonus Spells: 1
Spell Saves: 18
4th Level:
Spells Known: 2
Spells per Day: 1
Bonus Spells: 1
Spell Saves: 19

Exp: iv

Familiar:
Name: Tiana

Creature Type: raven

Str: 1, -5
Dex: 15, +2
Con: 10, +0
Int: 7, -4
Wis: 14, +2
Cha: 6, -4

HP: 80

Speed: 10 ft, fly 40 ft (good)

Initiative: 2

BAB: 5

Grapple: 0

Attack: Claw
Attack Bonus: 7
Damage: 1d2-5 (1)
Critical: x2

Fortitude: 7
Reflex: 9
Will: 12

Armor Class: 16
10 + 2 dex modifier + 2 size modifier + 2 natural armor
Touch AC: 12
Flat-Footed AC: 14

Feats:
Low-light vision
alterness
improved evasion
share spells
emphatic link
deliver touch spells
improves flight
flyby attack
2 feats

Skills:
Listen: 17
13 ranks + 2 wis + 2 misc
Spot: 17
13 ranks + 2 wis + 2 misc

Language:
Common
PostPosted: Mon Jun 30, 2008 7:14 am


What texts am I refrencing from? neutral A lot of this stuff is stat based, no?

Sai-kun

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Baranquesseiel
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PostPosted: Mon Jun 30, 2008 11:21 am


Yes. You need to assign your stats before you can do much else. And the core books actually explain most of this stuff, but it's a lot of reading. They aren't too concise sometimes.

Lastly, core books are allowed. So anything on the site I linked you that's not under variant rules. But I'll probably allow you those anyway; just ask first. I'll probably allow anything from the complete series too. I have those on PDF. I could try to upload them if you'll point out a good place to do so.

I didn't find a lot of good fighter-type classes to multiclass with rogue. I'll look again for anything that stacks sneak attack damage. Also, it really depends on what you want to do in battle. If you want to move around a lot, you might try Scout. They get skirmish, which activates whenever you move 10 ft. It does slightly less damage than sneak attack, but it gives you a bonus to AC. You still get rogue skills like disable trap. However, you don't get things like slight of hand. So it won't adhere strictly to your concept.
The other thing you could do is throw in a few levels of fighter. That way you get some feats and some more BAB and an actual fort save.
Lastly, you could try going for straight up rogue. They have weak fort and will, but you can't match them in terms of skills. Plus they get some nice things later on.
Reply
A role to play.

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