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Campaign: Sirinou, Lvl 7 (0/5)

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ChaosBattalion

PostPosted: Fri Sep 28, 2007 8:01 pm


Sirinou

Geography: Two super continents one on the left hemisphere named Andenar, and one on the right named Gearan. Each continent has a large peninsular which are perpendicular to the other and encircle an immense salt water lake named the Irisonion ocean, also called the “The eye of Sirinou”. These continents cover half of the planets diameter and two thirds of its circumference. There are myths of another continent that lies on the opposite side of the planet. The myths tell of a highly advanced race of beings that ruled the continent. The myths end with a cataclysm that supposedly wiped out the entire race. The rest of the world is covered in water, ports can be found all over both continents.

Kingdoms: Each continent is ruled by a single super kingdom with many smaller kingdoms scattered about the majority of the continents. Andenar by the kingdom of Eberaxsus, while Gearan is ruled over by the kingdom of Zerandian. The two kingdoms have different ideologies for while Eberaxsus believes in the strength of man and engineering mighty war machines. The “mage kingdom of Zerandian” has developed their magical abilities to such a degree that even the lowest peasant can perform spells. This is not to say either ideology is complete on either continent as both are practiced but markedly less on the respective continents. Tombs, ruins, caverns and wilderness abound on both continents and are filled with savage beasts and other unknown menaces. Then there are the shrines the origin and purpose for these buildings are still a mystery. Fearsome tales are told about those that have tried to discover their secrets and while most return they refuse to ever go visit them again.
PostPosted: Fri Sep 28, 2007 8:05 pm


Well this is my first campaign. So you have been warned. I will allow most anything. Post your chracters here, you can PM your alignments to me if you rather than let everyone know.

ChaosBattalion


Teutonic Knights

PostPosted: Thu Nov 01, 2007 10:08 pm


Talidil’yrr Aleanrae
Wizard 6 Geometer 1
Elf Medium Male
CG 4’11” 100 lb. Lt. Brown eyes, Black hair, Pale skin

STR 10 +0
DEX 14 +2
CON 12 +1
INT 19 +4
WIS 12 +1
CHA 10 +0

39 hp Speed 30 ft. Init +2 Grapple +3

Fort +7
Ref +6
Will +10

AC 13 Touch 13 Flat 11

Skills:
Concentration +7
Decipher Script +12
Disable Device +10
Knoweledge (Arcana) +12
Search +11
Spellcraft +13

Feats:
Scribe Scroll
Empower Spell
Alertness
Collegiate Wizard
Improved Toughness
Spell Penetration

Special:
Glyph of Warding, Draw Spellglyph

Languages:
Common
Elven
Draconic
Infernal
Gnome




Spells:
Spell save +3
Spells known Spell Save DC Levels Spells/day Bonus
16 13 0 4 +0
13 14 1 4 +1
9 15 2 3 +1
9 16 3 2 +1
6 17 4 1 +1

Familiar:
Jerry Rat
STR 2 DEX 15 CON 10 INT 9 WIS12 CHA 2 Int +2 Spd 15 ft. hp 19
AC 18 Touch 18 Ffooted 16 Fort+2 Ref+4 Will+1
Bite +4 1d3- 4 x2 Grapple: -12 Personality: Enjoys outsmarting cats

Skills:
Balance +10
Climb +12
Hide +14
Move Silently +10
Swim +10

Feats:
Weapon Finesse

Special Abilities:
Alertness, improved evasion, share spells, empathetic link, Deliver touch spells, speak with master, speak with animals of its kind

Inventory:
Ring of deflection +1 10 vials (empty)
Hat of intelligence +2 grappling hook
Cloak of resistance +2 2 pot of clw
Metamagic rod(silent spell) scroll of see invis
Backpack scroll of fog cloud
Beltpouch
2 days trails rations
Silken rope 50 ft.
Waterskin
15 sheets of paper
Quill
3 vials of ink
Spellbook
Component pouch

Experience: 21,000

Talidil’yrr Aleanrae’s Spellbook

0-level spells (cantrips)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversations at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Perform minor tricks.

1st-level spells
Shield: Invisible disk gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d cool .
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d cool .
Orb of Sound, Lesser: Ranged touch attack deals 1d8 sonic damage + 1d8/two levels beyond 1st (max 5d cool .
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors with in 60 ft.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Ray of Enfeeblement: Ray deals 1d6+1 per two levels Str penalty.
Enlarge Person: Humanoid creature doubles in size.
Feather Fall: Objects or creatures fall slowly.
Reduce Person: Humanoid creature halves in size.

2nd-level spells
Protection from Arrows: Subject immune to most ranged attacks.
Glitterdust: Blinds creatures, outlines invisible creatures.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Detect Thoughts: Allows “listening” to surface thoughts.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Blindness/Deafness: Makes subject blinded of deafened.
Knock: Opens locked or magically sealed doors.
Rope Trick: As many as eight creatures hide in extradimensional space.
Earthen Grasp: Arm made of earth and soil grapples foes.

3rd-level spells
Dispel Magic: Cancels magical spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Stinking Cloud: Nauseating vapors, 1 round/level.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Fireball: 1d6 damage per level, 20-ft. radius.
Invisibility Sphere: Makes everyone within 10ft. invisible.
Ray of Exhaustion: Ray makes subject exhausted.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

4th-level spells
Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft across.
Invisibility, Greater: As invisibility, but subjects can attack and stay invisible.
Reduce Person, Mass: Reduces several creatures.

Sorry if you didn't want me to post the entire character sheet.
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