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Eye of Grummsh

PostPosted: Sun Nov 09, 2008 8:08 pm


yeah well like i am saying I am just gonna drop this thread by tomarrow if those guys do not respond. you guys can all come and join my next game. I just feel that it is stupid to play a game after loosing the original players.
PostPosted: Sun Nov 09, 2008 8:16 pm


I personally hold pure disdain for 4Ed. Thanks for the offer on this end though.

GSingley


Eye of Grummsh

PostPosted: Sun Nov 09, 2008 8:31 pm


no problem. but why don't you like it?
PostPosted: Mon Nov 10, 2008 1:36 pm


I really don't have much interest in playing 4e until they release the monks and barbarians.

Although, I guess I could try playing a wizard.

Though, keep in mind, I have NEVER played 4e, know NOTHING about the rules, and own NONE of the books.

DragonicSeige


King Robert Silvermyst

PostPosted: Mon Nov 10, 2008 3:14 pm


I have no clue when it comes to 4th ed, except from what I heard they messed up the cleric something fierce and not for the better >.>
PostPosted: Tue Nov 11, 2008 6:19 am


it comes next spring in the phb II but they do have the play test Barbarian available at www.dnd4.com but if no one wants a 4e game I will just make it a 3.5

and this game is officially closed. I will remove it when I have finished coming up with a plan for my next game

Eye of Grummsh


GSingley

PostPosted: Wed Nov 12, 2008 7:53 am


Well


before the thread goes away, I'd like to just put my sheet up here for the sake of it being seen by the guys I was going to play with.

Official Character Sheet

Player's Name

Character Full Name: Duensel Oulgar Iarmod Windbrush (Quill Cabal)
"Nickname"

Race: Illumian
Class Levels: Gestalt Cleric/Rogue 7
Deity: Aulasha, The Librarian (LG)
Size: Medium
Gender: Male

Alignment: Lawful Neutral
Height: 6' 3"
Weight: 192 lbs
Age: 37

Complexion: Pale
Eyes: Blue
Hair: Bald
Sigils: Aesh, Hoon (+1 int based checks, +1 wis/con based checks)
Word: Aeshoon (Twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the Weapon Focus feat.)


Str: 14 (+2)
Dex: 20 (+5)
Con: 19 (+4)
Int: 19 (+4)
Wis: 22 (+6)
Cha: 16 (+3)
(Level 4 - Wisdom)

XP:
Next:

Hp: 73 (8, 3, 7, 7, 5, 8, 7)
Armor Class: 26 (10+8+5+3+0)
Action Points:


Initiative: +5
Base Attack: +5
Grapple: +7

Speed: 30' (Armored: 30')

Fort: + 9 (5+4)
Ref: +10 (5+5)
Will: +11 (5+6)

SKILLS - 120 Ranks; 120 Ranks Used
+ # - Skill (Rank+Ability+Synergy+Other) (+# Situation Bonus)
+ 6 - Appraise (1+4+1) (+2 on Traps and Weapons)
+ 9 - Bluff (6+3)
+ 11 - Concentration (6+4+1) (+4 Casting Defensively)
+ 6 - Craft (Bowmaking) (1+4+1)
+ 10 - Craft (Trap) (5+4+1)
+ 10 - Craft (Weapon) (5+4+1)
+ 17 - Diplomacy (10+3+2+2)
+ 7 - Forgery (2+4+1)
+ 17 - Heal (10+6+1)
+ 10 - Hide (5+5)
+ 12 - Intimidate (5+5+2)
+ 7 - Knowledge (Arcana) (2+4+1)
+ 10 - Knowledge (Nobility/Royalty) (5+4+1)
+ 10 - Knowledge (Religion) (5+4+1)
+ 7 - Knlowedge (Planes) (2+4+1)
+ 12 - Listen (5+6+1)
+ 8 - Profession (Apothocary) (1+6+1)
+ 9 - Profession (Guide) (2+6+1)
+ 9 - Profession (Herbalist) (2+6+1)
+ 8 - Profession (Sailor) (1+6+1)
+ 10 - Search (5+4+1)
+ 12 - Sense Motive (5+6+1)
XXXX - Speak Language (10)
+ 12 - Spellcraft (7+4+1) (+2 on scrolls)
+ 13 - Spot (6+6+1)
+ 7 - Survival (0+6+1) (+2 Tracking)
+ 9 - Use Magic Device (5+3+1) (+2 on scrolls)
+ 6 - Use Rope (1+5+0)

Languages:
Illumian
Common
Elven
Halfling
Undercommon
Dwarven
Orc
Gnome
Celestial
Draconic
Infernal
Abyssal
Auran
Aquan
Ignan
Terran


FEATS
Combat Casting
Weapon Finesse
Telling Blow


LOAD
Light: 58
Medium: 116
Heavy: 175
Off Ground: 350
Drag: 875

GEAR
+3 Glamoured Mithral Breastplate
+1 Heavy Steel Shield
+1 Rapier
Mighty (+2) Masterwork Composite Longbow
40 Arrows
Wagon
Pony, x2
Chest w/ Good Lock
Bedroll, x3
Blanket, Winter x2
Case, Scroll, x5
Fishing Net, 25' Square
Flint and Steel
Grappling Hook, x2
Rope, Silk 100'
Hammer
Piton, x5
Ink, Black (2 oz)
Ink, Blue (2 oz)
Ink, Green (2 oz)
Ink, Red (2 oz)
Inkpen
Lantern, Hooded x2
Oil, x10
Signet Ring
Sealing Wax, x2
Soap (2lbs)
Tent
Waterskin, x4
Tindertwig, x20
Healer's Kit
Spellbook, x2
Cheese, x4
Bread, x5


Name (Specs)
Size Damage Type; Wt
Attack:
Damage:

King's Thrust
Medium 1d6 Piercing; 4lbs
Attack: +11
Damage: 1d6+3 (Sneak attack: +4d6)

Flight of Justice
Medium 1d8 Piercing; 3lbs
Attack: +11
Damage: 1d8+2 (Sneak Attack: +4d6)


Clothes:
Cleric's Vestments, x2
Cold Weather Outfit
Explorer's Outfit
Peasant's Outfit
Scholar's Outfit
Traveler's Outfit

Cash: 314.8 gp

RACIAL ABILITIES
Humanoid: Humanoid Creatures with the Human Subtype
Luminous Sigils: The sigils that orbit an illumian's head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (a standard action), but they don’t receive the sigils’ benefits and can’t use any special abilities granted by illumian words (see below) while they’re doused. Restoring the sigils to visibility is a free action. Luminous sigils (including power sigils; see below) are insubstantial and disappear into any matter they touch. An illumian’s sigils remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change. An illumian wizard who cast a polymorph spell on herself retains her sigils, but an illumian who becomes a zombie loses them.
Glyphic Resonance (Ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the word glyph, rune, sigil, or symbol (such spells in the Player’s Handbook include explosives runes, glyph of warding, greater glyph of warding, sepia snake sigil, and the various symbol spells). When an illumian encounters such a magic, one of two things happens: Either the illumian’s resonance overpowers the spell, or the foreign magic corrupts the mystical language that defines the illumian. Illumians have a -4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an illumian’s level equals or exceeds the spell’s caster level, she is immune to the effect.
Power Sigils (Su): In addition to the array of dimly glowing luminous sigils that orbits her head, a 1st-level illumian has a single brightly glowing power sigil that grants her certain bonuses. A power sigil can be discerned from other sigils surrounding an illumian with a DC 10 spot check, and identified with a DC 15 Knowledge (arcane) check. On attaining 2nd level in any class, an illumian gains a second different power sigil, and the bonus granted by each power sigil increases to +2. Depending on the combination of power sigils she chooses, an illumian gains one or more extra special abilities (see Illumian Words).
Illumian Words (Su): Each combination of two power sigil’s names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils.
Final Utterance (Ex): When an ullumian dies, her body releases the stores Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables --- Usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian’s enemies. The illumian’s body need not remain intact for the final utterance to occur. Even if an illumian succumbs to a disintegrate spell, her disembodied voice still utters strange gibberish for several rounds.
+2 Racial bonus on saves against spells with the shadow descriptor
Superior Literacy: Illumians’ are always literate, regardless of character class. Speak language is always a class skill for illumians, regardless of class.
Automatic Languages: Common and Illumian
Bonus Languages: Any except for secret languages (such as Druidic).
Favored Class: Any

CLASS ABILITIES
Sneak Attack +4d6
Trapfinding
Evasion
Trapsense +2
Uncanny Dodge
Turn Undead

SPELLCASTING

Spells Per Day:
0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
6 /4+1/3+1/2+1/1+1/ 0 / 0 / 0 / 0 / 0

Bonus Spells Per Day:
0/1/2/3/4/5/6/7/8/9
0/2/2/1/1/-/-/0/0/0

Domains:
Knowledge
Law

Spell Save DC:
0 - 16
1 - 17
2 - 18
3 - 19
4 - 20

Prepared Spell List

Level 0:
Create Water
Detect Magic
Detect Magic
Mending
Read Magic
Resistance

Level 1:
Comprehend Languages
Deathwatch
Divine Favor
Shield of Faith
Scholar's Touch
(D)Detect Secret Doors

Level 2:
Calm Emotions
Eagle's Splendor
Owl's Wisdom
Status
Zone of Truth
(D)Detect Thoughts

Level 3:
Bestow Curse
Delay Death
Searing Ray
(D)Magic Circle Against Chaos

Level 4:
Poison
Tongues
(D)Divination


Turn Undead:
6 per day
6 remain

Turn Undead Check:
+5

Turn Damage:
2d6+7+3
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