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King Robert Silvermyst

PostPosted: Fri Dec 26, 2008 8:09 am


Rules:
Obey Gaia ToS
Keep romances PG 13
ECL is 10 Gestalt
Races are restricted to those listed here
No 1337 or net speak in your RP posts.
Make your posts litterate and understandable

Added: Werewolf and vampire characters are allowed. HOWEVER, understand that these must be adjusted to fit The Elder Scrolls versions (ie., werewolves only transform at nighttime every night, vampires quickly lose health when exposed to daylight, etc.) If you want that power, be ready to deal with the consequences in game.

During combat, in order to keep things simple, post this at the top of each post:
[b]HP:[/b] ##/##
[b]AC:[/b] ## ([b]Touch:[/b] ##|[b]FF[/b]: ##)
[b]Fort:[/b] ## [b]Ref:[/b] ## [b]Will:[/b] ##
[b]Melee Mod:[/b] # [b]Missle Mod:[/b] #


Storyline:
Ten years have passed since the death of Uriel Septum and his heirs. Although the senate is still in ruling power, a new ruler for Tamriel has yet to be found. Around the known world, powerful groups start warring for power. But there is something more sinister looming in the air as well. Although the gates to Oblivion are closed, many beings who fled from Oblivion still exist in Tamriel, waiting in secret and manipulating events from behind the scenes.

Everyone begins the game at the port city of Anvil in Cyrodill in the The Flowing Bowl tavern.

Here is a map of Cyrodil

Races:

Altmer -
Immune to disease
Fire, cold and shock damage taken by an Altmer is increased by 1d6
All spells are cast at +2 caster level

Bosmer -
Immune to Disease
Dominate Animal 1/day

Dunmer -
Darkvision (60ft)
Fire Resistance (10)
Summon Monster 1/day
(for every 4 levels, the spell level of summon monster increases. ie.: Lv.1 - SM I; lv.5 - SM II; lv.9 - SM III etc.)

Breton -
Spell Resistance (10)
Mage Armor[Ex] 1/day

Imperial -
1 bonus feat at creation
+5 to Bluff & Diplomacy

Nord -
Touch of Frost[Ex] (1d6+1/char lv.) 1/day
Cold Resistance (10)

Orc -
Berzerk[Ex] 1/day
Spell Resistance (5)

Redguard -
Immune Posion & Disease
Adrenaline Rush 1/day (Increase STR +2 and DEX +2 for 1 turn +1 turn per 3 lv.s; DC 15 after Rush is over or else become fatigued)

Argonian -
Low-Light Vision (60ft)
Immune to Posion & Disease
Water Breathing (Constant Effect)
+5 Swim & Sense Motive

Khajiit -
Darkvision (60ft)
Fear[Ex] 1/day
+5 Hide & Move Silently
PostPosted: Fri Dec 26, 2008 9:12 am


Ra'sava
Male Khajiit Druid 10 / Monk 10
Lawful Neutral

Strength 16 (+3) 22 (+5) [Belt & Guantlets]
Dexterity 17 (+3)
Constitution 16 (+3)
Intelligence 13 (+1)
Wisdom 18 (+4)
Charisma 16 (+3)
Size: Medium
Height: 6' 0"
Weight: 200 lb
Fur: Orange and Black Tiger pattern
Eyes: Amber
Hair: Brown, medium, ponytail

Total Hit Points: 72
Speed: 70 feet [quick] [monk]
Armor Class: 21 = 10 +3 [dexterity] +4 [wisdom] +2 [monk level] +2 [Ring]
Touch AC: 21
Flat-footed: 18
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +10 = 7 [base] +3 [constitution]
Reflex save: +12 = 7 [base] +3 [dexterity] +2 [Lightning Reflexes]
Will save: +11 = 7 [base] +4 [wisdom]
Attack (handheld): +12/+7 = 7 [base] +5 [strength]
Attack (unarmed): +12/+7 = 7 [base] +5 [strength]
Flurry of Blows: +12/+12/+7 [includes strength modifier]
Attack (missile): +10/+5 = 7 [base] +3 [dexterity]
Grapple check: +12/+7 = 7 [base] +5 [strength]

Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Languages: Common Ta'agra Druidic Dumner
Unarmed Damage: 1d10 +3 [strength]

Feats:
Agile
Combat Casting
Combat Reflexes [Invisible Eye]
Lightning Reflexes [Invisible Eye]
Blind-Fight [Invisible Eye]
Improved Disarm [monk]
Improved Unarmed Strike [monk]
Snatch Arrows
Stunning Fist [monk]
Natural Spell

Traits:
Quick

Appraise Int 1 = +1
Balance Dex* 12 = +3 +5 +2 [tumble] +2 [agile]
Bluff Cha 3 = +3
Climb Str* 5 = +5
Concentration Con 8 = +3 +5
Diplomacy Cha 8 = +3 +5
Disguise Cha 3 = +3
Escape Artist Dex* 5 = +3 +2 [agile]
Forgery Int 1 = +1
Gather Information Cha 3 = +3
Handle Animal Cha 8 = +3 +5
Heal Wis 4 = +4
Hide Dex* 13 = +3 +5 +5 [Khajiit] +5 [Cloak]
Intimidate Cha 3 = +3
Jump Str* 23 = +5 +2 [tumble] +16 [speed 70]
Knowledge (nature) Int 8 = +1 +5 +2 [druid]
Listen Wis 14 = +4 +10
Move Silently Dex* 13 = +3 +5 +5 [Khajiit] +5 [Boots]
Ride Dex 5 = +3 +2 [handle animal]
Search Int 1 = +1
Sense Motive Wis 4 = +4
Spellcraft Int 6 = +1 +5
Spot Wis 9 = +4 +5
Survival Wis 6 = +4 +2 [druid]
Swim Str** 10 = +5 +5
Tumble Dex* 8 = +3 +5
Use Rope Dex 3 = +3

Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.

Zero-level Druid spells: 6 per day
First-level Druid spells: 5 (4+1) per day
Second-level Druid spells: 5 (4+1) per day
Third-level Druid spells: 4 (3+1) per day
Fourth-level Druid spells: 4 (3+1) per day
Fifth-level Druid spells: 2 per day

Khajiit:
+5 Hide
+5 Move Silently
Fear[Ex] 1xday
Darkvision 60ft

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

Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)

Invisible Eye
Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.
1st-Level Skill Bonus: Listen.
1st-Level Feat: Combat Reflexes.
2nd-Level Feat: Lightning Reflexes.
6th-Level Feat: Blind-Fight.
6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to AC that you gain from using that tactic by 1

Ra'sava's Equipment:

Backpack 0 lb
Bedroll 2 lb
Flint and steel 5 lb
Rope (50', silk) x1 5 lb
Soap 1 lb
Waterskins x1 4 lb
Holly and mistletoe 0 lb
Spell component pouch 2 lb
Belt of giant strength +4 0 lb
Boots of elvenkind 0 lb
Cloak of elvenkind 0 lb
Gauntlets of ogre power 0 lb
Ring of Protection +2 0 lb
Ring of Ram (50 charges) 0 lb
Mysterious Ruby 1 lb

Animal Companion: Lilly (Wolf)
Medium-Size Animal
Hit dice 8d8+16 (52 hit points)
Initiative +4 (Dex)
Speed 50 feet
AC: 22 ( +4 Dex +8 natural)
Attacks: Bite +10 melee (Weapon Finesse);
Damage 1d6+4 (bite);
Special Qualities: Scent
Saves: Fort +8; Ref +10; Will +3
Abilities: Str 16, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +6; Listen +6; Move Silently +6; Spot +4; Survival +6;
Feats:
Weapon Finesse (Bite)
Improved Multiattack

Link, share spells
Evasion
Devotion
Multiattack (or a second primary attack at -5, as applicable)
Bonus tricks: 4 (Attack, Guard, Track, Defend)

Bio: Ra'sava was born in a slave camp in Minoc, Morrowind. However, his fate was not to serve as a slave. At the age of five, as he and many other Khajiits and Argonains were being carted off to be auctioned, a group of abolitionists attacked, rescuing Ra'sava and the others. Ra'sava was then put on a ship and sent to Cyrodil in the hopes that someone would adopt him. However, as the boat neared Cyrodil, a heavy storm blew in, tearing the ship to pieces. Ra'sava barely survived and found himself laying on the beach west of Anvil. The boy was weak, and several mudcrabs came in to attack him. The boy was saved by a wandering monk and his wolf companion. The monk took the boy in and taught him the ways of nature, of balance, and of the world. As Ra'sava grew, so did his desire to understand and learn. During one of his travels, he came across a red gemstone laying in the old deadric ruins. Although he tried to sell it for coin, the stone always ended up back in his possession, almost as though it refused to leave him. He searches now to unwravel the mystery of the gemstone.  

King Robert Silvermyst


Southern Cross Nemesis

PostPosted: Fri Dec 26, 2008 3:00 pm


What, no bonuses to ability scores? ether way I have an Idea for a character. I know it isn't done. But I need to leave now

Uriel Traven
Male Breton Sorcerer 10 / Wizard 10
Neutral Good
Representing Southern_cross_nemesis


Strength 11 (+0)
Dexterity 17 (+3)
Constitution 13 (+1)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 18 (+4)


Size: Medium
Height: 5' 6"
Weight: 145 lb
Skin: Tan
Eyes: Green
Hair: Black



Gestalt combination: Sorcerer Wizard


Total Hit Points: 36

Speed: 30 feet

Armor Class: 13 = 10 +3 [dexterity]

Touch AC: 13
Flat-footed: 10
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +6 = 3 [base] +3 [dexterity]
Will save: +8 = 7 [base] +1 [wisdom]
Attack (handheld): +5 = 5 [base]
Attack (unarmed): +5 = 5 [base]
Attack (missile): +8 = 5 [base] +3 [dexterity]
Grapple check: +5 = 5 [base]


Light load: 38 lb. or less
Medium load: 39-76 lb.
Heavy load: 77-115 lb.
Lift over head: 115 lb.
Lift off ground: 230 lb.
Push or drag: 575 lb.

Languages: Common Other Language 1 Other Language 2 Other Language 3 Other Language 4


No familiar yet


Feats:

Combat Casting
Improved Counterspell
Nonlethal Substitution
Spell Penetration
Greater Spell Penetration
Scribe Scroll [free to wizard]
Empower Spell

Traits:


Skills
Appraise Int 4 = +4
Balance Dex* 3 = +3
Bluff Cha 17 = +4 +13
Climb Str* 0 = +0
Concentration Con 14 = +1 +13
Craft_1 Int 4 = +4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Decipher Script Int 17 = +4 +13
Diplomacy Cha 6 = +4 +2 [bluff]
Disguise Cha 4 = +4
Escape Artist Dex* 3 = +3
Forgery Int 4 = +4
Gather Information Cha 4 = +4
Heal Wis 1 = +1
Hide Dex* 3 = +3
Intimidate Cha 6 = +4 +2 [bluff]
Jump Str* 0 = +0
Knowledge (arcana) Int 12 = +4 +8
Knowledge (architecture) Int 6 = +4 +2
Knowledge (dungeoneering) Int 6 = +4 +2
Knowledge (geography) Int 6 = +4 +2
Knowledge (history) Int 6 = +4 +2
Knowledge (local) Int 6 = +4 +2
Knowledge (nature) Int 6 = +4 +2
Knowledge (nobility) Int 6 = +4 +2
Knowledge (religion) Int 6 = +4 +2
Knowledge (planes) Int 6 = +4 +2
Listen Wis 1 = +1
Move Silently Dex* 3 = +3
Perform_1 Cha 4 = +4
Perform_2 Cha 4 = +4
Perform_3 Cha 4 = +4
Perform_4 Cha 4 = +4
Perform_5 Cha 4 = +4
Ride Dex 3 = +3
Search Int 4 = +4
Sense Motive Wis 1 = +1
Spellcraft Int 19 = +4 +13 +2 [Knowledge, arcane]
Spot Wis 1 = +1
Survival Wis 1 = +1
Swim Str** 0 = +0
Use Rope Dex 3 = +3


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.

Zero-level Sorcerer spells: 6 per day
1. Acid Splash
2. Ray of Frost
3. Disrupt Undead
4. Touch of Fatigue
5. Light
6. Daze
7. Flare
8. Resistance
9. Arcane Mark

First-level Sorcerer spells: 7 (6+1) per day
1. Shocking Grasp
2. Shield
3. Mage Armor
4. Magic Missile
5. Burning Hands

Second-level Sorcerer spells: 7 (6+1) per day
1. Scorching Ray
2. See Invisibility
3. Flaming Sphere
4. Touch of Idiocy

Third-level Sorcerer spells: 7 (6+1) per day
1. Lightning Bolt
2. Fireball
3. Deep Slumber

Fourth-level Sorcerer spells: 6 (5+1) per day
1. Wall of Ice
2. Ice Storm

Fifth-level Sorcerer spells: 3 per day
1. Cone of Cold


Zero-level Wizard spells: 4 per day



First-level Wizard spells: 5 (4+1) per day



Second-level Wizard spells: 5 (4+1) per day



Third-level Wizard spells: 4 (3+1) per day



Fourth-level Wizard spells: 4 (3+1) per day



Fifth-level Wizard spells: 2 per day




Breton:
Spell Resistance (10)

Mage Armor[Ex] 1/day


Sorcerer:

Familiar / Alertness, etc.

Can know only limited numbers of spells

High charisma gains bonus spells daily

Wizard
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily


Class HP rolled
Level 1: Gestalt 4
Level 2: Gestalt 2
Level 3: Gestalt 2
Level 4: Gestalt 2 +1 to charisma
Level 5: Gestalt 3
Level 6: Gestalt 3
Level 7: Gestalt 1
Level 8: Gestalt 3 +1 to intelligence
Level 9: Gestalt 3
Level 10: Gestalt 3




Uriel Papillon's Equipment:


0 lb Weapons / Armor / Shield (from above)
2 lb Backpack
Ink vial
Ink pen
Parchment sheets x4
2 lb Spell component pouch
3 lb Spellbook x1
_____
7 lb Total


More about Uriel Papillon:
PostPosted: Fri Jan 02, 2009 9:13 pm


Cornell
Male Werewolf Nord Monk 10 / Ranger 10
Lawful Neutral



Strength 19 (+4)
Dexterity 17 (+3)
Constitution 15 (+2)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 14 (+2)
Size: Medium
Height: 5' 9"
Weight: 270 lb
Skin: Light
Eyes: Blue
Hair: Silver; Straight



Gestalt combination: Monk Ranger


Total Hit Points: 83 [includes 11 for lycanthropy]

Speed: 30 feet

Armor Class: 18 = 10 +3 [studded] +3 [dexterity]

Touch AC: 15
Flat-footed: 15
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +12 = 10 [base] +2 [constitution]
Reflex save: +13 = 10 [base] +3 [dexterity]
Will save: +15 = 10 [base] +3 [wisdom] +2 [iron will]
Attack (handheld): +12/+7 = 8 [base] +4 [strength]
Attack (unarmed): +12/+7 = 8 [base] +4 [strength]
Flurry of Blows: +12/+12/+7 [includes strength modifier]
Attack (missile): +11/+6 = 8 [base] +3 [dexterity]
Grapple check: +12/+7 = 8 [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 Lupin Spiritfolk Elven


Unarmed Damage: 1d10 +4 [strength]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]


Feats:

Animal Affinity
Athletic
Improved Disarm [monk]
Combat Reflexes [monk]
Dodge
Mobility
Spring Attack
Endurance [free to rangers]
Die Hard
Improved Unarmed Strike [monk]
Improved Grapple [monk]
Iron Will
Improved Unarmed Strike [ranger beast-wrestling track]
Improved Grapple [ranger beast-wrestling track]
Track [free to rangers]

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 3 = +3
Balance Dex* 5 = +3 +2 [tumble]
Bluff Cha 2 = +2
Climb Str* 16 = +4 +10 +2 [athletic]
Concentration Con 2 = +2
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 13 = +3 +10
Forgery Int 3 = +3
Gather Information Cha 2 = +2
Handle Animal Cha 14 = +2 +10 +2 [animal affinity]
Heal Wis 3 = +3
Hide Dex* 13 = +3 +10
Intimidate Cha 2 = +2
Jump Str* 16 = +4 +10 +2 [tumble]
Knowledge (nature) Int 15 = +3 +10 +2 [survival]
Listen Wis 13 = +3 +10
Move Silently Dex* 13 = +3 +10
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 7 = +3 +2 [handle animal] +2 [animal affinity]
Search Int 3 = +3
Sense Motive Wis 3 = +3
Spot Wis 13 = +3 +10
Survival Wis 13 = +3 +10
Swim Str** 13 = +4 +7 +2 [athletic]
Tumble Dex* 15 = +3 +10 +2 [jump]
Use Rope Dex 3 = +3
Control Shape Wis 13 = 3 +10


* = check penalty for wearing armor

Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Handle Animal >=5 ranks gives +2 on wild empathy checks.
Know Nature >=5 ranks gives +2 on survival checks above ground.


First-level Ranger spells: 2 (1+1) per day



Second-level Ranger spells: 2 (1+1) per day




Nord:

Touch of Frost[Ex] (1d6+1/char lv.) 1/day

Cold Resistance:10



Werewolf:

Lycanthropes gain the shapechanger subtype

Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.

Lycanthropy imparts +2 wisdom (already included)

Changing form is a standard action.

Communicates with normal and dire forms of the base animal.

Low-light vision and scent.

Free "Iron Will" feat.

There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.

Keeps racial bonuses to skills for both creature and base animal.

Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.

Feats are awarded combining the animal and base creature's levels.

Natural armor class bonus increases by +2 in humanoid form.

Natural armor class in hybrid form is human or animal, whichever is better.

Size in hybrid form is the larger of the base creature and base animal.

Has the base creature's speed in hybrid form.

Hybrid form has a bite and two claw attacks.

Hybrid form can cast spells so long as they do not have a verbal component.

Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)

Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.

Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.

The wolf's move is 40 feet.

Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution.

Increased strength gives +1 to hit and damage and on grapples, as well as strength checks.

Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.

Increased constitution gives +2 on fortitude saves, as well as constitution checks.

In wolf form, can try to trip on a successful bite.

Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus

Hide, listen, move silently, search, spot, survival are class skills.

Free "Track" feat according to system reference documents. +4 when able to use scent.

Monk:

AC Bonus for Wisdom

AC Bonus for level (begins level 5)

Flurry of Blows

Unarmed Strike

Fast Movement (already included)

Bonus Feats (levels 1 2 & 6)

Evasion (level 2)

Fast Movement (level 3)

Still Mind level 3)

Ki Strike (level 4)

Slow Fall (level 4)

Purity of Body (level 5)

Wholeness of Body (level 7)

Improved Evasion (level 9)

Diamond Body (level 11)

Quivering Palm (level 15)

Timeless Body (level 17)

Tongue of Sun and Moon (level 17)

Empty Body (level 19)

Perfect Self (level 20)

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 8 )

Evasion (level 9)

Camouflage (level 13)

Hide in Plain Sight (level 17)

High wisdom gains bonus spells daily

Favored Enemies:


Animals +4

Outsiders (evil) +2

Undead +4

This ranger chose the wrestling combat track.


Class HP rolled
Level 1: Gestalt 8
Level 2: Gestalt 2
Level 3: Gestalt 6
Level 4: Gestalt 8 +1 to intelligence
Level 5: Gestalt 8
Level 6: Gestalt 8
Level 7: Gestalt 3
Level 8: Gestalt 2 +1 to strength
Level 9: Gestalt 3
Level 10: Gestalt 4




Cornell's Equipment:
53 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Firewood (1 day) x1
Waterskins x1
Spell component pouch


Apperence:
User Image
User Image



Animal Companion: Wolf

Medium-Size Animal

Hit dice 4d8+8 (26 hit points)

Initiative +3 (Dex)

Speed 50 feet

AC: 17 ( +3 Dex +4 natural)

Attacks: Bite +6 melee (Weapon Finesse);

Damage 1d6+3 (bite);

Special Qualities: Scent

Saves: Fort +6; Ref +7; Will +2

Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6

Skills: Hide +4; Listen +6; Move Silently +5; Spot +4; Survival +1;

The animal is entitled to distribute an additional 2 skill points.

Feats: Weapon Finesse (Bite)


Link, share spells

Evasion

Bonus tricks: 2

Bio:The people of Cornell's village are all born with a curse that would have them turned into a creature that was half man and half beast if it weren't for the fact theat their ancestor's sealed away the curse by a magical seal. Due to a rivalry with his best friend Ortega, Cornell set out a journey of travling and esentic training which lasted for one year and Cornell succesfuly aquired the art to unleaseh the power of the manwolf curse. Unkown to him he soon discoverd he could not control the power of the werewolf and is now on a journey to find a way to control the manwolf power.

bytbyt


Jolly Game Master

PostPosted: Sat Jan 03, 2009 1:34 pm


Just curious are there going to be elves and dark elves in this relm?
PostPosted: Tue Jan 06, 2009 5:44 pm


*points to first post*
Elven races are Altmer (High Elves), Bosmer (Wood Elves) and Dumner (Dark Elves)

King Robert Silvermyst


Jolly Game Master

PostPosted: Sun Jan 11, 2009 12:27 pm


Two more, are we using birth signs and if i were to have a cohort would they also be gestalt
PostPosted: Sun Jan 11, 2009 5:32 pm


I had forgotten about the birthsigns. I will have to work on D&D-ifying them. However, if you have cohorts, they are normal, so no, cohorts won't be Gestalt.

King Robert Silvermyst


glitterboypilot

PostPosted: Sun Jan 25, 2009 12:20 pm


I am sorry If I am over stepping my bounds, but I got bored and thought I would help with the birth signs. Take them or leave them but this is what I came up with... Again I am sorry if I stepped on someone's shoes and also I am sorry for any spelling errors.



Apprentice
Cast at +2 caster level
magic spells deal double damage to you

Atronch
Casts at +3 caster level
Spell absorption: Recharges a spell level from a spell casted against you up to your max spell level
Stunted Magic: Rest doesn't recharge magic levels

Lady
+2 Wisdom
+2 Con


Lord
Blood of the North: Can cast Cure light wounds on self equal to your level Chrisma mod per day
Trollkin: Vunnible to fire

Lover
Lover's kiss(SP): once a day Paralyzes with only a kiss but leaves user fatigued


Mage
Can cast spells at a +1 caster level


Rital
Blessed Word: Can turn undead your chrisma mod per day or if character already can turn undead they get an additional 3 attempts a day
Mara's Gift: Can cast Cure Serious Wounds once a day as a level 15 caster on self only


Serpant
Serpant's touch(Sp): Once a day Able to cast posion, dispel magic, on touch and Neutralize Poison at once as a 10th level caster but following caster becomes fatitged


Shadow
Moonshadow: Once a day for 1 minute can use Invisiblity(Sp)

Steed
+20 ft to land speed

Thief
+2 Dex
+10 to land speed


Tower
Tower Key: Can use Knock as a 8th level caster once a day (Sp)
Tower Warden: once per day those born under the Tower can reverse up to 5 points of damage back to the attacker for 2 minutes(Sp)



Warrior:
+2 Str
+2 con
PostPosted: Sun Jan 25, 2009 5:30 pm


not sure if I should join... never played elder scrolls so I don't know anything about it.

Eye of Grummsh


Froscythe

PostPosted: Sun Mar 08, 2009 2:34 pm


Ok, I'll join if i can. Its pretty awesome, I rolled 4 18's, a 15, and an 11.
Can I have the Gestalt like this(one set going into a prestige class)?

Also, I will most likely be under the Shadow sign when you get em up. I like to go invisible.
biggrin




Evermere Darkrise
Male Dunmer Ninja 10/Fighter 6/Tempest 4(Gestalt)
Chaotic Neutral

Strength 18 (+4)
Dexterity 18 (+4)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 18 (+4)
Charisma 12 (+1)
Size: Medium
Height: 5' 7"
Weight: 135 lb
Eyes: Purple
Hair: Jet Black

Total Hit Points: 120
Speed: 30 Feet
Armor Class: 22 = 10 +4 [dexterity] +4 [wisdom] +2 [ninja level] +2 [Tempest Defense]
Touch AC: 20
Flat-footed: 18
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +11 = 7 [base] +4 [constitution]
Reflex save: +11 = 7 [base] +4 [dexterity]
Will save: +7 = 3 [base] +4 [wisdom]
Attack (handheld): +14/+9 = 10 [base] +4 [strength]
Attack (unarmed): +14/+9 = 10 [base] +4 [strength]
Attack (missile): +14/+9 = 10 [base] +4 [dexterity]
Grapple check: +14 = 10 [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: Common Dunmer Altmer Bosmer

Flaming Katana +1(Main Hand): +15/+10 1d10+1d6[Flaming]+4[Strength]+1[Magic]
Frost Katana +1(Off Hand): +15/+7 1d10+1d6[Frost]+4[Strength]+1[Magic]


Feats:
Dodge
Mobility
Spring Attack
Two-Weapon Fighting
Improved Two-Weapon Fighting
Exotic Weapon Proficiency(b*****d Sword/Katana)
Oversized Two-Weapon Fighting
Combat Reflexes




Balance Dex* 27 = +4 +13 +10[Sandals]
Bluff Cha 5 = +1+4
Climb Str* 10 = +4+4+2[Acrobatics]
Craft(poison) Int 9 = +3 +6
Disable Device Int 8 = +3 +5
Disguise Cha 6 = +1 +5
Escape Artist Dex* 17 = +4 +13
Gather Information Cha 5 = +1 +4
Hide Dex* 17 = +4+13
Intimidate Cha 5 = +1 +4
Jump Str* 10 = +4 +4+2[Acrobatics]
Listen Wis 8 = +4 +4
Move Silently Dex* 17 = +4+13
Open Lock Dex 16 = +4+5+5[ring]+2[thieves tools]
Search Int 7 = +3+4
Sense Motive Wis 8 = +4 +4
Sleight of Hand Dex 17 = 4+13
Spot Wis 8 = +4 +4
Swim Str** 8 = +4 +4
Tumble Dex* 10 = +4 +4+2[Acrobatics]




Dunmer:
Summon Monster 3 1/day
Fire Resistance(10)
Darkvision 60ft

Ninja:
AC Bonus for Wisdom
AC Bonus for level
Ki Power:9/day
Sudden Strike +5d6
Trapfinding
Ghost Step: Invisible or Etheral
Improved Poison Use
Great Leap
Ki Dodge
Acrobatics +2
Speed Climb
Ghost Strike

Tempest:
Tempest Defense +2
Ambidexterity(-2/+0)
Two-Weapon Versatility
Two-Weapon Spring Attack(Level 5)



Ra'sava's Equipment:

Backpack 0 lb
Bedroll 2 lb
Waterskins x1 4 lb
Alchemical Tooth x2(Cure Serious Wounds potions) 0 lb
Ring of Filcher's Friend 0lb
Ring of Lockpicking 0 lb
Jumping Caltrops 1 lb
Possum Pouch
Sandals of Harmonious Balance
Rope of Stone
Spool of Endless Rope
Masterwork Thieves tools
Masterwork Artisans Tools
Grappling Hook
4 days Trail Rations
Ninja outfit
Climber's kit
Disguise Kit
PostPosted: Sun Mar 08, 2009 3:52 pm


King Robert Silvermyst
I had forgotten about the birthsigns. I will have to work on D&D-ifying them. However, if you have cohorts, they are normal, so no, cohorts won't be Gestalt.


I think if you are going to incorporate birthsigns, that would fall under Deity...maybe.

Lord of the Vine

Dapper Codger

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Mindless Fiend of Chaos

PostPosted: Wed Sep 02, 2009 7:12 am


Froscythe
Ok, I'll join if i can. Its pretty awesome, I rolled 4 18's, a 15, and an 11.


Malarky
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