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bytbyt

PostPosted: Tue Feb 03, 2009 5:47 pm


Baraon Helian Foltia
Male Boazanian Fighter 10 / Rogue 10
Chaotic Neutral

Apperence:User Image


Strength 17 (+3)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 19 (+4)
Wisdom 15 (+2)
Charisma 18 (+4)
Size: Medium
Height: 5' 8"
Weight: 230 lb
Skin: Light
Eyes: Green
Hair: Green; Straight



Gestalt combination: Fighter Rogue


Total Hit Points: 102

Speed: 30 feet

Armor Class: 17 = 10 +4 [chain shirt] +3 [dexterity]

Touch AC: 13
Flat-footed: 17 [uncanny dodge]
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +10 = 7 [base] +3 [constitution]
Reflex save: +10 = 7 [base] +3 [dexterity]
Will save: +7 = 3 [base] +2 [wisdom] +2 [iron will]
Attack (handheld): +13/+8 = 10 [base] +3 [strength]
Weapon Finesse: +13/+8 = 10 [base] +3 [dexterity]
Attack (unarmed): +13/+8 = 10 [base] +3 [strength]
Attack (missile): +13/+8 = 10 [base] +3 [dexterity]
Grapple check: +13/+8 = 10 [base] +3 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.




Languages: Celestial Common Spiritfolk Elven Undercommon


Adamantine Scimitar 1d6 18-20x2 Slashing Hardness 20 HP 6
Bypass hardness less than 20 +1 enhancement bonus on attack rolls


Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]


Feats:

Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Iron Will
Leadership
Mounted Combat
Power Attack
Cleave
Quick Draw
Weapon Finesse

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 10 = +4 +6
Balance Dex* 15 = +3 +10 +2 [tumble]
Bluff Cha 14 = +4 +10
Climb Str* 3 = +3
Concentration Con 3 = +3
Craft_1 Int 4 = +4
Craft_2 Int 4 = +4
Craft_3 Int 4 = +4
Decipher Script Int 14 = +4 +10
Diplomacy Cha 18 = +4 +10 +2 [bluff] +2 [sense motive]
Disguise Cha 4 = +4
Escape Artist Dex* 13 = +3 +10
Forgery Int 4 = +4
Gather Information Cha 4 = +4
Heal Wis 2 = +2
Hide Dex* 13 = +3 +10
Intimidate Cha 16 = +4 +10 +2 [bluff]
Jump Str* 15 = +3 +10 +2 [tumble]
Knowledge Royalty and Nobility: 19= +4+10+5
Listen Wis 12 = +2 +10
Move Silently Dex* 13 = +3 +10
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 13 = +3 +10
Search Int 14 = +4 +10
Sense Motive Wis 2 = +2
Spot Wis 12 = +2 +10
Survival Wis 2 = +2
Swim Str** 3 = +3
Tumble Dex* 15 = +3 +10 +2 [jump]
Use Rope Dex 3 = +3


* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Search >=5 ranks gives +2 on survival checks while tracking.


Boazanian:
+2 intelligence
+4 charisma
+5 Knowledge Royalty and


Fighter:

Bonus Feats (already included)

Rogue:

Sneak Attack +5d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level

Special Abilities (choices begin at 10th level)

Baraon Helian's Equipment:
65 lb Weapons / Armor / Shield (from above)
Backpack
Candle
Case (for map or scroll)
Ink vial
Ink pen
Lantern (hooded)
Mirror
Oil flasks x3
Paper sheets x4
Parchment sheets x4
Rations (1 day) x5
Sacks x1
Sealing wax
Signal whistle
Signet ring
Spyglass
Tent
Thieves' tools
Carrige with 2 Horses
Gold:26,995


Cohort
Groyag
Male Half-Orc Barbarian 8
Chaotic Neutral



Strength 22 (+6)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 7 (-2)
Size: Medium
Height: 5' 11"
Weight: 430 lb
Skin: Green
Eyes: Light Brown
Hair: Dark Brown; Wavy; Average Beard




Total Hit Points: 78

Speed: 30 feet [armor] [barbarian]

Armor Class: 18 = 10 +5 [breastplate] +3 [dexterity]

Touch AC: 13
Flat-footed: 18 [uncanny dodge]
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +2 = 2 [base]
Attack (handheld): +14/+9 = 8 [base] +6 [strength]
Attack (unarmed): +14/+9 = 8 [base] +6 [strength]
Attack (missile): +11/+6 = 8 [base] +3 [dexterity]
Grapple check: +18/+13 = 8 [base] +6 [strength] +4 [improved grapple]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
173 lb. or less
174-346 lb.
347-520 lb.
520 lb.
1040 lb.
2600 lb.




Languages: Common Orc


Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]

Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]


Feats:

Endurance
Improved Unarmed Strike
Improved Grapple

Traits:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* 3 = +3
Bluff Cha -2 = -2
Climb Str* 17 = +6 +11
Concentration Con 3 = +3
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 3 = +3
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Handle Animal Cha 9 = -2 +11
Heal Wis 0 = +0
Hide Dex* 3 = +3
Intimidate Cha -2 = -2
Jump Str* 6 = +6
Listen Wis 0 = +0
Move Silently Dex* 3 = +3
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 15 = +3 +10 +2 [handle animal]
Search Int 0 = +0
Sense Motive Wis 0 = +0
Sleight of Hand Dex* 4 = +3 +1
Spot Wis 0 = +0
Survival Wis 10 = +0 +10
Swim Str** 6 = +6
Use Rope Dex 3 = +3


* = check penalty for wearing armor


Half-Orc:


+2 strength / -2 intelligence / -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Barbarian:

Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

This barbarian cannot yet read/write.

Groyag's Equipment:
189 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Bucket
Crowbar
Firewood (1 day) x5
Fishhook
Fishing net
Flint and steel
Ram
Rations (1 day) x4
Waterskins x1
PostPosted: Wed Feb 11, 2009 6:38 pm


Well if you are still accepting Characters here will be mine.

Edit:After looking over the incarnum book more he way I want to play Vinnic he would probabbly be a totemist, not and incarnet, making changes now.

Vinnic Mish NG
Male Azuran Ranger 2/ Fighter 4/ Disiple of Dispater 4
Scout 10


Str18
Dex17
Con18
Int18
Wis14
Cha14

Hit Points
AC
Init
BAB +10, Grap +15 ( 5str +7 bab)
Speed 40ft
Fort(11base+Con)
Ref(7Base +Dex)
Will(5Base+Wis)

Essenstia 4

Attacks:
Melee,

Speaks
Common
Draconic
Elven

Feats:
Disciple of Darkness
Cobalt Critical
Midnight dodge
Colbalt Charge
Power Critical (Scimitar)
Improved Critical (Scimitar)
Track
Two weapon Fighting
Power Attack
Combat Expertise
Weapon Focus(Scimitar)
Improved Two weapon Fighting
Mobility
Spring Attack

Flaws:
Murky-Eyed
Vunerable

Traits
Aggressive

Skills:
+2 Appraise(int)
+7 -Balance(dex) 5
+2 Bluff(cha)
+13 -Climb(str) 5 +2
+7 -Concentration(con) 5
+2 -Craft()(int)
+2 Decipher Script(int)
+15 -Diplomacy(cha) 5+6+2
+2 Disable Device(int)
+2 Disguise(cha)
+7 -Escape Artist(dex) 5
+2 Forgery(int)
+2 Gather Information(cha)
+2 -Handle Animal(cha)
+4 Heal(wis)
+12 -Hide(dex)8 +2
+4 Intimidate(cha)+2
+15 -Jump(str) 5+2+2
+7 -Knowledge(arcana)(int) 5
+2 Knowledge(architecture and engineering)(int)
+2 Knowledge(dungeoneering)(int)
+2 Knowledge(geography)(int)
+4 Knowledge(history)(int)2
+2 Knowledge(local)(int)
+2 -Knowledge(nature)(int)
+7 Knowledge(nobility and royalty)(int) 5
+7 -Knowledge(religion)(int) 5
+7 -Knowledge(the planes)(int) 5
+15 -Listen(wis)13
+12 -Move Silently(dex) 8+2
+2 Open Lock(dex)
+2 -Perform(cha)
+4 -Profession(wis)
+2 -Ride(dex)
+2 Search(int)
+9 -Sense Motive(wis) 5
+2 Sleight of Hand(dex)
+2 -Spellcraft(int)
+8 -Spot(wis) 4
+4 -Survival(wis)
+11 -Swim(str) 5
+9 -Tumble(dex) 5+2
+2 Use Magic Device(cha)
+2 Use Rope(dex)

Equipment:

Jolly Game Master


King Robert Silvermyst

PostPosted: Sun Feb 15, 2009 5:45 am


You know what, I'm really starting to want to BAN vows. This is a violent RP. A WAR ZONE RP. Do you honestly think you can uphold any if not all of them?
PostPosted: Mon Feb 16, 2009 9:06 am


Besides, he is a Monk, he can't be Neutral Good.

And also, DimitriFate, People who take Sacred Vow and other Exalted feats are required to be Good Aligned.

Alterius Havoc


Jolly Game Master

PostPosted: Mon Feb 16, 2009 1:33 pm


In response to that I was only making my character the way that he would act, the skarn are a race made to near perfection so they relay on their own prowess instead of an item. If you have an issue with this I'll have no problem to change them.

Also a monk can be lawful, as long as they don't go chaotic they don't lose any abilities but they can't level up as a monk.
PostPosted: Mon Feb 16, 2009 1:46 pm


Is it to late to join? If not here is what I have at the moment

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=22188

Southern Cross Nemesis


King Robert Silvermyst

PostPosted: Mon Feb 16, 2009 7:30 pm


Southern_cross_nemesis - Your character is pproved

Jolly Game Master - All I have to say is holy **** no. Monks must be lawful for one. Yours is listed as Neutal Good For two, spam abuse of vows that are ill-suited for this roleplay, not to mention vow abuse. You seriously need to do some revising and rethinking. And look at your items. I see items that would be worth tons of gold in magic bonuses alone that negate Vow of Poverty.

And as of now, with the exception of the one character we have that already has one single vow, I will not allow any more vow-users. This is starting to become an abuse and are highly ill-suited for this kind of roleplay.

Also, I am going to give everyone else that has been accepted who signed up until friday to post. If you don't post in the RP by then, you will be considered dead weight. It's bad enough people may have to wait on me because of college, but I want to keep things flowing as steadily as possible from beginning to end.
PostPosted: Mon Feb 16, 2009 7:38 pm


It even says in the player handbook on pg 42 in the ex-monks section that a monk that becomes non-lawful may not level up as a monk but still retains all of his abilities.

Also I'll begin editing my character now.

Jolly Game Master


Southern Cross Nemesis

PostPosted: Tue Feb 17, 2009 10:04 am


Thanks I will make my first post here in a few.

Jolly I would change the name of your monk to ex-monk just avoid confusion

And here is the insert he was talking about, it is from the Srd 3.5.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
PostPosted: Thu Feb 19, 2009 6:35 pm


Alright after going through my character I decided to completely redo him. So if you'll still take me here he is.



Lancer
Lawful Good
Warforged Fighter 3/Knight 2/warforged juggernaut 5
Artificer 10
Experience:48,753

Str24
Dex14
Con20
Int16
Wis12
Cha15

Hit Points 134 (3d10+7d12+50)
AC 26(10+10Armor+2Dex+4shield+1 Deflection+1Natural-2 flaw)
Init+4
BAB +10, Grap 15 ( str + bab)
Speed 20ft
Fort +15(+8Base+5Con+2)
Ref +9(+5Base +2Dex+2)
Will +10(+7Base+1Wis+2)


Attacks:
Melee,
+19/+14 Lance 1d8+11 x3

Armor Spikes
+17/+12 1d8+7 x2

Speaks
Common

Feats:
Adamantine Body
Power Attack
Improved Bull rush
Mounted Combat
Weapon Focus(Lance)
Spirited Charge
Ride by Attack
Craft Construct
Item Familiar(Lance)
Scribe Scroll
Brew Potion
Craft Wonderous Item
Ledgendary Artisan
Craft Magic Arms and Armor
Extraordinary Artisan
Craft Wand
Craft Rod

Flaws:
Murky-Eyed
Vunerable

Traits
Aggressive

Skills:
+13 -Appraise(int) 10
+2 Balance(dex)
-3 Bluff(cha)
+12 -Climb(str) 5
+5 -Concentration(con)
+16 -Craft(Black Smithing)(int) 13
+3 Decipher Script(int)
+10 -Diplomacy(cha) 13
+3 -Disable Device(int)
+2 Disguise(cha)
+2 Escape Artist(dex)
+3 Forgery(int)
-2 Gather Information(cha)
+6 -Handle Animal(cha) 4
+1 Heal(wis)
+2 Hide(dex)
+2 -Intimidate(cha)
+12 -Jump(str) 5
+8 -Knowledge(arcana)(int) 5
+8 -Knowledge(architecture and engineering)(int) 5
+3 Knowledge(dungeoneering)(int)
+3 Knowledge(geography)(int)
+3 Knowledge(history)(int)
+3 Knowledge(local)(int)
+3 Knowledge(nature)(int)
+11 -Knowledge(nobility and royalty)(int) 8
+3 Knowledge(religion)(int)
+3 -Knowledge(the planes)(int)
+1 Listen(wis)
+2 Move Silently(dex)
+2 -Open Lock(dex)
+2 Perform(cha)
+1 -Profession(wis)
+20 -Ride(dex)13
+3 -Search(int)
-4 Sense Motive(wis)
+2 Sleight of Hand(dex)
+13 -Spellcraft(int) 10
+1 Spot(wis)
+1 Survival(wis)
+7 -Swim(str)
+2 Tumble(dex)
+12 -Use Magic Device(cha) 10
+2 Use Rope(dex)

Equipment:537
+1 Maiming,Impaling,Sizing,Charging Lance
Arm Bands of Might
Embedded Artificers Monocle(No Space)
Embedded Ridding Boots
Composite Plating of +2 Anchoring, Nimbleness
+3 Variable Buckler
Belt of Giant Strength +4
Bag Of Holding III
Ring of Protection +1
Amulet Of Natural Armor+1
Cloak of Resistance +2

Clockwork Stallion
Always Neutral Large Construct

Str20
Dex8
Con-
Int-
Wis10
Cha1

HP:63
Ac:23 (10+8Armor-1 dex -1 size +7 natural)
Init:-1
Speed:65
DR 5/adamantine
Melee
2 Hooves +8 each (1d6+5)

Feats:
Improved Bullrush
Improved over run
Trample
Skills:
Jump +13

Darkvision 60ft
Low light vision
Improved Battle readyness:Only takes a swift action to comand mount to do full round actions

Equipment:
Reins of Ascension
Horse Shoes of Speed
Fullplate

Artificer Abilities:

Infusions per day 4/4/4/2
Craft Reserve:Expended
Artificer Knowledge:+13 DC15 to check for magical qualities
Artisan Bonus:+2 use magic device for item creation feats.
Disable Trap
Item Creation: DC(20+caster level)To imulate spells, +2 caster level for item creation.
Retain Essence:Steal away experiance points from items.
Metamafic Spell trigger:Apply metamagic feats to spell trigger items.

Knight Abilities:
Knights challenge 8/day
Fighting challenge:+1 will saves and attack and damage Rolls against target 7 round duration
Shield block+1: Gain +1 shield bonus to AC versus one target.


Warforged Juggernaut Abilities:
Armor Spikes:1d8 Damage
Expert Bullrush:Add class level to srt checks when making or defending against a bulrush
Powerful Charge:Gains powerful Charge Feat
Reserved:Takes -5 to Bluff, Diplomacy, Gather infromation, and Sense motive.
Charge bonus:Gains +2 to attack with charge.
Construct Perfection:
I:Gains immunity to non-leathal damage and extra damage from critical hits.
II:Gains Immunity to all mind-effecting Spells and Abilities.
III:Gains Immunity to death and necromancy effects.
IV:No longer subject to Ability Damage or Ability Drain.
Extended Charge: Speed gains +5 movement when charging.
Healing Immunity: Gains immunity to the effects of the healing subschool.
Superior Bullrush:At the end of a bullrush my also add damage from charge attack with armor spikes.
Greater Powerful Charge:Gains Greater Powerful Charge feat.

Jolly Game Master

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