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Ready to kick some serious a**?!
Yes, bring on the pain!
46%
 46%  [ 7 ]
No, my wand is broken! :'(
0%
 0%  [ 0 ]
If, by kick a**, you mean totally pwn everything you throw at us, then yes*get's hit by a thrown axe*
13%
 13%  [ 2 ]
My evility says...GIVES ME THE GOLDZ YOU WILLS!!!
40%
 40%  [ 6 ]
Total Votes : 15


Eveth Morromere

PostPosted: Sat Sep 29, 2007 5:47 pm


This Campaign is for 10th level characters. I don't care what you are, just keep level adjustments & monster HD in order. I'd prefer that you use real character sheets, & scan them(because they're easier for you yourself to keep track up, & their data doesn't deteriorate) but you MAY use a character generator if you don't have actual sheets or a way to scan them. Oh, here's something else not used much: YOUR ALIGNMENT MUST BE ANYTHING BUT GOOD!!!

Sorry, I've got all the players I need. If you aren't playing, feel free to send me a message though, and I'll try to find a way for you to help me, such as helping play out encounters.
EDIT:

I have some things to say/rules:

1. I only own the Player's Handbook, Monster Manual, Dungeon Master's Guide, Player's Handbook 2, Miniature's Handbook, Book of Vile Darkness, & Tome of Magic. Therefore, I don't know everything; if you want to be/use something from another book, you need to post what it is/does/is from.

2. The rules that apply to finding out the cost of clothing follows the same rules as those of armor.

3. Use standard gold.

4. No +4 or higher items! You may have as many +weapons as you want, but they can't add up to more than +6.

5. PM me a character background/bio.

6. I will keep adding stuff to this as new questions come up.

7. I am the DM. I am a god. Do not argue with me. I rarely do, but can, get pissed...

8. Stats: roll 4d6, use best 3 results, 6 times, then reroll the lowest. Also, If you roll below 10 total for a stat, reroll.

9. Yes, you can have mounts. (Seriously, WHY was I even asked this?)

10. If you're not going to be able to get on here to play, please inform me so I can figure something out.

11. My life is hell right now, & stuff often comes up that screws me over, so at times, I may disappear for a while, but I'll try to find a way to tell everyone when this happens.
PostPosted: Sat Sep 29, 2007 7:38 pm


Hmm. Sounds interesting. I might join up, but I have no scanner, so character generator it is.

Edit: Blast. The character generator does not work on this computer, but I'm not on my home computer at the moment so I'll create a character when I get home. (A few hours) I have a nice Rakshasah Sorceror 3 planned. So, do we use the standard gold for level 10 characters then?

Rettu Skcollob
Crew


Rettu Skcollob
Crew

PostPosted: Sun Sep 30, 2007 7:33 am


Hmm. Just had Paper tell me that although the Rakshasah's LA is +7, it gains 7 hit die, and that raises it to fourteen. Ah well, then I guess tomorrow I'll think of something else. And I had a backstory and character demeanor all planned out. Well, bags the Sorceror anyway.
PostPosted: Sun Sep 30, 2007 8:42 am


Rettu Skcollob
Hmm. Just had Paper tell me that although the Rakshasah's LA is +7, it gains 7 hit die, and that raises it to fourteen. Ah well, then I guess tomorrow I'll think of something else. And I had a backstory and character demeanor all planned out. Well, bags the Sorceror anyway.

Yeah, well, there is another thing you can do. You tak away some of your monster HD. All it means is you're weak for your race.

Eveth Morromere


Eveth Morromere

PostPosted: Sun Sep 30, 2007 9:12 am


Workingit
Sounds good. I've been itchin' to get this guy into a campaign since I made him. Price limit of the equipment is forty-nine thousand, right?

Also, multi-classing penalties?

Multi-class penalties, yes. Price limit? You get 49,000, you can whatever you want on each item, with one exception: No +4 items, & you can only have of of each +, so you can't have 2 +3s, 2 +2, etc.
PostPosted: Sun Sep 30, 2007 9:40 am


Yes.

Eveth Morromere


Sylvanes100

PostPosted: Mon Oct 01, 2007 7:07 am


Ok, I'm definitly intrested in joining an evil campaign since I've been wanted to try out a True Necromancer for a while now. I've only got a few questions. Are we allowed to use Traits and Flaws from Unearthed Arcana?
PostPosted: Mon Oct 01, 2007 1:35 pm


I will join as I want to play as a Battle Sorcerer.

silverwicca_wind


Anketh
Crew

PostPosted: Mon Oct 01, 2007 2:22 pm


Darastixen
Male (Dragonwrought) Kobald Dragonfire Adept/10
NE

Str 13 -- (8 pts) -4 racial +2 levels
Dex 10 -- (0 pts) +2 racial
Con 16 -- (10 pts) -2 racial +2 item
Int 14 -- (6 pts)
Wis 8 -- (0 pts)
Cha 12 -- (4 pts)

Hit Points 70 (10d8 + 30 con + 1 feat -10 flaw, -1 Draconic Right of Passage.)
AC 14 (10 + 3 natural + 1 small), Touch 11, Flat 14
Init +0
BAB +5, Grap +6
Speed 40 (base 40, light load, no armor)
Fly 60 (base 40 + 20 feat; perfect manuverability)
Fort +12 (7 base + 3 con + 2 vest), Ref +5 (3 base + 0 dex +2 vest), Will +8 (7 base + -1 wis +2 vest)

+6 Melee, Dagger, 1d3, 19-20/x2

Small, 2'1" tall, 43 wt, 14 years old
red eyes, brown skin

Speaks Common, Draconic, Elven, Gnome, Syvan

+14 Bluff (10 ranks + 1 cha +3 circlet)
+17 Craft: Trapmaking (13 ranks + 2 int + 2 racial)
+18 Diplomacy (10 ranks + 1 cha + 4 synergy +3 circlet)
+12 Sense Motive (13 ranks + -1 wis)
+13 Listen (13 ranks + -1 wis +1 feat)
+14 Move Silently (3 cc ranks + 0 dex + 5 boots +2 feat +4 size)
+1 Profession: Miner (0 ranks +-1 wis + 2 racial)
+5 Search (0 ranks +2 int + 2 racial + 1 feat)
+13 Spot (13 ranks +-1 wis +1 feat)

Feats
-Dragontouched (dragonblood subtype, +1 hit point, +1 on listen, search, & spot)
-Dragonwrought Kobald: Green (gives dragon type, 2 bonus on move silently)
-Ability Focus (breath weapon)
-Draconic Aura: energy, fire (all within 30' add +2 bonus to saves generated by fire effects.)
-Dragon Speed (+10 to all speeds, +20 to fly speed instead of +10)
-Master Trapsmith (50% reduced cost for building traps)


Kobald Traits
-+2 dex, -4 str, -2 con
-Small Size
-Dragonblood Subtype
-Low-light vision, Darkvision 60'
-+2 on Craft(trapmaking), Proffesion(miner), and Search checks
-Light Sensitivity
-Draconic Right of Passage

Dragonfire Adept Abilities
-Breath Weapon (usable once per round, 30' cone or 60' line, 6d6 damage)
-Dragontouched Bonus Feat
-Least and lesser invocations
-Scales +3 (+3 natural armor)
-Dragonkin (+4 on diplomacy vs. dragons and dragonbloods)
-DR 2/magic
-Breath Effects (change to breath weapon, can use a specific breath only every two rounds)
1) Lightning Breath (apply to line-shaped breath, it deals lightning damage)
2) Slow Breath (apply to cone-shaped breath, it slows enemies as spell for a time)
3) Enduring Breath (repeat 1/2 initial damage the next round)

Invocations Known
Least- Endure Exposure, See the Unseen
Lesser- Draconic Flight, Walk Unseen

Flaws
-Frail (-1 hit point per level)

Right of Draconic Passage (100 gold cost, -1 hit point, gain identify 1/day as a spell-like ability)

Traveler’s Outfit

Heward’s Handy Haversack (center back, 5wt) 2000 gp
Bedroll (below backpack, 5wt) 1 gp

Circlet of Nobility (head, -wt) 4,500 gp
Sundark Goggles (eyes, -wt) 10 gp
Cloak of Resistance +2 (worn, -wt) 4,000 gp
Pectoral of Maneuverability (worn, 5wt) 12,000 gp
Ring of Protection +1 (left ring finger, -wt) 2,000 gp
Medallion of Aerial Defense (worn, 1wt) 8,000 gp
Beruto of the Carp Dragon (backpack, 1wt) 2,200 gp
Cincture of Dragon Breath (worn, -wt) 2,000 gp
Bracers of Armor +3 (wrists, 2wt) 9,000 gp
Boots of Elvenkind (feet, 2wt) 2,500 gp

Waterskin- water (backpack, 4wt)
1 Torch (backpack, 1wt)
1 Sunrod (backpack, 1wt)
Flint & Steel (backpack, -wt)
Trail Rations- 2 days (backpack, 2wt)
Other backpack contents (backpack, ??wt)

Coins- 652gp, 45sp, 49cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)
PostPosted: Mon Oct 01, 2007 2:36 pm


name:herman
class and lvl: 7th lv fighter
race:warforged charger
allignment: evil
deity:
size:large
age: 5 years
gender: none
height: 7 ft
weight: 2,400 lbs
str: 25 mod 7
dex: 20 mod 5
con: 27 mod 8
int: 10 mod 0
wis: 10 mod 0
cha: 10 mod 0
ac: 15 (-1 size, +8 adamantine body), touch 9, flat footed 17
hp: 150
initiative: 5(5 dex)
fortitude: 9 (+8 con +1 misc)
reflex: 6 (5 dex +1 misc)
will: 3 (0 wis +3 misc)
attacks: slam +7 melee (1d8+5 or powerfull charge 1d8+5 plus 2d6)
what skills you have: climb (11), craft (warforged)(05), craft(adamantine armor)(4), craft (warhammer)(4), handle animal(4), intimidate(4), jump(11), ride(9), swim(11)
languages: common,
feats: natural feats: adamantine body, powerful charge. class skills: great fortitude, improved initiaive, improved unarmed strike, iron will, power attack, cleave
armour: natural adamantine armor
anything else you want to list: living construct, imunity to sleep, poisons. does not need to eat, breathe. does not get tired. becuase of adamantine body can ignore the hardness of most objects. . for [size=9]hiddin compartment 10 feet of space to hold stuff inside the space[/size]being a living construct class the warforged charger gets it two aditional feats at first level.
damage reduction 2/adamantine

yes i realize that this is a 7th level character but may i use this warforged

idiotic randomness


Eveth Morromere

PostPosted: Mon Oct 01, 2007 3:57 pm


Hey everyone, look above to see new info that will help you. Also, dreams, what's the lv adjustment?
PostPosted: Mon Oct 01, 2007 6:16 pm


silverwicca_wind
I will join as I want to play as a Battle Sorcerer.

I have to ask. What the HELL is a Battle Sorcerer? You mean a War Mage?

Eveth Morromere


Sylvanes100

PostPosted: Mon Oct 01, 2007 6:51 pm


Male Human Cleric 3 / Necromancer 3 / True Necromancer 4
Name: Robert Haiden
Neutral Evil
Representing Sylvanes
Size: Medium
Height: 5' 11"
Weight: 130 lb
Skin: Pale
Eyes: Black
Hair: Gray; Straight; Beardless

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 18 (+4)
Charisma 16 (+3)

Domains: Death, Evil
Energy:Negative [Harmful / Rebukes Undead]
Specialty: Necromancy
Gave up: Enchantment, Illusion
Speed: 30 feet

Total Hit Points: 49
Armor Class: 20 = 10 +2 [dexterity] + 5 Armor + 2 Ring of Prot.
+ 1 Amulate of Natural Armor

Touch AC: 14
Flat-footed: 18
Initiative modifier:+2 = +2 [dexterity]

Fortitude save: +6 = 5 [base] +1 [constitution]
Reflex save:+5 = 3 [base] +2 [dexterity]
Will save:+14 = 10 [base] +4 [wisdom]

Attack (handheld): +3 = 5 [base] -2 [noncombatant]
Attack (unarmed):+3 = 5 [base] -2 [noncombatant]
Attack (missile): +7 = 5 [base] +2 [dexterity]
Grapple check: +1 = 5 [base] -4 [noncombatant]

Light load: 33 lb. or less
Medium load: 34-66 lb
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Languages: Abyssal,Common, Draconic, Illithid (Mind Flayer), Beholder Elven, Gnome, Goblin, Infernal, Orc, Undercommon

Flaws:
Feeble: -2 to any Dex, Con, or Str based checks.
Noncombatant: -2 to melee attacks

Feats:
Spell Focus (Necromancy): +1 DC on saving throws for th school of magic selected.
Corpsecrafter: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.
Destruction Retribution: Each undead you raise or create with any necromancy spell releases a burst of negative energy upon its destruction,
dealing 1d6 points of damage plus an additional 1d6 points per 2 Hit Dice to every creature within a 10-foot spread (Reflex DC 15 half). This damage comes from negative energy, and it therefore heals undead creatures.
Necromantic Presence: Whenever undead you control are within 60 feet of you, they gain a +4 bonus to their turn resistance.
Necromantic Might: Whenever undead you control are within 60 feet of you, they are physically inspired by your necromantic aura, and gain a +2 enhancement bonus on their attack rolls and saving throws.
Scribe Scroll (Wizard Feat): Can craft scrolls.
Spellcasting Prodigy [intelligence]: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.
Spellcasting Prodigy [wisdom]: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.

Skills:
Concentration: 12 (13 Ranks+ 1 (Con) - 2 (Feeble) )
Heal: 14 (10 Ranks + 4 (Wis) )
Knowledge (arcana): 17 (13 Ranks + 4 (Int) )
Knowledge (history): 13 (9 Ranks + 4 (Int) )
Knowledge (local): 6 (2 Ranks + 4 (Int) )
Knowledge (religion): 17 (13 Ranks + 4 (Int) )
Spellcraft: 19 (13 Ranks + 4 (Int) + 2 (Knowledge Arcana) )

This character also has 6 ranks in Speak Languages.
Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Zero-level Cleric spells: 5 per day
Detect Magic, Detect Magic, Detect Magic, Detect Magic, Detect Magic

First-level Cleric spells: 5 (3+2) per day +1 from a domain
Bless, Bless, Cure Lit., Cure Lit., Cure Lit. + Protection from Good

Second-level Cleric spells: 4 (3+1) per day +1 from a domain
Summon Undead 2, Summon Undead 2, Cure Mod., Cure Mod. +
Death Knell

Third-level Cleric spells: 3 (2+1) per day +1 from a domain
Animate Dead, Animate Dead, Summon Undead 3 + Animate Undead

Zero-level Necromancer spells: 5 (4+1) per day
Disrupt Undead, Resistance, Read Magic, Read Magic, Disrupt Undead

First-level Necromancer spells: 6 (3+2+1) per day
Magic Missile, Magic Missile, Magic Missile, Shield, Shield, Backbiter

Second-level Necromancer spells: 5 (3+1+1) per day
Darkvision, Bone Fiddle, Bone Fiddle, Bone Fiddle, Bone Fiddle

Third-level Necromancer spells: 4 (2+1+1) per day
Curse of Impending Blades Mass, Curse of Impending Blades Mass,
Summon Undead 3, Summon Undead 3

True Necromancer Abilties:
Rebuke Undead: Levels in True Necromancer stack with any other class in destermining rebuking undead
Create Undead 1/day
Necromantic Prowess +1: +1 to rebuking Undead, Levels of Necromantic Spells, and Spell-like abilties that mimic Necromancy effects.
Zone of Desecration: The True Necromancer gives of an Aura that is identical to the Desecration spell, except it only effects allied undead.

Equipment:
Armor: +1 Twilight Mithral Shirt (AC +5, Spell Chance Failure: 0%,
Max Dex: +6, Check Penalty: 0) Cost: 5100
Ring of Protection +2: +2 deflection AC. Cost: 8000
Amulate of Natural Armor: +1 Natural AC. Cost: 2000
Rod of Undead Mastery: Control twice the number of undead you can normally control. Cost: 10,000
Tome of the Stilled Tongue: Spellbook with 500 pages. Its is not required to pay the 25 gold per page fee to right spells in it. Cost: 7,500
Talisman of Undead Mastery: Has 3 charges that renew each day. Spending 1 or more charges increases the effective turning level for a single turn or rebuke attempt.
1 Charge: 2 Levels
2 Charges: 3 Levels
3 Charges: 4 levels
Swift Action to activate. Cost: 3000
Survival Pouch: 5 times per day you can reach into it and pull out your choice of one of the following: Trail Rations for one medium creature for one day, two gallons of water stored in a water skin, a tent and two bedrolls sized for medium creatures, a 50 ft coil of hempen rope, a shovel, a campfire, composite shortbow with 20 arrows, or a mule. All (Exept for the bow and waterskin, which disappear as soon as the arrows/water is all used up) last 8 hours. Cost: 3300
Infinite Scrollcase: Holds up to 50 scrolls. When activated (Move action) the desired scroll unfurls through the slit, ready to cast from. +4 to concentraition while reading from the scroll. If you have a +1 bonus to attack or more, retreaving a scroll is part of a move action, like drawing a weapon. Cost: 2800
Holy Symbol Cost: 1
Spell Component Pouch: 5
Artificer's Monocle: After casting detect magic on an object and studying it for 1 minute, you can identify the items magical abilties as if you had cast identify. Cost: 1500
Onyx Gems: Until gold runs out.

Spells In Spellbook:
Lv 0: All except prohibited schools (Illusion/Enchantment)
LV 1: Mage Armor, Shield, Backbiter, Magic Missile, Ray of Enfeeblement, Protection from Good, Summon Undead 1, Expeditious Retreat
Lv 2: Darkvision, Bone Fiddle, Summon Undead 2, Command Undead
Lv3: Curse of Impending Blades Mass, Summon Undead 3, Belker Claws, Haste


((I still have to finish my equipment list, but this should do for now.))
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