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Posted: Tue Aug 19, 2008 10:36 am
Alright, I figure I'll run a game, I feel I have more expertise in that part. ( 1 and a half years without playing as a PC [offline] )
I made a lot of mistakes in the last campaign I hosted up here, and I decided to use a more perfected campaign I used in my home games before it took a turn for the worst. ( But I have also learned what the problem is, and fixed it)
Anyways, anyone is welcome. Monster characters have to be run through with me, but may be allowed depending on what it is. If you want anything special with your character, tell me and I'll consider it. This campaign starts at level 3.
If you remember correctly, I was going to play this campaign on here, but didn't want to risk giving away spoilers to my home group if the players on here are better at it.
A bit about the campaign:
The Campaign takes place in a world ran by nine Wizards of varying power and training. The wizards are made of different creatures from different regions, 3 Elves, 2 Humans, 1 Dwarf, 1 Halfing, 1 Gnome, and 1 Orc.
Together they rule and make decisions over the world, though fair, many fear them and their destructive powers because it's more then they've ever witnessed.
Under the guidance of the councel, life prospered and poverty was dim, dimmer so was crime and conflict.
But the golden age was soon broke, and the council dispersed. Only three of the wizards remained together in the high tower, still watching over the world, and helping to solve major conflicts.
The other wizards broke off and did their own thing, studying different types of magic not availuable in the Towers library, teaching magic, being a ruler, or whatever they wish.
Though less renowed in the new age, the tower is called cursed, and the Wizards are still greatly feared, making them very reclusive and veangeful.
The characters know all of this, and are banded together in the hope of doing some good for the presence, or lack of the Council. Or, hope to do some evil do the Council no longer intervening, as people have not yet begun to function completely without them, things should be easier to get away with. You guys can decide.
Starting Equipment: 500 Golds worth ( non transferable), and one +1 weapon
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Posted: Wed Aug 20, 2008 9:38 am
Any limits on on classes?
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Posted: Wed Aug 20, 2008 2:39 pm
DimitriFate Any limits on on classes? Nah. Be what class you want.
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Posted: Wed Aug 20, 2008 3:20 pm
Already working my character!
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Posted: Wed Aug 20, 2008 6:20 pm
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Posted: Thu Aug 21, 2008 6:46 am
Chabo Male Dragonborn of Bahumet(human base) Fighter 3 Lawful Neutral Deity: Bahumet Representing Yurro
Strength 16 (+3) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 15 (+2) Wisdom 12 (+1) Charisma 10 (+0)
Total Hit Points: 32 Armor Class: 18/20=10+4[armor]+2[shield]+2[dex]/+2[against dragon types]
Size: Medium Height: 5' 5" Weight: 120lb Age: 25 Skin: Silver scales Eyes: Sky blue Hair Color: no hair
Speed: 30 feet AC Pen. -4
Touch AC: 12/14 Flat-footed: 16/18 Initiative modifier: +2 = +2 [dexterity] Fortitude save: +6 = +3 [base] +3 [constitution] Reflex save: +3 = +1 [base] +2 [dexterity] Will save: +2 = +1 [base] +1 [wisdom] Attack (handheld): +6 = 3 [base] +3 [strength] Attack (unarmed): +6 = 3 [base] +3 [strength] Attack (missile): +5 = 3 [base] +2 [dexterity] Grapple check: +3 = 3 [base] +3 [strength] Languages: Common, Draconic, Dwarven, Goblin
Feats: Combat Expertise Weapon focus (great sword) [gain a +1 bonus on all attack rolls] Sense weakness [{Draconomicon} Ignore up to 5 DR, regardless of hardness. Can't reduce lower then 0] Dragon friend [{Draconomicon} +4 to diplomacy, +2 to ride, +4 against frightful presence of good dragons]
Skill Name Key Climb_Dex_6=+2[ability]+4[rank] Craft(weaponsmithing)_Int_8=+2[ability]+4[rank]+2[masterwork tools] Intimidate_Cha_3=+0[ability]+3[rank] Jump_Str_13=+3[ability]+0[rank]+10[wings] Diplomacy_Cha_2/6=+0[ability]+2[rank]+/4[dragonfriend] Swim_Str_7=+3[ability]+4[ranks] Appraise_Int_8=+2[ability]+2[rank]+2[magnify glass]+2[scales]
Human: Extra feat Immune to magical sleep 4 extra skill points
Dragonborn: +2 Constitution, -2 Dexterity.
Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth.
+2 dodge bonus to Armor Class against creatures of the dragon type.
Immunity to Frightful Presence
Draconic Aspect: Wings (Ex):A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fly.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them. The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Equipment/Inventory: Chain shirt (+4 AC, +4 Dex, AC Pen. -2, 25lbs) heavy wooden shield (+2 AC, AC Pen. -2, 10lbs) Keen Greatsword +1 (2d6 ,17-20x2, 8lbs, slashing) Locked gauntlet (5lbs) Long sword (1d8, 19-20x2, 4lbs, slashing) Composite short bow ( 1d8, x3, range: 110ft, 3lbs, piercing) Arrows x20 (3lbs) backpack (2lbs) Magnifying glass (-lbs)* Merchant scales (1lbs)* Everburning torch (1lbs)* Rope (50', silk)* [5lbs] signal whistle*(-lbs) sack* (1/2lbs) masterwork Artisans tools*(5lbs) *in backpack
Weight: 73.2 Backpack: 15.2lbs Body: 58lbs
Carry capacity: Light: 76lbs or less Medium: 77-153lbs Heavy: 154-230lbs
Money: PP GP SP CP
{{Yay! finally finished! xd Took me forever to figure out what feats I wanted to use.}}
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Posted: Thu Aug 21, 2008 9:25 am
I have a lvl 5 warmage I would like to play as again, maybe I'll jsut knock him back down to lvl 3.
Any problems with a lvl 3 human warmage?
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Posted: Thu Aug 21, 2008 10:20 am
Bigfoot9000 I have a lvl 5 warmage I would like to play as again, maybe I'll jsut knock him back down to lvl 3. Any problems with a lvl 3 human warmage? Go right ahead, Yurro you're approved.
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Posted: Thu Aug 21, 2008 10:38 am
Yay!! I love doing a character right. heart
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Posted: Fri Aug 22, 2008 2:17 pm
Armour class seems way to high, since when did you get a wisdom bonus to your Armour class?
And it seems so unbalanced, all of the extra natural abilities that you have... I might change through it.
Also, these character sheets are so confusing! What happened to the simplified versions I had? Did they suddenly go out of style? I'll have to make a sticky saying that it is reccomended if you use these simplified sheets, provided by Turioko.
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Posted: Fri Aug 22, 2008 6:32 pm
k ill change it if you want its like a monk by adding wisdom
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Posted: Fri Aug 22, 2008 9:48 pm
I must apologize about the confusion. I really should start using the format you have set up, but I forgot to when I posted. Also, Darth got the race and at least some of the class from a site I recommended to him. If you are interested here are the links. Kitsune linkNinja linkI apologize for any trouble. *bows sincerely*
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Posted: Mon Aug 25, 2008 7:12 am
I think I might like to join, but I won't be able to sit and make a character until after 6 today...darn work.
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Posted: Mon Aug 25, 2008 9:02 pm
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