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Posted: Tue Nov 11, 2008 12:15 pm
I am starting my new campaign
Level: 4th Edition: 3.5 Alignment: any (I am allowing stealing from players but no killing eachother if you are evil!) starting gold: 4000gp starting equipment: what you had when you entered the prison classes: any from Core books, complete series, Ebberon and Forgotten Realms, Miniatures handbook, Magic of Incarnum, Expanded Psionics Handbooks, unearthed arcana, frostburn, sandstorm, tome of magic, tome of battle, and Dungeonscape (anything else ask me first) Races: any without LA higher than 1 Plot: Everyone you are a new arrival of prisoners that have arrived on the island. You may be a hardened criminal or an innocent bystander who was framed. It makes no diffenece, the Meladin Empire has found you all guilty. It will be up to you to try and escape and shape the course of the rest of the adventure.
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Posted: Tue Nov 11, 2008 12:36 pm
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Posted: Tue Nov 11, 2008 12:42 pm
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Posted: Tue Nov 11, 2008 12:52 pm
Oh everyone who joins please write up the circumstances on how you got sent to prison.
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Posted: Tue Nov 11, 2008 1:26 pm
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Posted: Tue Nov 11, 2008 1:38 pm
Robert Greyfus Male Lupin Ranger 2 / Rogue 2 True Neutral
Strength 13 (+1) Dexterity 19 (+4) Constitution 14 (+2) Intelligence 17 (+3) Wisdom 15 (+2) Charisma 17 (+3) Size: Medium Height: 6' 0" Weight: 195 lb Fur biggrin ark silver Eyes: Emerald Green Hair: Dark Grey, Long
Total Hit Points: 21
Speed: 40 feet [quick]
Armor Class: 17 = 10 +3 +4 [dexterity]
Touch AC: 14 Flat-footed: 13 Initiative modifier: +4 = +4 [dexterity] Fortitude save: +5 = 3 [base] +2 [constitution] Reflex save: +10 = 6 [base] +4 [dexterity] Will save: +2 = 0 [base] +2 [wisdom] Attack (handheld): +4 = 3 [base] +1 [strength] Weapon Finesse: +7 = 3 [base] +4 [dexterity] Attack (unarmed): +4 = 3 [base] +1 [strength] Attack (missile): +7 = 3 [base] +4 [dexterity] Grapple check: +4 = 3 [base] +1 [strength]
Weapons: Silver Punching Dagger (Masterwork) 1d4, crit 20/x3 Bypasses damage reduction on creatures weak to silver, such as lycanthropes.
Darkwood Composite Longbow (Masterwork) 1d8, crit 20/x3 Range 110 ft
Armor +1 Leather Armor
Light load: 50 lb. or less Medium load: 51-100 lb. Heavy load: 101-150 lb. Lift over head: 150 lb. Lift off ground: 300 lb. Push or drag: 750 lb.
Languages: Common Lupin Elven Gnoll Sylvan
Feats:
Rapid Shot [ranger archery track] Rapid Reload Track [free to rangers] Weapon Finesse
Traits:
Quick (+10 speed, -1 hp per lvl)
Appraise Int 3 = +3 Balance Dex* 9 = +4 +5 Bluff Cha 3 = +3 Climb Str* 1 = +1 Concentration Con 2 = +2 Diplomacy Cha 5 = +3 +2 [sense motive] Disable Device Int 7 = +3 +4 Disguise Cha 7 = +3 +4 Escape Artist Dex* 9 = +4 +5 Forgery Int 3 = +3 Gather Information Cha 3 = +3 Heal Wis 2 = +2 Hide Dex* 11 = +4 +7 Intimidate Cha 7 = +3 +4 Jump Str* 5 = +1 +4 [speed 40] Listen Wis 8 = +2 +4 +2 [lupin] Move Silently Dex* 11 = +4 +7 Open Lock Dex 8 = +4 +4 Ride Dex 6 = +4 +2 [lupin] Search Int 3 = +3 Sense Motive Wis 7 = +2 +5 Sleight of Hand Dex* 11 = +4 +7 Spot Wis 5 = +2 +3 Survival Wis 6 = +2 +4 Swim Str** 1 = +1 Use Rope Dex 8 = +4 +4
* = check penalty for wearing armor
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Lupin:
Wolf-like humanoids; Pacific-northwest-Indian or faux-French.
Monstrous humanoid type, darkvision.
Darkvision to 60 feet
Acute sense of smell
DC 10 wisdom check to sense lycanthrope within 30 feet; 15 if downwind, 60 if upwind
DC 20 wisdom check to spot invisibles within 5 feet
+2 on survival checks to follow tracks
-2 on saves vs bad smells
+1 attack and damage vs. werewolves
+2 on listen checks
+2 on ride checks; ride is always a class skill
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:
Humanoids (lycanthrope) +2
Rogue:
Sneak Attack +1d6
Trapfinding
Evasion
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8.)
Special Abilities (choices begin at 10th level)
This ranger chose the archery track. Class HP rolled Level 1: Ranger 7 Level 2: Ranger 2 Level 3: Rogue 1 Level 4: Rogue 3 +1 to dexterity
Equipment: Tent Bedroll Flint & Steel 3 days Rations 1 Waterskin 50ft silk rope Masterwork Thieves tools 1 lb Soap Pheasant Clothes Fishing Net Quiver 20x Arrows
Bio: Robert was born into a very poor family. From an early age, Robert walked through life, having to reply on the wilderness and on stealing in order to keep himself fed. As he grew, his skills became greater, but he still did not feel that he was doing much good with his life. And so he began stealing only from those who in turn stole from the needy and poor, or from those who liked to showcase thier wealth. One fateful night, Robert was breaking into the mansion of Lord Lavidicus, a very greedy human who was taxing the people more than they could bear, when Robert stumbled in to find an assassin slaying the resident lord. Before Robert could act, the assassin attacked him, paralysing the lupin with a precise attack at his spine. The paralysis wasn't meant to be permenant, by the guards arrived to find Robert in the same room with the dead lord. Robert was convicted of assasination and sent to the island prison.
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Posted: Tue Nov 11, 2008 2:03 pm
So this one isn't gestalt? Darn.
How high of a level do you think we'll reach? I have a character who's pretty good at the low levels, but wanes at the mid to high levels.
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Posted: Tue Nov 11, 2008 2:04 pm
i will play...halfing rogue...how do we do stats?
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Posted: Tue Nov 11, 2008 2:13 pm
dragonic: I have no clue how high this will go
geko: stats are rolled 4d6 drop lowest. reroll any ones once. keep all four if you get all 6s or 5s
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Posted: Tue Nov 11, 2008 2:21 pm
Well then, I'll go ahead and make a Warforged Chaos Monk 3/Cleric 1
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Posted: Tue Nov 11, 2008 3:01 pm
Name Miran Class Rogue Race Halfing Height 3'2'' weight 36 lbs eyes hazel hair blond gender male age 22 alignment chaotic neutral
stats str 12 (+1) dex 18 (+4) con 13 (+1) int 15 (+2) wis 12 (+1) chr 15 (+2)
hp 25 ac 16 (10(base)+4(stat)+1(size)+1(armor))
Initiative +8 +4(dex) +4 (improved Initiative)
Base Attack +3
skills appraise 2 balance 9 bluff 7 climb 9 concentration 1 craft untrained 2 diplomacy 4 disable device 9 disguise 2 escape artist 4 forgery 2 gather info 2 heal 1 hide 17 intimidate 4 jump 0 listen 10 move silently 15 open lock 11 ride 4 search 9 sense motive 1 sleight of hand 9 spot 7 survival 1 swim 1 use rope 4
saves
fort 3 reflex 9 will 3
attacks melee 5 ranged 8 grapple 0 unarmed 5
weapons crossbow light (1d cool dagger punching (1d4+1) boot blade (1d4+1) sleeve blade (1d4+1)
armor padded ac 1 max dex 8
feats evasion sneak attack (2d6) trap sense +1 trapfinding uncanny dodge improved initiative stealthy
items bedroll bolts (10) flint and steel meals (3) thieves tools water pint
languages common eleven gnome and halfing
weight limits light 32 medium 65 heavy 97
bio: Miran was born in a thriving halfing clan, but when he was just 12 years of age he stole some items from the local leader of the clan and was ostricized. His family disowned him for his actions and told him to never come back. While wondering through the forest he ran across a wolf that took him as a threat and chanced him to a river where he was cornered and while he was waiting for the wolf to kill him a mysterious figure came out of nowhere and slayed the wolf and saved his life. After that ordeal the mysterious man took him under his wing and taught him everything he knew. This man was a rogue that used trickery and diguises and anything he could to get want it was he wanted. During the wolf attack Miran was scratched across the chest giving him three parrallel scars on his chest.
One day while out and about in the city of Tedrus Miran was calmly walking through town when he spotted a wealthy man showing off his wealth with his extravagant clothes and jewerly. Miran told himself that that night he was going to take that mans jewerly. So throughout the day he followed and watched the rich man until he went to his room in the inn and fell asleep. This is when Miran decided to make his move and take the mans things. He crept up to the room, quitely and carefully picked the lock of the room. He then sneaked into the room found the mans purse and slide it into his backpack and then began to leave the room, but before he was out and in the clear the man woke up spotted him and yelled for the guards. Miran jumped out the window of the first floor room and tried to elude the guards. But before he made it out of town he was cornered by 6 guards and taken to the prison island.
personality: traits emtionless and observant phobias dragons interest women catch phrase "i'm not dead yet!" hair style swept over the rigth eye speech pattern Enunciates very clearly
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Posted: Tue Nov 11, 2008 9:02 pm
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Posted: Tue Nov 11, 2008 9:34 pm
okay so far we have a rogue/hunter, rogue, binder and waiting on the monk/cleric.
roles to be filled healer, wizard/sorcerer/ warlock and tank assuming anyone wants these roles
and Dimitri you have a +3 to int why no bonus languages?
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Posted: Wed Nov 12, 2008 1:04 pm
Oops, I knew I forgot something. There, all fixed. If worse comes to worse, Miles can fill in 1 of those rolls up till level 8. That's when he can fill in 2 of them at a time.
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Posted: Thu Nov 13, 2008 10:10 pm
when are we going to start or are we waiting for more players
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