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You are here: Home --> Forum Home --> Recent posts by Philosopher
Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Thank you...


But no? Haha. I will set out to reviewing my campaign notes and writing an introduction, hopefully tomorrow morning, and definitely tomorrow night if my plans fall through. I appreciate the offer though.

Posted on 2014-06-21 at 01:30:21.

Topic: Fortune's Favoured Q&A
Subject: Checking in.


1. I can do it. It just might have to be on my phone.
2. I wish I could hide better after a snipe, as silly as that sounds, what with how effective I was. I just know from real life that I can shoot an air rifle at a target, and duck back down unseen, and I don't have the advantage of night, or a giant wheatfield on my side. In my minds eye I can't imagine little 2'9" Calopee getting spotted, but I realize that's precisely why the rules are in place. To keep it fair. However, I've come to realize that, like all ranged rogues, without cover and brilliant tactics, my use will be highly diminished in combat. It's not really a complaint. I've been looking into alternative ways to get a good shot in. I'm just curious as to my future as Calopee. Haha.
3. No... That is all.

Edit: To be clear, I hunt people, but I don't kill them. It's sort of a catch and release program.

Posted on 2014-06-21 at 01:01:33.
Edited on 2014-06-21 at 01:27:57 by Philosopher

Topic: Fortune's Favoured: Revenge of the Revenge of the Game
Subject: I swear to god if I get out of this... I'm going to dance a jig!!!


Calopee was so elated at the fall of the bearded menace, that she forgot herself and began to frolick openly in the field. Stomping down the grass and hollering into the night, her celebration was joined by the bleating of a nearby herd of goats. It took some time for her to settle, and mostly it was due to the aching in her chest from the nasty chain blow she’d received. Peeling the smile momentarily from her face, and wiping wheat dust from her clothes, she stepped out of the security of the field to rejoin the Favoured once more. She could feel the warmth of the burning embers where once a shed had stood, and reflected upon their promise to Isaiah. “Meh,” she thought, shrugging off any guilt she may have considered feeling, “close enough.”

As she was travelling towards the crowd surrounding the corpses of fallen bandits, her foot fell upon a rogue stick, with the tips of the bark thoroughly gnawed upon. Grabbing the stick from off the ground, she swung it around as though it were a rapier, perhaps mocking slightly the dynamic duelists with whom she had partnered with. After arriving before the leader’s corpse, she spent a moment poking him with the gnarled stick, whilst a grin that was two parts childish, one part sinister pinned itself upon her visage. “Hey Mal!” she said, looking up to the man with a suddenly serene expression. “I WILL SHOW YOU HOW A WARRIOR DIES!” Her eyes widened as she tried to remain stoic, before her whole body shook with laughter, and she fell to the ground tossing and turning like a fool. “It’s funny!” She outright sobbed, “Big man, little rock!” At this point her comrades may have thought she had suffered a blow to the head.

After a time, she managed to quiet herself, and sit up in the dirt. Looking up to Tristan, who was looking far better than the mere shadow she’d seen on the ground not but moments ago. “You know, that minor hiccup aside, we made a pretty good team.” And as if it were enough, she gave Tristan her sweetest smile in appreciation for his help in the field. “That offer of healing, though? This mud eater got me pretty good back there, if you don’t mind lending a hand.” She kicked the bearded corpse as she asked for Tristan’s aid.

Turning her attention back towards the surprisingly adept Mal, a grin that pressed from ear to ear formed whilst saying, “So I count four downs,” and peeking over towards the shed, she sheepishly inquired, “how’d you do?”


Posted on 2014-06-20 at 19:06:12.
Edited on 2014-06-20 at 19:11:02 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon
Subject: Excellent.


It looks like we have a fifth member! And likely a very decent combination of classes to boot! If all goes well expect the game to begin over te weekend!

Posted on 2014-06-20 at 00:08:08.

Topic: D&d 3.5 Campaign: The Dungeon
Subject: Latest Update


I have four very unique character sheets in my inbox ready for format. Thus far I have a sneaky mongrel, an old tree hugger, an honourable bloodhound, and a spicy mouth breather. We could really use some divine intervention, or perhaps even just a little more muscle. I'd like to see at least one more player. Two would be better. Either way though, very soon I will begin preparing the introductions. It looks a lot like my plans for Saturday are going to fall through due to weather. So it will be a day of inspiration instead.

Posted on 2014-06-19 at 18:45:57.
Edited on 2014-06-19 at 18:48:01 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon
Subject: You know you want to!


Since the beginning of time, mortals have made a mockery of their creators design. There is one true path, that the deified have lain down for the meager to follow. In their grace, this path could be mapped out from the origin; or the centre, and for limitlessly towards the end - to the destination of all great souls. To the merest this design would appear as a wheel with thousands of spokes for support, as truly it did allow for any number of distinction. This they coined "Choice. To belittle this brilliance, did mortals make light of their own agency, and spawn the dubious excuse, known forevermore as 'Fate'.

To avenge this affront to credence, the masters felt it necessary to incorporate 'Punishment' into the cosmic balance. Their well constructed, open way had been tarnished, and the interlopers would be sorted out, and spun off the wheel. Again, mortals twisted this into their own machinations, and called it 'Justice'. They held trials against the wicked, and sought to judge them with their own misguided morality... They sought to decide their fate.

Their fury peaked, the Gods created a place to hold all those contemptuous souls that sought to define an erroneous, murky path for others, so far astray the truth of spirit, of divine cause. Hence was born 'Purgatory', a place of limbo, for wayward souls. There they would be confined, and pressed into tribulation, that they might repent and find the error of their way. Mortals took hold of this place, in reality, if not in spirit. They placed their loathsome away from the light, and forgot about them... but the Gods did not forget. From the darkness of mortal whim, the creators were given a winning premise, one that would be reforged and refined from aside the portents of unwitting genius. From the ages lost, the gods created... The Dungeon.


Posted on 2014-06-19 at 03:12:38.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Yes sir!


Sorry. It's been a busy week. I have your sheet. Things look good. No equipment of any kind at the moment. That will come shortly.

Posted on 2014-06-18 at 17:52:57.

Topic: D&d 3.5 Campaign: The Dungeon
Subject: Thus far.


It looks like I have four players so far. Two characters in my inbox, and another on the way. Any other risk takers out there?

Posted on 2014-06-18 at 13:39:05.

Topic: Fortune's Favoured Q&A
Subject: Hit up!


Soon as I get a moment Kitty! I'm actually already stalking Schnozzle for a little brag off about body counts! Haha.

Posted on 2014-06-18 at 04:50:53.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: The answer to both is.


Yes! You will have to do some work for it, but biological warfare is nearer than you think.

Posted on 2014-06-18 at 02:49:15.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: The Lupin.


That would be a perfectly acceptable race.

Posted on 2014-06-18 at 02:02:48.

Topic: Fortune's Favoured: Revenge of the Revenge of the Game
Subject: Just pretend like I'm not even here.


There were no words for the jovial rush that emanated from the little lady in the wheat after landing a solid hit to the back of the ugly man's head. Even if there were words, the grin that was locked upon Calopee's childish face would not relent. It seemed that the pain was worth it, and that Fortune had begun to smile upon them once more.

With Relos and a glowing spirit rapier causing their fair share of competition for the bearded bandit's attention, Calopee took the opportunity to slip away to the south, mixing caution and speed into an insoluble feat of grace and stealth. Once the rogue felt that her position was once more secure, she would delve into her sack for another precious stone, and prepare to finish this battle with style.

(Assuming the bandit leader does not give up, Calopee will throw another stone at his thick head, and upon his death, do a little victory dance and make crop circles that will confuse the goats for years to come!)

Posted on 2014-06-17 at 04:19:32.

Topic: D&d 3.5 Campaign: The Dungeon
Subject: Q&A is up!


Okay guys, I slapped together a Q&A page, please keep this page for recruitment, and throw any questions about the game into the Q&A. If you have questions about your character creation, you may be best served by contacting me via pm.


Posted on 2014-06-17 at 02:51:03.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Placeholder


Three

Posted on 2014-06-17 at 02:26:43.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Placeholder


Two

Posted on 2014-06-17 at 02:26:24.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Placeholder


One

Posted on 2014-06-17 at 02:26:04.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Character


Six

Posted on 2014-06-17 at 02:25:42.

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Schnozzle


CONSTANTLY UPDATED STATISTICS!!!
Defense
Hit Dice: 1d6 (Rogue) + 2d8 (Wererat)
HP: 30 (1d6=4 + 1d8=4 + 1d8=7 + 15)
Wnds:
Sbdl:
Tmpry:

AC 15
Base -----------10
Armor Bonus-----00
Shield Bonus----00
Dex Mod --------+3
Size Mod--------00
Natural Armor --+2
Deflection -----00
Misc -----------00
Tmpry:

Saves
Fort -- +5
Ref --- +5
Will--- +3
Tmpry:

Initiative: +2 = 2 + 0
Speed: 30ft

Attacks
BAB: +1
Melee +1
Ranged +4
Grapple: +1

XP:0

EVERYTHING ELSE!!!

Stats
STR 10 -0
DEX 16 +3
CON 20 +5
INT 12 +1
WIS 14 +2
CHA 04 -3

Skills
Appraise 2 (+1 misc)
Balance 8 (5 ranks)
Escape Artist 9 (6 ranks)
Hide 13 (6 ranks, 4 racial)
Jump 1 (1 misc)
Listen 8 (5 ranks, 1 misc)
Move Silently 9 (5 ranks, 1 misc)
Open Lock 8 (5 ranks(
Sense Motive 7 (5 ranks)
Sleight of Hand 12 (5 ranks, 5 RACIAL)



Feats
-----Point Blank Shot
-----Craven (Champions of Ruin p17)
Bonus Feats:
----- Iron Will (Lycan)
----- Stealthy (Rat)
----- Weapon Finesse (Rat)

Languages:
Common, Infernal

Character Info
Name: Unknown
Race: Mongrelfolk
Class: Rogue
Template: Wererat

-=-=-=-Rogue-=-=-=-
• Sneak attack +1d6

• Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

-=-=-=-Mongrelfolk-=-=-=-
• Low-Light Vision

• Emulate Race (Ex): Because of their radically mixed heritage, mongrelfolk can use magic items that only function for a user of a certain race. This ability works like the emulate race function of the Use Magic Device skill. A mongrelfolk can automatically emulate any humanoid race, with no need for a skill check. Mongrelfolk who have the Use Magic Device skill have a +4 racial bonus on attempts to emulate nonhumanoid races using that skill.

• Sound Imitation (Ex): A mongrelfolk can mimic any voice or sound he has heard. Listeners must succeed on a DC 16 Will save to detect the ruse.

• Immunity to sleep spells and similar magical effects.

• Diffuse Blood: Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc).

• +1 racial bonus on saving throws against enchantment spells or effects and illusion spells or effects.

• +1 racial bonus on saving throws against poison.

• +1 racial bonus on Appraise, Climb, Jump, Listen, Move Silently, Search, and Spot checks.

• +4 racial bonus on Hide and Sleight of Hand checks.

-=-=-=-Wererat-=-=-=-

• Scent in any form

• Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.

• Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.

• Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.

• +2 natural armor bonus in any form.

• Alternate form - A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

• Rat empathy - Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

• Damage reduction 5/silver (in animal or hybrid form only).

• Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.



Posted on 2014-06-17 at 02:25:18.
Edited on 2014-06-24 at 04:44:42 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Numi


CONSTANTLY UPDATED STATISTICS!!!
Defense
HP: 9
Wnds:
Sbdl:
Tmpry:

AC (Drow Form): 12 = 0 + 0 + 2 + 0 + 0
FF 10
TA 12
AC (Predator Form): 16 = 0 + 0 + 2 + 0 + 4
FF 14
TA 12
Tmpry:

Saves
Fort : +3 = + 2 + 1 + 0 + 0
Refl : +2 = + 0 + 2 + 0 + 0
Will : +5 = + 2 + 3 + 0 + 0
Tmpry:

Initiative: +2 = 2 + 0
Speed: 30ft

Attacks
BAB: +0
Melee +0
Ranged +2
Grapple: +0

Unarmed attack: 1d3+0(subdual)

Bite: Attack: +2
Damage:1d6+3 (predator form.


XP:0

EVERYTHING ELSE!!!

Stats
STR: 10 | 0
DEX: 14 | +2
CON: 12 | +1
INT: 14 | +2
WIS: 16 | +3
CHA: 14 | +2

Skills
Appraise (int) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Balance (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Bluff (cha) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Climb (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
*Concentration (con) 2 = 1 (rank) + 1 (ability mod) + 0 (misc)
*Craft (poisonmaking) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Diplomacy (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Disguise (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Escape Artist (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Forgery (int) 0 = 0 (rank) + 2 (ability mod) + 0 (misc)
Gather Information (cha) 0 = 0 (rank) + 2 (ability mod) + 0 (misc)
*Handle Animal (wis) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Heal (wis) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Hide (dex) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
Intimidate (cha) 3 = 0 (rank) + 2 (ability mod) + 0 (misc)
Jump (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
Knowledge (arcana) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Knowledge (nature) (int) 3 = 1 (rank) + 2 (ability mod) + 0 (misc)
*Listen (wis) 7 = 2 (rank) + 3 (ability mod) + 2 (racial)
Move Silently (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Perform (cha) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
*Ride (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)
Search (int) 5 = 1 (rank) + 2 (ability mod) + 2 (racial)
Sense Motive (wis) 0 = 0 (rank) + 3 (ability mod) + 0 (misc)
*Spellcraft (int) 6 = 2 (rank) + 2 (ability mod) + 2 (drow sign language)
*Spot (wis) 7 = 2 (rank) + 3 (ability mod) + 2 (racial)
*Survival (wis) 7 = 4 (rank) + 3 (ability mod) + 0 (misc)
*Swim (str) 0 = 0 (rank) + 0 (ability mod) + 0 (misc)
Use Rope (dex) 2 = 0 (rank) + 2 (ability mod) + 0 (misc)

Feats
Fascinating Illumination (Drow of the Underdark)

Spells
Druid Spells Per day 3/2/0/0/0/0/0/0/0/0

Level 0: Detect Magic, Detect Poison, Resistance

Level 1: Cure Light Wounds, Entangle

Character Info
NAME: Nyx Unknown
RACE: Dark Elf
GENDER: Female
HEIGHT: 5'
WEIGHT: 90 lbs
AGE: 83
HAIR: Silvery White
EYES: Yellow
HAND: Left
SIZE: Medium
SPEED: 30 (Drow), 50 (Predator)
CLASS: Shapeshift Druid 1
LEVEL: 1
ALIGN: Chaotic Neutral

RACIAL ABILITIES
+11 Spell Resistance
Immunity to sleep spells
+2 save bonus vs Enchantment spells
+2 Racial bonus on Will Saves against spells and spell-like abilities
+2 Listen, Search, Spot checks
Automatic search check to notice secret/concealed doors when passing within 5 feet of one
Dark Vision 120 Feet
Spell-Like Abilities Once Per Day: Dancing Lights, Darkness, Faerie Fire
Proficient with hand crossbow, rapier, short sword
Light Blindness
Level Adjustment +2
------------------------------------------------------------------------
CLASS ABILITIES
Nature Sense
Predator Form (+4 Strength, +4 AC, 1d6 bite attack, Speed: 50)
Wild Empathy
------------------------------------------------------------------------

------------------------------------------------------------
LANGUAGES: Common, Drow Sign Language, Druidic, Elven, Sylvan, Undercommon


Gear:
None

Funds:
None

Appearance:
This dark elf is unholy beautiful, in every way a physical personification of dark elven aesthetics. Loosely curled hair like spun starlight flows freely over dark pointed ears. Smooth, obsidian skin as dark as night offsets the pale white of her hair. Lithe bodied, she moves with a feral grace that is at once deadly and poetic. Her ever-youthful face is sculpted with finely chiseled elvish features. Exotic yellow eyes burn with a mercurial glee and a touch of madness. Those eyes, saturated with a feral yellow, mark her as something different, something solitary.


Posted on 2014-06-17 at 02:25:05.
Edited on 2014-06-24 at 04:16:54 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Ayrn


CONSTANTLY UPDATED STATISTICS!!!
Defense
HP: 11 = 8 class +2 con +1 feat
Wnds:
Sbdl:
Tmpry:

Armor Class: 14 = 10 +1 size +2 dex +1 natural armor
Flat-footed: 12 = 10 +1 size +1 natural armor
Touch AC: 14 = 10 +1 size +2 dex +1 natural armor
Tmpry:

Saves
FORT Save: +4 = +2 class +2 con
REFL Save: +2 = +0 class +2 dex
WILL Save: +2 = +2 class +0 wis
Misc Save: +1 untyped bonus to Saves vs Paralysis and Sleep effects (feat)
Tmpry:

Initiative: +2 = +2 dex
Speed: 30ft

Attacks
BAB: +0
Melee +0 = -1 str +1 size
Ranged +3 = +2 dex +1 size
Grapple: +0

XP:0

EVERYTHING ELSE!!!

Stats
Strength: 8 [-1] = 8 +4 pts -4 race
Dexterity: 14 [+2] = 8 +4 pts +2 race
Constitution: 14 [+2] = 8 +10 pts -2 race
Intelligence: 12 [+1] = 8 +4 pts
Wisdom: 10 [+0] = 8 +2 pts
Charisma: 14 [+2] = 8 +6 pts

Skills
Appraise +4 = +1 int +3 ranks
Bluff +4 = +2 cha +2 ranks
Concentration +3 = +2 con +1 rank
Craft [Trapmaking] +4 = +1 int +2 race +1 rank
Decipher Script +2 = +1 int +1 rank
Diplomacy +4 = +2 cha +2 ranks
Hide +10 = +2 dex +4 size +4 slight build
Knowledge [Arcana] +2 = +1 int +1 rank
Listen +2 = +0 wis +1 feat +1 rank
Search +5 = +1 int +2 race +1 feat +1 rank
Sense Motive +2 = +0 wis +2 ranks
Speak Languages +2 = +1 int +1 rank
Spellcraft +2 = +1 int +1 rank
Spot +2 = +0 wis +1 feat +1 rank
Use Magic Device +4 = +2 cha +2 ranks


Feats
Entangling Exhalation [1st] (Races of the Dragon)
Dragontouched [Class] (Dragon Magic)

Character Info
Name: Achuak Gix Unknown
Alignment: Lawful Neutral (Good leaning)

GENERAL INFORMATION
Race: Kobold
Gender: Male
Height: 2 ft 5 in
Weight: 45 lbs
Scale Coloration: Green-brown
Eyes: Red

Class: Dragonfire Adept 1

RACIAL FEATURES
Attribute Adjustments: -4 STR, +2 DEX, -2 CON
Size: Small, Slight Build
Speed: 30 ft
Natural Weapons: 2 primary Claw attacks [1d3 slashing damage each], 1 secondary Bite attack [1d3 piercing damage]
Natural armor +1
Darkvision 60 ft
Light Sensitivity
+2 racial bonus to Craft [Trapmaking], Profession [Miner], and Search checks
Martial weapon proficiencies [Light pickaxe, Heavy pickaxe]
Weapon Familiarity [Great pickaxe]
Languages: Common, Draconic, Undercommon

CLASS ABILITIES
Simple weapon proficiency
No armor proficiency
Breath Weapon 1d6 damage [no attack roll, 15 ft cone or 30 ft line, fire damage, REFL save for half damage, Save DC = 12]
Invocation: Endure Exposure
Dragontouched bonus feat


Gear:
None

Funds:
None

Appearance:


Posted on 2014-06-17 at 02:24:50.
Edited on 2014-06-24 at 04:11:54 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Chessicfayth


CONSTANTLY UPDATED STATISTICS!!!
Defense
HP: 10
Wnds:
Sbdl:
Tmpry:

AC: 12
FF: 10
TA: 12
Tmpry:

Saves
FORT : 2
REF : 2
WILL: 0
Tmpry:

Initiative: 2
Speed: 30ft

Attacks
BAB: +1
Melee Attack Bonus: 3
Ranged Attack Bonus: 3
Grapple: +3

Weapon: Unarmed Strike
To Hit: +3, Crit Range 20
Damage: 1d3 +2, x2 (Subdual)

XP:0

EVERYTHING ELSE!!!

Stats
STR 15 (2)
DEX 14 (2)
CON 10 (0)
INT 12 (1)
WIS 10 (0)
CHA 15 (2)

Skills
Concentration: 1
Craft: 0 + 1 (INT)
Diplomacy: 1 + 2 (CHA)
Intimidate: 2 +2 (CHA)
Knowledge (history): 1 + 1 (INT)
Knowledge (nobility and royalty): 1 +1 (INT)
Ride: 1 + 2 (DEX) + 2 (Racial)
Sense Motive: 1

Feats
Exotic Weapon Proficiency: Bastard Sword, Combat Reflexes

Character Info
Character Name: Roff-Mataff Unknown
Character Level: 1
Class: Level 1 Samurai
Race: Lupin
Languages: Common, Lupin, Sylvan (bonus language)
Size: Medium
Age: 21
Gender: Male
Height: 6'1''
Weight: 213 lbs
Eyes: Golden
Hair: Black. Black fur as well.
Alignment: Lawful-Neutral
Deity: Unknown




Class Features:
Weapon and Armor Proficiency: A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.
Daisho Proficiency (Ex): In melee combat, a samurai favors the katana (a masterwork bastard sword) and the wakizashi (a masterwork short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Exotic Weapon Proficiency (bastard sword) as a bonus feat.

Racial Features:
Monstrous Humanoid: As monstrous humanoids, lupins are immune to spells that only affect humanoids, such as charm person and hold person.
Darkvision: Lupins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all.
Acute Sense of Smell - In many ways, a lupin's acute sense of smell works like the scent ability but without the automatic nature of scent. A lupin's nose allows it to locate and identify certain races and creatures by their smell, and to aid it in tracking.
A lupin automatically gets to attempt a DC 10 Wisdom check to detect a lycanthrope within 30 feet, regardless of what form the creature takes. If the lycanthrope is upwind, the range at which a lupin can detect it doubles. If it is downwind, the range is halved.
A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet.
A lupin within 5 feet of an invisible or hidden creature is entitled to a DC 10 Wisdom check as a free action to pinpoint that creature.
A lupin gains a +2 racial bonus on all Survival checks made to follow tracks. Lupins can't track by smell alone, but the olfactory clues they find aid their tracking techniques.
Lupins take a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench).
Expert Rider: Lupins always consider Ride a class skill, and they gain a +2 bonus on all Ride checks. Lupins rely on strong mounts while making their yearly nomadic movements, and even settled lupins purchase a horse as soon as they can.
+1 bonus on attack rolls and damage rolls against werewolves. As soon as they are weaned, lupins begin learning techniques to fight their ancient foes.
+2 bonus on Listen checks: Lupins have a keen sense of hearing.
Automatic Languages: Common and Lupin. Bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan. Lupins tend to learn the languages of both their enemies and their friends.
Favored Class: Ranger. A multiclass lupin's ranger class does not count when determining whether he takes an experience point penalty for multiclassing. The lupins' keen senses make them natural trackers. Lupin rangers may choose humanoid (shapechanger) as a favored enemy.


Gear:
None

Funds:
None

Appearance:


Posted on 2014-06-17 at 02:24:34.
Edited on 2014-06-24 at 03:48:34 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: Grugg


CONSTANTLY UPDATED STATISTICS!!!
Defense
HP: 10
Wnds:
Sbdl:
Tmpry:

AC: 14
FF: 14
TA: 10
Tmpry:

Saves
Fortitude +4 (+5 vs spells and spell-like abilities)
Reflex +0 (+1 vs spells and spell-like abilities)
Will +6 (+7 vs spells and spell-like abilities)
Tmpry:

Initiative: 0
Speed: 30ft

Attacks
BAB: +0
Melee: -1
Ranged: +0
Grapple: -1

Weapon: Unarmed Strike
To Hit: -1, Crit Range 20
Damage: 1d3-1, x2 (Subdual)

XP:0

EVERYTHING ELSE!!!

Stats
Str 7 (-2)
Dex 10 (+0)
Con 14 (+2)
Int 14 (+2)
Wis 18 (+4)
Cha 10 (+0)

Skills
Appraise +2 (+2 Int)
Balance +0 (+0 Dex)
Bluff +2 (+0 Cha, +2 Nymph’s Kiss)
Climb -1 (-1 Str)
Concentration +6 (+2 Con, 4 ranks)
Diplomacy +8 (+0 Cha, 4 ranks, +2 Sacred Vow, +2 Nymph’s Kiss)
Disguise +2 (+0 Cha, +2 Nymph’s Kiss)
Escape Artist +0 (+0 Dex)
Forgery +2 (+2 Int)
Gather Information +2 (+0 Cha, +2 Nymph’s Kiss)
Handle Animal* +6 (+0 Cha, 4 ranks, +2 Nymph’s Kiss)
Heal +8 (+4 Wis, 4 ranks)
Hide +0 (+0 Dex)
Intimidate +2 (+0 Cha, +2 Nymph’s Kiss)
Jump -1 (-1 Str)
Knowledge (Nature)* +8 (+2 Int, 4 ranks, +2 Nature Sense)
Listen +8 (+4 Wis, 4 ranks)
Move Silently +0 (+0 Dex)
Ride +0 (+0 Dex)
Search +2 (+2 Int)
Sense Motive +4 (+4 Wis)
Spellcraft* +6 (+2 Int, 4 ranks)
Spot +8 (+4 Wis, 4 ranks)
Survival +10 (+4 Wis, 4 ranks, +2 Nature Sense)
Swim -1 (-1 Str)
Use Rope +0 (+0 Dex)


Feats
Sacred Vow, Vow of Poverty, Nymph’s Kiss


Character Info
Name: Unknown
Race: Human
Gender: Male
Age: 41 (Middle-Aged)
Class/Level: Druid 1
Alignment: Neutral Good

Height: 5’11
Weight: 175lbs
Eyes: Blue
Hair: Gray

Languages:
Common, Elven, Sylvan, Druidic

Racial Traits:
+1 skill point per level
Bonus Feat at 1st Level

Class Features:
Animal Companion, Nature Sense, Wild Empathy (+3)

Spells per Day: 3/2
0 - Light, Cure Minor Wounds, Guidance
1st - Entangle, Produce Flame



Gear:
None

Funds:
None

Appearance:
A tanned old man, his body is beginning to show the harrows of aging, though he still seems to have some heartiness to him. His gray hair is unkempt and shoulder length, with a few inches of bushy beard covering the lower half of his face. His body is covered in scars and marks from years of outdoor living, but his blue eyes still have a friendliness to them.


Posted on 2014-06-17 at 02:24:16.
Edited on 2014-06-24 at 16:48:07 by Philosopher

Topic: D&d 3.5 Campaign: The Dungeon Q&A
Subject: D&d 3.5 Campaign: The Dungeon Q&A


Okay. Here we go. I'm officially opening up a Questions and Answers page. Here I can answer any questions about the dungeon that you may have, unless it's a secret! Which at this point most of it is. Hmmm...

In any case, I will start by reiterating the character creation.

I want to foster creativity within the character building process. If you have a unique character idea that you've always wanted to try out then lay it on me.

Creating your Character:

We will be using the point buy system to determine stats, with 30 points available for sculpting as you see fit. If anyone needs to know how the point buy system works I'd be happy to explain.

The game will begin at level one. There will be no need to prepare equipment, or a backstory, as the beginning of the game requires neither of these things.

Posted on 2014-06-17 at 02:23:27.
Edited on 2014-06-17 at 03:19:47 by Philosopher

Topic: Fortune's Favoured Q&A
Subject: I like it!


The chance that the bandit leader has time for little old me is lessening with every post.

Posted on 2014-06-17 at 00:15:03.

Topic: D&d 3.5 Campaign: The Dungeon
Subject: Alignment.


Alignment is going to be an interesting issue. It will need to be on a case to case basis, but it is sufficient to say that I will not disallow any alignment. The individual will know more when their character is submitted. I will work on a Q&a for tomorrow.

Posted on 2014-06-15 at 16:43:50.

 


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