The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

We currently have 4063 registered users. Our newest member is Hammeyaneggs.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Gaming surveys - What game do you own the most books for... (posted by CyrDraconis)What game do you own the
Q&A Threads - Return to Charadun - Q&A (posted by Chessicfayth)Return to Charadun - Q&A
Posting Games - The Morphing Game (posted by Chessicfayth)The Morphing Game
Posting Games - The One Word Game (posted by TannTalas)The One Word Game
Recruitment Threads - Return to Charadun - Recruitment (posted by Eol Fefalas)Return to Charadun - Recr
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 4 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> Recent posts by Schnozzle
Topic: Slate Recruitment
Subject: Backstory


Scott - If you choose to use this backstory, it is important to remember that these villages are *tiny* a couple dozen people, at most. They are supported almost entirely by the Clergy, who have the ability to create/purify water. The villages would have been holding on by the most tenuous of threads for quite some time, but their existence is, to me, on the questionable side. I'd need to see a convincing reason why they didn't join together as one village, or even join a larger city.

The self-imposed exile is good, and the idea of bandits is solid. Remember any travel over land necessitates preparation. Water must be packed - the rain and what little standing water you find is poison.

By the time the game begins, your character will have found his way to Lake City - he is listed among those who stood for the quest.

Posted on 2016-02-25 at 23:22:31.

Topic: Slate: The Hundred Years of Rain
Subject: Slate: The Hundred Years of Rain




I think we are in rats' alley
Where the dead men lost their bones.

T.S. Eliot, The Waste Land





Late Evening
Saraia's Temple of Knowledge
All Gods' Monastery
Lake City
Slate


Grandfather Asher strokes his beard in contemplation. His eyes reflect nearly a hundred and twenty years on Slate, and they have begun to fail. The robes of a cleric of Saraia, the golden ouroboros faded to a dusty yellow, are draped over his ancient shoulders, and he leans heavily in his chair. The children of Lake City are seated all round him in a drove, sixty or more. The smell of lamp oil and smoke permeates the room, and peal of thunder echoes in the temple chamber, the first of the evening. Yes, he has done this a few times. Asher's presence is commanding, even to the children. Aside from the odd whisper or nudge, they are rapt, inasmuch as children can be rapt. His voice is old, but he speaks with the clarity of a storyteller.

You all know the story, but our memories are everything we have of what was lost. I tell you now the Gelbnacht, that your children may dream of the sea, that the lost beauty of our world will not be forgotten. Ninety-nine years have passed since that night, and we have been bowed by its terror ever since.

Before it began, this city was on an island.


A little boy squeaks at the grandfather, "What's an island?"

"You see, the lake was full of clear water, like your cup, and an island is where the land..."

The wooden door to the chamber crashes open, and a flash of green lightning illuminates a strange, bulging shape The children scream in seeming unison. Haltingly, the figure hunches forward into the light of the oil lamps. The figure throws a weathered cape on the floor, and two faces appear from underneath it, one familiar and one horrible. The familiar face is Jacob Thistlebrow, an accomplished herbalist and perhaps Lake City's most prolific explorer since The Fall.

Asher's white brow raised in alarm. It was seldom indeed that door opened after sundown. "By the gods! Jacob, you could have been killed! Do you have any idea what time it is?"

Jacob's brown hair hangs limp with sweat. Although he is stronger than many, he had been carrying this load for some distance. "Better than most. This man is dying. He got caught in the rain. Last night. Missed his pavilion. He's been raving about Pike, I think something happened to their clerics."

The man looks up and moans incoherently, grasping weakly at Jacob's clothes. He cannot stand on his own. His eyes are opaque white. Blind. The rain had nearly destroyed the rest of him as well. Dark pits and scars cover every inch of exposed skin. Grandfather Asher breathed sharply through his teeth as he bends took a closer look."Lay him there, on the stone. Leave him to me. Jacob, take the children to their homes. Stop staring boy, you know where the tunnels are. Go!"

The door to the outside slams magically shut, and with another peal of thunder the rain begins to come down in buckets. In the lamplight, Asher kneels painfully beside the man. He speaks softly. "I can cure your blindness, my son, but I am afraid the rain's effect on the body is often permanent."


The next morning

The entire city was here. Nearly three hundred men, women, and children crammed into the monastery's largest chamber. They were here either to get a closer look at this strange man, or to hear what he had to say. Few could do either of these things though, mostly due to the crush of people here. Grandfather Asher was seated in the chancel along with seven Grandfathers, none of whom were less than thirty years his junior. In a sense he was most qualified to speak today, but these days he saved his voice for the children, where it often mattered most.

When it became clear there would be no more arrivals, another Cleric stepped up to the pulpit. His name was Brother Garrat, one of just a handful of a new generation of clerics. He stands tall and thin, and wears old robes, a hand-me-down from his predecessor. On them is the sigil of Grum, the maligned god of nature.

"Last night a man came to us seeking help. He traveled from Pike to our monastery in two days' time, a journey that often takes three under the best conditions. This sprint very nearly cost him his life, but it may well have saved a city. It seems the clergy of Pike has vanished, and it goes without saying the entire city will die without the life-giving water they provide. I and Father Tolly have volunteered to go to Pike as stand-ins, to provide succor to the people and, hopefully, return home when the clergy returns."

A whisper went up from the crowd. He cleared his throat.

"Two clerics are all this city can spare, but it is a moral imperative that we do so. To that end, we must ask the people of Lake City for aid. We have selected a few seasoned travelers to attend us, but we do not deign to bend the will of any man or woman who would not go. We seek volunteers to go to Pike with myself, Father Tolly, and three barrels of water. Any joiners will be happily rewarded."

The crowd was hushed. To go out in the wilderness with clergy and fresh water was an incredibly dangerous mission. There were stories of parched bandits who would kill for the merest drop of clean water, stories of the creatures twisted by the unreal power of the rain.

Clary was the first to volunteer. She strode confidently forward, the yellow-eyed wolf Silinrul close at hand. Her presence, and the wolf's, seemed to inspire confidence among a few others. There was a fighter, two scimitars hanging by her side. Two practitioners of the arcane stepped forward, one of them a woman of unearthly beauty. Finally a disheveled little man joined them, his eyes bright with adventure. Their number was small, but perhaps they could be enough of a force to save Pike.

Late Afternoon
The Road to Pike
Slate


In the beginning, it was seven bold adventurers who set out for Pike, Jacob and the scarred man among their number. A single brown nag pulled a load of water almost too heavy for its cart. They journeyed southwest under a yellow sky, down the slope of Lake City's island-hill and across Serenity Flats to the first pavilion that sat beside the once-well-traveled road to Pike.

Serenity Flats was, well, flat. Dry lakebed extended miles in any direction, only rising here and there where islands had once stood. The air was hot and humid, to the point that even breathing became difficult at times. Sunlight often shimmered on the dirt, the most basic mirage, but not even the most foolish of the party would mistake it for standing water, nor would they be fooled into leaving the well-trod path to the pavilion.

The building itself had stood almost since the lake dried up, although it was difficult to tell what held it together. It was constructed from the timbers of a merchant vessel, its name long since worn off by weathering. Despite its tumbledown appearance, it was large enough to serve as shelter for two dozen or more travelers at once. Here they would make camp for the first evening, for though the sun still shone bright in the sky, another hour's journey would likely mean getting caught in the rain.

Their preparation and journey had been in near silence; perhaps the grimness of their mission had kept their tongues. It seemed that now was perhaps the best time for introductions. The two clergymen set out to find firewood. Perhaps they would get lucky and find some.


Posted on 2016-02-25 at 22:28:27.
Edited on 2016-02-26 at 11:16:31 by Schnozzle

Topic: Player 3406 logging in
Subject: ...


Welcome to the Inn! Take a look around, jump in chat and say Hi, or just sit back, read a few stories and have yourself a nice pint of Olde Froth'n'Sloth(tm), the pale stale ale with the foam on the bottom!

Posted on 2016-02-25 at 21:47:47.

Topic: Slate Characters
Subject: DeWar's Character




Name: Geoff of Broyhill
Race: Human
Gender: Male
Age: 18
Class/Level: Fighter 2/Wizard (Transmuter Variant) 2 | Level 4
Deity:
Alignment: Neutral
Experience: 6000

Height: 5'7" [1.7 M.]
Weight: 176 lb [80 Kg.]
Eyes: Brown
Hair: Reddish Brown

Stats:
Str 16 (+3)
Dex 15+1** (+3)
Con 12 (+1)
Int 17 (+3)
Wis 14 (+2)
Cha 10 (+0)
**: Tranmutational bonus +1

Saves:
Fortitude +4 [F+3/W+0; con+1]
Reflex +3 [F+0/W+0; dex +3]
Will +5 [F+0/W+3; wis +2] +1 vs Fear

AC: 20 [armor 4 shield 3 dex 3]
Flat-footed: 14
Touch: 13

Speed: 30ft. (20ft when encumbered)
Base Attack Bonus: +3 [f: 2/W: 1]
Melee: +6
Ranged: +6
Grapple: CMB: +6 CMD: 19

HP: 19 (25-6)[2d10+2d6+4 [con]]
Initiative: +3

Spells Prepared:
---Level 0 [4+1+t]:
message, acid splash, detect magic, prestidigitation, resistance, light

---Level 1 [2+1+t]:
magic weapon, shocking grasp,mage armor,shield

Armor: Broy's Coat [Mithral Chain Shirt]
bonus +4; max dex +6; acp 0; Spell Failure: 10%

Shield: Broy's Wall [+1 Light Steel Shield]
Bonus: +3 [+1 Shield, +1 Feat, +1 Enh.]; ACP: 0; Spell: 5%; Wt: 6 lb
Spell Failure: 5%

Weapon: Broy's Arm [Masterwork Long sword]
To Hit: +8 [bab 3,feat 1, str 3, 1 mwk]
Crit Range: 19-20/x2; Type: S
Damage: 1d8+3 [str 3]

Weapon: Composite Longbow [+3 STR rating]
To Hit: +6 [bab 3,dex 3]
Crit Range: x2; type: P
Range Increment 110 feet
Damage: 1d8+3 [str]

Weapon: Dagger
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: 19-20/x2; Type: P/S
Range Increment: 10 feet
Damage: 1d4+3 [str] Melee / 1d4 Ranged

Weapon: Club
To Hit: +6 Melee / +6 Ranged [bab3, srt 3/dex 3]
Crit Range: x2; Type B
Range Increment: 10 Feet
Damage: 1d6+3 [str] / 1d6 Ranged

Ammunition:
20 Arrows, Durable
20 Arrows, Barbed

Skills: [total=ranks+class+abil+misc]
Acrobatics [Dex] +3
Appraise [In] +8 [2+3+3+0]
Balance [Dex] +3
Bluff [Cha] +0
Climb [St] +7 [1+3+3+0]
Concentration [Con] +1
Craft(Arms & Armour) [In] +7 [1+3+3+0]
Diplomacy [Cha] +0
Disguise [Cha] +0
Escape Artist [Dex] +3
Forgery [Int] +3
Gather Information [Cha] +0
Heal [Wis] +2
Hide [Dex] +3
Intimidate [Cha] +0
Jump [Wis] +2
Knowledge(Arcana) [In] +8 [2+3+3+0]
Knowledge(Dungeon) [In] +7 [1+3+3+0]
Knowledge(Engineer) [In] +7[1+3+3+0]
Knowledge(Geography) [In] +8 [2+3+3+0]
Knowledge(History) [In] +7 [1+3+3+0]
Knowledge(Local) [In] +7[1+3+3+0]
Knowledge(Nature) [In] +7 [1+3+3+0]
Knowledge(Nobility) [In] +7 [1+3+3+0]
Knowledge(Planes) [In] +7 [1+3+3+0]
Knowledge(Religion) [In] +7 [1+3+3+0]
Listen [Wis] +2
Move Silently [Dex] +3
Perception [Ws] +9 [4+3+2+0]
Ride [Dex] +3
Search [Int] +3
Sense Motive [Wis] +2
spellcraft [In] +10 [4+3+3+0]
Spot [Wis] +2
stealth [Dx] +7 [1+3+3+0]
survival [Ws] +7[2+3+2+0]
swim [St] +7 [1+3+3+0]
Use Rope [Dex] +3


Languages:
Common,(_),(_)

Feats:
[Race]Weapon Focus (Longsword) +1 att
[CL 1]Blind Fight
[FL 1]Shield Focus +1 ac with shield
[FL 2]Combat expertise -1 att = +1 ac
[CL 3]Somatic Weapon (Longsword) use weapon for somatic spell comp complete mage pg 47
[WZ 1](Bonus) Scribe scroll

Racial Traits:
Human

Class Features:
Fighter Archetype: archetypal
bonus feats [combat]: Level 1, 2
Bravery 1: +1 will vs fear

Wizard
Arcane Bond: Silver amulet on a silver chain: within a circle is a dragon with wings outstretched, a rose in one claw and a sword in the other. the dragon touches the circle at the head, wig tips, rose stem and sword hilt
School specialization: Transmutation
Restricted Schools: enchantment, Necromancy

lv 1:
Telekinetic Fist:
Damage 1d4+2; Range: 30 '; uses per day: 3+3[int] = 6

Physical Enhancement:
+1 to dex, str or con - changeable when prep spells

Spellcasting:
Wizard level: 2; Caster Level: 2; Conc. +5

Gear:
Longsword "Broy's arm" ** (4 lb)
Mithral Chain Shirt "Broy's coat" (12.5 lb)
+1 Light Steel Shield "Broy's wall" (15 lb)
Daggers x 4 (4 lb)
Club (3 lb)
Longbow, Composite, [+3 STR Rating] (3 lb)
Ammunition
--20 Arrows, Durable (3 lb)
-- 20 Arrows, Barbed (3 lb)
Back pack (2 lb)
water flasks X 4 (4 lb)
spell book(3 lb)
Componant pouches x2(4 lb)
Parchment X 10 (-- lb)
ink x 2 (-- lb)
ink pen x 2(-- lb)
Rope, silk 100 ft (10 lb)
hammers x 2 (4 lb)
Rations x14(14 lb)
ever-burning torch [fired clay of intertwining bronze dragons] (1 lb)
climber's kit (5 lb)

Funds:
1633 [saving money for spells]

Total Weight Carried: 94.5 lb

Carrying Capacity:
Light load: 76 lb or less
Medium load: 77-153 lb
Heavy load: 154-230 lb
Lift over head: 230 lb
Lift off ground: 460 lb
Push or drag: 920 lb

Appearance:

Backstory:
born in a community, that was a network of communities, he was chosen for his skills and willingness to learn. His desire to defend his neighbor was seen as exemplary and notable. He and several of his fellows of similar age would band together and defend when and where they could, until they, the whole band were ambushed by bandit.

He and his band defeated the bandits at great cost - he was the lone survivor. turning over the weapons to the network of villages with the instruction of training more defenders, he left in self imposed exile and shame. Now he has found others that do not know what he had been through, and so his journey begins.

---------------------------------------------------------------
Spellbook
34 pages used

0 Level wizard spells
PRIMARY
**Transmutation**
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.

SECONDARY
**Abjuration**
Resistance: Subject gains +1 on saving throws.

**Conjuration**
Acid Splash: Orb deals 1d3 acid damage.

**Divination**
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.

**Evocation**
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

**Illusion**
Ghost Sound: Figment sounds.

**Universal**
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks

*****************************************************************************

1st-Level Wizard Spells

Primary
**Transmutation**
Animate Rope: Makes a rope move at your command.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon gains +1 bonus.

SECONDARY
**Abjuration**
Mage Armor
Endure Elements: Exist comfortably in hot or cold regions.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

**Conjuration**
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
*Mount: Summons riding horse for 2 hours/level.
*Summon Monster I: Summons extraplanar creature to fight for you.

**Divination**
*Comprehend Languages: You understand all spoken and written languages..
*Identify: Gives +10 bonus to identify magic items.
-True Strike: +20 on your next attack roll.

**Evocation**
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

**Illusion**
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures


Posted on 2016-02-25 at 21:42:03.
Edited on 2016-03-29 at 00:11:21 by Schnozzle

Topic: Chat game Recruitment/Reminders
Subject: ...


I may watch as well. :-)

Posted on 2016-02-25 at 16:00:39.

Topic: Slate Recruitment
Subject: ...


Glad to see you've joined us! If you have anything you need to check with me before finalizing your sheet, my inbox is always open.

I should be posting the first DM entry this evening, super excited about it. DeWar, please get me a finished sheet before posting. Looking forward to seeing this game in action!

Posted on 2016-02-25 at 14:46:10.

Topic: Most people logged in
Subject: ...


Nine on, four chatting. 1 pm est!

Posted on 2016-02-25 at 11:58:01.

Topic: Slate Recruitment
Subject: ...


As a general rule, if is compatible with 3.5 and not broken, we're using it.

Posted on 2016-02-25 at 07:22:58.

Topic: looking for 3.5 or pathfinder game to play
Subject: ...


Level four, 5000 GP starting wealth, no item worth over 1250 except mundane Full Plate. Pathfinder pointbuy,28 points.

Posted on 2016-02-24 at 17:06:08.
Edited on 2016-02-24 at 17:06:20 by Schnozzle

Topic: looking for 3.5 or pathfinder game to play
Subject: ...


Hey Scott! Welcome to the Inn!

I have just closed up registration for the newest campaign - Slate... We have six players, my RL maximum. But I could be convinced to make an exception.

It's a high-magic post apocalyptic wasteland scenario; About a century ago, the night lit up a sickly, sulphurous yellow for several hours. The next morning, the rain began, twisting or destroying every living thing it touched. This rain continues to this very day; poison rain pours down almost every night, but by morning has evaporated again, leaving the soil tainted. Whole oceans have dried up, leaving the inhabitants of Slate with the question: Where did it all go? The soil and what water remains seems to resist purification. Since this is the realm of Clerics, it has been surmised that the gods have turned their backs on the world. Survival is difficult, and society has crumbled. Our adventurers seem determined to find out the cause of the world's destruction and set things to rights.

It's a 3.5/Pathfinder game. Would you like to join?


Posted on 2016-02-24 at 15:42:08.
Edited on 2016-02-24 at 15:44:51 by Schnozzle

Topic: Slate Q&A Thread
Subject: Whoops


My fault. EST.

Posted on 2016-02-24 at 15:22:19.

Topic: Slate Q&A Thread
Subject: Meeting


If everyone can make it, I'd like to have a chat meetup sometime tonight - maybe 9:30 to 10:30 EST?

Posted on 2016-02-24 at 13:50:11.
Edited on 2016-02-24 at 15:22:28 by Schnozzle

Topic: Make it Mythical
Subject: ...


Number one drops off here and things move up a number each time from here on out.

1. The Crazorback. A large, crazy, and highly agressive pig-like animal. It has large sharp tongues which it fights off its enemies with. It's feral and will charge any threat to its territory. Its thick hide is prized as material for leather armoires.

2. Olvin and the Chopmonks. Furry striped mice resembling small, short tailed squirrels. They tend to be musical little creatures with a tendency towards trading music for food, which they hoard away in little holes while they sketch roaches and other pests onto your house.
They are notorious for hiding things in their butt cheeks.

3. Forkle bunny. Chaotic Evil white bunny rabbits. They have lung gears an odd pink glowing dye on their fur. They cannot wait to lure you into a false since of security with their cute mannerisms and glowing pink fur and bite your head off with their razor sharp forklebuck teeth.

4. Commodore Dragon. Large, Black, and speckly lizard. Roughly 90 ft in length, this is a truly evil creature. I makes it's prey suffer in agony from an acid bite and with diseases from its slimy mouth. It's teeth are +2 magic weapons. It stinks from stagnant swamp water, fights others of its kind for territory and prey, and eats said prey alive while it is still dying from its wounds.

5. Jell-O - Once sponsored by a jovial dark-skinned fellow, this gelatin snack has been making the rounds at your local hospital as a form of sustenance for the past fifty years. It comes in all sorts of flavors, including red and green!

Posted on 2016-02-24 at 00:03:33.
Edited on 2016-02-24 at 00:03:56 by Schnozzle

Topic: Who Owns Rusty Dull Swords? (W.O.R.D.S.)
Subject: ...


A
Nocturnal
Invisible
Mammal
And
T_cat11
Invade
Outer
Normandy

Posted on 2016-02-23 at 19:04:18.

Topic: Slate Characters
Subject: Impulse's Druid




Name: Damian Dawnshine
Race: Human
Gender: Male
Age: 21
Class/Level: Druid/4
Deity: Grum
Alignment: Neutral Good
Experience:

Height: 6'0"
Weight: 180 lbs
Eyes: Jet black
Hair: Black with streaks of white

Stats:
Str 10 (+0) Temp score: 8
Dex 16 (+3)
Con 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 6 (-2)

HP:16 (39-23) (8+5+4+6+16 con)
AC: 16 (10+ 3 Armor + 3 Dex) (+2 Ac when in woods, +1 AC for dodge)
Flat-footed: 10
Touch: 13
Initiative: +2
Speed: 30ft

Base Attack Bonus: +3
Melee: +3
Ranged: +6 (3+2+1) (Reduce by 1 if less than 30 feet)
Grapple: +3

Weapon: Quarter staff (4 lbs) To Hit: +3 Crit Range: 20, Damage: 1d6 bludgeoning
Weapon: Sling (0lbs) To hit: +6 Crit Range: 20 x2 Range Increment: 20 feet Damage: 1d4 +1 bludeoning
---Bullets 30 (15 lbs)

Saves:

Fort +6
Ref +4
Will +9

Skills:

Concentration (Con) +11 (7 rank + 4 ability)
Craft (Int) +0
Climb (Str) +0
Diplomacy (Cha) +3 (5 rank -2 ability)
Handle Animal (Wis) +11 (7 rank +4 ability)
Heal (Wis) +4
Jump (Str) 0
Ride (Dex) +3
Spellcraft (int) +2 (2 rank)
Perception (Wis) +8 (4 rank +4 ability)
Survival (Wis) +11 (5 rank +4 ability +2 Nature Sense)
Swim (Str) 0
Use Rope (Dex) +3
Profession Hunting (Wis) +6 (2 rank +4 ability)
Knowledge (nature) (int) +9 (7 rank + 2 Nature sense)

Languages:
Common, Sylvan, Druidic, ( )

Feats:

Warden Initiate (Add Climb and Jump to your list of druid class skills +2 AC when in woods, expanded spell list)
Dodge (designate someone, gain plus one AC against that target)
Point blank (plus one to damage and on hit when less than 30 feet)

Racial Traits:

+1 feat at first level
+1 skill point every level

Class Features:

Nature sense: +2 to knowledge (nature) checks and survival Checks
Wild Empathy: Druid can use body language vocalization and demeanor to improve the attitude of an animal. Roll 1d20, add druid level and Cha modifier. Must be within 30 feet of each other
Woodland stride: Move through any sort of undergrowth without taking damage or suffering any impairment. Magically affected areas still affect me.
Trackless step: A druid leaves no tracks in natural surroundings, I may choose to leave a trail if desired.

Animal Companion:

Eagle (+2 bonus hit dice, +2 natural armour, +1 Str/Dex Adj. 2 Bonus tricks. )

Spells per day
Divine Spells per day (not including bonus) 5/3/2/1/0/0/0/0/0/0
Bonus spells 0/1/1/1/1

Gear:
Carved holy symbol of Grum
Sling (plus bullets) 15 lbs
Quarterstaff (4 lbs)
Explorer's outfit (worn)
Cloak of Resistance (+1)
Back pack 2lb
Bed roll 5lb
Common lamp 1lb
Boots of Landing (Worn)
+1 Darkwood Shield
+1 leather armour 15lbs (10 percent chance of failure, maximum dex bonus is plus 6)
Potion of Darkvision
Potion of Delay Poison
Potion of Bear's Endurance

Funds: 230 WT


Appearance: Tall with rough hunters clothing, of average build. Wears a hood typically but when pulled down, reveals a face that is heavily scarred. Slightly tanned but it's hard to distinguish much besides the horrible scars. Carries a quarterstaff which he uses to help him walk.
Backstory:

Posted on 2016-02-23 at 17:28:54.
Edited on 2016-04-12 at 22:55:36 by Schnozzle

Topic: Slate Characters
Subject: Dax





Full Name: Daxos Kidalbou Shaharion Gelion Duilwen Jori-Wren Kytheon Yaviyama Halbarad Greenpath the Opener
From Clan: Turin
Played By: Nomad D2
Alignment: Neutral Goon
Deity: None listed

Racial Template: Gnome
Gender: Male
Age: 48
Height: 3' 5"
Weight: 44 lbs
Eyes: Light Blue
Hair: Brownish-Blonde

General Description: Daxos is a bit larger than your average gnome, but not by enough that most non-gnomes would think him large. Overall he looks just a bit disheveled - as if he has been crawling through tunnels and over walls - which, in truth, he probably has. He cleans up well and isn't dirty, he just seems to always have been "doing stuff." His light brown hair is pulled back in a ponytail to keep it out of his face and he wears a neatly trimmed goatee - nothing overly fancy, but very respectable and the one thing about him that is always well trimmed. He can usually be found waring a floppy leather hat with a wide brim - not normal gnome wear, but very useful when out digging through ruins. It also has the additional advantage of easily folding up to be stowed in his pack.

Background: None listed

Class / Level: Rogue 4 [Unchained]
Experience 6000

Statistics:

Str 11 (+0)
Dex 18 (+4)
Con 14 (+2)
Int 16 (+3)
Wis 10 (+0)
Cha 12 (+1)

Initiative: +4 ; Senses: Low Light Vision; Perception +15 (+16 to avoid being surprised; +17 to locate traps)

Total AC: 18 (+4 dex +3 armor +1 size)
Additional AC Bonuses: +1 dodge bonus to AC against attacks from Traps.

Touch AC: 15 ; Flat-footed AC: 18
Total HP 31 ; Hit Dice: 8 +5 +5 +5 +8 (con)
Current HP: 31

Saves:

Fortitude +3
Reflexes +8
Willpower +1
Additional Save Bonuses:
+2 racial bonus against Illusion spells and effects

+1 bonus to Reflex saves against Traps.


Speed: 20 ft

Base Attack: +3
Base Melee: +3 (+7 with Finesse weapons)
Base Ranged: +7
Combat Maneuvers Bonus: +2
Combat Maneuvers Defense: 15

Weapon: Short Sword
Attack: +7
Crit Threat: 19-20 / x2
Damage: 1d4+4 (Finesse Training)
Additional Modifiers:
-- +2d6 Sneak Attack damage


Weapon: Dagger
Attack: +7
Range: 10 ft
Crit Threat: 19-20 / x2
Damage: 1d3
Ammunition: 2 daggers
Additional Modifiers:
-- +2d6 Sneak Attack damage


Weapon: Masterwork Composite Shortbow
Attack: +8
Range: 70 ft
Crit Threat: 20 / x3
Damage: 1d4
Ammunition: 20 Arrows
Additional Modifiers:
-- +2d6 Sneak Attack damage if target is within 30 ft.


Weapon: Bomb
Attack: +7
Range 20 ft
Crit Threat: --
Damage: 2d6 fire damage to direct target, plus 2 splash fire damage to all within 5 ft radius of target
Ammunition: 3 bombs / day

Feats:

Deft Hands - Gain +2 bonus on Disable Device and Sleight of Hand checks.


Stealthy - Gain +2 bonus on Escape Artist and Stealth checks.


Skills [8+3+1 SPs/lvl = 48 SPs]:

~#Acrobatics +10 (+4 dex +3 ranks +3 class)
~Appraise +10 (+3 int +4 ranks +3 class)
~Bluff +5 (+1 cha +1 rank +3 class)
~#Climb +4 (+0 str +1 rank +3 class)
~Craft [Anything] +3 (+3 int)
~Craft [Alchemy] +11 (+3 int +3 ranks +3 class +2 race)
~Diplomacy +5 (+1 cha +1 rank +3 class)
~*#Disable Device +19 (+4 dex +4 ranks +3 class +2 feat +2 trapfinding +2 tools +2 goggles)
~Disguise +1 (+1 cha)
~#Escape Artist +10 (+4 dex +1 rank +3 class +2 feat)
#Fly +4 (+4 dex)
*Handle Animal - (untrained)
Heal +1 (+0 wis)
~Intimidate +1 (+1 cha)
*Knowledge [Arcana] - (untrained)
~*Knowledge [Dungeoneering] +7 (+3 int +1 rank +3 class)
*Knowledge [Engineering] - (untrained)
*Knowledge [Geography] - (untrained)
*Knowledge [History] +7 (+3 int +4 ranks)
~*Knowledge [Local] +9 (+3 int +3 ranks +3 class)
*Knowledge [Nature] - (untrained)
*Knowledge [Nobility] - (untrained)
*Knowledge [Physiology] - (untrained)
*Knowledge [Planes] - (untrained)
*Knowledge [Religion] - (untrained)
~*Linguistics +10 (+3 int +4 ranks +3 ranks)
~Perception +15 (+0 wis +4 ranks +3 class +2 race +4 talent)
~Perform [Anything] +1 (+1 cha)
~*Profession - (untrained)
#Ride +4 (+4 dex)
~Sense Motive +6 (+0 wis +3 ranks +3 class)
~*#Sleight of Hand +10 (+4 dex +1 rank +3 class +2 feat)
*Spellcraft - (untrained)
~#Stealth +13 (+4 dex +4 ranks +3 class +2 feat)
Survival +0 (+0 Wis)
~#Swim +4 (+0 Str +1 rank +3 class)
~*Use Magic Device +8 (+1 cha +4 ranks +3 class)

* = Cannot use this skill untrained.

# = Armor check penalties apply to this skill.

~ = Class Skill.


Languages: Common, Draconic, Dwarf, Elf, Giant, Gnome, Goblin, Orc, Sylvan

Racial Abilities

Defensive Training - Gain a +4 dodge bonus to AC against monsters of the Giant subtype.


Illusion Resistance - Gain a +2 racial saving throw bonus against Illusion spells and effects.


Keen Senses - Gain a +2 racial bonus on Perception checks.


Obsessive - Gain a +2 racial bonus on Craft [Alchemy] checks.


Gnome Magic - Gain +1 DC to all Illusion spell Dax casts. Gain the following spell-like abilities usable 1/day: Dancing Lights [DC 10], Ghost Sounds [DC 11], Prestidigitation DC [10], and Speak with Animals [DC 11].


Hatred - Gain a +1 racial bonus to attacks against humanoid creatures of the Reptilian and Goblinoid subtypes.


Weapon Familiarity - Treat any weapon with the word "gnome" in its name as a martial weapon.


Low Light Vision - Gain the ability to see twice as far as normal in dim light conditions.


Class Features:

Weapon and Armor Proficiencies - Gain Procieincy in all Simple weapons and with Hand Crossbows, Rapiers, Saps, Short Swords, and Shortbows. Gain proficiency in all Light armor.


Sneak Attack [+2d6] - Add +2d6 to damage when flanking an opponent or attacking an opponent who would be denied their Dex bonus to AC. If a target has total concealment, you cannot add this damage.


Trapfinding [+2] - Gain half your rogue level to Perception checks to locate a trap and on all Disable Device checks. Gain the ability to use Disable Device to disarm magic traps.


Finesse Training - Gain the Weapon Finesse feat. Add your Dex bonus instead of Str to damage with Short Swords.


Evasion - When you succeed on making a Reflex saving throw against an attack that normally deal half damage on a successful save, you take no damage. This ability only works when wearing Light or no armor.


Danger Sense - Gain a +1 bonus on Reflex saves to avoid traps. Gain a +1 dodge bonus to AC against attacks made by traps. Gain a +1 bonus on Perception checks to avoid being surprised by a foe.


Debilitating Injury - Whenever you deal Sneak Attack damage to a foe, you can also any one of the following penalties to the foe for 1 round (you chose which penalty each time you deal Sneak Attack damage):

Bewildered >> Target takes a -2 penalty to AC, and an additional -2 penalty to AC (-4 to AC total) against all attacks made by you.

Disoriented >> Target takes a -2 penalty on all attack rolls, and an additional -2 penalty on attack rolls (-4 to Attack total) against you.

Hampered >> All of the target's speeds are reduced by half (minimum 5 ft), and target cannot take a 5 ft step.

These penalties do not stack, but additional attacks from you that deal Sneak Attack damage extend the duration by 1 round. The target cannot suffer from more than one penalty from your use of this ability. If you apply a new penalty, the previous one ends. Any form of healing applies to the target ends the penalty.



Uncanny Dodge - You cannot be caught flat-footed, not do you lose Dex bonus to AC if attacker is invisible. Dex bonus to AC can still be lost if attacker successfully uses the Feint action against you.


Rogue Talents - Gain the following Rogue talents:

Bomber - Can create 3 bombs per day. Each bomb requires a standard action to create and throw, has a range of 20 ft, and causes 2d6 fire damage to the direct target of the bomb and 2 points of splash fire damage in a 5 ft radius.

Canny Observer - Gain +4 bonus to Perception checks.



Equipment:

1 - Explorer's Outfit (-- gp, -- lbs)
1 - +1 Leather Armor (1135 gp, 7.5 lbs)
2 - Daggers (4 gp, 1 lb)
1 - Masterwork Short Sword (310 gp, 1 lb)
1 - Composite Shortbow (75 gp, 1 lb)
20 - Arrows (1 gp, 1.5 lbs)
1 - Masterwork Backpack (50 gp, 1 lb)
1 - Bedroll (1 sp, 2.5 lbs)
2 - Belt Pouches (1 gp, 0.25 lbs)
1 - Flint & Steel (1 gp, -- lbs)
10 - Chalk (1 sp, -- lbs)
1 - Sewing Needle and 50 ft Thread (1 sp, -- lbs)
1 - Signal Whistle (8 sp, -- lbs)
2 - Waterskins (2 gp, -- lbs)
2 - Day's Ration of Water (-- gp, 2 lbs)
1 - Spyglass (1000 gp, 1 lb)
3 - Smokesticks (60 gp, 1.5 lbs)
2 - Sunrods (50 gp, 2 lbs)
2 - Alchemist Fire flasks (40 gp, 2 lbs)
2 - Thunderstones (60 gp, 2 lbs)
10 - Tindertwigs (10 gp, -- lbs)
1 - Antitoxin (50 gp, -- lbs)
1 - Potion of Healing (50 gp, -- lbs)
1 - Potion of Invisibility (300 gp, -- lbs)
1 - Potion of Cat's Grace (300 gp, -- lbs)
2 - Universal Solvent flasks (100 gp, -- lbs)
1 - Lesser Goggles of Minute Seeing (1000 gp, -- lbs)
1 - Masterwork Thieves' Tools (100 gp, 2 lbs)

Special Items:

Silver medallion (worn around neck) -- Shaped in the symbol of his clan - Turin. In the center is a silver disk with a finely engraved symbol of hill with a tree on top. Surrounding this is a circle of alternating stars and water droplets. The symbol obviously predates the catastrophe, and few really know the meaning of it anymore. It is worth about 10 WT because of the quality of the craftsmanship, but it worth much more Dax, who finds that the medallion grounds him by reminding him of home.


A Small Token -- It was probably part of a medallion or medal at some point, although he is not entirely sure. It is made out of gold. It is about 6 inches in diameter and shows a crescent moon with two parallel arrows passing through the moon going from the bottom left to the upper right. The points are coming out of the inner part of the crescent. Dax found it in the ruins of the cit near where he grew up. He thinks it might represent the symbol of this city, although he is not sure.


Total Cost: 4700 gp ; Remaining Funds:300 gp

Total Weight: 28.25 lbs ; Encumbrance: Light


Carrying Capacity:

Light Encumbrance: 29 lbs or less (32 lbs or less with Mwk Backpack)
Medium Encumbrance: 30 - 57 lbs (33 - 64 lbs with Mwk Backpack)
Heavy Encumbrance: 58 - 86 lbs (65 - 97 lbs with Mwk Backpack)
Lift Over Head (max): 86 lbs
Lift Off Ground (2xmax): 172 lbs
Push / Drag (5xmax): 430 lbs


Posted on 2016-02-23 at 17:26:55.
Edited on 2016-04-19 at 22:34:36 by Ayrn

Topic: Slate Q&A Thread
Subject: ...


I'm glad you guys were amiable to that! I look forward to seeing the results.

Posted on 2016-02-22 at 22:07:57.

Topic: Bug Report: Chat
Subject: ...


Yeah, I logged all the way out. Tried logging in with a couple different browsers as well. I'm going to try restarting, maybe there's a process still running in the background that thinks I'm logged in.

Posted on 2016-02-22 at 21:34:31.

Topic: Bug Report: Chat
Subject: Bug Report: Chat


I was just in chat, then got the error message that Chrome had become unresponsive. I logged out of chat in the usual way, closed Chrome and when I tried to log back in to chat I got the "Sorry, but you are logged into chat in another window already" message. I clicked the log out button, and tried to log back in, but the same message repeated again. Nothing I do at the moment seems to allow me in to chat.

Posted on 2016-02-22 at 21:21:35.

Topic: Slate Q&A Thread
Subject: ...


In the horror game DREAD, the characters are built by answering a series of about a dozen open-ended but leading questions. Would it be helpful to anyone (or everyone) to fill out a sheet like this for backstory? It would be something that lived in my inbox, not on the character sheet page.

Posted on 2016-02-22 at 00:50:28.

Topic: Slate Characters
Subject: Jacob Thistlebrow



Full Name: Jacob Thistlebrow
Played by: ChessicFayth
Race: Human
Gender: Male
Age: 23
Class/Level: Slate Survivalist Lvl 4
Deity: Grum (for spells) Iaoth as well (for flavor)
Alignment: Neutral Good
Experience: 6000

Height: 5'6"
Weight: 127 lbs
Eyes: Brown
Hair: Brunette

Stats:
Str 11 (+0)
Dex 18 (+4)
Con 11 (+0)
Int 12 (+1)
Wis 16 (+3)
Cha 11 (+0)

HP: 13 (17-4)
AC: 16 (10 + 4 Dex + 2
Flat-footed: 12
Touch: 14
Initiative: 8
Speed: 30ft. (20 when encumbered)

Base Attack Bonus:
Melee: 3
Ranged: 7
Grapple: 3


Weapon: Longbow
Crit Range: 20, (x3)
Range Increment 100 ft.
Damage: 1d8

Weapon: Dagger
Crit Range: 19-20 (x2)
Range Increment N/A
Damage: 1d4


Saves:
Fortitude 4
Reflex 4
Will 1

Skills:
(1 point remains)
Appraise (int) +1 [1 int]
Balance (dex) +4 [4 dex]
Bluff (cha) +0 [0 Cha]
Climb (str) +0 [0 Str]
Concentration (con) +2 [0 Con + 2 ranks]
Craft: Herbal Kit (int) 8 [1 int + 7 ranks]
Diplomacy (cha) +0 [0 Cha]
Disguise (cha) +0 [0 Cha]
Escape Artist (dex) +4 [4 dex]
Forgery (int) +1 [+1 int]
Gather Information (cha) +0 [0 Cha]
Handle Animal (cha) +3 [0 Cha + 3 ranks]
Heal (wis) 10 [3 wis + 7 ranks]
Hide (dex) +5 [4 dex + 1 rank]
Intimidate (cha) +0 [0 Cha]
Jump (str) +0 [0 Str]
Knowledge (Geography) (int) +6 [1 int + 5 ranks]
Knowledge (Nature) (int) +5 [1 int + 4 ranks]
Knowledge (Physiology) (int) +8 [1 int + 7 ranks]
Perception (wis) +10 [3 wis + 7 ranks]
Move Silently (dex) +5 [4 dex + 1 rank]
Open Lock (Dex) +4 [4 dex]
Ride (Dex) +4 [4 dex]
Search (int) 6 [1 int + 5 ranks]
Sense Motive (wis) +3 [3 wis]
Survival (wis) 10 [3 wis + 7 ranks]
Swim (cha) +0 [0 Cha]
Use Rope (dex) +4 [4 dex]

Languages:
Common

Feats:
Improved Initiative
Point Blank Shot
Self-Sufficient

Racial Traits:
Extra Feat at creation.
Extra 4 skill points at creations.
Extra skill point per level.

Class Features:
Craft Herbal Kit, Herblore: Utility, Minor Healing, Wound Setting, Pain Relief, Spellcasting, Track

Current Spells per day:
1 level 1, 0 level 2 (Does not include Bonus spells)
Bonus spells: 1 lvl 1, 2, and 3

Gear:
1 - Longbow (3lb)
1 - Dagger (1lb)
60 - Arrows (9lb)
1 - Quiver (1lb)
7 - Trail Rations (7lb)
1 - Satchel (2lb)
1 - Leather armor (worn) (15lb)
2 - Herbal Kit: Minor Healing (2 lb)
1 - Herbal Kit: Pain Relief (1lb)
1 - Herbal Kit: Utility (please specify) (1lb)
1 - Herbal Kit: Wound Setting (1lb)
2 - Dust of Tracelessness (-)
Numerous - Herbal Kits hidden throughout the countryside (-)

Total Weight Carried: 43

Carrying Capacity:
Light load: 38 lb or less
Medium load: 39-76 lb
Heavy load: 77-115 lb
Lift over head: 115 lb
Lift off ground: 230 lb
Push or drag: 460 lb

Funds:
75 water tokens


Appearance:
Drab. Worn clothes. Lightly tanned.

Backstory:
Jacob was apprenticed in the art of herbalism by an older survivalist, who also instilled in him proper respect for Grum. It is Jacob's most fervent wish to see Grum restored to his former glory.

Posted on 2016-02-22 at 00:33:57.
Edited on 2016-04-12 at 22:54:28 by Schnozzle

Topic: Slate Characters
Subject: Xana the Fallen



Full Name: Xana the Fallen
Played By:Nimu
Alignment: Chaotic Neutral
Deity: Lacuna

Racial Template: Elf
Gender: Female
Age: Unknown
Height: 5' 3"
Weight: 100 lbs
Eyes: Pale Yellow
Hair: Black

General Description: Xana is beautiful, but it is a terrible unholy beauty. A mane of long, black hair flows in loose, spiral curls down to her waist. She is lithe bodied with slender curves. Her face is ageless with smooth, copper skin and high cheekbones that narrow to dark, full lips. Almond shaped eyes burn pale yellow with the light of the full moon.

Background: Once there was grace and the ecstasy of true magic, but cast out of heaven there is not but shadow and blood.

Class / Level: Sorcerer [Fey Bloodline] 4
Experience 6000

Statistics:

Str 8 (-1)
Dex 16 (+3)
Con 10 (+0)
Int 16 (+3)
Wis 14 (+2)
Cha 18 (+4)

Initiative: +3 ; Senses: Light light vision; Perception +6

Total AC: 14 (+3 dex +1 bracers)
Touch AC: 13 ; Flat-footed AC: 11
Total HP 34 ; Hit Dice: 6 +4 +4 +4 +16 (cha)
Current HP: 34

Saves:

Fortitude +3
Reflexes +6
Willpower +8
Additional Save Bonuses:
-- Immune to magic Sleep effects.

-- +2 racial bonus on saves against Enchantment spells and effects.


Speed: 30 ft

Base Attack: +2
Base Melee: +1
Base Ranged: +5
Combat Maneuvers Bonus: +1
Combat Maneuvers Defense: 14

Weapon: Dagger
Attack: +1 (+5 when thrown)
Range: 10 ft
Crit Threat: 19-20 / x2
Damage: 1d4-1
Ammunition: --


Spellcasting:

Caster Level: 4
Spell DC: 10 +Spell Level +4
Concentration Check: +8
Spells / Day: 0-Lvl - Unlimited; 1st-Lvl - 7; 2nd-Lvl - 4


Spells Known:

0 Level: Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic.
1st Level: Charm Person, Detect Secret Doors, Ear Piercing Scream, Entangle, Silent Image.
2nd Level: Glitterdust, Summon Swarm.

Feats:

Dark Premonitions - Xana is known to see strange, dark dreams, often representing an unpleasant future event. Every 1d4 days or at any night of the DM's choice, Xana has an upsetting prophetic dreams. Upon waking, she must succeed a Will save DC 10+Half ECL or take a -1 penalty to Initiative and Will saves for 1d4+1 hours. If the DM chose a specific night for a dream to occur, they must describe the dream to the player, and must manifest it either symbolically or literally later in the campaign. If the event perceived in the dream occurs, the DM must tell the player 1d3+Int modifier(or earlier if DM wishes) rounds before the traumatic event would occur. Xana must pass a Will save DC 10+ ECL or take a-1 penalty to Initiative and Will saves until the event occurs or must do everything she can to stop the event from happening, regardless of danger to herself or others.


Eschew Material - Spell casting does not require the non-costly material items.


Faerie's Presence- Add CHA instead of CON to bonus hit points.


Faerie's Fate - +1 bonus to all Saves.


Faerie's Bloodline - Xana's ancestry grants her a bonus spell known at each spell level, starting at 1st, according to the following list. 1st—Detect secret doors; 2nd—Glitterdust; 3rd—Tongues; 4th—Hallucinatory terrain; 5th—Seeming; 6th—Mislead; 7th—Sequester; 8th—Otto's irresistible dance; 9th—Wail of the banshee.


Skills [2+3+1 SP/lvl = 24 SPs]:

#Acrobatics +3 (+3 dex)
~Appraise +7 (+3 int +1 rank +3 class)
~Bluff +11 (+4 cha +4 ranks +3 class)
#Climb -1 (-1 Str)
~Craft [Anything] +3 (+3 int)
Diplomacy +4 (+4 cha)
*#Disable Device - (untrained)
Disguise +4 (+4 cha)
#Escape Artist +3 (+3 dex)
~#Fly +3 (+3 dex)
*Handle Animal - (untrained)
Heal +2 (+2 wis)
~Intimidate +8 (+4 cha +1 rank +3 class)
~*Knowledge [Arcana] +10 (+3 int +4 ranks +3 class)
*Knowledge [Dungeoneering] - (untrained)
*Knowledge [Engineering] - (untrained)
*Knowledge [Geography] - (untrained)
*Knowledge [History] - (untrained)
*Knowledge [Local] - (untrained)
~*Knowledge [Nature] +8 (+3 int +2 ranks +3 class)
*Knowledge [Nobility] - (untrained)
*Knowledge [Physiology] - (untrained)
*Knowledge [Planes] +5 (+3 int +2 ranks)
*Knowledge [Religion] - (untrained)
*Linguistics - (untrained)
Perception +6 (+2 wis +4 ranks)
Perform [Anything] +4 (+4 cha)
~*Profession [Anything] - (untrained)
#Ride +3 (+3 dex)
Sense Motive +2 (+2 wis)
*#Sleight of Hand - (untrained)
~*Spellcraft +10 (+3 int +4 ranks +3 class)
#Stealth +3 (+3 dex)
Survival +3 (+2 wis +1 rank)
#Swim -1 (-1 Str)
~*Use Magic Device +8 (+4 cha +1 rank +3 class)

* = Cannot use this skill untrained.

# = Armor check penalties apply to this skill.

~ = Class Skill.


Languages: Common, Draconic, Elven, Orc, Sylvan

Racial Abilities

Elven Immunities - Immune to magic Sleep effect and gain a +2 racial bonus to saves against Enchantment spells and effects.


Keen Senses - Gain a +2 racial bonus on Perception checks.


Elven Magic - Gain a +2 racial bonus on Caster Level checks made to overcome Spell Resistance. Gain a +2 racial bonus on Spellcraft skills checks made to identify the properties of magic items.


Weapon Familiarity - Elves are proficient with longbows, shortbows, longswords, and rapiers, and treat any weapon with the word "Elven" in its name as a martial weapon.


Low Light Vision - Elves can see twice as far as a human in conditions of dim light.


Class Features:

Eschew Materials - Gain Eschew Materials as a bonus feat at 1st level


Cantrips - Learn a number of 0-lvl spells. These spells are cast as normal but do not consume any spell slots and may be used again and again.


Bloodline Arcana [Fey] - Whenever Xana casts a spell of the Compulsion subschool, increase the spell's DC by +2.


Bloodline Power: Laughing Touch [Fey] - At 1st lvl, Xana can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. Xana can use this ability 7x/day. It is a mind-affecting effect.


Bloodline Power: Woodland Stride [Fey] - At 3rd lvl, Xana can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.


Bloodline Spells [Fey] - Xana adds the following spells to her Spells Known list: Entangle {3rd}.


Equipment:

1 - Traveling Outfit (-- gp, -- lbs)
1 - Belt Pouch (1 gp, 1/2 lb)
1 - Bracers of Armor +1 (1000 gp, 1lb)
1 - Cloak of Resistance +1 (1000 gp, 1lb)
1 - Dagger (2 gp, 1 lb)
1 - Eternal Wand of Mage Armor [CL 1] (800 gp, -- lbs)
1 - Wand of Burning Hands [CL 1] (750 gp, -- lbs)
1 - Wand of Magic Missiles [CL 1] (750 gp, -- lbs)
1 - Backpack (2 gp, 2lbs)
1 - Bedroll (1 sp, 5lbs)
1 - Waterskin [Full] (1 gp, 4 lbs)
1 - Small Steel Mirror (10 gp, 1/2lb)
1 - Everlasting Rations (350 gp, 2lbs)

Total Cost: 4667 gp ; Remaining Funds:333 gp

Total Weight: 17 lbs ; Encumbrance: Light


Carrying Capacity:

Light Encumbrance: 26 lbs or less
Medium Encumbrance: 27 - 53 lbs
Heavy Encumbrance: 54 - 80 lbs
Lift Over Head (max): 80 lbs
Lift Off Ground (2xmax): 160 lbs
Push / Drag (5xmax): 400 lbs



Posted on 2016-02-21 at 22:33:39.
Edited on 2016-04-28 at 21:32:28 by Ayrn

Topic: Homebrew Ranger Variant
Subject: ...


What are the class skills?

Posted on 2016-02-21 at 10:44:32.

Topic: Slate Q&A Thread
Subject: ...


Everyone who submits a sheet today should see it up on the character thread today. Please be my eyes and double check for errors - despite the fact that you interact with me through your computer, I am not a robot.

Your remaining funds are also listed - my recommendation is to either spend them on potions, scrolls, or other magical items, or to give me an idea about your character's personality and I'll buy some items that fit. Remember nothing over 1500 GP/WT value.

Posted on 2016-02-21 at 09:02:48.
Edited on 2016-02-21 at 09:45:36 by Schnozzle

Topic: Slate Characters
Subject: Athelia Moonstryker




Full Name: Athelia Moonstryker
Played by: cdnflirt
Race Template: Half-Elf
Gender: Female
Class/Level: Fighter 4
Deity:
Alignment: Neutral Good
Experience: 6000


Size: Medium
Height: 5' 9"
Weight: 125 lb
Eyes: Blue
Hair: White
Skin: Light

Stats:
Strength 17 (+3)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 13 (+1)


HP: 28 (10 +3 +8 +3 +4 Con)
AC: 19 (10 + 8 full plate + 1 dexterity in armor)
Flat-footed: 18
Touch AC: 11
Initiative modifier: + 2
Speed: 30ft (20 ft when encumbered)

Saves
Fortitude save: + 5 (4 [base] + 1 [constitution] )
Reflex save: + 5 (1 [base] + 2 [dexterity] + 2 [lightning reflexes] )
Will save: + 2 (1 [base] + 1 [wisdom])

Base Attack Bonus: 4
Attack (handheld): + 8 (4 [base] + 4 [strength])
Attack (ranged): + 6 (4 [base] + 2 [dexterity])
Grapple check: + 8 (4 [base] + 4 [strength])

Weapon: Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Weapon: Scimitar [1d6, crit 18-20/x2, 4 lb, one-handed, slashing]
Armor: Full plate armor [heavy; + 8 AC; max dex + 1; check penalty -6; 50 lb.]
Ammunition: 20 Arrows, Durable (3 lb)

Skills
Appraise Int 0 = +0
Balance Dex* 3 = +2 + 1
Bluff Cha 1 = +1
Climb Str* 5 = +4 + 1
Concentration Con 2 = +1 + 1
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha 4 = +1 + 1 + 2 [half-elf]
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 0 = +0
Gather Information Cha 3 = +1 + 2 [half-elf]
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 3 = +1 + 2
Jump Str* -1 = +4 + 1 -6 [speed 20]
Listen Wis 2 = +1 + 1 [half-elf]
Move Silently Dex* 2 = +2
Ride Dex 3 = +2 + 1
Search Int 1 = +0 + 1 [half-elf]
Sense Motive Wis 1 = +1
Spot Wis 2 = +1 + 1 [half-elf]
Survival Wis 2 = +1 + 1
Swim Str** 5 = +4 + 1
Use Rope Dex 2 = +2
* = check penalty for wearing armor

Languages: Common, Elven

Feats:
Blind-fight
Dodge
Lightning Reflexes
Quick Draw
Two-Weapon Fighting


Class Features:
Bonus Feats

Gear:
2 - Scimitar (4 lb + 4 lb = 8 lb)
1 - Full Plate Armor (50 lb)
1 - Rucksack (2 lb)
1 - Bullseye Lantern (3 lb)
1 - Tent (20 lb)
1 - Bedroll (5 lb)
1 - Traveler's Outfit (5 lb)
1 - Waterskin (4 lb)
1 - Day's Ration of Water (in skin) (4 lb)
1 - Caltrops (2 lb)
1 - Whetstone (1 lb)
20 - Arrows, Durable (3lb)
50' - Hempen Rope (10 lb)

Total Weight Carried: 117 lb

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

Funds:
3423 WT

Half-Elf Template
• Immune to magical sleep
• + 2 racial bonus on saves vs. enchantments
• Low-light vision
• + 1 racial bonus on listen, search, and spot checks
• + 2 racial bonus on diplomacy and gather information checks


Posted on 2016-02-21 at 08:54:22.
Edited on 2016-02-28 at 21:39:55 by Schnozzle

 


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.