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You are here: Home --> Forum Home --> Recent posts by Kaelyn
Topic: Nomachron: recruitment
Subject: subs


I'm always willing to keep a list of players to fill in or replace those who drop. If you'd like to create a fighter following the creation rules listed and submit it. I'll at least have it on file and it'll be at the ready to start should a sub be required

Posted on 2013-06-04 at 21:01:54.

Topic: Nomachron: recruitment
Subject: here we are..


some more on Calastia apologies for formatting, alot of it's coming from a notebook app from my phone and taken from my photobucket.

Calas tj a
Full Name: The Kingdom of Calastia
and Seat of the Calastian
Hegemony.
Population: 1,500,000 (Duchies:
Arminoff 17%,
Chandalvine 27%,
Golehest 14%, Jandalore
17%, Turrows 16%, Varuba
9%).
Government: Absolute monarchy.
Ruler: King Virduk (male human,
Capita1:Vashon (75,000).
Major Citieselis (1 1,000), Eldmadren
(10,000), Pahrae (9,000).
Language:Calastian.
Religion:
All nine of the major gods
are worshipped, with the
nobility and military
worshipping Chardun.
Currency: Calastian currency is
spread across the Hegemony:
platinum calas (1
pp), gold dominion ( 1 gp) ,
silver regent (1 sp), copper
drake ( 1 cp).
Resources:
Wheat, cattle, fish,
lumber, arms and armor.
Allies: Calastian Hegemony.
Enemies: Burok Tom and Durrover.





Posted on 2013-06-04 at 20:31:46.
Edited on 2013-06-04 at 20:34:32 by Kaelyn

Topic: Nomachron: recruitment
Subject: Calastia


it's a little dark but it's what I've got. need to update some of these.



Vashon is the Capital if that helps.

Ginafae and others interested in being from Calastia, I have deeper info on each of the duchies and some other more detailed maps of the region. Calastia is by far the most successful human kingdom since the Divine War, it is militaristic and under the rule of the Black Dragon King Virduk, they are almost akin to what we would think of Modern day China and Communist countries. I have pages and pages of history and lore for the region as it is one of the few total areas actually finished lol.

Posted on 2013-06-04 at 20:25:29.
Edited on 2013-06-04 at 21:06:48 by Kaelyn

Topic: Nomachron: recruitment
Subject: sure do, let me upload a map for you of Calastia


map incoming

Posted on 2013-06-04 at 20:13:37.

Topic: Nomachron: recruitment
Subject: The first map


of many I'm sure is in the Q&A. It's a partial map of the area in which you will be starting. Consider the rest veiled by the fog of war. If people are fromwide and varied places I'll give you personal map bits to at least cover the area you're from.

Posted on 2013-06-04 at 20:00:14.

Topic: Nomachron: recruitment
Subject: yes grugg


Ph2 available.

Posted on 2013-06-04 at 19:48:41.

Topic: Nomachron: recruitment
Subject: hrmm


CN, the elusive 4th evil lol.. Or someone seeking validation and salvation from a past life of wrong doings.

I've always been the one who accepted things like Assassins not having to be evil alignment (provided they play the proper alignment with finesse), because sometimes even the loftiest of good organizations sometimes have to resort to less than sanctimonious needs to remove dire threats.

Posted on 2013-06-04 at 19:48:25.
Edited on 2013-06-04 at 19:49:04 by Kaelyn

Topic: Nomachron: recruitment
Subject: Just checked


while I will allow a sword sage (I now have the book) note I will open up the source material for enemies as well then.

Otherwise reading over the ninja class, I can definately make it work given the setting you'll be in.
the choice is yours.

And as I said, play what you like, just note that stacking skill sets may be very beneficial in some cases while great hindrances in others.


Alignment: While you may all work together for a certain goal, I'm not opposed to clashing alignments, just know while I dont want it to come to PvP, I've not stopped it in the past and should players turn on each other in the interest of party survival (Ie they find out one member is secretly a spy working for Belsameth's clergy undermining their every move resulting in great loss or hardship and decide to remove that player... I wont stop it.)

Cole's notes version: It's easier to all be neutral / good, but I wont stop a well played evil character that can justify motives etc via pms

Posted on 2013-06-04 at 19:21:32.
Edited on 2013-06-04 at 19:23:57 by Kaelyn

Topic: Nomachron: recruitment
Subject: Swordsage


I'm currently re dl'ding the Tome of Battle book. If I remember correctly that adds stances and what not to combat no? I dont want to overly complicate things to the point where I have to look things up every post, but I'll check the book and get back to you. Otherwise multiclassing is always an option


Posted on 2013-06-04 at 16:56:11.

Topic: Nomachron: recruitment
Subject: While I'd love to see a party of bards for entertainment value


It would probably do the party better if people let others know what they were going to play.

Jozan has asked to play a Mystic Theurge, that's the only class I'm definately aware of.

Posted on 2013-06-04 at 16:33:46.

Topic: Nomachron: recruitment
Subject: Starting gold


Starting Gold is 2500 gold with some additions.
You all may have a free normal weapon, and normal armor. You may all have 1 free potion (approved by me) you all have 1 free backback, bedroll, flint and steel, and trail rations for 1 week.

If you are a halfling you start with 1875 gold (read halfling lore)

If you are a forsaken elf you start with 3200 gold and one mw weapon or armour.

note that no more than 1/2 your gold can be spent on any single item.

Posted on 2013-06-04 at 16:30:58.
Edited on 2013-06-04 at 16:34:16 by Kaelyn

Topic: Nomachron: recruitment
Subject: Character Creation rules


First off we'll be using a 53 point Point Buy System.
For those that dont know it's pretty simple.

And for even simpler use I've included a handy dandy link to a 3.5 point buy calculator. Simply assign your points as you deign, totaling no more than 53

Point Buy Calculator

I'd like to keep this fairly simple, as such I'll allow the Core players handbook, and Players handbook two, as well as the classes in the 'complete' series and unearthed arcana.
There are Nomachron specific Prestige classes as well but they will come up in game and palyers found to be nearing requirements for them will be informed of potential paths they can take to attain them if interested.

Posted on 2013-06-04 at 16:16:32.
Edited on 2013-06-05 at 07:10:54 by Kaelyn

Topic: Nomachron: recruitment
Subject: okay..


All the playable races and subraces have been included in the Q/a.. I'm tired my fingers hurt and there are probably a bunch of spelling errors I'll check and edit tomorrow.. night!

Posted on 2013-06-04 at 07:24:36.

Topic: Nomachron: recruitment
Subject: Oh and for the record


please note that my races may share some similarities with standard PHB ones, they may not be identical and you should reference the Q&A for the nuances of playing them.


Posted on 2013-06-04 at 06:25:52.

Topic: Nomachron: recruitment
Subject: A couple things


Jozan, Hammer, Tek, Takley, and Grugg (if you can commit the time) are all welcome and I'm hoping for one more (I've pm'ed them already) which would actually put me at 6, higher than originally hoped but manageable.

Please allow me a day or two to fill up the Q&A with valuable information. It's taking a long time to track down alot of the old notes or info and retyping alot of the paper scrawled versions to screen. As races and cultures are posted I recommend you read up on them. I much prefer them to the cut and dry players handbook version of races for alot of settings.
(dwarves elves and half elves done, more to come today still)

Also, I've gotten multiple PM's all showing interest in archer-type characters. Now, while I've never been one to shun away similar character roles as not every group is cookie cutter perfect, all I'm saying is variety is the spice of life, and could one day down the line be crucial.

That being said, with a party of 6 as opposed to the standard 4, you have some room to play with, so go nuts.

discuss questions or options here to leave the Q&a clutter free before the game begins. Once we have some approved concepts we'll move on to the creation stage.

Posted on 2013-06-04 at 05:47:30.

Topic: Nomachron: Blood Moon Rising Q&A
Subject: The game is afoot!


Feel free to move over from the recruitment to the Q/a forumns now with any game pertaining questions.

Posted on 2013-06-04 at 00:50:10.
Edited on 2013-06-09 at 03:18:46 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: reserved


12

Posted on 2013-06-04 at 00:49:53.

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Xxandra Xanthoros


Xxandra Xanthoros
Female Dark Elf Rogue 2
True Neutral
Representing Takley

Size: Medium 
Height: 5' 4" 
Weight: 120 lb 
Skin: Black 
Eyes: Red 
Hair: White Wavy 

Strength 14 (+2) 
Dexterity 20 (+5) 
Constitution 15 (+2) 
Intelligence 16 (+3) 
Wisdom 14 (+2) 
Charisma 16 (+3) 



Total Hit Points: 14

Speed: 30 feet

Armor Class: 18 = 10 +2 [leather] +5 [dexterity] +1 darkwood buckler

Touch AC: 15
Flat-footed: 13
Initiative modifier: +5 = +5 [dexterity] 
Fortitude save: +2 = 0 [base] +2 [constitution] 
Reflex save: +8 = 3 [base] +5 [dexterity] 
Will save: +2 = 0 [base] +2 [wisdom] 
Attack (handheld): +3 = 1 [base] +2 [strength] 
Attack (unarmed): +3 = 1 [base] +2 [strength] 
Attack (missile): +6 = 1 [base] +5 [dexterity] 
Grapple check: +3 = 1 [base] +2 [strength] 


Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common, Elven, Dark_Elf_Silent (sign language) Goblin (titanspawn) Dwarven


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Mw silver Dagger: [1d4-1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Kukri [1d3(s), 1d4(m), crit x3, range inc. 10ft, 2lb, slash]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] 

Feats: Nimble Fingers 

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier 
Appraise Int 6 = +3 +3 
Balance Dex* 9 = +5 +4 
Bluff Cha 3 = +3 
Climb Str* 6 = +2 +4 
Concentration Con 2 = +2 
Craft_1 Int 3 = +3 
Craft_2 Int 3 = +3 
Craft_3 Int 3 = +3 
Diplomacy Cha 3 = +3 
Disable Device Dex 11 = +5 +4 +2 [nimble fingers] 
Disguise Cha 5 = +3 +2 
Escape Artist Dex* 8 = +5 +3 
Forgery Int 3 = +3 
Gather Information Cha 3 = +3 
Heal Wis 2 = +2 
Hide Dex* 7 = +5 +2 
Intimidate Cha 3 = +3 
Jump Str* 2 = +2 
Knowledge (history) Int 5 = +3 +2 
Knowledge (local) Int 7 = +3 +4 
Listen Wis 4 = +2 +2 [elf] 
Move Silently Dex* 9 = +5 +4 
Open Lock Dex 11 = +5 +4 +2 [nimble fingers] 
Perform_1 Cha 3 = +3 
Perform_2 Cha 3 = +3 
Perform_3 Cha 3 = +3 
Perform_4 Cha 3 = +3 
Perform_5 Cha 3 = +3 
Ride Dex 5 = +5 
Search Int 9 = +3 +4 +2 [elf] 
Sense Motive Wis 5 = +2 +3 
Spot Wis 7 = +2 +3 +2 [elf] 
Survival Wis 2 = +2 
Swim Str** 2 = +2 
Tumble Dex* 9 = +5 +4 
Use Rope Dex 8 = +5 +3 


* = check penalty for wearing armor


Dark Elf:


+2 Dexterity, -2 Constitution, +2 intelligence, +2 Charisma. Dark elves are quick and wilful and are powerful spellcasters
-Medium size
-Dark Elven base speed is 30 feet
Darkvision: Dark elves can see in the dark up to 120 feet. Darkivsion is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.
Immunity to magic sleep spells and effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on Listen, Search, and Spot checks. A dark elf who merely passes within 5 feet of a secret of concealed door is entitled to a Search check to notice it as if she were actively looking for the door. Elven senses are finely honed.
+2 racial bonus on will saves against spells and spell like abilities. The blood of sorcerers is strong in the dark elves' veins, and most spells are a trivial matter for them.
Spell Like abilities: 1/day- blur, mirror image. These stabilizes are as the spells cast by a sorcerer of the dark elf's character level. Dark elves are known for using these abilities before entering battle, swelling their ranks with illusions and confusing the enemy's eyes.



Rogue:

Sneak Attack +1d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 

Special Abilities (choices begin at 10th level)


Class HP rolled 
Level 1: Rogue 6 
Level 2: Rogue 4 

Xxandra Xanthoros's Equipment:
53 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x2
Backpack
Flint and steel
Grappling hook
Rations (1 day) x7
Rope (50', hempen) x1
Climber's kit
Thieves' tools
soap(3 bars)
Daggers(5)
kukri
darkwood buckler (no armor check detriment)
full face ninja mask

4x Cure light wounds potions

Nel's thieves tool's Kit (Mw quality)
_______________________

Total 68 lbs

1611gold leftover

Background:

Posted on 2013-06-04 at 00:49:42.
Edited on 2013-06-13 at 18:59:25 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Nine Fox Silent Elm~ Tek


Name: Nine Fox Silent Elm
Player: Tek
Race: Human
Class: Druid
Level: 3
Sex: Male
Age: 27
Height: 6’4”
Weight: 215lbs
Hair: Dark brown, dreadlocked
Eyes: Green
Alignment: Neutral-Good
Homeland: Rookery outside Almathea
Deity: Reverent of Nature in its entirety.
Concept: “We are Legion...”

Ability Scores
Strength: 13
Dexterity: 16
Constitution: 14
Wisdom: 18
Intelligence: 14
Charisma: 16

HP: 28
Initiative: +3
Speed: 30’

Saving Throws
Fortitude: +5+1
Reflex: +4+1
Will: +7+1

Armour Class: 16 (+3 Hide, +3 Dex)
BaB: +2
Melee: +3
Missile: +5

Feats
Exotic Animal Companion: Swarm
Skill Focus: Handle Animal
Animal Affinity

Racial/Class Abilities
(Human Racial)
Bonus Feat
Extra Skill Point

(Druid Class Abilities)
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Druidic Spellcasting
Spontaneous Casting

Skills (42 Points)
Concentration: 7 (5 Ranks)
Craft - Animal Food: 7 (5 Ranks)
Herbalism: 7 (3 Ranks)
Handle Animal: 10 (5 Ranks, 2 Animal Affinity)
Heal: 9 (5 Ranks)
Knowledge - Nature: 6 (4 Ranks)
Knowledge - Animals: 7 (5 Ranks)
Survival: 9 (5 Ranks)
Spellcraft: 4 (2 Ranks)
Ride: 8 (3 Ranks, 2 Animal Affinity)

Languages
Common
Druidic
Sylvan
Elven

Attacks
Spear: +3 Attack; 1D8+1 Damage; x3 Critical
Sling: +5 Attack; 1D4+3 Damage; x2 Critical

Gear; Worn
Hide Armour - Body
Bearskin Cloak of resistance +1 -Body
Knapsack - Back
Stone Sack - Waist
Bracers - Forearms

Gear; Stored (Knapsack)
Bedroll
Trail Rations (1 Week)
Waterskin (Full)
Torch x 4
Sack (Filled with corn)
Birchbark Cup

Gear; Stored (Cloak Pocket)
Flint and Steel
Healer’s Kit (Homemade with natural ingredients)
Infusion of Tree Shape - Waybread
Potion of Owl’s Wisdom
Potion of Bull’s Strength
Potion of Cure Moderate Wounds x2
Nel's Bag of Polished stones (marbles)

Wealth
Dominions: 246
Regents: 23
Drakes: 6

Spellcasting; Druid
Per Day
0: 4
1: 3
2: 2

DC Base: 14

Animal Companion

Murder of Crows (30)
Tiny Animal (Swarm)
Hit Dice: 3d8 ( 16 hp)
Initiative: +3
Speed: 5ft (1 square). Fly 40 ft. (good)
Armor Class 17 (+3 size, +2 Dex), +2 Natural, touch 15, flat footed 15
Base Attack/ Grapple: +2/ -
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach 10ft /0ft.
Special Attacks: Distraction, wounding
Special Qualities: half damage from slashing and piercing, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 4, Dex 16, Con 10, Int 2, Wis, 14, Cha 4
Skills: Listen +11, Spot +11
Feats: alertness, Lightning Reflexes
Total Tricks: 4
Link, share spells, Evasion

(Swarm vulnerabilities: Lit torches deal a bonus 1d3 damage on hit, energy enhancements on weapons deal full energy damage to a swarm even if the actual weapon damage itself is reduced)

Posted on 2013-06-04 at 00:49:33.
Edited on 2013-06-13 at 18:58:47 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Guh-Amriel ~ Hammer


Name: Guh-Amriel
Played By: Hammer
Race: Half-Elf
Gender: Female
Age: 24
Hair: Jet Black
Eyes: Green
Class: Barbarian 3
Alignment: Chaotic Good
Deity: Tanil
Height 5'7” 
Weight: 125 lbs

Stats:
Str 18 (+4)
Dex 15 (+2)
Con 18 (+4)
Int 11 (+0)
Wis 14 (+2)
Cha 12 (+1)

HP: 31
AC: 15 (+3 Armor, +2 Dex)

MW Hide Armor AC 3 Max Dex 4 Armor check penalty -2 Movement speed 20ft (null by class feature)

Initiative: +2
Speed: 30ft. 

BAB: +3
Melee: +7 (3 bab +4 strength)
Ranged: +5 (3 bab +2 Dex)

Weapon: Silver Dagger (Melee)
To Hit: +7 (+3 BAB, +4 Str)
Damage: 1d4 +4 (str)-1 (silver), 19-20, x2

Weapon: Silver Battle Axe (Single swing)
To Hit: +7 (+3 BAB, +4 Str,).
Damage: 1d8+4 (str) -1 (silver), 20, x3

Two Weapon Fighting With Silver Battle Axes
To Hit: Main Hand +3 (3bab +4 strength -4 penalty w Two weapon fighting feat)
Damage 1d8+4 (Str) -1 (silver), 20, x3
To Hit: Off Hand + 3 ( 3 bab +4 strength -4 penalty w Two weapon fighting feat)
Damage 1d8+4 (Str) -1 (silver), 20, x3

MW Mighty Composite Longbow ( 18 Strength)
To Hit: +6 ( 3bab, +2 dex +1 Mw)
Damage 1d8+4, 20, x3
(normal arrows assumed)


Fortitude 7 (+3 base + 4 constitution)
Reflex +3 (+1 base +2 Dexterity)
Will +3 (+1 base +2 wisdom)

Skills:4x4=16+1 +4+1+4+1 =27 total

Climb 2+6 Strength =8
Craft: Tribal Attire: 5+0 =5
Handle Animal 3+1 Charisma =4
Intimidate 4 + 1 Charisma =5
Jump 2 +4 Strength = 6
Listen 2 +2 Wisdom + 1 Racial =5
Ride 2 +2 Dex = 4
Survival 4 + 2 Wisdom = 6
Swim 3 +2 Strength = 5


Languages: Common, Elvish

Feats: 1st Level:Two-Weapon Fighting Bonus 3rd level: Extra Rage (2 extra rages / day)

Class Abilities:
Weapon and Armor Proficiency: A barbarian is proficient with
all simple and martial weapons, light armor, medium armor, and
shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet,
rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend
2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other
class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian
gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a
spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses
the rage modifiers and restrictionsand becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for theduration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer
applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action (see Initiative, page 136), not in response to someoneelse’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from theincreased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck
(This can be offset by taking the Instantanios Rage Feat from Masters of the wild sourcebook at a future level)

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge(see below) instead. (improved uncanny dodge comes at 4th level fyi)

Trap Sense (Ex): Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Gear: Backpack,
bedroll,
Winter blanket,
trail rations x7 days
Waterskin
! Sack of Lime
1 Potion of remove Fear
Nel's Flint and Tinder

2x Masterworked Silver Bladed Battle Axe (398 gold ea.) 10 Silver tipped arrows (10gold 5 silver) 10 regular arrows (5 silver) 2 Arrows of Cure Light wounds (107 gold ea.) 1 MW Mighty Composite Longbow (18 strength) (800 gold) Masterwork hide Armor (165 gold) Silver dagger (22 gold) 1 potion cure light wounds (50 gold) 2x Oil of Magic Weapon (50 gold ea)

Funds: 290 gold

Appearance:

Guh-Amriel is a strikingly beautiful, athletic young woman. Her skin color is a light bronze from her Elvish Father, her eyes are definitely Elvish Almond Shaped, her ears are Elvish and she shows them proudly as their contours are quite seductive to look upon.
Her hair is tied back in a pony tail that goes down to the middle of her back, where she cuts the ends with her Silver Knife.
She protects the top of her head from the sun and elements with a skull cap made from a creature she killed, a raccoon type of creature featuring the black circled eyes, a small protruding snout that affords some protection for her eyes from the sun, but with sharp fangs that protect her temples and curve down below her ears, almost to her jaw line.
She wears her Silver Knife in a Boot Sheath in her soft soled moccasin type boots that protect her feet and ankles, but rise only about 3 quarters up her shins and well below her knee caps, covering her shapely calves.
She wears a deer skin type shirt under her hide armor. She has made a deer skin type skirt that covers her waist, hips, buttocks and measures about a third of the way down her well shaped thighs, with a slit up each side to provide more freedom in combat or running and jumping.
She has also fashioned some type of a pantie short out of rabbit fur and hide, also utilizing rabbit fur in a type of combat style sports bra to provide her shapely breasts both comfort and protection underneath her deerskin shirt.
She also has specially made panties made of rabbit fur that she keeps in her back pack for the times of her menstrual cycle to provide comfortable protection in that area. She can wash them out if need be and can always hunt more rabbits to make more protective wear!
She is not flirtatious with men. Holds no sexual interest for women, but does welcome a non-sexual friendship with any women who know the value of a good weapon and how to use it; plus exhibit the freedom of the woman's own choice in sharing her natural assets with a man on her own terms, rather than being a helpless victim of a man's unbridled drive for satisfying his own lust with her body!
She is not promiscuous with men, but is not a virgin and knows what to do to make the experience passionately pleasant both for herself and the fortunate male! A Male Partner would have to be extraordinary to catch her attention and affection for any length of time!
She wears no make up per se, other than rubbing herbs and oils on her skin and face, to protect her from the elements and to cause her scent to blend in with the natural surroundings where she is either hunting game or stalking humanoids for the kill.
Her skirt is made in such a way that her 2 battle axes can be easily secured on each hip and readily accessible, like a gunfighter pulling his six shooters from his holster!
Her skirt also has belt pouch type pockets for her potions and herbs and oils and whatever else she may decide to carry, like a pretty gem or more than a few to her liking!
She usually carries her bow with her quiver of arrows over her back, but at times she will carry the bow on her back and choose to carry her 2 Silver Bladed Axes!
Under each cheek she has attractive scars from some past battle, which she wears proudly like 2 badges of honor!
Her legs and arms show the signs of countless battles in rough terrain, but these also add to her attractiveness!
Her hands are tough, but not rough from using oils and she trims her nails short with her Knife.
She also wears a talon and bone necklace; plus wears talon and bone wrist bracelets that are uncomfortable against the face of any unwelcome suitors or enemies she chooses to slap with the back of her hands!
She can be seriously grim, or joyfully radiantly beautiful, depending upon her mood or the present company she is keeping and the circumstances surrounding her!


Posted on 2013-06-04 at 00:49:23.
Edited on 2013-06-13 at 18:57:10 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Ellenrae Kar'theraen ~ Ginafae


Personal Information
Name: Ellenrae (Ellen) Kar’theraen
Player: Ginafae
Race: Half-Elf
Class/Level: Ninja 1 / Fighter 2
Deity: Lip service to all (formerly Belsameth).
Homeland: Calastia
Alignment: CN
Height: 5'6"”
Weight:123 lbs
Age: 23

Ability Scores
Strength: 14
Dexterity: 18
Constitution: 16
Intelligence: 13
Wisdom: 16
Charisma: 14

Hit Points: 29

Initiative: +4

Speed: 30’

Saves
Fortitude: +6
Reflex: +6
Will: +3

Armour Class: 18 (Bracers of Armour +1; Dexterity +4; Wisdom +3)

Feats:
Two-Weapon Fighting
Weapon Finesse
Weapon Focus (Short Sword)
Quick Draw

Racial/Class Abilities

(Half-Elf racial)
Immune to magical sleep and +2 saves vs enchantment spells and effects
Low-Light Vision (twice as far as humans in conditions of poor illumination)
+1 racial bonus to spot, search and listen checks
Elven Blood (considered an elf for all spells and effects)
1 additional skill point each level after first

(Ninja abilities)
AC Bonus (Wisdom Bonus to Armour Class if unarmoured)
Ki Power (4 times per day; no powers known currently)
Trapfinding
Sudden Strike (+1d6 whenever target is denied Dexterity bonus to AC; doesn’t apply when flanking)

(Fighter abilities)
Bonus Feats (Weapon Focus; Quick Draw)

Skills: (36 skill points)

(Class skills)
Bluff: 4 (2 ranks)
Climb: 6 (4 ranks)
Disable Device: 8 (4 ranks; +2 mw thieves tools)
Disguise: 6 (2 ranks; +2 disguise kit)
Hide: 10 (4 ranks; +2 when dark via black bodysuit)
Jump: 8 (4 ranks)
Move Silently: 8 (4 ranks)
Open Lock: 10 (4 ranks; +2 mw thieves tools)
Search: 7 (4 ranks; +1 racial)
Tumble: 8 (4 ranks)

Untrained:
Balance: 4
Spot: 4
Listen: 4
Swim: 2

Attacks:

(Dual Wield)
Cold Iron Shortsword mw (right hand): +6 attack roll; d6+2 damage; 19-20/x2 crit
Shortsword mw (left hand): +6 attack roll; d6+2 damage; 19-20/x2 crit

(Single Attack)
Cold Iron Shortsword mw (right hand): +8 attack roll; d6+2 damage; 19-20/x2 crit

(Others)
Longbow (Comp. +2): +6 attack roll; d8+2 damage; 20/x3 crit
Daggers (thrown): +6 attack roll; d4+2 damage; 19-20/x2 crit
Silver Dagger: +6 attack roll; d4+1 damage; 19-20/x2 crit.

Gear:

(Weapons/Armour that Ellen is carrying)
Bracers of Armour +1
Cold Iron Shortsword (mw) – 2 lbs (sheathed upon her back)
Shortsword (mw) – 2 lbs (sheathed upon her back)
Comp. (+2) Longbow – 4 lbs (hitched over shoulder)
Quiver (40 arrows) – 6 lbs (left hip)
3 daggers – 3 lbs (right hip and thigh)
Silver dagger – 1 lb (hidden in the folds of her left boot)

(Other equipment Ellen wears)
Clothing worn: Bodysuit, Black (1 lb); Knee-high Boots (1 lb); Cloak (hooded, lined with grey fur) (2 lb); Silk Chemise (white); Red Silk Sash; Leather Vest (½ lb); Leather Gloves; (1 lb); Fine Belt; Belt Pouch (½ lb); Elven Ring (silver).

(Equipment stowed away)
Backpack (2 lbs)
Bedroll (1 lb)
Chalk (5 pieces)
Flint and Steel
Rope, Silk (50’) (5 lbs)
Mirror, small steel (½ lb)
Bandolier (½ lb)
Sack (empty) (½ lb)
Soap (1 lb)
Waterskin (4 lbs)
Whetstone (1 lb)
2 vials of ink, 2 inkpens, 10 sheets of Parchment (1 lb)
Manacles (mw) (medium-sized) (2 lbs)
Everburning Torch (1 lb)
Disguise Kit (8 lbs)
Thieves’ tools (mw) (1 lb)
Shoes (dancing)
Nightshirt (silk)
Trail Rations – 7 days

Potions/Consumables (held in bandolier)
Potion of Cure Moderate Wounds x 1
Alchemist’s Fire x2 (1 lb)
Antitoxin x2
Smokestick x2 (1 lb)
Thunderstone x2 (2 lbs)

Nel's Red Backpack-
Nel's map of the area
1 waterskin
1 bar of soap
4 days trail rations
1 ink, wax and stamp set bearing the crimson blade insignia
3 sheets of parchment in a scroll case (blank)
2 small pieces of charcoal
2 small pieces of chalk
2 candles
4 vials of unknown liquid (one suspected to be a quick dry adhesive) (one suspected to be a healing potion)

Total Weight Carried: 56.5 lbs (light load)

Funds: 109 golds, 17 silvers, 11 coppers

Languages:
Common
Elven (not well by Elvish standards)
Thieves’ Cant


Appearance

Ellen is a striking woman when she chooses to be. She is blessed with an alluring mixture of elven and human beauty. She is taller than most pure-blood elves, her skin tanned more deeply and her frame thin but still feminine. Her face contains the angular grace of elves – large azure eyes and high cheekbones tapering to full lips and a narrow chin. Her nose and cheeks are lightly dusted with freckles, her pointed ears usually hidden by a shock of medium-length, purple-blue hair.

Ellen’s usual manner of dress, however, puts most suitors off. Her clothing is usually a mixture of form-fitting black silk and darkened leathers - the only dash of colour being a red silk sash and the gleaming hilt of throwing knives that encircle her right thigh. A large fur-lined and hooded cloak usually obscures her face and the two finely crafted short swords sheathed upon her back, but not a wickedly recurved longbow slung over her shoulder or used as an impromptu walking stick.

It's a look that inspires fear rather than veneration or lust. Something to which Ellen has grown accustomed.

Posted on 2013-06-04 at 00:48:18.
Edited on 2013-06-13 at 18:56:04 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Alcorel Venomar ~ Jozan1


Character Name: Alcorel Venomar
Player: Jozan1
Class & Level: Wizard 2/Cleric 1
Race: Urian Half elf
Alignment: Neutral Good
Deity: Corean
Size: M
Age: 35
Gender: M
Height: 5'3
Weight: 130
Eyes: Blue/Grey
Hair: blonde
Skin: Fair

Abilities:
STR: 13 +1
DEX: 14 +2
CON: 16 +3
INT: 18 +4
WIS: 16 +3
CHA: 14 +2

HP: Max 1st level +7, +1d4+3, +1d8+3
AC: 12
EXP: 3000/6000
INITIATIVE: +2

Saving Throws:
FORT: +5
REFL: +2
WILL: +8
BAB: +1
Grapple:

Attacks:
Long Spear: +2, D8+1, x3
Mstrwrk Heavy Mace: +3, D8+1, x2
Mstrwrk Dagger: +3, D4+1, 19-20
Mstrwrk Dagger(range): +4, D4+1, 19-20, 10 ft. range

SKILLS:

Concentration (Con) 3 ranks +3 Constitution = +6
Diplomacy (Cha)
Heal (Wis) 1 Rank +3 Wisdom = +4
Knowledge (arcana) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Architect & Engineering) (Int) 3 ranks +4 Intelligence = +7
Knowledge (history) (Int) 3 ranks +4 Intelligence = +7
Knowledge (religion) (Int) 3 ranks +4 Intelligence = +7
Knowledge (the planes) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Dungeoneering) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Geography) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Local) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Nature) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Nobility & Royalty) (Int) 3 ranks +4 Intelligence = +7
Spell-craft (Int) 3 rank +4 Intelligence = +7
Decipher Script (Int) 1 rank +4 Intelligence = +5
Listen (Wis) 0 ranks, +3 Wisdom, +1 Racial = +4
Search (Int) 0 ranks, +4 Intelligence, +1 Racial = +5
Spot (Wis) 0 ranks, +3 Wisdom, +1 Racial = +4

Armour:
-
Shield/Protective Item:
-
Protective Item:
-
Protective Item:
-

Total Possessions:
Potion of Barkskin
Potion of Cure Moderate Wounds(if approved)
Backpack
Bedroll
Flint & Steel
Trail rations/ 1 wk.
Adventuring outfit
Spell Book
long Spear
Masterwork Heavy Mace
Masterwork Dagger
wand of Magic missile
Wand of Cure Light Wounds 33/50 charges
Spell component pouch
Silver holy symbol of Corean
Hooded Lantern
3 pints of oil
50 ft. Rope
Heavy blanket
belt (on adventuring outfit) with 3 small pouches, 1 large pouch, 3 vial holders.
3 vials in belt
Coin pouch (on belt) 9 Platinum, 10 Gold

Feats:
Divine Metamagic(Extend)
Extra Turning

Special Abilities:
Summon familiar(Raven)
Scribe Scroll
Turn or Rebuke Undead (9 times)

Languages:
Common
Elven
Dwarven
Orc
Giant
Draconic

Spells:

Wizard Spells Known:

0 Level:

Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st Level:

Color Spray, Obscuring Mist, Mage Armor, Ray of Enfeeblement, Lesser Orb of Acid, Grease, Summon Monster I, Charm Person, Bigby's Tripping hand

Cleric Domains:

Protection Domain

Granted Power
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1.Sanctuary: Opponents can’t attack you, and you can’t attack.
2.Shield Other : You take half of subject’s damage.
3.Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4.Spell Immunity: Subject is immune to one spell per four levels.
5.Spell Resistance: Subject gains SR 12 + level.
6.Antimagic Field: Negates magic within 10 ft.
7.Repulsion: Creatures can’t approach you.
8.Mind Blank: Subject is immune to mental/emotional magic and scrying.
9.Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Good Domain
Granted Power
You cast good spells at +1 caster level.

Good Domain Spells
1.Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2.Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3.Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4.Holy Smite: Damages and blinds evil creatures.
5.Dispel Evil: +4 bonus against attacks by evil creatures.
6.Blade Barrier: Wall of blades deals 1d6/level damage.
7.Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8.Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9.Summon Monster IX*: Calls extraplanar creature to fight for you.


Spells Prepared:

Wizard:
0(4 per day)etect Magic x2, Mage Hand, Light

1(3 per day): Color Spray, Summon Monster I, Mage Armor

Cleric:

0(4) Resistance, Create water, Guidance, Detect Poison

1(2+1 Domain) Bless, Summon Monster I, Protection from Evil (D)



Appearance:
Standing around 5'4, Alcorel is usually seen with a serene smile upon his face. His fair skin is coupled with his just as fair blonde hair which is kept back in a large, loose braid that reaches down to his lower back. His light blue eyes match his powder blue baggy sleeved shirt. The cuffs are tight and leaves his sleeves to be baggy and airy, giving a puffed up look, and his belt gives the same effect to the rest of his ensemble. On his shirt are two red thick stripes that zig zag from his collar down his sleeves, like elongated lightning bolts.

A thin tan leather belt keeps his shirt tucked and tight, and his pants are made of almost the same material as his shirt, albeit thicker. The Cream colored pants are tight around the ankles giving his pants a baggy slightly puffy look, which altogether as an outfit would look silly to someone who first meets him. his leather boots are dyed red, and are tucked underneath his pant legs. The final piece to his colorful outfit is a light green poncho he wears draped over the entire thing, with both the front and back emblazoned with four golden yellow longswords, forming a compass rose.

If anyone would closely walk by Alcorel, they would swear he wore the strangest perfumes and colognes, but that would just be his incense and spell components, which he uses every day heavily.


Background:


Posted on 2013-06-04 at 00:48:08.
Edited on 2013-06-14 at 23:22:27 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: Tasso Rontilfellow -Grugg


Name: Tasso Rontilfellow
Race: Halfling
Gender: Male
Age: 29
Hair: Brown, Shoulder Length, Ponytail
Eyes: Green
Class: Beguiler 3
Alignment: Neutral
Deity: Tanil

Stats:
Str 9 (-1)
Dex 18 (+4)
Con 16 (+3)
Int 18 (+4)
Wis 14 (+2)
Cha 16 (+3)

HP: 22
AC: 18 (+3 Armor, +1 size, +4 Dex)
Initiative: +8
Speed: 20ft.

BAB: +1
Melee: +0
Ranged: +5 (+7 thrown)

Weapon: Dagger (Melee)
To Hit: +1 (+1 BAB, -1 Str, +1 size)
Damage: 1d3-1, 19-20, x2

Weapon: Dagger (Thrown)
To Hit: +8 (+1 BAB, +4 Dex, +2 race, +1 size), Range Increment 10ft.
Damage: 1d3-1, 19-20, x2

Fortitude +4
Reflex +5
Will +6
(Additional +2 Morale bonus against Fear)

Skills:
Bluff +11 (+3 Cha, +2 race, +6 ranks)
Concentration +9 (+3 Con, +6 ranks)
Diplomacy +7 (+3 Cha, +2 ranks, +2 synergy)
Disable Device +12 (+4 Int, +6 ranks, +2 item)
Hide +14 (+4 Dex, +4 size, +6 ranks)
Intimidate [Cross-Class] +7 (+3 Cha, +3 ranks, +2 synergy)
Listen +10 (+2 Wis, +2 race, +6 ranks)
Move Silently +12 (+4 Dex, +2 race, +6 ranks)
Sense Motive +6 (+2 Wis, +4 ranks)
Spellcraft +10 (+4 Int, +6 ranks) (+12 to Decipher Magic Scrolls)
Use Magic Device +9 (+3 Cha, +6 ranks) (+11 related to Magic Scrolls)

Languages: Common, Halfling, Dwarven, Elven, Orcish, Draconic

Feats: Improved Initiative, Spell Focus (Enchantment)

Class Abilities: Armored Mage (Light), Trapfinding, Cloaked Casting (+1 Spell DC), Surprise Casting, Advanced Learning (Distract Assailant 1st Level Spell [Complete Adventurer])

Spells per Day: 6/6, Spell DC 14 + Spell Level (15 + Spell Level for Enchantment Spells)

Gear: 5 Daggers, Masterwork Studded Leather Armor, Backpack, Bedroll, Flint and Steel, 1 Week Trail Rations, Masterwork Thieves’ Tools, Spell Component Pouch, Everburning Torch, Waterskin, Tanglefoot bag, Gloves of Filching (as Hand of the Mage but Gloves), Potion of Jump, Three Potions of Cure Light Wounds, 2 Potions of Endure Elements,

Funds: 194gp

Appearance: Tasso stands 3’0” and weighs in at a little over 35lbs. His fair and clean shaven face always seems to bear a childlike grin, and if it wasn’t for the knowing twinkle in his green eyes and shoulder length hair (which he prefers to keep tied back) he’d probably be mistaken for a child. Not really afraid to display any good fortune that comes his way, he tries to maintain his best appearances, from ensuring his earrings always carry a good shine to the way he meticulously cleans his finely crafted suit of armor (ensuring each stud doesn’t carry a fleck of dirt after use), Tasso gives off a bit of an air of superiority despite his upbringing and size.

Posted on 2013-06-04 at 00:47:58.
Edited on 2013-06-06 at 08:05:35 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: The Guild Hall (currently non-existant)


(Here will be where a base of operations is potentially established, and where notes towards its development and upkeep shall be kept.)

Posted on 2013-06-04 at 00:47:48.
Edited on 2013-06-04 at 20:07:33 by Kaelyn

Topic: Nomachron: Blood Moon Rising Q&A
Subject: People and Organizations of Interest


Alanelia Zelphyr "The Crimson Blade"
Alanelia is your leader and benefactor. A female elf of Forsaken lineage, she stands just over 5 feet, has long silver hair which hangs freely down her back, and dons golden leather armor of the finest quality. Sporting an enchanted longsword and dagger which upon closer inspection seems to have vines and brambles living around and through it's hilt encircling an obsidian blade.
Alanelia or "Nel" as friends call her, is warmhearted and wise, and though she jests about the impoliteness of inquiring to her age, it's rumoured she's easily into her third century though knowing that means she was alive during the divine war, and understandably speaks little of the past.

Kelemis Durn: is an aging but well known and equally respected human who is the epitome of strong Vigilant morality. Well known for his former combat prowess in past events, the former soldier turned political tactician is the current Acting ruler (Home Commander) of Vesh.

Trophion the Majordomo of the Vigils of Vesh is a man with a strong jaw and a coloration that suggests his years spent under the sun. He carries himself with the poise of a warrior though he walks with a pronounced limp, and also seems to be missing part of his right hand.He handles many of the daily affairs at Kelemis' behest.


Posted on 2013-06-04 at 00:46:38.
Edited on 2013-06-10 at 19:55:18 by Kaelyn

 


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