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A Local Legend - Q/A

Welcome to the thread of the game "A Local Legend". While it is currently closed for joining, you are welcome to peek and peer over our shoulders.



These are the players and their characters:

Ayrn: Driscoll Tiernay - human scout/swashbuckler
Dwelkinor: Cassandra Luminosa - sylvari wizard
Dragon Mistress: Tamuríl Táralóma - Half-syl bard/figter
Gboy: Brother Perrin - human monk
Brianna: Isilimiri Moonshadow - sylvari cleric
Mephistopholes: Aldagen Thistlebow - sylvari ranger

Here's to a great game!


Posted on 2008-12-19 at 18:19:02.
Edited on 2009-05-02 at 22:07:39 by Almerin

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character 1 - Driscoll

Name: Driscoll “Cole” Tiernay
Alignment: Chaotic Good

Class: Scout 3 / Swashbuckler 1

Race: Human
Gender: Male
Age: 24 years old
Size: Medium
Height: 5 ft, 11 in
Weight: 168 lbs

Ability Scores: Str 10 (+0), Dex 19 (+4), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)

Racial Features: Bonus feat at first level, Bonus skill point every level (4 skill points at first level)

Class Features: Armor Proficiency [Light, Shields], Battle Fortitude +1, Fast Movement +10 ft, Skirmish [+1d6 dmg/ +1 AC], Trackless Step, Trapfinding, Uncanny Dodge, Weapon Proficiency [Martial, Simple]

Feats: Able Learner (H), Dodge (1st), Weapon Finesse (Swb), Combat Expertise (3rd)

Skills: Appraise +5 (3 ranks), Balance +7 (1 rank), Bluff +7 (7 ranks), Diplomacy +5 (3 ranks), Disable Device +10 (6 ranks), Jump +7 (5 ranks), Listen +5 (5 ranks), Knowledge [Geography] +3 (1 rank), Knowledge [History] +4 (2 ranks), Knowledge [Nobility] +4 (2 ranks), Perform [Dance] +3, Profession [Sailor] +5 (5 ranks), Open Lock +9 (3 ranks), Search +8 (6 ranks), Sleight of Hand +7 (1 rank), Spot +5 (5 ranks), Swim +5 (5 ranks), Tumble +12 (6 ranks), Use Rope +8 (4 ranks)

Languages: Common, Elven, Halfling

Hit Points: 30
Saves: Fort +4, Refl +7, Will +1
Initiative: +5
Speed: 40 ft

Total AC: 18 +dodge
Flatfooted: 18
Touch: 14

BAB: +3
Melee: +8 {Rapier +1; 1d6+1 dmg; 18-20/x2 crit}
Melee: +8 {Mwk Dagger; 1d4 dmg; 19-20/x2 crit}
Ranged: +8 {Mwk Hand Crossbow; 1d4 dmg; 19-20/x2 crit; 30 ft range; 20 bolts}

Possessions: Rapier +1 (2320 gp), Mithral Chain Shirt (1100 gp), Masterwork Dagger (305 gp), Masterwork Hand Crossbow (400 gp), Potion of Cure Moderate Wounds (300 gp), Potion of Levitate (300 gp), Masterwork Thieves’ Tools (100 gp), Explorer’s Outfit (10 gp), Everburning Torch (110 gp), Waterskin (1 gp), Backpack (2 gp), Tindertwigs x20 (20 gp), 50’ Silk Rope (10 gp), Grappling Hook (1 gp), Signet Ring (50 gp), Tankard (1 gp), Bandoleer x 2 (4 gp), Belt Pouches x6 (6 gp), Trail Rations x5 days (5 gp), Light Warhorse (200 gp), Riding Saddle (10 gp), Bit & Bridle (1 gp), Saddle Bags (4 gp), Silver Pearl (100 gp), Ornate Signet Ring (50 gp), 40 gold coins



Posted on 2008-12-19 at 18:22:18.
Edited on 2009-03-21 at 10:36:25 by Almerin

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Character 2 - Cassandra

Name: Cassandra Luminosa
Class: Wizard 4 (Divination specialty)
Race: Elven
Alignment: Lawful Good
Age: 111
Medium Female 5'1" 90 lbs.
Long Silver Hair, with Green eyes and is very pale
lowlight vision
HD = 4d4
hp: (I figure you roll)

Str: 8 (-1)
Dex: 14 (+2)
Con: 10 (-)
Int: 19 (+4)
Wis: 11 (-)
Cha: 13 (+1)

AC: 12 (10 + dex)
Touch AC: 12

Init: +2

Fort: +1
Ref: +3
Will: +4
Elven immunity to sleep, +2 v. enchantment

Att:
MW Longbow: +5 to hit 1d8-1 dam
MW Staff: +2 to hit 1d8-1/1d8-1
MW Dagger: +2 to hit 1d4-1

Skills: (accounting for racial, familiar, and attribute bonuses)
Concentration: 7
Craft (alchemy): 6
Decipher Script: 7
Diplomacy: 2
Hide: 3
Knowledge (arcana): 10
Knowledge (nature): 6
Knowledge (religion): 6
Knowledge (history): 7
Listen: 2
Move Silently: 3
Ride: 3
Search: 3
Spellcraft: 11
Spot: 2 (5in bright daylight)

Feats:
Heighten Spell
Extend Spell
Wizard Weapons and Armor
Elven Weapons
Scribe Scroll
Summon Familiar

Languages:
Common
Elven
Draconic
Gnome
Goblin
Orc

Equipment:
2x Travel Robes (20)
2x Scholar Robes (10)
2x Dress Robes (150)
Fine spellbook case (30)
Travel sack (2)
MW Longbow (375)
40 arrows (2)
MW Dagger (305)
50 gold worth of spell components (50)
Alchemists Lab (500)
Waterskin (1)
2 weeks rations (4.2)
10x chalk (.1)
10x candle (.1)
3x Ink (24)
Silk Rope (10)
Bedroll (.1)
Tent (10)
5 x Scrollcase (5)
40 x paper (10)
Enemy Spellbook (490)
Riding Saddle, bit and bridle, saddle bags, and some feed (16)
Horse (150)
Potion of cure serious (750)
Potion of Barkskin (600)

I'm left with 1,825 gold, 5 silver.
Animal Companions:
Dagger - Lt. Warhorse

Titus - Familiar Hawk
AC 19
HD 4d8
to hit +7 claws
alertness and improved evasion

Spellbook:
All 0th level except Necromatic

1st Level:
Alarm
Mage Armor
Identify
Animate Rope
Comprehend Languages
Ventriloquism
Enlarge Person
Featherfall (25)
Disguise Self (25)
Obscuring Mist (25)
Magic Missle (25)
Hold Portal (25)
Hypnotism (25)
Silent Image (25)

Level 2:
Detect Thoughts
Minor Image
Fog Cloud (150)
Invisibility (150)



Description:
Cassandra is waif like, but holds herself erect and tilts hers head just so to make her appear taller than she is. Her flowing robes of greens and blues match her long, straight silver-platinum hair, common for the Syls of the north. Her pale skin has taken on a slight red hue from her time travelling, as if she had a perpetual sunburn, which never fades to a tan. Her staff and ornate spellbook pouch show her to be a wizard, but the bow at her back and the wicked dagger she leaves in her right boot show that she can handle herself in a fight.

She holds herself in accordance with her noble bearing, standing straight and staring imperiously. She also appears to meticulously groom herself.


History:
Cassandra's is not a dark or troubled past. She grew up the second child of a minor noble in the north of Alloryen. Her family connections are important to her, and she considers herself nobility, but the claim is tenuous at best. At the ripe age of 40, her parents, the Lord and Lady of a small province to the Northwest of Kaimelar saw that she was uncommonly intelligent and sent her to live in Aratar Barad, the center of Elven studies.

Over the next 60 years, Cassandra read and copied scrolls and books, learned to perform feats of magic under the tutelage of the elven masters, and grew overwhelmingly bored with life in a tower of books. She knew that books were important, and has converted to worship Jusarin, the God of Knowledge, but she also knew that there was something that could not be captured by the written word.

She left Aratar Barad and traveled south, to Calestra, where she joined with the group of unlikely heroes.


Posted on 2008-12-19 at 18:23:17.
Edited on 2009-03-21 at 20:11:48 by Almerin

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Character 3 - Aldagen

Name: Aldagen Thistlebow
Race: Wood Elf
Class: Ranger
Alignment: Chaotic Good
Deity: Vilathera
Level: 4
Size: Medium
Age: 70
Gender: Male
Height: 5' 8''
Weight: 126 lbs

Abilities
STR 12 1
DEX 19 4
CON 12 1
INT 10 0
WSD 14 2
CHA 8 -1

HP: 25
AC: 18
Initiative: +4

Saves:
Fort: 5
Ref: 6
Will: 2

Attacks:
Long Sword:
+5, 1d8+1, 19-20 x2

Long Bow (Regular):
+10, 1d8+2, x3

Long Bow (Within 30 ft):
+11, 1d8+3, x3

Long Bow (Rapid shot):
+8/+8, 1d8+2, x3

Long Bow (Rapid shot, Within 30 ft.):
+9/+9, 1d8+3, x3

Armor:
Mithril Shirt: +4 Bonus, No check penalty, +6 Max Dex, 10 lbs

Feats/Abilities:
Track: Make Survival checks to track a targets trail.

Favored Enemy: Get +2 bonus on damage rolls, Bluff, Listen, Sense Motive, Spot, and Survival checks made against Dragons.

Combat Style (Archery):
Rapid Shot: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Wild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Focus (L. Bow): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Immunity to Sleep: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low Light Vision: Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Skills:
Handle Animal: +5
Climb: +2
Heal: +7
Hide: +8
Listen: +9
Move Silently: +9
Search: +9
Spot: +9
Survival: +9

Spells:
Entangle (1 Charge)

Gear:
Potion of Cure Moderate Wounds x2
Waterskin
Flint & Steel
Fish Hook & Line
50ft Hempen Rope

Gold: 1165

Background
Aldagen was born and grew up in the woods near Diem, and always wanted to be an adventurer. One day, while he was still quite young, he and a friend went out hunting and came across a juvenile black dragon. Aldagen, seeing a chance to impress everyone in the settlement, urged his friend to help him kill the beast, and to victoriously come galumphing back. His friend agreed very hesitantly, and the two attacked. Before long, the beast had dispatched Aldagens friend and had just sunk its jaws into Als side when some of the villages professional hunters showed up. They killed the dragon and carried Aldagen back to the village, where he was rushed to the healer. The youth nearly died, and spent a full month in bed, recovering his strength. He got up only once, to attend his friends funeral. During that month, Aldagen learned that his wound would never properly close, and that he would carry it all his life. But his suffering was more than just physical. Plagued by the thought that his rashness was what had lead directly to his friends death, it occurred to him that he could well die before he ever even saw a single town outside of his own small village. After recovering, he tried to go back to a normal life, but had trouble adjusting. Everywhere he went, he could feel the stares of the villagers, always filled the unspoken accusation that tormented him. Finally deciding he could take no more, he packed up a few things and left in the middle of the night. Before he had gotten past the final line of houses however, he was stopped by a voice calling his name silently. Aldagens father appeared out of the darkness, and asked him why he was leaving. He gave a defiant explanation and challenged his father to stop him. The older elf allowed Aldagen to go, and gave him a gift. A bow, an old family heirloom which had belonged to Aldagens grandfather, a renowned adventurer. Thanking his father, he departed tearfully, never to return to his home again.

Description
Aldagens hair is the same shade of red as autumn leaves, with occasional golden and bronze highlights (natural), and flows down to his shoulders. It is mostly unkempt, and has the tendency to fall into his eyes. When he needs to concentrate, he holds it back with a simple leather thong. His eyes are brilliant green, and his skin is tanned to a chestnut brown. His build is wiry, lean but with the hard muscles that come from drawing a bow hundreds of times. He wears simple brown pants and matching brown hunting boots, both made from animal hide. He also wears a vest that still carries the thick fur of the bear that it once belonged to. His chest is covered by a finely crafted chain shirt, and below that a simple white under shirt.

Personality
Usually jocular and good natured, Aldagen tends to get along well with others. He's serious to a fault when faced with a serious situation however, and on occasion, goes into depressive moods, where he reflects on the past and what might have been. These are rare, however, and he usually is quick with a joke and a smile. He generally prefers to befriend an enemy rather than resort to violence, but shows no mercy to dragons or dragoniods of any sort. These he hunts with a passion, as he still carries a grudge from that long ago battle.


Animal Companion:
Name:Ehllar
Race: Eagle
Stats: Normal for it's type.
Tricks: Down


Posted on 2008-12-19 at 18:25:43.
Edited on 2009-05-02 at 22:06:43 by Almerin

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Character 4 - Tamuril

Tamuríl Táralóma;
Half-elf Brd3/Ftr1:
CR 4; ECL 4;
Size M;
HD 3d6+3 + 1d10+1;
hp 28; Init +1;
Spd 30 ft;
AL NG;

Str 12, +1
Dex 12, +1
Con 12, +1
Int 14, +2
Wis 11, 0
Cha 14, +2

AC 16, touch 11, FF 15;

BAB +3; Grapple +4;
Atk: +4 melee (1d3 + 1, Unarmed),
+4 (1d4 + 1/crit 19-20, Dagger),
+5 melee (1d8 + 2/crit 19-20,
Longsword +1 (Mithral)),
+4 ranged (1d6/crit x3, Shortbow, composite),
+4 ranged (1d3, Sling),
+4 melee (1d3 + 1, Whip);

SQ Low-light Vision, Elven Blood, +2 to saves vs Enchantment, Immunity to sleep;

SV
Fort +4,
Ref +4,
Will +3;

Languages spoken: Common, Elven, Dwarven, Sylvan, +3

Skills: Appraise +2, Balance +2, Bluff +2, Climb +3, Concentration +3, Control Shape +0, Craft (Armorsmith) +2, Craft (Bowmaking) +2, Craft (Embroidery) +2, Craft (Gemcutting) +2, Craft (Locksmithing) +2, Craft (Other) +2, Craft (Trapmaking) +2, Craft (Weaponsmith) +2, Decipher Script +3, Diplomacy +5, Disguise +2, Escape Artist +3, Forgery +2, Gather Information +5, Handle Animal +3, Heal +0, Hide +4, Intimidate +2, Jump +5, Knowledge (Arcana) +3, Knowledge (History) +3, Listen +6, Move Silently +5, Perform (Act) +4, Perform (Comedy) +4, Perform (Dance) +4, Perform (Keyboard) +4, Perform (Oratory) +4, Perform (Percussion) +4, Perform (Sing) +7, Perform (String) +7, Perform (Wind) +4, Perform +4, Ride +3, Search +3, Sense Motive +3, Sleight of Hand +4, Speak Language +3, Spellcraft +4, Spot +5, Survival +0, Swim +3, Tumble +5, Use Magic Device +4, Use Rope +1;

Feats Acrobatic, Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Quick Draw, Shield Proficiency, Simple Weapon Proficiency.

Special Abilities: Bardic Knowledge, Bardic Music, Bardic Spellcasting, Low-light Vision.

Brd Spells Known (3/2/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1): 0--Flare, Ghost sound, Light, Mage hand, Open/close, Summon instrument, 1--Animate rope, Comprehend languages, Silent image.

Possessions: 28 pp, 3 gp, 3 sp, Buckler mw (darkwood) (215 gp, 2.5 lb), Chain shirt mw (mithral) (1100 gp, 12.5 lb), 6 Dagger (2 gp, 1 lb), Longsword +1 (2315 gp, 3 lb), Composite shortbow (75 gp, 2 lb), Arrows (20) (1 gp, 3 lb), Musical instrument case large h2o proof (5 gp, 3 lb), Masterwork musical instrument (100 gp, 3 lb), Belt pouch (1 gp, .5 lb), Ink stick. grinder tray (.5 gp, 0 lb), 3 Stick ink (.5 gp, 0 lb), 6 Inkpen (.1 gp, 0 lb), Potion of bull's strength (300 gp, .1 lb), Belt pouch (1 gp, .5 lb), Flint and steel (1 gp, 0 lb), Belt pouch (1 gp, .5 lb), Bullets (10) (.1 gp, 1 lb), 2 Sling (0 gp, 0 lb), Light warhorse (150 gp, 0 lb), Waterskin (1 gp, 4 lb), Bit and bridle (2 gp, 1 lb), Riding saddle (10 gp, 25 lb), Saddlebags (4 gp, 8 lb), Backpack (2 gp, 2 lb), Bedroll (.1 gp, 5 lb), Bullets (10) (.1 gp, 1 lb), 10 Candle (.01 gp, 0 lb), Courtier's outfit (30 gp, 6 lb), Pewter mug/tankard (.2 gp, .5 lb), 3 Common musical instrument (5 gp, 3 lb), Silk rope (50 ft.) (10 gp, 5 lb), Sealing wax (1 gp, 1 lb), Soap (per lb.) (.5 gp, 1 lb), Map or scroll case (1 gp, .5 lb), 10 Parchment (sheet) (.2 gp, 0 lb), 2 Whetstone (.02 gp, 1 lb), 2 Whip (1 gp, 2 lb), Worn items (0 gp, 0 lb), Healing belt (750 gp, 1 lb), Signet ring (5 gp, 0 lb), Sling (0 gp, 0 lb), 2 Traveler's outfit (1 gp, 5 lb).


Posted on 2008-12-19 at 18:26:14.
Edited on 2009-02-07 at 20:37:02 by Almerin

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Character 5 - Perrin

Brother Perrin
Class: Monk 4 (I can't believe there's no Template!!!)
Race: Human
Align: Lawful Good
Age: 29
Medium Male 5'9" 160 lbs
Gray eyes, Bald, Tanned

Str- 12 (+1)
Dex- 12 (+1)
Con- 12 (+1)
Int- 12 (+1)
Wis- 18 (+4)
Cha- 8 (-1)

XP: minimum for 4th level.
HP: 25
AC: [15] = 10 + 1(dex) + 4(wis) + Touch: 15 Flat-footed: 14
Speed: 40ft
Initiative: +1

Saves:
Fort: 5 (4 + 1)
Refl: 5 (4 + 1)
Will: 8 (4 + 4)

BAB: 3
Grapple: 8

Attack:
| Unarmed Strike | +6 (+4/+4 flurry of blows) | 1d8 + 2 | 20/x2 |
| 5ft. | Bludgeoning/Piercing/Slashing | +1 wrist straps |

| Quarterstaff | +4 | 1d6 + 1 | 20/x2 |
| 5ft | Bludgeoning |

| Shuriken | +4 | 1d2 + 1 | 20/x2 |
| 10 ft | Piercing | 20 Shuriken |

Armor:
None

Other:
Belt Pouch 0.5lb
Waterskin 4lb
Potion of Cure Moderate Wounds.
Potion of Mage Armor

GP: ???

Skills:
everything uses just mods except where noted.

Diplomacy: 6 (7 ranks - 1 Cha)
Knowledge (acrana) 8 (7 ranks + 1 int)
Knowledge (religion) 8 (7ranks + 1 int)
Listen: 11 (7 ranks + 4 Wis)
Spot: 11 (7 ranks + 4 Wis)
Tumble: 8 (7 ranks + 1 Dex)

Feats:
Improved Unarmed Strike (monk)
Stunning Fist (monk)
Improved Grapple (1st)
Weapon Focus (Unarmed Strike) (human)
Deflect Arrows (monk)
Versatile Unarmed Strike (3rd)

Special Abilities:
Fast Movement
AC bonus
Flurry of Blows
Evasion
Still Mind
Ki strike
Slow fall

Languages:
Common, Celestial


Posted on 2008-12-19 at 18:26:31.
Edited on 2008-12-24 at 22:24:39 by Almerin

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Character 6 - Isilimiri

Isilimiri moon shadow;
Elf, female
Clr4:
CR 4; ECL 4;
Size M;
HD 4d8+4;
hp 31;
Spd 30 ft;
AL CG;

Str 11, 0
Dex 12, +1
Con 12, +1
Int 14, +2
Wis 16, +3
Cha 10, 0

SV
Fort +5,
Ref +2,
Will +7;

AC 17, touch 11, FF 16;
Init +1;
BAB +3;
Grapple +3;

Atk:
Unarmed +3 melee (1d3,),
Sword, bastard MW (Mithral)), +4 melee (1d10/crit 19-20,
Longbow, mighty (+1 Str) composite MW (Darkwood) +6 ranged (1d8 + 2/crit x3,,
Dagger MW +6 (1d4 + 1/crit 19-20,);

SQ Low-light Vision, +2 to saves vs enchantment, immune to sleep effects;

Languages spoken: Common and Elven, Dwarven, Goblin

Skills: Appraise +2, Balance +1, Bluff +0, Climb +0, Concentration +7, Control Shape +3, Craft (Armorsmith) +2, Craft (Bowmaking) +2, Craft (Embroidery) +2, Craft (Gemcutting) +2, Craft (Locksmithing) +2, Craft (Other) +2, Craft (Trapmaking) +2, Craft (Weaponsmith) +2, Diplomacy +4, Disguise +0, Escape Artist +1, Forgery +2, Gather Information +0, Heal +14, Hide +1, Intimidate +0, Jump +0, Knowledge (Arcana) +4, Knowledge (Religion) +6, Listen +5, Move Silently +1, Perform (Act) +0, Perform (Comedy) +0, Perform (Dance) +0, Perform (Keyboard) +0, Perform (Oratory) +0, Perform (Percussion) +0, Perform (Sing) +0, Perform (String) +0, Perform (Wind) +0, Perform +0, Ride +1, Search +4, Sense Motive +3, Spellcraft +7, Spot +5, Survival +3, Swim +0, Use Rope +1;

Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.

Special Abilities: Aura, Bonus Languages, Domain Protection, Domain War, Domains, Low-light Vision, Spontaneous Casting, Turn or Rebuke Undead.

Clr Spells Known (5/4/3/-1/-1/-1/-1/-1/-1/-1/-1/-1): 0--Cure minor wounds, Detect magic, Detect poison, Purify food and drink, Resistance, 1--Bless, Divine favor, Shield of faith, 2--Aid, Cure moderate wounds.

Possessions: Coins 8 pp, 17 sp, 16 cp,,
Worn items (0 gp, 0 lb), Belt pouch (1 gp, .5 lb), Chain shirt mw (mithral) (1100 gp, 12.5 lb), Dagger mw (302 gp, 1 lb), Darkwood shield mw (407 gp, 5 lb), Mighty longbow (+1 str) composite mw (darkwood) (530 gp, 1.5 lb), Wand of cure light wounds (750 gp, .1 lb), Bastard mw sword (mithral) (1835 gp, 3 lb), Traveler's outfit (1 gp, 5 lb), Backpack (2 gp, 2 lb), 4 Antitoxin (vial) (50 gp, .1 lb), 4 Candle (.01 gp, 0 lb), Flint and steel (1 gp, 0 lb), Healer's kit mw (100 gp, 0 lb), Sewing needle (.5 gp, 0 lb), Torch (.01 gp, 1 lb), Whetstone (.02 gp, 1 lb), Light warhorse (150 gp, 0 lb), Bit and bridle (2 gp, 1 lb), Military saddle (20 gp, 30 lb), Saddlebags (4 gp, 8 lb), Bedroll (.1 gp, 5 lb), 6 Caltrops (1 gp, 2 lb), 10 Trail rations (per day) (.5 gp, 1 lb), Soap (per lb.) (.5 gp, 1 lb), Torch (.01 gp, 1 lb), Waterskin (1 gp, 4 lb).

Black hair, silver eyes, creamy complexion. 5’5” 105 lbs slender but wiry build.

Deity ??
Domains War and healing


Posted on 2008-12-19 at 18:27:07.
Edited on 2008-12-20 at 19:18:59 by Almerin

Almerin
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Info and possible map

And here we have a map of the Coastal Village:



The old map you found in the library:


Posted on 2008-12-19 at 18:27:32.
Edited on 2009-04-05 at 11:56:51 by Almerin

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ok

This is the Q/A. It is open for business now. Any questions you might have can be written here.



Posted on 2008-12-19 at 18:28:14.

jjmikerr
Occasional Visitor
Karma: 2/4
33 Posts


Woog!

A half-orc with brains AND good looks?

What gene pool is her non-orc heritage from? She could be a dangerous one ...


Posted on 2008-12-19 at 21:50:36.

Almerin
Typing Furiously
RDI Staff
Karma: 177/19
3012 Posts


hehe

Hehe, indeed.

I have opened this game with a post in the Rules Based D&D forum. You are now free to start replying as soon as you want.

Here's to a fun experience together!


Posted on 2008-12-20 at 14:58:11.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


First post!

I have posted. Almerin, you will have my character tomorrow.

I decided to take a jump, although it may be what you planned. Since I am going to be playing a monk, is it alright that I'm the other monk aiding Brother Josop?


Posted on 2008-12-21 at 03:24:29.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


???

Where are we as characters, part of the adventuring group what? is si who do we know or is that up to us?


Posted on 2008-12-21 at 04:36:44.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


names similarieties

?? Where did you get the name Chindari plains. For since years 1988, we have had a homegrown world that includes the Chindari Plains and an the nomadic tribes of the horse fold, the Chindari, very interesting.

Also can you link q/A to game thread, and vice versa.


Posted on 2008-12-21 at 04:41:33.
Edited on 2008-12-21 at 04:42:20 by Brianna

jjmikerr
Occasional Visitor
Karma: 2/4
33 Posts


Ahmm, Brianna?

I may be way, WAY off-base here, but it seems pretty clear (to me) that we are the adventuring group who has chanced upon a monastery. We are familiar with each other, and are friends, but trust? That seems to be another matter entirely ...

[[ Master DM, sir, please feel free to slap uppa backada haid if'n I'm wrong ]]

It is my opinion that who we are and what we do are (or will be) part of the tale being spun by the storyteller in fromt of the fire ...

Well, that's what I get out of it, anyway ...


Posted on 2008-12-21 at 05:39:38.

   
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