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Feypyro
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37 Posts


Vigilante Q/A

The city of AltonDale was once safe and law-abiding. The crime rate was low and the trade was high. The prosperity made it a hub of research, experimental technologies, and trade. The City Guard proudly kept the citizens safe. However as is inevitable in a growing city crime soon became more than the guard could handle. The various gangs and crime related guilds quickly gained advantages over the law enforcing agencies. And the agencies themselves proved only to vulnerable to corruption.

Now the City Guard is over spread and under manned. The Crime Lords make the rules and the innocent civilian lives in fear of getting caught in a gang war or simply looking like an easy mark. Enough is enough. I need a team that is brave and strong enough to fight back, and end this dark age. I need a team of Heroes, not held to the bounds which have made the law enforcement impotent. I need you, and I am willing to pay. I will pay 20 gold a week for your services as a vigilante. If interested meet at the Luck of Shinara.
Signed Lord Brown.

So reads the letter covertly placed upon your bed. You've never heard of a Lord Brown but 20 gold a week is a sizeable purse, and all you need to do is dispense a little justice.
--------------------------------------------------------
This is the official Q/A for the Vigilante game. Please post future schemes and Questions here.


Posted on 2015-09-10 at 21:13:59.

Feypyro
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37 Posts


Dak Whisperfoot

Name: Dak Whisperfoot Race: Half Elf
Player: Eol Fefalas
Class/Level: Urban Ranger 3
Favored Enemy: Goblin Mafia
HP: 30
XP: 3000
Alignment: Neutral Good
Vision: Low-light
Speed: Walk 30 ft.
Languages: Common, Elven, Sign Language
Age: 28
Height: 5'8" Weight: 155 lbs Eyes: Green Hair: Brown

Stats STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 12 (+1)

Skills (ranked only)
  • Climb: 5 (Rank 4/ Stat 1)
  • Gather Information: 6 (Rank 3/ Stat 1/ Misc 2)
  • Handle Animal: 3 (Rank 2/ Stat 1)
  • Heal: 5 (Rank 3/ Stat 1)
  • Hide: 7 (Rank 3/ Stat 2)
  • Jump: 5 (Rank 4/ Stat 1)
  • Knowledge (Local): 4 (Rank 3/ Stat 1)
  • Listen: 6 (Rank 3/ Stat 2/ Misc 1)
  • Move Silently: 7 (Rank 4/ Stat 3)
  • Search: 5 (Rank 3/ Stat 1/ Misc 1)
  • Sense Motive: 5 (Rank 3/Stat 2)
  • Spot: 7 (Rank 4/ Stat 2/ Misc 1)
  • Use Rope: 5 (Rank 2/ Stat 3)

Feats
  • Armor Proficiency (Light)
  • Endurance
  • Far Shot
  • Martial Weapon Proficiency
  • Point Blank Shot
  • Rapid Shot
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Urban Tracking - Can track down the location of missing persons or wanted individuals within communities.

    Benefit
    To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

    If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

    Normal
    A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.

    Special
    A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat.

    You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.

Combat
AC: 15 (total)/ 13 (Touch)/ 12 (Flat Footed)
Initiative: +3
BAB: +3
Melee To Hit: +4
Ranged To Hit: +6
Fortitude: +5
Reflex: +5
Will: +3

Unarmed Attack:
  • To Hit: +4
  • Dmg: 1d3+1
  • Crit: 20/x3

Composite Shortbow:
  • To Hit: +6
  • Dmg: 1d6
  • Crit: 20/x3
  • Range: 105 ft

Dagger:
  • To hit: +4
  • Dmg: 1d4+1
  • Crit: 19 - 20/x2

Dagger (Thrown):
  • To Hit: +6
  • Dmg: 1d4
  • Crit: 19-20/x2
  • Range: 20 ft

Handaxe:
  • To Hit: +4
  • Dmg: 1d6+1
  • Crit: 20/x3

Longbow:
  • To Hit: +6
  • Dmg: 1d8
  • Crit: 20/x3
  • Range: 150 ft

Equipment/Gear
  • Composite Shortbow
  • Longbow
  • Arrows (50)
  • Quiver
  • Daggers (2)
  • Handaxe
  • Rope, silk 50 ft
  • Grappling hook
  • Leather Armor
  • Cloak (waterproofed w/hood)
  • Boots (tall, leather, soft soled)
  • Belt, leather
  • Beltpouches, small (2)
  • Beltpouch, large
  • Breeches, leather
  • Gloves (supple leather, wrist length)
  • Tunic, linen
  • Flint and Steel
  • Tinderbox (waterproofed)
  • Whetstone
  • Wineskin
  • Dog
  • Coin Remaining: 286 gp, 40 sp, 8 cp

Description/Background The man known as Dak Whisperfoot is a longtime resident of AltonDale but it is not known for certain whether or not he was born here. Rumors and tavern-whisperings tell that he came, originally from the north; the son of a travelling tinker and his elven wife who's caravan stopped in AltonDale some time ago for what was supposed to be only a week-long stay. That stay, however, became a fatally permanent one for Dak's parents when they were set upon by a local gang demanding a "protection fee." When the fee went unpaid, though, the gang's enforcers took their toll from the couple in blood as opposed to coin, killing Dak's father and severely injuring his mother. The caravan, minus the tinker, his wife, and his son, left AltonDale the next day. It is also told that Dak and his mother were taken in by a kindly healer who tended the mother's injuries and provided shelter for her and her son. Not much is said (or, perhaps, even known) about the fate of Dak's mother - some whispers say that she died of her injuries in the following weeks, others tell that she lived for several more years, albeit crippled and reclusive. For Dak's part, though, he has been a fixture on the streets and rooftops of the city for, at least, the past twelve years; often spied trailing/stalking gang-members or other "unsavory types" through the shadowed twists and turns of the city or, on occassion, sitting quietly in some Inn or tavern enjoying a meal and a drink with a grey and black mottled dog curled at his feet.

Dak is relatively tall for a half-elf and, especially at a distance, can easily be mistaken for human. The striking green color of his vaguely almond-shaped eyes and the subtle points of his ears (when they're not hidden beneath the shaggy mop of his coffee colored hair), though, betray his elven lineage, as does the fact that when he speaks, at all, his speech is colored by the lilting accent of his mother's people and often peppered with elvish words and phrases.


Posted on 2015-09-10 at 21:14:39.
Edited on 2015-09-11 at 13:32:25 by Eol Fefalas

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Arshivar Harcourt

Name: Arshavir Harcourt
Race: Human
Player: Shield Wolf
Class/Level: Duskblade 3
HP: 19
XP: 3000
Alignment: Lawful Neutral
Speed: Walk 30 ft.
Languages: Common, Elven, Draconic, Infernal

Stats
STR: 17 (+3)
DEX: 14 (+2)
CON: 13 (+1)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 12 (+1)

Skills (ranked only)

Comcentration: 6 (Rank 5/ Stat 1)
Decipher Script: 5 (Rank 2/ Stat 3)
Knowledge (Arcana): 9 (Rank 4/ Stat 3)
Knowledge (local): 5 (Rank 2/ Stat 3)
Knowledge (all 8 other): 4 (Rank 1/ Stat 3)
Sense Motive: 5 (Rank 2/Stat 1)
Spellcraft: 7 (Rank 5/ Stat 3/ Misc 2)

cross-class

Spot: 2 (Rank 1/ Stat 1)
Listen: 2 (Rank 1/ Stat 1)
Search: 4 (Rank 1/ Stat 3)
Hide: 1 (Rank 1/ Stat 2/ ACP -2)



Feats (bonus feats marked with *)

Exotic Weapon Proficiency (Bastard Sword)*
Deceptive Spell
Combat Casting*
City Magic

Class Features

Weapon and Armor Proficiency: Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).

Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list on page 24. Duskblade spells unique to this book appear on a spell list Page 98.

To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

A duskblade's caster level is equivalent to his class level.

Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.

Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.

You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.



Combat

AC: 16 (total)/ 12 (Touch)/ 14 (Flat Footed)
Initiative: +2
BAB: +3
Melee To Hit: +6
Ranged To Hit: +5
Fortitude: +4
Reflex: +3
Will: +4

Unarmed Attack:
To Hit: +6
Dmg: 1d3+3 (nonlethal)
Crit: 20/x2

Bastard Sword (one-handed):
To Hit: +6
Dmg: 1d10+3
Crit: 19-20/x2

Bastard Sword (two-handed):
To Hit: +6
Dmg: 1d10+4
Crit: 19-20/x2

Dagger:
To hit: +6
Dmg: 1d4+3
Crit: 19-20/x2

Dagger (Thrown):
To Hit: +5
Dmg: 1d4+3
Crit: 19-20/x2
Range: 10 ft

Morningstar:
To Hit: +6
Dmg: 1d8+3
Crit: 20/x2

Spells Per Day: (bonus spell per day for level 1-3)
0: 5
1: 5

Spells Known:
Cantrips:
Acid Splash
Disrupt Undead
Ray of Frost
Touch of Fatigue

1st level:
Kelgore's Fire Bolt
Shocking Grasp
True Strike
Obscuring Mist


Equipment/Gear

Daggers (2)
Bastard Sword
Morningstar
Chain Shirt
Spell Component Pouch
Belt Pouch (4)
Waterskin
Explorer's Outfit
Tanglefoot Bag (2)
Caltrops (5 pouches)
Scholar's Outfit
Traveler's Outfit
Waterskin
Oil (2)
Lantern, Hooded
Backpack
212 gold worth of assorted coins


Posted on 2015-09-10 at 21:15:16.

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Alex Bertrand

Name:Alex Bertrand
Race:human
Player: souleateryum
class/lvl: waremage 3
HP: 23
XP: 3,000
Alignment:NG
vision:normal
Speed: 30 ft
Languages: common, elven

Stats:
STR: 13(1)
DEX: 16(3)
CON: 14(2)
INT: 15(2)
WIS: 13(1)
CHA: 17(3)

Skills:28 total* means class skill
*Concentration(con) 2+3=5
Hide(dex) 3+4=5
*Knowledge(arcana)(int) 2+3=5
*Knowledge(history)(int) 2+3=5
Listen(wis) 1+4=3
Move silently(dex) 3+4=5
*Spellcraft(int) 2+3=5
Spot(wis) 1+4=3

Armor/weapon Feats:
Armor and shield Proficiency light
weapon proficiency simple

Special abilities:
Armored mage(light): no spell failure for light armor and shield
Warmage edge: any spells that do dam I add my int score to the dam dealt (example: orb of acid, lesser for my level does 3d8+(int)2)
Advanced learning: every 3 levels I can learn a new spell from EVO school not on warmage spell list
Ray of Fire
Learned Feats:
Toughness: +3 HP
Dodge:+1 to AC against specific enemy I choose
Mobility:+4 to AC against attacks of opportunity

Combat:
AC: 18
Init: 3
BAB: 1
Melee to hit: 2
range to hit: 4
Fort: 3
Ref: 4
will: 4

Unarmed attack:
to hit: 2
dmg: 1d3+1
Crit:x3

Crossbow Heavy:
to hit: 4
dmg: 1d10
crit: 19-20X2

Morningstar:
to hit:2
dmg: 1d8+1
Crit: x2

Equipment:
on person: Morningstar, Crossbow Heavy, Buckler, Chainshirt, Bolts(50)
Backpack: bedroll, flint and steel, grappling hook, ink(8 oz), inkpen, manacles, Paper(10), rations(10), signal whistle, torch(3), Spellbook wizard, waterskin
Pouch belt: caltrops(5) Silk Rope

248gp 8sp 7cp


Posted on 2015-09-10 at 21:15:51.
Edited on 2015-09-11 at 13:29:01 by Feypyro

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Heironymus Enjolras Myriel

Name: Heironymus Enjolras Myriel
Race: human
Player: Nomad D2
class/lvl: Cleric 3
Deity: Not dedicated to a specific deity - dedicated to helping those in need, especially those being oppressed by the more powerful and the evil. Pelor is favored, but not specifically targeted as a god.
HP: 27
XP: 3,000
Alignment: Neutral Good
vision: normal
Speed: 30 ft
Languages: common, Dwarvish

Stats:
STR: 16 +3
DEX: 12 +1
CON: 16 +3
INT: 12 +1
WIS: 17 +3
CHA: 15 +2

Domains: Healing + Sun

Physical Appearance: 6'1" Tall. He is very solidly built, but does not appear massive. He does not tower over others, but it would take a very large man to overpower or look physically intimidating in his presence. He has short brown hair and brown eyes. He frequently sports a short, well-trimmed beard, but it comes and goes depending on his whim and the weather.


Skills: 18 total* 12 at 1st level, +3 at each level thereafter.
Class skills: concentration (con), Craft (int), Diplomacy (Cha), Heal (wis), Knoweldge (arcana) (int), knowledge (history) (int), knowledge (religion) (int), Knowledge (planes) (int), profession (wis), Spellcraft (int) + Domain skill areas.
Concentration 3+3 = 6
Heal 3+4 = 7
Knowledge History 1+2 = 3
Knowledge Religion 1+4 = 5 +2 bonus on turning checks
Knowledge Arcana 1+1 = 2
Profession (cook) 3+1 = 4
Diplomacy 2+3 = 5

Turn Undead
6 Times a day (3 + 3 for wisdom) with +2 bonus for Knowledge-Religion Skill

Feats 3 (1 Base +1 3rd level +1 Human)
Maximize spell (Maximize variables)
Heighten spell (Cast as a higher level)
Negotiator (+2 diplomacy and sense motive checks)

Spells:
Domain granted powers:
Healing: Cast healing spells at +1 level
Sun: once per day can perform a greater turning in place of a regular turning. It is the same except the
undead are destroyed instead of turned.

Domain Spells:
Healing domain:
1st level - Cure light Wounds (1d8 damage +1/level, Max +5)
2nd level - Cure Moderate Wounds (Cures 2d8 damage, +1/level, max +5)
Sun Domain:
1st level - Endure Elements (exist comfortably in hot or cold environments)
2nd level - Heat Metal (Make metal so hot it damages those who touch it)
Available numbers of spells:
0 Level: 7 (base 4 + 3 for wisdom)
1st level: 5+1 (base 2 + 3 for wisdom, +1 domain)
2nd level: 4+1 (base 1 + 3 for wisdom, +1 domain)

Spells currently available:
Spontaneous Casting allows swapping out other spells for healing spells of the same level
(Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds)
Zero Level: (7)
Detect Magic x2
Detect Poison x2
Light x2
Read Magic
1st Level: (6)
Endure Elements (Domain)
Detect Evil
Obscuring Mist
Bless x2
Cause Fear
2nd Level: (5)
Heat Metal (Domain)
Zone of Truth
Hold Person
Sound Burst x2



Armor and shield Proficiency: All armor and shields (except tower)
Weapon proficiency: simple

Equipment:
Morning Star 1d6/1d8 critx2
Heavy Crossbow 1d8/1d10 crit 19-20 x2, range 120'
Bolts (40)
Dagger - 1d3/1d4, Crit 19-20 x2
Banded Mail +6/+1
Buckler +1
Holy Water x1
Antitoxin x1
Backpack, bedroll, 3 candles, flint and steel, 2 pouches, hemp rope 50', signal whistle, waterskin, explorers outfit

Money Left: 54 gp, 7 cp

Backstory:
Grew up in the city of,.
Parents were modest merchants - pushed out by the gangs.
Dad helped him get set up as a cleric and begin adventuring- away from the trouble of the city.
Wanted to fight evil like had ruined his family
Fought goblins and ogres as war priest - realized they were no worse than what was happening back home.
Went back to home city to fight evil in his own backyard.
Used his wealth from adventuring to set up a soup kitchen and assist the poor.
Fought off a massive thug that attempted to rob the kitchen.
Refused to pay protection money and the people backed him - enough to get the local boss to back off. It wasn't worth it. Little gain and he kept the people more content and able to work.
But frustrated - thwarted constantly in attempts to aid the people.
Crime all around, even of charities. Sometimes gave to kids trying to steal from the poor box.
Just keeping people content with squalor is not enough.
On good terms with all of the good temples, although not officially a member.
Wants to do more.
Wants laws to equal justice. Wants justice and fairness. Fears a true revolution might be the only path.


Posted on 2015-09-10 at 21:16:26.
Edited on 2015-09-14 at 08:10:40 by Feypyro

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Pyrus Ashcoat

Name: Pyrus Ashcoat
Race: Halfling metamorphed into a foxkin
Player:
class/lvl: Beguiler 3
HP: 20
XP: 3,000
Alignment: CG
Vision: low light
Speed:20ft
Languages: common, halfling, elven

Stats:
STR: 14(2)
DEX: 21(5)
CON: 12(1)
INT: 16(3)
WIS: 9(-1)
CHA: 16(3)

Skills:
Appraise(INT) 4
Balance(DEX) 5
Bluff(CHA) 5
Climb(STR) 5
Concentration(CON) 8
Decipher script(INT) 5
Diplomacy(CHA) 5
Disable device(INT) 5
Disquise(CHA) 5
Escape artist(DEX) 5
Forgery(INT) 5
Gather info(CHA) 5
Hide(dex) 9
Jump(STR) 5
Knowledge(arcana)(INT) 5
Knowledge(local)(INT) 5
Listen(WIS) 4
Move silently(DEX) 5
Open lock(DEX) 5
Search(INT) 5
Sense motive(WIS) 3
Sleight of hand(DEX) 4
Spellcraft(INT) 5
Spot(WIS) 3
Swim(STR) 4
Tumble(DEX) 4
Use magic device(CHA) 4

Racial feats:
+2 to saving throws against fear
+1 to atk with thrown or sling

Class feats:
Armor Proficiency(light)
Weapon Proficiency(Simple) also handcrossbow, rapier, shortsword, and shortbow

Special Abilities:
Armored mage- no spell failure with light armor
Trapfinding- search skill for traps
Cloaked casting- +1 to DC against opponent that is not granted dex bonus
Surprise Casting- Bluff skill to feint in combat as a standard action enemy denied dex bonus on a success
Advanced Learning- Spell Distract Assailant Every 3 levels you may add a spell to your list from wizard enchantment or illusion school

Learned feats:
combat casting- +4 to concentration
point blank shot- +1 to atk and dam rolls within 30 ft

Spells: 0 lvl-6/day, 1 lvl-6/day
0 lvl: Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1 lvl: charm person, color spray, comprehend language, detect secret door, disguise self, expedious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm, distract assailant

Combat:
AC: 19 (cast mage armor lasts 1hr/lvl adds a +4)
INIT: 3
BAB: 1
Melee to hit:+3
Melee to ranged: +4(+1 within 30 ft)
Fort: 2
Reflex: 4
Will: 2

Unarmed attack:
to hit: 3
dmg: 1d3+2
crit: x3

Sling:
to hit:5(+1 within 30 ft)
DMG: 1d3(+1 within 30ft)
Crit: x2
Range: 50ft

Hand crossbow:
to hit: 5
dmg: 1d3+1
Crit: 19-20x2
range: 30 ft

Rapier:
to hit:3
dmg: 1d4+2
Crit: 18-20x2

Equipment:
Worn- rapier, sling, hand crossbow, studded leather, bolts(30)
Backpack- bedroll, flint and steel, grappling hook, manacles, ink(8 oz), inkpen, parchment(10), rations(10), rope silk, signal whistle, waterskin, spellbook wizard, thieves tools, disguise kit, torch(3)
Pouch belt- Caltrops(5)
204gp 9sp 7cp

backstoy: Pyrus, a spunky thrill-seeking Halfling, found herself in trouble way over her head as she was tasked with swiping various trinkets from a high mage. The task didn't cause her to pause because she had a knack for charming her way out of nearly every close call, and if words didn't work her shortbow usually did the trick. As she bagged the loot from the high mages quarters, a magic counter barrier was cast around her like a circular cage. Not expecting the item she took to be so highly valued, she hadn't planned for this. The angry mage stormed in and raved at the halfing nonchalantly sitting in the middle of the magic barrier. Pyrus cajoled and bantered with the mage, managing to soothe his ire marginally yet the mage was not so easily swayed to release her. With a smirk the mage called Pyrus ‘a sly fox' and transformed the surprised Halfling into foxkin. Able to speak, move, and carry on as normal,..but now as a metamorphed fox. Pyrus fled the mage's quarters, sadly without the item she had been commissioned to retrieve. She's been wandering from city to city ever since, trying to find a place that would be willing to look past the oddity that she is and hire her services once again.



Posted on 2015-09-10 at 21:16:51.
Edited on 2015-09-14 at 08:12:38 by Feypyro

Souleateryum
Newbie
Karma: 1/0
13 Posts


Forgot

With the advanced learning feat I get every 3 levels I chose RAY OF FIRE as the spell I learned from evo school. Also EQUIPMENT I forgot rope silk and I have 248gp 8sp 7cp left over


Posted on 2015-09-11 at 08:25:31.

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 470/28
8758 Posts


Done.... I think....

Finished Dak's inventory, description, and something of a background. Updated the "character post" above to include the new/updated info.

Note: The dog mentioned in the character sheet is not an "animal companion" per the ranger class (Dak's not reached that level, yet, of course). Instead, I imagined it as more of a "pet/companion" that Dak bought/adopted at some point (discounted 15 gp from my initial 500 for the dog's price). I envision the critter to look something akin to an Australian Shepherd. Dak simply calls her "Dog."


P.S. Looking forward to getting started on this.


Posted on 2015-09-11 at 11:11:15.
Edited on 2015-09-11 at 11:12:32 by Eol Fefalas

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Spells

I went to update your character souleater and I realized you haven't selected any spells yet, at least they didn't make it to your character sheet.


Posted on 2015-09-11 at 13:16:20.

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


warmage

The only spells a Warmage need select are the ones gained through advanced learning, the Warmage list is limited, highly focused, and they all know every spell on the list at creation.


Posted on 2015-09-11 at 15:28:19.

Souleateryum
Newbie
Karma: 1/0
13 Posts


I'm bad at this

Ok spells I know are in the complete arcane on page 91. Like shield wolf said I know those spells form creation but I will go ahead and write the 0lvl and 1lvl spells for now since those are the ones I can cast. Also I do not need to prepare a spell like a wizard or cleric because of my limited focus.

0lvl: cast 6 a day
acid splash, disrupt undead, light, and ray of frost

1lvl: cast 5+1 a day due to my cha score
accuracy, burning hands, chill touch, fist of stone, hail of stone, magic missile, orb of acid lesser, orb of cold lesser, orb of electricity lesser, orb of fire lesser, orb of sound lesser, shocking grasp, and true strike

Due to the Special ability of my class every 3 levels called advanced learning I learn a new spell from the evo school in the wizard list and I chose ray of fire.

When I can cast lvl 2 spells I will post those up here and so on and so forth.


Posted on 2015-09-11 at 16:40:52.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


asf

Wish I had time to commit, have to settle for watching. LOOKS INTERESTING.


Posted on 2015-09-11 at 19:10:50.

Feypyro
Occasional Visitor
Karma: 5/0
37 Posts


Game is live

It double posted the game and I deleted my post in one of them so if you find an empty game check the other one out. Can you fix that Eol? Go ahead and post your way into the tavern. You can probably add any flavor you'd like, I'm trying to go with a Gotham sorta feel and look to the city except instead of cars, we have horses and carts and instead of guns we have d&d weaponry. Also no cellphones.


Posted on 2015-09-13 at 21:14:44.
Edited on 2015-09-13 at 21:16:30 by Feypyro

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 470/28
8758 Posts


I sure can...

...and have!

Very interesting opening post! Laughed out loud at the smell of burnt gnome being less appetizing than bacon.

I'll try to have something posted for Dak a bit later today. Have meetings this morning that will keep me busy until 10 or so.


Posted on 2015-09-14 at 06:18:35.

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 470/28
8758 Posts


So, earlier rather than later...

... Got that post started and done before my first meeting. Go figure.


Posted on 2015-09-14 at 07:40:26.

   
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