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You are here: Home --> Forum Home --> Recent posts by Feypyro
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Topic: Vigilante Q/A
Subject: Sorry I haven't updated or answered


I'm currently in the middle of a move that is moving much faster than planned. I will be away from internets for a time.

Posted on 2015-10-15 at 21:06:23.

Topic: Final Fantasy: Crimson Falcons
Subject: Also delayed


So I'm in the middle of a move and it's happening faster than I planned and I will be away from internet for the foreseeable future. Sorry

Posted on 2015-10-15 at 21:05:23.

Topic: Final Fantasy: Crimson Falcons
Subject: Giant bees


Silvira grudgingly made her way to the gate. She kept her eyes on the shadows out of habit, keeping to their edge while still casually walking down the street. If she'd been wearing a hoodie she'd almost certainly look the part of an emo making their way to their first job. Her arms folded just below her bosom, her head titled toward the ground. She was the last to arrive and Nam barely acknowledged her before leading the way. The journey was almost to short and Silvira didn't even try to make conversation.

The lumber jack who greeted the party looked to be keeping his fear under wraps. Must be the leader Silvira thought with a little amusement. Seems to have practice stepping out of his comfort zone.

"Have at it, I'll be watching if things get out of hand." Nam stepped away from the group. Kinda wish I could go with him

As the group went further into the forest the lumber jack continued to blather but Silvira paid no attention to his words, all that filled her hearing was the buzzing. At some point the lumber jack turned back and the party continued only a short ways before the source of the buzzing came calling.

Without a word the party swung into action. Silvira ducked behind the nearest tree trying to use it as a little bit of cover as she pulled forth her crossbow. Loading a bolt she aimed and fired.

(OOC: Total attack bonus +3 d10 damage).

Posted on 2015-10-03 at 13:43:20.

Topic: Vigilante Q/A
Subject: Things you know


The Rift Raffers are a relatively new gang in the area. They've been around for less than 5 years so their M.O isn't really set in stone. They kicked out a couple gangs that were trying to take over the region in a fairly bloody takeover. The main thing they seem to be most involved in is drugs like speed and ecstasy. They also are quite well known for extortion schemes like the "protection" they make businesses that exist on the docks pay them. They're not well known for playing well with others, so a slave trade that isn't just ending in prostitution or drug running but might have ties to other affiliations, like the pirates, is new for them.

As to the girls... some prostitutes that work the docks are foreign and may be involved. Occasionally Heironymous will come across a foreign "bum" at his food shelter. And there is one such couple that has been coming in recently.

Posted on 2015-10-03 at 13:24:49.

Topic: Vigilante Q/A
Subject: Unskilled


Well I don't have the talent to either draw a map or upload one to the interwebs, but I can try to describe it better.

"The Docks" consists of the actual harbor, the shipyard, and about 5 city blocks. There are three lines crisscrossing the map all leading to the ocean, and three x's that mark entry points for the sewers.

Souleateryum, Alex does not recognize the potions.

It's not for me to determine if you guys trust your new "boss" so I won't even weigh in on the conversation.

Posted on 2015-09-25 at 21:16:30.

Topic: Final Fantasy: Crimson Falcons
Subject: Sorry


Post is up, sorry for the delay.

Posted on 2015-09-24 at 00:57:13.

Topic: Final Fantasy: Crimson Falcons
Subject: Sorry


Post is up, sorry for the delay.

Posted on 2015-09-24 at 00:57:13.

Topic: Vigilante Q/A
Subject: Second half of my post is live


Don't be afraid to backpost as necessary while prepping for the next meeting.

Posted on 2015-09-24 at 00:55:57.

Topic: Vigilante
Subject: DM is a she


The door opens revealing an eerie green light. Upon entering you arrive in a hallway with four doors down it. The first of these are open and the light streams from that doorway.
The first room has three tables set up. One on the north wall, a second on the east wall, and the third in the middle of the room. The north wall table is about four foot by two foot and has vials and potions bubbling away on Bunsen burners. The potions are all green and this is where the light is coming from. The other table stretching the width of the room has books and notes strewn about it, and the third table, a round table in the middle of the room, has five folders neatly placed on it.
You hear a flush and then the second door down the hall opens.
"Oh my!" A petite human girl standing at 5'2 with blonde hair steps into the hallway and stops upon seeing you. It's hard to tell much about her figure through the oversized lab coat she's wearing, her hair is in a disorganized bun, and she's wearing glasses. "You must be the Heroes!" She stammers excitedly "I'm so pleased to make your acquaintance" She tries to hurry over to you but trips on her lab coat making her glasses fall off her face. "Oh dear where did those go?" She spends the next several seconds frantically feeling around for them, locating them and sliding them back on her face. She hops back on her feet hand outstretched. "I'm Felicity! I'll be your behind the scenes help, analyzing stuff. Oh you need light!"
She digs around in the lab coat checking three pockets murmuring to herself. Then she triumphantly pulls a stone from one of her pockets "Shirak" she says and the stone burst into a pure white light instantly brightening the room.
"This way." She says carefully insuring she doesn't trip again. "These files are for,.Oh no!" She runs over to one of the green potions turning off the burner. She lifts it to her nose and starts coughing. "Ca-Ca Ruined!" She set the bottle down. The smell of burnt pig's feet begins to fill the room. "Oh ew! It's gonna take forever to air this out." She immediately starts pulling vials out of thin air. A pocket dimension perhaps. "As I was saying those files are for you. They're everything we know about the current case. Well everything the police know and now we know."
Opening the files there is a map of the harbor with lines crisscrossing it (Pyrus, Arshivar, and Dak recognize the lines as sewer lines), A couple photos of dead girls with bite marks on them, and An artist sketch of teeth with the two front ones longer than the others.
"We know that some of the ships occasionally dock at the harbor with these slave girls. The police believe that the ships are carrying the girls so the Dread Pirate Ramsey leaves them alone. Then the girls are disembarked and given to the Rift Raffers gang, but that's where the trails grows cold. Occasionally the police find their bodies washed up like in the photos. In fact if it wasn't for the bodies there'd likely be no evidence. The police managed to intercept one shipment of girls two months ago. The officers that lead the raid disappeared two nights ago. The police can't flush the Rift Raffers out of those sewers, and this operation seems to be more involved than the Rift Raffers could normally pull off on their own." She poured a couple of the vials she'd been eyeing carefully together. There was a small poof and then the air smelled of roses. "That's all I have from here you take it."


Posted on 2015-09-24 at 00:36:30.

Topic: Final Fantasy: Crimson Falcons
Subject: Bees?


Bees? Silvira thought with a little horror. She hated bugs and flying bugs were worse, and giant flying bugs!! She genuinely thought about quitting.

"Bees, huh," Yohn said to noone in particular. He let out a sigh before squeezing himself out of the chair again. "Gil's gil, 'suppose, right? Might as well go make some,"

"After all, how big can a bee get?" the mage posed the question as his newfound ‘companions' began to rise from the table.

Pulling herself together quickly and hoping that no one noticed the panic flit across her face, Silvira drew strength from the non chalant confidence of her teammates. It won't be so bad, she shakily told herself they're just like any other target. Any other target that can fly with multiple legs and stingers and compound eyes She had to suppress the shudder that was preparing to run up her back. She gracefully rose and gathered some food from the pantry. Perhaps the act of eating would disguise how bothered she was. She merely nodded to the small conversation as the party made their way out the door and to the meeting place, she didn't trust her voice currently. Why'd it have to be bees? she thought not for the last time.
After her meal Silvira checked her weapons and her pack. She'd kept them with her since she hadn't been assigned a room yet and only a fool leaves anything in a hallway. Despite her misgivings Silvira arrived at the West Gate at the appointed hour.

Posted on 2015-09-23 at 23:41:41.
Edited on 2015-09-23 at 23:42:01 by Feypyro

Topic: Vigilante Q/A
Subject: Wow 2 pages already


We're going to have a novel before we have plot. Sorry for the wild goose chase, I last minute changed up my plans because I realized heroes need base.I might update with the real update in a couple days, but here's something for the moment.

Posted on 2015-09-17 at 22:55:27.

Topic: Vigilante
Subject: Next step part 1


"A curiosity that hopefully will be stayed for a moment." A silky voice responded to Heironymus' words. A maiden turned from the arm wrestling crowd and pulled a chair from a nearby table. She wore a hunter green cloak pulled tightly around her curvy figure. Her hair was carefully pulled into the hood not letting a strand poke out and her eyes as she met the eyes of the entire party bit by bit were covered with a mask. Her lips were cherry red and her skin was obviously discolored by makeup. She spoke in a low voice just above a whisper.
"You have not missed the meeting Ashavir. Indeed you didn't need to race all the way here." The lady pulled a flask from her cloak and took a swig. She was wearing brown studded leather armor and black gloves. "As you know this city is in need of heroes and our employer Lord Brown has chosen you. Why I am unsure but each of you brings something different to the table either in background or skillset. It is my lord's hope that you will be able to do what the police cannot. In order to prove that hope we have gathered some intel on a smuggling and slavery ring being operated in this city. The details will be at this location." She slides a piece of paper to Dak. "I trust you will be able to find it. If you succeed in shutting down this operation then you will have the full support and resources Lord Brown can supply. On a more sensible note I suggest maybe coming up with a way to not be so recognizable. This is a marathon against many opponents, leaving your identities easily recognizable may put things you care for at risk. I wish you luck and I have picked up tonight's tab." She rises smoothly from the table answering any questions with "Further details will be at the prescribed location." In moments she is out the door.
The address on the paper is 123 Monroe It's on the other side of the city near the east wall. The east side of the city is mostly lower class people. The buildings are old and stout. 123 Monroe is built right up on the wall itself squashed between two other buildings; one looking abandoned. It was obviously once a dwarf's home; built squat, without windows, and only a single level. The stonework still in reasonably good shape. The street lamp illuminates the number almost invitingly. The doorway is a touch small.


Posted on 2015-09-17 at 22:52:44.

Topic: Urban D&D Game
Subject: Full up sorry


Sorry Vesper with Chessicfayth I already picked up my +1. I'm looking more for an Avenger's type team than a Justice League and seven players is really just too many. If I get an opening you'll be the first to know, in the meantime if you're looking for another game I believe Souleater was looking for some players in "let's play a game."

Posted on 2015-09-15 at 10:06:12.
Edited on 2015-09-15 at 10:08:04 by Feypyro

Topic: Vigilante Q/A
Subject: 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

Topic: Vigilante
Subject: Vigilante


The water lapped upon the sand like the tongue of a lazy lesbian with her lover. Waves rolled and broke just before shore much to the delight of the kids playing in the surf. There were only a few kids playing today; there were only a few kids playing most days recently. The man who tended the foodstand remembered when these beaches were swarming with people and his line stretched as far as he could see. Now only tourists frequented the beach and he barely made enough to pay off the RiftRaffers' "protection" fees. He stared across the skyline of the city remembering when the skyscrapers were built. Large buildings that towered above the city walls standing 30 or 40 feet in height Altondale's business offices and laboratories were quite a sight; something the poor merchant had never seen anywhere else. They were the reason he'd decided to stay. When he rode into the port aboard the Islet, a ship he'd bought a year before arrival, the metal docks resisting rust and wave had impressed him, but it was the Trolley Train that circled the skyscrapers and the buildings themselves that convinced him this is where fortunes were made. At first everything seemed to be glamorous but then the gangs moved in and it seemed to the poor man that a day didn't go by without a crier telling the tale of a murder or a robbery.
Just off the port, with its stainless steel docks capable of mooring 30 ships at a time, a ship sank below the waves riddled with pirate cannon fire. Its treasure taken and its captain strung from the mast like a gruesome flag warning nearby ships to pay the "toll" or never do business in these waters again. The coast guard attempted to save as many survivors as they could while the Locker's Supplier captained by the pirate Ramsey sailed away.
In the alleys of Market square, an expanse of 200 square kilometers, a woman met her final moments in a struggle to keep her jewels. The police would find the body in a matter of hours, and likely never catch the mugger, or perhaps they would pick up a homeless man and frame him for it. People didn't like unsolved murders.
By the city gate a house burned. The people said the resident was still inside. They couldn't remember his name, Robert perhaps, he was a gnome that had refused to give the local thieves guild his latest discovery. Had even dared to threaten the thugs should they come around again. The smell of burnt gnome is not as delectable as that of bacon.
Standing on the 36th floor of a building very near the center of Altondale a man sipped his spirits. Like the liquid in his glass the man's spirit was getting low. He was the Master of the Guard and he feared corruption in its ranks. He feared inefficiency in its policies. He feared he had lost the city he once loved. And he feared there was nothing he could do about it. This city with its rampant crime and over powered gangs, was mostly made of good people. He was sure of it. Good people who were powerless against the evil forces that were strangling them. Powerless because they had lives to live, bills to pay, families to take care of. So much to lose and the forces which crowded the streets had no problem taking everything away from anyone who stood up to them. Everytime he tried to enact any sort of strong measures to clean up the street he met red tape. He sighed as he watched an ogre he knew was guilty of a whole slew of things walk out the doors of the justice halls. With all the redtape he simply couldn't get the evidence to lock the slime away. Small fry. That's all that was ever caught these days, and the streets just got deadlier by the day. Perhaps it was time to do something outside of the law he'd lovingly served for five decades. He pressed a button alerting his secretary he wished to see her.
"Yes sir?" The secretary asked.
I think it's time the people had heroes he signed to her. A few weeks ago she'd approached him over dinner with a plan to hire a team of heroes to help clean up the street. He'd rejected the idea. Vigilantes were as much a danger as Mafia bosses. A lack of rules often led to chaos. But watching Mr. Plo walk out those doors, It was time for a little chaos.
"Yes sir" The secretary said simply. She had a few people in mind, but she wasn't going to tell any names. The less people knew anything the less likely the heroes would be caught or killed. She hoped.

In several houses people came home from their long days. Coming home was supposed to be a moment to relax. To destress. And on most days it was. On this day though coming home was a realization of violation. Someone had broken in. Checking the home nothing was discovered missing. Instead the only discovery was a note laid upon their pillow.
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.


The Luck of Shinara was a bar on the portside of the city. It was very nearly on the docks and often bunked a rough crowd. It was the first bar a sailor came to hopping off ship, and so was loud and always full. Tonight an arm-wrestling match seemed to draw most attention, while a scrawny tired looking dancer twirled probably drunk on stage along the east wall of the tavern her colorful outfit carefully tailored to show more skin than hide it. Just off stage a band played out of tune though no one seemed to notice. All tables were taken except one in the western corner nearest the bar. This table had a reserved sign placed upon it.


Posted on 2015-09-13 at 21:10:54.

Topic: Urban D&D Game
Subject: Chester


Yeah one more wouldn't go amiss. though try to get a character to me quickly since I'm about to post the intro.

Nomad let's go with the basic mythos in the PHB unless you have a mythos you'd prefer. I know my fair share of mythology and would enjoy playing with various gods. Ayrn hit up most of the books for cleric also there's Deities and Demigods.

Posted on 2015-09-12 at 22:55:14.

Topic: Urban D&D Game
Subject: Yay food fight




Welcome in

Posted on 2015-09-11 at 17:59:10.
Edited on 2015-09-11 at 17:59:31 by Feypyro

Topic: Vigilante Q/A
Subject: 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.

Topic: Vigilante Q/A
Subject: 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

Topic: Vigilante Q/A
Subject: 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

Topic: Vigilante Q/A
Subject: 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

Topic: Vigilante Q/A
Subject: 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.

Topic: Vigilante Q/A
Subject: 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

Topic: Vigilante Q/A
Subject: 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.

Topic: Urban D&D Game
Subject: Welcome aboard Nomad


And with Nomad that makes 4 earning us a Q/A thread. I'm gonna transfer the characters over there. I'm also open for another player or two and you have your couple of days Nomad as I will likely post the intro over the weekend like saturday or sunday and can slip you in when your character is complete.

Posted on 2015-09-10 at 21:11:20.

 
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