Shattered Planes Archives (Seasons 4 & 5)

The Hub => Hangout => Roleplaying => Topic started by: King Jeebus on September 01, 2011, 07:23:54 AM

Title: SP DND
Post by: King Jeebus on September 01, 2011, 07:23:54 AM
Cap(Night_Grue) has offered to run a game of DnD 3.5e.
Now, we need players.
We're starting at 5th level, using this This char sheet (http://www.theagencystar.com/download_files/Interactive_DnD_3.5_Character_Sheet.pdf) and an online dice roller.
Should probably max it at like 4-5 players but thats up to Cap.
I'm playing a Gnome Bard of chaotic neutral allignment, anyone else up for playing?
Title: Re: SP DND
Post by: Admiral Regis Hermitage on September 01, 2011, 07:33:19 AM
The fuck? How do you play that.
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 08:21:48 AM
Actually, there's a DnD 3.5 Character Builder I reckon we should use.
This one yo (http://www.pathguy.com/cg35.htm)
Title: Re: SP DND
Post by: Nisorin on September 01, 2011, 03:02:51 PM
I AM IN! =] Why not just use the official DnD character creator?

EDIT: Nevermind, you have to subscribe for it.

EDITEDIT: Half Elf Sorc, CN.
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 01, 2011, 04:32:19 PM
I have a chaotic good half dragon barbarian ready to roll.

Please go easy on the noob here, though. I've never played DnD of any version though I've wanted to.
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 04:53:21 PM
Least we're filling roles xD
To be fair I may actually roll a rogue, fighter or cleric instead, Bards too broad for a group of 3-4
Title: Re: SP DND
Post by: @Pokemon Master Red on September 01, 2011, 04:57:15 PM
Human, as well Chaotic Good. Still trying to decide classes and such(I will likely Multi, unless you all say none of that), and so yeah. As well...I am new to this too. So...Blaharel.

EDIT:Wait, make that Chaotic Neutral. Now that I think about it...I'll probably use Necromancy, which means I cannae be 'Good'.
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 05:07:50 PM
Shit we're going double caster, gonna need another tank then.
I may have to roll Paladin D=
Also I suggest you guys look over the Players Handbook for spells and such
Title: Re: SP DND
Post by: Admiral Regis Hermitage on September 01, 2011, 05:25:49 PM
Um, 5th lvl elf Wizard?
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 05:33:58 PM
Definately gonna be a Paladin then if we're running THREE CASTERS and a Barbarian xD
Chaotic Good Pixie Paladin, anyone?
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 01, 2011, 05:57:29 PM
Wow, really people? Magic is pretty cool and all that but we need some more versatility! Hiro be a rogue, man! You know you want to!
Title: Re: SP DND
Post by: Ragnar the Red on September 01, 2011, 06:05:45 PM
I looked at that character sheet, and I'm wondering why you don't just make yourself superpowered
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 01, 2011, 06:10:10 PM

Carvick the Chaotic
Male Half-Dragon Dragon-Totem Barbarian 5
Chaotic Good
Representing Zak

Strength   24   (+7)
Dexterity   15   (+2)
Constitution   17   (+3)
Intelligence   15   (+2)
Wisdom   10   (+0)
Charisma   13   (+1)
Size:   Medium
Height:   5' 7"
Weight:   430 lb
Skin:   Black
Eyes:   Red
Hair:   None

Thats my barbarian's sheet. He's frickin amazing. Thank the Lucky Number God! :DDD
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 06:22:50 PM
Okay definately NOT a pixie, way too OP.
(Was like +8, +6 to all stats but str)
I'll wait until everyone else has their chars out then i'll do mine
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 01, 2011, 07:38:22 PM
Carvick the Chaotic
Male Half-Dragon Dragon-Totem Barbarian 5
Chaotic Good
Representing Zak

Strength   24   (+7)
Dexterity   15   (+2)
Constitution   17   (+3)
Intelligence   15   (+2)
Wisdom   10   (+0)
Charisma   13   (+1)
Size:   Medium
Height:   5' 7"
Weight:   430 lb
Skin:   Black
Eyes:   Red
Hair:   None
Total Hit Points: 55

Speed: 30 feet [armor] [barbarian]

Armor Class: 21 = 10 +4 [scale] +1 [light wooden] +2 [dexterity] +4 [half-dragon]

Touch AC: 12
Flat-footed: 21 [uncanny dodge]
Initiative modifier:   +2    = +2 [dexterity]
Fortitude save:   +7    = 4 [base] +3 [constitution]
Reflex save:   +3    = 1 [base] +2 [dexterity]
Will save:   +1    = 1 [base]
Attack (handheld):   +12    = 5 [base] +7 [strength]
Attack (unarmed):   +12    = 5 [base] +7 [strength]
Attack (missile):   +5    = 5 [base] +2 [dexterity] -2 [shaky]
Grapple check:   +12    = 5 [base] +7 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
233 lb. or less
234-466 lb.
467-700 lb.
700 lb.
1400 lb.
3500 lb.

Languages:   Common Draconic Elven Gnome

Light Spiked Shield [1d4, crit x2, light, piercing]

War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]

Falchion [2d4, crit 18-20/x2, 8 lb, two-handed, slashing]

Khandra. (2d8, crit range 17-20/x5.)16lb one-handed slashing.

Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]

100 GP
mysterious cloak
Feats:

Combat Reflexes   
Power Attack   
Shaky   [flaw]
Dragontouched   
Traits:

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise   Int   2 =   
+2
Balance   Dex*   2 =   
+2
Bluff   Cha   1 =   
+1
Climb   Str*   13 =   
+7
+6   
Concentration   Con   3 =   
+3
Craft_1   Int   4 =   
+2
+2   
Craft_2   Int   2 =   
+2
Craft_3   Int   2 =   
+2
Diplomacy   Cha   1 =   
+1
Disguise   Cha   1 =   
+1
Escape Artist   Dex*   2 =   
+2
Forgery   Int   2 =   
+2
Gather Information   Cha   1 =   
+1
Handle Animal   Cha   3 =   
+1
+2   
Heal   Wis   1 =   
+0
+1   
Hide   Dex*   2 =   
+2
Intimidate   Cha   4 =   
+1
+3   
Jump   Str*   9 =   
+7
+2   
Knowledge (local)   Int   4 =   
+2
+2   
Knowledge (nature)   Int   4 =   
+2
+2   
Listen   Wis   3 =   
+0
+3   
Move Silently   Dex*   2 =   
+2
Perform_1   Cha   1 =   
+1
Perform_2   Cha   1 =   
+1
Perform_3   Cha   1 =   
+1
Perform_4   Cha   1 =   
+1
Perform_5   Cha   1 =   
+1
Ride   Dex   4 =   
+2
+2   
Search   Int   4 =   
+2
+2   
Sense Motive   Wis   1 =   
+0
+1   
Spot   Wis   0 =   
+0
Survival   Wis   4 =   
+0
+4   
Swim   Str**   11 =   
+7
+4   
Use Rope   Dex   2 =   
+2
* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.

Half-Dragon:

+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Breath attack once per day

 Song dragon: Electrically-charged gas (6d10 cone DC16. +10 and stun on crit 19-20)
Damage Immunity

Electricity: Song
+4 natural armor bonus (already included)

Wings

Hit dice increases one dice type to maximum of d12

Level adjustment +3

Barbarian:
Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

This barbarian can read/write.
Class   HP rolled   
Level 1:   Barbarian   12   
Level 2:   Barbarian   7   
Level 3:   Barbarian   7   
Level 4:   Barbarian   7   +1 to intelligence
Level 5:   Barbarian   7   
   
Carvick's Equipment:

48 lb
2 lb
5 lb
5 lb



20 lb


8 lb
2 lb
4 lb
1 lb
_____
121 lb   Weapons / Armor / Shield (from above)
Backpack
Bedroll
Block and tackle
Bottle
Fishhook
Flint and steel
Rope (50', hempen) x2
Signal whistle
Signet ring
Spade / shovel
Torches x2
Waterskins x1
Whetstone

Total

More about Carvick:
Title: Re: SP DND
Post by: Ragnar the Red on September 01, 2011, 08:13:17 PM
To much work
Title: Re: SP DND
Post by: King Jeebus on September 01, 2011, 09:10:11 PM
Link to Marckus (http://pastebin.com/0ecnGs2X)
Title: Re: SP DND
Post by: @Pokemon Master Red on September 01, 2011, 09:20:36 PM
I AM a Rogue, Zak. But Im also a Dread Necromancer. I SAID I'd be Multiclassing... :P
Also, Lazy Nik is Lazy. Its actually very fun, even more so if you try researching the class your gonna use.


Hiro Dark the Free-Spirited

Male Human Rogue 2 / Dread Necromancer 3
Chaotic Neutral
Representing Hiro

Strength    13   (+1)
Dexterity    12   (+1)
Constitution    11   (+0)
Intelligence    12   (+1)
Wisdom    14   (+2)
Charisma    16   (+3)
   
Size:    Medium
Height:    5' 3"
Weight:    175 lb
Skin:    Pale
Eyes:    Red
Hair:    Black Wavy; Beardless

Total Hit Points: 19

Speed: 30 feet

Armor Class: 13 = 10 +2 [leather] +1 [dexterity]

    Touch AC: 11
    Flat-footed: 12

Initiative modifier:   +1   = +1 [dexterity]
Fortitude save:   +1   = 1 [base]
Reflex save:   +5   = 4 [base] +1 [dexterity]
Will save:   +5   = 3 [base] +2 [wisdom]
Attack (handheld):   +3   = 2 [base] +1 [strength]
Attack (unarmed):   +3   = 2 [base] +1 [strength]
Attack (missile):   +3   = 2 [base] +1 [dexterity]
Grapple check:   +3   = 2 [base] +1 [strength]

Light load: 50 lb. or less
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages:   Common Infernal

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]

Unidentified Karis [7lb]

Custom Studded Leather (+2) [light; +3 AC; 10 lb]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

50 GP

Feats:

    Eschew Materials   
    Spell Focus (Necromancy)   
    Tomb-Tainted Soul   [hand-edit as needed]
    Distill Dread Essence [Dullan]
    Collect Dread Essence [Dullan]

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    1 =    
+1
      
Balance    Dex*    3 =    
+1
   +2    
Bluff    Cha    7 =    
+3
   +4    
Climb    Str*    3 =    
+1
   +2    
Concentration    Con    2 =    
+0
   +2    
Craft_1    Int    1 =    
+1
      
Craft_2    Int    1 =    
+1
      
Craft_3    Int    1 =    
+1
      
Decipher Script    Int    4 =    
+1
   +3    
Diplomacy    Cha    6 =    
+3
   +3    
Disable Device    Int    5 =    
+1
   +4    
Disguise    Cha    3 =    
+3
      
Escape Artist    Dex*    3 =    
+1
   +2    
Forgery    Int    3 =    
+1
   +2    
Gather Information    Cha    5 =    
+3
   +2    
Heal    Wis    3 =    
+2
   +1    
Hide    Dex*    5 =    
+1
   +4    
Intimidate    Cha    5 =    
+3
   +2    
Jump    Str*    1 =    
+1
      
Listen    Wis    4 =    
+2
   +2    
Move Silently    Dex*    3 =    
+1
   +2    
Open Lock    Dex    5 =    
+1
   +4    
Perform_1    Cha    3 =    
+3
      
Perform_2    Cha    3 =    
+3
      
Perform_3    Cha    3 =    
+3
      
Perform_4    Cha    3 =    
+3
      
Perform_5    Cha    3 =    
+3
      
Ride    Dex    2 =    
+1
   +1    
Search    Int    1 =    
+1
      
Sense Motive    Wis    4 =    
+2
   +2    
Sleight of Hand    Dex*    5 =    
+1
   +4    
Spellcraft    Int    3 =    
+1
   +2    
Spot    Wis    5 =    
+2
   +3    
Survival    Wis    2 =    
+2
      
Swim    Str**    3 =    
+1
   +2    
Use Magic Device    Cha    6 =    
+3
   +3    
Use Rope    Dex    1 =    
+1
      
Autohypnosis    Wis    3 =    
+2
   +1    

* = check penalty for wearing armor

First-level dread necromancer spells: 6 (5+1) per day

Human:

    Extra feat at first level (already included)
    Four extra skill points at first level (already included)
    One extra skill point at each additional level (already included)

Dread Necromancer:

    Core class from "Heroes of Horror" [see this for details]

    The spell table is as a sorcerer, and spellcasting is charisma-based.

    At each level, the dread necromancer knows all spells from a (short) class list.

Rogue:

    Sneak Attack +1d6

    Trapfinding

    Evasion (level 2)

    Trap Sense (level 3)

    Uncanny Dodge (level 4)

    Improved Uncanny Dodge (level 8 )

    Special Abilities (choices begin at 10th level)

   Class    HP rolled    
Level 1:    Rogue    6    
Level 2:    Dread Necromancer    1    
Level 3:    Rogue    3    
Level 4:    Dread Necromancer    3    +1 to charisma
Level 5:    Dread Necromancer    6    

   
Hiro Dark's Equipment:

    19 lb Weapons / Armor / Shield (from above)
    2 lb Backpack
    5 lb Bedroll
    9 lb  Blanket, winter x3
            Dullan
            Dread Essence(x30)
Candle
    1 lb Lamp (common)
    5 lb Crowbar
    4 lb Grappling hook
    1 lb Mirror
    4 lb Oil flasks x4
           Paper sheets x4
           Parchment sheets x4
    1 lb Sealing wax
           Unidentified Charred Rags
           Forge Ash
           Extra Bag
    1 lb Soap
    8 lb Spade / shovel
    1 lb Hourglass
    2 lb Spell component pouch
    1 lb Thieves' tools
    _____
    64 lb   Total
   
   
Title: Re: SP DND
Post by: Embodiment of Cringe on September 01, 2011, 09:45:35 PM
Your character sheets have made me scared to actually pick up an actual DnD game with all the rules and everything forever. Sooo much stuff @___@
Title: Re: SP DND
Post by: Admiral Regis Hermitage on September 01, 2011, 11:46:06 PM
Jesus fucking Christ..... im on a site full of nerds!!!!!!!!!!!!!!!!!!!!!!!!!!

*Shoots himself in the head*

Oh, wait... i already knew that. -_-
Title: Re: SP DND
Post by: Queen Bright on September 01, 2011, 11:55:07 PM
Seeing as you make technology, roleplay, and such.. You'd be a nerd too?

And way too much math and work for me to join.
Title: Re: SP DND
Post by: Admiral Regis Hermitage on September 02, 2011, 12:46:25 AM
Lol, that's different. I'm me, so that just makes me awesome..... or a narcissist.
Title: Re: SP DND
Post by: Capxeno on September 02, 2011, 01:53:05 AM
Lol, that's different. I'm me, so that just makes me awesome..... or a narcissist.

There's pills for NPD these days.


More on topic. Every who posted characters seems good.

Zak, you killed what you were fighting, so we need to finish your solo.
Title: Re: SP DND
Post by: Queen Bright on September 02, 2011, 07:34:23 AM
Caylene Doppleganger
Ardent 5
Chaotic Neutral
Representing Hikaru
     
    Strength   16  (+3)   
    Dexterity    18  (+4)
    Constitution   17 (+3)
    Intelligence   20 (+5)
    Wisdom  20  (+5)
    Charisma  18   (+4)   
           
    Size:   Medium
    Height: 5' 3"       
    Weight:  110       
    Skin:  Ash Grey
    Eyes:   Inky Black
    Hair:   Ash White

    Form Race: White Tiger catfolk
    Form Height:  5' 3"
    Form Skin: white, patterned stripes. 
    Form Eyes: Sapphire blue
    Form Hair: White, neck length, kinda wild and unkept
    Form Extra: White Cat-ears and tail.
   
    Total Hit Points: 57
    Speed: 30 feet
    Armor Class: 19 = 10 +1 [padded]  +4 [dexterity] +4
    Touch AC: 12
    Flat-footed: 12
    Initiative modifier: 6 = +4 (Dex)  +2 (time)
    Fortitude save:  +3 (Con) +1 (Race)
    Reflex save:    +4 (Dex)  +4 (Race)
    Will save:      +5 (Wis)   +4 (Race)
    Attack (handheld):   +5   = 2 [base] +3 [strength]
    Attack (unarmed):   +5   = 2 [base] +3 [strength]
    Attack (missile):   +6   = 2 [base] +4 [dexterity]
    Grapple check:   +5   = 2 [base] +3 [strength]
    Light load: 58 lb. or less
    Medium load: 59-116 lbs
    Heavy load: 117-175 lbs
    Lift over head: 175 lbs
    Lift off ground:350 lbs
    Push or drag: 875 lbs
    Languages:      Common, Infernal, Draconic, Elven, Feline, Undercommon, Celestrial, Eldritch
    Chill Ethereal Scythe [1d6+2d4+1 1d6 cold damage, crit 16-20/x5, range inc 20 ft, 16 lbs, medium, piercing/slashing]
   
   Feats: Tapped Mantle (Life), Don Mantle (Life).
   Traits: Primary Mantles: Freedom Mantle, Deception Mantle, Pain and Suffering Mantle, Corruption and Madness Mantle   


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise  Int     5  =   
Balance   Dex*  4  =   
Bluff        Cha    4  =    +14
Climb      Str*    3 =   
Concentration   Con   3 =   +10
Craft_1   Int      5 =   
Craft_2   Int      5 =   
Craft_3   Int      5 =   
Decipher Script  Int     5 =   
Diplomacy    Cha     4 =    +10
Disguise       Cha     4 =    +20
Escape Artist   Dex*    4 =   +8
Forgery   Int     5 =    +5
Gather Information   Cha   4 =  +6
Heal        Wis     5 =    +8
Hide        Dex*  4 =   
Intimidate       Cha     4 =   +10
Jump      Str*     3 =   
Knowledge (History)   Int     5 =   
Knowledge (local)       Int     5 =   
Knowledge (nature)    Int     5 =   
Knowledge (religion)   Int     5 =   
Knowledge (planes)    Int     5 =   
Knowledge (Psionic)   Int     5 =   +10
Listen        Wis     5 =    +5
Move Silently  Dex*  4 =   
Open Lock      Dex    4 =   
Perform_1      Cha    1 =   
Perform_2      Cha    1 =   
Perform_3      Cha    1 =   
Perform_4      Cha    1 =   
Perform_5      Cha    1 =   
Psicraft      Int    4 =   +10
Ride          Dex   4 =   
Search      Int     5 =    +5
Sense Motive    Wis    5 =   +10
Spellcraft  Int   5 = 
Spot         Wis  5 =    +5
Survival    Wis  5 =   
Swim        Str**   3 =   
Use Rope  Dex      4 =
* = check penalty for wearing armor

Ardent
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
Search >=5 ranks gives +2 on survival checks while tracking.
     
Doppelganger
+2 Strength +2 dexterity, +2 intelligence, +6 wisdom, +2 constitution, +2 charisma
Medium Monstrous Humanoid
Darkvision 60 feet.
Fort +1, Ref +4, and Will +4   
Immune to sleep
Detect Thoughts
+4 racial bonus on Bluff and Disguise checks.
+10 circumstance bonus on disguise checks. If it can read an opponent's mind, its gets a furhter +4 circumstance bonus on Bluff and disguise checks.
   

Class         HP rolled
Level 1:   Ardent    29, 4
Level 2:   Ardent    6
Level 3:   Ardent    5
Level 4:   Ardent    6
Level 5:   Ardent    7
     
Equipment:
  Custom Padded Leather armor. 12 lbs
  Chill Ethereal Scythe 16lbs
  Backpack
  Bedroll


Mantle Powers:

Deception -
2 Cloud Mind: You erase knowledge of your presence from target's mind.

3 False Sensory Input: Subject sees what isn't there 

Freedom-
5 Freedom of Movement, Psionic: You cannot be held or  otherwise rendered immobile. 

2 Hustle: Instantly gain a move action 

Pain and Suffering- 
3 Empathic Transfer, Hostile*: Your touch transfers your  hurt to another.

4 Empathic Feedback: When you are hit in melee, your attacker takes damage.
       

Life -
2 From the Brink: You stabilize a dying target.

4 Stygian Ward: Grant immunity to death spells and negative energy effects.

5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.

6 Mend Wounds: Cure nonundead of 55 damage, or deal 55 damage to undead.

6 Restoration, Psionic: Restores level and ability score drains

8 True Metabolism: You regenerate 10 hit points/round. Unlike other manifesters of this power, you gain a new augmentation option.
  Augment: If you spend 5 additional power points, you can affect one additional willing creature touched with this power


Mantle Abilities:

CORRUPTION AND MADNESS MANTLE Granted Ability: Your insights into corruption and madness have touched you with insanity and terrible clarity. While you are psionically focused, you cannot be confused.

DECEPTION MANTLE Granted Ability: As an immediate action, you can expend your psionic focus to displace yourself until your next action. While you are displaced, any attacks that target you have a 50% chance to miss you entirely.

FREEDOM MANTLE Granted Ability: While psionically focused, you gain a +10-foot bonus to your speed. You can expend your focus to add your manifester level to a roll made to resist being grappled or to escape from a grapple.

PAIN AND SUFFERING MANTLE Granted Ability: As an immediate action, you can expend your psionic focus to share the pain of the next melee attack that deals damage to you. The attacker takes damage equal to half the damage it deals you.

LIFE MANTLE
Granted Ability: If you expend your psionic focus as a swift action as you manifest a power from this mantle, your manifester level for that power is considered 1 higher (thus increasing the number of power points you can spend on manifesting the power, among other benefits).

Mantle Abiltities II:

Corruption and Madness: Your aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + your Wis modifier + 1/2 your divine mind level) to manifest powers, cast spells, or use psi-like or spell-like abilities

Pain and Suffering: You and allies within your aura gain a +1 bonus on weapon damage rolls against wounded foes.

Deception: You and your allies gain a +2 bonus on Bluff checks made to feint in combat. You can expend your psionic focus to feint as a move action, as if you had the Improved Feint feat

Freedom: You  and  allies  within  your   aura   gain  a   + 2 bonus on Escape Artist checks and grapple checks made to resist or escape a grapple. This bonus increases by 1 for every four class levels you have, to a maximum of +7 at 20th level

Life: Creatures in your presence feel rejuvenated and are more resistant to death effects. While it is active, allies affected by this aura gain a +2 bonus on saves against death spells and powers or psionic death effects. This bonus increases by 1 for every five class levels you have, to a maximum of +5 at 15th level
Title: Re: SP DND
Post by: Orga the Strange on September 02, 2011, 10:42:56 AM
Apparently not even math and work are enough to keep Hik away from a game of DnD.
Title: Re: SP DND
Post by: Orga the Strange on September 04, 2011, 12:51:37 PM
Double post FOR JUSTICE

Orga Yuto of the Jungle
Male Half-Fiend Jungle Half-Orc Ape-Totem Barbarian 5
Neutral Evil

Strength   27   (+8)
Dexterity   20   (+5)
Constitution   18   (+4)
Intelligence   17   (+3)
Wisdom   15   (+2)
Charisma   14   (+2)
Size:   Medium
Height:   6' 5"
Weight:   430 lb
Skin:   Gray
Eyes:   Red
Hair:   None
Total Hit Points: 60

Speed: 30 feet [armor] [barbarian]

Armor Class: 19 = 10 +5 [breastplate] +3 [dexterity in armor] +1 [half-fiend]

Touch AC: 13
Flat-footed: 19 [uncanny dodge]
Initiative modifier:   +5    = +5 [dexterity]
Fortitude save:   +11    = 4 [base] +4 [constitution] +2 [great fortitude] +1 [hardy]
Reflex save:   +5    = 1 [base] +5 [dexterity] -1 [hardy]
Will save:   +3    = 1 [base] +2 [wisdom]
Attack (handheld):   +12    = 5 [base] +8 [strength] -1 [brawler]
Attack (unarmed):   +14    = 5 [base] +8 [strength] +1 [brawler]
Attack (missile):   +9    = 5 [base] +5 [dexterity] -1 [brawler]
Grapple check:   +14    = 5 [base] +8 [strength] +1 [brawler]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
346 lb. or less
347-693 lb.
694-1040 lb.
1040 lb.
2080 lb.
5200 lb.

Languages:   Abyssal Common Gnoll Goblin Orc

Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]

Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

Orc Double Axe [1d8/1d8, crit x3, 15 lb., two-handed, slashing]

Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

Feats:

Combat Reflexes   
Great Fortitude   
Traits:

Brawler
Hardy
Musclebound
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise   Int   3 =   
+3
Balance   Dex*   7 =   
+5
+3    -1 [musclebound]
Bluff   Cha   2 =   
+2
Climb   Str*   15 =   
+8
+4    +2 [jungle half-orc] +1 [musclebound]
Concentration   Con   4 =   
+4
Craft_1   Int   3 =   
+3
Craft_2   Int   3 =   
+3
Craft_3   Int   3 =   
+3
Diplomacy   Cha   4 =   
+2
+2 [sense motive]
Disable Device   Int   7 =   
+3
+4   
Disguise   Cha   2 =   
+2
Escape Artist   Dex*   4 =   
+5
-1 [musclebound]
Forgery   Int   3 =   
+3
Gather Information   Cha   2 =   
+2
Heal   Wis   2 =   
+2
Hide   Dex*   9 =   
+5
+5    -1 [musclebound]
Intimidate   Cha   2 =   
+2
Jump   Str*   15 =   
+8
+4    +1 [musclebound] +2 [jungle half-orc]
Listen   Wis   6 =   
+2
+4   
Move Silently   Dex*   5.5 =   
+5
+1.5    -1 [musclebound]
Perform_1   Cha   2 =   
+2
Perform_2   Cha   2 =   
+2
Perform_3   Cha   2 =   
+2
Perform_4   Cha   2 =   
+2
Perform_5   Cha   2 =   
+2
Ride   Dex   4 =   
+5
-1 [musclebound]
Search   Int   3 =   
+3
Sense Motive   Wis   7 =   
+2
+5   
Sleight of Hand   Dex*   7 =   
+5
+3    -1 [musclebound]
Spot   Wis   2 =   
+2
Survival   Wis   2 =   
+2
Swim   Str**   12 =   
+8
+3    +1 [musclebound]
Tumble   Dex*   6 =   
+5
+2    -1 [musclebound]
Use Magic Device   Cha   7 =   
+2
+5   
Use Rope   Dex   8 =   
+5
+4    -1 [musclebound]
Autohypnosis   Wis   7 =   
+2
+5   
* = check penalty for wearing armor

Jungle Half-Orc:

+2 strength / -2 intelligence / -2 charisma (already included)

Low-light vision; no darkvision

+2 on climb and jump (already included)

Half-Fiend Template:
+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma

Outsider (native)

Bat wings allow flying at double the base speed

Darkvision to 60 feet

Spells

Immune to poison

Spell resistance 10+HD (maximum 35)

Damage reduction

Acid, cold, electricity, and fire resistance 10

Claw and bite attacks

+4 effective character level

Barbarian:
Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

This barbarian can read/write.
Class   HP rolled   
Level 1:   Barbarian   12   
Level 2:   Barbarian   7   
Level 3:   Barbarian   7   
Level 4:   Barbarian   7   +1 to intelligence
Level 5:   Barbarian   7   
   
Orga Yuto's Equipment:

56 lb
2 lb
5 lb

4 lb
5 lb
40 lb

4 lb
2 lb


5 lb
8 lb
2 lb
40 lb
8 lb
20 lb
2 lb
8 lb
1 lb
4 lb
_____
216 lb   Weapons / Armor / Shield (from above)
Backpack
Bedroll
Bottle
Chain (10 feet) x2
Crowbar
Firewood (1 day) x2
Fishhook
Grappling hook
Hammer
Ink pen
Paper sheets x3
Pitcher
Pole
Pouch x3
Rope (50', hempen) x4
Spade / shovel
Tent
Torches x2
Waterskins x2
Thieves' tools
Tools (miscellaneous) x2

Total
LOOT: 200 GP, Unidentified ring, unidentified scroll, Wedding Ring, two Long Bows, 20 desert-barbed arrows, Unidentified skull, 25lbs people jerky.
Title: Re: SP DND
Post by: K2 on September 04, 2011, 02:39:12 PM
Zekos the Mysterious
Male Ghost Dark Elf Anagakok 5
Neutral Evil
Representing K2323
 
Strength
15
(+2)
Dexterity
13
(+1)
Constitution
---
[undead]
Intelligence
16
(+3)
Wisdom
12
(+1)
Charisma
22
(+6)
Size:Medium
Height:4' 7"
Weight:115 lb
Skin:Black
Eyes:Red
Hair:White Straight; Beardless

 
Total Hit Points: 32
 Speed: 30 feet
 Armor Class: 17 = 10  +1 [dexterity]  +6 [ghost deflection bonus]
Initiative modifier:+1 = +1 [dexterity]
Fortitude save:+1 = 1 [base]
Reflex save:+1 = 1 [base] +1 [dexterity]  -1 [detached]
Will save:+6 = 4 [base] +1 [wisdom]  +1 [detached]
Attack (handheld):+4 = 2 [base] +2 [strength]
Attack (unarmed):+4 = 2 [base] +2 [strength]
Attack (missile):+3 = 2 [base] +1 [dexterity]
Grapple check:+4 = 2 [base] +2 [strength]
"Players Roll All the Dice": (Unearthed Arcana)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.
Languages:Abyssal  Common  Elven  Dark_Elf_Silent Gnome  Goblin  Undercommon 
Club [1d6, crit x2, range incr. 10 ft., 3 lb, one-handed, bludgeoning]
 
 
Feats: Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
AppraiseInt
4 =
+3
+1
BalanceDex*
3 =
+1
+3 -1 [musclebound]
BluffCha
6 =
+6
ClimbStr*
5 =
+2
+2 +1 [musclebound]
ConcentrationCha [undead]
6 =
+6
Craft_1Int
3 =
+3
Craft_2Int
3 =
+3
Craft_3Int
3 =
+3
DiplomacyCha
7 =
+6
+1
DisguiseCha
6 =
+6
Escape ArtistDex*
0 =
+1
-1 [musclebound]
ForgeryInt
3 =
+3
Gather InformationCha
7 =
+6
+1 [easygoing]
HealWis
1 =
+1
HideDex*
8 =
+1
-1 [musclebound]  +8 [ghost]
IntimidateCha
5 =
+6
-1 [easygoing]
JumpStr*
3 =
+2
+1 [musclebound]
Knowledge (architecture)Int
6 =
+3
+3
Knowledge (dungeoneering)Int
4 =
+3
+1
ListenWis
11.5 =
+1
+0.5 +2 [elf]  +8 [ghost]
Move SilentlyDex*
0 =
+1
-1 [musclebound]
Open LockDex
2.5 =
+1
+2.5 -1 [musclebound]
Perform_1Cha
6 =
+6
Perform_2Cha
6 =
+6
Perform_3Cha
6 =
+6
Perform_4Cha
6 =
+6
Perform_5Cha
6 =
+6
RideDex
2 =
+1
+2 -1 [musclebound]
SearchInt
13 =
+3
+2 [elf]  +8 [ghost]
Sense MotiveWis
0 =
+1
-1 [easygoing]
SpellcraftInt
8 =
+3
+5
SpotWis
11 =
+1
+2 [elf]  +8 [ghost]
SurvivalWis
3 =
+1
+2
SwimStr**
3 =
+2
+1 [musclebound]
Use Magic DeviceCha
7.5 =
+6
+1.5
Use RopeDex
0 =
+1
-1 [musclebound]
PsicraftInt
4 =
+3
+1

 * = check penalty for wearing armor
 Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.

Zero-level Anagakok  spells: 5 (4+1)  per day
 (http://www.pathguy.com/spellbar.gif)
 First-level Anagakok  spells: 5 (3+1+1)  per day
 (http://www.pathguy.com/spellbar.gif)
 Second-level Anagakok  spells: 4 (2+1+1)  per day
 (http://www.pathguy.com/spellbar.gif)
 Third-level Anagakok  spells: 3 (1+1+1)  per day
 (http://www.pathguy.com/spellbar.gif)
 
Dark Elf:Ghost:Wizard (Anagakok):
ClassHP rolled
Level 1:Anagakok
4
Level 2:Anagakok
7
Level 3:Anagakok
7
Level 4:Anagakok
7
+1 to intelligence
Level 5:Anagakok
7

 
(http://www.pathguy.com/portrait.gif)
(http://www.pathguy.com/insignia.gif)
Zekos's Equipment:(http://www.pathguy.com/spellbar.gif)More about Zekos:
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 04, 2011, 03:54:09 PM
I think we had enough people >> ._.

And just what we need... another spell user >>
Baaaaaaaaaaaaah
Title: Re: SP DND
Post by: Orga the Strange on September 04, 2011, 04:14:13 PM
My barbarian is stronger!  ;D
Title: Re: SP DND
Post by: Capxeno on September 06, 2011, 02:32:00 PM
DnD schedule

K2's solo


Red&Hikaru duo

Zak&Jeebus duo

Majora&K2 dou
Title: Re: SP DND
Post by: K2 on September 06, 2011, 05:07:08 PM
Retrying since my last one was OP.

[size=0]Zekos[/size]
Male Human Fighter
 Level 5
 Good (Chaotic)
 Representing K2323
 
Strength
19
(+4)
Constitution
14
(+2)
Dexterity
13
(+1)
Intelligence
12
(+1)
Wisdom
12
(+1)
Charisma
10
(+0)
Height:6' 0"
Weight:195 lb
Skin:Pale
Eyes:Green
Hair:Dark Brown Curly; Light Beard

 
Maximum Hit Points: 53
 Size: Medium
Speed: 6 squares
Vision: Normal
 
 
Initiative:1d20 +3 = 2 [half level] + 1 [dexterity]
Base Strength Attack:1d20 +6 =  + 2 [half level] + 4 [strength]
Base Dexterity Attack:1d20 +3 =  + 2 [half level] + 1 [dexterity]
Base Constitution Attack:1d20 +4 =  + 2 [half level] + 2 [constitution]
Base Intelligence Attack:1d20 +3 =  + 2 [half level] + 1 [intelligence]
Base Wisdom Attack:1d20 +3 =  + 2 [half level] + 1 [wisdom]
Base Charisma Attack:1d20 +2 =  + 2 [half level] + 0 [charisma]
Armor Class:13= 10  + 2 [half level] + 1 [dexterity]
Fortitude Defense:19= 10 + 2 [half level] + 1 [Human]  + 2 [fighter]  + 4 [strength]
Reflex Defense:14= 10 + 2 [half level] + 1 [Human]  + 1 [dexterity]
Will Defense:14= 10 + 2 [half level] + 1 [Human]  + 1 [wisdom]
[size=-1]If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 5 characters get +1 on attack/damage (1d6 extra damage on a critical hit) and +1 on all defenses.  These bonuses do not stack with magic items.[/size]
Armor: None ("cloth")
Shield: None
 
Attacks: Base Saving throw: d20 +1 [human perseverence] vs 10
Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
190 lb.
 380 lb.
 950 lb.
Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
116 lb. or less
 117-233 lb.
 234-350 lb.
 350 lb.
 700 lb.
 1750 lb.
 
Languages:Common;   (? 1 more)
Rituals Known:Skills:Feats: At-Will:Encounter Powers:Daily Powers:HumanFighter
(http://www.pathguy.com/portrait.gif)
(http://www.pathguy.com/insignia.gif)

Zekos's Equipment:(http://www.pathguy.com/spellbar.gif)Magic items:Resistances:Action Point Tally:
Daily Item Powers Per Day: Heroic Tier (http://www.pathguy.com/box.gif)          Milestones:  (http://www.pathguy.com/box.gif)/  (http://www.pathguy.com/box.gif)/  (http://www.pathguy.com/box.gif)/  (http://www.pathguy.com/box.gif)
 Death Saving Throw Failures:  (http://www.pathguy.com/box.gif)(http://www.pathguy.com/box.gif)(http://www.pathguy.com/box.gif)
 More about Zekos:
Title: Re: SP DND
Post by: Embodiment of Cringe on September 07, 2011, 03:28:41 PM
(http://i.imgur.com/ST0TR.png)(http://i.imgur.com/O9mRC.png)
Title: Re: SP DND
Post by: Beware Ye Who Enter Here on September 07, 2011, 03:35:30 PM
-.- @ Zai

and K2? I really think you should stick with your wizard. Mostly because youre already paired up with a chaotic evil barbarian and youre a chaotic good warrior. 1: You need something that can heal you as you tank, sorcerer/wizard or cleric. Otherwise its kinda unbalanced in terms of skills >>
Title: Re: SP DND
Post by: Embodiment of Cringe on September 07, 2011, 04:20:29 PM
-.- @ Zai

I know he's a little overpowered, but still...
Title: Re: SP DND
Post by: Orga the Strange on September 07, 2011, 04:52:50 PM
*ignores Zai*

K2, go back to your squishy wizard. DO NOT TRY AND ARGUE. I need a walking medpack that I carry around in my backpack and your four foot nothing wizard guy is just Yoda enough to do that with. Now start casting Lay of Hands dammit!

But seriously dude, if you go with the fighter we're going to get our assess kicked.
Title: Re: SP DND
Post by: K2 on September 07, 2011, 05:43:45 PM
actualllyy imma just withdraw.
Title: Re: SP DND
Post by: Orga the Strange on September 07, 2011, 05:53:53 PM
Duuuude, don't withdraw. Just use your wizard. It's really not that complicated. I thought it was gonna be complex as shit but after you start playing you realize it's actually really simple. Especially since the DM does most of the mathy stuff for you.
Title: Re: SP DND
Post by: Nisorin on September 08, 2011, 11:27:15 PM
Well, some DM's. The one I started with had us all do our own. Said using our own dice for our own characters was better. He'd check it after, but yeah.
Title: Re: SP DND
Post by: Capxeno on September 09, 2011, 03:57:40 AM
Well, some DM's. The one I started with had us all do our own. Said using our own dice for our own characters was better. He'd check it after, but yeah.

the main reason I tend to do all the math is because it does take away from the "Role-play" aspect of the game. I tend to approach it as a character driven narrative with rules to guide actions. Yes, if the DM isn't exactly up to doing all the math and you have experienced players, letting them do their own math isn't a bad things. But we have, what, 3 newbies to DnD?

Yeah, I will be doing most of the math.
Title: Re: SP DND
Post by: Capxeno on September 09, 2011, 03:00:30 PM
DnD schedule

If K2 has dropped out then, here are the changes to the schedule. However, if he does decide to join by editing his character over to a 3.5e template, then we will go with the previous schedule.


Red&Hikaru duo

Zak&Jeebus&Majora trio
Title: Re: SP DND
Post by: @Pokemon Master Red on January 08, 2013, 06:15:10 AM
'Eeeeeeeeyyyyyyyyyyyy peoples. Cap says that this game is open again. Siiiince Im the one posting this, I'd like to say Im casting my vote to get this story moving along once more. Anyone else wanna join back in?
Title: Re: SP DND
Post by: Orga the Strange on January 08, 2013, 07:22:34 AM
Wail, Oi'd be loi'n if Oi sed Oi wooden join back up. Count me in.
Title: Re: SP DND
Post by: Ragnar the Red on January 09, 2013, 09:55:16 PM
I might want to join if it's alright with you fellas.
Title: Re: SP DND
Post by: The Blade on January 16, 2013, 05:37:58 PM
((Because I got Conscripted))

(((Also, I'm taking the tank)))

Guardian

Genderless Warforged Paladin 5
Chaotic Neutral
Representing Blade

Strength    15   (+2)
Dexterity    13   (+1)
Constitution    21   (+5)
Intelligence    14   (+2)
Wisdom    11   (+0)
Charisma    11   (+0)
   
Size:    Medium
Height:    6' 10"
Weight:    310 lb
Skin:    Silvery
Eyes:    
Hair:    None

Total Hit Points: 59

Speed: 15 feet [armor]

Armor Class: 19 = 10 +1 [dexterity] +8 [Adamantine Plating]

    Touch AC: 11
    Flat-footed: 17

Initiative modifier:   +1   = +1 [dexterity]
Fortitude save:   +9   = 4 [base] +5 [constitution]
Reflex save:   +2   = 1 [base] +1 [dexterity]
Will save:   +1   = 1 [base]
Attack (handheld):   +7   = 5 [base] +2 [strength]
   Weapon Finesse:   +6   = 5 [base] +1 [dexterity]
Attack (unarmed):   +7   = 5 [base] +2 [strength]
Attack (missile):   +6   = 5 [base] +1 [dexterity]
Grapple check:   +7   = 5 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.

Languages:   Common Dwarven Elven Gnome Orc Machinespeak

War Hammer [2d8, crit x3., 15 lb., two-handed, bludgeoning]



Feats:

    Adamantine Plating   [DR 5/Adamantine]
    Weapon Finesse   

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    2 =    
+2
      
Balance    Dex*    1 =    
+1
      
Bluff    Cha    0 =    
+0
      
Climb    Str*    6 =    
+2
   +4    
Concentration    Con    10 =    
+5
   +5    
Craft_1    Int    2 =    
+2
      
Craft_2    Int    2 =    
+2
      
Craft_3    Int    2 =    
+2
      
Diplomacy    Cha    0 =    
+0
      
Disguise    Cha    0 =    
+0
      
Escape Artist    Dex*    1 =    
+1
      
Forgery    Int    2 =    
+2
      
Gather Information    Cha    0 =    
+0
      
Heal    Wis    0 =    
+0
      
Hide    Dex*    1 =    
+1
      
Intimidate    Cha    0 =    
+0
      
Jump    Str*    0 =    
+2
   +4    -6 [speed 20]
Knowledge (arcana)    Int    5 =    
+2
   +3    
Knowledge (history)    Int    5 =    
+2
   +3    
Listen    Wis    3 =    
+0
   +3    
Move Silently    Dex*    1 =    
+1
      
Perform_1    Cha    0 =    
+0
      
Perform_2    Cha    0 =    
+0
      
Perform_3    Cha    0 =    
+0
      
Perform_4    Cha    0 =    
+0
      
Perform_5    Cha    0 =    
+0
      
Ride    Dex    1 =    
+1
      
Search    Int    6 =    
+2
   +4    
Sense Motive    Wis    0 =    
+0
      
Spot    Wis    3 =    
+0
   +3    
Survival    Wis    0 =    
+0
      
Swim    Str**    2 =    
+2
      
Use Rope    Dex    1 =    
+1
      

* = check penalty for wearing armor

This character also has 3 ranks in Speak Languages.

Warforged:

    +2 constitution, -2 wisdom, -2 charisma (already included)

    Composite plating makes armor unusable, 5% arcane spell failure

    Cannot heal damage naturally

    Does not eat, sleep, breathe

    25% chance to avoid criticals and sneaks

    -1 to -9 hp, inert but not progressing to death

    Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion

    Slam for 1d4 bludgeoning

    Natural Intimidation (Con)

Paladin:

    Aura of Good

    Detect Evil

    Smite Evil (2x/day; add +0 to melee attack roll, paladin levels to damage)

    Divine Grace (level 2)

    Lay on Hands (level 2)

    Aura of Courage (level 3)

    Divine Health (level 3)

    Turn Undead (level 4) (3x/day)

    Special Mount (level 5)

    Remove Disease (level 6)

    Code of Conduct / Association

   Class    HP rolled    
Level 1:    Paladin    10    
Level 2:    Paladin    6    
Level 3:    Paladin    6    
Level 4:    Paladin    6    +1 to constitution
Level 5:    Paladin    6    

   
Guardian's Equipment:

   
    2 lb
    1 lb
    2 lb
    2 lb
    1 lb
    _____
    23 lb   Weapons / Armor / Shield (from above)
    Backpack
    Lamp (common)
    Oil flasks x2
    Torches x2
    Holy symbol (silver)

    Total

Mount: Warhorse (heavy)

    Large Animal

    Hit dice 6d8+18 (45 hit points)

    Initiative +1 (Dex)

    Speed 50 feet

    AC: 18 ( -1 large +1 Dex +8 natural)

    Attacks: 2 Hooves +7 melee; Bite +2 melee;

    Damage 1d6+4 (2 hooves); 1d4+2 (bite);

    Special Qualities: Scent

    Saves: Fort +8; Ref +6; Will +3

    Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6

    Skills: Listen +7; Spot +7;
    The mount is entitled to distribute an additional 2 skill points.


    Empathic link; Improved evasion; Share spells; Share saving throws

Title: Re: SP DND
Post by: Orga the Strange on January 16, 2013, 09:01:57 PM
Sorry friend, already got a Half-fiend Orc here taking that place. Also, your armor class is about the same as a Sorcerer, so good luck on that. :P
But I welcome the competition, what with Zak gone I need another big guy on the team to trade war stories with. :P
Title: Re: SP DND
Post by: @Pokemon Master Red on January 16, 2013, 10:56:34 PM
Reroll for Cap's game. y'know. S-so I dont completely suck. ;_;

Hiro Dark

Male Human Rogue 2 / Dread Necromancer 3
Chaotic Neutral

Strength    12   (+1)
Dexterity    18   (+4)
Constitution    14   (+2)
Intelligence    14   (+2)
Wisdom    13   (+1)
Charisma    18   (+4)
   
Size:    Medium
Height:    5' 0"
Weight:    160 lb
Skin:    Pale
Eyes:    Red
Hair:    Black Straight; Beardless

Total Hit Points: 35

Speed: 30 feet

Armor Class: 16 = 10 +2 [leather] +4 [dexterity]

    Touch AC: 14
    Flat-footed: 12

Initiative modifier:   +4   = +4 [dexterity]
Fortitude save:   +3   = 1 [base] +2 [constitution]
Reflex save:   +8   = 4 [base] +4 [dexterity]
Will save:   +4   = 3 [base] +1 [wisdom]
Attack (handheld):   +3   = 2 [base] +1 [strength]
   Weapon Finesse:   +6   = 2 [base] +4 [dexterity]
Attack (unarmed):   +3   = 2 [base] +1 [strength]
Attack (missile):   +6   = 2 [base] +4 [dexterity]
Grapple check:   +3   = 2 [base] +1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.

Languages:   Abyssal Common Infernal

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Short Spear [1d6, crit x2, range inc 20 ft., 3 lb, one-handed, piercing]

Unidentified Karis [7 lbs]

Custom Studded Leather Armor (+2) [Light; +3 AC; 10lbs]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

50 GP

Feats:

    Eschew Materials   
    Weapon Finesse   
    Tomb-Tainted Soul   [hand-edit as needed]
    Distill Dread Essence   [Dullan]
    Collect Dread Essence   [Dullan]

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    7 =    
+2
   +5    
Balance    Dex*    9 =    
+4
   +5    
Bluff    Cha    11 =    
+4
   +7    
Climb    Str*    1 =    
+1
      
Concentration    Con    2 =    
+2
      
Craft_1    Int    2 =    
+2
      
Craft_2    Int    2 =    
+2
      
Craft_3    Int    2 =    
+2
      
Decipher Script    Int    7 =    
+2
   +5    
Diplomacy    Cha    14 =    
+4
   +8    +2 [bluff]
Disable Device    Dex    9 =    
+4
   +5    
Disguise    Cha    9 =    
+4
   +5    
Escape Artist    Dex*    9 =    
+4
   +5    
Forgery    Int    2 =    
+2
      
Gather Information    Cha    9 =    
+4
   +5    
Heal    Wis    1 =    
+1
      
Hide    Dex*    9 =    
+4
   +5    
Intimidate    Cha    6 =    
+4
      +2 [bluff]
Jump    Str*    1 =    
+1
      
Listen    Wis    6 =    
+1
   +5    
Move Silently    Dex*    4 =    
+4
      
Perform_1    Cha    4 =    
+4
      
Perform_2    Cha    4 =    
+4
      
Perform_3    Cha    4 =    
+4
      
Perform_4    Cha    4 =    
+4
      
Perform_5    Cha    4 =    
+4
      
Ride    Dex    4 =    
+4
      
Search    Int    2 =    
+2
      
Sense Motive    Wis    1 =    
+1
      
Sleight of Hand    Dex*    11 =    
+4
   +5    +2 [bluff]
Spot    Wis    6 =    
+1
   +5    
Survival    Wis    1 =    
+1
      
Swim    Str**    1 =    
+1
      
Use Rope    Dex    4 =    
+4
      

* = check penalty for wearing armor

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
First-level dread necromancer spells: 6 (5+1) per day

Human:

    Extra feat at first level (already included)
    Four extra skill points at first level (already included)
    One extra skill point at each additional level (already included)

Dread Necromancer:

    Core class from "Heroes of Horror" [see this for details]

    The spell table is as a sorcerer, and spellcasting is charisma-based.

    At each level, the dread necromancer knows all spells from a (short) class list.

Rogue:

    Sneak Attack +1d6

    Trapfinding

    Evasion (level 2)

    Trap Sense (level 3)

    Uncanny Dodge (level 4)

    Improved Uncanny Dodge (level 8)

    Special Abilities (choices begin at 10th level)

   Class    HP rolled    
Level 1:    Rogue    6    
Level 2:    Rogue    4    
Level 3:    Dread Necromancer    3    
Level 4:    Dread Necromancer    6    +1 to dexterity
Level 5:    Dread Necromancer    6    

   
Hiro Dark's Equipment:

    19 lb
    2 lb
    5 lb


    1 lb

    8 lb
    1 lb
    2 lb
    1 lb
    _____
    39 lb   Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Ink vial
    Ink pen
    Mirror
    Paper sheets x10
    Spade / shovel
    Spyglass
    Spell component pouch
    Thieves' tools

    Unidentified Charred Rags
    Forge Ash
    Extra Bag
    Dullan
    Dread Essence(x30)

    Total

More about Hiro Dark:
Title: Re: SP DND
Post by: Admiral Regis Hermitage on January 17, 2013, 01:12:58 AM
The Empires of Arcadia

(http://i272.photobucket.com/albums/jj194/lyoko222/Arcadia_zps988cb700.png)

Ruler: Emperor Octavius Seta Cato
Imperial Council Leader: Councilor Jonathan Silva
Imperial Battlemage: Recently Deceased

List of Lower Rulers:
Hyborea: Archduke Francisco Jager
Borea: Duke Christopher Hanson
Empire of Dorfia IV: Empress Lyra Dorfia
Arm of God: High Priest Roland Nocturne
Southold: Lord Zee Metzger
Norwold: Lord Brian Metzger
The Serpent Peninsula: Lord Lucas LaChance
Empire of Thyatie: Emperor James Casius
Empire of Alphatia: Emperor Jacob Woods
Nentsun: Jarl Grunder Ludoph
Thornia: Count Lionus Stark
Jen: Duke Ulfrik Starvoka
Minaea: Count Elliot Wright
Empire of Great Khan: Emperor Khan XVII
Empire of Tangor: Emperor Adominus Lucan
Oceania: Lord Admiral Fortenbras Rosencrantz
The Coast: High Prince Lucien Rychart
Izonda: Duke Jeremy DuPont
Pelatan: Dutchess Elizabeth III
Brascal: Chief Kalakaua IV
Addakia: Chiefess Pele Kalilikane
Arypt: Pharaoh Musad
Cestia: Princess Luna I
Vulcania: Lord Drako Dragonus

Quick Facts:
Population: ~900 Million
Capitol: Requiem
Currency: SP, GP (Worth 10 SP), and PP (Worth 100 GP).
Main Northwestern Demographic: Iceborn, and Serpentfolk
Main Northeastern Demographic: Elves (All types)
Main Southern Demographic: Integrated too far for accurate guess
Main Central Demographic (Included Imperial Isles): Human

Founded: 3rd Era, Year 413
Current: 7th Era, Year 196

Military Info:
Size: ~2,000,000
Leader: Supreme Commander Andrew Rychart

Royal Declarations:
(http://i272.photobucket.com/albums/jj194/lyoko222/scroll_zps7aeb9637.png)
Title: Re: SP DND
Post by: The Blade on January 17, 2013, 12:44:49 PM
I realised my mistake, missed a Racial Feat I should've taken so now I've got Damage Reduction 5 and AC 19 :3 So now I should be a bit tougher.
Title: Re: SP DND
Post by: Ragnar the Red on January 17, 2013, 09:00:34 PM
What's the story that's happened so far (Most of it being backstory at a guess)?
Title: Re: SP DND
Post by: Orga the Strange on January 17, 2013, 10:22:08 PM
EDIT: http://www.myth-weavers.com/sheetview.php?sheetid=501841

There ya go bitches. COMPRESSION
Title: Re: SP DND
Post by: @Pokemon Master Red on January 17, 2013, 10:56:44 PM
Sara Coal

Female Half-Dragon Human Barbarian 2
Neutral Good

Strength    24   (+7)
Dexterity    16   (+3)
Constitution    20   (+5)
Intelligence    17   (+3)
Wisdom    14   (+2)
Charisma    15   (+2)
   
Size:    Medium
Height:    5' 0"
Weight:    240 lb
Skin:    Pale
Eyes:    Blue
Hair:    Black Wavy

Total Hit Points: 30

Speed: 30 feet [armor] [barbarian]

Armor Class: 23 = 10 +4 [scale] +2 [heavy steel] +3 [dexterity] +4 [half-dragon]

    Touch AC: 13
    Flat-footed: 23 [uncanny dodge]

Initiative modifier:   +3   = +3 [dexterity]
Fortitude save:   +8   = 3 [base] +5 [constitution]
Reflex save:   +3   = 0 [base] +3 [dexterity]
Will save:   +2   = 0 [base] +2 [wisdom]
Attack (handheld):   +9   = 2 [base] +7 [strength]
Attack (unarmed):   +9   = 2 [base] +7 [strength]
Attack (missile):   +5   = 2 [base] +3 [dexterity]
Grapple check:   +9   = 2 [base] +7 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
   233 lb. or less
234-466 lb.
467-700 lb.
700 lb.
1400 lb.
3500 lb.

Languages:   Common Draconic Elven Sylvan

Spiked Gauntlet [1d4, crit x2, 1 lb, light, piercing]

Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]

Lance [2d4, crit x3, 12 lb., two-handed, piercing]

Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]

Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats:

    Combat Expertise
    Power Attack

Traits:

Skill Name
   
Key
Ability
   
Skill
Modifier
   
Ability
Modifier
   
Ranks
   
Misc.
Modifier
Appraise    Int    3 =    
+3
      
Balance    Dex*    3 =    
+3
      
Bluff    Cha    2 =    
+2
      
Climb    Str*    12 =    
+7
   +5    
Concentration    Con    5 =    
+5
      
Craft_1    Int    3 =    
+3
      
Craft_2    Int    3 =    
+3
      
Craft_3    Int    3 =    
+3
      
Diplomacy    Cha    2 =    
+2
      
Disguise    Cha    2 =    
+2
      
Escape Artist    Dex*    3 =    
+3
      
Forgery    Int    3 =    
+3
      
Gather Information    Cha    2 =    
+2
      
Handle Animal    Cha    7 =    
+2
   +5    
Heal    Wis    2 =    
+2
      
Hide    Dex*    3 =    
+3
      
Intimidate    Cha    7 =    
+2
   +5    
Jump    Str*    12 =    
+7
   +5    
Listen    Wis    7 =    
+2
   +5    
Move Silently    Dex*    3 =    
+3
      
Perform_1    Cha    2 =    
+2
      
Perform_2    Cha    2 =    
+2
      
Perform_3    Cha    2 =    
+2
      
Perform_4    Cha    2 =    
+2
      
Perform_5    Cha    2 =    
+2
      
Ride    Dex    8 =    
+3
   +3    +2 [handle animal]
Search    Int    3 =    
+3
      
Sense Motive    Wis    2 =    
+2
      
Spot    Wis    2 =    
+2
      
Survival    Wis    7 =    
+2
   +5    
Swim    Str**    12 =    
+7
   +5    
Use Rope    Dex    3 =    
+3
      

* = check penalty for wearing armor

Human:

    Extra feat at first level (already included)
    Four extra skill points at first level (already included)
    One extra skill point at each additional level (already included)

Half-Dragon Template:

    +8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)

    Darkvision (see 60 feet in pitch-dark)

    Breath attack once per day

        Fire: Red (30' cone 6d10 DC 19),
    Damage Immunity

        Fire: Red
    +4 natural armor bonus (already included)

    Wings

    Hit dice increases one dice type to maximum of d12

    Level adjustment +3

Barbarian:

    Illiteracy (2 skill points to learn to read)

    Rage

    Fast Movement (already included)

    Uncanny Dodge (level 2)

    Trap Sense (level 3)

    Improved Uncanny Dodge (level 5)

    Damage Reduction 1/- (level 7)

    Damage Reduction 2/- (level 10)

    Greater Rage (level 11)

    Damage Reduction 3/- (level 13)

    Indominitable Will (level 14)

    Damage Reduction 4/- (level 16)

    Tireless Rage (level 17)

    Damage Reduction 5/- (level 19)

    Mighty Rage (level 20)

This barbarian can read/write.

   Class    HP rolled    
Level 1:    Barbarian    12    
Level 2:    Barbarian    8    

   
Sara Coal's Equipment:

    70 lb
    2 lb
    5 lb
    25 lb
    1 lb
    1 lb
    20 lb
    10 lb
    1 lb
    20 lb
    10 lb
    1 lb
    _____
    166 lb   Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Chest
    Lamp (common)
    Mirror
    Ram
    Rations (1 day) x10
    Spyglass
    Tent
    Torches x10
    Hourglass

    Total

More about Sara Coal:

Bio is to be written up, but I do have one thought out. Just dont have time left on the computer to do so yet.
Title: Re: SP DND
Post by: Nisorin on January 18, 2013, 12:05:20 AM
I'll need a basic backstory/list of house approved races before I can start.
Title: Re: SP DND
Post by: Capxeno on January 18, 2013, 02:04:54 AM
I'll need a basic backstory/list of house approved races before I can start.

With the exception of dragons being a bit more of a I don't like to approve most of the time, any 3.5 race is fine by me. The main thing I suggest considering in any build as main mods on this Setting is:

1. Undead are made from a collection of souls and thus have stat bonuses and two extra feats. Also extremely rare.

2.All forms Teleportation only includes you. Not even you undies can make the trip with you.



What's the story that's happened so far (Most of it being backstory at a guess)?

Story:


Welcome to Cold's Deep, a world barely connected to other planes. A simple near planet sized rock with three strange deities. There is a artificial moon at the center of the inhabited Plateau, this moon is the only source of light... for this is the Starless Era. There is no central Government of any kind. This is a time of lawlessness, ever the Gods tend to be viewed with such hatred that there is no real religious order.

The rest of the backstory I wish to save for IC discovery.
Title: Re: SP DND
Post by: Admiral Regis Hermitage on January 18, 2013, 03:03:19 AM
I think they want the back story for the Game i am DMing for them
Title: Re: SP DND
Post by: Nisorin on January 18, 2013, 03:05:51 AM
Terras Korrai[/b][/font][/size]Male Human Monk 5
Lawful Neutral
Representing Nisorin

[/size]
[/size]
Strength
16
(+3)
Dexterity
18
(+4)
Constitution
14
(+2)
Intelligence
14
(+2)
Wisdom
16
(+3)
Charisma
15
(+2)
Size:
Medium
Height:
6' 0"
Weight:
165 lb
Skin:
Light
Eyes:
Blue
Hair:
Dark Brown Wavy; Thick Beard / Hirsute

[/size]
[/size]Total Hit Points: 31
[/size]Speed: 40 feet [monk]
[/size]Armor Class: 18 = 10 +4 [dexterity] +3 [wisdom] +1 [monk level][/size]Touch AC: 18
Flat-footed: 14
[/size]
Initiative modifier:
+4
= +4 [dexterity]
Fortitude save:
+6
= 4 [base] +2 [constitution]
Reflex save:
+8
= 4 [base] +4 [dexterity]
Will save:
+7
= 4 [base] +3 [wisdom]
Attack (handheld):
+6
= 3 [base] +3 [strength]
   Weapon Finesse:
+7
= 3 [base] +4 [dexterity]
Attack (unarmed):
+6
= 3 [base] +3 [strength]
Flurry of Blows:
+5/+5
    [includes strength modifier]
Attack (missile):
+7
= 3 [base] +4 [dexterity]
Grapple check:
+6
= 3 [base] +3 [strength]

[/size]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

[/size]
[/size]
Languages:
Celestial Common Spiritfolk

[/size]Unarmed Damage: 1d8 +3 [strength]
[/size]Kama [1d6, crit x2, 2 lb., light, slashing]
[/size]Nanchaku [1d6 crit x2, 2 lb., light, bludgeoning]
[/size]
[/size]Feats:[/size]
Agile
Combat Reflexes
[monk]
Improved Unarmed Strike
[monk]
Deflect Arrows
Stunning Fist
[monk]
Weapon Finesse
[/size]Traits:[/size][/size]
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise
Int
2 =
+2
Balance
Dex*
15 =
+4
+7
+2 [tumble] +2 [agile]
Bluff
Cha
2 =
+2
Climb
Str*
8 =
+3
+5
Concentration
Con
9 =
+2
+7
Craft_1
Int
2 =
+2
Craft_2
Int
2 =
+2
Craft_3
Int
2 =
+2
Diplomacy
Cha
4 =
+2
+2 [sense motive]
Disguise
Cha
2 =
+2
Escape Artist
Dex*
13 =
+4
+7
+2 [agile]
Forgery
Int
2 =
+2
Gather Information
Cha
2 =
+2
Heal
Wis
3 =
+3
Hide
Dex*
4 =
+4
Intimidate
Cha
2 =
+2
Jump
Str*
14 =
+3
+5
+2 [tumble] +4 [speed 40]
Knowledge (religion)
Int
7 =
+2
+5
Listen
Wis
9 =
+3
+6
Move Silently
Dex*
4 =
+4
Perform_1
Cha
2 =
+2
Perform_2
Cha
2 =
+2
Perform_3
Cha
2 =
+2
Perform_4
Cha
2 =
+2
Perform_5
Cha
2 =
+2
Ride
Dex
4 =
+4
Search
Int
2 =
+2
Sense Motive
Wis
9 =
+3
+6
Spot
Wis
3 =
+3
Survival
Wis
3 =
+3
Swim
Str**
3 =
+3
Tumble
Dex*
14 =
+4
+8
+2 [jump]
Use Rope
Dex
4 =
+4

[/size]* = check penalty for wearing armor
[/size]Escape Artist >=5 ranks gives +2 on use rope checks for bindings.

[/size]Human:
[/size][/size]
    • Extra feat at first level (already included)
    • Four extra skill points at first level (already included)
    • One extra skill point at each additional level (already included)
    • [/size]Monk:[/size][/size]
    • AC Bonus for Wisdom
    • AC Bonus for level (begins level 5)
    • Flurry of Blows
    • Unarmed Strike
    • Fast Movement (already included)
    • Bonus Feats (levels 1 2 & 6)
    • Evasion (level 2)
    • Fast Movement (level 3)
    • Still Mind level 3)
    • Ki Strike (level 4)
    • Slow Fall (level 4)
    • Purity of Body (level 5)
    • Wholeness of Body (level 7)
    • Improved Evasion (level 9)
    • Diamond Body (level 11)
    • Quivering Palm (level 15)
    • Timeless Body (level 17)
    • Tongue of Sun and Moon (level 17)
    • Empty Body (level 19)
    • Perfect Self (level 20)
    • [/size]
      Class
      HP rolled
      Level 1:
      Monk
      8
      Level 2:
      Monk
      1
      Level 3:
      Monk
      2
      Level 4:
      Monk
      7
      +1 to dexterity
      Level 5:
      Monk
      3

      [/size]
      [/size]
      (http://www.pathguy.com/portrait.gif)
      (http://www.pathguy.com/insignia.gif)
      Terras Korrai's Equipment:
      [/size][/size]
      4 lb
      2 lb
      5 lb
      2 lb
      4 lb
      1 lb
      8 lb
      _____
      26 lb
      Weapons / Armor / Shield (from above)
      Backpack
      Bedroll
      Caltrops
      Rations (1 day) x4
      Torches x1
      Waterskins x2

      Total
      [/size]More about Terras Korrai:


      For Cap's game.
    [/list]
    [/table][/tr][/table][/td][/tr][/table][/td][/tr][/table][/td][/tr][/table][/td][/tr][/table][/td][/tr][/table][/td][/tr][/table]
    Title: Re: SP DND
    Post by: Orga the Strange on January 18, 2013, 01:50:35 PM
    Orga Yuto of the Jungle

    Male Half-Fiend Jungle Orc Ape-Totem Barbarian 5
    Neutral Evil
    Representing Orga Strange

    Strength    27   (+8)
    Dexterity    20   (+5)
    Constitution    18   (+4)
    Intelligence    17   (+3)
    Wisdom    13   (+1)
    Charisma    13   (+1)
       
    Size:    Medium
    Height:    6' 10"
    Weight:    430 lb
    Skin:    Gray
    Eyes:    Red
    Hair:    None

    Total Hit Points: 60

    Speed: 20 feet [armor]

    Armor Class: 19 = 10 +5 [breastplate] +3 [dexterity in armor] +1 [half-fiend]

        Touch AC: 13
        Flat-footed: 16 

    Initiative modifier:   +5   = +5 [dexterity]
    Fortitude save:   +9   = 4 [base] +4 [constitution] +1 [hardy]
    Reflex save:   +5   = 1 [base] +5 [dexterity] -1 [hardy]
    Will save:   +2   = 1 [base] +1 [wisdom]
    Attack (handheld):   +12   = 5 [base] +8 [strength] -1 [brawler]
    Attack (unarmed):   +14   = 5 [base] +8 [strength] +1 [brawler]
    Attack (missile):   +9   = 5 [base] +5 [dexterity] -1 [brawler]
    Grapple check:   +18   = 5 [base] +8 [strength] +1 [brawler] +4[powerful build]


    Light load: 692 lb. or less
    Medium load: 694-1386 lb.
    Heavy load: 1388-2080 lb.
    Lift over head: 2080 lb.
    Lift off ground: 4160 lb.
    Push or drag: 10400 lb.

    Languages:   Abyssal Common Gnoll Goblin Orc

    Hand Axe [1d6, crit x3, crit x2., 3 lb., light, slashing]

    Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]

    Orc Double Axe [1d8/1d8, crit x3, 15 lb., two-handed, slashing]

    Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

    Feats:

        Combat Reflexes   
        Powerful Build
        Power Attack [ape totem]   

    Traits:

        Brawler
        Hardy
        Musclebound

    Skill Name
       
    Key
    Ability
       
    Skill
    Modifier
       
    Ability
    Modifier
       
    Ranks
       
    Misc.
    Modifier
    Appraise    Int    3 =    
    +3
          
    Balance    Dex*    4 =    
    +5
          -1 [musclebound]
    Bluff    Cha    1 =    
    +1
          
    Climb    Str*    13 =    
    +8
       +4    +1 [musclebound]
    Concentration    Con    4 =    
    +4
          
    Craft_1    Int    6 =    
    +3
       +3    
    Craft_2    Int    3 =    
    +3
          
    Craft_3    Int    3 =    
    +3
          
    Diplomacy    Cha    1 =    
    +1
          
    Disguise    Cha    1 =    
    +1
          
    Escape Artist    Dex*    4 =    
    +5
          -1 [musclebound]
    Forgery    Int    3 =    
    +3
          
    Gather Information    Cha    1 =    
    +1
          
    Handle Animal    Cha    5 =    
    +1
       +4    
    Heal    Wis    3 =    
    +1
          +2 [jungle orc]
    Hide    Dex*    4 =    
    +5
          -1 [musclebound]
    Intimidate    Cha    9 =    
    +1
       +6    +2[fearsome]
    Jump    Str*    15 =    
    +8
       +6    +1 [musclebound]
    Listen    Wis    8 =    
    +1
       +7    
    Move Silently    Dex*    4 =    
    +5
          -1 [musclebound]
    Perform_1    Cha    1 =    
    +1
          
    Perform_2    Cha    1 =    
    +1
          
    Perform_3    Cha    1 =    
    +1
          
    Perform_4    Cha    1 =    
    +1
          
    Perform_5    Cha    1 =    
    +1
          
    Ride    Dex    4 =    
    +5
          -1 [musclebound]
    Search    Int    3 =    
    +3
          
    Sense Motive    Wis    1 =    
    +1
          
    Spot    Wis    4 =    
    +1
       +3    
    Survival    Wis    9 =    
    +1
       +6    +2 [jungle orc]
    Swim    Str**    13 =    
    +8
       +4    +1 [musclebound]
    Tumble    Dex*    7 =    
    +5
       +1    -1 [musclebound] +2 [jump]
    Use Rope    Dex    4 =    
    +5
          -1 [musclebound]
    Autohypnosis    Wis    4 =    
    +1
       +3    

    * = check penalty for wearing armor

    Jungle Orc:

        +4 strength, -2 intelligence, -2 charisma, -2 wisdom (already included)
        Darkvision (see 60 feet in pitch-dark)
        Dazzled in bright light
        +2 on heal and survival (already included)

    Half-Fiend Template:

        +4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma
        Outsider (native)
        Bat wings allow flying at double the base speed
        Darkvision to 60 feet
        Spells
        HD    Abilities
    1–2    Darkness 3/day
    3–4    Desecrate
    5–6    Unholy blight
    7–8    Poison 3/day
    9–10    Contagion
    11–12    Blasphemy
    13–14    Unholy aura 3/day, unhallow
    15–16    Horrid wilting
    17–18    Summon monster IX (fiends only)
    19–20    Destruction

        Immune to poison
        Spell resistance 10+HD (maximum 35)
        Damage reduction
        Acid, cold, electricity, and fire resistance 10
        Claw and bite attacks
        +4 effective character level

    Barbarian(Ape Totem):

        Illiteracy (2 skill points to learn to read)
        Rage
        Fast Climb
        Fearsome (level 2)
        Power Attack (level 3)
        Improved Fast Climb (level 5)
        Damage Reduction 1/- (level 7)
        Damage Reduction 2/- (level 10)
        Greater Rage (level 11)
        Damage Reduction 3/- (level 13)
        Indomitable Will (level 14)
        Damage Reduction 4/- (level 16)
        Tireless Rage (level 17)
        Damage Reduction 5/- (level 19)
        Mighty Rage (level 20)

    This barbarian can read/write.
       Class    HP rolled    
    Level 1:    Barbarian    12    
    Level 2:    Barbarian    7    
    Level 3:    Barbarian    7    
    Level 4:    Barbarian    7    +1 to strength
    Level 5:    Barbarian    7    

       
    Orga Yuto's Equipment:

    56 lb
    2 lb
    5 lb

    4 lb
    5 lb
    40 lb

    4 lb
    2 lb


    5 lb
    8 lb
    2 lb
    40 lb
    8 lb
    20 lb
    2 lb
    8 lb
    1 lb
    4 lb
    _____
    216 lb   Weapons / Armor / Shield (from above)
    Backpack
    Bedroll
    Bottle
    Chain (10 feet) x2
    Crowbar
    Firewood (1 day) x2
    Fishhook
    Grappling hook
    Hammer
    Ink pen
    Paper sheets x3
    Pitcher
    Pole
    Pouch x3
    Rope (50', hempen) x4
    Spade / shovel
    Tent
    Torches x2
    Waterskins x2
    Thieves' tools
    Tools (miscellaneous) x2

    Total
    LOOT: 200 GP, Unidentified ring, unidentified scroll, Wedding Ring, two Long Bows, 20 desert-barbed arrows, Unidentified skull, 25lbs people jerky.

    Like with Hiro, this is just a bit of a revision for Orga, a few things didn't originally add up so, yeah. This is for Cap's game.
    Title: Re: SP DND
    Post by: Queen Bright on January 18, 2013, 06:58:43 PM
    For Lyoko's game, my PACIFIST Rogue.

    (http://i.imgur.com/47la9Hf.png)
    (http://i.imgur.com/frlhJsA.png)
    Title: Re: SP DND
    Post by: The Blade on January 18, 2013, 08:12:11 PM
    ((For Lyoko's game))

    Wilven Arroway

    Male Human Cleric 5
    Lawful Good
    Representing Blade

    Strength    16   (+3)
    Dexterity    12   (+1)
    Constitution    14   (+2)
    Intelligence    11   (+0)
    Wisdom    18   (+4)
    Charisma    14   (+2)
       
    Size:    Medium
    Height:    6' 4"
    Weight:    160 lb
    Skin:    Tan
    Eyes:    Green
    Hair:    White Straight; Light Beard

    Domains: Healing Strength

    Energy: Positive [Healing / Turns Undead]

    Total Hit Points: 38

    Speed: 20 feet [armor]

    Armor Class: 16 = 10 +5 [breastplate] +1 [dexterity]

        Touch AC: 11
        Flat-footed: 15

    Initiative modifier:   +1   = +1 [dexterity]
    Fortitude save:   +6   = 4 [base] +2 [constitution]
    Reflex save:   +2   = 1 [base] +1 [dexterity]
    Will save:   +8   = 4 [base] +4 [wisdom]
    Attack (handheld):   +6   = 3 [base] +3 [strength]
    Attack (unarmed):   +6   = 3 [base] +3 [strength]
    Attack (missile):   +4   = 3 [base] +1 [dexterity]
    Grapple check:   +6   = 3 [base] +3 [strength]

    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
       76 lb. or less
    77-153 lb.
    154-230 lb.
    230 lb.
    460 lb.
    1150 lb.

    Languages:   Common

    Morningstar [1d8, crit x2, 6 lb, one-handed, bludgeoning]

    Breast plate [medium; +5 AC; max dex +3; check penalty -4; 30 lb.]

    Feats:

        Combat Casting   
        Skill Focus (Heal)   
        Weapon Focus x1   Weapon(s):

    Traits:

    Skill Name
       
    Key
    Ability
       
    Skill
    Modifier
       
    Ability
    Modifier
       
    Ranks
       
    Misc.
    Modifier
    Appraise    Int    0 =    
    +0
          
    Balance    Dex*    1 =    
    +1
          
    Bluff    Cha    2 =    
    +2
          
    Climb    Str*    3 =    
    +3
          
    Concentration    Con    6 =    
    +2
       +4    
    Craft_1    Int    4 =    
    +0
       +4    
    Craft_2    Int    0 =    
    +0
          
    Craft_3    Int    0 =    
    +0
          
    Diplomacy    Cha    6 =    
    +2
       +4    
    Disguise    Cha    2 =    
    +2
          
    Escape Artist    Dex*    1 =    
    +1
          
    Forgery    Int    0 =    
    +0
          
    Gather Information    Cha    2 =    
    +2
          
    Heal    Wis    15 =    
    +4
       +8    +3 [skill focus]
    Hide    Dex*    1 =    
    +1
          
    Intimidate    Cha    2 =    
    +2
          
    Jump    Str*    -3 =    
    +3
          -6 [speed 20]
    Knowledge (religion)    Int    4 =    
    +0
       +4    
    Listen    Wis    4 =    
    +4
          
    Move Silently    Dex*    1 =    
    +1
          
    Perform_1    Cha    2 =    
    +2
          
    Perform_2    Cha    2 =    
    +2
          
    Perform_3    Cha    2 =    
    +2
          
    Perform_4    Cha    2 =    
    +2
          
    Perform_5    Cha    2 =    
    +2
          
    Ride    Dex    1 =    
    +1
          
    Search    Int    0 =    
    +0
          
    Sense Motive    Wis    4 =    
    +4
          
    Spot    Wis    4 =    
    +4
          
    Survival    Wis    4 =    
    +4
          
    Swim    Str**    3 =    
    +3
          
    Use Rope    Dex    1 =    
    +1
          

    * = check penalty for wearing armor

    Zero-level Cleric spells: 5 per day

    First-level Cleric spells: 4 (3+1) per day +1 from a domain:

    Second-level Cleric spells: 3 (2+1) per day +1 from a domain:

    Third-level Cleric spells: 2 (1+1) per day +1 from a domain:

    Human:

        Extra feat at first level (already included)
        Four extra skill points at first level (already included)
        One extra skill point at each additional level (already included)

    Cleric:

        Alignment Aura

        Spontaneous Casting (heal)

        Turn Undead (5x/day)

        High wisdom gains bonus spells daily

        Domain choices give additional abilities

       Class    HP rolled    
    Level 1:    Cleric    8    
    Level 2:    Cleric    5    
    Level 3:    Cleric    5    
    Level 4:    Cleric    5    +1 to wisdom
    Level 5:    Cleric    5    

       
    Wilven Arroway's Equipment:

        36 lb
        2 lb
        5 lb

        1 lb
        2 lb
        4 lb

        20 lb
        1 lb
        2 lb
        _____
        73 lb   Weapons / Armor / Shield (from above)
        Backpack
        Bedroll
        Bottle
        Lamp (common)
        Oil flasks x2
        Rations (1 day) x4
        Sewing needle
        Tent
        Holy symbol (silver)
        Spell component pouch

        Total

    More about Wilven Arroway:
    Title: Re: SP DND
    Post by: Dylan on January 19, 2013, 01:47:06 PM
    *Can't resist the call of the unused arcane spellcaster spot*
    My character for Lyoko's Campaign. (http://www.myth-weavers.com/sheetview.php?sheetid=501600)

    I'll edit the Familiar's ref sheet in once it's done.

    Also, Hik, your regular AC and your flat-footed are the wrong way round, unless I missed something. Haven't seen Rogue played Pacifist before, this should be interesting. ^_^

    Edit: Have a familiar ref sheet! (http://www.myth-weavers.com/sheetview.php?sheetid=501636)