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About This Game

This sixth level adventure will take you along the southern shores of Safeton, a locale only found in the iconic Greyhawk setting. Throughout this adventure you will be under the employ of Turin Deathstalker, who has taken it upon himself to imprison you without due reason. In exchange for your freedom and ample reward in gold, you must recover the crumbling ruins of a once important outpost. The keep of Islewatch was once responsible for controlling the southern shores, however after losing control of the region to orcish invaders it has since been abandoned.

Game System

D&D 3.5e

Advertising

03/31/2023

Detailed Description


https://i.pinimg.com/564x/54/48/18/5448189339f02b4f59ad4ce8332a883f.jpg

"The wind carries something sinister here, light's shine where men dare not venture"


Liberation of Islewatch

It began as any other day had begun, the moon settled into the horizon and in its wake the sun peaked out to mask the starlit sky.

It had proven to be a sunny day, one that brought with it the particularly blistering heat of Richfest. Many citizens had already risen from within their homes; the sun barely peaking past the horizon of rooftops that littered the inner city. You happened to be among them that fateful Moonday morn, the day your fates intertwined and brought you to the gates of servitude.

"By order of the late Turin Deathstalker, I hear-by sentence you to confinement!"

You had heard tale of many adventurous fellows who fell victim to this place, the corruption, the greed, the lack of respect for what they had achieved. It never crossed your mind that it might happen to you. Indeed, Turin was well known for his web of misdeeds as the ruler of this place. As they day progressed you were confined for a crime you had no recollection of committing, days later - starved and disoriented you are taken to the hold where an ultimatum is offered.

The room was silent, except for the rustling caused by the ill tempered captives. As the hour progressed it seemed more of you were fated to arrive here, until eventually there were five of you. Now that all were present you had little else to do but wait.


Expectations

Players are expected to post at least four times bi-weekly, the game may move at a pace that is faster than this.

The game will progress at level six, players will not level up throughout the game as this is intended to be a one-off.

This game is set in Greyhawk, but this quest and location are unique to this particular story. Your character should also be from somewhere within Greyhawk, preferably not from a made up location to keep immersion from breaking.

Full disclosure, I have a mental health condition that makes it difficult for me to write at times. I will be open and concise with you if I feel I need extra time to make a post and I appreciate your understand in this matter prior to applying.

I will be taking 5-6 characters for this adventure, no more than that.

Character Creation

Point Buy; 32

Hit Points; Max at 1st level, then 1/2 HD+1.5x Constitution

Starter Gold: 13,000 Gp  (Please include prices and weight)

Max Multiclassed Classes; 4

Material Available; All Official Sources.

Banned Material; Dragon Magazine, 3rd Party Content.

Please use the provided character creation template located in Character Creation.

  1. What's new in this game
  2. Please advise if the ad is still active and a game is planned.  I've checked every day since I found the ad and first posted, but so far nothing of note. I would love to play a full bard, with healing skills, and still have time to put together an application assuming there will be a game. Any input would be greatly helpful!  Thank you!  🙂
  3. I was going to apply with a bard (healing skills), but from what I can see the game appears to be non-active.  Appreciate any input since 3/30 is bearing down fast!  🙂
  4. Character Name Race Background Class & Levels Name: Talym Sol Character Concept: A heroic paladin out to be the last hope in a desperate and dark world. Race:  Description: (A paragraph or two about what you look like, not entirely a re-description of the photo you chose.) Personalty: (A paragraph about who you are, as a person.)   Deity: (Do you believe in gods? Who do you worship? when, and how?) Origin: (Where are you from? Why are you an adventurer?) Prologue: (An extended version of your Origin, tell me how you became level six, where did your adventure begin? Who have you met? What enemies have you made? How? What about allies? Companions? Where did this happen?)   Loyalties: (are you a part of any factions? Which ones?) Music: (Thematic music that suits your character's profile, something that makes you think of them) Images: (Any NPC's you mention should have a related picture, no description needed) First name Last name (Relation) (image 120x200 or less)   Truths, Rumours, and Lies (This will be shared at random with your companions at the start of the game, you are level six so they have heard something of you.)   1. (Truth) 2. (Rumour) 3. (Lie) 4. (Truth) 5. (Lie) 6. (Rumour)     Character name again Three, Descriptive, Words, "Cool Quote"   Class (Level) | Class (Level) | Class (Level) Medium Humanoid (Planetouched) Lesser Aasimar Male, Lawful Good. Armor Class 00 +0 (Armor) +0 (Dex) +0 (Shield) Hit Points Speed 30' ft. Senses Languages Base Attack Bonus +0   ABILITIES & SKILLS  Base Attack Bonus: +0 Strength 00 (+0) Climb (0) | Jump (0) | Swim (0) Dexterity 00 (+0)  Save +3 Balance (0+0) | Escape Artist (0) | Stealth (0) | Open Lock (0) | Ride  | Slight of Hand  | Tumble | Use Rope Constitution 00 (+0) Save +0 Concentration (0+0) | Intelligence 00 (+0) Knowledge  | Appraise  | Craft | Decipher Script  | Disable Device | Forgery  | Search  | Spellcraft  | Wisdom 00 (+0) Save +0 Heal  | Listen | Profession  | Sense Motive  | Spot  | Survival Charisma 00 (+0)  Bluff  | Intimidate | Diplomacy  | Persuasion  | Disguise  | Gather Information  | Handle Animal  | Perform  | Use Magic Device  Bold denotes proficiency.   PROFICIENCY & ABILITIES  PROFICIENCY Tools None Weapons Armors Class Abilities       RACIAL TRAITS   FEATS Preferably labelled by level FLAWS 1 or 2   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (00.00 lbs.) Weight: 0 lbs. / [Encumbrance by strength category] Status: Unencumbered Penalty: None MONEY POUCH (0.00 lbs.) Copper: 00 | Silver: 01 | Gold: 00| Obsidian: 00 | Platinum: 00 (000 Coins x .03 lbs. = 1.44 lbs. Total Weight)       EQUIPMENT READIED (00 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (00 lbs.) Weapons (0 lbs.) Readied Items (0 lbs.)  | EQUIPMENT STORED (00 lbs.) Stored items can be retrieved with an action. In Backpack (00/30 lbs.) Strapped to Backpack (00 lbs.) EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS      
  5. @IWantBapo Are you still up for this from a time perspective IWantBapo?
  6. Character Name Race Background Class & Levels Name: Taran 'Jo' Jost Character Concept: Ethical Psychotic Mage Race: Grey Elf Description: I have been told that I have resting elf face. I understand this phrase to be a dwarven invention but in my case it seems apt. My expression is commonly haughty and disinterested. This changes when I grin, and it is a grin, crooked and fierce, and not a smile. I grin when I am fighting, for in truth I never feel more alive than when I am fighting for my life. I carry myself with straight back, dress well and appear as an academic sort when not fighting. Personality: I keep myself apart from my own people and for good reason. The bloodlust that overcomes me is such that I live a life of danger, of combat. In civilised lands, with no outlet for my addiction, I would be a danger to others and so I travel to where conflict lies. Ashamed of what I am, I endeavor to fight on the right side, with the right people, thus transmuting my sin into virtue. When my addiction is sated, I am told I am genial and relaxed around people. My mind rebels at peace and indeed I hate the word. Peace is something I leave behind me, not looking back. Strangely, while I enjoy conflict, my body rebels when I have to resort to blade, it's simply too close for comfort, and my skill with a bow is not what it should be, I know not why.   Deity: I follow Deleb, the Oerdian God of Reason, Intellect and Study. I ask him for strength to keep my inner demons in check. Origin: The Faerie Kingdom of Celene. She moves from place to place, attempting to never dwell in one place for too long so as to hide her affliction. The life of an adventurer is both her livelihood and her means of feeding her addiction. Prologue: Began as a soldier in the Knights of Luna, fighting against Orcs. She was quietly recruited by a faction of the knights that dealt with 'special circumstances', providing full magic support. When this faction was uncovered, she was no longer welcome in the Knights of Luna, but since the scandal was covered up she lives in the grey, neither dismissed nor in active service. Following this she took up with a group who raided tombs and such in orc lands. In addition, she is known for a pursuit, interception and destruction of a raiding party of orcs who had taken human slaves, killing the horse under her in the process. Thus, she is by turns mercenary and entirely non-mercenary, even 'apparently' selflessly heroic, depending on the situation.    Loyalties: Ex member, in good standing, of the Knights of Luna. Music: The Life of the World to Come by Rob Dougan. It starts slow, but quickly kicks into gear. Basically a rather turgid beginning, representing her low level self loathing, explodes into ever increasing life when she finds love or combat, or both. It's not music for an ordinary life. https://www.youtube.com/watch?v=fKqa375LuF4 Images: (Any NPC's you mention should have a related picture, no description needed) First name Last name (Relation) (image 120x200 or less)   Truths, Rumours, and Lies (This will be shared at random with your companions at the start of the game, you are level six so they have heard something of you.)   1. Jo is essentially a high functioning psychopath. 2. (Rumour) She's a knight of Luna and yet not at the same time. 3. (Lie) Often to be found shitfaced drunk when she has a chance to spend spoils. 4. (Truth) Can be talked into dangerous jobs by the helpless/weak. 5. (Lie) Walked alone into a wight barrow to save a child. 6. (Rumour) Despite her stern demeanor is actually a closet romantic in a big way.     Taran 'Jo' Jost  Mad, Pretender, Dangerous, "“The way I see it, there’s only three kinds of people in this world. Ones you do damage they won't walk away from, ones you follow, and ones you need to protect.”   Class Wizard 6 |  Medium Humanoid Grey Elf Female, Neutral. Armor Class 18 10 +4 (Mage Armor) +4 (Dex) +0 (Shield) Hit Points 26 Speed 30' ft. Senses Low Light Vision Languages Common, Elven, Draconic, Goblin, Orc, Sylvan Base Attack Bonus +3    ABILITIES & SKILLS  Base Attack Bonus: +3 Strength 10 (+0) Climb (0) | Jump (0) | Swim (0) Dexterity 16 (+3)  Save +3 Balance (3) | Escape Artist (3) | Stealth (6) | Open Lock (3) | Ride (3) | Sleight of Hand (3) | Tumble (3) | Use Rope (3) Constitution 12 (+1) Save +0 Concentration (3) | Intelligence 19 (+4) Knowledge Arcana (9)  | Knowledge Geography (5)  |Knowledge History (5)  |Knowledge Nobility (5)  |Knowledge Planes (9) |Knowledge Religion (9) |Appraise (4)  | Craft (4) | Decipher Script  (4) | Disable Device (4)| Forgery (4)  | Search (9) | Spellcraft (6)  | Wisdom 14 (+2) Save +2 Heal (2) | Listen (6) | Profession (2)  | Sense Motive (2) | Spot (15/18 in shadows)  | Survival (2) Charisma 10 (+0)  Bluff  (0) | Intimidate (0) | Diplomacy (0)  | Persuasion (0)  | Disguise (0) | Gather  Information (0)  | Handle Animal (0)  | Perform  | Use Magic Device (0)  Bold denotes proficiency.   PROFICIENCY & ABILITIES  PROFICIENCY Tools Spell Component Pouch, Spellbook Weapons Dagger, Longbow (20 Arrows) Armors None Class Abilities Summon Familiar (Owl) Scribe Scroll    RACIAL TRAITS *Immune magic sleep effects, +2 racial saves vs enchantment spells/effects. *+2 racial on Listen, Search, and Spot. Merely passing within 5' of a secret /concealed door grants a Search check to notice it as if she were actively looking for it. Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (inc, composite longbow), and shortbow (inc. composite shortbow) as bonus feats. FEATS 1st Improved Initiative 3rd Spellcasting Prodigy 5th Spell Focus (Conjuration) 5th Greater Spell Focus (Conjuration) Flaw Feat Great Fortitude Flaw Feat Lightning Reflexes FLAWS Shaky -2 Ranged to Hit Noncombatant -2 Melee to Hit   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (00.00 lbs.) Weight: 31 lbs. / [Encumbrance = Light Load] Status: Unencumbered Penalty: None MONEY POUCH (0.00 lbs.) Copper: 00 | Silver: 01 | Gold: 00| Obsidian: 00 | Platinum: 00 (000 Coins x .03 lbs. = 1.44 lbs. Total Weight)       EQUIPMENT READIED (00 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (00 lbs.) None Weapons (0 lbs.) Dagger, Longbow Readied Items (0 lbs.)  | EQUIPMENT STORED (00 lbs.) Stored items can be retrieved with an action. In Backpack (12/30 lbs.) Bedroll, Flint and Steel, Rations 5 days, Oil (2 pints), Small Steel Mirror Strapped to Backpack (6 lbs.) Hooded Lantern, Waterskin EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS Headband of Intellect +2 Cloak of Resistance +1 Pearl of Power 1st Pearl of Power 2nd Eyes of the Eagle  
  7. A surprise project at work has unfortunately temporarily taken up my free time. It will delay the game launch until further notice, sorry for that!
  8. Right, but its just all of the dragon magazines stacked into one spot is it not?
  9. I see, because it has the official wizards licensed product, technically it's an official source. Unlike say, Tome of Horrors by Necromacer Games, which does not have the official logo.
  10. A compendium is just a brief summary of a larger work or of a field of knowledge. So the Compendium is not allowed to be used. Vow of Poverty is RAW and allowed. We wont be using Fractionals, for clarification.
  11. Second question, Fractional BAB/Saves or no? Edit: Nevermind, went with a different build idea that would be the same either way! On another note, one absolutely sneaky kobold has been finished.
  12. @IWantBapo Although Dragon Magazine is banned, is the Dragon Magazine Compendium book a valid source? Like Battledancer class, or the Serenity Feat. Also how are you regarding Vow of Poverty?
  13. Ready for review, I’m working on an Ipad, so the formatting is more difficult. I’ll work on it more next week. 
  14. Sjach Gix, Kobold Name: Sjach Gix Character Concept: Sneaky Kobold Assassin Race: (Dragonwrought Desert) Kobold, Shadow Description: A relatively tall, by kobold standards, copper-scaled and winged lizard. Gix's draconic blood runs unusually thick, leaving some to speculate that he might be more of a half-dragon than just a dragonwrought. Beneath his copper-scaled brows sits a pair of seething turquoise eyes that stare with the kobold's spite and malevolence towards the surface races that so frequently wronged him. His wings, still too weak for proper flight, typically remain tucked underneath his dark green cloak, helping him to look far less notable especially with his hood raised to obscure as much of his copper scales as he can. Personalty: Spiteful and with a dragon-sized chip on his shoulder, Gix in many ways is a typical member of his species when it comes to his mannerisms. Any affront to him or his kin is usually answered, sooner or later, with an unseen dagger in the night. However, since having to live upon the surface on his long quest for vengeance, the small reptile has had to grow used to 'working' with the non-dragon blooded races, frequently performing tasks or jobs to get the information and leads he needed. Because of this, he is able to at least work with non-kobolds for a mission he considers worthy, and so far has not betrayed the confidence of those he finds himself with on such adventures - although perhaps that was because of the mutual suspicion both sides nursed for each other on those tasks. Deity: Like many kobolds, Sjach Gix worships Kurtulmak, patron god of kobolds, and spares a few prayers for Gaknulak, kobold god of traps and guardians. He holds all the draconic deities to some point of reverence as well, but does not worship them. Origin: Sjach Gix hailed from a kobold warren that had inhabited the Lortmill Mountains for the better part of a century, believed to have been established shortly after the kobolds helped a Copper dragon defeat and slay its copper dragon rival. Taking ownership of the defeated dragon's den, the leader of the kobold expedition was rewarded by their dragon patron with the fangs of its defeated rival. Over time, the kobold's presence started to cause friction with the mountain's local dwarfs, especially as the ever expanding warren began to compete with the stockier miners for many choice mineral and gemstone veins in their vicinity. But, outside of frequent skirmishes, life continued easily... Until the kobold hero who had founded the warren died as a ripe old wyrm. Upon his death, the priests and sorcerers of the tribe eagerly watched the laying chambers, expecting the next egg to be laid to contain their legendary founder's spirit, guided back to them by Kurtulmak's grace. When the egg was discovered to be a dragonwrought, bearing the color of the tribe's once patron, the tribe found that as all the evidence they needed for their beliefs. Thus the newborn dragonwrought was shepherded away from his peers, separated from the typical communal childhood of his kin, and trained to be a fighter and assassin just like his 'previous incarnation'. Prologue: However, without the cunning old kobold's leadership, the dwarfs managed to gain ground against the obstinate tribe of small lizards, until eventually an expedition of militia men, warriors, and adventurers gathered and plunged into the kobold's warren directly, scattering the kobolds to the four winds. In the chaos, Gix gave into panic and abandoned the fight, and the daggers he was charged with by his previous incarnation, and fled. When the battle was done, and adrenaline and fear left the young kobold's mind, he had realized the cowardly act would not be looked upon well by Kurtulmak upon his death, and that his soul was in danger of being reincarnated either as a weasel pup or beetle for some other kobold tribe's benefit. With the fate of his next life in the wings, the lizard swore vengeance upon the dwarfs responsible for his tribe's destruction to the God of Spite, hoping that by retrieving his daggers and anointing his soul with the blood of those that had wronged his tribe, he would purchase Kurtulmak's forgiveness for his folly. He was a good way through it, too, having finally retrieved the second of his dagger's and killing the gnome trader who had been trying to hawk them when he was finally captured by the city guard. But, his unusual abilities and skills made him far too useful of a resource to be hung, it seemed...   Loyalties: Gix considers few surface races worth his loyalty, and sadly has not rejoined any other warren. He has, however, at least met a few that he considers to have a 'working' relationship with. Music: Ash Crow, Berserk OST Images: Elam Thule (Contact) A thieves guild member from the Principality of Ulek, functioned as Gix's "Handler" while he was doing odd jobs in return for favors in hunting down the dwarfs who attacked his tribe, and for information on his lost daggers.     Truths, Rumours, and Lies 1. Gix was in the dungeons for murdering a gnome trader from the County of Ulek. 2. Over the last few years, many dwarfs from the Principality of Ulek were said to have been murdered by a small assailant that disappeared easily into darkness. 3. Gix's signature daggers he is so fond of were stolen from their rightful dwarven owners. 4. Hatched on the stone where a shadow dragon was killed, Sjach Gix seems to have inherited some of the long deceased dragon's abilities. 5. Gix is actually a revenant, raised from a kobold killed by adventurers and thus stalks the night to murder those who have wrong the little children of dragons. 6. In recent years, an established warren of kobolds in the Lortmill Mountains were cleared out and dispersed by a dwarven band from Ulek. The leader of which claimed a pair of daggers made from the fangs of a giant beast as part of his bounty.     Sjach Gix Sneaky, Cunning, Spiteful "Never Saw Me Coming."   Rogue (3) | Fighter (1) | Shadow (2) Small Dragon (Reptilian, Kobold, Dragonblood, Extraplanar) Shadow Desert Kobold Male, Lawful Evil. Armor Class 21 +5 (+1 Mithril Chain) +4 (Dex) +1 (Size) +1 (Natural Armor) Hit Points 26 Speed 45' ft. Senses Darkvision 60ft, Low Light Vision Languages Draconic, Common, Undercommon, Dwarven Base Attack Bonus +3   ABILITIES & SKILLS  Base Attack Bonus: +3 Strength 6 (-2) Climb (+0) | Jump (+19) | Swim (0) Dexterity 18 (+4) Reflex +9 Balance (+9) | Escape Artist (+4) | Hide (+21) | Move Silently (+17) | Open Lock (+11) | Ride (+4) | Slight of Hand (+13) | Tumble (+15) | Use Rope (+4) Constitution 14 (+2) Fortitude +8 Concentration (+2) | Intelligence 16 (+3) Knowledge (+3*) | Appraise (+3) | Craft (Trap) (+8) | Decipher Script (+3) | Disable Device (+16) | Forgery (+3*) | Search (+16) | Spellcraft (+3*) | Wisdom 10 (+0) Will +5, -2 vs. Fear Heal (+0) | Listen (+0) | Profession (+0) | Sense Motive (+0) | Spot (+7) | Survival (+2) Charisma 8 (-1) Bluff (+4) | Intimidate (+1) | Diplomacy (+1) | Disguise (-1) | Gather Information (-1) | Handle Animal (-1) | Perform (-1) | Use Magic Device (+6)   PROFICIENCY & ABILITIES  PROFICIENCY Weapons All Simple and Martial Weapons Armors Light and Medium, Shields Class Abilities Kobold Rogue: Rapid RetreatRaces of the Dragon, page 109 Any time a kobold rogue with this substitution feature uses the withdraw action, she gains a 5-foot bonus to her speed., Shrewed Trapfinding +4Races of the Dragon, page 109 +4 competence bonus on Search checks to find traps and on Disable Device checks to disarm traps, so long as he has as many ranks of Craft: Trap as he does class levels in rogue., Sneak Attack +2d6, Evasion, Penetrating StrikeDungeonscape, page 13 Whenever you flank a creature that is immune to the extra damage from sneak attacks, you still deal extra damage equal to half your normal Sneak Attack die. Fighter: Hit and Run TacticsDrow of the Underdark, page 58 +2 bonus on Initiative checks, when attacking a flat-footed opponent within 30ft, add Dexterity bonus as a competence bonus on weapon damage rolls., Bonus Feat RACIAL TRAITS Dragonwrought Desert Kobold Dragon-Type, Darkvision 60ft, Low-Light Vision, Immunity to Paralysis and Magic Sleep Sleight BuildRaces of the Dragon, Kobold Web Enhancement: https://web.archive.org/web/20060616154031/http://www.wizards.com/default.asp?x=dnd/we/20060420a Kobolds may count as one size category smaller, when beneficial, on opposed checks or when squeezing through spaces., +1 Natural Armor, +2 Craft: Traps, Search, Survival, Heat Resistance Shadow TemplateLords of Madness, page 167 Speed x 1.5, Cold Resistance 5 + HD (9), Shadow Blend (Su), Special Abilities 1 + 1 per 4 HD (+2 Luck to saving throws, Fast Healing 2) FEATS Flaw: Dragonwrought (Copper)Races of the Dragon, page 100 Gain the dragon type and +2 bonus to Hide, Flaw: Dragon WingsRaces of the Dragon, page 100 Can glide and gain a +10 bonus to Jump checks., 1: CravenChampions of Ruin, page 17 You take a -2 penalty on saving throws vs. fear. Deal extra damage with sneak attacks equal to character levels., Fighter 1: Two-Weapon Fighting, 3: DarkstalkerLords of Madness, page 179 Creatures with blindsense, blindsight, scent, or tremorsense must make a listen or spot check (whichever has the highest DC) to notice you. In addition, you can flank creatures that have the all-around vision special quality. FLAWS Shaky, Murkey-Eyed Traits Detached   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (00.00 lbs.) Weight: 14 lbs. / Light Load Status: Unencumbered Penalty: None MONEY POUCH (1.53 lbs.) Copper: 00 | Silver: 00 | Gold: 51| Obsidian: 00 | Platinum: 00 (051 Coins x .03 lbs. = 1.44 lbs. Total Weight)       EQUIPMENT READIED (00 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (6 lbs.) +1 Mithril Chainshirt* Boots of Agile Leaping Weapons (3 lbs.) +1 Feycraft Dragonfang Daggers* 5 Daggers Readied Items (0 lbs.) EQUIPMENT STORED (5 lbs.) Stored items can be retrieved with an action. In Backpack (10.5 lbs/80 lbs.) Crowbar, 50ft Silk Rope, Grappling Hook Light Double Crossbow Money Pouch Strapped to Backpack (00 lbs.) EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS 2x +1 Feycraft Dragonfang Daggers (Wielded/At Hip) +1 Mithril Chainshirt (Armor) Handy Haversack (Back) Boots of Agile Leaping      
  15. Character Name Race Background Class & Levels image will be here Name: Pima the Swift Character Concept: Tiny Mobile Ranged Damage Dealer Race: Jinxkin (i.e. Jermlaine MMII pg. 131 + 3.5 Update Book) Description: Pima is a tiny fey with short, ragged, wild, wiry black hair that appears as if she's recently stuck her finger in a light socket. Her eyes are small and beady, much like those of a rat, with her right eye conspicuously larger than the right. Her overly large nose protrudes from her face in a rat-like "muzzle" fashion. With ears that are mismatched, slightly crooked, and protrude from her wild mess of hair, scrawny limbs, and unmatched limb length she's quite the tiny sight. When she smiles its hard to look away, not due to the beauty, no, its so far in the other direction its almost mesmerising. The crooked smile with oddly sized teeth, mismatched eyes, and other features are unforgettable to say the least. Personalty: Pima is very blunt with people in general. She's not really intentionally rude but often comes off as being such due to that fact.    Deity: "Of course there are gods! Silly, silly, question! I've seen some of them too! They like to be all big and stuff. Always better than everyone else and that sort of thing. But... some are nice too. Those ones are fun." Origin: Followed a band of adventurers from an underground ruins after one of them started feeding her. Followed them and started helping them out in return for yummy foods! As the years went on she learned more of their languages, more of their customs, and began altering her behavior to be more acceptable to the different types of normal people. Prologue: (An extended version of your Origin, tell me how you became level six, where did your adventure begin? Who have you met? What enemies have you made? How? What about allies? Companions? Where did this happen?) Loyalties: (are you a part of any factions? Which ones?) Music: (Thematic music that suits your character's profile, something that makes you think of them) Images: (Any NPC's you mention should have a related picture, no description needed) First name Last name (Relation) (image 120x200 or less) Truths, Rumours, and Lies (This will be shared at random with your companions at the start of the game, you are level six so they have heard something of you.) 1. (Truth) 2. (Rumour) 3. (Lie) 4. (Truth) 5. (Lie) 6. (Rumour)   Pima the Swift Three, Descriptive, Words, "Cool Quote"   Scout (2) | Druid: Deadly Hunter (1) | Soulknife (2) | Soulbow (1) Tiny Fey, Female, Neutral Good Armor Class 00 +0 (Armor) +0 (Dex) +0 (Shield) Hit Points Speed 60' ft. Senses  Low-light Vision Languages Base Attack Bonus +4 ABILITIES & SKILLS  Base Attack Bonus: +4 Strength 06 (-3) : 14 base -8 race (6pts) Climb (0) | Jump (0) | Swim (0) Dexterity 20 (+5) : 14 base + 6 race (6pts) Save +3 Balance (0+0) | Escape Artist (0) | Stealth (0) | Open Lock (0) | Ride  | Slight of Hand  | Tumble | Use Rope Constitution 10 (+0) : 12 base - 2 race (4pts) Save +0 Concentration (0+0) | Intelligence 12 (+1) : 14 base - 2 race (6pts) Knowledge  | Appraise  | Craft | Decipher Script  | Disable Device | Forgery  | Search  | Spellcraft Wisdom 20 (+5) : 14 base + 6 race (6pts) Save +0 Heal  | Listen | Profession  | Sense Motive  | Spot  | Survival Charisma 06 (-3) : 12 base - 6 race (4pts) Bluff  | Intimidate | Diplomacy  | Persuasion  | Disguise  | Gather Information  | Handle Animal  | Perform  | Use Magic Device  Bold denotes proficiency. PROFICIENCY & ABILITIES  PROFICIENCY Tools None Weapons Armors Class Abilities Scout: Skirmish (+1d6) Scout: Trapfinding Scout: Battle Fortitude +1 Scout: Uncanny Dodge Druid: Avenger + Deadly Hunter : Barbarian Fast Movement (Ex) Druid: Avenger + Deadly Hunter : Rage (Ex) Druid: Avenger + Deadly Hunter : -4 on Wild Empathy checks Druid: Avenger + Deadly Hunter : Nature Sense Druid: Avenger + Deadly Hunter : Divine Casting Druid: Avenger + Deadly Hunter : Monk AC Druid: Avenger + Deadly Hunter : Monk Fast Movement Druid: Avenger + Deadly Hunter : Ranger Favored Enemy : Arcanist Druid: Avenger + Deadly Hunter : Ranger Swift Tracker Druid: Avenger + Deadly Hunter : Ranger Track Feat Druid: Avenger + Deadly Hunter : Lose : Animal Companion, Spontaneous Casting, No Armor / Shield Proficiency, No Wild Shape Soulknife : Mind Blade Soulknife : Weapon Focus (Mind Blade) Soulknife : Hidden Talent Soulbow : Mind Arrows Soulbow : Bonus Feat RACIAL TRAITS Tiny Fey Speed 40' Low-light Vision Speak with Rats Str -8, Dex +6, Con -2, Int -2, Wis +6, Cha -6 FEATS Preferably labelled by level FLAWS 1 or 2   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (00.00 lbs.) Weight: 0 lbs. / [Encumbrance by strength category] Status: Unencumbered Penalty: None MONEY POUCH (0.00 lbs.) Copper: 00 | Silver: 01 | Gold: 00| Obsidian: 00 | Platinum: 00 (000 Coins x .03 lbs. = 1.44 lbs. Total Weight)       EQUIPMENT READIED (00 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (00 lbs.) Weapons (0 lbs.) Readied Items (0 lbs.)  | EQUIPMENT STORED (00 lbs.) Stored items can be retrieved with an action. In Backpack (00/30 lbs.) Strapped to Backpack (00 lbs.) EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS        
  16. Magic of Incarnum can be a lot of fun. Its unfortunate that it was published at the end of the 3.x cycle and never really got much support other than the main book. That's true of quite a bit of interesting stuff, just like Tome of Battle, i.e. Martial Adepts. *shrug*
  17. Yup, you can take up to two flaws. Okay, well if you plan on doing it that way than I suppose its fine. So long as its RAW. Just be sure to give me the book and page number so I can find the rules if I need to later.
  18. There's a second part of the soulmeld based on invested essentia. Edit: i.e. not based on spell level. "Essentia: Every point of essentia invested increases the additional healing by 2 more hit points." I've used this with a crusader before. Basically as long as you're investing essentia it works, RAW. It was my default essentia investment to pick up 6 or 8 points of healing per hit (with that stance) along with combat reflexes. 😉 Edit 2: Oh, and for reference, most maneuvers and stances are Ex abilities, they even work in dead magic zones / an anti magic field. The ones that aren't are Su abilities and those are specified. Its why martial adepts don't have to worry about spell resistance, ever. 😉
  19. You should just be able to copy/paste it without using clone or anything.   If that doesn't work for you then click on clone and go to source at the top right, copy the code and then reverse the process on your own post.
  20. Khalid ibn-Shazz Baklunish Wizard 5/Elemental Savant 1 Name: Khalid ibn-Shazz Character Concept: Blasty Mage + some utility Race: Human Description: Khalid is usually dressed in loose, flowing robes and a colorful turban. He carries a small pack and a polished brass quarterstaff, and wears a smile on his face. While not always quick to act, he always gives the impression that he is paying attention. Though now many years ago, Khalid knows that the once mighty Baklunish empire was destroyed by the treacherous Suel. He hopes to uncover the secrets that were lost, and create a new age of elemental mastery.  Personalty: a devotee of the True Faith, Khalid knows that his fate is as Al-Akbar wills. From an Oeridian perspective, this makes him somewhat nonchalant about danger, but at least Khalid is almost always in a refreshingly positive mood.  Deity: Every morning, Khalid says a prayer at dawn to Al-Akbar, patron of the True Faith Origin: Khalid is the oldest and eldest son of Shazz ibn Faisal, a prominent merchant. While Shazz had originally hoped his son would follow in his footsteps, Khalid showed an interest in fire from the earliest age. As he grew, he began to manifest sparks and lights, and his father used his influence to apprentice him to a local wizard, Falmos Farseer. When his traing was done, Khalid once again accompanied his father, venturing as far east as the Free City of Dyvers. A wizard was a different kind of caravan guard, but a useful nonetheless. It was in the Free City that Khalid found other wizards to learn from, and upon each return visit, he endeavored to learn more.  Prologue: In addition to his early training, Khalid found himself hired out as a caravan guard as his reputation spread. He has been forced to retrieve cargo from the Dyvers sewers, and even ventured far below the earth when bandits attempted to extort his father’s businesses. Aside from his disdain for ankhegs, he found the races of the Underdark fascinating. Having made enough money to hire guards for his family business, he now searches to unlock the secrets of fire.        Loyalties: Formally no, but he has little love for the Suel and the Scarlet Brotherhood, and will take pains to oppose them. He is fond of his younger sister Noor despite her emphasis on piety, and hopes she will get married soon. He sees himself as a merchant still, and therefore is prone to deal with raiders and pirates without any mercy whatsoever.           Music: Join in the Chant by Nitzer Ebb Images:    Shazz ibn Faisal (Father)     Noor bint Shazz (sister)                 Truths, Rumours, amd Lies This will be shared at random with your companions at the start of the game, you are level six so they have heard something of you.)            1. Khalid’s last steed, a war camel with a foul disposition, was eaten by a chuul.      2. Khalid has an on-again, off-again relationship with a fey creature.     3. He is actually 403 years old.     4. He aspires to ascend the ranks of the elemental savants.     5. He is actually part efreeti, and his horns are covered by his turban.     6. His younger sister is far more serious about her faith, and some would call her a fanatic. Khalid ibn Shazz, Master of Flame (Wizard 5/Elemental Savant 1)         "What could possibly go wrong?” Medium Humanoid Human Male, Chaotic Good                           Armor Class: 18 (+4 (Armor) +2 (Dex) +2 (Shield) +10)  Hit Points: 32  Speed 30' ft                 Senses: -                        Languages: Baklunish, Common, Draconic, Ignan, Undercommon  Base Attack Bonus +3 ABILITIES & SKILLS  (24+6+6+7+7+7=57)                                             Strength 11 (+0)                    Climb (0) | Jump (0+2) | Swim (0)                                                     Dexterity 14 (+2)                   Save +4                   Balance (0+2) | Escape Artist (0) | Stealth (0) | Open Lock (0) | Ride (1+2) | Sleight of Hand | Tumble (5+2) | Use Rope                                           Constitution 14 (+2)                   Save +4                   Concentration (9+2)                                            Intelligence 20 (+5)                   Knowledge (arcana) (8+5), (local) (4+5), (planes) (4+5) | Appraise | Craft | Decipher Script (1+5) | Disable Device | Forgery | Search | Spellcraft (9+5) |                   Wisdom 08 (-1)                   Save +6                   Heal | Listen (-5) | Profession (merchant) (2-1) | Sense Motive | Spot (1-5) | Survival                     Charisma 12 (+1)                   Bluff | Intimidate | Diplomacy (1+1) | Disguise | Gather Information | Handle Animal (1+1) | Perform | Use Magic Device               PROFICIENCY & ABILITIES                                      PROFICIENCIES                                             Tools: none                                          Weapons: club, dagger, heavy crossbow, light crossbow, and quarterstaff               Armors: none CLASS ABILITIES Energy Affinity (fire) (Unearthed Arcana, +1 CL for fire) Fire Resistance 5 Spells per day: 4 5 5 3 Spellbook:  0s: All 1s: Alarm, Enlarge Person, Lesser Fire Orb (4d8), Mage Armor, Magic Missile, Mount, Ray of Enfeeblement, Wall of Smoke,  2s: Arcane Lock, False Life (d10+6), Glitterdust, Invisibility, Knock, Resist Energy (10, 20 for fire), Scorching Ray (8d6) 3s: Fly, Fireball (8d6), Haste                          RACIAL TRAITS +1 skill/level, bonus feat FEATS  (With flaw) Point-blank shot H: Precise shot W1: Scribe Scroll 1: Energy Substitution (fire) 3: Searing Spell (Sandstorm) W5: Fiery Burst (reserve feat) (+1 CL for fire, 5ft radius-1d6/spell level) 6: Spell Focus: evocation FLAWS              Inattentive (-4 to Spot and Listen)               EQUIPMENT & ENCUMBRANCE                       TOTAL ENCUMBRANCE (34.31 lbs.)                                                Weight: 0-38lbs. / 39-76lbs. / 77-115lbs.                         Status: Unencumbered                         Penalty: None                       MONEY POUCH (4.11 lbs.) Copper: 00 | Silver: 10 | Gold: 87 | Obsidian: 00 | Platinum: 40                   (137 Coins x .03 lbs. = 4.11 lbs. Total Weight)                                        EQUIPMENT READIED (5.6 lbs.)                                          Weapons (5.5 lbs.) MW darkwood quarterstaff with brass trim MW silver dagger  +1 mithril buckler                       Readied Items (2.6 lbs.)   *Wand of Magic Missiles           *MW potion belt (0.6) *scroll case *spell components (2 lbs)  EQUIPMENT STORED (21.1 lbs.). Stored items can be retrieved with an action.                   In Backpack (12.1/30 lbs.)      5 days food (5 lbs)      *Spellbook (w/Arcane Mark, Arcane Lock) (3lbs)      Ink + Quill + Parchment (1/10)      Spell components (2 lbs)                       Strapped to Backpack (09 lbs.)      Waterskin (4 lbs)      Bedroll (5 lbs) MAGIC ITEMS (13,000 total)            *Headband of Intelligence +2 (4000) *Vest of Resistance +1 (1000) (MIC) *Wand of Magic Missiles, CL 3 (30 charges left)  (1350) *Ring of Silent Spells (2000) (MIC) scrolls of: knock, mount, protection from evil x2, comprehend languages, haste (100+150+375=625) MW potion belt with 2 CLW, potion of lesser restoration, holy water, antitoxin, antiplague, four empty (60+100+300+25+50+50=585) (Faerun campaign setting) *Boots of Landing (500) (MIC) Scroll of Knock, Haste, Invisibility, Resist Energy (already copied into spellbook) (375+150+150+150) 240 gold unspent
  21. Yeah, that's a genereous timeframe, I'm gonna work on him now and again and set him to complete again when I have really finished him.
  22. You just need to be from the Greyhawk setting, four times bi-weekly is minimum twice a week.
  23. Are you referring to the city of Greyhawk, or the entire campaign setting? Where should characters be from?
  24.  
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