Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Name: Dregon Deepcutter
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Alidiana
Str: 18 +4 free Level: 1 XP: 0
Dex: 17 +3 (13p.) BAB: +1 HP: 15(1d10+2+3)
Con: 14 +2 (06p.) Grapple: +5 Dmg Red: none
Int: 13 +1 (05p.) Speed: 20' Spell Res: 0%
Wis: 14 +2 (06p.) Init: +3 Spell Save: n/a
Cha: 10 +0 (02p.) ACP: -6 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +2 +3 +0 +0 +0 19
Touch: 13 Flatfooted: 16
Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +3 +3
Will: 0 +2 +2 +4
Weapon Attack Damage Critical Range
Battleaxe +6 1d8+4 x3 ---
Dagger(melee) +5 1d4+4 19-20x2 ---
Dagger(thrown) +4 1d4+4 19-20x2 10'
Morningstar +5 1d8+4 x2 ---
Languages: Common, Dwarven
Abilities: Human traits PHB pg.13, fighter bonus feats
Feats: Toughness, Iron Will, Weapon Focus(battleaxe)
Prof. with all martial and simple weapons,
Prof. with all armors and shields
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Intimidate 4 +0 +4
Climb 4 +4 -6 +8
Jump 4 +4 -6 +8
Profession(miner)(cc) 2 +1 +3
Equipment: Cost Weight
Traveler's Outfit free 0lb
Scalemail 50gp 30lb
Shield,heavy wood 7gp 10lb
Battleaxe 10gp 6lb
Dagger 2gp 1lb
Morningstar 8gp 6lb
Backpack 2gp 2lb
Rations,trail(4days) 2gp 4lb
Waterskin 1gp 4lb
Lantern,hooded 12gp 2lb
Oil,flasks(2-pints) 2sp 2lb
Flint&Steel 1gp ---
Torches(2) 2cp 2lb
Candles(3) 3cp ---
Bedroll 1sp 5lb
Whetstone 2cp 1lb
Rope(hempen 50') 1gp 10lb
Total Weight:85lb Money: 3cp 6sp 3gp (999,900gp in the bank)
Lgt Med Hvy Lift Push
Max Weight: 100 200 300 600 1,500
Age: 25
Height: 6'3"
Weight: 255lb
Eyes: brown
Hair: brown (long tied in the back)
Skin: white
Background: Dregon grew up in one of the mining villages used to extrat
the various metals the wizards needed to create their wondrous items
of magic. Supply tripled over night and Dregon was put to work even
though he was only a boy of 8 years. The mining was terrible to the
lad, if not for Stunner a dwarven miner to help him. Dregon would have
"fallen down a long shaft" as the saying went when someone never showed
up again. Stunner taught Dregon not only mining but the art of war and
the dwarven language his ordeals have toughned him into the man he is today.
Apperance: Dregon tends to look like a very very tall dwarf. He has a long beard and
the hair on the nape of his neck is in a warrior tail. He is very tall and strong
and speaks with a slight dwarven slang.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Last edited by Theroc; 12th October 2009 at 08:49 AM..
Apperance: Henrich is very handsome with very smooth facial lines. His hair is always left windblown but it always seems to stay smooth and shiny even though Henrich does nothing to keep it that way. He perfers to wear simple clothing that are loose fitting so there is freedom to move. He is incapable of growing a beard and is quite fond of jewlery but is not fond of owning, just putting it on for a while to see how it looks on him. His eyes are a deep forest green that seems to light up whenever he smiles, which is often.
Backstory:
Spoiler:
Henrich grew up in a small farming village but it wasn't his upbringing that was special. The most interesting part of his life was before he was even born. There was a young woman who was considered the most beautiful woman in the village. One day she went into the woods that were near by and she disapeared for years. There were tales that were told in the village of music and merriment being heard in the woods at certain times and people who say they saw strange people dancing, they also warned not to go into the forest at dusk, dawn or when the sun was highest in the sky(these were called In-between-times).
One day she came back to the town, it was such a long time that generations had passed and nobody new her, and she was pregnant. The people of the town helped her as best they could but she died during child birth. The town took it upon themselves to take care of this child. He grew up a cheery child and very quick witted, but there was always something about him that was just different.
As he grew up he began manifesting capabilities that were far from human. When the villagers saw these powers they told him to leave. He began travelling and not to far away from the town he encountered a halfling caravan and he travelled with them for a few years. As he travelled with them he began honing his otherworldly power and became quite proficient with them. When the caravan stopped at the city of ???, his curiosity of the city to hard to ignore.
__________________ "To live is to dream; to die is to awaken"
- La Bamba
“Believe in the ideal, not the idol.”
“Words- so innocent and powerless are they, as standing in a dictionary; how for evil and good they become to one who knows how to combine them.” --Nathanial Hawthorne
"Those who flow through life, as life flows, feel no wear... feel no tear... need no mending... no repair." -Laotzu
Last edited by Frozen Messiah; 21st October 2009 at 04:36 AM..
Size: Medium
Age: 40
Height: 4' 5"
Weight: 173 lb
Eyes: dark brown
Hair: red
Skin: dark brown
Appearance
Spoiler:
Helik is fairly tall by Dwarven Standards, has deep brown eyes that are nearly black.
He keeps his head shave and wear his sizable beard in a single, long, crimson braid.
His bushy handlebar moustache reaches nearly as far as his beard and also is worn in two braids.
His nose is slightly crooked and wide from being smashed in a fight, said fight also left him with a visible
scar along on side of his forehead stratching over his right eyebrow. He wears scale armor over a simple outfit
and affects a cloak with his deity's symbol stitched in the back. He also keeps his holy symbol clearly visible
around his neck and over his armor.
Destruction: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day. Water: Turn or destroy fire creatures as a good cleric
turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted
* +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, sun elves have no special bonuses or penalties due to their size.
* Base land speed is 20 feet.
* Darkvision: 60 feet
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like.
Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet
of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework
traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which
way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty
for multiclassing
Prestige class
Spoiler:
Equipment
Spoiler:
Scale Mail = 50 gold/30 lb. (+ 4 AC, +3 max Dex, -4 armor check)
Heavy Wooden Shield = 7 gold/10 lb. (+2 AC, -2 armor check)
Sling = negligable cost/weight
Backpack = 2 gold/2lb.
Bedroll = 1 silver/5 lbs (negated by Haversack)
Flint and Steel = 1 gold/negligable weight
Waterskin = 1 gold/4 lbs
wooden holy symbol = 1 gold/1 lb.
Leather Belt = 2 silver/negligable weight
4 belt pouches = 4 gold/2 lb
Wool Cloak = 1 gold/2 lb.
50 ft. hemp rope = 1 gold/ 10 lb.
Spear of the Meek, Mistress of Undiscovered Power, Scale of Peace and Power, The Everchanging
Intermediate Deity Symbol: Leaf near water reflecting a sword Home Plane: Olympian Glades of Arboria Alignment/b]: CG Portfolio:retribution, self-defense, discipline, discovery, freedom, oceans Worshipers: aquatic races, rangers, explorers, bards, victims of injustice, seekers of hidden lore Cleric alignments: NG,CG, Domains: Protection, Knowledge, Water, Destruction Favored Weapon: Trident The deity of the unexplored and of free people everywhere, Alidiana appears as a darkly beautiful woman wearing alluring deep blue garments which gently roll as if in a light breeze in her role as mistress of secrets and queen of the unfathomed depths. In her role as defender of the peaceful and wrongly dealt Her dark hair crackles with energy as though a storm brews throughout her locks and her dress flails violently. Her eyes shift constantly through all shades of hazel, green and blue, and the slight scent of sea salt surrounds her. She speaks in parables and never answers a question directly and exudes an aura of mystery. She is one of three deities who act as keepers of all truths. Despite their different approaches she and her brother Fruian sometimes act in concert to oppose the third of the triad Zinnastine as he tries to deceive scholars with forbidden lore that could lead to their destruction.
[b]Dogma
Alidiana is protector of one of the three tomes of eternal truth containing the rules by which the order
of the multiverse is defined. Not trusting a single deity to hold perfect knowledge of reality's
workings, the gods agreed by pact long ago to split the tome into three parts, each with a cunning and
powerful deity to guard it. As one of the three she holds domain over all knowledge gained through
exploration and experimentation, as well as lost secrets that can only be discovered and not learned.
As a goddess of freedom, she preaches a life of self-reliance and exploration in all things and urges her
followers to protect this way of life, even in the face of organized persecution.
A capricious goddess, she teaches a path of peaceful existance that should be defended with swift and
decisive action when threatened. In this embodiment she reflects her nature of the harsh ocean depths
where beauty and peace are balanced with harsh reality.
background
Spoiler:
Helik is the only son of a dwarven laborer and his tavern servant wife. He was a thoughtful quite child and his parents sent him into the priesthood
at a young age in the hopes he would achieve greater things in life than they could hope for as Dwarves in a land ruled by human magic users. His status
as a minority, even within the church, has led him into his fair share of fights to defend himself and led him to become gruff and often distrustful as
a means to survive. His quite, gruff demeanor and aptitude in brawling have led many to mistake him for being rather unintelligent. This is, in fact,
not even remotely true, Helik is fairly intelligent and as a priest is one of the few dwarves who have benefited from a formal education.
__________________ miscellaneous list O' junk
Spoiler:
Can access almost all 2.0 and 3.5 materials, most 3.0 splatbooks, core 4.0 stuff (it's an okay game on it's own but it's definitely different from the D&D I've known for the last 16 years)
Spoiler:
player:"How much damage does a gnome do?"
DM:"depends on his stats and his weapon."
player:"so go by weight."
DM:"NO use the small weapon listings."
player:"I think you misunderstood what I'm asking. I'm playing a half-orc. I repeat my first question in light of this"
FROM Chatty DM's site: "let's attack some bitches with some hoes."
"what's the AC to hit puberty."
Last edited by jager0727; 15th October 2009 at 07:05 AM..