Weekend Game - Dwellers of the Forbidden City - OOC - Game is Running


log in or register to remove this ad

dog45

First Post
Zeddicus Cobb
Medium Human Male Psion 1/ Duskblade 4
AL Lawful Neutral
Init +2; Senses Listen +1, Spot +1
Languages: Common, Chondathan, Draconic, Dwarven

AC 21, touch 11, flat-footed 20; (+1 dex, +10 Armor, +1 deflection, -1 flaw)
hp 38 (5 HD)
Fort +7, Ref +4, Will +8

Speed 20 ft
Melee +1 Longsword +8 (1d8+5 dmg, 19-20/x2)
Base Atk +4 Grp +7
Atk Options Power Attack, Arcane Channeling

Abilities Str 16, Dex 14, Con 14, Int 14, Wis 13, Cha 10
Feats Regional: Education, Flaw: Power Attack (Vulnerable), Dodge, Mobility, (b)Up The Walls, (b)Combat Casting, Battlecaster
SQ Spells, Powers, Arcane Channeling, Armored Mage (medium), Arcane Attunement
Skills Climb +5, Concentration +10, Decipher Script +8, Jump +5, Knowledge History +11, (CC)Forgery +7

Spells Known 0 lvl: acid splash, disrupt undead, ray of frost, touch of fatigue
1st lvl: resist energy, blade of blood, shocking grasp, jump
Spells Per Day0 lvl: 6, 1st lvl: 6

Powers KnownForce Screen, Skate, Synesthete
Power Points Per Day3

Arcane Attunement(Sp)May cast dancing lights, detect magic, flare, ghost sound, read magic a combined total of 5/day

Possessions +2 Fullplate, +1 Longsword, +1 Ring of Protection, +1 Cloak of Resistance, tenday of rations, 3 torches, flint/steel, bedroll, backpack, heavy cloak, 3 books of Toril history, blank spellbook, blank parchment, inkwell and pens, 10gp.

skill breakdown
climb 8 ranks + 3 str - 6 acp = +5
concentration 8 ranks + 2 con = +10
decipher script 6 ranks + 2 int = +8
knowledge (history) 8 ranks + 2 int +1 feat= +10
jump 8 + 3 str - 6 acp = +5
CC(forgery) 5 ranks + 2 int = +7




[sblock=Background]

Waterdeep is a big place. To a kid that can do things that no one else can do, it can be a big, scary place. Magic is fairly common in the big city and when Zeddicus started manifesting his powers, his parents mistook it for the natural talent of a sorceror. After his 12th birthday they took him to the Mages Guild to be evaluated and it was then that they learned that it was not magic that young Zed was manipulating. Shamed and frightened by the discovery, his parents taught him to hide his powers. They pushed him into the normal and accepted martial and magical training academies. He went along with it, letting his dominating parents make his choices for him. While at the academy he spent his spare time secretly looking in the library for tales of other people like him. As a byproduct of this, he had to learn how to read old and forgotten tomes of knowledge and sometimes decipher their meanings. By practicing his translations, he picked up rudimentary knowledge of forging other peoples writings.

Told at every opportunity that his talents were to be kept a secret embarrasment, he eventually developed a guilt complex about his psionic abilities. An adult now, Zeddicus is timid and shy. He looks to take directions from others, and does what he's told whether he wants to or not. The only time he is truly happy is when he is fighting and he can use his powers without people really knowing what's happening. When the battle is over though, he berates himself for exposing his secret and withdraws into the shell he has created.

[/sblock]

[sblock=Appearance]

Zeddicus stands just under six feet and weighs 190 lbs. His body is lean and muscled from years of professional instruction in fitness. His dirty blonde hair is shoulder length but he keeps it tied back. The full plate he wears is dinged in a few places but is clean and otherwise well-cared for. He keeps his longsword sheathed most of the time, but will put down whatever history he is reading if the need arises for action.

[/sblock]
 
Last edited:

Rhun

First Post
Also, not sure when everyone wants to have their PCs done by...but I'd like to start the game next weekend (December 16-17) if at all possible. Meaning you have this weekend and all of next week to your characters finalized. How does that sound to everyone?
 

industrygothica

Adventurer
Rhun said:
Also, not sure when everyone wants to have their PCs done by...but I'd like to start the game next weekend (December 16-17) if at all possible. Meaning you have this weekend and all of next week to your characters finalized. How does that sound to everyone?

Sounds dandy to me, assuming I can conjure up a background. I hate it when I go blank. I think I've got something brewing down in the dungeon of my imagination though, so we'll see if I can get it out. ;)
 

Voidrazor

First Post
I still need to pick spells, write a background and do finishing touches. But here's what I have so far.

Helios Rein
Male Lesser Fire Genasi Wizard 5 (Fire Domain)
Chaotic Neutral

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 22 (+6) [+2 Racial +1 Levels +2 Enhancement]
Wisdom 8 (-1)
Charisma 6 (-2) [-2 Racial]

Size: Medium
Height: 5' 10"
Weight: 160 lb
Skin:Charcoal Grey
Eyes: Red
Hair: Red; Wavy; with mustache and goatee

XP: 12,107
Total Hit Points: 31
Speed: 30 feet
Armor Class: 13 = 10 +3 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +7 = +3 [dexterity] +4 [improved initiative]

Fortitude save: +6 = 1 [base] +3 [constitution] +2 [rat]
Reflex save: +4 = 1 [base] +3 [dexterity]
Will save: +0 = 4 [base] -1 [wisdom] -3 [weak will]

Attack (handheld): +1 = 2 [base] -1 [strength]
Attack (unarmed): +1 = 2 [base] -1 [strength]
Attack (missile): +5 = 2 [base] +3 [dexterity]
Grapple check: +1 = 2 [base] -1 [strength]

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]

Languages: Common Draconic Elven Giant Ignan Sylvan

Feats:
1st Inattentive [flaw], Weak Will [flaw], Spellcasting Prodigy , Bloodline of Fire,
Improved Initiative
3rd Craft Wondrous Item
5th Craft Wand (bonus)

Trait: Spellgifted - Evocation

Skills:
Concentration 11 [+8 Ranks +3 Con]
Knowledge (arcana) 13 [8 ranks +5 Int]
Knowledge (architecture) 6 [1 rank +5 Int]
Knowledge (dungeoneering) 12 [7 ranks +5 Int]
Knowledge (history) 6 [1 rank +5 Int]
Knowledge (local) 6 [1 rank +5 Int]
Knowledge (nature) 11 [+8 Ranks +3 Con]
Knowledge (religion) 6 [1 rank +5 Int]
Knowledge (planes) 12 [7 ranks +5 Int]
Knowledge (psionics) 6 [1 rank +5 Int]
Listen -5 [0 ranks -1 Wis -4 Inattentive]
Spellcraft 15 [8 ranks +5 Int +2 Synergy]
Spot -5 [0 ranks -1 Wis -4 Inattentive]

Know Dungeoneering >=5 ranks gives +2 on survival checks underground.
Know Nature >=5 ranks gives +2 on survival checks above ground.
Know Planes >=5 ranks gives +2 on survival checks on other planes.
If the familiar is within reach, +2 on spot and listen ("alertness").

Lesser Fire Genasi:
+2 intelligence, -2 charisma (already included)
Control Flame once per day
+1 on saves vs. fire magics, +1 per five levels
Darkvision (see 60 feet in pitch-dark)
Humanoid, Planetouched subtype (subject to effects that either humanoids or outsiders)
Level adjustment +0

Wizard:
Familiar / Alertness, etc.
Bonus Feats (already included)
High intelligence gains bonus spells daily

Casting DC: 17+Spell Level
Zero-level Wizard spells: 4 per day + Flare
Fatigue, Flare, Detect Magic X2
First-level Wizard spells: 5 (3+2) per day + Burning Hands
Burning Hands, Grease, Mage Armor X2, Swift Expeditious Retreat X2
Second-level Wizard spells: 4 (2+2) per day + Scorching Ray
Alter Self, False Life, Scorching Ray X3
Third-level Wizard spells: 3 (1+2) per day + Fireball
Blindsight, Dispel Magic, Fireball X2

Spellbook
1st Burning Hands, Charm Person, Comprehend Languages, Disguise Self, Enlarge Person, Grease, Kauper's Skittish Nerves, Mage Armor, Magic Missle, Shield, Silent Image, Swift Expeditious Retreat
2nd Alter Self, False Life, Glitterdust, Rope Trick, Scorching Ray
3rd Blindsight, Dispel Magic, Fireball

Magic Items:
Slippers of Spiderclimbing (crafted) 2,400
Vest of Resistance +1 (crafted) 500
Hat of Disguise (crafted) 900 [not worn]
Headband of Intellect +2 4,000
Wand of Comprehend Languages (crafted) 375
Wand of Enlarge Person (crafted) 375
Wand of Charm Person (crafted) 375
Wand of Silent Image (crafted) 375
Wand of Shield (crafted) 375
Wand of Kauper's Skittish Nerves (crafted) 375
350gp in extra learned spells
600 gp remaining - mundane item cost

Mundane Equipment:
8 lb Heavy Crossbow
2 lb Crossbow bolts (quiver of 10) x2
2 lb Dagger x2
Flint and steel
3 lb Oil flasks x3
2 lb Spell component pouch
6 lb Spellbook x2
_____
23 lb

Rat familiar: Str 2 Dex 15 Con 10 Int 8 Wis 12 Chr 2; Hit points: 14; Initiative +2 (dex); Speed 15 ft., climb 15 ft.; AC: 17 (+2 size, +2 dex, +3 level); Bite +4 melee 1d3-4; Fort +2, Ref +4, Will +5, Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (bite) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master;
 
Last edited:

Rhun

First Post
Voidrazor said:
I still need to pick spells, write a background and do finishing touches. But here's what I have so far.

Helios Pyre
Male Lesser Fire Genasi Wizard 5 (Fire Domain)


Everything looks good so far. I don't know why, but there is always something so cool about fire mages. Can you note Helios' current experience, though, since he spent some on item creation?
 

Shayuri

First Post
Work in progress, just putting it up so I have a spot. :)

[sblock]Talshia Nahadramen
Female human (Calshite) Conjurer (5)
Neutral

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 18(+4) [+1 Levels]
Wisdom 12 (+1)
Charisma 12 (+1)

Size: Medium
Height: 5' 6"
Weight: 115 lbs
Skin: Deep tan
Eyes: Dark brown
Hair: Long, shiny black


Total Hit Points: 27
Speed: 30 feet
Armor Class: 13 = 10 +2 (dex) +1 (insight)
Touch AC: 13
Flat-footed: 11
Initiative modifier: +2 = +2 (dex)

Fortitude save: +3 = +1 (base) +2 (con)
Reflex save: +3 = +1 (base) +2 (Dex)
Will save: +5 = +4 [base] +1 (Wis)

BAB +2
Melee: +1
Ranged: +4

Languages: Common, Ignan, Terran, Aquan, Auran, Celestial, Infernal, Abyssal, Draconic, Elvish

Feats:
1st Spellcasting Prodigy
Hu Mind over Body (regional)
Bonus - Augmented Summons
3rd
5th

Skills:
Concentration 10 (+8 Ranks +2 Con)
Knowledge (arcana) 13 (8 ranks +5 Int)
Knowledge (planes) 13 (8 ranks +5 Int)
Spellcraft 15 (8 ranks +5 Int +2 Synergy)
Speak Language 6 (12 "ranks")
Decipher Script 7 (2 ranks +5 Int)

Spellcasting

Magic Items:


Mundane Equipment:[/sblock]
 

Rhun

First Post
Shayuri...if you want, you can use the Domain Conjurer from the SRD, as opposed to the Conjurer Specialist. The Domain Conjurer doesn't have to have prohibited schools. Not sure if that was the direction you wanted to go or not, but I wanted to throw it out there.
 

Rhun

First Post
So I now have concepts from everyone but Kobold Stew. KS, you still around and interested? Again, I'll help you with the bonus Forgotten Realms stuff, once you have a concept together.
 

Shayuri

First Post
Yar, I checked that out, but I like the variant Conjurer rules more. Rapid summoning and level based improvements to summons are much more in line with the concept than some extra spells per level. And I don't mind losing Evocation and Necromancy. They're in-concept not to have. :)
 

Remove ads

Top