Burning Heretics OOC





+ Log in or register to post
Page 1 of 14 1234567891011 ... LastLast
Results 1 to 10 of 137
  1. #1

    Burning Heretics OOC

    The chill lands of Keldon have divine protectors guarding their borders and no major decision is made by the various provinces making up the nation of Keldon without approval by the grand council consisting of the eldest of Keldon’s seven paladin orders. Many of Calla’s gods can be found walking the streets of Redtol, the capital or other holy cities in the realm. And yet, one would think that with all these holy inspired people there wouldn’t be very many problems. But between the slave armies of Dormithar to the East, the bloodthirsty mountain clans in the West and a magically impenetrable wall that recently went up between Keldon and its southern neighbor, Syrene there have been enough large issues to take the primary attentions of those in command. Even without these recent events there has always been a need for dirty jobs, and that’s where you come in.

    I’m recruiting for a game for D&D 3.5 in my homebrew world of Cora. For campaign info you can check out the wiki for the game here. You will be members of a guild that has just started for business performing various tasks. Mercenaries would be too particular of a word you are rather an adventuring guild. Swords, magic, undead, mystic artifacts and creepy dungeons make up a stream of jobs for you. I originally posted this up but had decided to take it down until one of the games i was in stopped. Well it looks like two are done with so..here we go!

    RECRUITING CLOSED
    Of course, I hate long campaigns so this will be a short journey on a single job. If you like it, and if I feel so inclined, we may make a second one. Who knows?


    Players: Seeking 3 or more I suppose if I have enough people volunteering I’ll say when too many is too many.

    Level: Starting level 3; or ECL 3 if you wish to play a more advanced race.

    Attributes: 38 pt build

    HP: Max from start and then 3/4 afterwards.

    Money: 5,000 I think this is a little over what is normally allowable to this level but it should allow for either a variety of items or a single powerful item. Anything from MIC goes, anything else asks about

    Combat and other rolls: Please us the standard invisiblecastle for all rolls. Use a format similar to this: Vincent tumbles(Tumble: 1d20+2=14) beneath the minotaur's legs and slashes(Longsword: 1d20+3=21; 1d8+1=4) it across the hamstring in mid-roll. He stands behind the downed minotaur and smiles down on it. "That's what you get for messing up my tavern." *Of course use {url=blahblah][/url} for the links but I didn't feel like actually rolling those out.*

    What’s allowed: anything from Wotc, but for psionics. If you have something from an online source or other 3rd party book feel free to ask.

    Links: RG Gallery
    Wiki Space--Campaign information

    Okay mechanics out of the way here’s a little more information:

    The wooden building you’re sitting in is a former tavern and it still has the reek of stale beer about it. A pile of broken stools and tables rests in one corner because no one’s moved them out yet. The bar has been converted into a secretary’s desk while the upstairs rooms were expanded to give each of you a bit more room. The guild’s sign is that of a sickly looking wyvern and currently hangs off the front of the building. The Redtol Wyverns reads beneath the picture in Keldonian. Some of you may think it’s droll and lame but your boss, Vincent Wyce, happens to think it is quant and will bring in business. You all know Wyce for your own various reasons and it seems there isn’t much he hasn’t done. Whether it was fighting alongside him with the army, journeying into dungeons across the northern frosts or attending royal court as an assistant for some various deed; Wyce seems to have done everything. After receiving a letter from him asking you all to help him out with a new guild business you decided to pitch in. That was about a week ago and today you are supposed to the meeting with the first client.

    Current Players:
    Xavier the Bold Rogue 2/ Fighter 1 renau1g
    Alathiel Dawnmist Wizard 3 morithieil
    Geraint Beldarane Favored Soul 3 Covaithe
    Last edited by Jack of Tales; Wednesday, 5th March, 2008 at 11:03 PM.

 

  • #2
    Sounds like a great time... I'd love to try a human swashbuckler, should I put all the details together or wait till you decide on a group?

  • #3
    Nope feel free to put together a character and background/appearance. Like I said in the earlier post, pretty much anything goes. But please quote sources when making the character unless its something very obvious such as a complete book or PHB I/II.

  • #4
    How do you want HP done? Average?

  • #5
    Damn I always forget something. Use max for first level and 3/4 afterwards. I.e: d8 HD = 6 hp

  • #6
    Ooh, so you do have time to run a game. I'll run an elven mage if you guys want one.
    Will save or click
    Originally Posted by edhel
    I, for one, welcome our new petunia overlords.
    Originally Posted by Malum
    It was a war of attrition. The players had a set amount of hit points vs. the FB who had unlimited hit points.
    Originally Posted by K
    Anything with 'Elven' in the name does more damage.
    Originally Posted by Nifft
    I have great respect for "realism" in its natural habitat ("reality"), but I find it out of place in D&D, and on this board in particular.


    Invasion! OOC IC RG
    The City Arcana
    Hall of the Dwarven Lord

    FS

  • #7

    Xavier the Bold - Rogue2/Fighter1

    Updated, please let me know your thoughts Jack. I've updated my languages.

    Spoiler:
    Code:
    Name: Xavier the Bold
    invisiblecastle.com/roller/search/170026/
    Class: Rogue/Fighter 2/1	Starting Level: 3
    Race: Human
    Region of Origin: 
    Size: Medium
    Gender: Male
    Alignment: CG
    Deity: None
    
    Str: 16 +3 (10p.)	Level: 3	XP: 
    Dex: 16 +3 (10p.)	BAB: +2		HP: 24/24 (2d6+4+1d10+2)
    Con: 14 +2 (6p.)		Grapple: +5	Craft Points: 
    Int: 14 +2 (6p.)		Speed: 30'	Stat Increases:0
    Wis: 10 +0 (2p.)		Init: +3	Spell Save:
    Cha: 12 +1 (4p.)		ACP: 		Spell Fail: 0%
    
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+4	+0	+3	+0	+0	+0	17
    Touch:	13	Flatfooted: 14
    
    Spell Res: None
    Dmg Red: None
    
    	      Total     Base   Mod	Misc
    Fort:         +4	+2	+2	
    Ref:          +6	+3	+3	
    Will:         +0	+0	+0	
    Notes:
    
    Weapon			Attack	Damage	Critical	Range
    +1 Warhammer*		+7	1d8+4	x3
    Masterwork Handaxe*	+7	1d6+3	x3
    
    *If TWF +5/+5 to hit & reduce handaxe damage to 1d6+1
    
    Note: Crystal on Warhammer
    	
    Notes:
    
    Languages: Trade, Oorish, Keldonian
    
    Abilities: 
    
    Sneak Attack +1d6
    Trapfinding
    Evasion (level 2)
    
    
    
    Feats:  
    Weapon Focus (Handaxe)
    Weapon Focus (Warhammer) 
    Two-Weapon Fighting  
    Two-Weapon Defense 
    
    
    
    
    
    Skill Points: 40 Max Ranks: 6/3
    Skills		Total	Ranks	Mod 	Misc
    Appraise	3 = 	2	1
    Balance		4 = 	3	1
    Bluff		5 = 	1	4
    Decipher Script	3 = 	2	1
    Diplomacy	3 = 	1	2
    Disable Device	9 = 	2	5	2
    Gather Information	3 = 	1	2
    Hide		8 = 	3	5
    Intimidate	3 = 	1	2
    Knowledge (local)	5 = 	2	3
    Listen		4 = 	0	4
    Move Silently	8 = 	3	5
    Open Lock	10 = 	3	5	2
    Search		7 = 	2	5
    Sense Motive	1 = 	0	1
    Sleight of Hand	6 = 	3	3
    Spot		3 = 	0	3
    Tumble		7 = 	3	4
    Use Magic Device	5 = 	1	4
    
    
    Notes:
    
    Equipment: 5,000				Cost	Weight
    
    Healing Belt				750gp	1lb
    +2 Heal checks, 3charges/day, 1 charge 2d8 heal, 2 charge 3d8, 3 charges 4d8 
    Iron Ward Diamond (MIC26)		500gp   -
    *Grants DR 1/-, after preventing 10 points of damage it becomes inert for rest of day
    Least Crystal of Life Drinking(MIC 64)	400gp   -
    *Each time damage is dealt using this drain 1hp, up to a maximum of 10hp/day
    Brute Gauntlets	(MIC83)			500gp  3 lb
    3 charges/day, 1 charge +2 STR checks & dmg for 1 round, 2 charges +3, 3 charges +4
    +1 Warhammer 				2312gp	5 lb
    M/W Handaxe				306gp	3 lb
    Chainshirt				100gp	25lb
    M/W Thieves Tools			100gp	2 lb		
    Sunrod (x3)				6gp 	3 lb
    Silk Rope (50ft)			10gp	5lb
    Backpack				2gp	2lb
    
    Total Weight:49 lb	Money: 14gp 0sp 0cp
    
    
    Age: 27
    Height: 6'1" 
    Weight: 220lbs
    Eyes: Blue
    Hair: Long, Blond
    Skin: Pale


    Spoiler:

    Xavier would be born to a wealthy landowner family who oppressed the peasants/vassals working on their land. This always felt wrong to Xavier and during his adolescent years would steal food from his family's kitchen and sneak it out to the starving workers. He got quite good at this over the years and became quite proud of his stealth. Eventually his parents realized that they were missing food and began to question the workers, forcefully. One of them broke down and told Xavier's parents about his actions. They flew into a rage and after a violent exchange Xavier left the house with nothing but the clothes on his back and a black eye from his father. After stealing what he needed for travelling, Xavier set out to get as far as he could from his past life...

    After leaving his family's home he struggled with where to go, many of the human towns & cities he saw contained the same treatment of the poor & weak. Xavier realized that maybe some time amongst the other races might benefit him. He decided to start with the dwarves as they were a hard-working and industrious people. Travellign to the Oor mountains he came upon a small group of dwarves being assaulted by a group of orcs. They were faring well, except for an orc shaman raining spells from a distant peak. Xavier thought this would be a great opportunity to help out the bearded folk. Using the stealth he'd honed in his past, Xavier crept up behind the orc. Unarmed Xaver did the only thing he could think and pushed the orc off the peak crashing down the side of the mountain. Once their ranged support was finished and falling under the dwarven assault the remaining orcs fled. After coming up to the dwarves Xavier saw that not all of the bearded creatures were men...some were female. They were grateful for his assistance, but were nervous to take a human into their midst. Xavier agreed to an escort at all times to prove he was genuine. After a year, Xavier had learned their langauge and earned their trust. They agreed to teach him how to fight like a dwarf, none of this sneaky business. He was trained first on the hammer that the dwarves favoured in their forges, and then followed up by another implement, the axe. Both reflected the dwarven mentality of strong, blunt, & straight-forward. He spent another few years amongst the dwarves before feeling a desire to leave their caves and return amongst his people. Xavier wanted a chance to help people and their clan leader knew of an old acquantince starting up a group to help take care of people's problems. It piqued his interest and he travelled to the city of Redtol to meet this man who'd also earned the respect of the dwarves.

    Xavier is fairly tall, muscles honed by his years of time spent with the dwarves. He always dresses in dark blue (almost midnight) and is usually very upfront with his thoughts. Xavier wears his blond hair long, usually tied back in a pony tail, only when he is at a social gathering does he take the time to wear it down. There are some gray hairs mixing with his blond. His eyes are a piercing blue, and he sports a light beard as well. His skin is fairly light/pale from his years underground. Xavier has very sharp, angular features. Xavier also tattooed the clan's symbol on his upper right arm before he left. He is serious when "working", but once he's done his job. Xavier loves to celebrate, the definition working hard and playing hard.
    Last edited by renau1g; Monday, 25th February, 2008 at 01:01 PM. Reason: Correct AC - Removed Shield bonus

  • #8
    Moritheil-- Create whatever you want to. I need to edit my first post to add this but, if you want some information about elves in this world take a look here: http://calla.wikispaces.com/Elf The format's a little rough at the moment as I have yet to go through and make the design more aesthetic. I was just interested in throwing up the information I had on my hard drive and from past player's contributions somewhere else.

    Renau1g-- Everything there looks fine. Could you add somewhere on your sheet what the other magic items you got do? I'm looking them up now but in case other players want to know or I need a quick reference. Also, could you include a description of what your character looks like and details on how he ends up in the adventurer's guild? Thanks!

    P.S. I love the two-wielding of the warhammer/handaxe. Are you going for that one weapon style in CW? Also, in my game for every +4 BAB you have you get an additional +1 bonus from the WF feat.

  • #9
    Yeah, I need to flesh him out, the boss was coming by at the end of day (Tax season) to see what we had completed and I didn't want to lose what I had. I'm going to go for that CW weapon style... seems cool. I want to have some involvement with dwarves (hence the hammer/axe) so I'll look at your page above.

  • #10
    Hmm. I made a character sheet before I noticed your unique take on elves. I've fixed up the backstory to try to integrate it. I'll make more fixes if this is OK.

    Spoiler:
    CHARACTER NAME : Alatheil Dawnmist
    RACE (CR) : Fire Elf
    CLASS (LEVEL) : Wizard 3
    ... NET LEVEL : 3
    ALIGNMENT : NG
    SIZE : Medium
    SPEED : 30 ft.
    TYPE : Outsider (native)

    Short, impulsive, and warlike, Alatheil Dawnmist often strikes others as decidedly unlike the stereotypical graceful elven maiden. She enjoys the classical elven arts of swordplay and wizardry, and indeed surprised many by choosing to follow the path of magic instead of the way of the warrior.

    EXPERIENCE :
    CASH : 27,000 gp - expenses

    ABILITY SCORES 36 pt buy: 4+10+10+10+2+2
    Str 12 (+1) (12/base)
    Dex 18 (+4) (16/base 2/race)
    Con 14 (+2) (16/base -2/race)
    Int 18 (+4) (16/base 2/race)
    Wis 10 (+0) (10/base)
    Cha 8 (-1) (10/base -2/race)

    SAVES
    FORT +7 (1/wiz 2/con 4/fam)
    REF +5 (1/wiz 4/dex)
    WILL +3 (3/wiz) +2 vs. ench/fear/death; immune sleep

    Familiar: Rat.

    HIT POINTS : 16 (3d4 +6/con)

    ARMOR CLASS
    Standard : 22 (10/base 5/dex 5/armor 2/dodge)
    Touch : 17 (10/base 5/dex 2/dodge)
    Flat-Foot : 15 (10/base 5/armor)

    INITIATIVE : +4 (4/dex)
    BASE ATTACK : +2
    RANGED : +6 (4/dex)
    MELEE : +3 (1/str)

    WEAPONS
    MW cold iron rapier [1d6 18-20x2]
    Slam [1d8 x2, when Fist of Stone or Alter Self are up]


    LANGUAGES
    Common, Draconic, Elven, Ignan, Sylvan, Giant

    RACIAL TRAITS
    • +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma.
    • Medium size.
    • Land speed 30 feet
    • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells and effects.
    • Low Light Vision.
    • +2 racial bonus on Listen, Search and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for that door. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.
    • +1 racial bonus on attack rolls against creatures of the water subtype, including extraplanar creatures from the Elemental Plane of Water.
    • -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the water or cold subtype or used by creatures of the water or cold subtype, including extraplanar creatures from the Elemental Plane of Water.
    • Resistance to fire 5.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Free MWP: rapier, longsword, all straight bows.
    • Favoured Class: Wizard.


    CLASS FEATURES
    Wiz: Bonus feats, Familiar; Elf Generalist: 1 more spell known at each level, 1 extra highest-level slot.
    Enhanced Link: 2x familiar benefit within arm's reach (normal at 1 mile).

    FEATS
    Cha 1 . Otherworldly (Native Outsider, 60' darkvision, MWP, +2 to diplomacy)
    Wiz 1 . Scribe Scroll
    Cha 3 .
    Cha 6 .
    Cha 9 .
    Cha12 .
    Cha15 .
    Cha18 .
    ---------------[ Epic Threshold! ]---------------
    Cha21 .
    Cha24 .

    SKILLS 6* I WILL FIX THESE
    Concentration +8 (6 ranks +2 con)
    Hide +6 (2 ranks +4 dex)
    Know (arcana) +3 (15 ranks +8 int)+2 to spellcraft
    Know (dungeoneering) +3 (5 ranks +8 int) +2 to ug survival
    Know (history) +3 (5 ranks +8 int) +2 to bardic lore
    Know (religion) +6 (15 ranks +8 int +3 focus) +2 to turn
    Know (planes) +3 (15 ranks +8 int)+2 to planar survival
    Listen +3 (1 ranks +1 wis)
    Move Silently +7 (3 ranks +4 dex)
    Sense Motive +3 (2 ranks +1 wis)
    Spellcraft +5 (15 ranks +8 int +2 synergy)

    EQUIPMENT gp.
    Adventurer's Outfit
    Mithral Chain Shirt +1 [2100 gp; AC5 6maxdex 0 ACP 10% ASF]
    Darkwood Light Crossbow [365 gp; masterwork, 10 bolts]
    MW cold iron rapier [340 gp; 1d6 18-20x2]

    Metamagic Rod, Lesser Extend [3000 gp; extend up to 3rd level sp, 3/day]
    Metamagic Rod, Lesser Silent [3000 gp; up to 3rd level sp silent, 3/day]
    Pearl of Power I x2 [2000 gp; recall 2 1st level spells]

    Acid, 1 vial [10 gp]
    Cold Iron Caltrops x5 [10 gp; in weightless storage]
    Silk Rope [20 gp; 100', +2 use rope, 10 lbs.]
    Spell Components [500 gp; 10 uses of Illusory Script for 140 days of adventure]


    WIZ SPELLS: 4 3+1 2+1
    0 - arcane mark, detect magic, message, prestidigitation
    1 - Burning Rage, Charm Person, Feather Fall, Ray of Enfeeblement
    2 - Alter Self x2, Dimension Hop, Glitterdust

    KNOWN
    0 - all
    1 - Burning Rage, Charm Person, Feather Fall, Fist of Stone, Ray of Enfeeblement
    2 - Alter Self, Dimension Hop, Glitterdust


    Will save or click
    Originally Posted by edhel
    I, for one, welcome our new petunia overlords.
    Originally Posted by Malum
    It was a war of attrition. The players had a set amount of hit points vs. the FB who had unlimited hit points.
    Originally Posted by K
    Anything with 'Elven' in the name does more damage.
    Originally Posted by Nifft
    I have great respect for "realism" in its natural habitat ("reality"), but I find it out of place in D&D, and on this board in particular.


    Invasion! OOC IC RG
    The City Arcana
    Hall of the Dwarven Lord

    FS

  • + Log in or register to post
    Page 1 of 14 1234567891011 ... LastLast

    Similar Threads

    1. Burning Heretics (IC)
      By Jack of Tales in forum Playing the Game
      Replies: 86
      Last Post: Monday, 17th March, 2008, 08:55 PM
    2. Burning Heretics RG gallery and NPC vault
      By Jack of Tales in forum RPGs & Tabletop Gaming Discussion
      Replies: 2
      Last Post: Monday, 17th March, 2008, 04:58 PM
    3. Burning Heretics--D&D 3.5
      By Jack of Tales in forum Talking the Talk
      Replies: 9
      Last Post: Monday, 11th February, 2008, 06:10 PM
    4. Burn Them All!: Witches, Heretics, and Rebels!
      By SHARK in forum RPGs & Tabletop Gaming Discussion
      Replies: 23
      Last Post: Sunday, 10th June, 2007, 10:55 PM
    5. Heretics of Dune, help me understand what I just read, please.
      By Welverin in forum Miscellaneous Geek Talk & Media Lounge
      Replies: 26
      Last Post: Saturday, 2nd June, 2007, 01:58 PM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •