Redclaw's The Sinister Secret of Whiterock OOC

the_myth

First Post
Freya Stonesinger, Female Gnome Bard 2

Freya Stonesinger is a connoisseur of magic and mystical oddities. Having traveled to Cillimar in search of a long-lost family heirloom, Freya joined a group investigating an ancient menhir in the highlands above the city. Freya hopes her skill with languages and ancient lore will help uncover the mysteries surrounding this venerable monument...


Gnome Bard Level 2; Small Female Humanoid [Speed 20’, +4 AC vs. Giant, ¾ lift/carry as Medium]

S 10 I 14 W 10 D 16 C 10 Ch 15 AC: 19 HP: 10 Alignment: NG

Fortitude +0; Reflex +6; Will +3; [+2 vs. Illusion]
Attack: +1 Bard, +1 small, +3 Dexterity
Melee: +2; Ranged: +5; [+1 racial bonus on attack rolls against kobolds and goblinoids]

Feat: Rapid Reload-Heavy Crossbow [as Move action]
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination [and] retains the ability to distinguish color and detail.
Bardic Knowledge +6
Bardic Music 2x/day [Options: Countersong, Fascinate, Inspire Courage +1]
Spells: 3/1 to Cast DC: 12/13
Known: Daze, Detect Magic, Light, Mage Hand, Summon Instrument; Cure Light Wounds, Sleep
Spell-Like Abilities [All once/day as 1st level caster]: Dancing Lights, Ghost sound [DC 13], Prestidigitation; Speak with Animals (burrowing mammal only).

Languages: Common, Gnome, Elven, Giant.
Skills: Rank +Level [+Race] +Score +Synergy
Appraise +2 = +2
Balance +3 +2 = +5
Bluff 1 +2 = +3
Climb +0 = +0
Concentration +0 = +0
Decipher Script 2 +1 +2 = +5
Diplomacy 1 +2 = +3
Escape Artist +3 = +3
Jump +0 +2 = +2
Knowledge: Arcana 2 +2 = +4
Knowledge: Architecture & engineering 1 +2 = +3
Knowledge: Dungeoneering 1 +2 = +3
Knowledge: History 4 +1 +2 = +7
Listen [+2] +0 = +2
Hide [+4] +3 = +7
Move Silently +3 = +3
Perform 4 +1 +2 = +7
Search +2 = +2
Sense Motive 2 +1 +0 = +3
Sleight of Hand 1 +3 = +4
Spellcraft 4 +1 +2 [+2 decipher scrolls] = +7 [or +9]
Spot +0 = +0
Swim 1 +1 +0 = +2
Tumble 4 +1 +3 = +7
Use Magic Device 4 +1 +2 [+2 use scrolls] = +7 [or +9]
Use Rope +3 = +3

(History, Tumble, Spellcraft, and Use Magic Device grant synergy bonuses)

Equipment
Small Chain Shirt [+4 AC], 12.5#, 100gp
Small Buckler [+1 AC], 2.5#, 15gp
Small Dagger [d3, 19-20/x2, 10’], ¼#, 2gp
Small Sling & 20 bullets [d3, 20/x2, 50’], 2.5#, .2gp
Small Longsword [d6, 19-20/x2], 2#, 15gp
MW Small Heavy Crossbow & 30 Bolts [+1 attack, d8, 19-20/x2, 120’], 4#, 353gp

Explorer’s Outfit, 2#, 10gp; Flute, ¾#, 5gp; Backpack, ½#, 2gp; Bedroll, 1 ¼#, .1gp; Flint & Steel, 1gp; 6 days Trail Rations, 1 ½#, 6gp; Silk Rope, 2 ½#, 10gp; 2 Sacks, ¼#, .2gp; Waterskin, 1#, 1gp; 2 Sunrods, 2#, 4gp; Antitoxin, 50gp; Everburning Torch, 1#, 110gp; 32 Gold Pieces, 5 Silver Pieces Encumbrance: 33#
Carrying capacity: Light 0-25/ Medium 26-50/ Heavy 51-75

Bard Skills:
[sblock]
Bardic Knowledge +2 Bard +2 Intelligence +2 History = +6
A bard may make a special bardic knowledge check … to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people, legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). ardic music … [is] activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.[/sblock]
 
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Necro_Kinder

First Post
Redclaw said:
Necro_Kinder I'm not familiar with that variant. Give me the details and I'll look it over.

The variant is pretty simple, it just switches the Track feature for the ability to add Disable Device to the Ranger's skill list and the ability to find magic traps, etc. as the rogue does.
 

WarShrike

First Post
[SBLOCK=Weasel, Lvl 2 Soulknife]
[SBLOCK=Background]
Withdrawn and irritable, Weasel is often left alone. He is extremely curious however, and will work with others, if neccessary, in order to satisfy that curiosity. His aggressive and self-reliant nature make such alliances unsteady at best.
[/SBLOCK]

Name: Weasel
Race: Whisper Gnome
Gender: Male
Class: Soulknife
Level: 2
Alignment: Chaotic Neutral
Skin: Darkly Tanned
Height: 3' 6"
Eyes: Black
Hair: Black
Build: Slim, Athletic

HP: 21
AC: 18 (22 vs Giant type), Touch: 14, Flat: 15.
BAB: +1
Size: Small
Speed: 30'
Init: +7
Perceptions: +8
Armor Check Penalty: -0
Loads: Light 0-43, Medium 44-87, Heavy 88-131, Over Head 131, Off Ground 161, Push/Drag 656.
Current Load: 25.75

Str: 14 (10 pts, -2 Racial)
Dex: 16 (6 pts, +2 Racial)
Con: 14 (4 pts, +2 Racial)
Int: 12 (4 pts)
Wis: 12 (4 pts)
Cha: 8 (2 pts, -2 Racial)

Saves
Fort: +2, Refl: +6, Will: +4.

Skills
Ranks: (4 (Soulknife) +1 (Int) x5) = 25
Appraise.....................+1 (0 Ranks, +1 Int)
Balance......................+5 (0 Ranks, +3 Dex, +2 Synergy)
Bluff..........................-1 (0 Ranks, -1 Cha)
Climb.........................+2 (0 Ranks, +2 Str)
Concentration.............+2 (0 Ranks, +2 Con)
Diplomacy...................-1 (0 Ranks, -1 Cha)
Disguise......................-1 (0 Ranks, -1 Cha)
Escape Artist...............+3 (0 Ranks, +3 Dex)
Forgery......................+1 (0 Ranks, +1 Int)
Gather Information.......-1 (0 Ranks, -1 Cha)
Heal..........................+1 (0 Ranks, +1 Wis)
Hide..........................+16 (5 Ranks, +3 Dex, +4 Size, +4 Racial)
Intimidate..................-1 (0 Ranks, -1 Cha)
Jump.........................+4 (0 Ranks, +2 Str, +2 Synergy)
Listen........................+8 (5 Ranks, +1 Wis, +2 Racial)
Move Silently..............+12 (5 Ranks, +3 Dex, +4 Racial)
Ride...........................+3 (0 Ranks, +3 Dex)
Search.......................+1 (0 Ranks, +1 Int)
Sense Motive..............+1 (0 Ranks, +1 Wis)
Spot..........................+8 (5 Ranks, +1 Wis, +2 Racial)
Survival......................+1 (0 Ranks, +1 Wis)
Swim.........................+2 (0 Ranks, +2 Str)
Tumble.......................+8 (5 Ranks, +3 Dex)
Use Rope....................+3 (0 Ranks, +3 Dex)

Racial Abilities
Racial Traits: +2 Dex/Con, -2 Str/Cha
Size: Small
Speed: 30' despite their small size
Spell-Like Ability: Silence 1/day centered on himself
+1 on Attacks vs Kobolds and Goblinoids
+4 Dodge Bonus vs Giant types
+4 Racial Bonus on Hide and Move Silently Checks
+2 Racial Bonus on Listen and Spot Checks
Low Light Vision
Darkvision up to 60'

Class Granted Abilities
Mind Blade (Black)
Weapon Focus Mindblade
Wild Talent
Throw Mind Blade (30' Range Increment)

Feats
Improved Initiative

Languages Known
Common
Gnome
Kobold

Melee Attack Bonus: +4 (+1 BAB, +2 Str, +1 Size)
Ranged Attack Bonus: +5 (+1 BAB, +3 Dex, +1 Size)

Attacks
Mind Blade (Melee): Attack +5 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Move Action to Summon.
Mind Blade (Ranged): Attack +6 (Weapon Focus), Damage 1d4+2 Piercing/Magic, Crit 19+ x2, Range Increment 30', Move Action to Summon.

Gear
Small Masterwork Studded Leather (+3 AC, +5 Max Dex, No ACP, Wt 5 lbs) Cost 175gp
Small Masterwork Buckler (+1 AC, No ACP, Wt 1.25 lbs) Cost 165gp
Small Backpack
+Small Bedroll
+Caltrops x4
+Small Crowbar
+50' Silk Rope
+Small Waterskin
+Small Rations x10 days (Wt 19.5) Cost 19.6gp

Potion Cure Light Wounds (1d8+1) x4 Cost 200gp
Potion Jump (+10, 1 Minute Duration) Cost 50gp
Potion Hide From Animals (10 Minute Duration) Cost 50gp
Potion Hide From Undead (10 Minute Duration) Cost 50gp
Potion Protection From Evil (1 Minute Duration) Cost 50gp
Remaining Funds: 4sp.
[/SBLOCK]
 
Last edited:


bedford

First Post
Here is my character. I will complete the skills and so on later. just let me know if something else needs changing.


Rungner grew up with his tribe of felow goliaths. when Rungner killed the chieftains son in a fight, he was exiled for the rest of his life. the young goliath then made a living of traveling with a circus as a strongman/freak. the work easy and lasted for a couple of years, but once again rungners temper caused problems when he killed two taunting spectators in a rage. with a little help from his friends at the circus he escaped and headed south..




Rungner
Male goliath bear totem barbarian 1
chaotic good



Strength 20 (+5)
Dexterity 10 (+0)
Constitution 20 (+5)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 8 (-1)
Size: Medium/Large (powerfull build)
Height: 7.4
Weight: 540 lb
Skin: grey
Eyes: green

Total Hit Points: 20

Speed: 20 feet

Armor Class: 15=(base10)+(dex+0) +(armor+5)
Touch AC: 10
Flat-footed: 15
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +7 = 2 [base] +5 [constitution]
Reflex save: +0 = 0 [base] +0 [dexterity]
Will save:0
Attack (handheld): +6 = 1 [base] +5 [strength]
Attack (unarmed): +6 = 1 [base] +5 [strength]
Attack (missile): +1 = 1 [base] +0 [dexterity]
Grapple check: +10 = 1 [base] +5 [strength] +4 size

Skills:
climb +5 bonus from str
jump +5 bonus from str
survival +1 used 1 point
spot +1 used 1 point
intimidate +2 used 2 points
swim +5 bonus from str
sense motive + 2 racial bonus

Light load: 266 lb. or less
Medium load: 267-532 lb.
Heavy load: 533-800 lb.
Lift over head: 800 lb.
Lift off ground: 1600 lb.
Push or drag: 8000 lb.
Languages: Common , gol kaa

masterwork goliath greathammer [3d6, crit x4, 60 lb,two-handed, bludgeoning]
+7 to hit 3d6+7 damage
30 gp

chainmail 150 gp

2 potions of cure light wounds 100 gp

2 potions of mage armor 100 gp

gold: 420

Feats:

roll with it
Type: General
Source: savage spechies
Prerequisite: con 20, toughness feat
Benefit: Damagae reduction 2
Special: You can take this feat multiple times. Its effects stack.

bear totem barbaian bonus feat: toughness



Rage (Ex)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.





Equipment:
chainmail, goliath greathammer.
 
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covaithe

Explorer
[SBLOCK=Elwyn Bluefoot, Lvl 2 Cleric]
[SBLOCK=Background]
When Elwyn was a child, his village was surrounded and attacked by a large pack of zombies. The villagers erected barricades and lit fires, but it was only a matter of time before the mindless hunger of the undead drove them through the flames and flimsy barriers. In desperation, Elwyn's parents lowered him to the bottom of the village well and weighted the cover with stones. During the several days Elwyn spent shivering in the dark before rescuers found him, in addition to some very cold feet he developed a lifelong hatred of darkness and the undead. To that end, he joined the service of Pelor and set out adventuring as soon as he took his final vows.
[/SBLOCK]

Name: Elwyn Bluefoot
Race: Human
Gender: Male
Class: Cleric
Level: 2
Alignment: Neutral Good
Skin: Pale white
Height: 5'9"
Eyes: Pale blue
Hair: Black
Build: Sturdy and solid

HP: 18 2d8+4
AC: 18, Touch: 10 Flat: 18
BAB: +1
Size: medium
Speed: 20' (30' base)
Init: +0
Armor Check Penalty: -8
Loads: Light 0-58, Medium 59-116, Heavy 117-175

Str: 14 (6 pts)
Dex: 10 (2 pts)
Con: 14 (6 pts)
Int: 08 (0 pts)
Wis: 16 (10 pts)
Cha: 14 (6 pts)

Saves
Fort: +5, Refl: +0, Will: +6.

Skills
skill ranks: (2 (cleric) +1 (human) -1 (int)) x 5 = 10
Appraise.....................-1 (0 Ranks, -1 Int)
Balance.......................0 (0 Ranks, +0 Dex)
Bluff..........................+2 (0 Ranks, +2 Cha)
Climb.........................+2 (0 Ranks, +2 Str)
Concentration..............+7 (5 Ranks, +2 Con) (+11 for defensive casting)
Diplomacy...................+2 (0 Ranks, +2 Cha)
Disguise.....................+2 (0 Ranks, +2 Cha)
Escape Artist................0 (0 Ranks, +0 Dex)
Forgery......................-1 (0 Ranks, -1 Int)
Gather Information.......+2 (0 Ranks, +2 Cha)
Heal..........................+3 (0 Ranks, +3 Wis)
Hide............................0 (0 Ranks, +0 Dex)
Intimidate..................+2 (0 Ranks, +2 Cha)
Jump.........................+2 (0 Ranks, +2 Str)
Listen........................+3 (0 Ranks, +3 Wis)
Knowledge (religion).....+4 (5 Ranks, -1 Int)
Move Silently................0 (0 Ranks, +0 Dex)
Ride............................0 (0 Ranks, +0 Dex)
Search.......................-1 (0 Ranks, -1 Int)
Sense Motive..............+3 (0 Ranks, +3 Wis)
Spot..........................+3 (0 Ranks, +3 Wis)
Survival......................+3 (0 Ranks, +3 Wis)
Swim.........................+2 (0 Ranks, +2 Str)
Tumble........................0 (0 Ranks, +0 Dex)
Use Rope.....................0 (0 Ranks, +0 Dex)

Spells
Deity: Pelor
Domains: Strength, Sun
Spells per day: 4/2+1
Spells prepared: (Save DC 13+spell level)
0: Detect Magic, Light, Light, Create Water
1: Enlarge person (D), Prot from Evil, Bless

Feats
Improved Turning
Combat Casting

Class and domain abilities
Cleric: Turn undead 5/day. Turning check: 1d20+4 (+2 cha, +2 for 5 ranks kn(relig)), HD turned: 2d6+4 (+2 cleric levels, +2 cha).
Strength domain: add cleric level to str for 1 round as a free action 1/day
Sun domain: Greater turning 1/day: undead are destroyed instead of turned

Languages Known
Common

Melee Attack Bonus: +3 (+1 BAB, +2 Str)
Ranged Attack Bonus: +1 (+1 BAB)

Attacks
MW Heavy Mace: +4, damage 1d8+2 /x2 bludgeoning

Gear
Banded mail (250 gp, 35 lb, ACP -6)
Heavy wooden shield (7 gp, 10 lb, ACP -2)
MW Heavy mace (312 gp, 8 lb)
Holy water, 2 flasks (50 gp, 2 lb)
Holy symbol, silver (25 gp, 1 lb)
Backpack (2 gp, 2 lb)
+Bedroll (1 sp, 5 lb)
+Waterskin (1 gp, 4 lb)
+Rations, 5 days (2.5 gp, 5 lb)

Weight carried: 72 lb
Remaining Funds: 250 gp, 4sp.
[/SBLOCK]

I've kept some money back in case the group wants to pitch in for a wand of CLW. If we decide not to, or don't have a chance to do so, I'll probably want to spend it on potions and whatnot
 
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Redclaw

First Post
Necro_Kinder said:
The variant is pretty simple, it just switches the Track feature for the ability to add Disable Device to the Ranger's skill list and the ability to find magic traps, etc. as the rogue does.
I think it looks reasonable. Do you lose a class skill too, or just gain one?
 


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