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  1. #1

    Red Hand of Doom - OOC

    As a follow up to the interest check thread:

    So, I've decided to go ahead with running the game. It's only the Red Hand of Doom module, that way we can get right into it. I'll be expecting 1 post/day on weekdays, weekends are flexible, if you can great, if not, no worries. I'll be running 1 combat round/day at the latest, if you haven't posted I'll NPC you or maybe you're character is overwhelmed by what's going on around him and spends a turn in full defence.

    Level: 6th

    # of PCs: 4-5

    Stats: 34-point buy

    HP: Max at 1st, 3/4 after (Make up difference next level for odd dice, i.e. 7.5hp for d10, 7 2nd level, 8 3rd level)

    Game World: Generic, but using FR deities (, if you're not familiar with them)

    LA: I'll allow a LA of +1 for races or a template

    Deadline: May 19th (or sooner if I get enough good apps)

    Books Available:
    Core - PHB/PHB2, DMG, MM
    Completes - Adventurer, Arcane, Divine, Mage & Warrior
    Eberron - Campaign Setting, Races of Eberron, Player's Guide
    FR - Campaign Setting, Races of Faerun, Player's Guide
    Heroes of Horror, Libris Mortis
    Magic Item Compendium, Spell Compendium
    Psionics - from the SRD only (I'll be treating Psionics as magic for SR, etc.)
    Tome of Battle

    Anything else needs approval.

    Applications will have the following:





    Modus Operandi

    Edit: Also, I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).

    Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.

    Edit 3: Applications so far:

    s@squ@tch - Elven Sorceror
    Arabesu - Shifter Wilder
    Rhun - Dwarven Rogue/Fighter OR Rogue/Swordsage (Proposed)
    WalkingDad - Warforged Dread Necromancer Or Necromancer
    Graf - Dinoriding Halfling Sorceror
    EvolutionKB - Dreamsight Shifter Druid (shapeshifter variant)
    Jerrand Redband - Human Fighter or Cleric
    Voadam - Tiefling Soulknife
    stonegod - Changeling beguiler
    Last edited by renau1g; Thursday, 12th February, 2009 at 09:28 PM.

  2. #2
    Scout (Lvl 6)

    s@squ@tch's Avatar

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    Jul 2006
    Carmel-not-by-the-sea, IN
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    Block s@squ@tch


    equipment still under edit

    Name: Virashil
    Gender: Female
    Race: Elf
    Age: 107
    Class: Sorcerer (Feat choices: Draconic Heritage (Silver), Draconic Breath...basically interested in exploring her dragon fueled magic)
    Alignment: NG
    Religion: Bahamut

    Name: Virashil N'al Sil
    Class: Sorcerer 5 / Dragonheart Mage 1
    Race: Elf
    Size: Medium
    Gender: Female
    Alignment: NG
    Deity: Bahamut
    Str: 11 -- (3p.)	Level: 6	XP: 15000
    Dex: 16 +3 (6p.)	BAB: +3		HP: 28 (5d4+1d6+6)
    Con: 12 +1 (6p.)	Grapple: +3
    Int: 12 +1 (4p.)	Speed: 30'	Stat Increases: +1 Cha
    Wis: 10 -- (2p.)	Init: +3	Spell Save:  
    Cha: 20 +5 (13p.)	ACP: -0		Spell Fail: 0%
    	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
    Armor:	10	+0	+0	+3	+0	+0	+0	13
    Touch:	13	Flatfooted: 10
    Spell Res: None
    Dmg Red: None
    	Total	Base	Mod	Misc
    Fort:	+4	+3	+1	--
    Ref:	+4	+1	+3	--
    Will:	+6	+6	+0	--
    Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 
    Weapon			Attack	Damage	Critical	Range
    MW Longsword		+4	1d8	19-20/x2 	------
    MW Longbow  		+7	1d8	20/x3      	100 ft
    Dagger    		+3/+6	1d4	19-20/x2 	10 ft
    Languages: Common, Elven, Draconic
    Abilities: Low Light Vision, +3 to all saves vs Sleep, Paralysis, and Cold Effects
    1st: Draconic Heritage (Silver)
    1st: Alertness (Skill bonus)
    1st: (Bonus) Summon Familiar (Not used yet)
    3rd: Silver Dragon Lineage: 
    As a Standard Action, you may convert one of your spells into a paralyzing effect on all adjacent foes for 1 round. Fort save DC15 + spell level negates
    6th: Combat Casting 6th: (Bonus)Draconic Breath
    As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 15 + spell level expended)
    Spells Per Day (Save DC 15 + spell level): 0th - 6 1st - 8 2nd - 5 Spells Known: 0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic; 1st - (4) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement; 2nd - (2) Mirror Image, Invisibility Skill Points: 27 Max Ranks: 9/4.5 Skills Total Ranks Mod Misc Appraise +1 0 +1 -- Balance +3 0 +3 -- Bluff +5 0 +5 -- Climb +0 0 +0 -- Concentration +10 9 +1 +4 (Casting Defensive) Diplomacy +5 0 +5 -- Disguise +7 2 +5 -- Escape Artist +3 0 +3 -- Forgery +0 0 -- -- Gather Info +5 0 +5 -- Heal +2 0 -- +2 Hide +3 0 +3 -- Intimidate +5 0 +5 -- Jump +0 0 -- -- Know: (Arcana) +9 8 +1 -- Know: (Planes) +2 1 +1 -- Listen +4 0 -- +4 Move Silently +3 0 +3 -- Perform +0 0 -- -- Search +2 0 -- +2 Sense Motive +0 0 -- -- Sleight of Hand +3 0 +3 -- Speak Language +0 0 -- -- Spellcraft +5 2 +1 +2 Spot +8 6 -- +4 (2 ranks from DhM as class skill) Swim +2 0 -- -- Use Magic Device+5 0 +5 -- Use Rope +3 0 +3 -- Notes: +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 it. Disguise is a class skill from Draconic Heritage (Silver) Equipment: Cost Weight MW Longsword 315gp 4lb MW Longbow 375gp 3lb w/60 arrows 3gp 8lb Dagger 2gp 1lb Backpack 2gp 2lb Winter Blanket .5gp 3lb 2 pieces of Chalk 0.1gp --lb Flint and Steel 1gp --lb Belt Pouch 1gp .5lb 25' Silk Rope 5gp 2.5lb Traveler's Outfit 1gp 5lb Empowered Spellshard - Ray of Enfeeblement 1500gp lb Arcanist's Gloves 500gp --lb Cloak of Charisma +2 4000gp 2lb Healing Belt 750gp 1lb Potions: Cure Light Wounds X2 50gp --lb Cure Moderate Wounds X2 600gp --lb Scrolls Scroll of Fireball 375gp --lb Scroll of Web x2 300gp --lb Scroll of Glitterdust 150gp --lb Wands Wand of Snake's Swiftness 10 charges 925gp --lb Wand of Invisibility 15 charges 1375gp --lb Wand of Mage Armor 10 charges 175gp --lb Eternal Wand of Enlarge Person 820gp --lb Total Weight:32lb Money: 4gp 4sp 0cp Lgt Med Hvy Lift Push Max Weight: 38 76 115 230 575 Age: 107 Height: 4'10" Weight: 75 lbs Eyes: Silvery Violet Hair: Silver Skin: Tan
    Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

    Personality: Her draconic ancenstry has influenced her personality -- combined with her elven roots, she takes a long term view on most actions. Normally good-natured, she enjoys conversation

    Background: Virashil comes from a small village of Elves deep in the [general setting], where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.

    Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...

    She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was ,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."

    Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.

    "My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."

    Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)

    At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.

    She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....

    Modus Operandi: Blaster, ranged support. Uses invisibility and mirror image to protect herself while she hammers foes with magic missile or groups with her icy breath.

    Note: I too, played the first encounter or two with Evo and Rhun -- loved the PC so much that I wanted to give it a shot once again. As a poster, I like to think that I have a good track record -- I currently run two PbP games, and participate in 3 others.
    Last edited by s@squ@tch; Wednesday, 21st May, 2008 at 07:25 PM.

  3. #3
    Lama (Lvl 13)

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    Feb 2005
    Salt Lake City, Utah
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    Block Rhun

    And to join Virashil, is her previous adventuring companion: Duroin Slatefist...

    Duroin Slatefist

    In most ways, Duroin looks the typical dwarf: stout and solidly built, strong of arm and broad of chest. Still, at 4 1/2' in hieght, he is a bit taller and leaner than the norm, and possessed of agility unusual in the race. His typical craggy features are mostly hidden behind a bushy white beard and thick, long mustache, and his clean shaven head is not apparent beneath the horned helm that he always seems to wear. He dresses simply, preferring function and comfort to style.

    Duroin hails from Veilstone, a dwarven mining town hidden deep within the Barrier Peaks. The dwarves there are stout folk, braving the many perils of the mountains to mine the rich veins ot precious metals and gemstone. A hard-working community of veteran miners and stalwart warrior, everyone was expected to pull their weight around Veilstone.

    Even from a young age, though, Duroin showed little interest in mining. Fortunately, he showed enough martial skill to find his place among the ranks of the town's defenders. Still, he would often be caught in places in shouldn't be, or playing at bones and cards while on duty. It was determined that Duroin was too impulsive and too easily bored to remain within the guard, and the dwarves decided that he should leave the enclave and seek his fortune out in the world. Not a banishment, per se, Duroin was expected to travel the world and overcome his adventurous streak before returning home.

    Unusually good-natured and helpful, Duroin left his home and travelled throughout the nearby lands, lending a hand where he could, and making bold discoveries and fortuous finds. Eventually, he found himself part of a cohort of adventurers of similar mind, and has felt more at home since joining their group than at any time before.

    Duroin is a talkative, boisterous soul, always cheerful and friendly. He is unusually optimistic for one of his folk, and eager to lend a hand to those in need. Still, he has an annoying tendency to tell pointless and exaggerated stories, sometimes annoying his companions. He enjoys games of chance, and has made it a goal to sample the local brew of every town and city he comes to.

    Duroin is a flanking sneak-attacker, though he is also more than capable in a straight up fight as well. He is more of a skill rogue than a social rogue, and can function adequately as scout, as well as other necessary jobs such as opening locks and finding traps.

    Neutral Good Dwarf Male
    Rogue 4/Fighter 2

    (Likely) Stats
    Str 14 (+2) (6 points)
    Dex 17 (+3) (10 points, +1 level increase)
    Con 16 (+3) (6 points, +2 racial)
    Int 14 (+2) (6 points)
    Wis 10 (+0) (2 points)
    Cha 10 (+0) (4 points, -2 racial)

    Also, I know I'm late...but here is my swordsage proposition:

    Avaxasir "Zazz"
    Male Elf Rogue 2/ Swordsage 4

    Avaxasir is an unusual elf; he does not display the typical haughty and arrogant demeaner. Indeed, Avaxasir, or "Zazz" as he often introduces himself, prefers the company of non-elves. Zazz enjoys his freedom, and likes fighting, womanizing, and drinking, all of which he is fairly competent at. He likes to joke, and seems to always have a sarcastic comment on hand for most situations. He is quite garrulous, able to talk his companions' ears off, and seeming always to have a story to tell about this or that. Still, he has a dark, mysterious side to him, and this tends to make some people nervous in his presence.

    Avaxasir's father, Camthalion, was part of a strange cult among the elfs of the Wytchwood Forest, a follower of the Way of the Blade in the Dark. Their beliefs were quite different from those of most elves, and initiates were well versed in stealth, in the art of striking from the shadows. While not exactly assassins, per se, they knew the value of cutting the head from the snake to kill the body. And the easiest way to cut the head from the snake was to catch it by surprise. The sect would target the leaders of any and all who they decided were enemies of the elves, slaying them in secret.

    Camthalion trained his son in the basics of these arts, and when Avaxasir reached adulthood, he was offered membership in the sect. It wasn't long after that, though, the the elf lords found out about some of the acts that the Blades had committed, and decided that their goals and methods were not in line with those of their own. The Blades was disbanded by order of the elf lords, and its members chased from the elven woods.

    Disappointed, but always eager for a challenge and new adventure, Avaxasir made his way to the big city. And soon enough, he found that city life agreed with him. There were goods to be stolen, and valuables to be filched.
    Last edited by Rhun; Wednesday, 21st May, 2008 at 08:13 PM.

  4. #4
    Updated OP re:flaws

  5. #5
    Registered User
    Novice (Lvl 1)

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    Block Arabesu

    Name: Yorgan Stoutskull, aka Yorgan the bold, Yorgan of Hintershire, Yorgan of the Black Cork Guild.

    Gender: Male

    Race: Beasthide shifter

    Age: 22

    Class: Wilder (using RofEb shifter wilder level subs)

    Alignment: CN (with wide swings between acts of vile darkness, balanced by sincere magnanimity).

    Religion: The Traveler. Although kept fairly secret.

    Appearance: Tall and slender with copper skin, and brightly yellow serpentine eyes. Yorgan wears his long black hair tied tightly into a club at the nape of the neck. Tidy and fastidious, he dresses in the finest garments he can afford. He favors creamy white shirts and coal black overcoats and pants, with warmly yellow seed pearls sewn into the seams. He has an affinity for cold iron and darkwood in his personal items that seems to give these accouterments a fine richness of appearance.

    Personality: He tends to stand somewhat straighter and taller than most shifters, with an uncharacteristically bold and strong force of personality. Yorgan sees most people as means to personal wealth and power. Mistreated as a child, he displays a vengeful spirit toward those who would wrong children of any race. On occasion he has volunteered his time and resources in their aid and has been known to donate large sums of silver to orphanages and charities. He cares little for societal rules, but from time to time feels great pity and guilt regarding those whom he slays with the powers of his mind. Thus he expresses his remorse by helping those in need, especially children. Yorgan would probably make a good leader, but has not yet found a troupe within which he feels sufficiently comfortable to reveal his special gifts, and thus take charge.

    Background: An orphan, Yorgan was raised by the Church of the Silver Flame. It is presumed that his parents were slain by the church, but they could not bring themselves to abandon the young shifter and fostered him with an eye toward bringing him over to their side. This might have worked if cruel zealots within the church, racially intollerant of shifters, hadn't abused and mistreated him. As a result, he ran away from his foster family and set off on his own.

    Working as a waiter and cook in a fine restaurant in __(tbd? somewhere in Aundair I suppose)___, he discovered he had a well developed nose and a knack for serving and making wines. Plagued by fierce headaches, he was forced to miss work with disturbing frequency, thus assuring that he would only ever become a second rate sommelier.

    Once, while cleaning up, he was accosted by toughs behind his place of employment. Searching out with his mind he released the tension growing within his temples as a violent thrust of psychic energy. Shocked and disturbed, he witnessed in horror as the young cutpurses' heads exploded! Disgusted and wary that he would be somehow imprisoned and inquisited for the deaths of the thieves, he fled his rather boring life to pursue a life of travel and adventure, eventually settling in __(tbd?_Big_City_such_as_Waterdeep_or_Sharn)___. He closely guards the secret of his psychic power for fear that they will bring too much attention to past wickedness.

    Modus Operandi: Uses Thicken Skin and Dangersense to prepare himself outside of combat and improve his chances of survival. Thanks to powerstones of empathic transfer, he can share some of the burden of healing his comrades. When threatened in public, he typically will fire his crossbow or point a wand and manifest Energy Push, which most people interpret as some form of evocation or orb spell cast from the wand. However, when out of the public eye and strongly threatened, he either lashes out with a devastating Mind Thrust or conjures forth a creature of ectoplasm to defend him and smite his enemies (expanded knowledge: Astral Construct). In addition, he often uses his skill at Use Magic Device (taken cross class) to emulate the tactics of other spellcasters and to allay suspicions of his true psychic nature. A cunning liar, he also has gifts for spying and social interactions.


    Yorgan, the Bold, aka Yorgan Stoutskull
    Shifter Wilder (6th)
    RoEb Subs levels
    1st: Can learn powers from egoist list.
    2nd: Regain some power points (= to highest power level known) when shifting ends. (Replaces elude touch.)
    6th: Rounds of shifting while under the effect of surging euphoria don't count against shifting duration.
    Humanoid (shapechanger)
    Str 11, Dex 16 (14 + 2 race), Con 14, Int 12 (14 – 2 race), Wis 8, Cha 18 (17, +1 raise + 2 item – 2 race)

    Hp 35/41 (6d6+12)

    AC 19/23 (5 armor, 1 buckler, 3 dex; w/ +4 nat when shifting)

    Also +2 AC versus ranged attacks (shield augment crystal) and +3 enhancement to natural armor from thicken skin (so AC 22 or 26, for 70 min.); uncanny dodge and +4 to AC and reflex saves vs. traps with danger sense (8hrs).

    Init +3; BAB: +4; Grapple: +5 to defend, otherwise +4.

    Saves: Fort +4/+5 (+6 vs. disease), Ref +5, Will +1

    Attack: +8 ranged (light x-bow) for 1d8 + 1 acid; or +1 melee for 1d4 (spiked gauntlet) or 1d6 (cane club).

    Shifting (3/day, 10 rounds): +2 con, +4 nat armor, DR 2/silver, heals 6 hp and recovers 3 pp at end of shifting; duration of shifting extended by rounds of surging euphoria.

    Class abilities: Wild Surge +2, psychic enervation (5 or 10%), (regain pp?), surging euphoria +1, volatile mind (1 pp), euphoric shifting.

    Flaws: Weak willed (-3 will saves), Noncombatant (-2 melee attack rolls).

    Traits: Slippery +1 grapple or escape artist for defense against gappling, -1 grapple otherwise; Focused: +1 concentration checks, but -1 to spot and listen checks.

    Feats: Beasthide elite, Healing Factor, Shifter Defense, Extra Trait: Truedive, Expanded Knowledge (astral construct),
    skills (45):
    			total = ranks + ability + others
    Autohypnosis 		+7 = 5 – 1 + 2 synergy
    Balance 		+9 = 0 + 3 + 4 synergy + 2 racial
    Bluff 			+8 = 5 + 3
    Climb			+2 = 0 + 0 + 2 racial
    Concentration 		+8/9 = 5 + 2/3 + 1 flaw  
    Craft (winemaking) 	+2 = 1 +1
    Diplomacy 		+12 = 1 + 4 + 4 synergy + 1 equipment + 2 feat
    Disguise		+4 or +6 = 0 + 4 + 2 synergy to remain in character
    Escape Artist 		+3 or +4 = 0 + 3 + 0 or + 1 versus grapple
    Intimidate 		+6 = 0 + 4 + 2 synergy
    Jump 			+9 = 5 + 0 + 2 synergy + 2 racial
    Knowledge (Psionics)	+4 = 1 + 1 + 2 synergy
    Listen 			-1 = 1 – 1 – 1 flaw
    Psicraft 		+2 = 1 + 1
    Sense Motive 		+6 = 5 – 1 + 2 feat
    Spot 			-1 = 1 – 1  – 1 flaw
    Swim 			+1 = 1 + 0
    Tumble			+7 = 5 + 2 synergy
    Use Magic Device 	+8 = (8cc)/2 + 4 
    Psionic Focus: Expendable to take “15” on a concentration check, even if harried.

    6th level Manifester; 35 pp + 15 + 3 X 3 recovered at end of shifting, effectively 56 pp (50 + 9). 4 powers known from psion/wilder and egoist lists + exp knowledge.
    Mind Thrust, Thicken Skin, Energy Push, Danger Sense, and Astral Construct.
    Items (13k):				encumbrance: 25.5 of 38 lbs. light load.
    Cape of the Viper and charisma +2 (6000)			1 
    Mithril chain shirt +1, worn under clothes (2100)		12.5
    Darkwood buckler (205)						2.5
    	Least Crystal of Arrow Deflection (500)			-
    Spiked gauntlet, cold iron, continual flame (60)		1
    MW darkwood light crossbow + 30 bolts (378)			5
    	Least Crystal of Energy Assault, Acid (600)		-
    Healing Belt (750)						1
    Glammerweave courtier’s outfit (130, sans belt)			4
    Fine quality serpent headed darkwood cane (15, i.e. club)	1.5
    Wand of Lesser Vigor, worn through belt (25 ch. 400)		-
    Dorje of Empathic Transfer (ML4, 4d10, 10 ch., 1225)		-
    Tatoos of Psionic Grease, on wrists (ML2, x2, 200)		-
    Valise w/ shoulder strap (i.e. Backpack) (2)	434.14		2
    Scoll of change self (25)					-
    Bell (1)							-
    Flint and Steel (1)						-
    Glass wine bottle (2)						-
    Candle (0.01)							-
    Chalk (0.01)							-
    Fishook (0.1)							-
    Fishing line (0.02)						-
    Ink (1)								-
    Inkpen (0.1)							-
    Paper (0.4)							-
    Parchment (0.2)							-
    Sewing needle (0.5)						-
    Signal whistle (0.8)						-
    2 gp, 9 sp, 4 cp						-
    Powerstones: Call to Mind, Conceal Thoughts, Control Light, Detect Psionics, 
    Empathy, Entangling Ectoplasm, Far Hand, Force Screen, Inertial Armor, 
    Know Direction and Location, Matter Agitation, Missive, My Light, Sense Link, 
    Skate, Synesthete (400).
    summary of psychic powers
    Astral Construct: 6 pp, + Wild Surge for +1, i.e. 5% enervation chance. Type IV, Medium, Speed 40, AC 22, 47 hp, Slam +12 (1d6+13); Muscle special ability B (str +4) OR improved fly (40 ft, average).

    Mindthrust: 6pp +WS 10%; 8d10, Will 18 negates, telepathy [mind effecting].

    Thicken Skin: 70 min., swift for +1 or standard for +3 enhancement to natural armor (6 pp, + WS +1; 5% enervation chance).

    Dangersense: 8 hours, +4 ac/reflex vs. traps, uncanny dodge, (6 pp + WS +2; 10% enerv.)

    Energy Push: 6pp + WS 5%; 4d6 of energy of choice, DC 18 reflex for half and strength check to avoid being push by 5+dmg/5 in feet, +4d6 if pushes it into an obstruction.
    overly optimistic 5 level plan
    Wish list: Psicrown (cautious warrior).

    At 8th take Metamorphosis

    At 10th take Psionic Revivify.
    Last edited by Arabesu; Thursday, 22nd May, 2008 at 01:27 AM.

  6. #6
    Changeling Transmutator/Illusionist (work in progress)

    Gender: male
    Race: Changeling
    Class: Transmutator/Illusionist
    Alignment: CN (very shifty )

    (The right one)



    Modus Operandi


    Warforged Dread Necromancer (work in progress)

    Name: Scavenger
    Gender: male personality
    Race: Warforged
    Class: Dread Necromancer
    Alignment: LN


    Cold and methodically. Feels superior for his unaging qualities.

    Fascinated by undeath and the warforged unique living construct condition, he works on a breakthrough to achieve un-living construct status.

    Modus Operandi

    I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
    Up to 2 flaws will be allowed from UA, Traits are also allowed.
    Last edited by Walking Dad; Monday, 12th May, 2008 at 09:42 PM.

  7. #7
    Acolyte (Lvl 2)

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    Block Graf

    Very interested. Are you accepting applications for characters?See that I have a bit of time... Hm.
    Let me see if I can come up with something interesting.

  8. #8
    Acolyte (Lvl 2)

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    Block Graf

    Quick question: I take it we're not playing Eberron, but the eberron books are available, no? The first character is "lightly flavored" with eberron. The second most certainly isn't.

    Currently considering

    Halfling Sorcerer Dinorider

    Always wanted to play a halfing Dino-rider...
    Really not sure if this is kosher but
    1st level Use the Wild Cohort to get a Clawfoot Animal Companion
    3rd level Mounted Spellcasting
    6th level Feat: Invisible Needle [Reserve] (CM)
    6th level7th level Silverwood Arcanist I can actually build the character without this PRC I think.


    Name: Brodi Halfhaft AKA Brodi Twice-born
    Gender: Male
    Race: Halfling
    Age: 29
    Class: Battle Sorcerer (UA) or else regular Sorc (or maybe wizard?)
    Alignment: LN
    Religion: Sovereign Host

    A lean fierce looking halfling; his shaved head reveals a spiderweb of long scars. Perpetually perched on the back his his mount.

    Brodi's scary appearance is somewhat ameliorated by his quick, dry wit. His gallows humor is sometimes grating, but more often charming.

    Brodi was a young, carefree, the seventh of seven boys of the local tribal chief. Blessed in both looks and magical ability he cut a swath through the ladies in his youth and was an active campaigner for tribal unification in the face of the various threats alloyed against the plains.
    He had periodic powerful dreams of destruction, but choose (he realizes now) to lose himself in fun and frolic instead of taking them seriously.
    Then, one day, a nearby militaristic kingdom excavated some ruins from an older, darker era seeking a weapon of dark power. A band of Elvin mercenaries had hired Brodi's tribe to help guide them to the kingdom's dig. The Elves were themselves in the employ of a rival kingdom, who Brodi never learned. The idealistic young halfling supported working for the elves, driving the kingdom from the plains was good, having others do the fighting for them and getting some pay for it was even better.

    The night that Brodi and his fellows guided the elves to the dig site he had his most powerful vision yet. Falling into a kind of trance in his saddle. He awoke to the sound of explosions and screams. He watched from a nearby hill in a stunned stupor as purple energy lanced through his tribe's huts, killing everyone.

    He was the only one who survived that night. For a year he was a broken man, riding the plains with the elves (who saw meaning in the fact that he alone survived the destruction and allowed him to ride with them provided he "kept up").
    Anything that lives heals, Brodi's regained his balance. His visions are gone, replaced by a crackling energy that lives under his skin. And he's vowed he won't ignore his "gifts" again, he rides the world seeking a worthy target for the malignant energy that he contains.

    Modus Operandi
    Brodi's spells are comprised of a malignant purple force that warps space and reeks of strangeness. The same power that destroyed his tribe had touched him, and left it's mark.
    Brodi can take hits if he has to, but he prefers not to, staying on the fringes of combat and using his spells to blast foes. He's a skirmisher, and, while he's got a decent sense of tactics and won't abandon his companions he doesn't stay still if he can help it.

    And something a bit weirderHaving read the first post again this obviously wouldn't fly. Maybe changeling? That'd fit the same sort of theme. Could be interesting to have two in the party.
    Changleling (?) Archivist (wannabe ur-priest)

    Vren was seperated from his people early he remembers them little. "They sold you" the old elf said. He asked why the old elf bought him, but the elf would never say.
    "You have no god". The gaunt old figure said, "for your people are cast out and abandoned."
    "Thus you are doomed an eternity of anguish when you perish; your soul will to burn in perdition for all eternity."
    And Vren was very scared, for it sounded most horrible.
    "But in this life, at least, I can help you. For there are ways to gain the benefits of the gods without bending your knee. To be cast out is most horrible, but it gives you freedom. Among all the people in the world you alone do not have to abase yourself before those powermongers. In this life, I can give you power."

    And thus Vren became a student of the old elf. He learned to use treachery and guile to steal scrolls from traveling priests, and in time to unlock their secrets. He learned dark secrets and even how to cast the spells of divinity himself.

    Then, one day, the old elf was killed, stealing from a death priest. And Vren was alone. Within a year he realized that his people had a god after all, that the old man had lied. And he went back to the shallow grave he'd dug for the old elf to spit upon it but he found the earth loosened.
    Now he travels the world in disguise, looking for answers he fears he will never find.

    Honestly a skulk Archivist is a terrible idea... (ELC + Hit Dice = Caster Level 4). I should probably find a race that works better (for some reason the idea of a skulk appealed to me -- probably the innate non-detection). Maybe a goblin?
    But I figured I'd see what the DM thought before pushing something out.

    renau1g: Please give me your unalloyed opinion. If you think the ideas aren't cool (AKA are cheesy BS) just let me know and I'll try to roll up something a bit more "core". This is just what popped into my head.
    Last edited by Graf; Tuesday, 13th May, 2008 at 08:03 AM.

  9. #9
    Graf - I like the halfling battle sorceror idea, lightly armored sprintly around the battlefield, counters the little one's slow speed. (and it's dungeon-friendly ) BTW you're right about not being Eberron, but I like how halflings are done there.

    As for the second idea, it could work, it just needs more fleshing out. I like that they're a little off

    S@S - what books are the draconic feats from?

    Updating OP with current applicants.

  10. #10
    Scout (Lvl 6)

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    Block s@squ@tch

    The draconic heritage feats are in Complete Arcane (pg 77-78), while additional feats are located in Dragon Magic.

    The ones from Complete Arcane are also on Crystalkeep -- pg 116 of the index of feats.

    Seems to be a lot of arcane submissions in this bunch.

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