The Undiscovered Frontier





+ Log in or register to post
Page 1 of 2 1 2 LastLast
Results 1 to 10 of 11
  1. #1
    Registered User
    Myrmidon (Lvl 10)

    Deuce Traveler's Avatar

    Join Date
    Aug 2005
    Location
    Hampton, VA
    Posts
    5,928

    ° Ignore Deuce Traveler

    The Undiscovered Frontier

    Please place characters for the Undiscovered Frontier in this thread.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

 

  • #2
    Narsil

    Game Info

    Race: Catfolk
    Class: Bard
    Level: 4
    Alignment:
    Languages: Common, Feline, Gnoll, and Draconic.
    Deity: None

    Abilities

    STR: 13
    DEX: 22
    CON: 14
    INT: 16
    WIS: 15
    CHA: 20

    Combat

    HP: 29 = [4d6=21] + 8 (CON)
    AC: 19 = 10 + 2 (Leather) + 0 (shield) + 6 (DEX) +1 (Natural Armor)
    AC Touch: 17 = 10 + 6 (DEX) +1 (Natural Armor)
    AC Flatfooted: 13 = 10 + 2 (Lether) + 0 (shield) +1 (Natural Armor)
    INIT: +6 = +6 (DEX)
    BAB: +3 = +3 (Bard)
    Fort: +3 = +1 (Bard) +2 (CON)
    Reflex: +10 = +4 (Bard) +6 (DEX)
    Will: +7 = +4 (Bard) +3 (WIS)
    Speed: 40 ft.
    Damage Reduction: None
    Spell Resistance: None

    Weapon Stats

    Short Bow(Ranged): +9 = +3 (BAB) +6 (DEX)/DMG = 1d6(P), Crit 20/x3/Arrows: 20
    Longspear(Melee): +4 = +3 (BAB) +1 (STR)/DMG = 1d8+1(P), Crit 20/x3
    Longsword(Melee): +4 = +3 (BAB) +1 (STR)/DMG = 1d8+1(S), Crit 19-20/x2
    Dagger(Melee): +4 = +3 (BAB) +1 (STR)/DMG = 1d4+1(S), Crit 19-20/x2
    Dagger(Ranged): +9 = +3 (BAB) +6 (STR)/DMG = 1d4+1(S), Crit 19-20/x2

    Racial Traits

    Racial Adjustments: +4 Dexterity, +2 Charisma.
    Base Speed: 40'
    Low-light Vision: Catfolk can see twice as far as humans in dim conditions.
    Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks.
    Natural Armor Bonus: +1
    Automatic Languages: Common and Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan.
    Favored Class: Ranger
    Level Adjustment: +1

    Class Features

    Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficent with light armor and shields (except tower shields).
    Because somatic components required for bard spells are relatively simple, a bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy or using a shield incurs a chance of arcane spell failure if the spell in question has somatic components (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spells: A bard casts arcane spells (the same type of spells available to the sorcers and wizards), which are drawn from the bard spell list (page 181). He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must (see below). Every bard spell has a verbal componet (singing, reciting, or music).

    To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

    Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge(history), he gains a +2 bonus on this check.)

    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). While these abilities fall under the catagory of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performence. Each ability requires both a minimum bard level and a minimum number of ranks in at least one Perform skill, he does not gain bardic music ability until he acquires the needed ranks.

    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 music that dosen't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic itmes by magic word (such as wands). 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. I he fails, the attempt still counts against his daily limit.

    Countersong (SU): A bard with 3 or more ranks in a Perform can use his music or poetics to counter magical effects that depend on sound (but no spells that simply have verbal components). Each round of the countersong , he makes a Perform check. Any creature within 30' of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command spell) 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 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 Perform skill can use their music or poetics to cause one or more creatures to become fascinated with them. Each creature to be fascinated must be within 90', able to see and hear the bard, and able to pay attention to them. 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, they can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on).

    To use the ability, a bard makes a Perform check. His check results is the DC for each 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, such as am ally of the bard approaching the fasinated creature, requires the bard to make another Perform check and allows the creature a new saving thow 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 a ehchantment (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 themself), bolstering them against fear and improving their combat abilities. Te 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 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.

    Inspire Competence (SU):A bard of 3rd level or higher with 6 or more ranks in a Perfrom skill can use their music or poetics to help an ally suceed at a task. The ally must be within 30' and able to see and hear the bard. The bard must also be able to see the ally. Depending on the rask that the ally has to hand, the bard may use his bardic music to lift the ally's spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in themselves. Inspire competence is a mind-affecting ability.

    Feats

    1st level: Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30'

    2nd level: Preceise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack.

    Spells

    Spells Per Day:
    0 Level: 3
    1st Level: 2
    2nd Level: 0

    Spells Known:
    0 Level: Detect Magic, Read Magic, Light, Mending, Mage Hand
    1st Level: Identify, Cure Light Wounds, Grease, Sleep, Silent Image
    2nd Level: Cure Moderate wounds, Detect Thoughts, Invisibility

    Skills

    Appraise: +0 = +0 [Ranks] +0 [INT]
    Autohypnosis: +0 = +0 [Ranks] +0 [Wis]
    Balance: +10 = +5 [Ranks] +6 [Dex] -1 [ACP]
    Bluff: +12 = +7 [Ranks] +5 [Cha]
    Climb: +0 = +0 [Ranks] +0 [Str] +0 [ACP]
    Conecentration: +9 = +7 [Ranks] +2 [Con]
    Craft: +0 = +0 [Ranks] +0 [Int]
    Decipher Script: +0 = +0 [Ranks] +0 [Int]
    Diplomacy: +12 = +7 [Ranks] +5 [Cha]
    Disable Device: +0 = +0 [Ranks] +0 [Int]
    Disguise: +0 = +0 [Ranks] +0 [Cha]
    Escape Artist: +0 = +0 [Ranks] +0 [Dex] +0 [ACP]
    Forgery: +0 = +0 [Ranks] +0 [Int]
    Gather Information: +12 = +7 [Ranks] +5 [Cha]
    Handle Animal: +0 = +0 [Ranks] +0 [Cha]
    Heal: +0 = +0 [Ranks] +0 [Wis]
    Hide: +12 = +7 [Ranks] +6 [Dex] -1 [ACP]
    Intimidate: +0 = +0 [Ranks] +0 [Cha]
    Jump: +0 = +0 [Ranks] +0 [Str] +0 [ACP]
    Knowledge (Arcana): +7 = +4 [Ranks] +3 [Int]
    Knowledge (Arch/Eng): +0 = +0 [Ranks] +0 [Int]
    Knowledge (Dungeoneering): +0 = +0 [Ranks] +0 [Int]
    Knowledge (Geography): +0 = +0 [Ranks] +0 [Int]
    Knowledge (History): +7 = +4 [Ranks] +3 [Int]
    Knowledge (Local): +7 = +4 [Ranks] +3 [Int]
    Knowledge (Nature): +0 = +0 [Ranks] +0 [Int]
    Knowledge (Nobility/Royalty): +0 = +0 [Ranks] +0 [Int]
    Knowledge (The Planes): +0 = +0 [Ranks] +0 [Int]
    Knowledge (Psionics): +0 = +0 [Ranks] +0 [Int]
    Knowledge (Religion): +0 = +0 [Ranks] +0 [Int]
    Listen: +11 = +7 [Ranks] +2 [Wis] +2 [Racial]
    Move Silently: +12 = +5 [Ranks] +6 [Dex] -1 [ACP] +2 [Racial]
    Open Lock: +0 = +0 [Ranks] +0 [Dex]
    Perform (Act): +0 = +0 [Ranks] +0 [Cha]
    Perform (Comedy): +0 = +0 [Ranks] +0 [Cha]
    Perform (Dance): +0 = +0 [Ranks] +0 [Cha]
    Perform (Keyboard): +0 = +0 [Ranks] +0 [Cha]
    Perform (Oratory): +12 = +7 [Ranks] +5 [Cha]
    Perform (Percussion): +0 = +0 [Ranks] +0 [Cha]
    Perform (String Instrument): +0 = +0 [Ranks] +0 [Cha]
    Perform (Wind Instrument): +0 = +0 [Ranks] +0 [Cha]
    Perform (Sing): +9 = +4 [Ranks] +5 [Cha]
    Perform (): +0 = +0 [Ranks] +0 [Cha]
    Preofession (): +0 = +0 [Ranks] +0 [Wis]
    Psicraft: +0 = +0 [Ranks] +0 [Int]
    Ride: +0 = +0 [Ranks] +0 [Dex]
    Search: +8 = +5 [Ranks] +3 [Int]
    Sense Motive: +5 = +3 [Ranks] +2 [Wis]
    Sleight of Hand: +0 = +0 [Ranks] +0 [Dex] +0 [ACP]
    Spellcraft: +10 = +7 [Ranks] +3 [Int]
    Spot: +9 = +7 [Ranks] +2 [Wis]
    Survival: +0 = +0 [Ranks] +0 [Wis]
    Swim: +4 = +4 [Ranks] +1 [Str] -1 [ACP]
    Tumble: +0 = +0 [Ranks] +0 [Dex] +0 [ACP]
    Use Magic Device: +12 = +7 [Ranks] +5 [Cha]
    Use Psionic Device: +0 = +0 [Ranks] +0 [Cha]
    Use Rope: +0 = +0 [Ranks] +0 [Dex]

    Equipment

    Longspear 5gp 9lbs.
    Longsword 15gp 4lbs.
    Dagger 2gp 1lbs.
    Shortbow 30gp 3lbs.
    Arrows (20) 1gp 1lbs.
    Leather 10gp 15lbs.
    Backpack 2gp 2lbs.
    Rope (50') 1gp 10lbs.
    Sunrod (3) 6gp 3lbs.
    Flint and Steel 1gp 0lbs.
    Waterskin 1gp 4lbs.
    Pouch, belt 1gp .5lbs.
    Treasure: 35gp, 00sp, 00cp Gems: None
    Total Weight Carried: 52.5lbs.
    Maximum Weight Possible: Light 50lbs. Medium 51-133lbs. Heavy 134-150lbs.

    Details

    Size: Medium
    Gender: Male
    Age:
    Height: 5'8"
    Weight: 147
    Hair Color:
    Eye Color:
    Skin Color:
    Appearance:
    Demeanor:

    Background
    ...

    Last edited by Blood and Honor; Monday, 5th September, 2011 at 05:03 PM.

  • #3
    Level Ups

    Level 2

    Class: Bard
    HP: 8 = (1d6+2=8)
    BAB: +0
    Ref: +1
    Will: +1

    Skill Points: +9 = +6 (Bard) + 3 (Int)
    Max Ranks: 5

    Spells Known:
    0 level (5), (Mage Hand*)
    1st level (4), (Sleep*, Grease**)

    Spells Per Day: 1st level (3), 2nd level (0)

    *Spells added this level
    **Bonus spells


    Level 3

    Class: Bard
    HP: 7 = (1d6+2=7)
    BAB: +1
    Fort: +1
    Ref: +1
    Will: +1

    Class Feature: Inspire Competence

    Skill Points: +9 = +6 (Bard) + 3 (Int)
    Max Ranks: 6

    Spells Known:
    0 level (6), (Know Direction*)
    1st level (5), (Silent Image*)

    Spells Per Day: 1st level (3), 2nd level (1)

    *Spells added this level
    **Bonus spells

    Level 4

    Class: Bard
    HP: 7 = (1d6+2=7)
    BAB: +1
    Fort: +0
    Ref: +1
    Will: +1

    Skill Points: +9 = +6 (Bard) + 3 (Int)
    Max Ranks: 6

    Spells Known:
    0 level (6), (Know Direction*)
    1st level (5), (Silent Image*)
    2nd level (3), (Cure Moderate Wounds, Detect Thoughts, Invisibility**)

    Spells Per Day: 0-level (3), 1st level (2), 2nd level (0)
    *Spells added this level
    ** Bonus spells


    OOC: Nevermind the rolls below...
    Last edited by Blood and Honor; Monday, 5th September, 2011 at 02:15 PM.

  • #4
    Cowled Justice of LPF COPPER SUBSCRIBER
    Myrmidon (Lvl 10)

    GlassEye's Avatar

    Join Date
    May 2006
    Location
    Columbia, MO
    Posts
    6,326

    ° Ignore GlassEye
    Arkos
    Earth Mephling Druid 6
    N Small humanoid (extraplanar)
    Init: +1; Senses Listen/Spot +12
    Mechanics

    DEFENSE
    AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
    AC (Predator) 16, touch 12, flat-footed 15 (+4 natural armor)
    AC (Aerial) 14, touch 12, flat-footed 13 (+2 natural armor)
    hp 56 (6d8+18) (max @ 1st, .75 thereafter)
    Fort +8 (5 (base) +3 (Con))
    Ref +3 (2 (base) +1 (Dex))
    Ref (Aerial) +5 (2 (base) +1 (Dex) +2 (form))
    Will +9 (5 (base) +4 (Wis))

    OFFENSE
    Speed 30 ft., burrow 10 ft.
    Speed (Predator) 50 ft.
    Speed (Aerial) 40 ft. (good)
    Attacks
    Spear +9 (1d6+7 /crit. x3)
    Sling +5 (1d3 /crit. x2)
    Bite (Predator) +13 (1d4+8 /crit. x2; as magic)
    Talon (Aerial) +12 (1d4+7 /crit. x2; as magic)
    Breath Weapon (1d8; bludgeoning; Ref 15 for half dmg.)

    STATISTICS
    Str: 20 +5 [24 in Predator form; 22 in Aerial form]
    Dex: 13 +1
    Con: 16 +3
    Int: 12 +1
    Wis: 18 +4
    Cha: 15 +2

    Base Atk. +4
    Feats Self-Sufficient (1), Power Attack (3)
    Skills
    Skill Points: 45 = [Base (04) + INT (01)/Level]
    Heal +15 (9 ranks, +4 (Wis) +2 (feat))
    Knowledge (Nature) +12 (9 ranks, +1 (Int), +2 (Nature Sense))
    Listen +13 (9 ranks, +4 (Wis))
    Spot +13 (9 ranks, +4 (Wis))
    Survival +17 (9 ranks, +4 (Wis) +2 (Nature Sense) +2 feat))
    Languages Common, Druidic, Sylvan, Terran

    SPELLS
    Spell Save: 14 +SL
    3rd level: 3; cure moderate wounds, evard's menacing tentacles (PHB2), evard's menacing tentacles
    2nd level: 4; barkskin, bull's strength, heat metal, resist energy
    1st level: 4; cure light wounds, faerie fire, goodberry, produce flame
    orisons: 5; create water, cure minor wounds, detect magic, light, purify food & drink

    RACIAL TRAITS
    Earth Mephling
    Favored Class: Druid
    Ability Modifiers: +2 STR, -2 DEX, -2 INT, +2 CHR
    Small: +1 AC, +1 attacks, +4 Hide, carrying limit x3/4
    Speed: 30 feet, burrow 10 feet
    Breath Weapon: 15 foot cone of rock shards, 1d8 bludgeoning dmg, REF for half; 2/day but 1d4 rounds must pass between uses
    Spells: spells with Earth descriptor cast at +1 caster level

    CLASS ABILITIES
    Druid
    Armor/Weapons: Light/Medium non-metal Armor, Shields; Club, dagger, dart, staff, scimitar, shortspear, sickle, sling, spear
    Spells: Divine preparation; cannot cast opposed alignment
    Spontaneous Casting: Summon Natureĺs Ally
    Nature Sense: +2 Knowledge (Nature) & Survival
    Wild Empathy: as Diplomacy, 1d20+7
    Woodland Stride: move through natural undergrowth with no penalty
    Trackless Step: leaves no trail natural surroundings; canĺt be tracked
    Resist Natureĺs Lure: +4 vs. fey spell-like abilities
    Shapeshift: shapeshift at will (swift action) into Predator (bite, 1d4 dmg; +4 STR; +4 natural armor; speed 50 feet; Mobility) or Aerial (talon, 1d4 dmg; +2 STR; +2 REF; +2 natural armor; fly 40 feet (good)).

    WEALTH
    PP: 00 GP: 00 SP: 00 CP: 00

    EQUIPMENT
    Spear 2 gp 6 lbs.
    Sling -- --
    10 bullets 1 sp 5 lbs.

    Total Weight: 00 lb

    Max Weight: 0-99 (light); 100-199 (medium); 200-300 (heavy)
    Last edited by GlassEye; Friday, 10th August, 2012 at 08:37 PM.

  • #5
    Registered User
    Cutpurse (Lvl 5)

    Fenris's Avatar

    Join Date
    Feb 2002
    Location
    Long Island, New York
    Posts
    5,252

    ° Ignore Fenris
    This is me brainstorming Queenie's sorcerer.
    Lealani
    Spoiler:

    Race: Aasimar
    Class: Sorcerer
    Level: 5th (+1 LA)
    Str: 13 +1
    Dex: 17 +3
    Con: 15 +2
    Int: 16 +3
    Wis: 16 +3
    Cha: 21 +5

    HP: XX (4+4d4+10)
    BAB:+2
    Init: +3
    Fort: +3 (+1, +2)
    Ref:+4 (+1, +3
    Will:+7 (+4, +3)

    Skills 40 points
    Kn: Arcana
    Listen
    Spellcraft
    Search
    Spot

    Languages Known: Common, Celestial, Draconic, Elven, Sylvan

    Feats: 2

    Racial Traits

    +2 Wisdom, +2 Charisma.
    Medium size.
    An aasimar’s base land speed is 30 feet.
    Darkvision: Aasimars can see in the dark up to 60 feet.
    Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
    Racial Feats: An aasimar gains feats according to its class levels.
    Special Attacks (see above): Daylight.
    Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
    Automatic Languages: Common, Celestial. Bonus Languagesraconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    Favored Class: Paladin.
    Level adjustment +1.


    Spells Known: 6/4/2

    Spells per day:6/8/5


    Last edited by Fenris; Friday, 23rd September, 2011 at 03:46 AM.

  • #6
    Registered User
    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

    Join Date
    Apr 2007
    Location
    Bahia Blanca, Buenos Aires, Argentina
    Posts
    10,850

    ° Ignore Voda Vosa
    Alright, I have my character ready: Hobgoblin melee warlock


    Name : Sarpot
    Race : Hobgoblin
    Gender : Male
    Size : Medium
    Class : Warlock
    Level : 6

    Languages : Comon ; Gnome

    Weight : 150 lb
    Height : 3.9 ft
    Eyes : Black
    Hair : Red
    Age : 34
    Speed : 30 ft
    Stats


    Abilities

    Strength: 18 (+ 4 )
    Dexterity: 18 (+ 4 )
    Constitution: 18 (+ 4 )
    Intelligence: 14 (+ 2 )
    Wisdom: 13 (+ 1 )
    Charisma: 17 ( 3 )

    Combat

    BAB (+ 4 )
    Weapons
    Eldrich Blast (+ 8 for 3d6 - x2 )
    Eldrich Claws (+ 8 for 3d6+1d3+ 4 - x2 )
    Gauntlets (+ 8 for 1d3+ 4 - x2 )

    Grapple: + 8
    Initiative: + 4
    HP: 60
    AC: 17
    Touch: 14
    Flat Footed: 19

    Saves

    Fortitude: + 6
    Reflex: + 6
    Will: + 6

    Skills

    Code:
    			
    Skills                               				
    Appraise: 		(	0	)=	2
    Balance:		(	0	)=	4
    Bluff : 		(	4	)=	7
    Climb : 		(	0	)=	4
    Concentration: 		(	0	)=	1
    Craft	: 		(	0	)=	2
    Decipher Script: 	(	0	)=	2
    Diplomacy: 		(	3	)=	6
    Disable Device: 	(	0	)=	2
    Disguise: 		(	0	)=	3
    Escape Artist: 		(	0	)=	4
    Forgery: 		(	0	)=	2
    Gather Inf: 		(	0	)=	3
    Handle Animal: 		(	0	)=	3
    Heal: 			(	0	)=	1
    Hide: 			(	4	)=	8
    Intimidate: 		(	3	)=	6
    Jump: 			(	0	)=	4
    Knowledge (Engeneering):(	0	)=	2
    Listen	: 		(	6	)=	7
    Move Silently	: 	(	4	)=	12
    Open Lock	: 	(	0	)=	4
    Perform: 		(	0	)=	3
    Profession: 		(	0	)=	1
    Ride: 			(	0	)=	4
    Search: 		(	0	)=	2
    Sense Motive: 		(	3	)=	4
    Sleight of Hand: 	(	0	)=	4
    Spellcraft: 		(	0	)=	2
    Spot: 			(	5	)=	6
    Survival: 		(	0	)=	1
    Swim: 			(	0	)=	4
    Tumble: 		(	0	)=	4
    Use Magic Device: 	(	4	)=	7
    Use Rope: 		(	0	)=	4

    Feats
    Feats
    Improved Unarmed Strike ( Feat 1 )

    Eldrich Claw ( Feat 3 )
    Invocations ( Warlock )
    Eldrich Blast ( Warlock )
    Detect magic ( Warlock )
    Damage reduction ( Warlock )
    Deceive item ( Warlock )

    Race Traits

    Skill bonus : Gain +4 racial bonus onMove Silentlychecks.
    Darkvision : Darkvision out to 60 feet.
    Ability bonus : Dex +2 and Con +2

    Invocations

    Summon Swarm : Summon swarm at will( Swarm :: d20srd.org)
    Baleful Utterance : Shater at will( Shatter :: d20srd.org )
    Sickening blast : Fortitude (DC: 17) check or becomes sickened
    Animate Undead:
    Skeleton Template to apply
    Skeleton (4HD)

    Str: X, Dex: X+2, Int 0, Con 0, Wis 10, Cha 1

    Natural armor +2
    HP: 4*12= 48hp
    BAB +2

    Saves: Fort: +1; Reflex: Dex+1; Will: +4

    Properties:
    Immunity to Cold (Ex)
    Skeletons are not affected by cold.

    Damage Reduction (Ex)
    A skeleton has damage deduction 5/bludgeoning. Skeletons lack flesh or internal organs.

    Undead traits

    2 Claw attack: 1d4

    Feats: Improved Initiative.


    Equipment


    Equipment

    Studded Leather 25 gp ( 8 lb)
    Gauntlets 4 gp ( 2 lb)
    0 0 gp ( 0 lb)
    Belt pouch 1 1 gp ( 1 lb)
    Tent 10 gp ( 20 lb)
    Shovel 2 gp ( 8 lb)
    Crowbar 2 gp ( 5 lb)
    Backpack (1) 1 gp ( 2 lb)
    Bedroll (1) 1 gp ( 5 lb)
    Blanket (1) 1 gp ( 3 lb)
    Flint/steel (1) 1 gp ( 0 lb)
    Grappling hook (1) 1 gp ( 4 lb)
    Oil (1) 1 gp ( 1 lb)
    "Pot, iron (1)" 1 gp ( 10 lb)
    Rope (50ft) (1) 1 gp ( 5 lb)
    Torch (1) 1 gp ( 1 lb)
    Waterskin (1) 1 gp ( 4 lb)
    Firewood (2) 1 gp ( 40 lb)

    Total
    74 gp ( 126 lb)

    3 smokesticks, 3 tanglefoot bags, 2 thunderstones, 1 masterwork studded leather vests, 1 belt of shield, 2 wands of MM, 2 melfs acid wand, 2 wnads of cure wounds, 1 healer's kit and a staff of fireballs

    Light Load
    100
    Medium Load
    200
    Heavy Load
    300

    Last edited by Voda Vosa; Wednesday, 8th August, 2012 at 11:35 PM.
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #7
    Registered User
    Myrmidon (Lvl 10)

    Voda Vosa's Avatar

    Join Date
    Apr 2007
    Location
    Bahia Blanca, Buenos Aires, Argentina
    Posts
    10,850

    ° Ignore Voda Vosa
    I am an idiot
    Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!

  • #8
    Cowled Justice of LPF COPPER SUBSCRIBER
    Myrmidon (Lvl 10)

    GlassEye's Avatar

    Join Date
    May 2006
    Location
    Columbia, MO
    Posts
    6,326

    ° Ignore GlassEye
    reported spam

  • #9
    Registered User
    Enchanter (Lvl 12)

    Shayuri's Avatar

    Join Date
    Jun 2002
    Location
    Minnapolis, MN
    Posts
    16,403
    I Defended The Walls!

    ° Ignore Shayuri
    Still fixin' up some.

    Mellisande
    Gnome Beguiler 6
    Str 11
    Dex 18
    Con 16
    Int 20
    Wis 15
    Cha 16

    AC 15 (10 + 4 dex + 1 size)
    HP: 50/50
    BAB: +3
    Fort: +5
    Ref: +6
    Will: +7

    Race
    +2 Int, +2 Con, -2 Str
    Small size
    Base Speed 20
    Low Light Vision
    +2 saves vs illusions
    +1 DC of illusions
    +1 attack vs kobolds & goblins
    +4 AC vs giants
    +2 Listen, +2 Craft (Alchemy)
    SLA: Speak with (burrowing) animals 1/day, Dancing Lights 1/day, Ghost sound 1/day, Prestidigitation 1/day

    Class
    Armored Mage (Light)
    Trapfinding
    Cloaked Casting (+1 DC)
    Surprise Casting (Move action feint)
    Advanced Learning
    - Serene Visage
    Silent Spell

    Feats
    1 Fey Heritage (+3 vs mind affecting effects)
    3 Spell Focus: Illusion (+1 DC for illusions spells)
    6 Fey Power (+1 CL and DC for enchantment spells)

    Skills (99sp)
    Bluff +12 (9+3)
    Concentration +12 (9+3)
    Diplomacy +11 (8+3)
    Intimidate +7 (4+3)
    Hide +17 (9+4+4)
    Move Silently +13 (9+4)
    Knowledge (Arcana) 14 (9+5)
    Search +14 (9+5)
    Spot +10 (8+2)
    Listen +10 (8+2)
    Sense Motive +6 (4+2)
    Tumble +10 (6+4)
    Use Magic Device +10 (7+3)

    Languages - Common, Gnome, Elvish, Sylvan, Dwarf, Draconic

    Spells (Beguiler) - Base DC 15 (17 for illusions, 16 for enchantments)
    Slots
    0 - 6/6, 1 - 8/8, 2 - 6/6, 3 - 4/4
    0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
    1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Serene Visage, Sleep,Undetectable Alignment, Whelm, Ventriloquism
    2 - Blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
    3 - Arcane Sight, Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence

    Equipment
    Money: None

    Weapon:
    Small Rapier, +3, 1d4
    Small Shortbow, +8, 1d4

    Armor:
    Leather

    Gear
    Pending
    Last edited by Shayuri; Monday, 13th August, 2012 at 07:22 AM.

  • #10
    Registered User
    Cutpurse (Lvl 5)

    Fenris's Avatar

    Join Date
    Feb 2002
    Location
    Long Island, New York
    Posts
    5,252

    ° Ignore Fenris
    Not done yet, but a good start

    Nerin Kordsarm

    Race: Aasimar
    Class: Favored Soul 4/Paladin of Freedom 2 Kord
    Level: 6th (+1 LA)
    Str: 18 +4
    Dex: 16 +3
    Con: 17 +3
    Int: 13 +1
    Wis: 16 +3
    Cha: 18 +4

    HP: 65 (8+3d8+2d10+18+6)
    BAB:+5
    Init: +3
    AC: 18 (10+5+3)
    Fort: +14 (+3,+4,+4,+3)
    Ref:+11 (+0, +4, +4+3)
    Will:+11 (+0, +4, +4, +2)

    Combat:
    MW Greatsword +11 2d6+6 19-20x2
    MW Longbow +9 1d8 20x3

    Skills points 27
    Climb +6 (2+4)
    Diplomacy +10 (6+4)
    Heal +4 (1+3)
    Jump +6 (2+4)
    Listen +6 (3+3)
    Search +3 (2+1)
    Sense Motive +9 (6+3)
    Spot +6 (3+3)
    Swim +6 (2+4)


    Languages Known: Common, Celestial, Draconic

    Feats: Weapon Focus (Greatsword), Power Attack, Cleave, Improved Toughness

    Racial Traits

    Aasimar characters possess the following racial traits.

    +2 Wisdom, +2 Charisma.
    Medium size.
    An aasimar’s base land speed is 30 feet.
    Darkvision: Aasimars can see in the dark up to 60 feet.
    Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
    Racial Feats: An aasimar gains feats according to its class levels.
    Special Attacks (see above): Daylight.
    Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
    Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    Favored Class: Paladin.
    Level adjustment +1.



    Class Features: Deity's Weapon Focus
    Aura of Good
    Detect Evil
    Smite Evil 1/day +4 to hit/+2 Damage
    Lay on Hands 8 HP/day
    Divine Grace

    Spells Known: 6/4/3
    0: Cure Minor Wounds, Detect Magic, Detect Poison, Light, Purify Food and Water, Read Magic
    1st: Cure Light Wounds, Divine Favor, Endure Elements, Shield of Faith, one more
    2nd: Bear's Strength, Cure Moderate Wounds, Silence


    Spells per day:6/7/4

    Equipment:
    MW Breastplate
    MW Greatsword
    MW Longbow
    Quive with 20 arrows
    2 MW daggers
    Backpack
    3 waterskins
    Dried meats
    2 healer's kits
    4 wands of cure light wounds 50 charges each
    4 sunrods
    Bedroll
    Last edited by Fenris; Wednesday, 12th September, 2012 at 03:43 AM.

  • + Log in or register to post
    Page 1 of 2 1 2 LastLast

    Similar Threads

    1. The Undiscovered Frontier
      By Deuce Traveler in forum Playing the Game
      Replies: 746
      Last Post: Sunday, 14th July, 2013, 11:18 PM
    2. DT's The Undiscovered Frontier
      By Deuce Traveler in forum Talking the Talk
      Replies: 134
      Last Post: Sunday, 10th February, 2013, 04:24 AM
    3. New Frontier Campaign
      By steamsorceror in forum RPGs & Tabletop Gaming Discussion
      Replies: 0
      Last Post: Saturday, 12th March, 2011, 09:11 PM
    4. [Map-a-Week] Feb, Frontier Landscape - Anyone used this?
      By Ashrem Bayle in forum RPGs & Tabletop Gaming Discussion
      Replies: 0
      Last Post: Monday, 7th April, 2003, 09:21 PM
    5. [OT] Undiscovered
      By Phanboy in forum RPGs & Tabletop Gaming Discussion
      Replies: 8
      Last Post: Thursday, 24th January, 2002, 09:09 AM

    Posting Permissions

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