Expeditions to the Craters. OOC and such


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Name: Aylana Sellsword
Race (Type): Female Loresong Faen (Humanoid)
Alignment: Neutral Good
Gestalt Class A: Wizard-1
Gestalt Class B: Magister-1
Experience: 0/1000
Languages: Common, Faen, Abyssal,
Celestial, Draconic, Infernal, Sylvan​
Initiative: +2
Speed: 20 ft
Hit Dice: 1d6+2
HP: 8/8
Strength: 10 (+0)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 13 (+1)
Charisma: 13 (+1)
[sblock="SKILLS"]skill name (ranks): +bonus [-]untrained skill, unusable[/-]
Appraise (Int): +5
Balance (Dex): +3
Bluff (Cha): +1
Climb (Str): +0
Concentration (Con, 4): +6
Decipher Script (Int, 4): +9
Diplomacy (Cha): +1
[-]Disable Device (Int):[/-]
Disguise (Cha): +1
Escape Artist (Dex): +3
Forgery (Int): +5
Gather Information (Cha): +1
[-]Handle Animal (Cha):[/-]
Heal (Wis): +1
Hide (Dex, size, racial): +9
Intimidate (Cha): +1
Jump (Str): +0
Knowledge: Arcana (Int, racial, feat, 4): +10
Knowledge: Dungeoneering (Int, 2): +7
Knowledge: Geography (Int, 2): +7
Knowledge: History (Int, 2): +7
Knowledge: Nature (Int, 2): +7
Knowledge: Planes (Int, 2): +7
Knowledge: Religion (Int, 2): +7
Listen (Wis): +1
Move Silently (Dex, racial): +5
[-]Open Lock (Dex):[/-]
Ride (Dex): +3
Search (Int): +5
Sense Motive (Cha): +1
[-]Sleight of Hand (Dex):[/-]
Spellcraft (Int, racial, feats, 4): +16,
+18 for Transmutations, +11 for Illusions or Necromancy​
Spot (Wis): +1
Survival (Wis): +1
Swim (Str): +0
Tumble (Dex): +3
[-]Use Magic Device (Cha):[/-]
Use Rope (Dex): +3
[sblock="Skill Points by Level"]
Character Level
Skill

1

2

3
Total
Ranks
Concentration
Decipher Script
Knowledge: Arcana
Knowledge: Dungeoneering
Knowledge: Geography
Knowledge: History
Knowledge: Nature
Knowledge: Planes
Knowledge: Religion
Spellcraft
4
4
4
2
2
2
2
2
2
4
4
4
4
2
2
2
2
2
2
4
Total Spent28
[/sblock]
[/sblock][sblock="COMBAT"]OFFENSE AB: +1 (+0 base, +1 size)
Weapon
Quarterstaff, 1h, small
ranged (touch or not) attack
To Hit
+1
+4
Damage
1d4
by spell
Range

by spell
Notes

by spell
DEFENSE AC Base: 10 +1 Size +3 Dex
AC (normal): 14
touch: 14
flat-footed: 11​
AC (mage armor): 18
touch: 14
flat-footed: 15​
Fort: +2 (base +0, Con +2)
Ref: +3 (base +0, Dex +3)
Will: +3 (base +2, Wis +1)
Spells Prepared/Readied (and other n/day items)
Wizard (CL:1)
Cantrips (3+1): Mage Hand; Message; Ray of Frost (range touch); Read Magic (10min/lvl)
1st Level (3+1): [-]Expeditious Retreat (+30' base move)[/-]; Grease (Ref DC 17, 1r/lvl, DC 10 Balance); [-]Mage Armor (1hr/lvl)[/-]; Sleep (Will DC 17, 1min/lvl)
Magister (CL:1, 0 without staff)
0 Level (6/7): Appropriate Size, Canny Effort, Detect Magic, Disorient (Will DC 16), Hygiene, Repair (lesser), Seeker
1st Level (4/5): Distraction (Will DC 17, 1r/lvl); Cold Blast (range touch, 1d4 cold and 1 str dmg), Mud Ball (ranged attack), Open Lock, Transfer Wounds
Faen Spell-like Abilities
1/day each - detect magic, ghostsound, lesser glowglobe
Sudden Shift uses (3/5): gain fly, climb, or swim speed equal to normal speed.​
[/sblock][sblock="FEATURES AND TRAITS"]Armor Proficiencies: None
Weapons Proficiencies: club, dagger, heavy crossbow, light crossbow, and quarterstaff
Race: Loresong Faen
Ability Score Modifiers: +2 Int, -2 Str
Skill bonuses: +2 Move Silently (Sneak), +2 Spellcraft, +6 Hide (small size, racial)
Low-light vision
Innate Spell-like Abilities (Sp): 1/day -- detect magic, ghostsound, lesser glowglobe
Feats
Affinity With Skill: Spellcraft (talent) - +4 inherent bonus to Spellcraft checks.
Eldritch Training (ceremonial) - Ability to apply eldritch template to any spells. Grants +1 competence bonus to Spellcraft and Knowledge (Arcana) check.
Eldritch Template - Spells cast with this template gain +1 bonus to their DC, or +2 bonus when laden.​
Scribe Scroll (item creation)

Class: Wizard
Skill points per level: 2 + Int (x4 at first level)
Immediate Magic (Ex): (From PHB2, replaces Familiar) Usable Int Mod/day: 5; Sudden Shift
Sudden Shift (Sp): As an immediate action, you temporarily change your form to grant yourself a climb, fly or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of the turn; otherwise it lasts until the end of your next turn.​
Spells: Int based Default DC: 16 + spell level (10 + int mod + eldritch template)
Specialization School: Transmutation Prohibited School: Necromancy, Illusion
Spell Levels
Bonus spells for high Int
Spell per Day
Bonus Transmutations per Day
0
-
3
1
1
2
1+2
1
2
1
-
-
3
1
-
-
4
1
-
-
5
1
-
-
6
-
-
-
7
-
-
-
8
-
-
-
9
-
-
-

[td]
Spellbook:
Cantrips: Acid Splash, Arcane Mark, Daze, Detect Poison, Detect Magic, Dancing Lights, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1st Level: Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Mage Armor, Magic Missile, Reduce Person, Sleep

Class: Magister
Skill points per level: 2 + Int (x4 at first level)
Staff:
Spells: Int based. Default DC: 16+spell level (10 + int mod + eldritch template)
Available Spells: All simple and complex spells.
Spell Levels
Bonus for high Int
Spells Readied per Day
Spell Slots per Day
0
2
5+2
2+2
1
2
3+2
1+2
2
1
-
-
3
1
-
-
4
1
-
-
5
1
-
-
6
-
-
-
7
-
-
-
8
-
-
-
9
-
-
-
10
-
-
-

[td]
[/sblock][sblock="EQUIPMENT"]Spellbook (3#)
Magister's Staff (3#)
Spell component pouch (1.5#)
Backpack, with: (1.5#)
- Bedroll (3#)
- Waterskin (3#)
- Minifying Glass (a flawed magnifying glass that makes things smaller, no appraise bonus. For ease of reading large text books.)
- 4 potions of cure light wounds 1d8+1 hp
- Book +2: Cappelli's True and Complete History (Knowledge: History) (1#)
- Book +2: Esoteric and Meta-esoteric Mysteries (Knowledge: Arcana) (1#)
- Book +2: Horace's Mappe of the Knoun World (Knowledge: Geography) (1#)
- Book +2: Planes of Existence Near and Far (Knowledge: Planes) (1#)
Belt
- pouch (15 gp)
- Dagger in sheath (1#)
[sblock="Carrying Capacity"]Current Load: 20#

Light load: 25 lb. or less
Medium load: 26-50 lb.
Heavy load: 51-75 lb.
Lift over head: 75 lb.
Lift off ground: 150 lb.
Push or drag: 375 lb.[/sblock][/sblock][sblock="DESCRIPTION"]Age: 22
Height: 3’ 6”
Weight: 55 lbs
Eyes: Pale blue
Skin: Pale with a slightly bluish hue
Hair: Flame red/orange
Description: Aylana is a nerdy faen. She loves to talk about magic.
Background: Aylana comes from a long proud line of mercenary faen. So long a line, it became their surname. She has six older brothers who each tried to teach her the use of blades or axes or bows or anything other than the stupid staff she seemed drawn to. They all eventually gave up leaving her to her books. In books, she thrived. Eventually she was accepted at magic school where she showed aptitude for two different schools of learning: that of the wizard and that of the magister. The conflicting laws of magics did not deter her and she graduated with honors in both.

Now her quest to seek out more magics has taken her to edge of civilization where she heard a famous illusionist was going to perform some rather public magic. Such a rarity she had to witness personally.
[/sblock]
 
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Thateous

Explorer
[sblock=Crag the Barbarian CG ♂ Half-Orc Gestalt Barbarian/Fighter 1]

[sblock=Appearance]
Size: Medium
Height: 6' 1"
Weight: 390 lb
Skin: Gray
Eyes: Light Brown
Hair: None
[/sblock]

[sblock=Ability Scores]
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 6 (-2)
Wisdom 14 (+2)
Charisma 6 (-2)
[/sblock]

[sblock=Essentials]
Total Hit Points: 14
Speed: 40 ft
Armor Class: 16 = 10 +4 [Chain Shirt] +2 [Dex]
Touch AC: 12 Flat-footed: 14
Initiative modifier: 2 = +2 [Dex]
Fort save: +4 = +2 [Base] +2 [Con]
Ref save: +2 = +2 [Dex]
Will save: +2 = +2 [Wis]
Attack (handheld): +5 = 1 [base] +4 [strength]
Attack (unarmed): +5 = 1 [base] +4 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +5 = 1 [base] +4 [strength]

Languages: Common, Orc

Javelinx5 +3 [1d6+4, crit x2, range inc 30 ft., 2 lb, piercing]
MW Greatsword +7 [2d6+6, crit 19-20/x2, 8 lb., two-handed, slashing]
[/sblock]

[sblock= Abilities]
[sblock=Half-Orc]
+2 strength / -2 intelligence / -2 charisma (already included)
Darkvision (see 60 feet in pitch-dark)
[/sblock]
[sblock=Barbarian]
Illiteracy
Rage
Fast Movement
[/sblock]
[sblock=Fighter]
1: Power Attack
Bonus Feat: Weapon Focus Greatsword
[/sblock]
[/sblock]

[sblock=Skills]
Appraise Int -2 = -2
Balance Dex* 2 = +2
Bluff Cha -2 = -2
Climb Str* 5 = +4 +1
Concentration Con 2 = +2
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Forgery Int -2 = -2
Gather Information Cha -2 = -2
Heal Wis 2 = +2
Hide Dex* 2 = +2
Intimidate Cha -1 = -2 +1
Jump Str* 10 = +4 +2 +4 [speed 40]
Listen Wis 2 = +2
Move Silently Dex* 2 = +2
Ride Dex 2 = +2
Search Int -2 = -2
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 4 = +2 +2
Swim Str** 6 = +4 +2
Use Rope Dex 2 = +2
[/sblock]

[sblock=Equipment]
Gold 400gp

Weapons / Armor / Shield (from above) 39 lb
Backpack 2 lb
Bedroll 5 lb
Chalk
Flint and steel
Rations (1 day) x10 10 lb
Rope (50', hempen) x1 10 lb
Tent 20 lb

Total 86 lb

[sblock=Carrying Capacity]
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
[/sblock]
[/sblock]
[/sblock]
 
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(a little more 'doing' and a little less 'narrating the actions of others', please. )
I'm not sure what kind of doing you are expecting. I'm playing a mage. She sits in the back line and supports others. There are no others as we haven't formed a team yet. So in the case where confronted with a pitched melee of many attackers, she is going to hide or flee. There is no way a squishy mage is joining a militia. Nor is she standing in a fielding throwing her 2-3 vaguely offensive spells around willy nilly. She will save them for if (and when) hiding and fleeing fails.

It looks like the player group has one and a half front liners and a bunch of back of the party characters. If this is inappropriate to your adventure you should have said something about being able handle large pitched battles.
 

EarlyBird

Explorer
If Stanfor is going toe to toe with anything (even a mouse) than I feel sorry for the party. He is the buffer/healer roll - using the riding fox to help get him to people who need healed quicker. As there is no healing word in 3.5

He is +1 to hit for 1d6+1 DMG normally so staying out of fights till he can flame strike things is the tactic for now.
 

QuaziquestGM

First Post
I do expect the 'squishy' characters to hang back out of melee, but I also expect them to be doing something, or at least be setting up future actions.

What I mean is that you didn't respond to the situation. You just reported that you noticed what the others were doing, and that doesn't move the story forward.

I expect something along the lines of "The kid on the fox seems to be getting out of the way. I watch where he goes and join him if it seems safe." or "The big guy joins the line formed by the militia. I stay back and watch to see if any goblins slip past them." or even "While the militia deals with the goblins I start organizing the civilian types to put out the fires in the goblin free areas."

Also, I don't mind a bit of cooperative metagame. The party hasn't been formed yet, but you can set up something to move us that way. "Wow, that 1/2 is really smashing the goblins. I'll buy him an ale later.... Oh, there's fellow wee folk caster sniping goblins. We should talk shop later..."
 

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