It allows you to search the
messageboards, send and receive private messages, give yourself a
custom usertitle, turn ads on or off, create a custom style for your
profile, get a nifty badge under your username, and gives you a special
warm glowy feeling! Oh, and it gets rid of this annoying message, too!
There has been some player attrition in my Red Hand of Doom game and I'm looking for a couple new players. Reveille has already submitted a character concept and I'm looking (ideally) for one more to take on either a cleric or druid role to provide divine support for the party.
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)
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
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 (exception is a +2 weapon).
Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
Last edited by renau1g; 21st August 2008 at 03:30 PM..
Str 16, Dex 18, Con 12, Int 16, Wis 10, Cha 9
(+2 Dex, +2 Con Racial, +1 to Wis @ 4th Level)
Appearance: Jaga is a towering brute of a man and always seems to have a look of non-interest on his face. Jagas’ red eyes and black hair only adds to his brutish looks, hiding his natural mental talent. Jaga wears a chain shirt that he won in the course of many battles and allows him to retain his natural agility. Jagas’ hair appears unkempt, but he does maintain his wild looks. Jaga prefers to keep his hair in dreadlocks. Overall Jaga looks like nothing more than a brutish warrior, and he prefers that people think of him as such as to underestimate his mental facilities and quickness to react.
Personality: Jaga has an inquisitive nature and is constantly plucking at his kithara whenever he gets the chance without regard to whomever he may be annoying with it. Jaga is a bit hot tempered, but it only shows if he is seriously ticked off. Jaga likes to evaluate a situation before acting but doesn’t hesitate to defend himself should he be pressed into it. Jaga likes to be the center of attention, but only when it suits him, otherwise he just likes to be left alone to contemplate whatever is on his mind.
Background: Jaga was just baby when a band of adventurers wiped out the elders in his enclave where he was born into. Jaga and the other children in his enclave were rounded up and were taken into the nearest village. The hobgoblin children were given homes, but most of them were spiteful of their situation and ran off at the earliest opportunity. Since Jaga was just a baby he was given unto a couple that showered attention on him and nurtured all of his natural talents as he grew older. Due to his racial heritage, he was constantly tormented and teased, which eventually took its toll as he became more and more reclusive.
Jaga eventually took to the local innkeeper, Kolara. Kolara taught him many things. Among them, he learned the how to properly run an inn. He was always was at Kolara’s side, even when she wasn’t tending to business matters. Although she had twenty years on him, they eventually fell in love. However their romantic interludes were discovered and the locals rustled both of them and they burned Kolara in a pyre and attempted to do the same to Jaga. Jaga got loose of his bonds and fought his way free of the murderous crowd. He ran and ran until he just couldn’t anymore. Jaga holds himself partly responsible for Kolara’s death and for a long time was vengeful and spiteful of those that took her life, but he eventually turned to prayer and in a temple dedicated to Torm, he found redemption through forgiveness. His heart turned from revenge to love and found that he wanted to do nothing more than to prevent atrocities from happening to those that deserved better.
Jaga has been adventuring for quite a while, and has made a small name for himself as a freedom fighter. When he gets too old to adventure or suffers grievous wounds which make him retire from the adventurer’s life, Jaga would like nothing more than to build an inn with his own two hands and run it in loving memory of Kolara.
Armor
Chain Shirt +2 / 4250 gp / 25 lbs.
Crystal of Aquatic Action (MIC, pg. 25) / 250 gp
Weapons
Greatsword +1 / 2350 gp / 8 lbs.
Warhammer +1 / 2312 gp / 5 lbs.
Magic Items
Elixir of Sneaking x2 (DMG, pg. 255) / 500 gp
Hand of the Mage (DMG, pg. 258) / 900 gp
Ring of Sustenance (DMG, pg. 233) / 2000 gp
Skill Shard x2 (MIC, Pg. 185) / 100 gp
Equipment
Backpack / 2 gp
Antitoxin x2 / 100 gp
Flask of Acid x10 / 100 gp
Masterwork Thieves Tools / 100 gp
Glamerweave Entertainer's Outfit (ECS, pg. 122) / 109 gp
Travelers Outfit / 1 gp
Bedroll / 1 sp
Lock, Amazing / 150 gp
Belt Pouch / 1 gp
Sack x2 / 2 sp
50' Silk Rope / 10 gp
Magnifying Glass / 100 gp
Masterwork Instrument, Kithara / 100 gp
Whetstone x5 / 1 sp
Masterwork Potion Belt (FRCS, pg. 96) / 60 gp
My Character
Code:
Name: Jaga Kelgora Age: 15
Class/Level: Fighter 1 / Martial Rogue 4 Gender: Male
Race: Hobgoblin Height: 7' 2"
Alignment: Chaotic Good Weight: 260 lbs.
Deity: Torm Speed: 30 feet.
Hair: Black Eyes: Red
Size: Medium Skin: Dark Brown
Ability Score Mod AC Total 20 Flat Attack Initiative
Strength 16 +03 Base 10 Foot Bonus Modifier
Dexterity 18 +04 Natural xx 16 +4 +4
Constitution 12 +01 Size xx
Intelligence 16 +03 Deflection xx Touch Grapple
Wisdom 10 +00 Dexterity +4 14 Total +07
Charisma 09 -01 Armor +6 BAB +04
Shield xx Traps STR +03
Hit Points Current Total Magic xx 21 Size xxx
Race + Class 036 036 Misc. Mod. xx Misc. xxx
Saving Throws Non-Standard Attacks
Fort Ref Will Unarmed Flurry
Total +04 +10 +01 Hit Bonus +07 xxxx
Base Save +03 +04 +01 Damage 1D3 xxxx
Ability +01 +04 n/a Critical 020 xxxx
Feat xxx +02 xxx Range xxx xxxx
Magic xxx xxx xxx Type B xxxx
Conditional xxx +01* xxx Notes Non-Lethal
*+11 only agianst Traps
Attack
Attack Bonus Damage Critical Range Type Notes
Greatsword +9 2d6+5 19-20/x2 -- PP
Warhammer +9 1d8+5 X3 -- BB
Key Skill Ability Misc. Magic
Skills Ability Modifier Modifier Ranks Modifier Modifier Notes
Appraise INT +03 +03 xx xxx xxx
Balance DEX +10 +04 06 xxx xxx 1
Bluff CHA -01 -01 xx xxx xxx
Climb STR +10 +03 07 xxx xxx 1
Concentration CON +01 +01 xx xxx xxx
Decipher Script INT +11 +03 08 xxx xxx
Diplomacy CHA -01 -01 xx xxx xxx
Disable Device INT +13 +03 08 +02 xxx
Disguise CHA -01 -01 xx xxx xxx 1
Escape Artist DEX +10 +04 06 xxx xxx 1
Forgery INT +03 +03 xx xxx xxx
Gather Information CHA -01 -01 xx xxx xxx
Heal WIS +00 +00 xx xxx xxx
Hide DEX +06 +04 Xx +02 xxx 1
Intimidate CHA -01 -01 Xx xxx xxx
Jump STR +08 +03 04 xxx xxx 1
Knowledge INT --- --- -- --- ---
- Local - +11 +03 08 xxx xxx
Listen WIS +00 n/a xx xxx xxx
Move Silently DEX +18 +04 08 +06 xxx 1
Open Lock DEX +14 +04 08 +02 xxx
Perform CHA --- --- -- --- ---
- Sing - +07 -01 08 xxx xxx
- String - +03 -01 01 +02
Profession WIS --- --- -- --- ---
- Innkeeper - +08 +00 08 xxx xxx
Ride DEX +04 +04 xx xxx xxx
Search INT +03 +03 xx xxx xxx
Sense Motive WIS +00 +00 xx xxx xxx
Sleight Of Hand DEX xxx +04 xx xxx xxx 1
Spot WIS +00 +00 xx xxx xxx
Survival WIS +00 +00 xx xxx xxx
Swim STR +05 +03 02 xxx xxx 2,3
Tumble DEX xxx +04 xx xxx xxx 1
Use Magic Device CHA -01 -01 00 xxx xxx
Use Psionic Device xxx xxx xx xxx xxx
Use Rope DEX +04 +04 xx xxx xxx
1. Armor Check Penalty (-1)
2. Double Armor Check Penalty (-2)
3. Crystal of Aquatic Action allows Jaga to ignore his AC Penalty for this skill
-----------------------------------------------------------------------------
Languages (Read/Write, Speak)
Common, Goblin, Elven, Dwarven, Sylvan
Feats
Improved Toughness
Lightning Reflexes
Power Attack
Stealthy
Weapon Focus (Greatsword)
Weapon Focus (Warhammer)
Racial Traits
Darkvision out to 60'
+4 Racial Bonus to Move Silently
Class Abilities
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow,rapier, sap,
shortbow, and short sword. Rogues are proficient with light armor, but not with
shields.
A fighter is proficient with all simple and martial weapons and with all armor
(heavy, medium, and light) and shields (including tower shields).
Bonus Feats
The martial rogue does not gain the sneak attack ability, instead he gains fighter
bonus feats in its place. Whenever the character would gain a bonus to their sneak
attack damage they instead gain a bonus combat-oriented feat. At first level the
martial gins his regular 1st level feat that all 1st level characters are entitled to
and one combat-oriented feat. If the character is human, he gets his human bonus feat
as well.
The martial rogue gains a comabt oriented feat at 3rd level and every three levels
thereafter (6th, 9th, 12th, 15th, 14th and 18th). These bonus feats must be drawn
from the feats noted as fighter bonus feats. The rogue must still meet all
prerequisites for a bonus feat, including ability score and base attack bonus
minimums. These bonus feats are in addition to the feat that a character of any
class gets from advancing levels.
Trapfinding
Only rogues can use the Search skill to locate traps when the task has a DC higher
than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well
hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create
it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps.
A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a
trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally
deals half damage on a successful save, she instead takes no damage. Evasion can be
used only if the rogue is wearing light armor or no armor. A helpless rogue does not
gain the benefit of evasion.
Trap Sense +1 (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps,
giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC
against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th
level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5
at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes
stack.
Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she still loses her
Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a
different class she automatically gains improved uncanny dodge instead.
Equipment Cost Weight
Armor
• Chain Shirt +2 4250 gp 25 lbs.
• Crystal of Aquatic Action (MIC, pg. 25) 250 gp ---- lbs.
Weapons
• Greatsword +1 2350 gp 008 lbs.
• Warhammer +1 2312 gp 005 lbs.
Elixir of Sneaking (DMG, pg. 255) 500 gp ---- lbs.
x2: +10 to Move Silently for 1 hour
Hand of the Mage (DMG, pg. 258) 900 gp 2 lbs.
• Uase mage hand at will
Ring of Sustenance (DMG, pg. 233) 2000 gp ---- lbs.
• No need to eat, only needs 2 hours of sleep
Skill Shard x2 (MIC, Pg. 185) 100 gp ---- lbs.
• +2 bonus to one skill check for 10 minutes
then disintegrates
Backpack 2 gp 2 lbs.
Antitoxin x2 100 gp ---- lbs.
Flask of Acid x10 100 gp 2 lbs.
Masterwork Thieves Tools 100 gp 1 lbs.
Glamerweave Entertainer's Outfit (ECS, pg. 122) 109 gp 6 lbs.
• +1 bonus on Diplomacy checks ------ ---------
Travelers Outfit 1 gp 5 lbs.
Bedroll 1 sp 5 lbs.
Lock, Amazing 150 gp 1 lbs.
Belt Pouch 1 gp .5 lbs.
Sack x2 2 sp 1 lbs.
50' Silk Rope 10 gp 5 lbs.
Magnifying Glass 100 gp ??? lbs.
Masterwork Instrument, Kithara 100 gp 3 lbs.
Whetstone x5 1 sp 5 lbs.
Masterwork Potion Belt (FRCS, pg. 96) 60 gp 1 lbs.
• Stores 10 potions, free action retrieval ------ ---------
Encumbrance 75.5 lbs.
Light: 0076 lbs.
Medium: 0153 lbs.
Heavy: 0230 lbs.
Lift: 0460 lbs.
Push/Drag: 1150 lbs.
Platinum: xxxxx
Gold: 4
Silver: xxxx6
Copper: xxxxx
Velsharoon is Scavenger's deity (WD's character), which is from the Forgotten Realms deities (I've always liked them more):
Velsharoon (pronounced VEL-shah-roon [1]), the Archmage of Necromancy, is a vain, selfish, petty, but very canny deity consumed with vengeance, obsessed with experimenting on living and dead beings, and unconcerned with the fates of lesser creatures. In many ways he continues to act like the mortal he recently was, albeit with far greater power at his disposal than before.
Hmm, would it be acceptable to reflavor Ruby Knight to Velsharoon?
I actually managed to miss that you were looking for a divine type and just picked something I thought would fit well with the party. However, upon reflection I don't think a Druid would fit well with the party and I don't really want to run a straight cleric.
__________________ Characters: Living EnWorld and L4W
It can be re-flavoured to the Red Knight of Thay (similar to the PrC from the FRCS), but with Velsharoon as the deity. Scavenger was created by a Red Wizard, perhaps you could either be hired/approached by him, or as a member of the Red Wizards yourself?
Oh yeah, I'm really not a fan of the spiked chain (it's too easily abused), but as long as you're ok with me not allowing Improved Trip as an option, I'm ok with you having it.
Additionally, if you wouldn't mind putting the page number for the MIC items that'd help me out.
Ah good old Spiked Chain, I'll happily drop it and use a glaive I was thinking about it anyway and I was not planning on Improved Trip too much rolling! But having seen Reveille's concept change I think I'd like to change mine up to if thats okay. Noticing Heroes of Horror is on the list I am thinking about an Archivist who could take care of Healing and fill in a few of the Wizardy gaps for the Dread Necromancer.
I would spend the majority of my starting gold on divine scrolls to put into my prayer book and the scribing costs. But would end up with spells like Invisibility, Fly, and Lightening Bolt....
Lets see....
Father Byden Blaithe, Archivist 6
Name: Father Byden Blaithe
Gender: Male
Race: Human
Age: 39
Class: Archivist 6
Alignment: LN
Religion: Mysta
Appearence: A tall gaunt grey haired man wearing a stern expression as he gazes miopically at a scroll or tomb. Father Blaithe's eyes are lined and bloodshot ensuring that he appears even older than his years, though despite his apparent frailty his movements are vigorous. His robes are generally ink stained and somewhat unkempt in stark contrast to his neatly trimmed goatee and short cropped hair. He looks like a strict headmaster and tends to make those who speak with him for any length of time feel vaguely guilty.
Personality: Father Blaithe cares very deeply about knowledge, the problem is that he cares about knowledge almost exclusively and will go to almost any end to get at it. A strategist he believes in planning and researching his foes and coming at them with as much information as possible. He takes extensive notes and is almost constantly buried in a book either reading or writing. Detatched is probably a good word for the Father who believes that emotions are unecessary and generally counter productive.
Background: Having seen his father a village adept humbled by a Wizard as a boy Byden resolved to prove that divine power was superior to arcane. Disdainful of his father's ways the young Byden left and sought out a monestary of Mysta where he found a few kindred spirits in the librarians. Now his purposes have become blurred in his own mind and he primarily seeks to compile the ultimate collection of spells with which he believes he can humble any Wizard.
Since leaving the monestary he has dealt with thieves, demon cults, and even the drow in his pursuit of lost and forbidden knowledge, all the while adding piece by piece to his Prayer books and consolidating his power.
Modus Operandi: A careful planner Blaithe generally begins combat by taking some defensive measure; he then relies upon summoning or the use of spells such as spiritual weapon and spirit jaws to deal consistent damage whilst either utilizing produce flame or snake's swiftness to remain effective while conserving his magics.
All the while he will advise his comrades, attempting - though often failing - not to seem condescending. Surprisingly with many rarer creatures this knowledge often helps find the elusive chinks in their armor.
All the while he keeps an eye on his comrades health ready with a healing spell and a reprimand.
2 Points spent on Collector of Stories Skill Trick from Complete Scoundrel
Divine Scrolls Purchased... Most of the none Clerical spells are from Domains or the Druid list, one is from an adept, one from a paladin and one from a ranger. The only really difficult spell to acquire would have required a 14th level ranger.
1st: Cure Light Wounds, Shield of Faith, Ebon Eyes (SC 77), Resurgence(SC 174), Vigor Lesser(SC 229), Comprehend Languages, Protection from Evil, Sanctuary, Bless
2nd: Cure Moderate Wounds, Resist Energy, Spiritual Weapon, Close Wounds(SC 48), Divine Insight (SC 70)
3rd: Cure Serious Wounds, Resist Energy Mass (SC 174), Summon Undead III (SC 215)
Spells Prepared:
3rd: Summon Undead III , Fly, Spirit Jaws x 2
2nd: Close Wounds x 2, Mirror Image, Resist Energy, Divine Insight
1st: Produce Flame x 2, Expeditious Retreat, Vigor Lesser x 2
0th: Amanuensis, Detect Magic x 2, Light
Archivist Class Abilities:
Dark Knowledge Tactics and Puissance (5/Day)
Lore Mastery
Still Mind
__________________ Characters: Living EnWorld and L4W