RC PBeM PC discussions

Dog Moon said:
Cool. Looking forward to it. :)

I do have one question however, and this pertains more to my background than anything else: how common are Warforged in this campaign you're running? I have no problems either way, just wondering.


I'm going to base it off your characters, so if you'd like to be something of an anomoly, just say so. If not, I assume less common than elves, but more common than kangaroos. ;)
 

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Raven Crowking said:
I'm going to base it off your characters, so if you'd like to be something of an anomoly, just say so. If not, I assume less common than elves, but more common than kangaroos. ;)

Well, my character idea was to either be an anomoly of itself - woah, a walking intelligent construct! - or an anomoly within the Warforged sect - woah, never heard of a female Warforged before!

Or something to that effect. Essentially, I am going to be an anomoly and part of my background consists of me attempting to find my creator and figure out why he made me or why he made me unique. Frankenstein v I, Robot the movie, I suppose, in idea.

So whichever background you would like to work with better, I'll go with that, though I would prefer the I, Robot idea more than the Frankenstein one.
 

My Character

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Code:
Name:		Sahylea Starwind		Age:		130
Class/Level:	[url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWildernessRogue]Wilderness[/url] [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue]Martial[/url] Rogue 1	Gender:		Female
Race:		Wood Elf			Height:		6'1" 
Alignment:	Chaotic Good			Weight:		140 lbs.
Deity:		Obad-Hai			Eyes/Hair:	Green/Dark Brown
Size:		Medium				HaSkin:		Dark Tan

Ability		Score	Mod	HP:   8
Strength	 20     +5	    	
Dexterity	 16     +3	AC:   17   = 10 +    4       0       3  |  14  |  13
Constitution	 15     +2	     Total   10    Armor + Shield + Dex | Flat | Touch 	
Intelligence	 16     +3	                                          Foot
Wisdom		 12     +1	Init: +3      3      0
Charisma	 18     +4           Total = Dex + Miscl.

			Base   Ability
Saving Throws	Total =	Save + Modifier
Fortitude	  2      0       +2
Reflex		  5      2       +3 
Will		  1      0       +1

Base Attack Bonus: +0

Grapple   5      0     5          
	Total = BAB + STR + Size + Misc

	    Attack
Attack	    Bonus   Damage  Critical  Range  Type  Notes
Greatsword   +5     2d6+5   19-20/x3   n/a     S 
Unarmed      +5     1d3+5      20      n/a    n/a
Code:
                    		         Key     Skill    Ability           Misc
Skill  			CC  Untrained  Ability  Modifier  Modifier  Ranks  Modifier  Synergy
Appraise		x	x	 Int      3.0	     +3       0      
Balance				x	 Dex      4.0        +3       0               
Bluff				x	 Cha      9.0	     +4       0               
Climb				x	 Str      9.0        +5       4               
Concentration		x	x	 Con      2.0        +2       0               
Craft				x	 Int	  3.0	     +3       0               
Decipher Script		x		 Int	  3.0        +3       0               
Diplomacy		x	x	 Cha      4.0        +4       0      
Disable Device				 Int 	  7.0        +3       4      
Disguise			x	 Cha      4.0        +4       0      
Escape Artist			x	 Dex      3.0        +3       0      
Forgery			x	x	 Int	  3.0        +3       0      
Gather Information	x	x	 Cha      4.0        +4       0      
Handle Animal			x	 Cha      4.0        +4       0      
Heal			x	x	 Wis      1.0        +1       0      
Hide				x	 Dex      3.0        +3       0      
Intimidate			x	 Cha      4.0        +4       0      
Jump				x	 Str      9.0        +5       4      
Knowledge (arcana)	x		 Int	  3.0        +3       0      
Knowledge (religion)	x		 Int	  3.0        +3       0      
Knowledge (geography)			 Int	  7.0        +3       4      
Knowledge (local)			 Int	  3.0        +3       0      
Knowledge (nature)			 Int	  7.0        +3       4      
Listen				x	 Wis      7.0        +1       4      +2
move Silently			x	 Dex      3.0        +3       0
Open Lock 				 Dex      7.0        +3       4
Perform (Flute)				 Cha      6.0        +4       2
Profession				 Wis      1.0        +1       0
Ride				x	 Dex      3.0        +3       0
Search				x	 Int	  9.0        +3       4      +2
Sense Motive			x	 Wis      1.0        +1       0
Sleight of Hand				 Dex      3.0        +3       0
Spellcraft		x		 Int      3.0        +3       0      
Spot				x	 Wis      3.0        +1       0      +2
Survival			x	 Wis      5.0        +1       4
Swim				x	 Str      7.0        +5       2
Tumble					 Dex      3.0        +3       0
Use Magic Device			 Cha      4.0        +4       4
Use Rope			x	 Dex      3.0        +3       0
Code:
Languages: Common, Elven, Dwarven, Goblin, Sylvan

Feats
Medium Armor Proficiency
Martial Weapon Proficiency (Greatsword)

		     AC    Max  Check		        Special
Armor	    Type    Bonus  Dex  Penalty  Speed  Weight   Properties
Scale mail  Medium   +4    +3     -4     20 ft. 30 lbs.

Basic Posessions

Item			Weight
Blanket, Winter		3 lbs.
Thieves Tools		1 lbs.
Cold Weather Outfit	7 lbs.
Entertainer's Outfit 	3 lbs.
Explorers outfit	8 lbs.
50' Hemp Rope		1/2 lbs.
Sack			10 lbs.
Flute

70.5        0       70.5
Basic  +  Magic  =  Total
Weight    Weight    Weight
                    Carried

133     266     400     400     800     2,000
Light	Medium	Heavy	Lift  Lift Off  Push
Load	Load	Load	Over   Ground    or
			Head            Drag

Money

Copper    20
Silver    30
Gold      0
Platinum  0
Racial Traits
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

+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.

Class Abilities
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class 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 outhow it works, and bypass it (with her party) without disarming it.
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Raven Crowking said:
I'm going to base it off your characters, so if you'd like to be something of an anomoly, just say so. If not, I assume less common than elves, but more common than kangaroos. ;)

Well ... I know we won't be adventuring in an alternate fantasy world based on Australia now... :\

BTW ... thanks for sorting it all out RC. :)

DM - lets have it! :D
 






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