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3.5 D&D: Into the Depths [OOC]

Angel Tarragon

Dawn Dragon
Arkhandus said:
How do we determine hit points?
1st Level: 10 + Max Class HD + Con
2nd +: 3/4 max (except for any class which gets D4; which is max).

Just to clarify though, the only stat adjust I'm using from my table is the Individual increases.
 
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Angel Tarragon

Dawn Dragon
Ilium said:
I think I feel slighted. :)
Whoops :heh: Sorry.


Ilium said:
My conjurer's coming along. I can't take the Summon Elemental feat because it has a prerequisite of "able to cast 4th-level spells". However, I did find Cloudy Conjuration in Complete Mage. It lets me create a 1-square cloud that sickens living things any time I conjure something. The cloud lasts for one round, can appear on or adjacent to me, or on or adjacent to the thing I conjure. Doesn't raise spell level. Prerequisite is Spell Focus (Conjuration) which I am taking anyway to qualify for Augment Summoning.
Cloudy summons is fine.
 

Angel Tarragon

Dawn Dragon
Halford said:
Well I'm up for either the Rogue or Cleric roles, my preference being Rogue mainly because I play a lot of Clerics.

Let me know if I'm in and I will stat out one of those in a jiffy.
You're in. Feel free to stat up a rogue.
 

Angel Tarragon

Dawn Dragon
Cat Moon said:
I'd love to get in on this. How about a Sharakim (RoD, pg. 102) cleric?
Well, we've already got all the basics covered, but if you want to play another cleric, that'd be fine.

Your concept is acceptable.
 


Angel Tarragon

Dawn Dragon
Vertexx69 said:
Well since the small sized mounted lance weilder isn't workin for you, how about an air goblin(UA p.16) rogue5?
Well the only thing you air going to get out of the Air variant that you are going to have going for you is the breathless quality. You can play it if you want to, but that it is something I don't think you'll get more than 2 uses out of.
 

Cat Moon

Banned
Banned
Reveille said:
Well, we've already got all the basics covered, but if you want to play another cleric, that'd be fine.

Your concept is acceptable.
Okay, I'll have a character up soon enough.
 


renau1g

First Post
[sblock=Rev]
Hey Rev, glad to see you're doing better. Hope everything's working out for you. Good Luck, if I wasn't tied up in other games I'd be all over this...

[/sblock]
 

Arkhandus

First Post
Updated, completed revision of Gerak in spoiler block.

[sblock]Gerak Steelriven.......................Male Dwarf
Strength............16 (+3)...........Character Level: 5, Cleric 5, XP: 15,000
Dexterity...........8 (-1)..............Medium-Size, Speed 20 ft. (x3 if running)
Constitution......16 (+3)............Initiative: -1, BAB: +3, Grapple: +6
Intelligence.......10 (+0)............Melee: +6, Ranged: +2
Wisdom...........16 (+3)............Total HP:57, Current HP: 57, Nonlethal: 0
Charisma..........12 (+1)............Fortitude: +8*, Reflex: +1*, Will: +8*
*Extra +2 bonus against spells or spell-like effects, and +2 against poison

AC: 24 (-1 Dex, +9 armor, +5 shield, +1 deflection), Touch AC: 10, Flat-Footed AC: 24
Alignment: Lawful Good, Age 70, Height 4'-2", Weight 163 lbs.
Deep Tan Skin, Dark Grey Eyes, Braided Red Hair & Beard

Languages (Literate): Celestial, Common, Dwarven, Terran.
Proficiencies: All simple weapons, warhammer, armors, and shields.
Level Progression Feats: Tower Shield Proficiency, Martial Weapon Proficiency (Warhammer), Weapon Focus (Warhammer), Sacred Healing, Sacred Purification.

Skills: Concentration +9 (6 ranks, +3 Con), Craft (blacksmithing) +3 (1 rank, +0 Int, +2 racial), Heal +4 (1 rank, +3 Wis), Knowledge (religion) +5 (5 ranks, +0 Int), Speak Language (1 rank cross-class, Celestial), Spellcraft +1 (1 rank, +0 Int).

Racial Traits: Medium-size humanoid (dwarf), +2 Constitution, -2 Charisma, base Speed 20 feet, Speed is not reduced by medium or heavy armor nor by medium or heavy loads, Darkvision 60 feet, Stonecunning +2, weapon familiarity with dwarven waraxes and dwarven urgroshes, Stability grants +4 on ability checks to resist trip or bull rush attempts when standing on the ground, +2 on saves against poison, +2 on saves against spells and spell-like effects, +1 to attack rolls versus orcs or goblinoids, +4 dodge bonus to AC against Giants, +2 Appraise related to stone or metal items, +2 Craft related to stone or metal, fighter is favored class.
Ability Score Development: 32 point buy, for base scores of 15 (8 pts), 8 (0 pts), 14 (6 pts), 12 (4 pts), 16 (10 pts), and 12 (4 pts). Racial adjustments as a dwarf result in total base scores of 15, 8, 16, 12, 16, and 10. Level increase at 2nd made Strength 16.

Aura (Ex): Has a particularly powerful aura of Lawful Good, as noted in Detect Magic.
Domains: Healing domain and Protection domain. Healing domain adds +1 effective caster level for Conjuration (Healing) spells. Protection domain grants a protective ward useable once per day, as a supernatural ability that lasts for 1 hour or until discharged, providing a resistance bonus equal to the cleric's level (+5) on one touched creature's next saving throw. Healing domain spell list is Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, and Mass Heal. Protection domain spell list is Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, and Prismatic Sphere.
Turn Undead (Su): May turn undead up to 4 times per day, with turning checks of 1d20+1+2 and turning damage of 2d6+5+1, after turning check synergy from Knowledge (religion).

Cleric Spells: Casts prepared divine spells, casts spontaneous Cure spells, caster level of 5, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol for many spells, and must pray for spells at dawn.
0-Level Spells (save DC 13): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
1st-Level Spells (save DC 14): Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.
2nd-Level Spells (save DC 15): Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth.
3rd-Level Spells (save DC 16): Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food & Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall.

Prepared Spells: Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Bless, Cure Light Wounds*, Protection from Evil, Shield of Faith, Shield of Faith, Lesser Restoration, Remove Paralysis, Shield Other*, Spiritual Weapon, Cure Serious Wounds*, Invisibility Purge, Protection from Energy.

Possessions: +1 Warhammer (2,312 gp, 5 lbs., +1 to hit, 1d8+1 bludgeoning, 20/x3 critical), Dagger (2 gp, 1 lb., 1d4 piercing, 19-20/x2 critical), Sling (no cost, 20/x2 critical), 9 Pebbles (for Magic Stone spell), Light Crossbow (35 gp, 4 lbs.), 30 Bolts (3 gp, 3 lbs.), +1 Full Plate Armor (2,650 gp, 50 lbs., +9 AC, +1 maximum Dexterity bonus to AC, -5 armor check penalty, 35% arcane spell failure, run speed multiplier is x3 with heavy armor), +1 Tower Shield (1,180 gp, 45 lbs., +5 AC, +2 maximum Dexterity bonus to AC, -9 armor check penalty, 50% arcane spell failure, -2 on attack rolls when using it, may use for total cover instead if not attacking), Ring of Protection +1 (2,000 gp), Scroll of Remove Fear (25 gp, 1st-level caster), 2 Scrolls of Cure Moderate Wounds (300 gp, 3rd-level caster), Silver Holy Symbol (25 gp, 1 lb.), Spell Component Pouch (5 gp, 2 lbs.), Granite Augury Chips (25 gp), 3 Incense Sticks (75 gp), 5 Platinum Rings (250 gp, one worn), 2 Silver Dust Boxes (50 gp, 10 lbs.), 2 Holy Water Flasks (50 gp, 2 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds silver dust boxes and 4 trail rations), Belt Pouch (1 gp, 1/2 lb., holds coins, chalk, tindertwig, incense sticks, platinum rings, granite chips, flint, steel, and soap), Scroll Case (1 gp, 1/2 lb., holds magic scrolls), Bedroll (1 sp, 5 lbs.), Soap (5 sp, 1 lb.), Chalk (1 cp), Flint & Steel (1 gp), Torch (1 cp, 1 lb.), 8 Trail Rations (4 gp, 8 lbs.), 3 Waterskins (3 gp, 12 lbs.), Clay Jug of Ale (2 sp and 3 cp, 9 lbs., 1 gallon).

Wealth: 0 pp, 0 gp, 1 sp, 5 cp.....................Current Load: 161 lbs. (heavy)
Light Load: 76 lbs. max.....Medium Load: 153 lbs. max.....Heavy Load: 230 lbs. max
Lift High: 230 lbs. max.....Lift Off Ground: 460 lbs. max....Push/Drag: 1,150 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Attacks:
Warhammer +8 melee for 1d8+4 damage
Two-handed warhammer +8 melee for 1d8+5 damage
Dagger +6 melee for 1d4+3 damage
Dagger +2 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Crossbow +2 ranged for 1d8 damage (80 ft. increment, 800 max)
Holy water +2 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)

Unarmed strike +6 melee for 1d3+3 nonlethal damage (provokes AoO)
Grapple attempt +6 melee touch to grab, grapple check +6 for 1d3+3 nonlethal damage and establishes a hold (provokes AoO)
Grapple check +6 for 1d3+3 nonlethal damage
Grapple check +6 to resist or escape a grapple or pin

Attacks (Tower Shield Equipped):
Warhammer +6 melee for 1d8+4 damage
Two-handed warhammer +8 melee for 1d8+5 damage
Dagger +4 melee for 1d4+3 damage
Dagger +0 ranged for 1d4+3 damage (10 ft. increment, 50 max)
Crossbow +0 ranged for 1d8 damage (80 ft. increment, 800 max)
Holy water +0 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)

Unarmed strike +4 melee for 1d3+3 nonlethal damage (provokes AoO)
Grapple attempt +4 melee touch to grab, grapple check +6 for 1d3+3 nonlethal damage and establishes a hold (provokes AoO)
Grapple check +6 for 1d3+3 nonlethal damage
Grapple check +6 to resist or escape a grapple or pin[/sblock]

Appearance: This dwarven man stands just over 4 feet tall, appearing a little portly and muscular, garbed in well-polished full plate armor. The open-faced helm only partially obscures his long, wide-braided, scarlet locks of hair, which extend down his back and over the chest in a beard nearly 2 feet long, all fairly well-groomed. Overall, this dwarf looks quite loaded down with gear for combat and travel.

Small black ties secure his bearded locks, and an intricate silver emblem hangs over the front of his beard, held by a loose black cord around the dwarf's neck. This emblem appears to be a symmetrical pattern of braided silver knots, depicting an upward-pointed triangle within a circle, and a kite shield within the triangle. The dwarf has a broad face, not particularly handsome nor ugly, with a strong brow and wide, flat nose. Bushy red eyebrows rest over dark, slate-grey eyes, and this dwarf lacks a mustache though his beard reaches high upon his cheeks. His skin is a dark shade of tan, not quite brown, and unblemished except by a few small scars.

The dwarf carries a stout, oaken tower shield in his hands, plain and unadorned except for the few pieces of reinforcing steel. A shiny, greyish-white ring of platinum adorns his right forefinger, and a leather pouch hangs from either side of his wide, brown leather belt. A reddish clay jug hangs from the rear-right of his belt as well.

A stuffed, dun-colored backpack hangs from his shoulders, with a bedroll secured to the left side of that pack. A well-made hammer, broad and made for combat, is secured in a black leather case of sorts on the dwarf's right shoulder, and the hammer bears symmetrical patterns of knot-work engravings on each side of its head. A long case for maps or scrolls is tied to the underside of his backpack. The dwarf also has a sheathed dagger tied to his lower right arm, just over the steel vambrace, and some kind of leather cord or thong is wrapped about his left vambrace.
 
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