CRPG Evolved: Curse of the Azure Bonds (full/taking alternates)

Falkus

Explorer
And here's my character sheet:

Str: 11
Dex: 16
Con: 11
Int: 15
Wis: 10
Cha: 16 (fourth level point put here)

BaB: +3
Melee Attack: +3
Finesse Melee attack: +6
Ranged Attack: +6

HP: 17 http://invisiblecastle.com/find.py?id=564183
AC: 13
Initiative: +3

Fort: +1
Ref: +7
Will: +1

Skills
Balance: 4 (7)
Bluff: 8 (11)
Craft (Mechanical): 4 (6)
Diplomacy: 4 (7)
Disable Device: 8 (10)
Escape Artist: 4 (7)
Forgery: 8 (10)
Gather Information: 8 (11)
Open Lock: 8 (11)
Search: 8 (10)
Sneak: 8 (11)
Sleight of hand: 8 (11)
Tumble: 8 (11)

Feats: Rapid Shot, Rapid reload, Two Weapon Fighting, Weapons Finesse
Class Abilities: Sneak Attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge
 

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Raylis

First Post
this sounds interesting, have room for one more?

thinking either fighter/barb or a paladin
 
Last edited:


Voadam

Legend
How tough will it be to acquire large weapons or armor? I'm debating going Oathsworn or monk with a grappling focus or warmain with a grappling focus.
 

Eva of Sirrion

First Post
Voadam said:
How tough will it be to acquire large weapons or armor? I'm debating going Oathsworn or monk with a grappling focus or warmain with a grappling focus.

Well, without giving too much of what you'll be up against away, I don't think it'll be too difficult to find appropriate gear to suit a giant warmain's fancy, whether he likes the sword-and board, just sword, or no weapon approach.
 

Thanee

First Post
Rolls

[SBLOCK=Dawn]Dawn
Female Lightfoot Halfling, 5th-Level Druid (XP 10,000)
Small Humanoid (Halfling)

Hit Dice: 5d8+10 (?? hp)
Initiative: +3
Speed: 20 ft. (6 squares)
Armor Class: 15 (+3 Dex, +1 size, +1 luck), touch 15, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Lightfoot Halfling Traits, Animal Companion, Nature Sense, Wild Empathy +8, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 1/day
Saves: Fort +8, Ref +6, Will +9 (+2 vs fear, +4 vs fey spell-like abilities)
Abilities: Str 10, Dex 16, Con 14, Int 12, Wis 16, Cha 13
Skills: Concentration +10(8), Handle Animal +6[10](5), Heal +5(2), Hide +7(0), Knowledge (nature) +8(5), Listen +13(8), Move Silently +5(0), Spot +11(8), Spellcraft +8(7), Survival[aboveground] +10[12](5)
Feats: Druid Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency (except Tower Shield), Luck of Heroes [Regional], Spell Focus (conjuration), Augment Summoning
Home Region: The Western Heartlands
Patron Deity: Mielikki
Alignment: Neutral Good

Dawn is a petite, young halfling woman with shoulder-long auburn hair and curious grey-green eyes. She dresses in practical leather clothing with a wide grey-green hooded cloak.

Dawn speaks Common, Halfling, Chondathan, Druidic and Sylvan.

Spells: As 5th-level druid
Spells per Day: (5/4/3/2; save DC 13 + spell level; +1 Conjuration):
0 - 5 slots free;
1st - 4 slots free;
2nd - 3 slots free;
3rd - 2 slots free.

Equipment: Traveler's Outfit, Blue Tattoo; 300 pp, 0 gp, 0 sp, 0 cp.

Kooga, Ape Companion: Large Animal; HD 4d8+11; hp ??; Init +2; Spd 30 ft., climb 30 ft.; AC 14, touch 11, flat-footed 12; Base Atk/Grp +3/+12; Atk/full Atk 2 Claws +7 melee (1d6+5) and Bite +2 melee (1d6+2); Space/Reach 10 ft./10 ft.; SQ Low-Light Vision, Scent, Link, Share Spells; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
Skills and Feats: Climb +14(Take 10), Listen +6, Spot +6; Alertness, Toughness.
Tricks: Attack, Attack All, Come, Defend, Down, Stay, Track.

Background: ~BACKGROUND~[/SBLOCK]

Some questions:
How are hit points done (how are hit points done for animal companions, same as for PCs?)?
What sources can we use for feats and spells and the likes?

Bye
Thanee
 


Isida Kep'Tukari

Adventurer
Supporter
I would like to put forward a friendly arguement Eva. You wish the AU spellcasters to have all their healing spells to be exotic. However, most of the AU healing spells are, pound for pound, less powerful than the regular D&D spells. Lesser battle healing is a 2nd level spell that does 1d6 + 1 point per level (up to +10) of healing. Greater battle healing is a 5th level spell that does 1d6 per caster level, up to 15d6. Those are far less powerful than any of the cure wounds. The transfer wounds spells are even less powerful, having a lower level cap and leaving either the caster (if self-cast) or the recipient with some subdual damage. No one in this campaign will be able to do more than lesser transfer wounds or lesser battle healing.

Death and dying are much more likely in AU/AE, and recovering from fights is tougher. Returning from the dead is extremely difficult in AU/AE magic.

I would like to request that AU/AE casters be allowed to keep what healing spells they may have at the levels and complexity given. Even a magister would not be too much different than, say, a sorcerer attempting a UMD on a clerical wand. It's a small perk, arcane casters being able to heal, but I would argue that it would not be game breaking to allow AU/AE casters to do it within their own spellcasting system.

I know I am overstating my case, but I wanted to make my arguement clear. I have no problem with going with the AU/AE healing spells as exotic if necessary, I just wanted to let my feelings and arguements on the subject be known. :)
 


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