[OOC - 3.5] The Storm Coast

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Transmuter (transmutation school)? I have a character on a tabler top game that is multi classed with fighter and is going the route of a swift blade. He is going to be zipping all over the field, and as he gets spells of a changing type (alter self and such) look out now!
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Scott: If you want in, you're in. Give me a character. :)

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The Set-Up
Long ago, a small but mighty humanoid kingdom existed in what is now the Storm Coast. Bugbear and ogre warriors fought brutal wars of expansion, earning great fame and amassing considerable fortunes from their predations. Those who died in battle were buried in large tomb complexes dug into hillsides and honored as patrons of the living. Among these tombs was the large tor known as Hightower. Though it was neither the largest nor the most famous of the kingdom's tombs, Hightower did represent a typical example of this kind of structure.

The cruel humanoid kingdom eventually fell to the Sea Queen. Her armies razed all its cities and outlying fortifications as the Lady of the Waves carved out her new realm. Of the tombs, only Hightower escaped destruction -- largely because it was an unimportant monument in a modestly remote location. A few tribes of humanoids that survived the devastation tried to use it as a fortress, but the humans with whom they clashed defeated them soundly. Since then, Hightower has served as a landmark for travelers in the know, but it has otherwise been largely forgotten.

You and your comrades are travelers in the know. Hightower looms atop its tor just to the west, which means you are the right road to reach Seawall, a small but prosperous trading town. Unfortunately, it doesn't look like the weather is going to cooperate. Dark clouds roil in the sky, lit from within by near constant lightning. The electrical storms that give the Sea Queen's realm its name have plagued the area in recent days, and they have been quite severe. Neither man nor beast is safe out of doors during these storms. The first heavy, cold drops of rain start to fall. Hightower stares down at you, the only shelter for miles around.


Characters
I'm taking four players for an adventure set in and around the Storm Coast, a setting I'm pretty much making up as I go along.

Characters start at 1st-level with 450 gold to buy equipment (regardless of class). PH, PH2, Spell Compendium, DMG, Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Expanded Psionics Handbook, and the variant classes and races at d20SRD.org only are allowed. If you want to use an LA +1 race from ExPsiH, go for it. LA +1 is worth ignoring.

Use the elite array for ability scores: 15, 14, 13, 12, 10, and 8. Don't forget to apply racial adjustments. Maximum hit points at 1st level as normal. Characters start with 500 XP, none of which can be used for item creation before the game starts.

Good-aligned characters only.

House Rules to Pay Attention To
1. Armor bonuses do not add to AC. Instead, armor bonuses only convert lethal damage to nonlethal damage. For example, a chain shirt (+4 armor bonus) would convert 6 points of lethal damage into 2 points of lethal damage and 4 points of nonlethal damage.

2. Magical and psionic healing work differently. The variable heals only nonlethal damage. The fixed bonus (if any) heals only lethal damage. For example, a 1st-level cleric's cure light wounds heals 1d8 points of nonlethal damage and 1 point of lethal damage.

3. Turn undead works according to the Variant Turning Rules: Destruction of the Undead on p. 87 of the Complete Divine.

4. Add BAB to AC as a dodge bonus.

5. We use Invisible Castle for dice rolls.

N.B. This isn't necessarily first-come, first-serve, but you'd really have to be obtuse to not get considered (e.g., insisting on source material not listed above counts as obtuse). Also, the party will consist of five PCs. One slot is reserved for my son Giant Boy.

Players & Characters So Far
Giant Boy: aasimar divine bard
Rhun: wood elf ranger
HolyMan: human wizard
Sphyh: human fighter
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so, what class? am i right about the lack of a rogue locksmith?
 


Rhun

First Post
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so, what class? am i right about the lack of a rogue locksmith?

Yep, we could certainly use a sneak/locksmith. Nobody in the group really has those skills...well, my PC can Move Silently and Hide, but not as well as a dedicated rogue. And nobody can open locks or disable device.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
my truck is down, so I wont be able to work today. i will be working on a character then. I need to re- read the ptg post here, so be patient!

edit: this game started as a dark and stormy knight, right?
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
maybe, maybe not. I don't want to give away anything that i might know.

Work in progress:

Code:
Personal Information
[B]Name:[/B] Berm McKaffe
[B]Class:[/B]  Rogue 1
[B]Race:[/B]   Human
[B]Size:[/B]   Medium
[B]Gender:[/B] male
[B]Align:[/B]  Chaotic Good
[B]Deity:[/B] 

[B]Str:[/B] 13 +1   [B]Level:[/B] 1       [B]XP:[/B] 500
[B]Dex:[/B] 15 +2   [B]BAB:[/B] +0        [B]HP:[/B] 1d6: [color=green]6/6[/color] 
[B]Con:[/B] 10 +0   [B]Grapple:[/B] +1    [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2   [B]Speed:[/B] 30'     [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1   [B]Init:[/B] +2 (dex: +2)        
[B]Cha:[/B] 8  -1 
  
[size=6][b]Combat: [/b][/size]
[B]defense: [/B]
      
[B] Base Armor           Dex BAB Misc. Total[/B]
 Studded leather, Mwk +2  +0   +1     +2
 Damage conversion: 2 points (Lethel to Non-lethel)
[B]Armor Class:[/B] 13
[B]Touch:[/B] 13
[B]Flatfooted:[/B] 10 
[B]ACP:[/B]   +/- 0
dex: +2; 2 wpn def +1; BAB +0; 

[B]Saves [/B]
          [B]Base  Mod   Misc Total[/B]
[B]Fort:[/B]      +0    +0    +0    +0
[B]Ref:[/B]       +2    +2    +0    +4
[B]Will:[/B]      +0    +1    +0    +1

[B]Offense[/B]

[B]Weapons:    Attack  Damage    Critical  type[/b]
Rapier        +1    1d6+1     18-20/x2    p
Dagger        +1    1d4+1     19-20/X2    p/S
Short Bow     +2    1d6           X3      P
Club          +1    1d6+1         X2      B
dagger thrown +3    1d4+1     19-20/X2    p/s

two weapon fighting (Rapier and Dagger or club)
[B]Weapon Att     Dam      Crit      Type[/B]
Rapier  -1     1d6+1    18-20/X2    P
with
Dagger  -1     1d4+1    19-20/X2    p/s
or 
club    -1     1d6+1       X2       B

[B]build stuff: [/B]

[Size=6][b]Feats and Skills:[/b][/size]
[B]Languages:[/B] 

[B]class features:[/b]
[U]Sneak Attack, +1d6[/U]: (class feature)
[U]Trap Finding[/U]: (class feature)
[U]Evasion[/U]: (class feature)

[B]Feats:[/B] 
[U]2 weapon fighting[/U]: (Human bonus feat)
[U]2 wpn def[/U]: (character level 1)


[B]SKILLS:[/B]
[B]Skill Points:[/B] (8+2) X 4 (rogue lv 1) + 4
(human race bonus) = 44
lv 2 plus: 8+2+1

total at level 2: 
[B]Max Ranks (class/crossclass):[/B] 

[B]Skills:        Ranks   Mod  Misc/acp Total[/B]   
Appraise         +1     +2             +3
Balence          +1     +2             +3        
Bluff            +1     +0             +1
Climb            +4     +1             +5        
Decipher Script  +1     +2             +3
Disable Device   +4     +2     +2      +8 (mwk pics & tools)
Diplomacy        +0     +0             +0
Escape Artist    +1     +2             +3        
Gather Info      +1     +0             +1
Hide             +3     +2             +5        
Jump             +2     +1             +3        
Knowledge Local  +1     +2             +3
Listen           +3     +1             +4
Move Silent      +4     +2             +6        
Open locks       +4     +2      +2     +8 (mwk pics & tools)
search           +3     +2             +5
sense motive     +1     +1             +2
Spot             +4     +1             +5
Swim             +1     +1             +2        
tumble           +2     +2             +4        
Use rope         +2     +2             +4

start gold: 450
[B]Equipment:              Cost     Weight  [/B]
Explorer's Outfit        0.0 gp     0.0 lb
studded leather, Mwk   175.0 gp    20.0 lb	     
short sword             10.0 gp     2.0 lb   
dagger X 2               4.0 gp     2.0 lb
Short bow               30.0 gp     2.0 lb   
arrows, 20               1.0 gp     3.0 lb
back pack                2.0 gp     2.0 lb
trail rations X5         2.5 gp     5.0 lb
Sun Rod X 3              6.0 gp     3.0 lb
Tinder Twig X 20        20.0 gp     --- lb
cure light potion X1    50.0 gp     --- lb
Thief’s tools, mwk     100.0 Gp     2.0 lb
belt pouch x2            2.0 Gp     1.0 lb 
waterskin                1.0 GP     4.0 lb
vial holy water         25.0 GP     --- lb
flint and steel          1.0 GP     --- lb	        
club                    ---- GP     3.0 lb
[u]whet stone              0.02 GP     1.0 lb[/u]
Total:                423.52 GP        50 Lb
[B]Total Weight:[/B]     50 lb                  
[B]Money:[/B]  26gp  4sp      8cp  

              Lgt   Med   Hvy  Lift   Push
[b]Max Weight:[/b]    50   100   150   450   750

[sblock=personal information]
Phisical Description
Age:
Height: ' "
Weight: Lb ( Kg)
Eyes:
Hair:
Skin:
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Appearence

[sblock= feat info]
Two-Weapon Defense [General]
Prerequisites
Dex 15, Two-Weapon Fighting.

Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite
Dex 15.

Benefit
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Normal
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
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