hbarsquared
Quantum Chronomancer
Edit: Third and fourth players accepted. (21 March 2004)
Edit: Second player accepted and clarified domain house rule. (20 March 2004)
Edit: First player accepted. (20 March 2004)
Edit: Added in Domain spells to sample character sheet. (19 March 2004)
Current Players:
Good morning/afternoon/evening, everyone.
I would like to DM the Shackled City campaign from Dungeon magazine, but with a little twist: we will use the gestalt rules from Unearthed Arcana. And this won't be just any gestalt campaign: the limitation is that everyone is a gestalt sorcerer. This campaign will take place in a high-magic world, in which many are naturally born with sorcerous talent.
I would prefer to have only players who have not read through the adventure path, however if you have a good character concept I will consider it.
My goal for this campaign is simply to write a fun story. If you have fun roleplaying, roleplay well, and have moderately well-honed english skills, please consider joining this campaign. Here are the basic requirements for character creation:
This campaign is 3.5 edition.
I will accept 4 characters of any core race, from any core class.
Everyone starts at Level 1.
32 point-buy for stats.
Maximum starting gold.
Any alignment (although non-eveil is preferred)
Please include a character background and description.
House Rules:
- For every point of Intelligence bonus, you may choose one Knowledge skill as a class skill
- Dwarves gain +2 Constitution, -2 Dexterity
- Halflings gain low-light vision
- Clerics gain 4+Int skill points per level
- Clerics are proficient only with simple weapons and the preferred weapon of their deity
- Clerics are proficient only with light and medium armor and shields (except tower shields)
- Druids gain extraordinary special abilities and access to bonus feats when wildshaped
- Sorcerers gain Intimidate as a class skill
- Sorcerers recieve 4+Int skill points per level
- Sorcerers gain the Eschew Materials feat at 1st level (applied only to sorcerer spells)
- Sorcerers do not have the ability to summon a familiar.
- Sorcerers automatically gain a Domain, as the Domain Wizard in Unearthed Arcana, however not with an additional spell slot per day.
Post your characters here, and hopefully within the week we can get started!
Thanks for your interest,
DM Jeremy
If you would like to post a character, I request that it be posted in this format:
Player Name
Character Name
Gender / Race
Alignment
Class
Str - ##, +0
Dex - ##, +0
Con - ##, +0
Int - ##, +0
Wis - ##, +0
Cha - ##, +0
Hit Points - ##
Base Attack Bonus - +##
AC - ## = 10 + armor + shield + Dex + size + other
Touch - ##
Flatfooted - ##
Grapple - +## = +base + Str + size + other
Speed - ## ft.
Inititative - +##
Fort - +## = +base + Con + other
Ref - +## = +base + Dex + other
Will - +## = +base + Wis + other
Weapon (Melee/Ranged), range, type
attack bonus, damage, critical
Armor, type, speed
AC bonus, max Dex, check penalty, spell failure
Shield
AC bonus, check penalty, spell failure
Light Load - ###
Medium Load - ###
Heavy Load - ###
Money - ##gp, ##sp, ##cp
Feats (origin)
Special Abilities
Skills +## = +ability + ranks + race + other
Languages known
Arcance spell failure - ##%
Sorcerer Spells per day - ##/##
Chosen Domain
Sorcerer Spells Known
Gear
The following is an example character:
Jeremy
Sylantar
Male Human
Lawful Good
Sorcerer/Rogue
Str - 8, -1
Dex - 13, +1
Con - 12, +1
Int - 14, +2
Wis - 12, +1
Cha - 17, +3
Hit Points - 7
Base Attack Bonus - +0
AC - 12 = 10 + 1(Dex) + 1(padded armor)
Touch - 11
Flatfooted - 11
Grapple - -1 = +0 - 1(Str)
Speed - 30 ft.
Inititative - +1
Fort - +1 = +0 + 1(Con)
Ref - +3 = +2 + 1(Dex)
Will - +3 = +2 + 1(Wis)
Short sword (Melee), piercing
-1 Attack, 1d6-1, 19-20/x2
Light crossbow (Ranged), 80 ft., piercing
+1 Attack, 1d8, 19-20/x2
Padded armor, light, 30 ft.
+1 AC Bonus, +8 max Dex, 0 check penalty, 5% spell failure
Light Load - 26 lbs.
Medium Load - 53 lbs.
Heavy Load - 80 lbs.
Money - ##gp, ##sp, ##cp
Eschew Materials (Sorcerer)
Negotiator (Human)
Combat Casting (1st-level)
Sneak attack +1d6
Trapfinding
Concentration +5 = +1(Con) + 4(ranks)
Diplomacy +9 = +3(Cha) + 4(ranks) + 2(Negotiator)
Gather Information +5 = +3(Cha) + 2(ranks)
Knowledge (arcana) +6 = +2(Int) + 4(ranks)
Knowledge (geography) +6 = +2(Int) + 4(ranks)
Knowledge (history) +6 = +2(Int) + 4(ranks)
Profession (woodcarver) +6 = +2(Int) + 4(ranks)
Search +6 = +2(Int) +4(ranks)
Sense Motive +7 = +1(Wis) + 4(ranks) + 2(Negotiator)
Spellcraft +6 = +2(Int) + 4(ranks)
Spot +3 = +1(Wis) + 2(ranks)
Tumble +5 = +1(Dex) + 4(ranks)
Common, Elvish, Halfling
Arcance spell failure - 5%
Divination Domain
Sorcerer Spells Known
Gear
Edit: Second player accepted and clarified domain house rule. (20 March 2004)
Edit: First player accepted. (20 March 2004)
Edit: Added in Domain spells to sample character sheet. (19 March 2004)
Current Players:
- Ghostknight : Hershan Gollo (Monk/Sorcerer)
- Erekosel13 : Polaris Nemarin (Paladin/Sorcerer)
- Vargo : Telenor Viendos (Rogue/Sorcerer)
- rangerjohn : James Whitewolf (Druid/Sorcerer)
Good morning/afternoon/evening, everyone.
I would like to DM the Shackled City campaign from Dungeon magazine, but with a little twist: we will use the gestalt rules from Unearthed Arcana. And this won't be just any gestalt campaign: the limitation is that everyone is a gestalt sorcerer. This campaign will take place in a high-magic world, in which many are naturally born with sorcerous talent.
I would prefer to have only players who have not read through the adventure path, however if you have a good character concept I will consider it.
My goal for this campaign is simply to write a fun story. If you have fun roleplaying, roleplay well, and have moderately well-honed english skills, please consider joining this campaign. Here are the basic requirements for character creation:
This campaign is 3.5 edition.
I will accept 4 characters of any core race, from any core class.
Everyone starts at Level 1.
32 point-buy for stats.
Maximum starting gold.
Any alignment (although non-eveil is preferred)
Please include a character background and description.
House Rules:
- For every point of Intelligence bonus, you may choose one Knowledge skill as a class skill
- Dwarves gain +2 Constitution, -2 Dexterity
- Halflings gain low-light vision
- Clerics gain 4+Int skill points per level
- Clerics are proficient only with simple weapons and the preferred weapon of their deity
- Clerics are proficient only with light and medium armor and shields (except tower shields)
- Druids gain extraordinary special abilities and access to bonus feats when wildshaped
- Sorcerers gain Intimidate as a class skill
- Sorcerers recieve 4+Int skill points per level
- Sorcerers gain the Eschew Materials feat at 1st level (applied only to sorcerer spells)
- Sorcerers do not have the ability to summon a familiar.
- Sorcerers automatically gain a Domain, as the Domain Wizard in Unearthed Arcana, however not with an additional spell slot per day.
Post your characters here, and hopefully within the week we can get started!
Thanks for your interest,
DM Jeremy
If you would like to post a character, I request that it be posted in this format:
Player Name
Character Name
Gender / Race
Alignment
Class
Str - ##, +0
Dex - ##, +0
Con - ##, +0
Int - ##, +0
Wis - ##, +0
Cha - ##, +0
Hit Points - ##
Base Attack Bonus - +##
AC - ## = 10 + armor + shield + Dex + size + other
Touch - ##
Flatfooted - ##
Grapple - +## = +base + Str + size + other
Speed - ## ft.
Inititative - +##
Fort - +## = +base + Con + other
Ref - +## = +base + Dex + other
Will - +## = +base + Wis + other
Weapon (Melee/Ranged), range, type
attack bonus, damage, critical
Armor, type, speed
AC bonus, max Dex, check penalty, spell failure
Shield
AC bonus, check penalty, spell failure
Light Load - ###
Medium Load - ###
Heavy Load - ###
Money - ##gp, ##sp, ##cp
Feats (origin)
Special Abilities
Skills +## = +ability + ranks + race + other
Languages known
Arcance spell failure - ##%
Sorcerer Spells per day - ##/##
Chosen Domain
Sorcerer Spells Known
- 0th-level - Spells, Domain Spell*
- 1st-level - Spells, Domain Spell*
Gear
- item
- item
- etc...
The following is an example character:
Jeremy
Sylantar
Male Human
Lawful Good
Sorcerer/Rogue
Str - 8, -1
Dex - 13, +1
Con - 12, +1
Int - 14, +2
Wis - 12, +1
Cha - 17, +3
Hit Points - 7
Base Attack Bonus - +0
AC - 12 = 10 + 1(Dex) + 1(padded armor)
Touch - 11
Flatfooted - 11
Grapple - -1 = +0 - 1(Str)
Speed - 30 ft.
Inititative - +1
Fort - +1 = +0 + 1(Con)
Ref - +3 = +2 + 1(Dex)
Will - +3 = +2 + 1(Wis)
Short sword (Melee), piercing
-1 Attack, 1d6-1, 19-20/x2
Light crossbow (Ranged), 80 ft., piercing
+1 Attack, 1d8, 19-20/x2
Padded armor, light, 30 ft.
+1 AC Bonus, +8 max Dex, 0 check penalty, 5% spell failure
Light Load - 26 lbs.
Medium Load - 53 lbs.
Heavy Load - 80 lbs.
Money - ##gp, ##sp, ##cp
Eschew Materials (Sorcerer)
Negotiator (Human)
Combat Casting (1st-level)
Sneak attack +1d6
Trapfinding
Concentration +5 = +1(Con) + 4(ranks)
Diplomacy +9 = +3(Cha) + 4(ranks) + 2(Negotiator)
Gather Information +5 = +3(Cha) + 2(ranks)
Knowledge (arcana) +6 = +2(Int) + 4(ranks)
Knowledge (geography) +6 = +2(Int) + 4(ranks)
Knowledge (history) +6 = +2(Int) + 4(ranks)
Profession (woodcarver) +6 = +2(Int) + 4(ranks)
Search +6 = +2(Int) +4(ranks)
Sense Motive +7 = +1(Wis) + 4(ranks) + 2(Negotiator)
Spellcraft +6 = +2(Int) + 4(ranks)
Spot +3 = +1(Wis) + 2(ranks)
Tumble +5 = +1(Dex) + 4(ranks)
Common, Elvish, Halfling
Arcance spell failure - 5%
Divination Domain
Sorcerer Spells Known
- 0th-level - Light, Mage Hand, Prestidigitation, Read Magic, Detect Magic*
- 1st-level - Comprehend Languages, Mage Armor, Detect Secret Doors*
Gear
- backpack, blanket, flint and steel
- trail rations (5 days)
- hemp rope
- thunderstones (2)
- personal journal, inkpen, inkwell
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