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X4: Master of the Desert Nomads - OOC

kinem

Adventurer
Interesting. There have been several good character proposals, so recruiting is now closed. Thanks everyone!

I want to keep the party at :5: PCs, hoping even that won't bog down the pace of play.

If your PC was not selected this time, and you are still interested, you might come in if replacement players are needed.

The party will initially consist of the following:

Leif: dwarf rogue/wizard
Rhun: Aram Al Talik, rogue/fighter/dervish
renau1g: Rajah Al-Qadim, dread necromancer
Walking Dad: Girgal Scalefoot, ghostwise halfling druid
Jemal: Nargon, half-orc warlock

(Jemal: I don't buy that you can't squeeze off a quick post to say "Don't wait for me, I have to bow out". If Revielle managed to get a post off from his hospital bed, I'm sure you could do it from whatever situation you are in. Remember, dropping out is never the problem; creating uncertainty and making everybody wait because you didn't post to that effect is the problem. There will never be a 3rd chance with me if you screw up again, you can be sure. But I do believe in 2nd chances.)

Go ahead and stat up your PCs, and post them in the rogues gallery which will soon be up.

Hit points will be max for 1st level, and average-rounded-up for each additional level (so a d10, with an average of 5.5, would give you 6 hp).

All dice rolls will be made by the DM.
 

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Evilhalfling

Adventurer
Okay - well good luck guys, keep me in mind if there is an open slot later. Especially for a :ranged:
I never did get my character's personality to where I wanted to play him. I'll turn it over see if I can settle on something later.
 


renau1g

First Post
Thanks Kinem... I really look forward to this game.

I'll be the same as Walking Dad, Monday at the latest... accursed tax season. Only 12 more days...
 

Jemal

Adventurer
Well, here's first draft of Nargon's numbers. I gotta leave for work in a little while, so I'm posting for feedback and i'll finish after work.
[sblock=Nargon the Accursed]
Male Half-Orc Warlock 8
AL: CG HT: 6'3" WT: 280 Hair: Long, braided, Black Eyes: Green

STR: 22 (+6) [10 points + 2 Racial + 2 lvl + 2 Magic]
DEX: 14 (+3) [6 points + 2 Magic]
CON: 12 (+1) [4 points]
INT: 10 (+0) [4 points - 2 Racial]
WIS: 10 (+0) [2 points]
CHA: 12 (+1) [6 points - 2 Racial]

HP: (8d6+8) AC: 18 (10 base + 3 dex + 5 armour)
Saves: FORT: +3 (2 base + 1 con) REF: +5 (2 base + 3 dex) WILL: +6 (6 base + 0 wis)
Init: +3 Speed: 40

Bab: 6
Attacks:
Spiked Chain: +15/10, 2d4+11, 10' reach
Eldritch Blast: +9 touch, 5d6, 60' range
Hideous Blow: +15, 2d4+5d6+11, 10'reach

Skills(Total/Ranks):[22 Points]
Jump(+11/0), Use Magic Device (+12/11), 11 more points to spend

Feats: [3] Exotic Weapon Proficiency: Spiked Chain, Weapon Focus: Spiked Chain, 1 more feat

Class Features: Invocations, Eldritch Blast, Detect magic, DR 2/Cold Iron, Fiendish Resilience 1, Deceive Item

INVOCATIONS:
Least -
Hideous Blow: Add Eldritch blast damage to melee attack
Entropic Warding - Leave no trail, can't be tracked by scent, 20% miss chance on all ranged attack rolls against you.
Devil's Sight - See normally in darkness (magical or non-magical)
Lesser -
Fell Flight - 40' Flight, good manueverability
Flee the Scene - 45' dimension door + Major image of self where you were for 1 round


Languages: Common, Orc

Equipment:
+2 Spiked Chain (8,325)
+1 Breast plate, (1,350)
Belt of Strength +2 (4,000)
Gloves of Dexterity +2 (4,000)
Boots of striding/springing (5,500)
Accursed Family Amulet [Lesser chasuble of fell power](8,000)
Wand of Cure Light Wounds (750)
75 GP
[/sblock]
 

Leif

Adventurer
Bevin, Dwarf Rogue2, Wizard(Enchanter)6, XP 28,000
[sblock=Stats]
Age: 53
Gender: Male
Height: 4'2"
Weight: 135lb
Eyes: Dark Grey
Hair: Black
Beard: Black, mostly, with white streaks
Skin: Deep Tan

STR:13 [+1] (5 pts)
DEX:16=15+1 [+3] (8 pts, +1 4th level increase)
CON:15=13+2(race) [+2] (5 pts)
INT:16=15+1 [+3] (8 pts, +1 8th level increase)
WIS:11 [+0] (3 pts)
CHA:9=11-2(race) [-1] (3 pts)
32 point buy

HP: 44 [6+4+3+3+3+3+3+3+con(16)]
Wounds:

Armor Class: 20 (10 base + 5 (+3 leather armor) +2 ring of prot. + 3 dex) (Arcane spell failure chance=5%)
- Flat-footed AC: 17
- Touch AC: 15
Initiative: +3
BAB: +3
Atttack:
- +2 Heavy Mace, +7 (+3BAB+1weapon focus+1str+2magic mace) dam 1d6+3
- dagger +4 (BAB+str) dam 1d3+1
- Heavy Crossbow, +6 (+3 BAB +3dex) dam 1d8

Speed: 20'

Saves (Plus see below under racial abilities for bonuses vs. spells and poison)
FORT: +4 (+2 base + 2 con)
REF: +6 (+3 base + 3 dex)
WILL: +5 (+5 base + 0 wis)

Racial Abilities:
- +2 Con, -2 Cha
- Speed 20"
- Darkvision
- Stonecutting, +2 to notice new stonework
- Stability (+4 to resist being bullrushed or tripped)
- +2 Racial bonus to saves vs. poison
- +2 Racial bonus to saves vs. spells or spell-like effects
- +1 Racial bonus "to hit" orcs and golinoids
- +4 Dodge bonus to AC vs. creatures of the Giant type
- +2 Racial bonus to Appraise and Craft skill checks regarding stone or metal items

Feats:
1st Level
- Weapon Focus (Heavy Mace)
3rd level (1st level Wizard bonus feats)
- Scribe Scroll
- Summon Familiar
4th Level (standard)
- Skill Focus (Knowledge [Arcana]) +2
8th Level (standard)
- Magical Aptitude (+2 Spellcraft and Use Magical Device)


Skills:
- Appraise +7 (2 ranks, +3 int, +2 racial)
- Climb +7 (4 ranks, +1 str +2 climbers' kit)
- Concentration +13 (11 ranks, +2 con)
- Disable Device +9 (6 ranks, +3 dex)
- Gather Information +4 (5 ranks, -1 cha)
- Hide +8 (5 ranks, +3 dex)
- Knowledge (Arcana) +14 (9 ranks, +3 int, +2 feat)
- Move Silently +10 (7 ranks, +3 dex)
- Open Locks +9 (6 ranks, +3 dex)
- Search +9 (6 ranks, +3 int)
- Sleight of Hand +7 (4 ranks, +3 dex)
- Spellcraft +14 general (9 ranks, +3 int, +2 feat),
- +16 for checks regarding School of Enchantment (specialty school)
- +9 for checks regarding Schools of Abjuration and Divination (prohibited schools)
- Spot +6 (6 ranks)

Languages:
- Common
- Dwarvish
- Draconic
- Giant
- Orc

Equipment:
Armor & Shield
- +3 Leather Armor (9,160gp,) (5% arcane spell failure chance)
- +2 Ring of Protection (8,000 gp)

Melee weapons
- +2 Heavy Mace (1d6+2+1str) (8,312gp,)
- dagger (1d3+1str, r. 10', crit. 19-20)

Ranged weapons
- Spells
- Heavy Crossbow (r. 120')
- Dagger (r. 10')

Equipment
- Backpack (2gp), lined with Bag of Holding, Type I (2,500 gp)
----- money 247 gp
----- Bedroll (1sp)
----- Trail rations, 5 days (25sp)
----- 2 sacks (2cp)
----- Climbers' Kit (80 gp)
----- 2 Sunrods
----- 3 Potions, Cure Moderate Wounds (@ 300 gp ea)
----- 4 Potions, Cure Serious Wounds (@ 750 gp ea)
- Wand of Detect Magic 50 ch.
-2 Beltpouches (@ 1gp ea.)
----- Flint & steel (1gp,)
----- M/W Thieves' Tools (100 gp)
- Spell Component Pouch (5 gp)
- Waterskin (1gp)
- Explorer's outfit (10gp, worn)
- 2 Daggers (@ 2 gp ea.)

Weight Carried:
Remaining money: 247 gp

Spellbook (Prohibited Schools: Abjuration and Divination)

0 Level - All except Abjuration/Divination: Acid Splash, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Repair Minor Damage (Comp. Arcane p. 120), Arcane Mark, Prestidigitation

1 Level - Burning Hands, Charm Person, Grease, Hypnotism, Obscuring Mist, Ray of Enfeeblement, Sleep, Summon Monster I

2 Level - Daze Monster, Tasha's Hideous Laughter, Touch of Idiocy, Summon Monster II

3 Level - Deep Slumber, Heroism, Hold Person, Summon Monster III

Spells Typically Memorized (4/3/3/2, plus int bonus, plus spec. bonus = 4/4+1/4+1/3+1)
(spells marked with a "U" have been used for the day)
0 Level - Detect Magic, Detect Magic, Flare (if cast directly on creature, must save (Fort) or be dazzled for one minute), Light
1 Level - Burning Hands (fire damage 5d4, no touch attack necessary, but save (ref.) for half damage), Burning Hands, Ray of Enfeeblement (touch attack for str damage of 1d6+4), Sleep (4hd) + Sleep (4hd)
2 Level - Tasha's Hideous Laughter, Tasha's Hideous Laughter (Will save negates, dur. 6 rounds), Touch of Idiocy (touch target for 1d6 dam to int,wis, and cha, no saving throw, dur. 60 min.), Daze Monster (any creature with less than 7hd) + Daze Monster
3 Level - Summon Monster III, Heroism, Hold Person + Deep Slumber (10hd)


Description - Coming soon

Personality - Bevin tends to be pretty easygoing. Because he was always somewhat ostracized from Dwarvish society due to his interest in magic, Bevin has a soft spot in his heart for outcasts and misfits. He also has an abiding hatred of bullies and conformists (whom he sees as mere 'sheep').

Background - Bevin hails from Rockhome (Clan Wyrwarf). Definitely a nonconformist Dwarf, Bevin never liked to dig and get dirty. Because of this fastidious nature, Bevin was relegated to the fringes of Dwarvish society, and this disenfranchisement led directly to his decision to be a rogue. However, soon he found the moral courage necessary for him to pursue his true passion: MAGIC. For a Dwarf, this was not a terribly easy decision, both because of Dwarvish culture, and because of the innate resistance of Dwarves to magical energy. But Bevin was always fascinated by magic, so he finally made up his mind to pursue his true passion. Bevin is content with the choice has has made, because magic is what he wants to do with his life, and the rest of the "accepted" Dwarvish world can, for all he cares, just go and be hanged. Even as a rogue, Bevin was studying spellcraft as much as possible, so he is very accomplished in that skill for someone of his experience as a wizard.

Future Development: Depending on how much success Bevin has adventuring while he is focused primarily on his career as a wizard, he may choose to pursue additional rogue levels in the future. Magic is still his favorite pursuit and greatest hobby, but this decision would be based solely upon survival, not personal preference. He might even take a level or two as a fighter since that is the favored class of Dwarves.
[/sblock]
 
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Walking Dad

First Post
Girgal

Girgal "Bloody Claws" Scalefoot

Male Ghostwise Halfling Druid 8
[sblock=Stats]
Age:
Gender: Male
Height:
Weight:
Eyes:
Hair: Black
Skin: Light Tan

Code:
AL: CN HT: '" WT: ?  Hair: Long, braided, Brown    Eyes: Emerald Green

Str:  8 -1 (2p.)        Level: 8        XP: 28000
Dex: 16 +3 (6p.)        BAB: +6/+1      HP: (8d8+16)
Con: 14 +2 (6p.)        Grapple: +1     Dmg Red: N/A
Int: 14 +2 (6p.)        Speed: 20'      Spell Res: N/a
Wis: 18 +4 (10p.+2)     Init: +3        Spell Save: N/A
Cha: 10 +0 (2p.)        ACP: ?          Spell Fail: -
(Wis +1 at 4th & 8th level)


AC: ? (10 base + 3 dex + 5 armour)

Saves:
FORT: +8 (6 base + 2 con)
REF: +5 (2 base + 3 dex)
WILL: +10 (6 base + 4 wis)

Bab: 6
Attacks: 
 

Skills: 
Handle Animal
Survival
Concentration
Ride
Spot

Feats: [3]
Spell Focus (Conjuration)
Augment Summoning
Natural Spell

Class Features:
Spellcasting
Spontanous casting
Animal companion
Enhanced link
nature sense, wild empathy
Woodland stride
Trackless step
Resist nature’s lure
Wild shape (3/day) (small - large)


Languages: Common, Halfling, Druidic, ?, ?
[/sblock][sblock=Background & Personality]
Girgal is a wanderer. After some adventures in Hollow World, he converted to the deity Ka, patron of dinosaurs. He doesn't talk much about his past life, but their are hints he was member of an evil nature cult before conversion. He prefers dinosaurs for his wild shapes and animal companions.
His current companion is a fleshraker called "Ripclaw".

He has a chaotic personality but is a determined protector of nature. He is not easy to befriend for humanoids, but is a true friend in need. (Alignment: Savage neutral )

He wears a hide armor made from the hide of his last companion, who sacrificed himself for Girgal. In fights he prefers spells and melee in wild shape. In normal situations, he rides his companion.
[/sblock]
 
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renau1g

First Post
Kinem, with us starting at 8th level, I'm wondering if you'd allow me to have created an undead by this point? My thoughts would be to have 2 undead, 1 mount (non-combat), and 1 bodyguard (big, protector). If you'll allow it what HD would I be limited to for each? As I could theoretically have created a 16HD skeleton at 8th level.
 

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