YS's Red Hand of Doom (OOC--Recruiting Cleric)

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Explorer
Jdvn1,

Can you post in the title of this thread, that I am recruiting one player please.


Ok I am looking for one player to either take over the dwarf cleric, Delghar, or bring in your own character.


YS
 

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ByteRynn

First Post
Ooh! ME! I like playing clerics! I want to play in Red Hand of Doom!

Dhelgar looks fun to play too. I would be willing to pick up where LR left off.
 
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Bloodweaver1

First Post
I can throw up a quick lvl 5 human cleric. I have a lvl 15 that I can dummy down to lvl 5 easy. Give me a day or two and I can post something up.

Or I can bring in a bard/druid combo from one of my other games that got 'X'd.
Nira Cydatell
[sblock=Background]WIP[/sblock][sblock=Description]
Nira Cytadell stands at about 5’7”, has brown skin with high almost elven like check
bones and has rich honey colored oval eyes. Her long dark hair runs down to the middle of
back, has a rich brown hue to it and is complimented with vibrant sandy streaks of blond
running randomly though out it. Her shirt and trousers are simple and earth toned matched
with a light dark green cloak to help protect her from the elements. She caries a small
light satchel fitted comfortably over of her shoulder and under her cloak with her Savior’s
Holy symbol tied loosely around her neck in a silk chain. The only noticeable means of
protecting herself is a hand carved master worked bow that is either carried across her
back or in her hand and a small beautifully carved dagger that is worn on her left hip.[/sblock][sblock=Stat Block]
Code:
[B]Name[/B]: Nira Cydatell 
[B]Class[/B]: Druid 3 / Bard 2   [B]Age[/B]: 24
[B]Race[/B]: Human               [B]Height[/B]: 5' 6"
[B]Size[/B]: Medium              [B]Weight[/B]: 120 lbs
[B]Gender[/B]: Female 		 [B]Eyes[/B]: Sandy
[B]Alignment[/B]: Neautral Good  [B]Hair[/B]: Dirty & Bright Blond
[B]Deity[/B]: Mieklikki          [B]Skin[/B]: Light Brown

[B]Class & Racial Traits:
Character Level           Human[/B] 
1 Feat at First Level      1 Free Feat at 1st Level 
1 Feat at Third Level     +4 Skills points at 1st Level
+1 Ability Modifier       +1 Skill point at each additional level      

[B]Druid                     Bard[/B]
Animal Companion          Bardic Knowledge
Nature Sense              Bardic Music (2xDay)
Wild Empathy (+6)         Countersong
Woodland Stride           Fascinate 
Trackless Step            Inspire Courage +1
                          Inspire Competence +2 

[B]Str[/B]: 10 (+0)   [B]Level[/B]: 6     [B]XP[/B]: 17481
[B]Dex[/B]: 14 (+2)   [B]BAB[/B]: +3      [B]HP[/B]: 27 (3d8+2d6)
[B]Con[/B]: 10 (+0)   [B]Grapple[/B]: +3  [B]Dmg Red[/B]: -/-
[B]Int[/B]: 12 (+1)   [B]Speed[/B]: 30'   [B]Spell Res[/B]: -
[B]Wis[/B]: 17 (+3)   [B]Init[/B]: +2     [B]Spell Save[/B]: - 
[B]Cha[/B]: 16 (+3)   [B]ACP[/B]: -0      [B]Spell Fail[/B]: 10%

       [B]Base Armor Shld  Dex Size Nat Misc Total
Armor[/B]:  10   +4    +0   +2  +0   +0   +0   16
[B]Touch[/B]: 13    Flat-Footed: 12

      [B]Base Mod Misc Total
Fort[/B]:  3   +0   +1   +4
[B]Ref[/B]:   4   +2   +1   +7
[B]Will[/B]:  6   +3   +1   +10

[B]Armor           Bonus Dex ACP ASF  Weight  Cost[/B]
St. Leather +1,  +4   +6   0  10%  15lbs  1765gp
Leafweave (RoW)

[B]Weapon          Attack Damage Critical Range Weight Cost [/B] 
C. Shortbow,MW    +6    1d6     x3     70ft  2 lbs  375gp
Scimitar, MW     +4    1d6   18-20x2  10ft  4 lbs  310gp


[B]Equipment                   Cost / Weight[/B]
Explorers outfit x1        (10 gp / 12 lb)
Flint & Steel              (1 gp / 0 lb)
Holy Symbol (Silver)       (25 gp / 0 lb)
Belt Pouch                 (1 gp / .5 lb)
Potion, Cure Light x2      (100 gp / 0 lb)
Potion, Pro. From Evil x2  (100 gp / 0 lb)
Potion, Remove Fear x1     (50 gp / 0 lb)
Cloak of Charisma +2       (4000 gp / 0 lb)
Vest of Resistamce +1      (1000 gp / 0 lb)
Bag of Holding I           (2500 gp / 0 lb)
[B]Masterwork Instruments[/B]:
      Fiddle: Increases the save for Charm & Fear by +1 
      Harp: Targets 1 additional creature w/ Fasinate & Inspire Greatness
      Lute: +1 caster level for bardic music effects 
      Mandolin: Increases attack +1, decreases damage & saves -1
      Drum: Increase damage +1, decreases saves -1

[B]Total Gold Spent[/B]: 10229
[B]Total Gold Remaining[/B]: 100

[B]Current Capacity[/B]: Light (30)
[B]Carry Capacity[/B]: [B]Light[/B]: 0 – 33 [B]Med[/B].: 34 – 66 [B]Heavy[/B]: 67 – 100 
                [B]Lift[/B]: 200 [B]Drag[/B]: 500
[B]Languages[/B]: Druidic, Common, & Elven 

[B]Feats[/B]: (4)
Versatile Performer (Vocals), Ashbound, Greenbound Summoning 

[B]Skill Points[/B]: 57 [B]Max Ranks[/B]: 8   
Skills                Abil Ranks Mod Misc Total
Appraise              Int    0   +1         1
Balance               Dex    0   +2         2
Bluff                 Cha    0   +3         3
Climb                 Str    0    0         0
Concentration         Con    8   +0         8
Craft                 Int    0   +1         1
Decipher Script       Int    0   +1         1
Diplomacy             Cha    0   +3         3
Disable Device        Dex    0   +2         2
Disguise              Cha    0   +3         3
Escape Artist         Dex    0   +2         2
Forgery               Int    0   +1         0
Gather Information    Cha    0   +3         3
Handle Animal         Cha    5   +3         8
Heal                  Wis    5   +3         8
Hide                  Dex    0   +2         2
Intimidate            Cha    0   +3         3
Jump                  Str    0   0          0
Knowledge (Nature)    Int    7   +1    +2   10 
Knowledge (Bardic)    Int    5   +1   +3    9
Listen                Wis    4   +3         7
Move Silently         Dex    4   +2         6
Open Lock             Dex    0   +2         2
Perform (Strings)     Cha    8   +3    +2   13
Perform (Vocals)      Cha    8   +3    +2   13 ** Versatile Performer Bonus
Profession            Wis    0   +3         3 
Ride                  Dex    0   +2         2 
Search                Int    0   +1         1
Sense Motive          Wis    0   +3         3
Sleight of Hand       Dex    0   +2         2
Spellcraft            Int    0   +1         1
Spot                  Wis    5   +3         8
Survival              Wis    5   +3    +2   10
Swim                  Str    0   0          0
Tumble                Dex    0   +2         2
Use Magic Device      Cha    0   +3         3
Use Rope              Dex    0   +2         2

[B]Bard [/B] (DAYxTOTAL) [B]Base DC[/B]: 13 + Spell Level [B]Bonus Spells Per Day[/B]: +3
[B]0 Level[/B] (6x5)    [B]1st Level[/B] (3x2)
Read Magic       Inpirational Boost 
Detect Magic     Charm Person
Resistance      
Mage Hand
Light
Ghost Sound

[B]Druid Base DC[/B]: 13 + Spell Level [B]Bonus Spells[/B]: +3
[B]0 Level [/B] (7)      [B]1st Level [/B] (5)        [B]2nd Level [/B] (4)
Dawn x1           Snake Swiftness x1    Summon Swarm x2
Create Water x2   Entagnle x2     Snake Swiftness, Legion x2
Resize x2         Cure Light x2   
Flare x1
P. Food & Dr x1

Lyric (Eagle) 
[B]HD[/B]: 3d8+3 (25) [B]Initiative[/B]: +3 [B]Speed[/B]: 10 ft (2 squares) [B]Fly[/B]: 80ft Average (40 squares) 
[B]AC[/B]: 17 ([B]Dex[/B] +3, [B]Nat[/B] +2, [B]Size[/B] +0, [B]Dodge[/B] +1) [B]Touch[/B]: 14 [B]FF[/B]: 13 
[B]Base Attack/Grapple[/B]: +2 / -2 [B]Space/Reach[/B]: 5ft / 5ft
[B]Attack[/B]: Talon +3 melee (1d6) 
[B]Full Attack[/B]: 2x Talon +3 melee (1d6) 
& 1x Bite -2 melee (1d6) 
[B]Abilities[/B]: [B]Str [/B] 11 ; [B]Dex[/B] 16 ; [B]Con[/B] 12 ; [B]Int[/B] 2 ; [B]Wis[/B] 14 ; [B]Cha[/B] 6 
[B]Saves[/B]: [B]Fort[/B]: 3, [B]Ref[/B]: 5 , [B]Will[/B]: 2, [B]CR[/B]: 1 
[B]Special Qualities[/B]: Low-Light Vision 
[B]Skills & Feats[/B]: Listen +2 & Spot +14, Weapon Finese & Dodge
[B]Tricks Known (8)[/B]: Attack, Down, Come, Heel, Defend, Seek, Track, & Stay
[/sblock][sblock=Greenbound Summoning Template] Greenbound Creature
In the crumbling Siluvanedenn ruins of Telardon, powerful and ancient magical energies seep
from an unknown number of buried arcane treasures. These energies transform hapless creatures
near by into plantlike beings of great strength. A greenbound creature looks much like it
did before transformation, although certain changes are apparent. The creature's flesh has
been replaced by pulpy wood and thickly corded creepers, and tiny branches stick out from
its torso, arms, and legs. Any feathers, hair, or fur is once had have been replaced by some
combination of green vines, moss, and leaves. Greenbound Creatures speak any languages they
knew before transformation, although their voices are now deep and gravelly.

"Greenbound Creature" is an acquired template that can be added to any animal, fey, giant,
humanoid, monstrous humanoid, or vermin (hereafter referred to as the base creature). A
greenbound creature uses all the base creature's statistics and special abilities expect as
noted here:

Size and Type: The creatures type changes to plant with the appropriate augmented subtype.
Do not recalculate base attack bonus, base saves, or skill points. Size is unchanged.
Hit Dice: change all current Hit Dice to d8's.
Armor Class: A greenbound creature's natural armor bonus improves by 6 over that of the base
creature.
Attack: A greenbound creature retains all the attacks of the base creature and also gains a
slam attack if it didn't have one. If the base creature can use weapons, the greenbound
creature retains this ability. A greenbound creature fighting without weapons uses either
its slam attack or its primary natural weapon (if it has any). A greenbound creature armed
with a weapon uses either its slam attack or a weapon, as it desires.
Full Attack: A greenbound creature has a slam attack. If the base creature does not have this
attack form, use the appropriate damage value from the table below according to the
greenbound creature's size. A creature that has other kinds of natural weapons retains
its old damage or uses the appropriate, value from the table below.

Size______________Base Damage
Fine-------------------1
Diminutive-------------1d2
Tiny-------------------1d3
Small------------------1d4
Medium----------------1d6
Large------------------1d8
Huge------------------2d6
Gargantuan------------2d8
Colossal---------------4d6


Special Attacks: A greenbound creature retains all the special attacks of the base creature
and gains those described below:
Spell-Like Abilities: At will--entangle, pass without trace, speak with plants; 1/day--wall
of thorns. Caster level equals greenbound creature's character level; save DC 10 + spell
level + greenbound creature's Charisma modifier.
Special Qualities: A greenbound creature retains all the special qualities of the base
creature and gains those descripted below:
Damage Reduction (Ex): A greenbound creature has damage reduction 10/magic and slashing. A
greenbound creature's natural weapons are treated as magical weapon for the purpose of
overcoming damage reduction.
Fast Healing (Ex): A greenbound creature heals 3 points of damage each round so long as it
has at least 1 hit point. If reduced to 0 or fewer hit points, It is slain.
Grapple Bonus (Ex): The thorny hooks on a greenbound creature's hand and feats grant it a +4
bonus on grapple checks.
Resistance to Cold and Electicity (Ex): A greenbound creature gains resistance 10 to cold
and electricity.
Tremorsense (Ex): Greenbound creatures can automatically sense the location of anything
within 60 feet that is in contact with the ground.
Abilities: Increase from the Base creature as following: Str +6, Dex +2, Con +4, Cha +4.
Skills: *A greenbound creature gains a +16 racial bonus on Hide and Move Silently checks
made in forested areas.
Environment: Any forests.
Organizitation: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Standard.
Alignment: Same as the base creature.
Advancement: By character class or as base creature.
Level Adjustment: Same as the base creature +8.[/sblock][sblock=Character Progression & PrC Green Whisperer (Dragon Mag)]
Code:
[B]Char Level Class Level Class Adjustments[/B]
 6   Green  Wh     1   Bardic Knowledge, Bardic Music, [I]Song of the Heart*[/I]
 7   Green  Wh     2 
 8   Green  Wh     3   Soothe The Savage Beast, Wis +1
 9   Green  Wh     4   [I]*Music of Growth[/I]
 10  Green  Wh     5   Green Ear
[I]*Devotes Projected Feat selection[/I]

[B]Ability Descriptions[/B]
[B]Bardic Knowledge[/B]: Green Whisperer levels stack with bards in determining max 
bonus, but only when making checks that have something involving plants, animals, the 
elements, or items associated with these topics. 
[B]Bardic Music[/B]: Green Whisperer levels stack with bards in determining abilities,
duration and so on. 
[B]Spells Per Day[/B]: Green Whisperer levels stack with bards and druids in 
determining the amount of spells known and spells per day. They gain additional spells as if 
they gained a level in each class but gain no other abilities from the druid class. 
[B]Song of the Heart[/B]: Increases the effects of all bardic 'Inspire' songs by +1.
Soothe The Savage Beast: Animals & Magical beasts suffer a -2 to saves against
Fascinate, suggestion, and mass suggestion.
[B]Music of Growth[/B]: You grant a +4 enhancement bonus to Str & Con scores of
every creature of the animal or plant type within 30ft. Counts as a daily use of bardic 
music 
[B]Green Ear[/B]: Mind affecting bardic music abilities effects creatures of the plant
type. 
[/sblock]

I'll post both and you can decide what would be a better fit. Thanks!

-Blood
 
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Coltaine Rehazar- Cleric of Pelor

Thank you for your time and consideration. I would love to play in this campaign as well. I am submitting Coltaine, Cleric of Pelor aspring to be a Lion of Brindol ( Radiant Servant of Pelor PrC if allowed by the GM). I am going to keep this brief and will fully flush out the character if selected.

Background

[sblock] I have felt the calling from an early age;for the sun is the source of all nourishment, all that is good. Being the youngest, I have always felt the burden to follow in the footsteps of my father and my brothers - to become a farmer, to till the soil, to nourish and protect our farm and land near Drellin's Ferry. But my calling, the tug in my soul, pulled me away from the farm and took me to Brindol in the hopes of being a Lion of Brindol. It is here that I have learned the ways of the Shining One, the Sun Father and learned of the numerous sacrifices made by those that follow his will and his teachings.

But what are aspirations? faith? If one cannot protect loved ones? What will my faith matter if my family and friends are slaughtered by the maurauding Kulkor Zhul? I return now to the place of my birth, in the hope of saving those I love. May Pelor and Mayeheine guide my way. [/sblock]

Stat Block

[sblock]
0: Male Human(Bakluni) Clr5;
"Medium Humanoid; CR 5;
HD 5d8+10; hp 38;
Init +0; Spd 30 ft/x4;
AC 10 touch 10, flat-footed 10;
Base Atk/Grapple +3/+3;

AL NG; SV Fort +6, Ref +1, Will +7;
Str 10(+0), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 17(+3), Cha 12(+1);
Skills: Concentration¹ +10, Diplomacy¹ +8, Heal¹ +11, Knowledge (history) +3, Knowledge (religion) +9, Profession (Farmer) +4.

Domains: Sun, Healing

Feats: • Extra Turning
• Augment Healing
• Domain Spontaneity(Sun)"
[/sblock]

Appearance and personality
[sblock]
Coltaine is 5ft 9 inches tall and of average build. He is dark skinned with short hair which has been cropped close. He has amber colored eyes and has a small star like scar on his cheek. He is effacious, warm and a caring person but can tend to be too firm when it comes to his faith and overall outlook.
[/sblock]
 
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Rhun

First Post
Not to dismiss any of the work anyone has put into a character concept, but I would love to see someone pick up Delghar where LR left off...if only because Del and Vrogor and friends and drinking companions. Just my 2 coppers. :)
 


Starman

Adventurer
Have you seen this person?

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