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I6: Ravenloft (adapted to 3.x) - OOC Thread - CALLING MY PLAYERS!


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Thanks for checking it over and for the reminder on the buckler.

I could swap out Weapon Focus for Improved Buckler Defense (CWar, allows buckler to AC while using that hand to attack) but if it's OK I may instead swap the buckler for the following from the MIC:

armor crystal of screening, lesser (incorporeal touch attacks are at -5), MIC, 1k
boots of landing (take 2 less d6 of falling damage and land on feet), MIC, 0.5k
 


Ares - Tiefling Evoker 5

[sblock=Ares]
Ares
Male Tiefling Evoker 5
True Neutral

Strength 8 (-1)
Dexterity 20 (+5) [18 base +2 Gloves]
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 14 (+2)
Charisma 6 (-2)

Specialty: Evocation
Gave up: Abjuration and Enchantment
Total Hit Points: 26
Speed: 30 feet

Armor Class: 15/19 = 10 +5 [dexterity] / +4 [Mage armor spell]
Touch AC: 15/19
Flat-footed: 10/14

Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +3 = 1 [base] +2 [constitution]
Reflex save: +6 = 1 [base] +5 [dexterity]
Will save: +6 = 4 [base] +2 [wisdom]
Attack (handheld): +1/+2 = 2 [base] -1 [strength] / +1 [with MW silver dagger]
Attack (unarmed): +1 = 2 [base] -1 [strength]
Attack (missile): +7/+8 = 2 [base] +5 [dexterity] / +1 [with MW silver dagger]
Grapple check: +1 = 2 [base] -1 [strength]

Languages: Abyssal, Celestial, Common, Draconic, Elven, Infernal.

[sblock=Feats]
Energy Substitution (To Acid)
Extra Slot - 1 level lower then max
Scribe Scroll - [free to wizard]
Enlarge spell - Increase range takes 1 slot higher.
[/sblock]

[sblock=Skills]
Skill Name (Key Ability) Skill Modifier=Ability Modifier+Ranks+Misc.
Modifier

Appraise +4 [+4 (Int)]
Balance* +5 [+5 (Dex)]
Bluff +0 [-2 (Cha) +2 (tiefling)]
Climb* -1 [-1 (Str)]
Concentration +10 [+2 (Con) +8 (ranks)]
Decipher Script +4 [+4 (Int)]
Diplomacy -2 [(-2 (Cha)]
Disguise -2 [(-2 (Cha)]
Escape Artist* +5 [(+5 (Dex)]
Forgery +4 [(+4 (Int)]
Gather Information -2 [(-2 (Cha)]
Heal +2 [+2 (Wis)]
Hide* +11 [(+5 (Dex) +4 (ranks) +2 (tiefling)]
Intimidate -2 [(-2 (Cha)]
Jump* -1 [(-1 (Str)]
Knowledge (arcana) +12 [+4 (Int) +8 (Ranks)]
Knowledge (religion) +8 [+4 (Int) +4 (Ranks)]
Knowledge (planes) +10 [+4 (Int) +6 (Ranks)]
Listen +2 [+2 (Wis)]
Move Silently +8 [(+5 (Dex) +3 (Ranks)]
Ride +5 [(+5 (Dex)]
Search +4 [+4 (Int)]
Sense Motive +2 [+2 (Wis)]
Spellcraft +14 [+4 (Int) +8 (ranks) +2 (Knowledge, arcane)]
Spot +2 [+2 (Wis)]
Survival +2 [+2 (Wis)]
Swim -1 [(-1 (Str)]
Use Rope +5 [(+5 (Dex)]

* = check penalty for wearing armor
Know Planes >=5 ranks gives +2 on survival checks on other planes.
[/sblock]

[sblock=prepared spells]
Zero-level Evoker spells: 5 (4+1 evo) per day
First-level Evoker spells: 5 (3+1 evo +1) per day
Second-level Evoker spells: 5 (2+1+1 evo +1 extra slot) per day
Third-level Evoker spells: 3 (1+1 evo +1) per day
[/sblock]

[sblock=SpellBook]
0 level spells – all except resistance and daze.
1 level spells – Burning hands, Mage armor, Magic missile, Color spray, Ray of Enfeeblement, Expeditious retreat, Floating disk, Lesser orb of acid (CA), Lesser orb of electricity (CA).
2 level spells – Scorching ray, fire burst (CA), Invisibility, Levitate.
3 level spells – Fireball, Daylight.
[/sblock]


[sblock=Ares's Equipment]

Light load: 26 lb. or less
Medium load: 27-53 lb.
Heavy load: 54-80 lb.
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.


4 daggers - inside haversack
1 silver dagger, masterwork
Spellbook x1 (parchment with thin wood cover) – inside haversack
Outfit
Spell component pouch
Gloves of Dex. +2
Rod of lesser extend (extend spell 3/day)
Ring of Sustenance (sleep 2 hours per day)
Handy Haversack
Hand of the mage (Mage hand at will)
Small box with ink and inkpen - inside haversack
Waterskin – inside haversack

Wealth: 226 coins
Total weight: 16 lb
[/sblock]

[sblock=Race and class traits]
Tiefling:
• +2 dexterity, +2 intelligence, -2 charisma (already included)
• +2 on listen and spot checks (already included)
• Darkness 1 per day
• Darkvision (see 60 feet in pitch-dark)
• Cold, fire, & electricity resistance 5
• "Native outsider."
• Level adjustment +1

Wizard (Evoker):
• Familiar / Alertness, etc.
• Bonus Feats (already included)
• High intelligence gains bonus spells daily
• Specialist gets 1 extra evocation spell/level/day
[/sblock]

[sblock=Background + Appearance]
Size: Medium
Height: 1.70m
Weight: 65 kg
Skin: Silver
Eyes: Black
Hair: Red, beardless

Ares is ...
[/sblock]

[/sblock]
 
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OOH, I like those boots.. I'm gonna snag a pair of them as well. Betwen Jump, Tumble, and those my guy can jump off a 40' building with no ill effect. :D Now that's cool.

BTW, How do you run Nat 1's on skill checks?
 

If you could post them, maybe I'd consider a switch? Are there any unique races as well?


I'll get them posted, but probably not until tomorrow night.

The only "unique" race in my homebrew are the Taramari, a race of cyclopskin. They are an old race of skilled warriors, learned scholars and able seaman. They dwell mainly on their island nation of Taramar, where they are ruled by a wise and benevolent senate. I believe they are +1 level adjustment, but I'll have to check my notes.

With that said, some other races are fairly common and less "monsterous" in my homebrew:

While many harbor traditional prejudices against the orcs, the orcs have actually esablished their own realm; The Kingdom of Khurl. While the still behave somewhat like traditional orcs, they also trade with some other realms, and so orcs are seen fairly often, especially in port and trade cities.

Asarand is the nation of the hobgoblins, and while warlike, they are fairly well respected among most civilizations. Asarandi mercenaries can command high prices, and their craftsman (especially their armorers) are in great demand.

As previously mentioned, the Empire of Uldarr is one of the largest nations on the continent, and a melting pot for all races reptillian...lizard-folk of all types, yuan-ti, kobolds (though most lizard-folk depise kobolds as much as humans and others, and treat them as a servant class), and others all dwell here. And because of the sheer size of the empire, this assures that its people are often found in other realms for trading, travelling and other purposes.

There are also 4 subspecies of human, though they are all the same as far as abilities and such are concerned. Only appearance and mannerisms differ.

Also as I mentioned before, I designed my world to be very modular; a place can be found for almost any race, if someone has a certain desire to play something specific.
 

Strahd, Ares looks pretty good. However, he should get 1 more language, since Tieflings get Common & Infernal automatically.

Also, I can't make sense of your skills; they are really hard to read. Would you mind reworking them in the following style for me:

Appraise +6 (2 ranks, +4 Int)
Balance +8 (1 rank, +5 Dex, +2 race)
Jump +4 (2 cc ranks, +2 Str)
Etc, etc, etc...
 

OOH, I like those boots.. I'm gonna snag a pair of them as well. Betwen Jump, Tumble, and those my guy can jump off a 40' building with no ill effect. :D Now that's cool.

BTW, How do you run Nat 1's on skill checks?


Per RAW:

SRD said:
Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
 


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