3.0rd Edition D&D Power Game [Full]


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I figured I'd give others a chance to join this once since I'm already playing in your other game, but it looks like you still need another player. I'll start working something up right now, be done in a few. :)
 

Is there a class that is needed more than anything else? Wont take me long to create a 1st level so I will wait to see what you need or to see if anybody else wants to play.
 

We have a Wizard and a Barbarian. To complete the "classic" D&D group, we would need a cleric (for healing) and a thief (for traps). That's suppose to be a balance group... Now, do we REALLY need them, I don't think so. We can survive pretty well with a group without those two. If we have a Cleric, Druid, Paladin, Ranger or Bard to hold the wand of Cure Light Wounds (when we will have one) between combat, so we can heal, I think it will be the only need to have. Don't feel an urge to take one of these class, their is 2 spot to fill and I prefer a good concept character than a simple stupid healer, just because healing is always good.
 

Edit: dropped a few items to get myself back down to a light load. Tallied up purchases and weights.


Rolls are under "Meepo2"

Stats: 16 12 15 12 15 18
12 becomes 18

18, 18, 16, 15, 15, 12

Aramil
Male Wild Elf Cleric (Fenmarel Mestarine)
Level 1

Str: 15
Dex: 20 (18 + 2 racial)
Con: 16
Int: 13 (15 - 2 racial)
Wis: 18
Cha: 12

Hit Points: 11
AC: 19 (18 without buckler if using bow), 14 flat footed, 15 touch
Init: +5
BAB +0, Grapple +2
Speed 30' (load 65 lbs, light armor, carrying capacity 66/133/200)
Fort +5, Ref +5, Will +6

Longsword +2 melee, 1d8+2, 19-20/x2
Punching Dagger +2 melee, 1d4+2, x3
Longbow +5 ranged, 1d8, x3

Medium, 5' tall, 99 lbs
Red hair, green eyes, chestnut skin
59 years old


Speaks Common, Elven, and Gnoll

Concentration +7 (4 ranks + 3 Con)
Heal +6 (2 ranks + 4 Wis)
Knowledge(Nature) +5 (4 ranks + 1 Int)
Knowledge(Religion) +3 (2 ranks + 1 Int)
Spot +6 (4 Wis + 2 racial)
Listen +6 (4 wis + 2 racial)
Search +3 (1 Int + 2 racial)


Feats:
Point Blank Shot (free from Elf domain)
Precise Shot

Elf Traits:
Immune to sleep
+2 bonus vs. Enchantment
Low-Light Vision
Proficient w/ Longsword and bows
+2 on Listen, Search, and Spot
Automatic Search roll within 5 feet of secret door

Cleric Traits:
Animal Domain - Animal Friendship, Knowledge(Nature) class skill
Elf Domain - Free Point Blank Shot
Spontaneous Casting - Can spontaneously convert to Cure spells
Turn Undead 4/day

Spells Memorized: 3/2+1
0: Detect Magic, Create Water, Resistance
1: Magic Weapon, Entropic Shield, True Strike*

* = domain spell


200 gp starting
149.64 spent
50 gold, 3 silver, 6 copper remaining


Studded Leather (25 gp, 20 lbs, worn, -1 armor check)
Traveler's Outfit (free, 5 lbs, worn)

Longsword (15 gp, 8 lbs, belt left)
Spell Component Pouch (5 gp, 3 lbs, belt right)
Belt Pouch (1 gp, 3 lbs, belt center)
Chalk, 1 piece (1 cp, 0 lbs, belt pouch)
Flint & Steel (1 gp, 0 lbs, belt pouch)

Buckler (15 gp, 5 lbs, strapped to left arm)

Longbow (75 gp, 3 lbs, left shoulder)
Quiver (1 gp, 3 lbs, right shoulder, 20 arrows)
Backpack (2 gp, 2 lbs, back)

Waterskin (1 gp, 4 lbs, backpack)
3 Torches (3 cp, 3 lbs, backpack)
Scroll Case (1 gp, .5 lbs, backpack)
3 days rations (1.5 gp, 3 lbs, backpack)
20 additional arrows (1 gp, 3 lbs, backpack)
Empty sack (1 sp, .5 lbs, backpack)

Dark Green Wool Mask (worn)
Wooden Holy Symbol (worn on neck)
Dark Green Undershirt (worn)
Dark Green Pants (worn)
Leather boots (worn)
2 punching daggers (4 gp, 4 lbs, one in each boot)


Kaliska, Female Wolf
Medium-Size Animal
HD: 2d8+4
Init: +2
Speed: 50 ft
AC: 14
Attacks: Bite +3 melee
Damage: Bite 1d6+1
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wild. Lore +1*
Feats: Weapon Finesse (bite)
Trip: A wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
*Wolves recieve a +4 racial bonus to Wild. Lore when tracking by scent.
Tricks (6): Attack, Come, Heel, Protect, Down, Track


Background:
Aramil was raised among the Moray, a tribe of Grugach (wild elves) living in the Phostwood. For the last 250 years, the many tribes of the Phostaldaron have been fighting a war of attrition against the hordes of ogres, trolls, and other beings which invade their lands. The conflict has been bloody on both sides, and the elves find their numbers dwindling. Aramil was forced into a life of conflict almost as soon as he could walk, learning to use sword and bow in order to protect his homeland.

One day, while patrolling with his sister, Kaliska, the pair of elves came across a large force of ogres. The two elves tried to sneak away to warn the rest of their tribe, but were spotted and attacked by the ogres. Though they fought valiantly and defeated many of the beasts, Kaliska was slain by an ogre's blow, and Aramil was heavily wounded.

Just as the last ogre was advancing on the injured elf, a wolf leaped from the underbrush and threw the hulking brute to the ground. Aramil was able to summon the strength to pull his bow one last time and kill the helpless ogre. Aramil believes that the wolf is a reincarnation of his lost sister, or at the very least a manifestation of her departed spirit. To this day, the wolf stays by his side and protects him, and he continues to call her Kaliska.

Over the next few months, Aramil was repeatedly besieged by nightmares of the battle. However, another image began creeping into the dreams, a vision of a shining steel tower. Seeking guidance, he began to pray heavily to Fenmarel Mestarine, the patron god of the Grugach. Fenmarel revealed that Aramil had a destiny greater than the Moray, and urged him to travel into the human lands, towards the great city of Greyhawk. The deity also revealed divine secrets to the young elf, granting him the ability to call for aid and channel godly energy.

Gathering up a few meager posessions and what few man-coins the Moray could spare, Aramil and Kaliska left the confines of their forest. Though the road was long and the customs of the humans quite strange, Aramil now finds himself entering the vast city of Greyhawk, approaching the very same tower he saw in his dreams.

Personality:

What little contact Aramil has had with humans before beginning his journey was with the Theocracy of Pale, which borders the Phostwood. In his experience, therefore, humans are close-minded and intolerant, and seek to convert the entire world to their own way of thought. Though he has never seen them act truly malicious, he still does not trust them entirely, and is quite fearful of entering an entire city full of humans.

Among polite company, Aramil will appear quite backwards and savage. He is unfamiliar with human social customs and speaks rarely, for fear of offending someone. What few words he does speak tend to be aloof and gruff. However, he will often carry on one-sided conversations with Kaliska in whispered Elven, a practice which tends to frighten onlookers even more.

At only 59 years old, Aramil is young for an elf, and has the emotional maturity of a human of around fifteen years old. He is eager to prove himself in the world, but can become moody and sullen if things don't go his way. He believes his wolf to be a manifestation of his older sister, and will often look to her for guidance.

Appearance:

Aramil dresses in woodland shades of green and brown, studded leather armor, and sturdy leather boots. A dark green mask covers his face, and he rarely removes it. Grugach believe that baring ones nose allows access to that person's soul, and thus will wear masks among all but the most trusted friends.
 
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Okay, I am creating a Halfling Rogue. Mithreander, here are my rolls for Oldum Sharpwind, you can find it under Oldum on Nadakas database.
15, 16, 10, 14, 18, 18

Will replace the 10 w/ 18.

Oldum Sharpwind
Male Halfling Rogue
Level 1

Str: 13 (15 -2 racial)
Dex: 20 (18 + 2 racial)
Con: 18
Int: 18
Wis: 16
Cha: 14


I wil have the rest of the stats up in a couple hours
 

Meepo: Welcome! Thank you for taking the plunge, I assure you that it will not be a waist of your time! Your scores look awesome... I'll start to look over your character now... Okay, this is what I need from you:
  1. A discription of your diety. I do not have my Grey Hawk guid here at work, and rather then wait a day, If you have it, I would appreciate the information on her.
  2. As you had said, his equipment, backstory, and appearance (please tie your backstory into the plot)
  3. I also need to know which spells you have memorized.
Until you have the rest completed, that's it, thanks!

Thrarn, thanks for joining us! I do appreaciate it, and hope to make it worth everyones time. I looked over your scores (very impressive: 72 pt character) and it looks great. I look forward to seeing the completed character. Please make sure that the background matches the story line. Thanks!

Once all the characters are finishes, I'll creat the IC thread and get this baby going! I look forward to playing with all of you.

Cheers
 

Name: Oldum Sharpwind
Sex: Male
Race: Halfling
Class: Rogue
Level 1

Str: 13 (15 -2 racial) ( +1 )
Dex: 20 (18 + 2 racial) ( +5 )
Con: 18 ( +4 )
Int: 18 ( +4 )
Wis: 16 ( +3 )
Cha: 14 ( +2 )

Hit Points: 10
AC: 18
Init: +9
BAB: +0
Speed: 20'

Saving Throws
Fort +5, Ref +8, Will +4
Special Saving throw notes
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.

Weapons:
short sword MAB +2, dam 1d6, crit 19-20/x2, Piercing, Small.
Light crossbow RAB +5, dam 1d8, crit 19-20/x2, Range 80', Piercing, Small.

Size & Description:
Medium, 3'4” tall, 32 lbs
Blonde hair, Blue eyes, dark tan skin

Languages:
Speaks Common, Halfling, Dwarven, Elven, Orc, Goblin

Skills:
(8 + Int Modifier) x 4 = Total 48

Name/Total Mod (Ability) ** # Ranks taken
Appraise/+7 (INT +4) ** 3 ranks
Balance/+8 (DEX +5) ** 3 ranks
Bluff/+2 (CHA +2) ** 0 ranks
*Climb/+7 (STR+1) ** 4 ranks (+2 Racial Bonus)
Concentration/+4 (CON +4) ** 0 ranks
Craft/+4 (INT +4) ** 0 ranks
+Decipher Script/+6 (INT +4) ** 2 ranks - Exclusive to Bards and Rogues
Diplomacy/+4 (CHA +2) ** 2 ranks
+Disable Device/+8 (INT +4) ** 4 rank
Disguise/+2 (CHA +2) ** 0 ranks
*Escape Artist/+5 (DEX +5) ** 0 ranks
Forgery/+4 (INT +4) ** 0 rank
Gather Information/+2 (CHA +2) ** 0 ranks
Heal/+3 (WIS +3) ** 0 ranks
*Hide/+13 (DEX +5) ** 4 ranks (+4 Racial Bonus)
Intimidate/+2 (CHA +2) ** 0 ranks
*Jump/+5 (STR+1) ** 2 rank (+2 Racial Bonus)
Listen/+9 (WIS +3) ** 4 rank (+2 Racial Bonus)
*Move Silently/+11 (DEX +5) ** 4 ranks (+2 Racial Bonus)
+Open Lock/+9 (DEX +5) ** 4 rank
+Read Lips/+8 (INT +4) ** 4 ranks - Exclusive to Rogues
Ride/+5 (DEX +5) ** 0 0 rank
Search/+8 (INT +4) ** 4 rank
Sense Motive/+3 (WIS +3) ** 0 ranks
Spot/+6 (INT +4) ** 2 rank
Swim/+3 (STR+1) ** 2 rank
Use Rope/+5 (DEX +5) ** 0 rank
Wilderness Lore/+3 (WIS +3) ** 0 ranks

Feats:
Improved Initiative

Halfling Traits:
+2 Dexterity, -2 Strength.
Small size.
Halfling base speed is 20 feet.
+4 racial bonus on Hide
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear.
+1 racial attack bonus with a thrown weapon.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue.

Rogue Traits:
Sneak attack +1d6


200 gp starting
162 gp spent

38 gp remaining

Armor Class: 18 (Base [10] + Armor [2 ]+ DEX [5] + Size Mod [1] )
Leather armor (10gp, 15 lbs, worn)
Traveler's Outfit (free, 5 lbs, worn)

Carrying Capacity:
13 STR Light load up to 50 lb. Med Load 51-100 lb. Heavy Load 101-150 lb.

Equipment: Total weight 69.5 lbs
Shortsword (10 gp, 3 lbs, belt left)
Dagger (2gp, 1lb)
Belt Pouch (1 gp, 3 lbs, belt center)
Chalk, 1 piece (1 cp, 0 lbs, belt pouch)
Flint & Steel (1 gp, 0 lbs, belt pouch)
Whetstone (2 cp, 1 lb, backpack)

Belt Pouch (1 gp, 3 lbs, belt left)
Masterwork Thieves tools (80gp, 1lb, left belt pouch)


Light Crossbow (35 gp, 6 lbs, left shoulder)
Quiver (2 gp, 2 lbs, right shoulder, 20 bolts)
Backpack (2 gp, 2 lbs, back)
Bedroll (1 sp, 5 lbs, below backpack)

Waterskin (1 gp, 4 lbs, backpack)

2 Torches (2 cp, 2 lbs, backpack)

50' silk rope (10 gp, 5 lbs, backpack)
Grappling Hook (1 gp, 4 lbs, backpack)
5 days rations (2.5 gp, 5 lbs, backpack)
Empty sack (1 sp, .5 lbs, backpack)


Black Cloak w/ Hood (worn)
Dark Blue Undershirt (worn)
Dark Blue Pants (worn)
Black Leather boots (worn)
Punching daggers (2 gp, 2 lbs, Left boot)
 
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