3.5: Any interest in a quick Wilderness adventure?

Rhun

First Post
Roughed out from original character...needs some final touches and possible slight modifications if I get accepted into the game.

Also, any suggestion on a favored enemy for the adventure? I hate to ask, but the class feature is too important to make a bad choice, and could end up being completely useless without some DM guidance.

Randmar "Silverdrake" Fairwynn

[sblock=APPEARANCE & BACKGROUND]
Randmar is a well-built human male…at 6’3” in height and 250 lbs, his lean and muscular build can be somewhat imposing. He is dark of skin, with amber colored eyes and longish black hair that he wears tied into numerous small braids. He tends to dress simply in warm, comfortable clothing of natural colors (browns, greens, grays...that help him blend into foliage and such). He always wears a dark green tabard emblazoned with a silver dragon (from whence his nickname comes) over a shirt of fine mithral chainmail. The tabard belonged to his father, and is worn and oft-patched, but Randmar wears it proudly.



Randmar’s preferred weapon is a warhammer, which he wields in his right hand. His warhammer, which he calls "Steelfist" also belonged to his father. In combat, he supplements the hammer with a hand axe wielded in his left hand. He also carries a dagger and longbow to round out his arsenal. Randmar prefers to travel light, living off the land whenever possible.

Randmar’s father was a retired knight of the realm, and taught his son how to hunt and fight. When he was old enough, Randmar joined the watch, and served as a scout and guard for his home town of Timberford. Nestled in a river valley near Syrael’s lone mountain, times turned tough when Timberford began to have problems with orcs and ogres.

Returning from a patrol one morning, Randmar found that the town had been raided. His father was among the dead. Haunted by his father’s ghost, the young ranger left his home. Turning to mercenary work, Randmar has eked out a meager living while traveling across the lands of Sryael.
[/sblock]

[sblock=STATS]
Human Male, age 22
Alignment: Neutral Good

Str 17 (+3) (10 points, +1 level increase)
Dex 14 (+2) (6 points)
Con 14 (+2) (6 points)
Int 14 (+2) (6 points)
Wis 10 (+0) (2 points)
Cha 10 (+0) (2 points)

Ranger, level 3
Experience: 5000
Hit Points: 36
[sblock=Hit Points]
1st Level: 10 + Max Class HD + Con
2nd +: 3/4 max (except for any class which gets D4; which is max) + Con[/sblock]

Armor Class: 17 (10 base + 4 armor + 2 dex + 1 dodge feat)
Touch AC: 13
Flat footed AC: 14

Initiative: +2
Base Speed: 30 feet

Saves
Fort +6 (+4 base + 2 con)
Ref +6 (+4 base + 2 dex)
Wil +1 (+1 base + 0 wis)

BAB: +3

Feats:
Weapon Focus (Warhammer)
Improved Initiative
Combat Expertise
Dodge

Skills
Climb +9 (4 ranks, +3 str, +2 circumstance)
Heal +4 (2 ranks, +0 wis, +2 circumstance)
Hide +10 (6 ranks, +2 dex, +2 circumstance)
Jump +8 (5 ranks, +3 str)
Knowledge (dungeoneering) +3 (1 rank, +2 int)
Knowledge (geography) +4 (2 ranks, +2 int)
Knowledge (nature) +4 (2 ranks, +2 int)
Listen +6 (6 ranks, +0 wis)
Move Silently +10 (6 ranks, +2 dex, +2 circumstance)
Ride +4 (2 ranks, +2 dex)
Search +4 (2 ranks, +2 int)
Spot +6 (6 ranks, +0 wis)
Survival +6 (6 ranks, +0 wis)
Swim +7 (4 ranks, +3 str)

Languages: Common, Sylvan, Giant

Class & Racial Features:
Favored Enemy: TBD (+2)
Track
Wild Empathy
Improved Combat Style (Two-Weapon Fighting)
Endurance
[/sblock]

[sblock=GEAR]
Possessions
Warhammer +1 2312gp 5lb
Handaxe, MW 306gp 3lb
Dagger, alchemical silver 22gp 1lb
Mithral Shirt 1100gp 10lb
Longbow, composite MW (+3 str) 700gp 3lb
40 arrows, cold iron 8gp 6lb
20 arrows, alchemical silver 22gp 3lb
5 arrows, adamantine 300gp 1lb

Backpack 2gp 2lb
Bedroll 1sp 5lb
Chalk, 1 piece 1cp ----
Fishhook & line 1sp ----
Flint & steel 1gp ----
Pouch, belt 1gp ½lb
Waterskin 1gp 4lb
Everburning torch 110gp 1lb
2 sacks 2sp 1lb
Trail rations, 6 days 30sp 6lb
Alchemist Fire, 3 flasks 60gp 3lb
Oil, 3 pints 3sp 3lb
Traveler’s Outfit 1gp Worn
Cold Weather Gear 8gp 7lb
Climber’s Kit 80gp 5lb
Healer’s Kit 50gp 1lb
Thieves’ Cloak (Masterwork Tool) 50gp 1lb
Thieves’ Boots (Masterwork Tool) 50gp 1lb
Potion (Cure Moderate Wounds) 300gp ----
4 potions (Cure Light Wounds) 200gp ----

Encumberance: Light (42.5 lb)

PP:
GP: 318
SP:
CP:
[/sblock]
 
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Jerrand Redband

First Post
Tawkin (3rd lvl Driud)

Code:
[B]Name:[/B] Tawkin
[B]Class:[/B]  Driud    
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] ??

[B]Str:[/B] 12 +1 (04p.)     [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 15 +2 (08p.)     [B]BAB:[/B] +2         [B]HP:[/B] ??
[B]Con:[/B] 13 +1 (05p.)     [B]Grapple:[/B] +3     [B]Dmg Red:[/B] ---
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] ---
[B]Wis:[/B] 16 +3 (08p.)*    [B]Init:[/B] +2        [B]Spell Save:[/B] 13+spell lvl
[B]Cha:[/B] 11 +0 (03p.)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] n/a
* raised 1 pt.

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +2    +2                +1    18
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 15

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

[B]Weapon                  Attack   Damage     Critical    Range[/B]
MW. Spear(melee)         +4       1d8+1        x3       ---
MW. Spear(thrown)        +5       1d8+1        x3       20'
Darts                    +4       1d8+1        x2       30'
Dagger(melee)            +3       1d4+1      19-20x2    ---
Dagger(thrown)           +4       1d4+1      19-20x2    10'

[B]Languages:[/B] Common, Sylvan, and Driudic

[B]Abilities:[/B] +4 skill points at 1st lvl, +1 skill point/ lvl, bonus feat at first lvl, Favored class:
           highest lvl class does not count, animal companion, nature sense, wild empathy(1d20 +3),
           woodland stride, trackless step, spontaneous casting, may not cast "evil" spells

[B]Spellcasting[/B] Spells/day = 0lvl-4, 1stlvl-3, 2ndlvl-2
[B]Normal Daily Spells[/B]
  0lvl- cure minor wounds(x2), detect magic, mending
1stlvl- speak with animals, hide from animals, longstrider
2ndlvl- cat's grace, hold animal 
                    
[B]Feats:[/B] Toughness (bonus/human), Self-Sufficiant (L1), Spell Focus (conguration)(L2),
       Augement Summoning (L3)

[B]Skill Points:[/B] 36       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Survival                  6     +3   +4     +13
Heal                      6     +3   +2     +11
Know(nature)              6     +1   +2      +9
Spot                      6     +3           +9
Concentration             6     +1           +7
Handle Animal             6     +0           +6

[B]Basic Equipment:            Cost  Weight[/B]
Hide Armor(masterwork)      165gp   25lb
Heavy Wooden Shield           7gp   10lb
Spear(masterwork)           302gp    6lb
Darts(6)                     30sp    3lb
Dagger                        2gp    1lb
Bedroll                       1sp    5lb
Spell Componenet Pouch        5gp    2lb
Scroll Cases(2)               2gp    1lb
Belt pouch                    1gp   .5lb
    -holly and mistletoe      ---    ---
    -flint and steel          1gp    ---
Backpack                      2gp    2lb
    -Trail rations(2 days)   10sp    2lb
    -waterskin                1gp    4lb
    -sack                     1sp   .5lb
    -candles(3)               3cp    ---
    -healer's kit            50gp    1lb

[B]Magical Items:                      Cost    Weight     Location[/B]
[url=http://www.d20srd.org/srd/magicItems/rods.htm#metamagicExtend]Rod of metamagic,lesser(extend)[/url]   3,000gp    5lb       belt
[url=http://www.d20srd.org/srd/magicItems/rings.htm#protection]Ring of Protection +1[/url]             2,000gp    ---       right index finger
[url=http://www.d20srd.org/srd/magicItems/scrolls.htm]Scrolls of cure light wounds(3)[/url]      75gp    ---       scroll case A
[url=http://www.d20srd.org/srd/magicItems/scrolls.htm]Scrolls of cure moderate wounds(2)[/url]  300gp    ---       scroll case B
[url=http://www.d20srd.org/srd/magicItems/potionsAndOils.htm] Oil of magic weapon +1[/url]              50gp   .5lb       belt pouch



[B]Total Weight:[/B]68.5lb      [B]Money:[/B] 2gp 7sp 7cp
                                3 trading bracelets (10gp each)

                        [B] Lgt  Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               43   86   130   260   650

[B]Age:[/B] 23
[B]Height:[/B] 6'01"
[B]Weight:[/B] 195lb
[B]Eyes:[/B] brown
[B]Hair:[/B] shaved  w/top knot
[B]Skin:[/B] bronzed
Appearance/Background: Tall and thin muscluar build Tawkin is from the plains villages
He did not take to hunting like the other men but loved to go into the
forest to gather herbs and seed. He was quiet good at befriending all
sorts of forest creatures even at a young age. One day during the time
of the games Tawkin bested the chief's son at Yurgo (an event were each
contestent takes turns pitching darts at a moving target). Both the chief
and his son were upset and through trickery found a way to banish Tawkin
from his home and family. Proficient in the wild he survives and travels
exploring all that his new life has to offer. He keeps his head shaved except
for a topknot and his skin has been tanned bronze do to living in the wilds.

[sblock=Animal Companion] Pending[/sblock]
 
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Angel Tarragon

Dawn Dragon
Rhun said:
Roughed out from original character...needs some final touches and possible slight modifications if I get accepted into the game.
You're accepted.


Rhun said:
Also, any suggestion on a favored enemy for the adventure? I hate to ask, but the class feature is too important to make a bad choice, and could end up being completely useless without some DM guidance.
Animals, Goblins, Orcs & Plants.
 




Arkhandus

First Post
Thragnar is now completed.

Thragnar................................Male Half-Orc
Strength............18 (+4)...........Character Level: 3, Barbarian 1/Cleric 2, XP: 5,000
Dexterity...........14 (+2)...........Medium-Size, Speed 30 ft. (40 ft. unarmored)
Constitution......14 (+2)............Initiative: +2, BAB: +2, Grapple: +6
Intelligence.......8 (-1)...............Melee: +6, Ranged: +4
Wisdom...........14 (+2)............Total HP: 40, Current HP: 40, Nonlethal: 0
Charisma..........10 (+0)............Fortitude: +7, Reflex: +2, Will: +5

AC: 18 (+2 Dex, +6 armor), Touch AC: 12, Flat-Footed AC: 16
Alignment: Chaotic Neutral, Age 19, Height 6'-11", Weight 217 lbs.
Gray-Green Skin, Mismatched Red Right Eye & Blue Left Eye, Scraggly Black Hair


Patron Deity: Obad-Hai.
Languages (Literate): Common, Orc.
Proficiencies: All simple weapons, martial weapons, armors, and shields.
Level Progression Feats: Endurance, Die-Hard, Weapon Focus (Greataxe).

Skills: Handle Animal +3 (3 ranks, +0 Cha), Knowledge (nature) +0 (1 rank, -1 Int), Knowledge (religion) +0 (1 rank, -1 Int), Listen +6 (4 ranks, +2 Wis), Ride +3 (1 rank, +2 Dex), Survival +6 (4 ranks, +2 Wis).


Racial Traits: Medium-size humanoid (orc), +2 Strength, -2 Intelligence, -2 Charisma, base Speed 30 feet, Darkvision 60 feet, orc-blooded, barbarian is favored class.
Ability Score Development: 32 point buy, for base scores of 15 (8 pts), 14 (6 pts), 14 (6 pts), 10 (2 pts), 14 (6 pts), and 12 (4 pts). Racial adjustments as a half-orc result in total base scores of 17, 14, 14, 8, 14, and 10. Level increase at 2nd made Strength 18.

Fast Movement (Ex): Adds +10 feet to movement speed except with heavy armor/load.
Rage: May enter a rage 1/day, lasts up to 7 rounds, +4 Strength and Constitution, +2 morale on Will saves, -2 to Armor Class, fatigued afterward until the end of the encounter.
Domains: Animal domain and Fire domain. Animal domain makes Knowledge (nature) a cleric class skill, and allows use of Speak with Animals 1/day as a spell-like ability. Fire domain allows turning or destroying water creatures as per a good cleric turning undead, and allows rebuking, bolstering, or controlling fire creatures as per an evil cleric rebuking undead, as a supernatural ability 3/day. Animal domain spell list is Calm Animals, Hold Animal, Dominate Animal, Summon Nature's Ally IV (animals only), Commune with Nature, Antilife Shell, Animal Shapes, Summon Nature's Ally VIII (animals only), and Shapechange. Fire domain spell list is Burning Hands, Produce Flame, Resist Energy (cold or fire only), Wall of Fire, Fire Shield, Fire Seeds, Fire Storm, Incendiary Cloud, and Elemental Swarm (fire only).
Turn Undead (Su): May turn undead up to 3 times per day, with turning checks of 1d20+0 and turning damage of 2d6+3+0.


Cleric Spells: Casts prepared divine spells, casts spontaneous Cure spells, caster level of 2, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol for many spells, and must pray for spells at dawn.
0-Level Spells (save DC 12): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.
1st-Level Spells (save DC 13): Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I.

Prepared Spells: Create Water, Detect Poison, Purify Food and Drink, Purify Food and Drink, Bless, Burning Hands*, Shield of Faith, Shield of Faith.


Possessions: +1 Greataxe (2,320 gp, 12 lbs., +1 to hit, 1d12+5 slashing, 20/x3 critical), Dagger (2 gp, 1 lb., 1d4 piercing or slashing, 19-20/x2 critical), Sling (20/x2 critical, 50 ft. increment projectile), 6 Pebbles (for Magic Stone spell), Masterwork Composite Longbow (800 gp, 3 lbs., +1 to hit, 1d8+4 piercing, 20/x3 critical, 110 ft. increment projectile), 40 Arrows (2 gp, 6 lbs.), +1 Breastplate Armor (1,350 gp, 30 lbs., +6 AC, +3 maximum Dexterity bonus to AC, -3 armor check penalty, 25% arcane spell failure), Wand of Cure Light Wounds (750 gp, 1st-level caster, 50 charges), Elixir of Swimming (250 gp, +10 competence on Swim checks for 1 hour), Silversheen Vial (250 gp, weapon or 20 pieces of ammunition gain the properties of alchemical silver for 1 hour), Scroll of Magic Stone (25 gp, 1st-level caster), Scroll of Remove Fear (25 gp, 1st-level caster), Scroll of Cure Moderate Wounds (150 gp, 3rd-level caster), Wooden Holy Symbol (1 gp), 2 Spell Component Pouches (10 gp, 4 lbs.), 2 Holy Water Flasks (50 gp, 2 lbs.), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Backpack (2 gp, 2 lbs., holds bedroll and trail rations), Belt Pouch (1 gp, 1/2 lb., holds coins, sling, pebbles, flint, and steel), Scroll Case (1 gp, 1/2 lb., holds magic scrolls), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), 8 Trail Rations (4 gp, 8 lbs.), 3 Waterskins (3 gp, 12 lbs.).

Wealth: 0 pp, 2 gp, 8 sp, 10 cp.....................Current Load: 85 lbs. (light)
Light Load: 100 lbs. max.....Medium Load: 200 lbs. max.....Heavy Load: 300 lbs. max
Lift High: 300 lbs. max.....Lift Off Ground: 600 lbs. max....Push/Drag: 1,500 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.


Appearance: This burly half-orc stands roughly seven feet tall, clad in dirty but obviously high-quality breastplate armor, complete with steel greaves, vambraces, gauntlets, boots, and shoulder pauldrons. The armor appears to be of human make, bearing designs of rampant animals and wild thornbushes. A wooden emblem of the Shalm, Obad-Hai, hangs from a cord about the half-orc's neck, indicating his devotion to the human nature god.

This man looks like he lives in the wilderness all the time, by his stained and battered gear, dirt-smudged gray-green skin, and long, scraggly black hair. His lower jaw is broad and prominant, nose upraised and decidedly orcish, eyebrows bushy, and ears ragged. A few small, white scars are visible from what must have been cuts and stabs, some obviously from teeth or tusks. Most notably, though, his eyes are mismatched, the right eye blood-red like an orc's, and the left eye a bright blue like a human's.

A tattered backpack seems to hold much of his possessions or supplies, while three belt pouches line his waist, and a map case as well. A few flasks and waterskins hang from rings on his belt, thighs, and upper arms. He appears to be wearing simple brown clothes underneath, and a dark green cloak hangs from his shoulders, covering the backpack sometimes. A composite longbow hangs from his left shoulder, a quiver of arrows strapped to each foreleg, and a well-maintained greataxe rests in his hands. Unlike his other gear, the axe appears to be of orcish design, etched with monstrous scenes and curses in orcish script.


Attacks:
Greataxe +8 melee for 1d12+7 damage
Dagger +6 melee for 1d4+4 damage
Dagger +4 ranged for 1d4+4 damage (10 ft. increment, 50 max)
Sling +4 ranged for ? damage (50 ft. increment, 500 max)
Longbow +5 ranged for 1d8+4 damage (110 ft. increment, 1,100 max)
Holy water +4 ranged touch for 2d4 holy damage (10 ft. increment, 50 max)

Unarmed strike +6 melee for 1d3+4 nonlethal damage (provokes AoO)
Grapple attempt +6 melee touch to grab, grapple check +6 for 1d3+4 nonlethal damage and establishes a hold (provokes AoO)
Grapple check +6 for 1d3+4 nonlethal damage
Grapple check +6 to resist or escape a grapple or pin
 
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