3.5 Greyhawk - Against the Slavers (closed)

Rowena

I've updated Rowena's equipment.

Here's her warhorse stats:
"Virtue" Large Warhorse
HP: 45 HD 6 Speed: 50"
AC: 22 (+4 chain shirt barding, +8 natural armor, +1 dex, -1 size)
Base attack: +3 AttacK: hoof +7(1d6)+5
Full attack: 2 hooves +7(1d6)+5 & bite +2(1d4)+3
Feats: Low light vision, scent, endurance, run, emphatic link, improved evasion, share spells, share saving throws
Saves: F 9 R 6 W 6

chain shirt barding, military saddle, bit & bridle, saddle bags, bedroll, winter blanket, waterskin(full), longsword, 50' silk rope, 20arrows in quiver
 

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erata

Snipehunt, perhaps you should tell us what module you're updating in case any of we old timers have done it before.

Anyway, additional equipment carried on horse:
lance, 3 days trail rations, travelers outfit

Total weight on horse: 127.5, when rider weight (145lbs) and rider equip is factored in (83 lbs), the horse has a medium load.
 

Code:
Name:		Will "Mäelström" Delacroix
Race:		Human , male
Alignment:	Chaotic Good
Class:		Sorcerer

Personal Description
Age:		28
Height:		168cm
Weight:		62kg
Details:	Long fiery-red rastafari hair, short even beard, brown eyes, tanned skin,
		red and green bodypaint, earrings, wears chainshirt under rogue-like
		comfortable clothes and cloak

Racial Features
Size:		medium
Base Speed:	30ft
Skills:		+1 extra
Languages:	Common
Favored class:	any
Special:	bonus feat

Base Abilities (32-point buy)
Strength	10		Intelligence	10
Dexterity	16 (18*)	Wisdom		10
Constitution	14		Charisma	16+1**=17

* with Gloves of Dexterity
** level increase

LEVEL 6

Class	Sorcerer 6

Str	10	0		Int	10	0
Dex	18	+4		Wis	10	0
Con	14	+2		Cha	17	+3

BAB		+3
Attacks (melee)	Spear +4 damage 1d8, crit 20/x3
		Sickle +3 damage 1d6, crit 20/x2
Attacks (ranged)Spear +8 damage 1d8, crit 20/x3, 20ft
		Light Crossbow +8 damage 1d8, crit 19-20/x2, 80ft
AC		19 (10 + 4armor +1nat + 3dex +1gloves), touch 14, flat-footed 15
ACP		0
ASF		10%
ST		Fort	+2 +2 = +4 +1cloak = +5
		Refl	+2 +4 = +6 +1cloak = +7
		Will	+5 +0 = +5 +1cloak = +6
Hp		4 + 5d4 (avg 12) + 12 (Con) = 28

Weapon prof.	(all Simple Weapons)
		Unarmed Strike, Gauntlet, Spiked Gauntlet
		Dagger, Punching Dagger, Sickle
		Light and Heavy Mace, Morningstar
		Club, Quarterstaff
		Shortspear, Spear, Longspear
		Dart, Javelin, Sling
		Light and Heavy Crossbow
		
Armor prof.	none

Feats:		Silent Spell, Still Spell, Heighten Spell, Skill Focus (Bluff)

Skills:		Climb			0		acp
		Jump			0		acp
		Swim			0		acp x2

		Balance			+4		acp
		Escape Artist		+4		acp
		Hide			+4		acp
		Move Silently		+4		acp
		Ride			+4
		Use Rope		+4

		Concentration		+2	9*

		Appraise		0
		Craft			(0)
		Decipher Script		0
		Forgery			0
		Search			0
		Spellcraft		0	9*

		Heal			0
		Listen			0
		Sense Motive		0
		Spot			0
		Survival		0

		Bluff			+3	9*	+3 feat, +3 familiar
		Diplomacy		+3		+2 synergy
		Disguise		+3		+2 synergy (to act in character)
		Gather Information	+3
		Intimidate		+3		+2 synergy
		Perform			(+3)

		*tot points spent = 27

Familiar:	Snake (Tiny Viper)

Spells:		0th	6/day				DC 13
		1st	6+1/day				DC 14
		2nd	5+1/day				DC 15
		3rd	3+1/day				DC 16

Known:		0th	Detect Magic, Disrupt Undead, Light, Mage Hand, Message,
			Prestidigitation, Touch of Fatigue
		1st	Charm Person, Expeditious Retreat, Magic Missile, Shield
		2nd	Invisibility, Scorching Ray
		3rd	Lightning Bolt

Languages:	Common

Equipment:	Mithral Chainshirt (1100gp)
		Light Crossbow, Masterwork (335gp)
		30-Bolts Carrier (3gp)
		Spear, Masterwork (302gp)
		Sickle (6gp)

Magic eq.:	Ring of Counterspell (4000gp), currently holding Magic Missile
		Amulet of Natural Armor +1 (2000gp)
		Cloak of Resistance +1 (1000gp)
		Gloves of Dexterity +2 (4000gp)
		
Class Tools:	Spell Component Pouch (5gp)

Other Gear:	Belt Pouch (1gp) + Trail Ration (3x0,5gp) + Soap (0,5gp)
		Waterskin (1gp)
		Explorer’s Outfit (na/10gp)

Other Expenses:	Familiar summoning (100gp)

Money:	150gp

Background:	Born to an honest family of modest artisans, Will's childhood
 was scarred by witnessing the continual oppression, intimidation and 
humiliation inflicted upon his family (as well as upon mostly all commoners of his 
land) by tyrannical feudal lords, which eventually brought his mother to death 
after long illness when Will was only 10 years old, followed few months later by 
his father's death in prison (he was imprisoned two years before for having 
tried to organize migration/escape for his family from the land without 
permission). Will and his one-year younger sister Tera had to care for their lives 
alone in a town structured in rigid castes (with them belonging obviously to the 
lowest one), and although their freakishly red hair were everyday's occasion for 
them to be scorned by everyone, this weird feature of them eventually saved 
their lives by making them some kind of popular (to easily joke about). But with 
age, Tara became too much an attractive young woman to become unnoticed 
by the arrogant rulers of the land, and at the age of only 14 she was abducted 
to become some baron's wife; what happened to her next remained unknown 
by Will, who still hopes to find her alive and free. Alone in the world, Will turned 
to an adventuring life, leaving the land with a wandering caravan of artists and 
jugglers, and eventually tried to learn some prestidigitation tricks... only to 
discover later that what he was doing was real untamed magic. During all the 
years of adventuring, he gained his nickname "Mäelström" by the crew of the 
Twisted Coral, a treasure-hunters ship with which he had travelled for a long 
time, for his restless attitude and for being able and keen on blowing up things 
when angered.

Personality:	Make no mistake, Mäelström is a friendly person of good 
heart and great courage, but at the same time he has a hot temper and a 
terrible habit: he lies. Not for evil, not for gain, he just likes exercise his 
fantasy and his very good skill in making it very realistic. Nothing makes him 
more angry than tyranny, sopruse, dictatorship and every kind of way to 
restrict people's freedom or make them suffer. He hates rules and laws when he 
feels they are arbitrary or restrictive, and sometimes just because they are 
laws, and when confronting such situations he may either burst in anger or 
instead keep a quite appearance outside while scheming against it deep inside.
 
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I will come up soon with a short background and personality description (I already know them, but I have to write them down decently) and the name.

I have an important question? Do you allow Improved Familiar? If you do, I am planning to take a Small Air Elemental, otherwise I will have a Snake (Tiny Viper) and take another feat.

If you are not sure and want to check how the familiars would look like, here's their stats:

Code:
Small Air Elemental

Type:		magical beast
HD (hp):	6 (14)
Face/Reach:	5ft/5ft
Speed:		Fly 100ft (perfect)
Initiative:	+7
BAB, grapple:	+3, ?
Attacks:	Slam +7 (BAB +3, Dex +3, Size +1), damage 1d4
AC:		20 (10 + 1size + 6nat + 3dex), touch 14, flatfooted 17
ST:		+2/+6/+5 (base+2/+3/+5)
Skills:		Bluff		9
		Concentration	9
		Listen		2
		Spellcraft	8
		Spot		3
Abilities:	Str 10	Dex 17	Con 10	Int 8	Wis 11	Cha 11
Feats:		Weapon Finesse, Improved Initiative, Flyby Attack
Extras:		+3 natural armor, Improved Evasion, Share Spells (within 5ft),
		Empathic Link (1mile), Deliver Touch Spells, Speak with Master
Specials:	Air Mastery, Whirlwind (20ft, 1d4, DC11)
Grants:		Alertness (within reach)

Code:
Snake (Tiny Viper)

Type:		magical beast
HD (hp):	6 (14)
Face/Reach:	2.5ft/0ft
Speed:		15ft (Climb 15ft, Swim 15ft)
Initiative:	+3
BAB, grapple:	+3, ?
Attacks:	Bite +8 (BAB +3, Dex +3, Size +2), damage 1 + poison
AC:		20 (10 + 2size + 5nat + 3dex), touch 15, flatfooted 17
ST:		+2/+5/+6 (base +2/+2/+5)
Skills:		Balance	11
		Bluff		5
		Climb		11
		Concentration	9
		Hide		15
		Listen		6
		Spellcraft	8
		Spot		6
		Swim		5
Abilities:	Str 4	Dex 17	Con 11	Int 8	Wis 12	Cha 2
Feats:		Weapon Finesse
Extras:		+3 natural armor, Improved Evasion, Share Spells (within 5ft),
		Empathic Link (1mile), Deliver Touch Spells, Speak with Master
Specials:	Poison (initial and secondary 1d6 Con, DC 10), Scent
Grants:		Alertness (within reach) and +3 Bluff (within 1 mile)

edit: ok, to make it simpler, I'll have the snake and drop the feat Improved Familiar. I'll keep the idea of elemental familiar for another charater :)
 
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I´m having some problems with my computer. While I´m able to post from other ones, that will mean that my character´s background will delay. Not too much, since I think it´s not a big problem and it´ll be solved quickly.
 

OK, I am finally back. I'm basing this on the old A1-A4 adventures, but only loosely, as I assume most people have played/read through/heard about them. I'm using modified versions of the maps and encounters, updated for 3.5. Appears to be balanced - it's hard to transfer 1.0-ish traps to 3.5, though. Looks like we're getting ready to go!
 



Why don't you also make a thread in the Rogue Gallery? It's nice to have a place with only characters stats, and to post level increases separately so that we will be able to see how the PC develop in time...
 

Snipehunt, would you allow Weapon Finesse to apply to a Quarterstaff?
It seems odd that it works for a light mace but not a staff.

Oddly, the second strike benefits from Weapon Finesse, since it is considered a light weapon. Wierd that your less accurate blow gains the benefit, but not your primary. I have one regardless, just looking for a ruling.

Thanks,
-Uriel
 

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