[3.5 - OOC] Answering the Call

Orinar Giantsblood

Neutral Good Half-Giant Male Psychic Warrior 1
XPs: 750

STR 17 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 08 (-1)
(Built with Elite Array)

Initiative +0
HP 10 (8 + 2 Con)

BAB +0
-Melee +3
--Large Greatsword +3 (3d6+4/19-20)

-Ranged +1


AC 10
-Flat-footed 10
-Touch 10

Saves
Fort +4 (+2 base + 2 Con)
Reflex +0 (+0 base + 0 dex)
Will +2 (+0 base + 2 wis)

Skills
Concentration +5 (3 ranks + 2 Con)
Autohypnosis +5 (3 ranks + 2 wis)
Intimidate +1 (2 ranks - 1 cha)

Feats
Up the Walls
+1 (TBD)

Racial Features
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
- Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level Adjustment: +1 (ignored)

Languages
Common

Psionics
--Power Points 3 (2 base + 1 wis)
1st level powers: Force Screen

Armor
Banded Mail (6 points lethal to non-lethal) [250gp, 35lb]

Weapons
Greatsword, large [100gp, 16lb]
Greatclub, large [10gp, 16lb]

Equipment
Backpack
--Trail rations, 3 days
--50’ rope (hempen)
--Bedroll
--Blanket
--Sack
--6 torches
Waterskin
Beltpouch
--Flint & Steel
--
 
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Human Cleric, Work in progress


Personal Information
Code:
Str   13  +1    Cleric 1  EL: 1 Ht:   6' 1"
Dex   8   -1    Exp: 750        Wt:   180 lbs
Con   10  +0    BAB:+0          Eyes: Green
Int   12  +1    Grapple:+2      Hair: Light Red
Wis   15  +2    Inititive: -1   Skin: Light / Freckled
Chr   14  +2    Move 30 feet    Age:  26 Years Old

Hit Points: 
Hit die [u]d8[/u] Hit points [u]8[/u] non lethel damage [u]0[/u]
[b][u]Damage Conversion[/u][/b] 4 points (from armor)

Diety: Pelor

[b][u]Encumbrance:[/b][/u]

Carrieing:      [u] 66.0 LB [color=yellow] medium encumberence[/u][/color]

Lite:         [u] to  50 LB [/u]
Med:       [u] 51 to 100 LB[/u] 
Hvy:      [u] 101 to 150 LB[/u]
Lift off ground: [u] 150 LB[/u]
Lift over head:  [u] 450 LB[/u]
Push/Shove:      [u] 750 LB[/u]
Combat
Code:
[b]SAVES: [u]base  abil  misc  total[/u][/b]
[u]Fort[/u]      2    +0     --     +2
[u]Reflex[/u]    0    -1     --     -1
[u]will[/u]      2    +2     --     +4

[b]ARMOR:[/b][u]Chain Shirt[/u]

[B][U]ARMOR CLASS;[/u][/b] 9 
[B][U]TOUCH[/B][/U] 9
[b][U]FLATFOOTED:[/B][/U]  10

BAB-Dodge; +/- 0; Dex -1

[b][u]Armor stats[/b][/u]
[b]type:[/b] light [b]bonus:[/b] +4 [b]max dex:[/b]+4 
[b]spell fail:[/b]20% [b]ACP: [/b]-2
[b]Mv:[/b] 30   [b]wt:[/b] 25 lb

[b]WEAPONS:[/b]
[u][b]             att    dam    crit    rng  type[/u][/b]
Mace, light   +1     d6+1     X2       --   B
Dagger        +1     d4+1   19-20/X2   10   P/S
Sling         -1     d4+1     X2       50   B

Turning Undead:

A burst of positive energy does 1d6/cleric level 
 + 50% damage for sun domain
30 ' radius,  standard action
will save  15 (10 + cleric level + cha mod + 
2 for sun domain)  for 1/2 damage
Skills and Feats
Code:
[b][u]Feats[/b][/u]
[u]*str domain:[/u] (class)  feat of str (Su)bonus to str score
 equal to cleric level. activate as a free action 
 duration: 1 round use once per day
[u]*Sun Domain:[/u] (class) Turning more effective 

Human: Brew Potion
Char level 1:extra turning

[u][b]Skills[/u][/b]
              Relavant        Abil
[u]name          Ability  ranks  mod   misc  total[/u]
Concentration   (con)  +2     --     --    +2
Craft: Carving  (int)  +2     +1     --    +3
Heal            (wis)  +2     +2     --    +4
Know: Arcana    (int)  +2     +1     --    +3
Know: History   (int)  +2     +1     --    +3
Know: Religeon  (int)  +2     +1     --    +3
Know: Planes    (int)  +2     +1     --    +3
Spell Craft     (int)  +2     +1     --    +3

Appraise        (int)   *     +1     --    +1
Balence         (dex)   *     -1     --    -1
Bluff           (cha)   *     +2     --    +2
Climb           (str)   *     +1     --    +1
Decipher Script (int)   *     +1     --    +1
Disguise        (cha)   *     +2     --    +2
Escape Artist   (dex)   *     -1     --    -1
Forgery         (int)   *     +1     --    +1
Gather info     (cha)   *     +2     --    +2
Hide            (dex)   *     -1     --    -1
Intimidate      (cha)   *     +2     --    +2
Jump            (str)   *     +1     --    +1
Listen          (Wis)   *     +2     --    +2
Move Silent     (dex)   *     -1     --    -1
Ride            (dex)   *     -1     --    -1
Search          (int)   *     +1     --    +1
Sense Motive    (Wis)   *     +2     --    +2
Spot            (Wis)   *     +2     --    +2
Survival        (Wis)   *     +2     --    +2
Swim            (str)   *     +1     --    +1
Use Rope        (dex)   *     -1     --    -1
Equipment
Code:
450 GP to spend

[u]                           [b]cost      weight (lb)[/b][/u]
Mace, Light                    5.00    4.0 lb
Dagger                         2.00    1.0 lb
Sling                          ---     ---
Bullets: 00000 00000           0.10    5.0 lb
Backpack                       2.00    2.0 lb
Bedroll                        0.10    5.0 lb 
Flint/steel                    1.00    ----    
Rope, silk (100')             20.00   10.0 lb 
rataions x 7                   3.50    7.0 lb 
sunrods x 6                   12.00    6.0 lb  
Healer's Kit                  50.00    1.0 lb
Chain Shirt                  100.00   25.0 lb
Explorer's oputfit  [u]           ---      ---lb  [/u] 

sub total:                   195.7 gp   66 lb
potions:                     250.0 gp
total:                       445.7 gp

Scrolls and Potions

Code:
potion of cure light wounds (d8+1 healing)
 50 gp each 0 0 0 0 0                    250 gp

Spell Casting

no conjuration (healing) spells except for potion making
d = domains (Good, Healing, Strength*, Sun*)
Code:
[u][b]Level   0    1   2   3   4   5[/u][/b]
base     3   1+1
bonus[u]    --   1   1  [/u]
total    3   2+1

[u][i][b]Spells memorized:[/b][/u][/i]

0 level: Create Water, Det. Magic, Virtue
1st level: Summon Monster I,Endure Elements

[b][u][i]orisons[/b][/u][/i]
Create Water
Cure Minor Wounds**
Det. Magic
Guidence
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

[b][u][i]level one[/b][/u][/i]
d: Endure Elements
d: Enlarge Person
Bless
Bless Water
Cause Fear
Command
Comp Lnag
Cure Light wounds**
Death Watch
Detect Evil
Detect Undead
Divine Favor
Endure Elements
Entropic Shield
Hide fm Undead
Magic Stone
Obscuring Mist
protect Fm Evil
Remove fear
Sanctuary
Shield of Faith
Summon Monster I

[sblock=history/background]
[/sblock]
 
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I'm out of town with the family later today through Friday evening. I'll be able to post (assuming it's necessary) Saturday and/or Sunday. I fly out for Colorado Springs on Monday and won't be back until July 11.

If there are four completed characters posted in this thread by then, I'll start the game. Scott DeWar, Rhun, and Runewind have pride of place for three of the game's slots.
 

I'm pretty swamped the next two days, but I am committed to having my PC finished by the end of the weekend!
 

A question on turning:

with the damaging surge against undead, what effect does the sun domain do on undead for the "extra effect " of

*Sun Domain: (class) Turning more effective

also, just to make sure i understand, no healing spells are castable? no healing domain effects? right?
so if making a potion of healing, you can memorize the spell to be imbued (big word, huh?) in the potion, but it won't be castable. do i have this correct?

also, i think my character is ready ... somone or all of you double check my stuff please. i will be at work till aboout noon today.
 
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Well, it's about 11:00 PM my time. I going to read a bit more G. K. Chesterton and then go to bed. This'll probably be the last you hear from me until Saturday, July 12. Tomorrow I'm busy packing, running last minute errands, reassuring my wife and kids that I'll be home at the end of the week, et cetera.

Have fun!
 


Well, I'm back. We've got three characters in-thread that look ready to play to me. The players and characters are:

Runewind: Male human sorcerer 1
Rhun: Male half-giant psychic warrior 1
Scott DeWar: Human cleric 1

If you all are still around and ready to go, sound off. I'd like to have the game up and running by this Monday evening.
 

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