Adventurers Found! Sea's Righteous Might Leaving Soon!

silentspace

First Post
reddist said:
You've a number of options then... there have been ongoing skirmishes between Orc Hordes and the Caldessan militia along the borderlands (WAY east of where we'll start play), and these low-level engagements have been going on for nearly a decade. Or, and possibly related, the second son of every family is required to serve time in the militia, though volunteers are of course accepted. Your first stint is three years, with an option to renew for another three, and if you complete THAT, you have the option to go "career" and begin your officer training. However, if a conscript completes his first three he can simply walk away, no questions asked. Most of these conscripts serve in the Border skirmishes, though there are many who serve elsewhere in Caldessan lands, either along borders with other nations or within, mostly protecting rural areas from wandering monsters. Deserters are frowned upon, but no one spends a lot of energy chasing them down.

Maybe I could tie Ven to this too? He and Harvey's character could already be friends when the game begins.
 

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Harvey

First Post
Hello all,

OK, I am in a bind. I have two character builds, both of which I like a lot. I can't decide which to go with, so I'd like to get all of your opinions on them. I have appearance/background on them ready, but figure I'd just leave it to just the character builds.

First up: Marisa Calathar, Cleric of Wee Jas
Code:
Name: Marisa Calathar
Class: Cleric 2 of Wee Jas
Race: Human
Size: Medium
Gender: Female
Alignment: Lawful Neutral
Level: 2

STR  16 (+3) (10 pts)
DEX  12 (+1) (4 pts)
CON  10 (+0) (2 pts)
INT  12 (+1) (4 pts)
WIS  14 (+2) (6 pts)
CHA  14 (+2) (6 pts)

HP: 14
AC: 19 = 10 +1 (dex) +6 (armor) +2 (shield)
   Flat-Footed: 18
   Touch: 11
INIT: +1
BAB: +1 (Melee +4, Ranged +2)

Fort:  +3 = +3 (base) +0 (ability)
Ref:   +0 = +0 (base) +1 (ability)
Will:  +5 = +3 (base) +2 (ability)

Weapons:
Masterwork Longsword     +5 atk   1d8+3   x2 on 19-20
Dagger                   +4 atk   1d4+3   x2 on 19-20

Armor:
Masterwork Banded Mail          +6 AC    +1 Max Dex   -5 AC Penalty
Masterwork Hvy Wooden Shield    +2 AC                 -1 AC Penalty

Languages: Common, Draconic

Abilities:
-- Command or Rebuke Undead 9x/day, turning check d20+3, turning damage 2d6+4
-- Death Touch 2d6, 1/day
-- Arcane Caster Level at 1/2 Cleric Level

Feats:
-- Extra Turning
-- Improved Turning

Skill Points: 20               Max Ranks: 5/2.5
Skills:             Total  Ability  Ranks  Misc
-- Concentration    +5     +0       +5
-- Heal             +9     +2       +5     +2 (w/ healer's kit) 
-- KS (Religion)    +6     +1       +5
-- Spellcraft       +6     +1       +5

Spells Known: 4/3+1
Spells Typically Memorized: 0th- Detect Magic, Detect Poison, Light, Read Magic; 1st- Bless,
Cause Fear*, Comprehend Languages, Shield of Faith

*Domain Spell. Domains: Death, Magic


Starting Gold: 1200 gp
-- Masterwork Banded Mail        35.0 lb     400 gp
-- Masterwork Hvy Wooden Shield  10.0 lb     157 gp
-- Masterwork Longsword           4.0 lb     315 gp
-- Dagger                         1.0 lb       2 gp
-- Healer's Kit                   1.0 lb      50 gp
-- Holy Symbol, Wood              ------       1 gp
-- 2 Potions of CLW               ------     100 gp
-- Backpack                       2.0 lb       2 gp
-- Bedroll                        5.0 lb       1 sp
-- Flint and Steel                ------       1 gp
-- Pouch, Belt                    0.5 lb       1 gp
-- Rations (5 days)               5.0 lb      25 sp
-- Traveler's Outfit              5.0 lb       ----
-- Waterskin                      4.0 lb       1 gp

Total Weight: 72.5 lb
Total Money: 164 gp, 4 sp

Max Weight:  76 light   153 medium   230 heavy

Age: 28
Height:5' 10"
Weight: 145 lbs.
Eyes: Brown
Hair: Red

and second: Barton Thronghold, Fighter Extraordinaire
Code:
Name: Barton Thronghold
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Level: 2

STR  14 (+2) (6 pts)
DEX  18 (+4) (16 pts)
CON  12 (+1) (4 pts)
INT  10 (+0) (2 pts)
WIS  10 (+0) (2 pts)
CHA  10 (+0) (2 pts)

HP: 23
AC: 18 = 10 +4 (dex) +4 (armor)
   Flat-Footed: 14
   Touch: 14
INIT: +4
BAB: +2 (Melee +4, Ranged +6)

Fort:  +4 = +3 (base) +1 (ability)
Ref:   +4 = +0 (base) +4 (ability)
Will:  +0 = +0 (base) +0 (ability)

Weapons:
Masterwork Spiked Chain     +7 atk    2d4+6 damage (two-handed)   10' Range  x2 on 20
Composite Longbow (+2 str)  +6 atk    1d8+2 damage               110' Range  x3 on 20

Armor:
Masterwork Chain Shirt   +4 AC    -1 AC Penalty     +4 Max Dex

Languages: Common

Feats:
-- Exotic Weapon Proficiency (Spiked Chain)
-- Weapon Finesse (Spiked Chain)*
-- Combat Reflexes
-- Improved Weapon Finesse (Spiked Chain)*

*bonus fighter feat

Skill Points: 15           Max Ranks: 5/2.5
Skills:         Total  Ability  Ranks  Misc
-- Climb        +5     +1       +5     -1
-- Ride         +4     +4       +1     -1
-- Swim         +4     +1       +5     -2
-- Tumble (cc)  +5     +4       +2     -1

Starting Gold: 1200 gp
-- Masterwork Chain Shirt      25.0 lb     250 gp
-- Masterwork Spiked Chain     10.0 lb     325 gp
-- Composite Longbow (+2 Str)   3.0 lb     300 gp
-- 20 Arrows                    3.0 lb       1 gp
-- 10 Arrows (Cold Iron)        1.5 lb       1 gp
-- 10 Arrows (Silvered)         1.5 lb      15 sp
-- 2 Potions of CLW            -------     100 gp
-- Backpack                     2.0 lb       2 gp
-- Flint and Steel              ------       1 gp
-- Pouch, Belt                  0.5 lb       1 gp
-- Traveler's Outfit            5.0 lb       ----
-- Waterskin                    4.0 lb       1 gp

Total Weight: 55.5 lb
Total Money: 210 gp, 5 sp

Max Weight:  58 light   116 medium    175 heavy

Age: 35
Height: 6'
Weight: 195 lbs.
Eyes: Blue
Hair: Black

Oh, and sice I built these ar work, I am sure I have some errors in there. Feel free to point them out.

So, who do you like best?
 
Last edited:

silentspace

First Post
I love spiked chains, but you need pretty high stats to make them effective. Like if you wanted to take improved trip or disarm, you need combat expertise (Int 13). But it really depends on what you want to do. You have the Dex so you can go dodge-mobility-spring attack route, but you don't really need a spiked chain for that. You could save three feats (weapon finesse, improved weapon finesse, exotic weapon proficiency) if you used a polearm, then pick up spring attack as soon as you meet the bab prereq. Just a thought.
 
Last edited:

Animus

Explorer
This is what I have so far. I just need to equip, double check numbers and give him a background.

*Edit* Here is the final product :) .
Code:
[U][SIZE=5][B]Bran Olvant[/B][/SIZE][/U]
Class: Rogue/Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: -

Str: 14 +2 (6p.) Level: 2/1   XP: 3000
Dex: 15 +2 (8p.)  BAB: +2     HP: 23 (2d6+d10+4)
Con: 14 +2 (6p.) Grapple:+4  Dmg Red: -
Int: 14 +2 (6p.)  Speed: 30'  Spell Res: -
Wis:  8 -1 (0p.)  Init: +2    Spell Save: -
Cha: 14 +2 (6p.)  ACP: -0     Spell Fail: -

       Base Armor Shld Dex Size Nat Misc Total
Armor: 10   +3    +0   +2  +0   +0  +0   15
Touch: 12 Flatfooted: 13

       Base Mod Misc Total
Fort:  2    +2       +4
Ref:   3    +2       +5
Will:  0    -1       -1

Weapon      		Attack	Damage 	Crit.	Range
MW Rapier          	+6     	1d6+2  	18-20x2
MW Punching Dagger 	+5     	1d4+2  	x3
Dagger      		+4     	1d4+2  	19-20x2	10 ft.
Longbow, M.C. ST +1	+4 	1d8+1	x3	110 ft.

Two Weapon Fighting:
MW Rapier          	+4    	1d6+2  	18-20x2
MW Punching Dagger 	+3     	1d4+1  	x3

Languages: Common, Elven, Dwarven

Abilities: Sneak Attack +1d6, trapfinding, evasion
Feats: Two Weapon Fighting, Combat Expertise, Improved Feint, Weapon Focus (rapier) 

Skill Points: 49 Max Ranks: 5/2.5
Skills        	Ranks Mod Misc Total
Bluff		5     +2  +0   +7
Disable Device	5     +2  +2   +9		
Search		5     +2  +0   +7
Tumble		5     +2  +0   +7
Perform (lute)	5     +2  +2   +9
Use Magic Dev.	5     +2  +0   +7		
Balance		5     +2  +0   +7
Open Lock	5     +2  +2   +9
Hide		5     +2  +0   +7
Move Silently	5     +2  +0   +7
Spot		2.0   -1  +0   +1
Climb		3     +2  +0   +5
Jump		1     +2  +0   +3


Equipment:           	Cost    Weight
3 Daggers		6gp	3lb
MW Punching Dagger	302gp	1lb
MW Rapier		320gp	2lb
Longbow, M.C. (ST +1)	200gp	3lb
40 Arrows		2gp	6lb
Backpack		2gp	2lb				
6 Sunrods		12gp	6lb
MW Thieves's Tools	100gp	2lb
MW Studded Leather 	175gp	20lb
MW Lute                 100gp   3lb
Total Weight: 48lb Money: 1011gp 0sp 0cp

            Lgt Med Hvy Lift Push
Max Weight: 58 116 175  -     -

Age: 21
Height: 6'0"
Weight: 180lb
Eyes: blue
Hair: blonde
Skin: tan

Bran Olvant, Treasure Hunter Extraordinairre, has spent most of his time on expeditions for the Cartographer's Guild. He never was interested in finding new places to map; he just cares about finding treasure, springing traps, and swordplay, because these are the things worthy of ballads. He always seems to have his bangs partially covering his right eye. Recently, he just finished an expedition to find Kojo-Mamba's Underground Palace, where he came back with a sack full of gold and a really stylish punching dagger.
 
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Mavnn

First Post
Oops. Realised last night that I'd added up the stat costs wrong on the character. I've editted the post above rather than repost, correcting the stats, adding in the 2nd lvl hps (went for the average) and swapping Stunning fist and Improved Grapple - Improved Grapple is (much) easier to pick up later, and Stunning Fist gets the bonus uses for being taken as a monk feat.

Hope this doesn't cause any problems.
 


scout989

First Post
O.K., looks like a lot of people want to play melee types, so I'm gonna change my mind and play a sorceror instead. Here's my character for the game:
Code:
Jaleph Bigthumbs
Halfling Sor2
Size: small
Alignment:NG

Str: 8 (2pts) -1          Level:3
Dex: 14 (4 pts) +2          BAB: +1          HP: 11 d4+1
Con: 12 (4 pts) +1          Grapple: -4          Dmg Red:~
Int: 10 (2 pts) +0          Speed: 20'          SR: ~
Wis: 10 (2 pts) +0          Init: +2          Spell Save: +4, +5 for enchantment spells
Cha: 18 (16 pts) +4          ACP: 0          Spell Fail: 0%

AC= 10 base+2 dex+1 size=13
Touch 13 Flat-footed 11

                             Base+Mod+racial=Total
Fort:                           1+1+1=3
Ref:                           1+2+1=4
Will:                           3+0+1=4
+2 racial bonus on saves vs. fear

Weapons

Shortspear +0 melee 1d4-1x2
Shortspear +4 thrown 1d4-1x2
Sling +4 1d3-1x2

Languages: Common, Halfling

Skills:
Concentration 6 ranks + 1 Con =7 +4 to cast on defensive
Spellcraft: 6 ranks + 0 Int =6
Hide: 0 ranks + 2 Dex + 4 size =6
Climb: -1 Str + 2 racial =1
Jump: -1 Str + 2 racial =1
Listen: 0 Wis + 2 racial =2
Move Silently: 2 Dex + 2 racial =4

Feats: Combat Casting, Spell Focus (Enchantment)

Spells Per Day: 0 lvl-6 1 lvl-5
Spells Known: 
0 lvl-5- Detect Magic, Read Magic, Ghost Sounds, Message, Acid Splash
1 lvl-2- Charm Person, Mage Armor, Magic Missile

Equipment:
Shortspear 1 gp 1.5 lbs
Sling -gp -lbs
10 bullets 1 sp 2.5 lbs
Scroll Case 1 gp .5 lbs
Spell Component Pouch 5 gp 2 lbs
Bedroll 1 sp 1.25 lbs
4 Days Trail Rations 4 gp 1 lbs
2 potions cure light wounds 100 gp
1 potion Invisibility 300 gp
2 potions Sanctuary 100 gp
4 scrolls Summon Monster 1 100 gp
1 scroll Summon Monster 2 150 gp
2 scrolls Bull's Strength 300 gp 
Totals  1061.2 gp 9 lbs
188 gp 8 sp remaining
This is just the first draft, I want to get with whoever it was that was going to play a wizard and collaborate on spells and such things, so whoever that was, email me at frid_harry7@msn.com and help me figure out which spells to take. Also, I'm open to suggestions from others on how to spend my remaining money effectively ( I usually play fighter-types, it's been quite some time since the answer to that question wasn't "Buy a better sword.")
 
Last edited:

Captain NeMo

First Post
Okay, he is just about ready (i think). Took me ages to stat him out, although I'm sure there are a few mistakes in there...
 

Attachments

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reddist

First Post
Role call

Baron : Sure, I can always accept alternates.

Harvey: If you're still willing, it looks like the party might need a cleric. However, I can "supplement" healing with cleverly placed healing potions, safe locations, friendly NPCs, or other such tricks if you want to add to the party's damage output.

So here's what I have...
Aniumus: Bran Olvant, a rog/fig
Scout989: Jaleph Bigthumb, sor
Jodjod: Taklinn Strakheln, wiz/fig
Mavnn: Kragor, monk
Harvey: still waffling between a cleric and a tank
Silentspce: Ven Stormfang and Rufus, rgr/brb and his dog

The Baron: waiting in the wings...if you want to write up a PC, please feel free!

Finish filling out your stats and backgrounds, and I'll post some "opening scene" stuff this evening.

Note: I usually let my tabletop players continue tweaking characters until they gain a level. My thought here is that if you are going to play a PC for a Long Time, you want to be happy with it. As you play a while, the PC begins to develop a personality that you might not have considered during the initial generation, and some changes in the stats might be required to get the mechanics inline with the PC's personality.
 
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