[Closed] The Standing Stone

IcyCool said:
I'll make the change. Also, I've got a Kobold Rogue/Fighter concept that I could change over to a gestalt, if you are allowing us to submit multiple characters.

I think, seeing the number of submissions, 1 from each is enough.
 

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Rayex said:
As for acceptable submission: I'd like a fairly finnished sheet, and a few lines describing the character. His/her personality, looks, goals etc.

Will finish that up during the next couple days.

Bye
Thanee
 

Uriel "Call me Surefoot" Tindertwig
Halfing Favoured Soul of Hextor 6/Cleric of Yondalla 6 Gestalt

Code:
STR: 10 (+0)   BAB: +4
DEX: 12 (+1)   HP: 35
CON: 12 (+1)   FORT: 7  REF: 7  WILL: 9
INT: 10 (+0)   Domains: Community; Good
WIS: 16 (+3)   Feats: Extra Turning; True Believer; Divine Metamagic: Maximize Spell (5 turn attempts per maximize)
CHA: 16 (+3)

[u]Favoured Soul Spell List[/u] (6/7/6/4 per day)
[i]0 Level:[/i] Read Magic; Detect Magic; Resistance; Guidance; Inflict Light Wounds; Detect Poison; Light
[i]1st Level:[/i] Magic Weapon; Cause Fear; Bane; Doom; Command
[i]2nd Level:[/i] Spiritual Weapon; Blade of Pain and Fear; Curse of Ill Fortune; Align Weapon
[i]3rd Level:[/i] Chain of Eyes; Ring of Blades; Searing Light

[u]Typical Cleric Spells[/u] (5/4+1/4+1/3+1)
[i]0 Level:[/i] Purify Food and Drink; Mending; Virtue; Virtue; Virtue
[i]1st Level:[/i] Sanctuary; Magic Stone; Lesser Vigour; Comprehend Languages; Bless*
[i]2nd Level:[/i] Deific Vengeance; Shield Other; Divine Insight; Lesser Restoration; Aid*
[i]3rd Level:[/i] Dispel Magic; Blessed Aim; Lesser Vigor, Mass; Prayer

[u]Skills[/u] (Rank + Ability + Misc = Total)
Heal (2 + 3 + 0 = 5)
Knowledge: Religion (9 + 0 + 0 = 9)
Sense Motive (5 + 3 + 0 = 8)
Diplomacy (0 + 3 + 2 = 5)
Climb (0 + 0 + 2 = 2)
Jump (0 + 0 + 2 = 2)
Move Silently (0 +1 + 2 = 3)
Hide (0 + 3 +4 = 7)
Listen (0 + 3 + 2 = 5)
Ride (1 + 1 + 0 = 2)

[u]Special[/u]
WF: Flail
Energy Resistance 10/Fire
Halfling Abilities +2 saves vs. Fear; +1 with slings and thrown weapons
+2 to Turn Undead

[u]Gear[/u]
Mwk Mithral Breastplate: Dex +5; Penalty 0; AC +5; 7.5 lbs; 4350 GP
Mwk Flail: +2 to attack; d6/x2; 2.5 lbs; bludgeoning; +2 disarm; 308 GP
Mwk Ling: +2 to attack; d3/x2; range 50 ft; bludgeoning
-20 Sling bullets; 2 SP; 5 lbs
Wand of Cure Light Wounds: 50 Charges; 750 GP
Amulet of Natural Armour +1: 2000 GP
Phylactery of Faithfulness: 1000 GP
Pearl of Power: 1st level; 1000 GP
Scroll of Summon Monster I: 25 GP
Scroll of Summon Monster II: 150 GP
Scroll of Summon Monster III: 375 GP
Cloak of Elvenkind: +5 to Hide; 1 lbs; 2500 GP
Handy  Haversack: 2000 GP
Silver Holy Symbol: 25 GP; 1 lbs
Cleric's Vestments: 5 GP; 6 lbs
Bullseye Lantern: 12 GP
Alchemist's Fire x1: 20 GP
8 Pints of Oil: 8 SP
Riding Dog: 150 GP
Riding Saddle: 10 GP
19 GP

Background: Uriel Tindertwig ("Call me Surefoot.") was born a playing piece. For the god of tyranny, Hextor, sought a new challenge, a new race to lay claim to. The warlike races -- orcs, goblinoids, ogres and the like -- were all too easily swayed to his credo of might makes right. Flightier, humans still tended to flock to his domain whenever times turned against them, while the steadfast dwarves were often all too happy to let warlords rule over them, albeit under different titles.

The elves were a tempting prospect, but they had their own dark deities, whose wrath even he was loath to risk. No, he wanted a people who could be sculpted in his image, a people who had eluded him for the most part but whose cultural longing for society and structure could be turned to his advantage.

He wanted the Halflings.

And so it was that Uriel was born a favoured soul of Hextor, proficient from birth with the flail and with divine magic gifted to him by the six-limbed deity.

Uriel wanted none of it, however, and as he could feel the dark power welling within him he turned to the teachings of his people's own god, Yondalla, for guidance and support. As a cleric of the goddess, he travels the land spreading her teachings and trying to ferret out the roots of tyranny wherever they take hold -- even in himself.
 
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This is in progress. Still need to finish some shopping, pick more feats. Are these choices allowed? Elf Domain for Clerics, Reach Spell (touch spells have reach of 30 feet, +5/level, (I don't have all those books that are allowed so I can't refer to them, sorry). Also, I've been tweeking it around and I have to double check thoroughly.

Player: Cappucina

Yumi Heartwood
Female Elf
Ranger 2/Bard 4/Cleric of Corellon Larethian 6
Chaotic Good
5'4", 100 lbs, reddish gold hair, gold and green eyes, fair skin

STR 10+0
DEX 17+3 (15 start, +2 racial)
CON 11+1 (13 start, -2racial)
INT 10+0
WIS 16+3
CHA 16+3 (15 start, +1 4th level

===COMBAT===
HP: 33 (d8)
AC: 19/21/24 (10+ 5armor+0/2shield+3dex+1natural armor+0/3spell deflection)
Touch AC: 13/16
Flat-footed AC: 16/18

Saving Throws: 6/9/9 (immune to sleep, +2 enchantments)

BAB: 6/1
+10/5 masterwork Longbow, 1d8, x3
+10/5 masterwork Shortbow, 1d8, x3
+8/3 rapid shot with bow
+ 9/4 magic +1 Longsword, 1d8+2, 19-29x2
+ 7/2 mundane Dagger, 1d4+1, 19-20x2

MAGIC
Domains: Elf (Pt. Blank Shot) and War (Weapon Focus: Longsword)
Spell Save DC Mod: +3
Cleric Spells Per Day: 5, 3+1, 3+1, 2+1 (+ WIS bonus spells)
Ranger Spells Per Day: none
Bard Per Day: 3, 3, 1
Spells Readied, Cleric: Level 3; Dispel Magic*, Prayer, Remove Curse, Remove Disease, 2; Cat's Grace*, Bear's Endurance, Bull's Strength, Make Whole, Resist Energy, Lesser Restoration, 1; True Strike*, Bless, Comprehend Languages, Protection From Evil, Shield of Faith 0; Detect Magic, Detect Poison, Mending, Read Magic, Create Water
Spells Readied, Ranger: none
Spells Known, Bard: (6,3,2) Cantrips: Prestidigitation, Mending, Message, Summon Instrument, Light, Expeditious Retreat, Feather Fall, Inspirational Boost, Alter Self, Glitterdust


Class Features:
Turn Undead: 4x per day, 1d20+3 turning check, 2d6+7 turning damage
1st Favored Enemy: ??
Track
Wild Empathy 1d20+2 animal diplomacy
Combat Style: Rapid Shot
Bardic Music, 4 times per day
Inspire Courage +1 (+1 additional with horn, +1 additional with Spell Inspirational Boost)
Countersong
Fascinate
Bardic Knowledge +4
Inspire Competence

Animal Companion: none yet

Elf Racial Traits:
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Feats: Precise Shot, Combat Casting, Far Shot

Languages: Common and Elven

Skills: 54 ranks
9 Concentration, 9 ranks
7 Diplomacy, 4 ranks
10 Heal, 5 ranks
5 Hide, 2 ranks
5 Knowledge, religion 5 ranks (synergy +2 turn checks)
2 Knowledge, history 2 ranks
2 Knowledge, nature 2 ranks
8 Listen 3 ranks
10 Move Silently, 2 ranks, 5 magic
11 Perform, 8 rank Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
6 Perform, 3 ranks Song
8 Spot, 3 ranks
9 Survival, 6 ranks
7 Tumble, 4 ranks

Equipment, on person:
Silver Holy Symbol
Masterwork Warrior's Horn
Traveler's Outfit
Mithril Chain Shirt, 10 lb
Mithril Heavy Shield, 5lb
Scrollcase (Jump, know direction, message, grease, mount, detect undead, enlarge person, reduce person, magic weapon)
Potion and Wand Bandolier (wand of CLW, potion of hide from undead, hide from animals)
+1 Magic Longsword
Dagger, mundane
Heward's Handy Haversack
Quiver of Ehlonna, inside is +1 Str Composite Longbow, +1 Str Composite Shortbow, 60 arrows, a mundane longspear
Cloak of Resistance
Boots of Elvenkind
Wand of Cure Light Wounds
Spell Component Pouch
Amulet of Natural Armor +1

Inside magic bag: Bedroll, Blanket, Rations (a whole lotta Lembas?), Masterwork Recorder, Flute, Pan Pipes, Water, Rope, more outfits (and a comparmentalized jewelry box containing matching accessories), 90 additional arrows, Healers Kit, Everburning torch, crowbar, a broom, tent, practice archery target (it isn't very nice to shoot trees...insects and disease might take advantage of the pierced bark), fishing net and hooks, bucket, caltrops, and numerous personal items (like hairbrushes and ribbons).

Personality: Yumi is a quirky* and good humored elf who seems to enjoy the company of any race, so long as they are the good sort of individual (good = higly regards and respects elves, elvish culture, and nature). Adventuring provides both interesting diversions and the income supports her shopping habits. Her family is full of boyers (sp?) and fletcher elves, and so she has great respect for archers and archery. She's even named after her father's favorite longbow! It is no surprise she pursues archery improvements with zeal.
*the quirks are numerous: becomes slightly paranoid in dungeon type suroundings, suspicious of anyone who doesn't love elves, rangers in the wilderness...but also the comforts of civilization as well (she always adventures with a pillow and pajamas, a complicated grooming kit, a full china tea set, silverware, and more).

Appearance: Yumi is a small, slender elf with the bright, keen, and intense eyes typical of her species. Her hair is somewhere in between red and blonde...in fact each strand is a different hue and you can find coppers, deep reds, oranges, and pure golds if you look carefully. She has pale skin and a smooth complexion. Her facial features are typical of her race, delicate and her countenance is serene and composed. Her feather light mithril shirt is really lovely, decorated with lots of small, round, mutlicolored, polished river rocks at the neck and scroll work throughout. Her cloak, boots, quiver are also very well made with ornate trimmings. She loves a bit of flash - but it is extrememly tasteful.

Yumi, is the ultimate in gestalt party support. She fixes (Make Whole, Mending), she heals (positive energy/wand), she buffs (Bull's Str, Bear's End, Bless, Prayer), she inspires courage (+3!), she Tracks (always handy), turns undead (gotta avoid those energy drains!), she scouts things out (Alter Self and a bit o' hide move silently), she's often the first to spot or hear something odd, she patches the front liners up by removing their curses and diseases, she picks off annoying enemies out of reach of the tanks, for example, far up in the sky or behind cover with her arrows. She lacks hit points and strength and so actively avoids any dangerous melee combat. She also lacks the sort of excellent social skills you would expect from a bard (to come with perform/fascinate/suggestion).
 
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The long awaited gnome wizard, rogue, and Maker Of Things!

Name: Dizzy Wizzgig
Race: Gnome
Class/Level: Wizard 5, Maester 1 / Rogue 6
Exp:

Desc: Pending

Strength (STR) 7
Dexterity (DEX) 14
Constitution (CON) 16
Intelligence (INT) 20
Wisdom (WIS) 12
Charisma (CHA) 10

Alignment: Neutral Good
AC: 14
Hit Points: 6d6+18
Movement: 20'

Base Attack Bonus: +4
Init: +2
Melee Attack: +3
Ranged Attack: +7
Fort: +7
Reflex: +12
Will: +9

Race Abilities
+2 Constitution, –2 Strength
Small size (+1 Ac, +1 to hit, +4 Hide, 3/4 carry cap)
Low-Light Vision
Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).
1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s

Cha modifier + spell level.

Class Abilities:
-Wizard
Summon Familiar
Bonus Feats: Scribe Scroll, Craft Wand
-Maester
Bonus Crafting Feat: Craft Wondrous Item
Quick Crafting
-Rogue
Trapfinding
Sneak Attack: 3d6
Evasion
Uncanny Dodge
Trap Sense +2

Skills: 99
Concentration +12 (9 ranks +3 Con)
Craft (Metalworking) +12 (9 ranks +3 Int)
Craft (Alchemy) +14 (9 ranks +3 Int +2 racial)
Escape Artist +11 (9 ranks +2 Dex)
Knowledge: Arcana +12 (9 ranks +3 Int)
Knowledge: Archi/Eng +12 (9 ranks +3 Int)
Listen +8 (5 ranks +1 Wis +2 racial)
Profession (Engineer) +4 (3 ranks +1 Wis)
Search +11 (+13 for secret doors/compartments) (8 ranks +3 Int)
Spellcraft +14 (9 ranks +3 Int +2 synergy)
Spot +6 (5 ranks +1 Wis)
Tumble +11 (9 ranks +2 Dex)
Use Magic Device +9 (9 ranks +0 Cha)

Feats
Insightful Reflexes
Eschew Materials
Improved Familiar

Languages - Common, Gnomish, Draconic, Celestial, Terran

Spells (DC 15+lvl, +1 if Illusion)
Prepared:
0 Acid Splash, Detect Magic, Light, Mage Hand
1 Mage Armor, Shield, Grease, Magic Missile x2
2 False Life, Scorching Ray, Glitterdust
3 Displacement, Fireball

Spellbook
0 Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights
Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending
Message, Open/Close, Arcane Mark, Prestidigitation
1 Mage Armor, Shield, Protection from Evil, Comprehend Languages, Identify, Color Spray
Magic Missile, Ray of Enfeeblement, Unseen Servant, Alarm, Grease, Greater Mage Hand
2 Resist Energy, Invisibility, See Invisible, Scorching Ray, False Life, Glitterdust,
Mirror Image, Rope Trick
3 Dispel Magic, Fireball, Haste, Protection from Energy, Displacement, Spiderskin

Money - 8gp, 4sp

Weapons -
Small MW Light Crossbow +8, 1d6 19-20 x2, 4lbs, 335gp
10 bolts, 1lb

Armour -
Traveller outfit

Gear -
- In Haversack
Bedroll, 1sp, 5lbs
Blanket, 5sp, 3lbs
Waterskin, 1gp, 4lbs
10 days trail rations, 5gp, 10lbs
Everburning Torch, 110gp, 1lb
2 tanglefoot bags, 100gp, 8lbs
2 vials acid, 20gp, 2lbs
2 vials alchemist's fire, 40gp, 2lbs
Spellbook, 15gp, 3lbs

Magic -
Magic Tutelage (lvlx50) 1200gp
Spellbook Scribing (lvlx100) 2400gp
-Displacement 150
-Haste 150
-Protection from Energy 150
-Spiderskin 150
-False Life 100
-Glitterdust 100
-Mirror Image 100
-Rope Trick 100
-Unseen Servant 50
-Alarm 50
-Grease 50
-Greater Mage Hand 50

Handy Haversack, 2000
1st level Pearl of Power, 1000
Headband of Intellect +2, 4000
Cloak of Resistance +2, 4000
Potion of Cure Light Wounds x2, 100

Background:
Pending
 

Out of all the ideas tossed out, I'd like to see the Barbarian/Shifter and the Druid/Ninja the most. Kewl combos! But those haven't been worked up!
 

Due to the number of applicants and my general insecurities about highly popular games, I'm saving my Druja (Druid/Ninja) concept for somthing else.

"My precious concepts are mine....."
:D
 

Lots of great characters going around here people. I'm counting 12(!!) more or less finnished sheets. After lots of thinking and deliberation, I've decided to run 2 games instead of one.

Both games will be based on the same basis, but we'll see where this will take us, right? I had a really really hard time choosing players, but the coices had to be made. The choices I've done is based on several things: Character consept, interesting personalities, fleshed out backstories and party balance. It was not an easy job.

So, for those who are in:
Party 1:
IcyCool with Jaqual
Kafkonia with Uriel Tindertwig
Velmont, with Donnor Bluefeather
Nonamazing with Yanahl Oathblood

Party 2:
Nac Mac Feegle with Kolan Earthborn
Stonegod with Tobias Terranhart
ByteRynn with Sylas Dardragon
Steve Gorak with Fash Daergel

I've tried to make the 2 parties balanced, so as far as I can see, "everything" should be covered for both games. I'll use the next 3-4 days to look over your sheets, before I will start the game. Use this time to finnish it up, for those who need that, and polish everything.

As for those of you who didn't make it; I'd be happy to put you up as reserves, and you will be first in line if a spot opens.
 

Aww...well, put me down for the reserves then. :)

In case you were wondering, btw, I didn't take Effigy Master because you can't qualify for that before level 7. *shrug*
 

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