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(CSHC) Creamsteak's Home Campaign [RG]


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Character Creation
Characters for this game will be created at 1st level. If the average party level exceeds 1st level, characters will start at the average party level rounded down. Characters will be created using the following mechanics.


Ability Scores:
32 Point Buy.



Hit Dice
Maximize 1st.
Average on all others.
(d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)



Races
Aasimar*, Dwarf, Gray Elf, Goliath*, Halfling, Human, Tiefling*.

*Aasimar, Goliaths, and Tieflings are modified.
[sblock=Aasimar]Aasimar as Characters
-2 Constitution, +2 Wisdom, +2 Charisma.
Medium size.
An aasimar’s base land speed is 30 feet.
Racial Skills: Aasimars have a +2 racial bonus on Awareness checks.
Racial Feats: An aasimar gains feats according to its class levels.
Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Paladin.
No level adjustment.
[/sblock]
[sblock=Goliath]Goliaths as Characters
+2 Strength, -2 Dexterity, -2 Charisma.
Medium size.
A goliath’s base land speed is 30 feet.
Goliath Grip: A goliath 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.
Racial Skills: Goliaths have a +2 racial bonus on Climb and Sense Motive checks.
Racial Feats: A goliath gains feats according to its class levels.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnoll, Goblin, Terran, Undercommon.
Favored Class: Barbarian.
No level adjustment.
[/sblock]
[sblock=Tiefling]Tieflings as Characters
+2 Dexterity, -2 Constitution, +2 Intelligence.
Medium size.
A tiefling’s base land speed is 30 feet.
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Racial Feats: A tiefling gains feats according to its class levels.
Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
Favored Class: Rogue.
No level adjustment.
[/sblock]


Classes
Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Spellthief, Swordsage, Warlock, Wizard.

[sblock=Barbarians]Barbarians gain Diehard as a bonus feat at 1st level even if he does not have the normal prerequisites for that feat. In addition, a barbarian's death threshold increases by 1 per barbarian level. (Ex: A 5th level barbarian would die at -15.)[/sblock]
[sblock=Clerics]Clerics lose their ability to spontaneously cast cure/cause wounds spells and their bonus domain spells per day. Instead, Clerics can spontaneously cast spells from their domains. All Clerics of good deities can select the Healing domain. All Clerics of evil deities can select the Destruction domain. In addition, once per day, clerics have the supernatural ability to smite with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per cleric level. Cleric and Paladin levels stack for the purpose of this smite.[/sblock]
[sblock=Druids]Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.

Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.

* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).
[/sblock]
[sblock=Fighter]Fighters can change their favored weapon as a full round action. This means that a fighters weapon focus, improved critical, weapon specialization, and similar feats can all be changed in one full round action.[/sblock]
[sblock=Paladin]The four alignment based Paladin variants are available. The paladins Smite ability is not alignment restricted. Instead of turning/rebuking undead, Paladins turn/rebuke outsiders. Good paladins turn neutral and evil outsiders, and rebuke good outsiders. Evil paladins turn good and neutral outsiders, and rebuke evil outsiders. Paladins get the ability to turn/rebuke outsiders at 1st level a number of times equal to their charisma modifier. Paladins turn/rebuke as a cleric of their paladin level.[/sblock][sblock=Ranger]Rangers can switch their combat styles as a full round action.[/sblock]
[sblock=Rogue]Rogues can trade their sneak attack for fighter bonus feats at levels other than 1st.[/sblock]
[sblock=Spellthief]Unaltered.[/sblock]
[sblock=Swordsage]Unaltered.[/sblock]
[sblock=Warlock]Unaltered.[/sblock]
[sblock=Wizard]Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.

ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel magic;
4th - remove curse;
5th - mage's private sanctum;
6th - greater dispel magic;
7th - banishment;
8th - mind blank;
9th - prismatic sphere.

ANTIMAGIC DOMAIN
0 - detect magic;
1st - protection from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel magic;
4th - lesser globe of invulnerability;
5th - break enchantment;
6th - antimagic field;
7th - spell turning;
8th - protection from spells;
9th - mage's disjunction.

BATTLE DOMAIN
0 - daze;
1st - true strike;
2nd - protection from arrows;
3rd - greater magic weapon;
4th - fire shield;
5th - interposing hand;
6th - transformation;
7th - power word blind;
8th - moment of prescience;
9th - time stop.

COLD DOMAIN
0 - ray of frost;
1st - chill touch;
2nd - chill metal (as 2nd-level druid spell);
3rd - sleet storm;
4th - wall of ice;
5th - cone of cold;
6th - freezing sphere;
7th - delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage);
8th - polar ray;
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

CONJURATION DOMAIN
0 - acid splash;
1st - mage armor;
2nd - web;
3rd - stinking cloud;
4th - summon monster IV;
5th - wall of stone;
6th - acid fog;
7th - summon monster VII;
8th - maze;
9th - gate.

DIVINATION DOMAIN
0 - detect magic;
1st - detect secret doors;
2nd - see invisibility;
3rd - arcane sight;
4th - arcane eye;
5th - prying eyes;
6th - true seeing;
7th - greater arcane sight;
8th - discern location;
9th - foresight.

ENCHANTMENT DOMAIN
0 - daze;
1st - charm person;
2nd - hideous laughter;
3rd - suggestion;
4th - confusion;
5th - hold monster;
6th - greater heroism;
7th - insanity;
8th - mass charm monster;
9th - dominate monster.

EVOCATION DOMAIN
0 - light;
1st - magic missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of force;
6th - forceful hand;
7th - mage's sword;
8th - telekinetic sphere;
9th - crushing hand.

FIRE DOMAIN
0 - flare;
1st - burning hands;
2nd - scorching ray;
3rd - fireball;
4th - wall of fire;
5th - cone of fire (as cone of cold, but deals fire damage instead of cold damage);
6th - summon monster VI (fire creatures only);
7th - delayed blast fireball;
8th - incendiary cloud;
9th - meteor swarm.

ILLUSION DOMAIN
0 - ghost sound;
1st - disguise self;
2nd - invisibility;
3rd - major image;
4th - phantasmal killer;
5th - shadow evocation;
6th - mislead;
7th - mass invisibility;
8th - scintillating pattern;
9th - shades.

NECROMANCY DOMAIN
0 - disrupt undead;
1st - ray of enfeeblement;
2nd - false life;
3rd - vampiric touch;
4th - fear;
5th - waves of fatigue;
6th - circle of death;
7th - control undead;
8th - horrid wilting;
9th - energy drain.

STORM DOMAIN
0 - ray of frost;
1st - obscuring mist (as 1st-level cleric spell);
2nd - gust of wind;
3rd - lightning bolt;
4th - ice storm;
5th - control winds (as 5th-level druid spell);
6th - chain lightning;
7th - control weather;
8th - whirlwind (as 8th-level druid spell);
9th - storm of vengeance (as 9th-level cleric spell).

TRANSMUTATION DOMAIN
0 - mage hand;
1st - expeditious retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful polymorph;
6th - disintegrate;
7th - reverse gravity;
8th - iron body;
9th - shapechange.
[/sblock]


Skills
Appraise and Search are now one skill. (Identify)
Diplomacy and Gather Information are now one skill. (Diplomacy)
Handle Animal and Ride are now one skill. (Handle Animal)
Hide and Move Silently are now one skill. (Stealth)
Listen and Spot are now one skill. (Awareness)

The synergy bonus from Handle Animal to Ride does not exist.



Feats
All non-core feats are by approval. The following feats no-longer exist: Alertness, Animal Affinity, Stealthy.



Prestige Classes
All prestige classes are by approval.



Wealth
Barbarian - 100
Cleric - 125
Druid - 50
Fighter - 150
Paladin - 150
Ranger - 150
Rogue - 125
Spellthief - 125
Swordsage - 125
Warlock - 75
Wizard - 75
 
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Lucidus
Tiefling Spellthief 1
Hit Dice: 1d6+1 (7 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
Armor Class: 17 (+3 Dex, +4 armor) Flat Footed: 14 Touch: 13
Base Attack/Grapple: +0/+2
Attack: dagger +2 melee
Full Attack: dagger +0 melee, dagger +0 melee
Space/Reach: 5ft./5ft.
Special Attacks: Sneak attack +1d6, steal spell (0 or 1st)
Special Qualities: Trapfinding
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 14
Skills: Awareness +4 [4 ranks], Bluff +4 [2 ranks], Concentration +4 [3 ranks],
Disable Device +6 [3 ranks], Escape Artist +5 [2 ranks], Identify +6 [3 ranks],
Knowledge(arcana) +5 [2 ranks], Knowledge(local) +5 [2 ranks], Open Lock +7 [4 ranks],
Spellcraft +5 [2 ranks], Stealth +7 [4 ranks], Tumble +6 [3 ranks],
Use Magic Device +4 [2 ranks].

Feats: [Simple Weapon Proficiency], [Light Armor Proficiency], Two Weapon Fighting
________________________________________________________________

Equipment
Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb.
Dagger Dmg. 1d4 Crit. 19-20x2 Weight 1 lb.
Chain shirt Armor bonus +4 Max dex. +4 Armor penalty -2 speed 30ft
21 gold

________________________________________________________________

Weapon and Armor Proficiency (Ex): Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because of the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shiled incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells recieved from other classes, including those stolen from arcane casters (see the steal spell ability, below).

Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet.

Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if he prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise the DM determines the stolen spell randomly from among those the target has available.

After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast thsi spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). If he steals a spell that would case him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities.

Trapfinding (Ex): The spellthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

The spellthief can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

________________________________________________________________

c Awareness (wis) 4
*Balance (dex)
c Bluff (cha) 4
*Climb (str)
c Concentration (con) 4
c Craft (int)
c Craft (int)
c +Decipher Script (int)
Diplomacy (cha)
c +Disable Device (int) 6
Disguise (cha)
c *Escape Artist (dex) 5
Forgery (int)
+Handle Animal (cha)
Heal(wis)
c Identify (int) 6
Intimidate (cha)
c *Jump (str)
c +Knowledge(arcana) (int) 5
c +Knowledge(local) (int) 5
c +Open Lock (dex) 7
Perform (cha)
+Profession (wis)
Sense Motive (wis)
+*Sleight of Hand (dex)
c Speak Language
c +Spellcraft (int) 5
c *Stealth (dex) 7
Survival (wis)
*Swim (str)
c +*Tumble (dex) 6
c +Use Magic Device (cha) 4
Use Rope
 

Code:
[b]	Name: 	Fayden Airk					[/b]
	Gender: Male
	Race: Aasimar
	Class: Druid	
	Level: 1
	Size: Medium
	Type:  Humanoid
	Height: 6' 1"
	Weight: 192 lbs.
	Alignment: NG
	Deity:   



[b]	Ability		Score	Modifier				[/b]
	Strength:	14	2			
	Dexterity:	14	2			
	Constitution:	12	1			
	Intelligence:	10	0			
	Wisdom:		17	3		
	Charisma:	14	2	



[b]	Saves	Base	Mod	Feat	Total				[/b]
	Fort:	2	1	0	3
	Ref:	0	2	0	2
	Will:	2	3	0	5



[b]	Hit Dice: 1dx8+1	Hit Points: 9
	Initiative: +1		Speed: 30'
	Space:	5'		Reach: 5'				[/b]

[b]	Armor		[/b]
	Armor Class: 16		Flat Footed: 14		Touch: 12

[b]	Armor			Type	Bonus	Armor Check	[/b]
	Leather			Light	+2	-1	
	Heaven Wooden	Shield	Shield	+2	-2

[b]	Weapons	[/b]
	BAB: +0	Melee: +2	Ranged: +2	Grapple:  +2

[b]	Weapon		Atk	Dmg	Crit	Rng	Type[/b]
	Scimitar	+2	d6+2	18-20x2	Melee	S	
	Sling		+2	d4+2	x20	50	B						
	Club		+2	d6+2	x20	Melee	B

[b]	Skill			Abil	Mod	Misc	Ranks 	Total	Class?[/b]
	Awareness		Wis	3	2	2	7	yes
	*Balance		Dex	2	0	0	2*
	Bluff			Cha	2	0	0	2
	*Climb			Str	2	0	0	2*
	Concentration		Con	1	0	4	5	yes
	Craft (_________)	Int	0	0	0	0	yes
	Craft (_________)	Int	0	0	0	0	yes
	Craft (_________)	Int	0	0	0	0	yes
	+Decipher Script	Int	0	0	0	0
	Diplomacy		Cha	2	0	2	4	yes
	+Disable Device		Int	0	0	0	0
	Disguise		Cha	2	0	0	2
	*Escape Artist		Dex	2	0	0	2*
	Forgery			Int	0	0	0	0
	+Handle Animal		Cha	2	0	2	4	yes
	Heal			Wis	3	0	1	4	yes
	Identify		Int	0	0	0	0
	Intimidate		Cha	2	0	0	2
	*Jump			Str	2	0	0	2*
	+Knowledge (Nature)	Int	0	2	1	3	yes
	+Open Lock		Dex	2	0	0	2
	Perform	(_________)	Cha	2	0	0	2
	+Profession(Apothecary)	Wis	3	0	1	4	yes
	Sense Motive		Wis	3	0	0	3
	+*Sleight of Hand	Dex	2	0	0	2*
	+Spellcraft		Int	0	0	1	1	yes
	*Stealth		Dex	2	0	0	2*
	Survival		Wis	3	2	2	7	yes
	*Swim			Str	2	0	0	2*	yes
	+*Tumble		Dex	2	0	0	2*
	+Use Magic Device	Cha	2	0	0	2
	Use Rope 		Dex	2	0	0	2
 
	*Armor Check Penalty Applies. Swim suffers a double penalty.
	+Trained Only


[b]	Languages	[/b]
	Common, Celestial, Druidic

[b]	Magic								[/b]
	Domain:  Healing   Granted Power:  Cast Healing spells at +1 CL
	Spell Save:  +3

	Spell Save	Level	Spells per	Bonus
	DC			Day		Spells
	13		0	3		0
	14		1	1		1


[b]	Spells Prepared						[/b]
	Total	Level
	3	0th 	Mending,  Create Water, Cure Minor

	2	1st	Entangle,  Magic Stone




[b]	Class Features	[/b]
	Nature Sense,  Wild Epathy(+3)

[b]	Gear	[/b]

	Possessions on Person
	Item				Location		Weight

	Backpack			back			2
	Bedroll				back			5
	Fishhook			backpack		-
	Firekit				backpack		1
	Sack				backpack		.5
	Signal Whistle			neck			-
	Sewing Needle			backpack		-
	Waterskin			Backpack		4
	Whetstone			backpack		1
	Holly and mistletoe		neck			-

	Money 1 gold, 3 silver, 8 copper

	Possessions not on Person
	Item				Location		Weight

[b]	Magic Items Worn	[/b]

	Head:				Hands:
	Eyes:				Wrists:
	Neck:				Body:
	Shoulders:			Torso:
	Ring:				Waist:
	Ring:				Feet:


[b]	Animal Companion					[/b]
	Name:  Spike
	Type:  Dog, Medium (Riding)


[b]	Ability		Score	Modifier				[/b]
	Strength:	15	2			
	Dexterity:	15	2			
	Constitution:	15	2			
	Intelligence:	2	-4			
	Wisdom:		12	1			
	Charisma:	6	-3	



[b]	Saves	Base	Mod	Feat	Total				[/b]
	Fort:	3	2	0	5
	Ref:	3	2	0	5
	Will:	0	1	0	1



[b]	Hit Dice: 2d8+4		Hit Points: 16
	Initiative: +2		Speed: 40'
	Armor Class: 17		Touch:  12  FF: 15	
	Base Attack: +1		Grapple: +3
	Space:	5'		Reach: 5'				[/b]

[b]	Gear	[/b]
	Backpack, Padded Armor

[b]	Special Qualities	[/b]
	Low-light vision, scent, trip attack (+2, see MM page 283)

[b]	Feats	[/b]
	Track (b), Endurance

[b]	Tricks	[/b]
	Attack, Defend, Down, Guard, Heel, Seek, Track

[b]	Skill			Abil	Mod	Misc	Ranks	Total	[/b]
	Awareness		Wis.	1	0	1	2
	*Balance		Dex.	2	0	1	2
	*Climb			Str.	2	0	0	0
	*Escape Artist		Dex.	2	0	0	0
	*Jump			Str.	2	6	0	8
	Sense Motive		Wis.	1	0	0	0
	*Stealth		Dex.	2	0	1	3
	Survival		Wis.	1	0	2	3(7 scent)
	*Swim			Str.	2	0	0	0
 
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Into the Woods

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