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[D&D 3.5 homebrew] Welcome to The Fold

Velmont

First Post
You can pretty much just take all of your standard gear.

So, there is no max gold at start, as long as it make sense. I've probably busted the max starting value of a paladin, but I have not taken the top of the mundane equipment he could use. The mighty composite, the full plate would have been abuse. But I have decided to start with a mount. I see his equipment have been given to him by a church of Yondalla or maybe by the Baron of Redstone, but as he is not at the capital, I don't see him outfitted as a full knight yet.

If you feel I have taken too much, tell me, I'll downgrade a few things.

I've edited my previous post for teh updated stats.
 
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Angel Tarragon

Dawn Dragon
[sblock=ARILEE ANTEA]
Code:
Arilee Antea
Female, Dwarf, Wizard
Lawful Neutral

Medium, 4' 3", 116 lbs., 61 years old
White, Blue, Light Brown

[b][u]LANGUAGES[/b][/u]
Common, Dwarven, Draconic, Undercommon

STR: 13 (+1) 
CON: 17 (+3) 
DEX: 14 (+2) 
INT: 17 (+3)
WIS: 12 (+1) 
CHA: 09 (-1)

[b]Hit Points:[/b] 10
[b]Initiative:[/b] +2
[b]Speed:[/b] 4 squares (20 feet)

[b][u]DEFENSES[/b][/u]
AC:   12 (16 when Shield is cast)
Fort: +0
Ref:  +0
Will: +2

+1 to all saves when Resistance is cast
+2 against poison
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity 
bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

	            Melee or   Attack
[u][b]ATTACKS[/b]	             Ranged    Bonus   Damage  Critical   Range   Type   Weight   Notes[/u]
Dagger x2            Melee      +01    1D4+1   19-20/x2   10 ft.  P/S    2 lbs.   
Dagger x2 	     Ranged     +02     1D4    19-20/x2   10 ft.  P/S    2 lbs.   
Light Crossbow       Ranged     +02     1d8    19-20/x2   80 ft.   P     4 lbs.
 - 30 Bolts                                                              3 lbs.

                       Key      Skill     Ability       Ranks       Misc.      Magic
[u][b]SKILLS[/b]		     Ability   Modifier   Modifier   Class Skill   Modifier   Modifier  Notes[/u]
Appraise               INT     +04/+06      +03          01/n        xxx        xxx       4
Balance		       DEX       +02        +02          xx/n        xxx        xxx       1
Bluff                  CHA       -01        -01          xx/n        xxx        xxx          
Climb		       STR       +01        +01          xx/n        xxx        xxx       1
Concentration          CON       +07        +03          04/y        xxx        xxx          
Craft		       INT       ---        ---          xx/y        ---        ---
 - Pick One             -        +xx        +03          ----        xxx        xxx 
Decipher Script        INT       +05        +03          02/y        xxx        xxx         
Diplomacy              CHA       -01        -01          xx/n        xxx        xxx         
Disable Device	       INT       +03        +03          xx/n        xxx        xxx         
Disguise               CHA       -01        -01          Xx/n        xxx        xxx       1
Escape Artist	       DEX       +02        +02          Xx/n        xxx        xxx       1
Forgery                INT       +03        +03          Xx/n        xxx        xxx         
Gather Information     CHA       -01        -01          xx/n        xxx        xxx         
Handle Animal          CHA       xxx        xxx          Xx/n        xxx        xxx       3 
Heal                   WIS       +01        +01          xx/n        xxx        xxx         
Hide                   DEX       +02        +02          Xx/n        xxx        xxx       1
Intimidate             CHA       -01        -01          xx/n        xxx        xxx         
Jump		       STR       +01        +01          Xx/n        xxx        xxx       1
Knowledge              INT       ---        ---          ----        ---        ---          
 - Arcana               -        +07        +03          04/y        xxx        xxx         
 - Arch & Engineering   -        +05        +03          02/y        xxx        xxx         
 - Dungeoneering        -        +05        +03          02/y        xxx        xxx       
 - Geography            -        +03        +03          Xx/y        xxx        xxx      
 - History              -        +03        +03          xx/y        xxx        xxx         
 - Local                -        +03        +03          Xx/y        xxx        xxx      
 - Nature               -        +03        +03          Xx/y        xxx        xxx       
 - Nobility & Royalty   -        +03        +03          xx/y        xxx        xxx         
 - Religion             -        +03        +03          xx/y        xxx        xxx       
 - The Planes           -        +03        +03          xx/y        xxx        xxx       
Listen                 WIS       +01        +01          xx/n        xxx        xxx         
Move Silently          DEX       +02        +02          xx/n        xxx        xxx       1
Open Lock              DEX       xxx        +02          xx/n        xxx        xxx       3
Search                 WIS       +01        +01          xx/n        xxx        xxx         
Sense Motive           WIS       +01        +01          xx/n        xxx        xxx         
Sleight of Hand        DEX       xxx        +02          xx/n        xxx        xxx       3
Spellcraft             INT       +07        +03          04/y        xxx        xxx       
Spot                   WIS       +01        +01          xx/n        xxx        xxx         
Survival               WIS       +01        +01          xx/n        xxx        xxx       
Swim                   STR       +01        +01          xx/n        xxx        xxx       2
Tumble                 DEX       +02        +02          xx/n        xxx        xxx     1 & 3
Use Magic Device       CHA       xxx        -01          xx/n        xxx        xxx       1
Use Rope               DEX       +02        +02          xx/n        xxx        xxx         

1. Armor Check Penalty
2. Double Armor Check Penalty
3. Can't Use Untrained
4. +2 Stone or Metal items        

[u][b]FEATS[/b][/u]
[list][*]Toughness[/list]

[u][b]RACIAL TRAITS & POWERS[/b][/u]
[list][*]Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, 
but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
[*]Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual 
stonework, such as sliding walls, stonework traps, new construction (even when built to match the 
old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but 
that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 
feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf 
can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, 
sensing his approximate depth underground as naturally as a human can sense which way is up.
[*]Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons,
rather than exotic weapons.
[*]Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped 
when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly 
on the ground).
[*]+2 racial bonus on saving throws against poison.
[*]+2 racial bonus on saving throws against spells and spell-like effects.
[*]+1 racial bonus on attack rolls against orcs and goblinoids.
[*]+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its 
Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge 
bonus, too.
[*]+2 racial bonus on Appraise checks that are related to stone or metal items.
[*]+2 racial bonus on Craft checks that are related to stone or metal.[/list]

[b][u]OTHER CLASS FEATURES[/u][/b]
[list][*]Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to 
the character because of her race.
[*]Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the
sorcerer description and the information on Familiars below for details.
[*]Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.[/list]

[b][u]EQUIPMENT[/u][/b]
Explorer's Outfit (Worn, 8 lbs.)

Dagger (belt left, 1 lb.)
Dagger (belt right, 1 lb.)
Spell Component Pouch (belt front right, ½ lb.)
Spell Component Pouch (belt back right, ½ lb.)

Light Crossbow (left shoulder, 4 lbs.)
Quiver (Right shoulder, 3 lbs.))
Backpack (Center back, 28 lbs.)
Bedroll (Below backpack, 5 lbs.)

Signet Ring (Right 4th finger)
Belt (Waist, ½ lb.)
Boots or Slippers (feet, ??wt)

Waterskin x3 [Full] - Water (Backpack, 12 lbs)
Trail Rations - 14 days (Backpack, 14 lbs.)

Coins- 5gp
Spell Components (Pouch)
[/sblock][sblock=HISTORY & CHARACTER INFORMATION]Arilee is the twelfth child of Aroll & Ethee Antea. She was named after her grandmother on her fathers’ side who died in battle defending the dwarven enclave of Agnacia in the depths of Mt. Stone against a hostile drow invasion force twenty years prior to her birth. The force was repelled and hasn't been back.

Arilee was noticed for her hardiness and intellect at an early age and her parents had placed her in the enclaves’ militia for her training to become a stalwart defender of it. Arilee had much difficulty grasping the concept of melee and she took every opportunity to be punished for her shortcoming in her training so that she could spend time pouring over old musty tomes and reading books. It didn't take very long for Marteth Araback, the headmaster of the militia to kick her out of the training program. Her parents didn't know what to do with her and so Arilee asked them if they would fund her endeavor to become a praticed wizard by enrolling her in The Gilded Academy. They were hesitant, but her constant nagging over the course of a year finally made them cave.

She took to the wizarding ways like a fish to water. Her resilience and intellect made her a candidate to become one of the most revered wizards the enclave had seen in millennia. Her studies allowed her to explore options that came naturally to her due to her dwarven blood. She learned how to appraise from the Master Appraiser himself, Alistair Allgood. Focusing her studies on teachings of architecture, engineering and Dungeoncraft when not gleaning the envy of other students for being able to outsmart and out do them in markings, she learned these fields of knowledge by apprenticing with the enclaves’ engineers and tunnelers and by pouring of tomes of the subject matter.

In just 21 years she mastered the arcane and is now a full fledged recognized wizard in the southwest dwarven territories. One of the stipulations of this recognition is that if and when she should ever receive word of the dwarven territories ever need her for any reason (whether for her to teach or put to use any of her fields of knowledge or talents) she must journey to them and accept what they have laid out for her.

Currently Arilee is set out on adventure, looking for a group to join up with and she hopes to loot lost information, tomes and books to expand upon what she knows and to learn new spells and hopefully learn new things that might help in her survival as an adventuring wizard.

SIBLINGS
6 Brothers; Balanor, Galathor, Makaneega, Rana, Thanious, Vicci
5 Sisters; Anabelle, Delora, Nanaka, Selawyn, Wyria[/sblock][sblock=PERSONALITY]Arilee is a studious wizard. Whenever not actively engaged in the adventuring lifestyle or pursuing a goal she always has her face buried in a tome or book. She has difficulty dealing with other people, but that doesn’t mean she doesn’t try. If someone strikes up a conversation about one of her fields of knowledge she loves to listen to what they have to say and takes it all in before replying. That doesn’t mean she doesn’t talk too much though; but sometimes when she gets started talking she is hard to shut up.

Arilee has a soft spot for helping out the underdog; though she can’t dish out much damage in fisticuffs, she can certainly take it. If she has to, she’ll let someone beat on her until she’s had enough. When she seriously gets annoyed, she’ll let her temper get the better of her and unleash the unforgiving eldritch energy she has stored within her.[/sblock][sblock=APPEARANCE]Arilee is quite tall for a female dwarf, for this she is taken seriously when dealing with other dwarves. She has long straight white flowing hair that reaches down to the back of her knees. She likes to keep her hair in braids so as to keep it out of her way when engaged in combat. She is a stickler for keeping her hair clean and generally likes to keep enough water on her to at least bathe her hair at least once a week when she is away from the pleasantries of civilization.

She has a scar on the underside of her right arm, the remnant of a battle she lost to an elven swordsman.

Arilee has quite pleasant looks, but she spoils her looks when she gets mad, she can be quite bad tempered and when pressed she has no remorse about retaliating against real and imagined slights.[/sblock][sblock=SPELL STUFF][sblock=SPELLS PER DAY & PREPARED]
Code:
CANTRIPS  [] [] [] 
1st Level [] []

[b][u]TYPICALLY PREPARED[/u][/b]

[U]Cantrips[/U]
Detect Magic
Resistance
Mage Hand

[U]1st Level[/U]
Magic Missile
Shield
[/sblock][sblock=SPELLBOOK]
Code:
[u]Cantrips[/u]

Acid Splash          Orb deals 1d3 acid damage.
Arcane Mark          Inscribes a personal rune (visible or invisible).
Dancing Lights       Creates torches or other lights.
Daze                 Humanoid creature of 4 HD or less loses next action.
Detect Magic         Detects spells and magic items within 60 ft.
Detect Poison        Detects poison in one creature or small object.
Disrupt Undead       Deals 1d6 damage to one undead.
Ghost Sound          Figment sounds.
Read Magic           Read scrolls and spellbooks.
Flare                Dazzles one creature (–1 on attack rolls).
Light                Object shines like a torch.
Mage Hand            5-pound telekinesis.
Mending              Makes minor repairs on an object.
Message              Whispered conversation at distance.
Open/Close           Opens or closes small or light things.
Prestidigitation     Performs minor tricks.
Ray of Frost         Ray deals 1d3 cold damage.
Resistance           Subject gains +1 on saving throws.
Touch of Fatigue     Touch attack fatigues target.

[u]1st Level[/u]
        
Mage Armor           Gives Subject +4 Armor Bonus 
Magic Missile        1d4+1 damage; +1 missile per two levels above 1st (max 5) 
Magic Weapon         Weapon Gains +1 Bonus
Ray of Enfeeblement  Ray deals 1d6 +1 per two levels STR damage    
Shield               Invisible Disc gives +4 to AC, blocks Magic Missile
True Strike          +20 on your next attack roll
[/sblock][/sblock]
 
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InVinoVeritas

Adventurer
Pure Core? I love it. Here's my character (still building history):

Carshen Sil
Male Human Bard
True Neutral

Medium, 5'8", 165 lbs, age 23
black straight hair, green eyes, pale skin

Languages: Common, Giant, Elf, Draconic, Gnome

Str: 13 (+1)
Con: 12 (+1)
Dex: 15 (+2)
Int: 14 (+2)
Wis: 11 (0)
Cha: 17 (+3)

Hit Points: 7
Initiative: +2
Speed: 6 squares (30 feet)

Defenses

AC: 16 (Touch 12, Flat-footed 14)
Fort: +1
Ref: +4
Will: +2

Attacks

+1 Melee, Longsword 1d8+1 damage, 19-20/x2 crit
+1 Melee, Whip 1d3+1 nonlethal, x2 crit, 15' reach
+2 Ranged, Shortbow, 1d6, x3 crit, 60' range

Skills
Appraise (4 ranks+2 Int) +6
Bluff (4 ranks+3 Cha) +7
Decipher Script (1 rank+2 Int) +3
Gather Information (4 ranks+3 Cha) +7
Knowledge (Arcana) (1 rank+2 Int) +3
Knowledge (Nobility) (1 rank+2 Int) +3
Perform (Tall Tales) (4 ranks+3 Cha) +7
Sleight of Hand (4 ranks+2 Dex+3 Feat) +9
Spellcraft (4 ranks+2 Int+2 Feat) +8
Tumble (4 ranks+2 Dex) +6
Use Magic Device (4 ranks+3 Cha+2 Feat) +9

Feats
Magical Aptitude
Skill Focus: Sleight of Hand

Racial Traits and Power
+1 extra feat, first level
+1 skill point/level

Other Class Features
Bardic Knowledge +3
Bardic Music 1/day: Countersong, Fascinate, Inspire Courage +1
Spells Known:
Level 0 (DC 13, 2/day): Prestidigitation, Mage Hand, Message, Detect Magic

Character Information

History
Carshen Sil is in the magical items trade. At least, that's what he tells himself. He has always been fascinated with the inner workings of all manner of eldritch paraphernalia, and to that end, has spent the last four years apprenticed to a traveling merchant specializing in such fare. At least, so the story goes. Anyone who asks around a bit realizes that he's on the road because he's no longer particularly welcome in the city of Varanesi, despite growing up there. Something about nosing about Pibblethorn's belongings one too many times, and a cross wizard is never particularly appreciated.

At least, he hasn't contradicted that story.

Personality
Carshen is always a bit of a cypher. He never seems too keen on keeping one story or another straight, and embellishes his stories regularly. His tales are inspiring, if implausible, and he does know how to work a room.

About the only thing consistent about Carshen is his interest in magical items.

Appearance
Large, expressive green eyes set off his striking features. His hair falls loose and straight on either side of his head, parted down the middle, and accentuated with a long, skinny goatee and Fu Manchu mustache.

Equipment

Chain Shirt (worn, 25lb)
Traveler's Outfit (Worn)

Longsword (belt left, 4lb)
Whip (belt right, 2lb)
Spell Component Pouch (bandolier, 2lb)

Shortbow (left shoulder, 2lb)
Quiver of 20 arrows (right shoulder, 3wt)
Backpack (center back, 2lb)
Bedroll (below backpack, 5lb)

Waterskin- water (backpack, 4lb)
5 Sunrods (backpack, 5lb)
20 Tindertwigs (backpack, 0lb)
Trail Rations- 1 days (backpack, 1lb)
Antitoxin (backpack, 0lb)
Sealing Wax (backpack, 1lb)
Scroll Case (backpack, 0.5lb)
20 sheets paper (scroll case, 0lb)
Inkpen (scroll case, 0lb)
Ink (scroll case, 0lb)

Coins- 5gp

Signet Ring (worn, 0lb)
 
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Araciell

First Post
Okay since I'm getting a good response and I think I can do it, I'm going to run two groups through the same starting point. Who knows, maybe you will even compete against or work together with each other! Once I get (up to) three more character sheets within the next three days, I'm locking it down. All those who have expressed interest seem to have made good character concepts and I will be able to piece you together into two reasonably solid groups.

So please everyone who has posted, complete anything that needs completing, I am reviewing the sheets and concepts more carefully to see what I need to have done, but the holidays have thrown more of a wrench into my plans than I had originally planned on, so it will be a little while before I dispense all the necessary information.

Cheers all :D
 

Merlin's Shadow

First Post
Well, seeing as how someone else is playing a paladin (and a few other concepts I had in mind...:p) I think I will go with a ranger, a half-orc ranger.

[sblock]Stone
Male, Half-orc, Ranger
Alignment

M, 6'4", 275 lbs., 19
Black, black, gray

Common, Orc

Str: 13 (+1) 11
Con: 15 (+2) 15
Dex: 17 (+3) 17
Int: 10 (+0) 12
Wis: 14 (+2) 14
Cha: 11 (+1) 13

Hit Points: 10
Initiative: +3
Speed: 6 squares (30 feet)

Defenses

AC: 15 (+3 Dex, +2 armor)
Fort: +4
Ref: +5
Will: +2

Attacks

+2 melee, longspear, 1d8+1, 20/x3
+2 melee, short sword, 1d6+1, 19-20/x2
+2 melee, dagger, 1d4+1, 19-20/x2
+4 ranged, longbow, 1d8, 20/x3, 100'

Skills (total/ranks): Climb +3/2, Handle Animal +2/2, Heal +6/1, Hide +5/2, Jump +3/2, Knowledge (geography) +1/1, Knowledge (nature) +4/4, Listen +5/2, Move Silently +5/2, Spot +5/2, Survival +7/3, Swim +2/1

Feats: Self-sufficient, Track

Racial Traits and Power: Darkvision, Orc blood

Other Class Features: Favored enemy (Humanoid:goblinoid +2), Wild empathy

Character Information

History: Stone grew up with his human mother in a medium-size village on the border of a large kingdom. His mother never talked about his father and he never asked. The nickname Stone came from being picked on and pushed around by a couple of bullies. One commented that the half-orc's head was as hard as a stone. The youth took it as a badge of pride and has been called Stone ever since. His generally chipper personality meant that he never really let being an outsider get to him, though it did lead to him being more comfortable with animals and nature than other people. His great passion, other than the outdoors, is exploring. Stone wants to travel across the world and see everything there is to see.

Personality: Optimistic, but not annoyingly so. Adventurous. Dislikes staying in one place too long. Frequently stands up for outcasts and anyone being mistreated. Passionate about nature. Has no problems with cities, but would rather be outside of them. Inquisitive. Loves to ask questions and see what is on the other side.

Appearance: Light gray skin, calloused and rough. Black hair, shoulder length, unkempt. Black eyes that seem to be watching everything. Typically wears light clothing practical for traipsing around the woods, often with small tears and patches.

Equipment

Leather armor (worn, 15 lbs.)
Traveler's Outfit (Worn)

Short sword (belt left, 2 lbs.)
Dagger (belt right, 1 lb.)
Belt pouch (belt front, 0.5 lbs.)

Longbow (left shoulder, 3 lbs.)
Quiver-20 arrows (right shoulder, 3 lbs.)
Backpack (center back, 2 lbs.)
Bedroll (below backpack, 5 lbs.)
Longspear (right shoulder, 9 lbs.)

Waterskin- water (backpack, 4 lbs.)
5 Torches (backpack, 5 lbs.)
Trail Rations- 1 days (backpack, 1 lb.)
Fishing net (backpack, 5 lbs.)

Coins- 5gp (belt pouch)
Flint & Steel (belt pouch)
Fishhook-2 (belt pouch)
[/sblock]
 
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Vertexx69

First Post
Any idea how you're thinking of splitting up the characters you've had submitted? I was thinking about writting a little more back story and maybe tieing Lances story into one or more of the others, but obviously can't do that until we have some sort of party split posted to see who he's going to be adventuring with.
 

Voldrath

Explorer
Withdrawn. I realized there was already a ample supply of mages so I'll leave room for everyone else.
 
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