[D&D 3.5] War of the Burning Sky [OOC] [Closed]

Game on! (sort of)

I started the IC thread for the game. It's at http://www.enworld.org/forum/playin...g-sky-campaign-saga-1-scouring-gate-pass.html

The first IC post is Liiros' plot hook. Once I have everyone's posted, I'll move the game to the Poison Apple, and we can start the game proper. Until then, feel free to interact with what happened in your plot hook. Keep it short, though, because I don't want to wait on moving to the Poison Apple to wrap up prelude-related RP.
 

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Allright, I did a bit of reworking to Rashelle's gear, and added the military affiliation since it makes sense.

[sblock=Rashelle]
Human Female Favoured Soul 2
AL: LG HT: 5'8" WT: 130 Hair: Redish Gold Eyes: Hazel

STR: 14 (+2) [6 points]
DEX: 14 (+2) [6 points]
CON: 12 (+1) [4 points]
INT: 10 (+0) [2 points]
WIS: 10 (+0) [2 points]
CHA: 15 (+2) [8 points]

HP: 15 (2d8+2) AC: 19 (10 base + 2 dex + 5 Armour + 2 Shield)
Saves: FORT: +4 (3 base + 1 con) REF: +5 (3 base + 2 dex) WILL: +4 (3 base + 1 wis)
Init: +2
Speed: 20

Bab: 1
Attacks:
Battleaxe: + 5, 1d8+2; crit x3
Sling: +3, 1d4+2; crit x2 (Range: 50)

Skills(Total/Ranks):Concentration(+6/5), Heal(+5/5), Diplomacy(+7/5)

Feats: Cavalry Errant(Gate Affiliation), Augment Healing, W.Focus(Battleaxe)

Languages: Common

Equipment:
Light Horse(75 gp)
Riding Saddle (10 gp)
- bedroll(1sp)
- Tent (10 gp)
- Caltrops (1 gp)

MW Heavy Metal Shield W/Emblazoned Silver Holy Symbol(195 gp)
Breastplate(200 gp)
MW Battleaxe(310 gp)
Sling, 20 bullets (2 sp)
Silver Dagger (22 gp)
Signet Ring (5 gp)
Backpack (2 gp)
- Sledge (1 gp)
- Crowbar (2 gp)
- 2xBell (2 sp)
- Grappling Hook (1 gp)
- 100' silk rope (20 gp)
- 5 pieces rolled parchement (1sp)
- 10 Sunrods (20 gp)

Left Belt Pouch(1 gp)
- 10xChalk(1sp)

Right Belt Pouch(1 gp)
23 gp; 4 sp

Spells:
spells per day: 0 lvl(6) 1st lvl(5)
Spells known:
0 level (5): Cure Minor Wounds, Create Water, Mending, Guidance, Resistance
1st lvl (3): Cure Light Wounds, Magic Weapon, Bless

Background:
Rashelle(pronounced RA-Shell) is a proud servant of Heironeous. Though young, she served Ragesia's military loyally since she was old enough to don her armour and mount her horse. Her faith in the Emperor Coaltongue's wisdom never wavered, but her feelings on the new emperor are.. less than flattering. Once the Inquisitor started taking over, Rashelle could no longer support Ragesia's actions, and chose to offer her services to Gate Pass, in protest against Leska's ideas of war.
Glad to have someone with both martial skill and divine power join them, the guards readily accepted her and she has endeavoured to maintain friendly terms with them.
[/sblock]
 

Apologies for not posting there yesterday or earlier today. I play in a Saturday night D&D game, and DM on Sunday and Monday nights, so I was particularly busy and didn't notice this on my quick check of EN World yesterday or this morning.

Edit: I'm not certain what I'm to do after leaving the Staret. Obviously I'll be heading for the Poison Apple the next day, but......

Concerro, your character wasn't introduced in the prelude scene yet....only Liiros was meeting with Vilina.
 
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I started the IC thread for the game. It's at http://www.enworld.org/forum/playin...g-sky-campaign-saga-1-scouring-gate-pass.html

The first IC post is Liiros' plot hook. Once I have everyone's posted, I'll move the game to the Poison Apple, and we can start the game proper. Until then, feel free to interact with what happened in your plot hook. Keep it short, though, because I don't want to wait on moving to the Poison Apple to wrap up prelude-related RP.

I did not know you were going character by character. I will undo my post.
 

Here's my Crunch, I'll post the fluff shortly, in short though he comes from a military noble family, entered the knights, but due to his stature, never could become a frontline warrior.

[sblock=OOC]
Code:
[B]Name:[/B] Sir Reginald Talingard III aka Korrin
[B]Class:[/B] Swordsage 2	[b]Starting Level[/b]: 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG
[B]Deity:[/B] n/a

[B]Str:[/B] 12 +1 (04p.)	[B]Level:[/B] 2	[B]XP[/B]: 1000
[B]Dex:[/B] 14 +2 (06p.)	[B]BAB:[/B] +1		[B]HP:[/B] 15/15
[B]Con:[/B] 12 +1 (04p.)	[B]Grapple:[/B] +2	
[B]Int:[/B] 14 +2 (06p.)	[B]Speed:[/B] 30'	[B]Stat Increases:[/b] 
[B]Wis:[/B] 14 +2 (06p.)	[B]Init:[/B] +3	[B]Spell Save:[/B] n/a
[B]Cha:[/B] 10 +0 (00p.)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] X%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+4	+1	+2	+0	+0	+0	17
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 15

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None
[b]BAB:[/b] +1

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+1	+0	+1	--
[B]Ref:[/B]	+5	+3	+2	--
[B]Will:[/B]	+5	+3	+2	--
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Falchion		+4	2d4+1	18-20/x2		
Sling			+2	1d4+1	x2		50ft

[B]Languages:[/B] Common, Elven, Dwarven

[B]Abilities:[/B] 
Maneuver's Known: 7
Quick to Act: +1 to Init
Discipline Focus - Desert Fire
Weapon Focus - Scimitar, Light Mace, Light Pick, Spear, & Falchion
Stances Known: 2


[B]Feats: [/B] 
Desert Wind Dodge (1st)
Extra Readied Maneuver (B-human)
Thieves’ Guild Sympathizer [Gate Pass]


[B]Maneuver's Known[/B] 7 - Burning Blade, Burning Brand, Fire Riposte, Hatchling's Flames, Cloak of Deception, Shadow Blade Technique, Stone Bones
[B]Maneuver's Prepared[/B] 5 - Burning Blade, Fire Riposte, Hatchling's Flames, Cloak of Deception, Shadow Blade Technique
[b] Stances[/b] 2 - Flame's Blessing, Child of Shadow

[B]Skill Points:[/B] 30 [B]Max Ranks:[/B] 10/7
Skill Name Key
Ability Skill Modifier Ability Modifier Ranks Misc.Modifier 
Appraise Int 2 =  +2   
Balance Dex* 3 =  +2  +2 [tumble]-1  
Bluff Cha 5 =  +0   +5
Climb Str* 0 =  +1  -1 
Concentration Con 1 =  +1   
Diplomacy Cha 2 =  +0  +2 [sense motive]  
Disable Device Int 3 =  +2 +1  
Disguise Cha 0 =  +0   
Escape Artist Dex* 1 =  +2  -1 
Forgery Int 2 =  +2   
Gather Information Cha 0 =  +0   
Heal Wis 2 =  +2   
Hide Dex* 6 =  +2 +5  -1
Intimidate Cha 4 =  +0 +4  
Jump Str* 2 =  +1  +2 [tumble]  -1
Knowledge (history) Int 4 =  +2 +2  
Knowledge (local) Int 4 =  +2 +2  
Knowledge (nature) Int 4 =  +2 +2  
Knowledge (nobility) Int 3 =  +2 +1  
Listen Wis 7 =  +2 +5  
Move Silently Dex* 6 =  +2 +5  -1
Open Lock Dex 3 =  +2 +1  
Perform_1 Cha 0 =  +0   
Perform_2 Cha 0 =  +0   
Perform_3 Cha 0 =  +0   
Perform_4 Cha 0 =  +0   
Perform_5 Cha 0 =  +0   
Ride Dex 2 =  +2   
Search Int 2 =  +2   
Sense Motive Wis 7 =  +2 +5  
Spot Wis 2 =  +2   
Survival Wis 2 =  +2   
Swim Str** -1 =  +1   -2
Tumble Dex* 6 =  +2 +5  -1
Use Rope Dex 2 =  +2   


* = check penalty for wearing armor


[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Masterwork Falchion	375	8lbs
Masterwork Chain Shirt  250     25lbs
Sling 			-	0lbs
Bullets	(10)		1sp	5lbs
Darkwood Buckler 	205	2.5lbs

[B]Total Weight:[/B] 40.5	[B]Money:[/B] 70 gp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	43	86	130	260	650

[B]Age:[/B] 22
[B]Height:[/B] 5'6" 
[B]Weight:[/B] 175 lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown, Red
[B]Skin:[/B] Tan

[/sblock]

[sblock=Background]
Sir Reginald Talingard III, or Korrin as he's known to those outside the Knights, comes from noble birth. His father was a minor whose family estate lies on the famed Summer's Hill. Reginald was expected to enter politics, much like his father, and father's father before him, but the young man had no desire for the political arena and spent much of his youth hanging around the seedier parts of town. He went by the name Korrin and quickly fell in with a crowd of thieves. Korrin lived for the moment, but always returned home smelling like cheap whiskey at all hours of the night. His parents grew more worried at Reginald's constant disappearances, but when confronting him led to a near-violent argument. Leaving the estate, young Korrin noticed a familiar face entering the complex, one of his acquantences from the slums. Thankfully, he hadn't been noticed yet and followed the other man as he entered the home and waited in the study for his father. Korrin stayed out of sight until his father arrived and saw the man give his father a small wrapped item, which was a bar of gold after his father removed the cloth.

Upon this realization, Korrin left the estate, vowing never to return when he was approached by a cloaked figure who invited him to join the Knights of the Aquiline Cross. The group desired to take advantage of the youths abilities of infiltration to use against their enemies. They first needed to ensure Korrin would be able to survive a confrontation that might ensue during his endaevors and trained him in the ways of the semi-mythical Swordsage, one who could strike and move like the wind.
[/sblock]
 
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Rashelle's prelude is up, revealing a little bit more of what you'll be doing.

I'm having relatives over this weekend, so the next couple of preludes may not be as long as the previous ones. I'll put up something for each PC, because I want everyone to know who got them involved in the adventure.

I hope to move to the Poison Apple by the end of March at the latest.
 

In progres...I still need to spend some cash. Also, I swear I saw something in one of my books about alternate familiars, and a tiny fire elemental would be ideal for this PC. Does anyone know what book that was in?



Hollister Avendri (Avendri of the Flame, Hollister the Sanguine)

Appearance
Hollister is a handsome, athletic man of some six feet in height, weighing around 12 stone. He has seen perhaps twenty five winters. He has smokey grey eyes, and pleasant (if a bit stern) features. His hair is auburn in color, and worn long. While he dresses simply in loose, comfortable clothes, said clothing is always well-crafted of fine materials...Hollister enjoys his silks and samites. He is always well groomed, with clean, manicured nails and well-trimmed beard/mustache, and he always smells faintly of perfume and pipe smoke. Interestingly, Hollister's skin is always hot to the touch; not enough to burn, but enough to startle the unwary...some say it is from his close attunement to his chosen element. He generally goes armed only with his spells and an ivory hilted dagger, set with red stone, its blade forged of cold iron (a gift from his first master).



Personality
Hollister is not what you would call a people person. He is arrogant, quite convinced of his own superiority, and given to showing off his superior intellect. Most just associate this attitude with the fact that he attends Gabal's School, but in truth, he was like this before he ever even set foot into Gate Pass. While not very pious, Hollister does rever Boccob, and shows some deference to Joramy.

Brief History
Hollister hails from the village of Burnham in southern Ragesia. Always a smart youth, it was his intelligence that allowed him to get an apprenticeship with the wizard Ninuarn that lived in the nearby hills. After just a few short years he had learned much, but knew it was only a matter of time before his master's anti-Ragessian opinions led to trouble. When Ninuarn was slain by a Ragesian Inquisitor, Hollister fled.

Having heard of Gabal's School in Gate Pass, the young mage made his way there. Hollister now attends Gabal's School, learning what he can from the famed evoker. Thus far, he has proven an apt pupil.


Neutral Good Human Male
Wizard (Fire Domain [SRD]) 2
XPs: 1000

Stats
Str 12 (+1) (4 points)
Dex 14 (+2) (6 points)
Con 14 (+2) (6 points)
Int 16 (+3) (10 points)
Wis 10 (+0) (2 points)
Cha 08 (-1) (0 points)

General
HP: 11 (4 + 3 + 4 CON)
AC: 12 (10 base + 2 dex)
Initiative: +2
Move: 30’ base

Combat
BAB: +1
Melee: +2
Ranged: +3

- Dagger +2 (1d4+1/19-20)
- Light crossbow +3 (1d8/19-20)


Saves:
Fort: +2 (0 base + 2 con)
Ref: +2 (0 base + 2 dex)
Wil: +2 (2 base + 0 wis


Skills:
- Concentration +07 (5 ranks, + 2 con)
- Craft (Alchemy) +05 (2 ranks, + 3 int)
- Decipher Script +04 (1 rank, + 3 int)
- Knowledge (Local) +05 (2 ranks, + 3 int)
- Knowledge (Arcana) +07 (4 ranks, + 3 int)
- Knowledge (The Planes) +05 (2 ranks, +3 int)
- Knowledge (Dungeoneering) +05 (2 ranks, +3 int)
- Knowledge (Geography) +05 (2 ranks, +3 int)
- Knowledge (Nature) +05 (2 ranks, +3 int)
- Knowledge (Religion) +04 (1 rank, +3 int)
- Knowledge (Nobility) +04 (1 rank, +3 int)
- Knowledge (Architecture) +04 (1 rank, +3 int)
- Spellcraft +07 (4 ranks, + 3 int)


Languages:
- Common
- (Ragessian ?)
- Elven
- Draconic
- Orcish
- Giant (1 skill point)


Feats:
- Student of War (Bonus, Gabal's School Affiliation)
- Precocious Apprentice
- Fiery Blast


Class Features:
- Summon Familiar
- Scribe Scroll
- Spells


Racial Features:
- Bonus feat
- Bonus skill points


Spells per Day
- Level 0: 4+1
- Level 1: 3+1
- Level 2: 1 (must succeed on DC8 caster level check)


Spells Prepared
- Level 0: Detect Magic x2, Light x2 + Flare
- Level 1: Mage Armor, Feather Fall, Stand the Heat + Burning Hands
- Level 2: Flaming Sphere


Spellbook
- Level 0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand + Flare
- Level 1: Mage Armor, Magic Missile, Shield, Grease, Stand the Heat, + Burning Hands
- Level 2: Flaming Sphere


Arms, Armor and Equipment:
Dagger, cold iron, ivory hilt w/red rhodochrosite 44gp 1lb
Crossbow, light 35gp 4lb
20 bolts, cold iron 4gp 2lb
Wand of Grease, 10 charges 150gp -----
Wand of Shield, 10 charges 150gp -----
Explorer's Outfit, high quality 16gp Worn
Scroll Case 1gp 0.5lb
- Arcane Scroll (Charm person, 100gp -----
enlarge person, obscuring mist,
hold portal)
- Paper, 5 sheets 20sp -----
Backpack 2gp 2lb
- Bedroll 1sp 5lb
- Candles, 6 6cp -----
- Everburning Torch 110gp 1lb
- Sacks, 2 2sp 1lb
- Waterskin 1gp 4lb
- Ink 8gp -----
- Inkpen 1sp -----
- Soap 5sp 1lb
- Spellbook ----- 3lb
Pouch, belt 1gp 0.5lb
- Chalk, 3 pieces 3cp -----
- Flint & steel 1gp -----
- Flask 3cp 1.5lb
--- 16 oz Good Single Malt Whiskey 1gp -----
- Meerschaum Pipe 1gp -----
- Pipeweed, 1lb Good Quality 1gp 1lb
- Perfume/Cologne 5gp -----
- Potion (Cure Light Wounds) 50gp 0.1lb
Spell Component Pouch 5gp 2lb

Adar, weasel familiar (Familiar, 100gp)
Adar (Old ragessian for "Fire") is Hollister's weasel familiar. The familiar has fiery eyes and an orangish-red tint to its fur, almost the color of flame...certainly caused by its master's aptitude for fire.

[sblock=Adar's Stats]
Size/Type: Tiny Magical Beast
Hit Dice: 2 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (+2 size, +2 Dex, +1 natural armor), touch 14, flat-footed 13
Base Attack/Grapple: +2/-10
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent, alertness, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +11, Move Silently +8, Spot +3
Feats: Agile, Weapon FinesseB [/sblock]

- 5pp, 58gp, 27sp, 25cp

Encumberance: 29.7lb (Light)
 
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In progres...I still need to spend some cash. Also, I swear I saw something in one of my books about alternate familiars, and a tiny fire elemental would be ideal for this PC. Does anyone know what book that was in?

Well I found the following spell:

Dungeons & Dragons - Spellbook - Elemental Familiar If you want to spend some gold, maybe a higher level wizard could have cast it.

Also, the raptoran sorceror substitution level 1 allows them to have a tiny air elemental. Races of the Wild.
 

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