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DCC #7 The Secret of Smuggler's Cove (full)


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Leif

Adventurer
Then I will have an IC/RG set up Monday night so everyone can start posting them up. And I can go over them.

HM
Did we get an IC/RG today? Could you put a link to it in this thread when it is started, HM? And why do I keep making this same post every week or two, anyway?
 

HolyMan

Thy wounds are healed!
HA HA no it did not go up yesterday because when I posted the "Will do it Monday" I forgot yesterday was a holiday.

But today is not... here you go IC/RG

Everyone post up your characters and we will work on getting this ball rolling.

HM
 

HolyMan

Thy wounds are healed!
HM dusts off his trusty red pen...

Scotley's ranged combatant goes first

Basic Information
Race: Elf
Class: Ranger
Level: 5
Experience: 15,001 post #3 of IC/RG says starting XP is to be 10,500
Alignment: CG
Languages: Common, Elven, Orc +1 more due to INT
Deity: not truly needed but if you wish to have someone to swear to we could use the deities in the CORE book
Abilities
STR: 14+2
DEX: 18 +4 (15+2 Racial+1 level)
CON: 12 +1 (14-2 Racial)
INT: 12 +2 (10+2 Racial)
WIS: 13 +1
CHA: 10 +0
Combat Statistics
(Max 1st level then Max-2) HP: 47 [5d10 (42) + CON (05)]

AC: 20 = [10 + DEX (04) + Armor (06) + Shield (00) + Natural (00) + Size (00) + Misc (00)]
AC Touch: 14 = [10 + DEX (04) + Size (00) + Misc (00)]
AC Flatfooted: 16 = [10 + Armor (04) + Shield (00) + Natural (00) + Size (00) + Misc (00)] Armor listed as 04 should be 06 total is correct
INIT: +06 = [DEX (04)+2 trait]
BAB: +05 = [Ranger (05)]
CMB: +07 = [BAB (05) + STR (+2) + Misc (00)]
CMD: 21 = [10 + BAB (05) + STR (+2) + DEX (+04) + Misc (00)]
Fortitude: +05 = [Ranger (04) + CON (01) + Misc (00)]
Reflex: +08= [Ranger (04) + DEX (04) + Misc (00)]
Will: +02 = [Ranger (01) + WIS (01) + Misc (00)]
Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
Weapon Statistics
MW Trident: Attack: +08 = [BAB (05) + Ability (02) + MW (01)]
Damage: 1d8+2, Crit: 18+/x2 since no shield will you be using this two handed? Crit is 20/x2 has range of 10'
MW Long Spear: Attack +8 [BAB (05) + Ability (02) + MW (01)]
Damage: 1d8+3, Crit: 20/x3
Dagger: Attack: +07(+09 thrown) = [BAB (05) + Ability (02[04thrown]) + Misc (00) + Magic (00)]
Damage: 1d4+1, Crit: 19/x2, Special: Range 10ft, +1d6+1 when Flanking <--- what ability gives you this extra dmg?
+1 Mighty Composite Longbow: Attack: +10 {or +8/+8 rapid shot}= [BAB (05) + Ability (04) + Misc (00) + Magic (01)] Damage: 1d8+3, Crit: 20/x3, Special: Range 110ft


Racial Features Elf
• +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
• Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Elves have a base speed of 30 feet.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Class Features
Ranger
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. +4 Humanoid, Aquatic (1st) +2 Outsider, Evil (2nd)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
A ranger gains Endurance as a bonus feat at 3rd level.
At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Water Above and Below the surface.
The Hunter’s Bond: Form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses. (See Animal Choices)
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3. Wolf



Feats (1st, 2nd Combat Style, 3rd and Ranger bonus, 5th, 6th Combat Style[pending] )
Point-Blank Shot (Combat) (1st)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat) (Combat Style)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot (Combat) (3rd)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Endurance (ranger bonus)
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.


Deadly Aim (Combat) (5th)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Pending: Far Shot (Combat) (6th Combat Style)
You are more accurate at longer ranges.
Prerequisites: Point Blank Shot
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.
Pending: Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.


Traits
Warrior of Old (Race): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Log Roller (forest)
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Skills
Skill Points: 35 = [Base (6) + INT (01)(Level)] (Ranger) x5

Skills Total Rank CS Ability ACP Misc
Acrobatics 10 5 0 4 -0 +1 (Trait)
Climb 06 1 3 2 -0 +0
Craft (bowyer) 05 1 3 1 +0
Handle Animal 05 2 3 0 0
Heal 05 1 3 1 +0
Intimidate 00 0 0 0 +0 0
Knowledge (Dungeoneering) 05 1 3 +0
Knowledge (Geography) 05 1 3 1 +0
Knowledge (Nature) 05 1 3 1 +0
Perception 11 5 3 1 +2(Racial)
Perform 00 0 0 2 -0 +0
Profession 00 0 0 0 -0 +0
Ride 04 0 0 4 -0 +0
Sense Motive 03 2 0 1 +0
Spellcraft 05 1 3 1 +2(IDing Magical Properties)
Stealth 12 5 3 4 -0 +0
Survival 09 5 3 1 +0
Swim 10 5 3 2 -0 +0

doing skills in next post
Equipment
Equipment Cost Weight
Explorer's Outfit 00 lb
+2 Mithral Chainshirt 5010 gp 12 lb cost 5100gp weight 10lb
Backpack, MW 05 gp 02 lb cost 50gp weight 4lb
Bedroll 01 cp 05 lb cost 1sp
Blanket, winter 02 cp 03 lb cost 5sp
Waterskin 01 cp 04 lb cost 1gp
Rationx2 01 sp 02 lb cost 1gp
Kit Climbers 8 gp 05 lb cost 80gp
Kit Mapmakers 1 gp 02 lb cost 10gp
Whetstone 1 cp cost 2cp weight 1lb
Sunrod 3 sp 01 lb x4 4 sunrods cost 8gp weigh 4lb
Belt Pouch cost 1gp weighs 0.5lb
+1 Mighty (14 str) Composite Longbow 2600 gp 04 lb Mighty? do you mean just +1 Composite Longbow [+2 STR] ?? weight should be 3lb
Dagger 02 sp 01 lb x3 cost should be 6gp weight should be 3lb

Missing quiver and arrows, MW trident, and MW longspear (these may take you to a medium load)

Hmmm I think I see now at the end you were listing them then saying times however many you were buying? Not sure.


Total Weight: have you at 46.5lb (light load)
 

HolyMan

Thy wounds are healed!
Code:
Skills           Total Rank  CS Ability ACP   Misc
Acrobatics        10    5     0    4    -0    +1 (Trait)
Climb             06    1     3    2    -0    +0
Craft (bowyer)    05    1     3    1          +0
Handle Animal     05    2     3    0           0
Heal              05    1     3    1          +0
Intimidate        00    0     0    0    +0     0
Know(Dungeon)     05    1     3    1          +0
Know(Geography)   05    1     3    1          +0
Know(Nature)      05    1     3    1          +0
Perception        11    5     3    1          +2(Racial)
Perform           00    0     0    2    -0    +0
Profession        00    0     0    0    -0    +0
Ride              04    0     0    4    -0    +0
Sense Motive      03    2     0    1          +0
Spellcraft        05    1     3    1          +2(IDing Magical Properties)
Stealth           12    5     3    4    -0    +0
Survival          09    5     3    1          +0 
Swim              10    5     3    2    -0    +0
Ok let's see

- 36 skill ranks spent out of 35 - 1 over
- +2 to ID Magical Properties was eliminated with the Spirit of the Waters racial trait
- Perform has ability listed as 2 should be 0
- Profession has ability listed as 0 should be 1
- need (+2 to follow tracks) add after Survival Misc
- Swim is missing +4 racial trait bonus

Also on your character sheet you don't have spellcasting listed are you think of taking Skirmisher as an archtype?

HM
 
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HolyMan

Thy wounds are healed!
HB is next in line...

Place holder for Herobizkit's Bard-arian.

Male half-elf Bard 3 (Favored)/Barbarian 2
CG medium humanoid (human/elf)
Init +3; Senses low-light vision; Perception +0(no ranks it is a class skill?)

DEFENSE
AC 13, touch 13, flat-footed 11 (+? ? me too armor, +1 Dex, +1 Dodge, +1 size)
hp 53 (14+10+8+8+8+5 [Toughness]) 55 = [3d8(20) + 2d12(20) + CON(10) + Feat (05)]
Fort +6, Ref +6, Will +1
Defensive Abilities uncanny dodge

OFFENSE
Speed 40 ft.
Melee weapon +8 (x+5) not sure I understand this your STR is +4 or +6 with a two handed weapon
Ranged weapon +7 (x+5)

Spells per Day all/3
Spells known 6/4

STATISTICS
Str 18 (15+2 race+1 level), Dex 16, Con 14, Int 10, Wis 7, Cha 12

BAB +4; CMB +8; CMD +11

Feats: arcane strike, power attack, toughness
Traits: Magical Knack/Bard (+2 caster level), dirty fighter (+1 damage when flanking)
Skills: *Acrobatics +11, *Stealth +11, *Swim +12; Perform (Sing) +7, Perform (Dance) +6, Use Magic Device +12 (Skill Focus) Hard to check this how about adding in a total skill ranks spot

Racial Modifiers +2 Perception, +2 Strength
Armor Check Penalty -2 hmm.. how do you know this?
Languages Common, Elven

[sblock=Racial Traits]

  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits.
  • Bard Favored Class Alternative: Add 1 to the half-elf’s total number of bardic performance rounds per day. (+3 total)
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
[/sblock][sblock=Class Abilities]

  • Bardic knowledge: can use Knowledge skills untrained, +1 to all Knowledge checks
  • Bardic performance: 8 (4 + 1 [Cha] + 3 [Fav class alt]) times per day
  • Cantrips: 6 known
  • Countersong: + Perform (sing) to saving throws vs sonic or language-dependant magical attack
  • Distraction: + Perform (dance) to saving throws vs illusion (pattern or figment) magical attack
  • Fascinate: one target, Wil 12; target watches, -4 to skills requiring reaction checks
  • Inspire competence: +2 skill checks
  • Inspire courage +1: +1 hit/dmg, +1 save vs charm and fear
  • Versatile performance: can use Perform (Sing) for Bluff, Sense Motive
  • Well-Versed: +4 bonus on saving throws vs bardic performance, sonic, and language-dependent effects
  • Favored Class Alternative - Bard: Each time the half-elf would earn a hit point or skill point for advancing her favored Bard class, she instead adds 1 to her total number of bardic performance rounds per day.
  • Fast Movement: +10 movement rate
  • Rage: 6 (4 + Con) rounds/day; +4 Str/Con, +2 Wil, -2 AC; cannot use Cha, Dex, Int-based skills except Acrobatics, Fly, Intimidate, Ride; fatigued (-2 Str/Dex, cannot run or charge) for 2x rounds of rage at end
  • Rage Power - Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
  • Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized.
[/sblock]
Starting Wealth: 10,500 - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus)

Definitely spending your cash will help with checking up on your character.

HM
 

HolyMan

Thy wounds are healed!
And last but not Leif... :p

Elf L5 Urban Druid
[sblock=Stat Point Buy Data]2pts S12; 5 pts D14+2(race)=16; 3 pts C13-2(race)=11; 1 pt I 11+2(race)=13; 7 pts W15+1(level 4)=16; 2 pts C12[/sblock]
Final Ability Scores
S 12 +1
D 16 +3
C 11 +0
I 13 +1
W 16 +3
C 12 +1

HP=8+6+6+6+6=32 [5d8(32) + CON (00)]
AC: 22

+2 Magical Hide Armor (4,165 gp) [+6 AC]
Heavy Wooden Shield (7 gp) [+2 AC]
Amulet of Natural Armor +1 (2,000 gp)
Brooch of Shielding (1,500 gp) [absorbs 101 hp damage from magic missiles]
+1 Magical Longsword (2,315 gp)
Sickle (1d6 dam, special: trip attack)
[505 gp left to spend] have you at 507gp left to spend

Traits:
Magical Talent: [magic trait] as a spell-like ability can cast Light once/day at CL5 umm?? druids get light as an Orison
Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!]

Spells Prepared
L0:
L1:
L2:
L3:

wish to help me test out some Ultimate Magic spells? (and no I don't mean Mad Monkeys
:p) just a couple to see how powerful they are...

Ash Storm, Tar Ball, Frostbite and Summon Minor Ally are the only ones you can take if you wish from UM.

[sblock=Character Generation info from DM HolyMan]
- Starting Level: 5th
- Abilities: point buy (20 pts) - then agumented for race and lvl up
- Races: core only - one player may be allowed to play a merfolk based on concept and fluff
- Classes: core only - but depending on start date/release date of game/Ultimate Magic one player might be allowed to play a Magus
- Hit Points: Max at 1st lvl and Max -2 for lvls 2-5 (plus all modifiers of course)
- Feats & Traits: core/APG/AA only - may pick two traits
- Starting Wealth: 10,500gp - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000gp + mw value - to gain a +2 magical bonus)
- Equipment: core/APG/AA only - mounts will not be needed and will actually not be much help
[/sblock]

Missing:
- Racial Features
- Class Features
- Feats
- Skills
- Weapon stats


HM
 



Scotley

Hero
- 36 skill ranks spent out of 35 - 1 over
- +2 to ID Magical Properties was eliminated with the Spirit of the Waters racial trait
- Perform has ability listed as 2 should be 0
- Profession has ability listed as 0 should be 1
- need (+2 to follow tracks) add after Survival Misc
- Swim is missing +4 racial trait bonus

Also on your character sheet you don't have spellcasting listed are you think of taking Skirmisher as an archtype?

HM

I have made the corrections and added profession sailor. I reduced handle animal and swim by one each. I need to add the spell casting, animal companion and finish up equipment as well as the details of background, appearance etc.
 
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