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Deuce Traveler's Canterbury Tales OOC Thread


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perrinmiller

Adventurer
Is Gandalf going to continue to run the knight I thought he was just doing that till he got his character ready??
Not sure, but I got the impression he was just going to run Richard. He is making a character in my Sunless Citadel game, but he hasn't mention one word about a character idea for here.
 

GandalfMithrandir

First Post
I'm planning on running the knight. I was planning on making my own character but that took long enough that I moved onto the knight, keeps the party the same, just a different character.
 

HolyMan

Thy wounds are healed!
So we dfo need a healer VV, a hammer in one hand cask over the other shoulder worshipper of the thunder god, :p

HM
 

Voda Vosa

First Post
Something like this?
Avatar_Durkon.jpg
 

HolyMan

Thy wounds are healed!
Um... close where is the trade mark Horned Helm of Doom?? You know the one that if you see it coming best you be running. :p

HM
 

Voda Vosa

First Post
Well there's the fact that using helmets became completely useless in 3.5, so I think he enjoys the extra wind on his hairless head.
 

Voda Vosa

First Post
Code:
 Name: Krindorf the Red
Class: Cleric
Race: Dwarf (Human ;o) )
Size: Medium
Gender: Male
Alignment: Neutral 
Deity: Gundar 

Str: 18 +4 (  )     Level: 1        XP: 0
Dex: 12 +1 (  )     BAB: +0         HP: 12 (1d8+4)
Con: 18 +4 (+2)     Grapple: +4     Dmg Red: 0
Int: 11 +0 (  )     Speed: 20'      Spell Res: 0
Wis: 16 +3 (  )     Init: +1      Spell Save: 13+SL
Cha: 12 +1 (-2)     ACP: -5         Spell Fail: 0%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +2    +1    +0    +0    +0    18
Touch: 11              Flatfooted: 17

                           Base   Mod  Misc  Total
Fort:                      2     +4          +6
Ref:                       0     +1          +1
Will:                      2     +3          +5

Weapon                Attack   Damage     Critical
Morning Star 		+4     1d8+4      19-20x2
Crossbow                +1     1d8           20x3
Longpear                +4     1d8+4         20x3

Languages: Dwarven, Common

Abilities: 
Cleric: Turn undead, Armor proficiencey (Light, Medium, heavy),Shield proficiencey, weapon proficiencey (simple, ) Arua(none), Spontaneous Spellcasting, Domains, Spellcasting(divine), and Alignment Spells(n/a)
Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for stonework), Weapon 

familiarity, Stability, +2 saving throws against poison and spells, +1 attack against orcs an goblinoids, +2 cratf 

related to stone, +4 dodge AC bonus vs giants

Domains: War: Weapon focus (Longspear)
Healing: Cast healing spells at +1 caster level. 

Feats: Combat casting.

Skill Points: 8       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Concentration               4    +4     +4     +12
Heal                        4    +3          +7

Spells:
0: 4/day
1:3/day +1 domain spell
[sblock=Spells]
0-Level Cleric Spells (Orisons)

    * Create Water: Creates 2 gallons/level of pure water.
    * Cure Minor Wounds: Cures 1 point of damage.
    * Detect Magic: Detects spells and magic items within 60 ft.
    * Detect Poison: Detects poison in one creature or object.
    * Guidance: +1 on one attack roll, saving throw, or skill check.
    * Inflict Minor Wounds: Touch attack, 1 point of damage.
    * Light: Object shines like a torch.
    * Mending: Makes minor repairs on an object.
    * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    * Read Magic: Read scrolls and spellbooks.
    * Resistance: Subject gains +1 on saving throws.
    * Virtue: Subject gains 1 temporary hp.

1st-Level Cleric Spells

    * Bane: Enemies take -1 on attack rolls and saves against fear.
    * Bless: Allies gain +1 on attack rolls and saves against fear.
    * Bless Water M: Makes holy water.
    * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    * Command: One subject obeys selected command for 1 round.
    * Comprehend Languages: You understand all spoken and written languages.
    * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    * Curse Water M: Makes unholy water.
    * Deathwatch: Reveals how near death subjects within 30 ft. are.
    * Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
    * Detect Undead: Reveals undead within 60 ft.
    * Divine Favor: You gain +1 per three levels on attack and damage rolls.
    * Doom: One subject takes -2 on attack rolls, saves, and checks.
    * Endure Elements: Exist comfortably in hot or cold environments.
    * Entropic Shield: Ranged attacks against you have 20% miss chance.
    * Hide from Undead: Undead can’t perceive one subject/level.
    * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    * Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
    * Magic Weapon: Weapon gains +1 bonus.
    * Obscuring Mist: Fog surrounds you.
    * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
    * Sanctuary: Opponents can’t attack you, and you can’t attack.
    * Shield of Faith: Aura grants +2 or higher deflection bonus.
    * Summon Monster I: Calls extraplanar creature to fight for you.
[/sblock]

Domain spells: 
1: Cure Light Wounds: Cures 1d8+2
1: Magic Weapon:  Weapon gains +1 bonus.


Equipment:               Cost  Weight
Chain mail                150gp
Shield (heavy wood)        7gp  
Longspear                  5gp
Morning star              8gp   3lb
Crosbow                  35gp  2lb
Flint and steel           1gp    -
Backpack                  2gp   2lb 
Sack x4                   4sp   2lb        
Bedroll                   1sp   5lb   
Volts (40)               2gp   6lb
Ration, Trail(1 day)      5sp    1lb   
Travelers Outfit                      
Holy symbol              1gp

                 
Money: 6gp 
                         Weith: 43lb

                       Lgt   Med   Hvy  Lift  Push 
Max Weight:           1-53  54-106 107-140 


Age: 65
Height: 1.9 mts
Weight: 120 kg.
Eyes: Blue
Hair: Blond
Skin: withe
Appearance: Krindorf is a pleasant view, but all fall a part when he opens his mouth. Mostly drunk all the time, he has the worst humor sense, and has the habit of pointing out the defects of everyone. Krindorf is a big northern man, with lots of hair, but he keeps in shape. His Fire hair is common among his people.

Background:
Krindorf was risen under catholic standars, although he always had something with the ancient viking's gods, Odin, Thor, Loki, and the rest of the pantheon. Afraid of the repercusions this might have brought, he turned back from those gods. Now his church sent him and a piligrinage to Damascus, but as he travels, he gets progresively more convinced that the christian god is a fake, a false god, Loki under disguise probably! He turnst to workship Odin instead, although he makes it in secrecy, fearing that Loki's servants might catch him and execute him for herecy.
 
Last edited:


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