DnD 3.5 One-Shot Adventure (closed, but always accepting alternets)

Ok i have a few Questions what are reserve points, and if im a cleric do i have to pick a diety or can i just pick 2 of the domains because i want healing, and trickery
 

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If you still have room, I'd be game.
My ability rolls are here

Scavatch Facebiter, Male Gnome, Rock Bbn7: CR 7; Small Humanoid (Gnome) AL: CN

HD 7d12+21(Barbarian) ; hp 74; Reserve: 74; Init +4; Spd 30; AC:24 (Flatfooted:23 Touch:16)

Atk +10/5 base melee, +12/7 base ranged; +11/6 (1d6+4, +1 Obsidian gnome hooked hammer); +7/+3/2 (1d6+4/1d4+4, +1 Obsidian gnome hooked hammer - Double Weapon); +13/8 (1d6+4, +1 Longbow, composite ( +2 Str Bonus)); +11/6 (1d3+1, Silver Dagger)

SQ: Low-light Vision (Ex), +4 Dodge Bonus to AC vs. Giants, Weapon Familiarity (Ex), +1 Attack vs. Orcs and Goblinoids; RF: +2 bonus for saves against illusions, Spell Like Ability: 1/day Speak with Animals (Burrowing mammal only, 1 minute)

Saves: Fort +10, Ref +8, Will +6

Abilities: STR 14, DEX 18, CON 17, INT 13, WIS 14, CHA 8.

Skills: Climb +12, Craft (Alchemy) +2, Craft (Bowmaking) +7, Hide +12, Intimidate +5, Jump +12, Listen +14, Survival +12, Swim +6, Use Rope +6.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Dodge, Mobility, Manyshot, Shot on the Run

Possessions

Weapons: +1 Longbow, composite ( +2 Str Bonus) (2,600 gp); Obsidian-tipped Arrows (180) (3 gp); Silver Dagger (322 gp); +1 Obsidian gnome hooked hammer (2,620 gp).

Armor: +1 Mithral Breastplate (5,350 gp).

Goods: Coin: gp (34) (34 gp); Backpack (2 gp); Flint and steel (1 gp); Grappling Hook, Collapsible (3 gp); Rope, silk (50 ft.) (10 gp); Tent, One-Person (5 gp); Coin: cp (50) (50 cp).

Magic: Wondrous: Quiver of Ehlonna (1,800 gp); Wondrous: Cloak of Resistance +2 (4,000 gp); Wondrous: Amulet of Natural Armor +1 (2,000 gp); 5 x Potion: Cure Light Wounds (1) (50 gp).

Background
Scavatch Facebiter is a member of the Bonegnawer Tribe of gnomes that reside in The Red Wood. Scav (as his friends call him) served his tribe as a warrior and fletcher, helping drive off raiding giants and fey.
Recently though Scav has been scouting farther from home, and has learned that there is good trading to be had among the people of Scott's Bluff.
Scav has made a fortune (by his people's standards) serving as a guide for adventurers and merchant caravans, guiding them safely through The Red Wood and even on the occaisonal trip near Jakarta.
Sacv is mostly a good soul, but his almost feral upbringing shows through. He is aware that "civilized people" find him abrasive and almost stupid, and as such he keeps his tongue in check around them. Once these city slickers get into his environment though they quickly learn that Scav is far from ignorant, it's just that his education has been more of the practical kind.
 
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Tinner: I haven't selected the characters yet (next week, I'm thinking), so any submission is good.
Scav seems to be missing some feats (1/level in this game). Also, don't forget about the Reserve Points and the extra skill points at 1st level (I didn't count up your skill points to see if you'd done this yet).

Jdvn1: The PrC looks fine to me. But your character is an elf right? Which means that he cannot take levels in that PrC. <confused>

Reserve Points: Your Reserve Points equal your Hit Points. They are used to heal hit point damage on a 1:1 basis at the rate of 1 per minute of rest.
Cure Spells heal Hit Points first and then Reserve Points. A Heal spell restores both Hit Points and Reserve Points.
Basically, Reserve Points let you go longer w/out resting up (enabling more encounters in a day).
 

Oh, Tinner, as a flavor issue, all the residents of the Red Wood use obsidian weapons. You don't *have* to, but you can use them if you like (metal IS more resistant to sundering). They have breakage issues when they're non-magical but Slashing & Piercing weapons do an extra point of damage.

Where people get obsidian in the middle of a huge forest is a mystery. Assume that Scav never bothered to find out.

And, for reference, think of the Red Wood as a standard temperate forest... scaled for Huge creatures (so gnomes are really small there; an advantage!)
 

Lobo Lurker said:
Jdvn1: The PrC looks fine to me. But your character is an elf right? Which means that he cannot take levels in that PrC. <confused>
Oh, nonono. Two different character concepts. One is an Elf Rogue/Fighter that'd go into Nightsong Enforcer PrC from Complete Adventurer. The other is a Dwarf Fighter that'd go into the Battlesmith PrC.

Since I had made the Elf once before, I figured I'd show you a bit of what he was like.
 

Lobo Lurker said:
Scav seems to be missing some feats (1/level in this game). Also, don't forget about the Reserve Points and the extra skill points at 1st level (I didn't count up your skill points to see if you'd done this yet).

Whoops! I forgot the feats & skills. That should be corrected now.

Lobo Lurker said:
Oh, Tinner, as a flavor issue, all the residents of the Red Wood use obsidian weapons. You don't *have* to, but you can use them if you like (metal IS more resistant to sundering). They have breakage issues when they're non-magical but Slashing & Piercing weapons do an extra point of damage.

I swapped all his weapons for obsidian weapons, aside from the silver dagger. Never know when I might need to gut a were-critter, right? Is there any added cost for this? Or is it just a enefit for living in the Red Woods?
 


Arvad Greenbough

Half-Elven Rogue 5/Fighter 2

Chaotic Good
Str 15
Dex 18 (+1 at 4th level+2 enhancement)
Con 13
Int 14
Wis 11
Cha 15

Hit Points 42 (Max. at 1st and 2nd then 50% + Con)
Reserve 42
AC 21, Touch 16, Flat 15 (rare due to uncanny dodge)
Init +4 (Dex. +4)
BAB +6, Grap +7
Speed 30’
Fort +5, Ref +9, Will +2

Melee

+12 (+8two-weapon) +1 Keen Elven Thinblade 1d8+2 15-20/x2 p 8100gp (back)
+12 (+8two-weapon) +1 Elven Lightblade 1d6+2(+1two-weapon) 18-20/x2 p 2050gp (belt)
+10 Dagger, 1d4+2 19-20/x2 p/s
+9 MW Glaive 1d10+3 20/x3 p 308gp Reach 10’ (Quiver)
+9 MW Cold Iron Morning Star 20/x2 p&b 316gp
+8 Sap 1d6+2 non-lethal b 1gp (Hip pocket)
+9 MW Lance 1d8+3 20/x3 p 310gp (Quiver)

Ranged

+11/+6 Mighty +1 Comp. Longbow, 1d8+3, 20/x3, 110'r 2,600gp (quiver)
60 arrows (quiver) (10 cold iron, 10 alchemical silver-1damage) 23gp
+10, Dagger 1d4+2, 20/x2, p/s 10'r 2gp (x3) (two in boots, one at shoulder)

Medium, 5’6" tall, 136 wt, 40 yrs old
Golden Hair, Green eyes, Fair very lightly freckled skin
Speaks Common, Elven, High Thracian and Halfling

Skills 94 Rogue- (8x8+16Int) Fighter 8 (2x2+4) +6 bonus background skills

Appraise (+2Int)
Balance (1+4Dex +2syn) ac
Bluff (5+2Cha)
Climb (2+2Str) ac
Craft (Painter) (5+2Int+2MW Tools)
Craft (Woodcarver) (1+2Int+2 MW Tools)
Decipher Script (1+2Int)
Diplomacy (4+2Cha+6syn+2race)
Disable Device (5+2Int+2mwtools)
Disguise (+2Cha+2syn)
Escape Artist (+4Dex) ac
Forgery (+2Int)
Gather Information (5+2Cha++2syn+2race)
Handle Animal xx (+2Cha)
Hide (4+4Dex) ac
Intimidate (+2Cha+2syn)
Jump (5+2Str+2syn) ac
Knowledge (Local) (5+2Int)
Knowledge (Nobility and Royalty) (5+2Int)
Listen (2+0Wis+1race)
Move Silently (5+4Dex) ac
Open Lock (5+4Dex+2mwtools)
Profession (Artist) (1+0Wis)
Ride (3+4Dex)
Search (8+2Int+1race)
Sense Motive (5+0Wis)
Slight of Hand (1+4Dex+2syn) ac
Spot (5+0Wis+1 race)
Swim (1+2Str)
Tumble (5+4Dex+2 syn) ac
Use Magic Device (1+2Cha)
Use Rope (+4Dex)

Feats
-Exotic Weapon Proficiency (Elven Lightblade)
-Exotic Weapon Proficiency (Elven Thinblade)
-Weapon Focus (Rapier—applies to both Elven Blades)
-Weapon Finesse
-Two Weapon Fighting
-Two Weapon Defense
-Dodge
-Point Blank Shot
-Precise Shot

Half-Elven Traits
-Low Light Vision
- +1 racial bonus on Listen, Search, and Spot checks
- +2 racial bonus on Diplomacy and Gather Information checks
- Immunity to sleep spells and similar magical effects
- +2 racial bonus on saving throws against enchantment spells or effects
- Automatic Languages: Common and Elven. Bonus Languages: Any
- For all effects related to race, a half-elf is considered an elf

Rogue Abilities
-Sneak Attack (+3d6 damage vs. flanked or flat-footed or otherwise denied dex bonus to ac visible opponent with discernable anatomy within 30’)
-Trapfinding (Use Search to find traps including those with a DC above 20 and magical traps)
-Evasion (Successful Reflex save vs. attacks that normally deal half damage on save do no damage)
-Trap Sense +1 on Reflex saves and AC vs. traps
-Uncanny Dodge Maintain Dex. bonus unless immobilized

Fighter Abilities
-Proficiency with all simple and martial weapons
-Proficiency with all armor and shields
-Bonus Feats

Gear

Armor +1 Mithril Chain Shirt +4 AC Max. dex. +6 no armor check penalty 2,100 gp.
Quiver of Elonna, (left shoulder ) 1,800 gp
Gloves of Dexterity 4,000gp
Potion of Cure Light Wounds x4 200gp (Bandoleer x2 and Pouch x2)
Potion of Sanctuary 50gp (pouch)

MW Thieves’ Tools 100gp (pockets)
MW Artisan’s Tools 55gp (folio)
Pens, Ink, sketchbook, paper, canvas 75gp
Alchemist’s fire x2 40gp (Bandoleer)
Thunderstone x2 30gp (Bandoleer)
Smokestick x2 40gp (Bandoleer)
5 Tindertwigs (Belt pouch) 5gp

Backpack (center back) 2gp
Leather Folio with shoulder strap 2gp
Bandoleer 2gp
Pouches x2 2gp
Bedroll (below backpack) 1sp
Waterskin-2 water and wine (side of backpack and belt) 2gp and 10gp
2 Torches (backpack) 2cp
Flint & Steel (Belt pouch) 1gp
Trail Rations- 6 days (backpack) 3gp
Silk Rope 50’ with grapnel (backpack) 11gp
Travelers’ outfit (backpack) 1gp
Artist’s Smock 1sp
Courtier’s Outfit /w Jewelry 80gp
Explorer’s Outfit over armor

Light Warhorse “Cinnabar” 150gp
-Military Saddle 20gp
-Saddle Bags 4gp
-Bit and Bridle 2gp
-Leather Barding 40gp
-Fodder (4days) 2gp

Coins-4 pp, 15gp, 5sp, 8cp (pouch)
3x 50gp gems (pouch)
7x 10gp gems (pouch)

Appearance/Personality
Arvad is a relatively young man by half-elven standards at 40. His blond hair is worn short and he is clean shaven. His features are sharp with the pointed ears and sharp jaw of his Elven heritage. On his breast he wears a cunningly wrought copper leaf whose patina gives it a natural green color, while small clear gems appear as drops of dew. He wears colorful clothing over a light chain shirt and an impressive collection of weapons when working as an ‘adventurer’. He wears a beautifully made matched pair of Elven swords, one light and one heavier. They have full basket hilts with a leaf motif that is carried into the scabbards making them appear almost like a draping of ivy at Arvad’s waist. A cold iron morning star and dagger protruding from boot tops are also part of his adventuring gear along with a leather bandoleer stuffed with small vials and other strange items. A quiver on his back also bristles with weapons. He is rarely seen with a large battered artist’s case filled of paints, inks and other supplies. He is friendly and quickly starts a conversation with everyone he meets. He likes to avoid conflict and is often the peacemaker for his friends. He rides a roan, almost red, warhorse that he calls 'Cinnabar' after the red pigment he uses in painting.

History
Arvad was raised by his father a human scribe in the court of Thracia. He hardly remembers his mother. His father would say little of her other than that she had to return to distant elven lands. Young Arvad flourished at court. He was a talented painter and carver of wood. He was often asked to paint portraits of nobles and his conversational skills allowed him to learn much that was secret. However, he unwisely started using this information to influence things at court. He tried to help out friends and play the negotiator and peacemaker. Unfortunately, he did not gage the mood of the king and his chief advisors well. He soon found himself helping to make things happen that went against the plans of the King. A careful plot was hatched against him. It was arranged for him to be found in the arms of a married nude noblewoman he had been commissioned to paint. Charges of treason against the crown were also levied against him. A fellow scribe told his father of the charges before Arvad was arrested. His father used his contacts among the servants to get Arvad out of the palace before he could be found. He left with only his art supplies, the clothes on his back and his inheritance from his mother—the pair of enchanted elven swords and the mithral chain shirt. This was ten years ago. Arvad fled west into the frontier and eventually found his way to Scott’s Bluff. People here do not know that there is a price on his head in Thracia. He tried to establish himself as an artist and courtier once more, but was unable to find a wealthy patron. He soon found that he could do better using his other talents and the gifts of his mother. He began working as a guard and adventurer just to make a little money. He was fairly successful and was fortunate enough to join a stalwart band of local adventurers. He still sees himself as an artist rather than a heroic adventurer, but he enjoys the excitement and profit to be had. His amiable nature and some work as a painter has allowed him to meet many of the local people, especially the politicians and nobles. In addition to prominent citizens, he has painted the ruined tribecan fortress (from a distance) as well as the trees of the Redwood and the wastes of the Lyssan empire. He often paints the strange creatures he has encountered in the wild.
 
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Inquisitor Marcus Celestius
Male Outsider (Chaotic Good) - Ghaele (6th Level)
[sblock]
Code:
Alignment: Chaotic Good
Deity: Nekron*
Domains: Good, Magic, Plants, War
Size: Medium
Type: Humanoid
Base Speed: 50'

[url=http://invisiblecastle.com/find.py?a=show&id=162259]STATS[/url]
Str: 18 (+4)
Dex: 16 (+3)
Con: 16 (+3) +1 level adjustment
Int: 12 (+1)
Wis: 15 (+2)
Cha: 11 (+0)

HP: 43 (5d8 + 15Con)

AC: 22 (10Base + 3Dex + 7Arm +2NA)

Saves: 
Fortitude: +7 (+4 base +3 Con)
Reflex: +7 (+4 base +3 Dex)
Will: +6 (+4 base +2Wis)

Init: +7

Base attack bonus: +5

Attacks: 
Greatsword +9 2d6+4 


Skills (8/4)
Bluff 3 (3 ranks) -cross class
Concentration 11 (8 ranks +3 Con)
Hide 11 (8 ranks +3 Dex)
Knowledge(Arcana) 9 (8 ranks + 1 Int)
Knowledge(Religion) 9 (8 ranks +1 Int)
Listen 10 (8 ranks +2Wis)
Move Silently 11 (8 ranks +3 Dex)
Sense Motive 10 (8 ranks +2 Wis)
Spot 10 (8 ranks + 2 Wis)
SWim 5 (1 rank +4 Str) -cross class

Feats
Armour Prof. (Light, & Medium), Improved Initiative, Power Attack, Improved
Sunder.

Languages: Common, Celestial, Infernal & Draconic.

Equipment
Explorers Outfit
Holy Symbol 50gp

+2 Mithral Breastplate (+7arm, +5MDB, -1 ACP, 15% ASF, 15 lbs) 8350gp
Fiendslayer: (MW) Adamantine Greatsword 3350 gp
Broach of Shielding 1500

Handy Haversack 2000gp 5lb
~Leather Helm (covers eyes)with Gag, Amazing Lock(DC40),  200gp 2lb
~Masterwork Manacles with Amazing Lock (DC40) 200gp 3lb
~Chain (10') 30gp 2lb 
~Amazing Lock 150gp 1lb
~Explorers Outfit 10gp 8lb
~Trail Rations (3 days) 15sp 3lb
~Waterskin 1gp 4lb
~Winter Blanket 5sp 3lb
~Sack 1sp 1/2lb
~Ring of Clumisness 500gp
~Medallion of Thought Projection 1800gp
~Potion of Invisibilityx2 600gp


Treasure: 256gp 9sp
Weight Carried: 30 lbs

Special Abilities.
Outsider: Outsiders breathe, but do not need to eat or sleep.
Land Speed 50', Darkvision, Low Light Vision, +4 Save vs poison, +2 nat armour.
Automatic Languages: Celestial, Infernal & Draconic.
Cast Spells as a Cleric of his Character Level (access to spells from the 
Air, Animal, Chaos, Good and Plant domains)

Resistance:( acid 5, cold 5, electricity 5)
Spell-like abilities(3/day): aid, alter self, color spray, comp lang, continual 
	flame, cure light wounds, dancing lights, detect evil, detect thoughts, 
	see invisiblity.
Spell-like abilities(1/day):chain lightning, charm monster, dispel magic, hold 
	monster, imroved invisibility(self only), major image, wall of force.
Spell Resistance: 14 (Class level +8)
Protective Aura (magic circle aginst evil +4 bonuses)
Tongues.

Height: 6'
Weight: 180 lbs
Eyes: Colbolt
Hair: Platnium Blond
Skin: Tanned

*Nekron: Lord of Spells and Magic, Nekron is commonly worshiped throughout the lands by spellcasters of all sorts, and his follower actively seek to preserve and promote magic as a whole.  

One part of his church (the Inquisitors) is tasked with hunting down rogue spellcasters who's actions would adversly affect the promotion of magic.

Domains: Knowledge, Magic, Protection & War.
Holy Symbol: A Circle with a 5 pointed star inside of it
Favoured Weapon: Quarterstaff

Caster Level: 6th
Spells (5/4+1/4+1/2+1) DC 12 + spell level
0th: Detect Magic x2, Detect Poison, Mending Read Magic
1st: Bless, Divine Favour, Hide from Undeadx2, Santuary, Magic Weapon(D)
2nd: Barkskin, Bulls Strength, Silence x2, Spiritual Weapon(D)
3rd: Blindness/Deafness, Cure Serious Wounds, Dispel Magic(D)
[/sblock]
Appearance:
At first glance it's differcult to determine what race Marcus belongs too, Marcus
has the handsome refined features of an elf, but the stocky musculature of a well
built human, also his pupilless eyes are an unusual cobolt blue, all of this give
Marcus an outerworldly aspect that most find either beguiling or disturbing.


Background:
Marcus is an ophan and was found upon the steps of the [insert name] Ophanage,
Marcus was an attractive popular boy who shouldn't have had a problem being
adopted out to a good family, but there was always something'unsettling' about
Marcus, which seemed to put off any prospective parents.

At a young age Marcus began to realise he was different from the other children,
not only could he see in the dimest light he also discovered oneday that he
could actually see when there was no light at all. Couple that with the
phenomial speed at which he could walk or run, and the strange powers he could
summon with a thought, it was only a matter of time before it came to the attention
of the adults.

Not knowing what to do with Marcus, the Orphanage sought the advice of the
Church of [insert name], it wasn't long before the priest began to suspect that
Marcus had Celestial blood somewhere in his makeup. Once this discovery was
made the Church petitioned the Ophanage for custody of Marcus.

Thus it was at the tender age of 8 that Marcus came into the care of the Church
and began his religous studies. Marcus natuarally excelled at his studies and it
soon became apparent that Marcus had the potential to do much good for the Church.

Due to Marcus' combinations of skills, Marcus soon began training as a church
Inquisitor, in particular he was tasked with hunting down an destroying evil
spellcasters.

Marcus is on the trail of a particularly evil wizard called [insert name], so far
his investigation has lead him to the small town of Scott's Bluff.
 
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