DnD 3.5 - Valley of the Dead


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Sorry, I've been swamped with RL stuff and stuck on the Equipment list for a while. I got that part finished, but now Background is stumping me... Anyway, here's the sheet

[sblock=Rufus Veran]Rufus Veran

Rufus

Neutral Good Male Human (Dragonblood) Rogue 2/Bard 2/Warblade 5

Patron Deity: Pelor

EXP: 40,500


(36 POINT-BUY, MINIMUM 10)
Strength 20 (+5) (10 points +2 level +2 item)
Dexterity 14 (+2) (6 points)
Constitution 18 (+4) (10 points +2 item)
Intelligence 10 (+0) (2 points)
Wisdom 10 (+0) (2 points)
Charisma 14 (+2) (6 points)


Size: Medium
Age: 24
Height: 5’11”
Weight: 220 lbs.
Eyes: Dark Green
Hair: Light Blond
Skin: White, but very tanned

[sblock=Appearance] Rufus is a well-traveled man and his appearance shows it. His skin is well tanned and his blond hair is sun-bleached while his clothing and gear looks fairly weather-beaten. He’s not particularly tall, standing at 5’11” but is rather broad and muscular, weighing in at 220 lbs. His eyes, an emerald hue, often have a hint of mischievous mirth. His voice is deep and rich, complimenting his size. But his size belies the fact that he is also a bit quicker than one might expect. In any case, however, Rufus is fairly good-natured and is more than willing to share a beer rather than a fist.
[/sblock]


Total Hit Points: 121 (12+12+60+36+1---Dragontouched)

Speed: 30 feet

Armor Class: 18 = 10 + 6 [armor] + 2 [dexterity]
Touch AC: 12
Flat-footed: 18 (Uncanny Dodge)

Initiator Level: 7

Initiative modifier: + 6 = 2 [dexterity] + 4 [Improved Initiative]
Fortitude save: + 9 = 0 [Rog base] + 0 [Bard base] + 5 [Wrbl base] + 4 [constitution]
Reflex save: + 9 = 3 [Rog base] + 3 [Bard base] + 1 [Wrbl base] + 2 [dexterity]
Will save: + 4 = 0 [Rog base] + 3 [Bard base] + 1 [Wrbl base] + 0 [wisdom]
(All saves get +1 vs paralysis and sleep effects due to Dragontouched feat.)
Attack (handheld): + 12 = 7 [base] + 5 [strength]
Attack (missile): + 9 = 7 [base] + 2 [dexterity]
Grapple check: + 11 = 7 [base] + 4 [strength]

Weapon proficiency: All simple and martial weapons, plus whip and hand crossbow. Proficient in light armor, medium armor and all shields except tower shield. (Rogue, Bard and Warblade proficiencies.)

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: - 300 lb.
Lift off ground: - 600 lb.
Push or drag: - 1500 lb.


Languages: Common, Draconic (Speak Language, 1 rank)

[sblock=Feats]
Dragontouched (1st, Dragon Magic)
Draconic Heritage: Emerald (Human, Races of the Dragon)
Song of the White Raven (3rd, Tome of Battle)
Dragonfire Inspiration (6th, Dragon Magic)
Song of the Heart (9th, Eberron Campaign Setting)
Improved Initiative (Warblade 5 bonus feat)
[/sblock]

[sblock=Skills]
Skill points: 36+48 (8 base + 1 Int mod.)x4
Skill points per Rogue level: 9 (8 base + 1 Human)
Skill points per Bard level: 7 (6 base + 1 Human)
Skill points per Warblade level: 5 (4 base + 1 Human)
Skill points max ranks: Class: 12 Cross-class: 6

Appraise + 0 = 0 [Int]
Balance + 5 = 5 [base] + 2 [Dex] - 2 [ACP]
Bluff + 2 = 2 [Cha]
Climb + 3 = 5 [Str] - 2 [ACP]
Concentration + 16 = 12 [base] + 4 [Con]
Craft + 0 = 0 [Int]
Diplomacy + 5 = 3 [base] + 2 [Cha]
Disable Device +8 = 8 [base] + 0 [Int]
Disguise + 2 = 2 [Cha]
Escape Artist + 0 = 2 [Dex] - 2 [ACP]
Forgery + 0 = 0 [Int]
Gather Information + 2 = 2 [Cha]
Heal + 0 = 0 [Wis]
Hide + 4 = 4 [base] + 2 [Dex] - 2 [ACP]
Intimidate + 2 = 2 [Cha]
Jump + 3 = 5 [Str] - 2 [ACP]
Knowledge (any) + 0 = 0 [Int]
Listen + 5 = 4 [base] + 0 [Wis] + 1 [feat]
Move Silently + 4 = 4 [base] + 2 [Dex] - 2 [ACP]
Open Lock +8 = 6 [base] + 2 [Dex]
Perform (Oratory) +6 = 4 [base] + 2 [Cha]
Ride + 2 = 2 [Dex]
Search + 8 = 7 [base] + 0 [Int] + 1 [feat]
Spot + 5 = 4 [base] + 0 [Wis] + 1 [feat]
Sense Motive + 0 = 0 [Wis]
Speak Language 1
Spellcraft + 0 = 0 [Int]
Survival + 0 = 0 [Wis]
Swim + 1 = 5 [Str] - 4 [ACP]
Use Rope + 2 = 2 [Dex]
Tumble + 12 = 12 [base] + 2 [Dex] - 2 [ACP]
Use Magic Device +11 = 9 [base] + 2 [Cha]
[/sblock]


[sblock=Maneuvers]
Readied Maneuvers (4): Tactical Strike, Iron Heart Surge, White Raven Tactics, Leading the Attack
Maneuvers Known (6): Moment of Perfect Mind (DM 1), Leading the Attack (WR1), Punishing Stance (IH 1), Tactical Strike (WR 2), Emerald Razor (DM 2), Iron Heart Surge (IH 3), Tactics of the Wolf (WR 3), White Raven Tactics (WR 3)
Default Stance: Tactics of the Wolf
Maneuver Trades: Trade Stone Bones for Iron Heart Surge at Warblade 4 (IL 5).
[/sblock]


[sblock=Level Advancement]1: Rogue 1

HP: 6+3

Disable Device +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Perform (oratory) +2, Search +4, Spot +4, Tumble +3, Use Magic Device +3

Sneak Attack +1d6, Trapfinding

Feats: Dragontouched, Draconic Heritage: Battle (human bonus), skill feat (bonus)


2: Warblade 1

HP: 12+3

Balance +2, Concentration +2, Tumble +1

Battle Clarity (Reflex saves), weapon aptitude, maneuvers


3: Bard 1

HP: 6+3

Balance +2, Concentration +2, Perform (oratory) +2, Use Magic Device +1

Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire Courage +1

Feats: Song of the White Raven


4: Warblade 2

HP: 12+3

Balance +1, Concentration +2, Tumble +2

Uncanny Dodge


5: Warblade 3

HP: 12+3

Concentration +2, Diplomacy +1, Tumble +2,

Battle Ardor (critical confirmation)


6: Rogue 2

HP: 6+3

Disable Device +4, Search +3, Open Lock +2

Evasion

Feats: Dragonfire Inspiration


7: Warblade 4


HP: 12+3

Concentration +2, Diplomacy +1, Tumble +2,

8: Bard 2


HP: 6+3

Concentration +1, Speak Language 1 (Draconic), Use Magic Device +5

9: Warblade 5

HP: 12+3

Concentration +1, Diplomacy +1, Tumble +1,

Feats: Improved Initiative (bonus), Song of the Heart (9th)

[/sblock]

[sblock=Human] Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
[/sblock]


[sblock=Equipment]
Weapons
+1 Adamantine Greatsword (5050 GP, 8 lbs)
+1 Composite (+5 STR) Shortbow (2750 GP, 2lbs)
40 arrows (2 gp, 6 lbs)

Armor/Clothing
+1 Mithral Breastplate (5200 GP, 15 lbs)

Various items (rings, wondrous)
Ring of Sustenance (2500 GP)
Gauntlets of Ogre Power (4000 GP, 4 lbs)
Amulet of Health +2 (4000 GP)

Containers
Handy Haversack (2000 GP, 5 lbs)

Wand of Darkvision (10 charges, 900 GP)
Wand of Cure Light Wounds (25 charges, 375 GP)

Bedroll (1 sp)
Blanket, winter (5 sp)
Crowbar (2 gp)
Grappling Hook (1 gp)
Mirror, small steel (10 gp)
2 Silk rope (50ft) (20 gp)
Sledge (1 gp)
Shovel (2 gp)
Whetstone (2 cp)

3 flasks of acid (30 gp)
5 tindertwigs (5 gp)

Masterwork Thieves’ Tools 1 lb. 100 gp

_____
Total: 26,936 gp, 6 sp, and 2 cp. 40 lb (Bolded items are in the Handy Haversack, negating weight)


GP on person: 4 pp, 21 gp, 3 sp, 8 cp (total 61 gp, 3 sp) (in Handy Haversack pocket)

Starting gold 27,000
[/sblock]

[sblock=Background]

[/sblock]

[/sblock]
 

Looks great at a glance. I especially like the wand of CLW and your UMD skill. You'll be doubling as the party's healbot when out of combat I assume? :p\

Thok seems fine as well. Taking Martial Study I see. You have discovered the wonders of the Book of 9 Swords? :)
 

Alrighty, here's the meat and potatoes for my sorceror. The backstory is a bit threadbare, but I plan to develop it as we go too. Basically, Mei-Ying is an aspiring goddess...in the theosophy of her culture (far from where the game begins, I imagine), any spirit can become a 'god' after reaching a particular level of enlightenment. Mei has begun to unlock mystical powers as a result of the unity between thought and action; mind body and soul. She now travels far and wide to test herself ever more, and grow stronger as a result.

Et cetera.

Name: Mei-Ying
Race: Human
Class: Monk 1 / Sorc 4 / Divine Oracle 4
Align: Lawful Good
Exp:

Desc:

Str 10 +0 2
Dex 16 +3 6
Con 14 +2 6
Int 10 +0 2
Wis 12 +1 4
CHa 22 +6 16

HP 58+1d6
Init +3
Move: 30'
BAB +4
Melee +4
Ranged +7
Grapple +8
AC 26 (10 + 3 dex + 1 monk + 6 cha, +4 armor + 2 deflection), 22 touch, 23 flatfooted

Will +13
Reflex +9
Fort +8

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Monk
Improved Unarmed Attack
Improved Grapple
Flurry of Blows

Sorceror
Metamagic Specialist (PHB2 Variant Class Ability)

Divine Oracle
Oracle Domain Access
Scry Bonus (+1 DC)
Prescient Sense (Evasion)
Trap Sense +1
Uncanny Dodge

Feats
1 Education
1 Eschew Materials
3 Skill Focus: Knowledge Religion
6 Ascetic Mage
9 Extra Spell: Dragonskin

Skills
Bluff +8
Concentration +11
Knowledge: Arcana +7
Knowledge: Religion +12
Listen +5
Spellcraft +7
Spot +5
Tumble +6

Spell Slots (Caster level: 8, base DC = 16)
0 6/6, 1 - 8/8, 2 - 7/7, 3 - 6/6, 4 - 4/4

Known
0 Detect Magic, Mage Hand, Light, Mending, Message, Prestidigitation, Disrupt Undead, Light
1 Shield, Magic Missile, True Casting, Mage Armor, Fist of Stone
2 Seeking Ray, Glitterdust, Dimension Hop
3 Fireball, Dispel Magic, Dragonskin
4 Force Orb


Equipment

Money: 1,500

Weapon
Unarmed, +4 to hit, 1d6 dmg

Armor


Gear
Headband of Charisma +2, 4000
Gloves of Dexterity +2, 4000
Vest of Resistance +2, 4000
Ring of Protection +2, 8000
Wind Fan, 5500
 



Shayuri I like the concept behind your character. If you're going for a more eastern feeling make sure she talks with an accent or other such things (she comes form a different continent). It is great do see cultural variety in such a homebrew game mainly because the setting is an open slate.

Oh, and choose your deity from amongst any 3.5 god you wish.
 

Hmm! I was thinking more of a Taoist-Buddhist sort of thing for her, in line with Chinese folk legend. Celestial Bureaucracy style.

That said, I'm pretty flexible. I'll take a look at the 3.5 gods...
 

Well the PHB says that Clerics can believe in a "concept" etc. not necessarily a certain deity. However some deity still has to grant them spells. Fortunately Sorcs have it in their blood, so choose a concept or philosophy (but do a little writeup about it if you have the time). Leave it to me to find you a guardian Deity or spirit or something.

Not that you'll necessarily need one but the end-game for VOTD will possibly link your characters with their "patrons" in some way.
 

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