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[sblock=Scotley]
Scotley said:
Eglath Lostfate Thuliga, Goliath Fighter 5
Sorry I missed this when I went back through.
Scotley said:
Speed: 30ft
Shouldn't this be 20ft due to full plate?
Scotley said:
STR: 24 (11+10 points+4 Racial+1 Level)
DEX: 13 (6+8 points-2 Racial)
CON: 16 (8+6 points+2 Racial)
INT: 14 (8+6 points)
WIS: 12 (8+4 points)
CHA: 14 (8+6 points)
You are actually 5 points to much
Scotley said:
BAB/Grapple: +5/+13
Grapple:+5 BAB+7 str=+12
Scotley said:
Attacks:
  • +1 Long Axe +15 melee (3d6+13 20x3)
I got +5 BAB+7Str+1 magic+1 wpn focus=+14; Damage (two-handed) +7STR+4(STR)+1 magic+2 Wpn Spl= +14 Damage
Scotley said:
Feats:
  • Exotic Weapon, Long Axe
    Weapon Focus, Long Axe
    Power Attack
    Cleave
    Weapon Specialization, Long Axe
You get 1 for being 1st level, 1 for fighter bonus, and 1 for Generous GM, 1 at 2nd, 1at 3rd, 1 at 4th=6 feats total you have 5 so have one more :D

Scotley said:
Equipment:
  • [
  • MW Cold Iron Large Morning Star 9324gp, xxlbs.)
If this is the case then you can't afford it but I assumed it was 932gp which leaves you with. 3828gp 1sp 6 cp

I love the character background and work I will be sure to post on the first page that you are in. Thank you for applying.
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[sblock=AT]
AT said:
You know you are missing 3 points right?
dex actualy has 13 points in it

AT said:
Point 1 HP is 35. Point 2 You don't own a shield so make your +1 a Deflection bonus not a shield bonus. Point 3 your Grapple is +6{+3BAB+3STR}
thanks for the Hp, oops wrong spot, i'm small, -4 to grapple

AT said:
Yeah should be +3 BaB+5 DEX+1 Wpn Focus+1 Magic=+10 for 1d4+4 damage Daggers are 1d4
yea forgot to go back over the math. and it should be +11 due to size

AT said:
Must be a new rogue ability :D "Evasion" lol
i cant spell.

AT said:
I see your first level feat, and your first level feat, and your third but no sixth? I gave a bonus feat to everyone at first level.
+1 ecl, only a 5th level char

AT said:
1. You have 194gp left. 2. You have no...stuff may I recommend {100ft Silk Rope (20), Backpack (2), Signal whistle (.80), 2 grappling hook (2), Ink (8), 2 Inkpen (.20), 5 Parchment (1), Notebook (20), 3xBottles of wine (30) (2 lbs), Oil Soaked Cloths in Tin (1), 50ft Silk Rope (20)(5lbs), a Bedroll} The wine and the oil are for cocktails of the exploding persuasion

1) i'm small i cant carry a ton of crap 2) i loose my +5 racial hide bonus if i'm carring to much crap cause its from chamelion type skin.
[/sblock]
 

Amazing Triangle said:
[sblock=Rayex]Make it Johan he is the diety of good/sun I will post his portfolio tomorrow. It is on another computer :uhoh: Nothing will change in regards to what you had choosen :D
Which one is it? Complete Divine or PH2 if PH2 Give me details if not I will look it up.
You could for 2000 buy a ring of protection further increasing your AC by 1
Just work on these :D [/sblock]


Sure, Johan is fine. I'm aiming for the Radiant Servant of Pelor, but I guess a Radiant Servant of Johan serves as well ;)

Complete Divine;
Sacred Healing [Divine]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Prerequisite: Heal 8 ranks, Ability to turn undead.
Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1+ your charisma modifier (minimum 1 round).

Yeah, I'll throw in a ring of protection, so I'm done spending :)

and the rest will come tonight!
 

AT [sblock]
Amazing Triangle said:
Shouldn't this be 20ft due to full plate?

Yes, he just doesn't wear it all the time. Unless he knows he's going into combat he wears the lighter studded leather.

Amazing Triangle said:
You are actually 5 points to much

Okay, I guess I figured wrong or got confused I thought it was a 40 point buy with one ability starting at 11. Is it only 35?

Amazing Triangle said:
Grapple:+5 BAB+7 str=+12
I got +5 BAB+7Str+1 magic+1 wpn focus=+14; Damage (two-handed) +7STR+4(STR)+1 magic+2 Wpn Spl= +14 Damage

Same error for both, I converted in haste.

Amazing Triangle said:
You get 1 for being 1st level, 1 for fighter bonus, and 1 for Generous GM, 1 at 2nd, 1at 3rd, 1 at 4th=6 feats total you have 5 so have one more :D

Thank you generous GM! I'll pick one.


Amazing Triangle said:
I love the character background and work I will be sure to post on the first page that you are in. Thank you for applying.
[/sblock]

Thanks, I was rather pleased with the character and very disappointed when the game ended after only a few posts. I'll make corrections and be ready to play.

[/sblock]
 

Amazing Triangle said:
Yeah if you post your spells I will see if there is any real difference.

From WotC sourcebooks (Tome and Blood, FRCS, OA)

1 Elemental Burst, 1 Lesser Acid Orb, 2 Ice Knife, 3 Magnetism, 3 Steam Breath, 4 Fire Orb, 4 Thunderlance, 5 Energy Buffer,

I understand the orb spells are quite revised, don't know about the others.

[SBLOCK]
Elemental Burst
Evocation
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. burst
Duration: Instantaneous (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes
When you cast this spell you designate a target point-an item composed of one of the five elements (wood, fire, water, stone, or air). The item then releases the magical energy within it in a sudden, explosive burst. The effects of the burst depend upon the element that makes up the target item:
Wood, Metal, or Stone: The item throws off sharp slivers. Creatures within the burst take 1d8 points of damage (half with a successful Reflex save).
Fire: The fire shoots out glowing sparks, causing 1d4 points of damage. This is a fire effect.
Water: Water pushes out in a sharp wave, knocking creatures within the burst prone. A successful Reflex save allows an affected creature to remain standing. Creatures add a +4 bonus to their saving throws for each size categories they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size. Creatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.
The spell does not noticeably affect the structure of the target item.

Lesser Acid Orb
Evocation [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash damage.
For every two levels of experience past 1st, you gain an additional orb that you shoot at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five orbs at 9th level or higher. If you shoot multiple orbs, you can have them strike a single creature or several creatures. A single orb can strike only one creature. You must designate targets before you roll for SR or roll damage.

Ice Knife
Conjuration (Creation) [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
A magical shard of ice springs from your hand and speeds to its target. You must succeed at a normal ranged attack to hit. For every two caster levels, you gain a +2 modifier on the ranged attack roll. The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of cold Dexterity damage. Creatures that are immune to cold damage take no Dexterity damage. A successful Fortitude save reduces the cold damage by half and negates the dexterity damage.
A miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see the rules for grenade-like weapons on page 138 of the Player’s Handbook), the icy burst deals 1d8 points of splash damage. A creature within the burst area can make a Reflex save to only take half damage.
Material Component: A drop of water or a piece of ice.

Magnetism
Transmutation
Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range. The magnetic ray draws objects to you with an effective Strength score of 30. Each round the spell lasts, you can target one item with a ranged touch attack.
If you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt. You add your base attack bonus and the ray’s Strength bonus (+10) to your roll. Your opponent uses a melee attack roll modified by +4 if she is using a weapon in two hands. If the weapon is larger or smaller than your size, your opponent gets an additional +/- 4 per size category difference. If you win the opposed roll, the weapon flies from your opponent’s hand to your own. If you hit an attended item, such as a weapon at someone’s belt, the creature wearing the item can make a Reflex save to keep hold of the item.
If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand. If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.
Material Component: A piece of lodestone.

Steam Breath
Evocation
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell allows you to expel a breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist. Creatures within the mist take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after their damage is done.
Material Component: A glowing piece of charcoal doused with water.

Fire Orb
Evocation [Fire]
Level: Sor/Wiz 4
As acid orb, except fire orb deals fire damage. A creature struck directly takes the orb’s damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (cut defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect.

[Acid Orb]
Evocation [Acid]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures or objects, no two of which can be more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes
One or more orbs of acid about 3 inches across shoot from your palm at their targets. You must succeed at a ranged touch attack to hit your target. The orbs deal a total of 1d6 points of acid damage per caster level (maximum 15d6), divided any way you see fit, but a single orb must deal at least 1d6 points of damage. You declare the damage division before making your attack rolls.
A creature struck directly takes the orb’s damage and becomes nauseated from the acid’s noxious fumes for 1 round. A successful Fortitude save reduces damage by half and negates the nausea.
If you miss, acid splashes in a 10-foot burst, dealing 2 points per die of damage dealt by that orb. A successful Reflex save reduces splash damage by half.

Thunderlance
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium 0 ft.
Effect: A spear-like beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand. You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. This gives you natural reach of 20 feet. You can use the thunderlance to make powerful melee attacks.
The thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3). You only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear). The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.
If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target. Make a dispel check against the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail at this check.
You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.
Material Component: A small metal spear.

Energy Buffer
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged
This abjuration grants you protection against damage from any type of energy: acid, cold, electricity, fire or sonic. The spell protects your equipment as well. Whenever you are exposed to energy damage, a multi-hued aura covers your body and absorbs up to 1d6 points per caster level (maximum 15d6) of whatever type of energy triggered the effect. The protective aura lasts for 1 round or until it absorbs all the damage it can, whichever comes first. Once the aura begins absorbing damage, you cannot change the type of damage it absorbs.
Energy buffer overlaps (and does not stack with) endure elements, resist elements, and protection from elements. If you are warded by energy buffer and one or more of the other spells, the energy buffer spell absorbs damage until it is exhausted, no matter what type of energy the other spells ward against. If you are subjected to a second type of energy after energy buffer is activated, any warding spell that protects you from the second type of energy is still effective.
For example, Mialee casts energy buffer on herself and also receives protection from elements (fire) and resist elements (cold) from Jozan. Later, a white dragon and a group of ogres ambush Mialee’s party. The ogres hurl flasks of alchemist’s fire at Mialee, which triggers her energy buffer spell. The buffer easily absorbs all the fire damage Mialee would have suffered, and the protection from elements (fire) spell absorbs nothing. Later, in the surprise round, the white dragon looses its breath weapon. Because Mialee’s energy buffer spell is absorbing fire damage, it is ineffective against the cold damage the dragon’s breath weapon deals, but Mialee still gets the benefits of the resist elements (cold) spell.



[/SBLOCK]
 


A couple questions on the races, I'm not familiar with vanara and the dusk lizardfolk. I gather Vanarra are the monkeymen, and dusk ones are just small lizardfolk?
 

not sure where the Vanarra are from, but the poison dusk lizardfolk are out of MM3, and yes they are pretty much a small lizard race.

one thing i forgot to ask, how available is poison?
 

Voadam said:
A couple questions on the races, I'm not familiar with vanara and the dusk lizardfolk. I gather Vanarra are the monkeymen, and dusk ones are just small lizardfolk?

Vanara are from Oriental Adventures, specifically pulled from Indian Mythology, if you've ever read the Ramayana.

/oh the humanities credits in college
 


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