[FR] The Speaker in Dreams - Full

Had a quick look over the spirit shaman, that looks like a fun class. :)

Since that class is pretty close to the druid in some ways, I'll probably rather play a wizard than one of the divine casters then. I like arcane magic better, anyways. :D

So we are looking at...

(?) Rogue
(?) Spirit Shaman (if ok)
Dwarf Paladin
Human Fighter
(Human) Wizard

Looks good to me. :)

Then there are some standard questions for character creation...

Hit Points (HD/2+1 for levels beyond 1st or anything else)?
Item Creation (yay or nay)?
Starting XP (flat 10k or a few more to be used for item creation)?
Limit on magic item price (standard is no more than half of starting gold for a single item)?

Bye
Thanee
 

log in or register to remove this ad

Oh, and do you want us alts to make characters in advance? I wouldn't mind doing that, what with the crippling boredom and all.
 

Knock yourself out Galethorn.
For the Spirit Shaman, just looked over it, and its fine. I should warn you though, there is little to no wilderness in this module, so you may want to reconsider. Though retriving spells is a great ability.

HD is max at 1st, and 1/2 every level after that.
Item Creation is yay. Starting Exp is 10,250.
Standard cost limit is in effect.
 

Shenanigans,
Ok then, I'll go with the Spirit Shaman. I don't think the lack of wilderness areas will be too big of a handicap. The anti-spirit abilities aren't limited to wilderness, and I kind of picture the SS as a primitive cleric. I should have my character generated tonight, and will post tomorrow.

Thanks, Chris
 

Shenanigans said:
HD is max at 1st, and 1/2 every level after that.

You know, that this is below the average roll (the HD/2+1 rule is a bit "PC friendlier", since it's slightly above average)? ;)

Standard cost limit is in effect.

Just to be sure... you mean the max 1/2 of starting gold limit here, right?

Bye
Thanee
 

Right about the gold limit, also, if you create items, the items market value is what you go by, not how much it cost to make.

I also ment to do 1/2+1, but I commited horrible writing errors and skiped over it. Teaches me to not re-read my posts over after I post them.
 
Last edited:

My Character

Eolan, son of Beowyc
Male Human
Height: 6’3”
Weight: 185lbs
Hair: Light red, short
Eyes: Blue
Age: 22

Class: Rogue 2/ Swashbuckler 3
Alignment: CG
Region: The Sword Coast

Basic Statistics
Base Attributes
14 Str = 6
15 Dex = 8
14 Con = 6
14 Int = 6
8 Wis = 0
14 Cha = 6

Modified Attributes
14 Str
18 Dex (+1 for level 4, +2 gloves)
14 Con
14 Int
8 Wis
14 Cha

+5 Swim (3 ranks, +2 ability)
+14 Tumble (8 ranks, +4 ability, +2 synergy)
+12 Use Rope (8 ranks, +4 ability)

Class Abilities
Sneak Attack +1d6, Trapfinding
Evasion
Weapon Finesse
Grace +1
Insightful Strike

Feats
Dodge (level 1)
Mobility (level 1)
Quick Draw (level 3)
Spring Attack (level 6)

Equipment

Magic Items
Gloves of Dexterity +2 = 4000gp
Mithral Chain Shirt = 1100gp
+1 Shortsword = 2310gp
Cloak of Resistance +1 = 1000gp
4 potions of Cure Light Wounds = 200gp

Mundane Items
12 Daggers (for throwing) in a masterwork bandolier = 29gp (24 for the daggers, 5 for bandolier)
Mighty (+2) Composite Longbow = 300gp
Courtier’s Outfit with ‘appropriate jewelry’ = 50gp (50 for the jewelry, starting clothes free)

Cash: 10gp, 8sp, 20cp

Vital Stats

38 HP (8+6+8+8+8)
18 AC (10+4 dex +4 armor)

+9 to hit with Shortsword (+4 base, +4 ability, +1 magic), 1d6+5 damage (+2 str, +2 int, +1 magic)
+8 to hit with daggers (+4 base, +4 ability), 1d4+4 melee (+2 str, +2 int)/1d4+2 ranged (+2 str) damage
+8 to hit with Mty (+2) Comp. Longbow (+4 base, +4 ability), 1d8+2 damage

Saves
+5 Fort (+3 base)
+9 Ref (+4 base, +4 ability, +1 class)
+0 Will (+1 base, -1 ability)

Skills
+14 Balance (8 ranks, +4 ability, +2 synergy)
+10 Bluff (8 ranks, +2 ability)
+10 Climb (8 ranks, +2 ability)
+7 Gather Information (5 ranks, +2 ability)
+9 Hide (5 ranks, +4 ability)
+12 Jump (8 ranks, +2 ability, +2 synergy)
+4 Listen (5 ranks, -1 ability)
+9 Move Silently (5 ranks, +4 ability)
+11 Sleight of Hand (5 ranks, +4 ability, +2 synergy)
+4 Spot (5 ranks, -1 ability)

Description
Eolan is the youngest son of an accomplished warrior, and since an early age has used agility and smarts to succeed. Not as burly as his father or brothers, Eolan is still rather tall and strong. His clean-shaven face is fine-featured, punctuated by keen, blue eyes, and topped by short, messy, red hair.

His voice is clear and smooth, and his speaking is characterized by a sharp, dry wit. Always friendly, helpful, and insightful, he's hard to dislike.
 
Last edited:

Greyore Silverson...........5th level Paladin of Moradin....Dwarf

Str: 16 +3 (8pts +1 for level 4)
Dex: 10 (2pts)
Con: 16 (14 before Racial) +3 (6pts)
Int: 10 (2pts)
Wis: 14 +2 (6pts)
Chr: 14 (16 before Racial) +2 (8pts)

BAB: +5
Melee:
Dwarven Waraxe: +9 1d10+4 x3
Warhammer : +8 1d8+3 x3
Range:+5

AC: 19 (touch: 10 Flat Footed:19)
Armour: Chain Mail +1 Heavy Steel Shield +1
Initiative: +4
Saves:
Fort:+9.....Ref:+3.....Will:+7
(+2 vs Magic and Poison)

Hit Points: 49

Skills:................Level...............Stat.........Total
Diplomacy...........+3..................+2...........+5
Know(Religion).....+7.................................+7
Sense Motive.......+3..................+2............+5
Craft(Smithing).....+3.................................+3

Language:
Dwarven, Commen

Feats:
Improved Initiative, Iron Will

Equipment:
Chain Mail +1 .....1300gp 40#
Steel Shield +1 (heavy) 1170gp 15#
Dwarven Waraxe +1...2330gp.....8#
Warhammer ....12gp....5#
Holy Symbol (Moradin) 25gp....1#
Backpack....2gp...2#
Bedroll.....1sp.....5#
Hempen Rope 50'....1gp.....10#
5 Days Travel Rations....2gp 5sp.....5#
Potions:
Cure Serious Wounds (x2) 1500gp
Cure Moderate Wounds (x5) 1500gp

Encumberance.....91# (medium enc)
Monies: 570 gp

Dwarven Racial
+2vs spells and poison
60' Darkvision
+4 vs trip and bull rush
+2 Appraisal Stone or Metal Items
Stonecunning +2 Search unusual stonework
Weapon Familiarity Dwarven waraxes and urgoshes are martial weapons
+1 racial bonus vs goblinoids and orcs
+4 dodge bonus vs giant type opponents
Land speed 20' medium or heavy armour or encumberance does not affect movement

Paladin:
Aura of Good, Detect Evil (at will), Smite Evil 2/day, Divine Grace, Lay on Hands(10/day), Aura of Courage, Divine Health, Turn Undead 5/day(lvl 2 Cleric), Special Mount (heavy Warhorse)

Background
Ever since he was a young dwarf Greyore was brought up in the following of the Great Smith. His parents were honored Priests, leading the ceremonies and attending the great fires used to craft all things metal in tribute to Moradin. Growing up in this household made for a very religious young dwarf who aspired like his brother to become a priest much like his parents. Unfourtunatly it was not to be. During the inital trials of priesthood his faith was found to be lacking...possibly due to his tendancy to solve problems with his fists not his mind. Due to this, Greyore turned to a more fitting way to show his devotion...The Stone Shields...A paladin order devoted to routing out those who would bring harm to the dwarven ways. His ways of action first questions later was tamed...slightly...and he was able to pass the trials of initiation and devotion to the Order.
Being an intiate he was sent out of the Spine of the World Mountains to seek out those who would bring harm to others.
Appearance
Greyore is typical of the mountain dwarves in appearance, 4'5" tall weighing 160#. Thick brown head adorns his head and his beard is bound with a thick metal ring 2/3 down his chest. He keeps his armour and equipment well maintained and proudly wears the Hammer of Moradin symbol about his neck.
His personality is friendly...for a dwarf, but there is a definite hint of fanatasism when discussing Moradin or those that would oppose his beliefs.
 

Tycher Ilmaterson

Tycher Ilmaterson

Human Fighter 5
Alignment:Neutral Good

Str: 16 +3 (8 pts +1 for level 4)
Dex: 12 +1 (4pts)
Con: 16 +3 (10 pts)
Int: 14 +2 (6pts)
Wis: 10 (2pts)
Chr: 10 (2pts)

Initiative: +1
BAB: +5/+8
Melee:+10 (+5BAB, +3Str, +1Magic, +1 Weapon Focus) dmg 1-10 + 6(+1Magic, +3Str, +2 Weapon Specialisation) Bastard Sword
Range:+6 (+5BAB, +1 Dex) dmg 1d8 +3 (+3Str)
AC: 21 (+7 Armor, +3 Shield, +1 Dex touch: 11 Flat Footed: 20)
Saves: Fort:+8 Ref:+3 Will:+4
Hit Points: 49

Skills:
Climb 5 (2 ranks + 3str)
Craft (Weaponsmithing) 8 (6 ranks +2 Int)
Craft (Armorsmithing) 8 (6 ranks +2 Int)
Handle Animal 5 (5 ranks)
Intimidate 7 (7 ranks)
Ride 10 (7 ranks +1 dex +2 Synergy bonus)
Knowledge (Religion) 3 (1 Rank +2 Int)

Language:
Common, Orcish, Undercommon

Feats:
Iron Will (Human Bonus)
Exotic Weapon Proficiency (Bastard Sword) (Level 1)
Weapon Focus (Bastard Sword) (Level 1 fighter)
Power attack (Fighter Level 2)
Cleave (Level 3)
Weapon Specialisation (Fighter Level 4)

Proficiencies:
All Martial Weapons, All Armor, All Shields, Bastard Sword

Weapons
Sword, bastard +1 2,335gp dmg 1d10+1 19–20/x2 6# Slashing
Composite Longbow (MTY+3) 400gp +1 to hit dmg 1d8 x3 3# Piercing
40 Arrows 2gp 6#
Armor
Banded mail +1 1,400gp +7 Max Dex +1 Armor Check –5 Move 20 ft. Weight 35#.
Steel Shield, Heavy +1 1,170gp +3 Armor Check -1 Weight 15#

Equipment:
Cloak of Resistance +1 1000gp 1#
Backpack 2gp 2#
Bedroll 1sp 5#
Silk Rope 50' 10gp 5#
5 Days Travel Rations 2gp 5sp 5#
Waterskin 1gp 4#
Flint and steel 1gp
Bullseye lantern 12gp 3#
3 vials oil 3sp 3#
Whetstone 1cp 1#
Heavy Warhorse 200gp
Military Saddle 20gp 30# (on horse)
Saddle Bags 4gp 8# (on horse)
2x Cure Serious Wounds 1500gp 2#
2x Cure Moderate Wounds 600gp 2#
4x Cure Light Wounds
Money: 140 gp 9cp

Note:One quiver of arrows is carried. The second quiver is strapped to the saddlebags, the bedroll is also strapped to the horse.
Total weight: 87# Medium Load

Description: Tycher is large – that is most people’s first impression on meeting him. He stands close to 7 feet tall and has massive shoulders. He has a beard, a large, unruly beard that flares out from his face making it, too appear large. His features are almost lost in the mass of hair, not helped by the fact that the hair on his head is no shorter, and only the front and sides tied back to keep out of his way when fighting. He tends to wear loose, light colored clothing, seemingly not noticing the many stains he accumulates along the ways (mainly blood – his and others!)

History: Tycher was born in Waterdeep. His size saw him picked out early by the one of the street gangs. It was not long before he was “muscle”, bullying people into paying up debts (real or imagined) and generally standing around looking menacing when required to do so. He probably would have had a short, brutal and less than illustrious life within the street gang if he hadn’t been sent to get extort money from the wrong shopkeeper. Unbeknownst to the gang the shopkeeper was a close friend of many people, powerful people. Tycher was easily handled and bundled off to a stretch of hard labor.

While serving his time, he met up with an old prisoner who claimed to be innocent of any wrongdoing (nobody in prison is guilty!). He had long since given up hope and had become a worshipper of Ilmater, seeing his daily grind in the prison as the suffering he was destined to have in this lifetime. Slowly Tycher came to find his teachings compelling and he too became a follower of the suffering God.

On leaving prison he went to the first temple of Ilmater he could, swore to never return to his previous life and took the surname of Ilmaterson, and offered his services. Not being particularly suited to the life of a priest (or even having anything close to the necessary temperament) he was asked to be a protector of the temple. He agreed and received training and room and board. When the placid life began to irk him, remembering his oath, he took up the role of bringing hope to the masses and began the life of an adventurer.
 

Alternate Character: Rhistel Laelithar

NAME: Rhistel Laelithar
RACE: Wood Elf (Cormanthor/Elven Court)
TYPE: Medium Humanoid
LEVEL: 5
CLASS: Ranger
ALIGNMENT: Chaotic Good
DEITY: Solonor Thelandira
XP: 10,250
NEXT: 15,000

STATS:

STR 16 (+3) [14 base, +2 racial]
DEX 19 (+4) [16 base, +2 racial, +1 level]
CON 12 (+1) [14 base, -2 racial]
INT 10 (+0) [12 base, -2 racial]
WIS 12 (+1) [12 base]
CHA 10 (+0) [10 base]

INIT: +4 (+4 Dex)
HD: 5d8+5
HP: 33
AC: 19 (+4 Dex, +4 Armor, +1 Buckler) [Touch 14, Flatfooted 15]
MOVE: 30

SAVES:
Fortitude +6 (+4 Ranger, +1 Con, +1 Resistance)
Reflex +9 (+4 Ranger, +4 Dex, +1 Resistance)
Willpower +3 (+1 Ranger, +1 Wis, +1 Resistance)
Modifiers:
+2 vs enchantment
Immunity to Sleep

ATTACK ROLLS:
BAB: +5
Melee: +8
Ranged: +9

WEAPONS:
+1 Composite [+3] Longbow: +10 (1d8+4)
Light Hammer: +8 (1d4+3)
Sap: +8 (1d6+3)

ARMOR
Mithral Chain Shirt
Masterwork Buckler

FEATS:
-[Ranger - Track]
-Point Blank Shot
-[Combat Style: Archery - Rapid Shot]
-[Ranger - Endurance]
-Precise Shot

RACIAL TRAITS:
*Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
*+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

CLASS FEATURES:
*Favored Enemy (Humanoids [Humans] +4, Aberrations +2) bonus to Bluff, Listen, Sense Motive, Spot, Survival, and weapon damage rolls
*Track
*Wild Empathy (+5)
*Combat Style (Archery)
*Endurance
*Animal Companion (Wolf - Luna)

OTHER CLASS FEATURES
Spells per Day: 1/0/0/0
DC 11+Spell Level, Cast as a 2nd Level Druid

Prepared:
1: Entangle (Wilderness) or Resist Elements (Urban)

SKILLS:
Balance +4
Climb +3
Concentration +9 [8 ranks, +1 Con]
Hide +12 [8 ranks, +4 Dex]
Jump +3
Listen +11 [8 ranks, +1 Wis, +2 Racial]
Move Silently +12 [8 ranks, +4 Dex]
Search +2
Spot +11 [8 ranks, +1 Wis, +2 Racial]
Survival +9 [8 ranks, +1 Wis]
Swim +3
Use Rope +4
[Wild Empathy +5]

LANGUAGES:
Chondathan, Espruar, Damarran

EQUIPMENT (30.6 lbs, 8,998.5 gp):
+1 composite [+3] longbow (2,700 gp)
efficient quiver (1,800 gp)
-50 adamantine arrows (62.5 gp)
-50 cold iron arrows (5 gp)
-50 alchemical silver arrows (4.5 gp)
-50 arrows (2.5 gp)
mithral shirt (1,100 gp)
cloak of resistance +1 (1,000 gp)
wand of cure light wounds
potion belt [Forgotten Realms Campaign Setting] (1 gp)
-potion of haste (750 gp)
-potion of cat's grace x2 (600 gp)
-antitoxin vial (50 gp)
masterwork buckler (165 gp)
belt pouch (1 gp)
-holly and mistletoe (0 gp)
-bowyer/fletcher tools (5 gp)
sap (1 gp)
light hammer (1 gp)
traveller's outfit (free)

Coins:
1 golden lions
5 silver falcons

Description and Background:
Standing barely 5'1" tall and weighing less than 120 lbs, Rhistel Laelithar is not the most imposing of elves. But he is a trained Ranger of Bristar who has been aiding the Deepingdale militia for near a decade now. While most of his time has been spent apprehending to combating outlaws, brigands, and the occasional Zhentarim agent, the recent clearing out of a nest of ettercaps and their drider master has left a particularly bad taste in his mouth for aberrations of nature.

While most of the Rangers of Bristar are Moon Elves, Rhistel is a more bronze skinned Wood Elf with coppery-red hair and dark green eyes. He travels with a lively brown wolf that he befriended and named Luna after the eventful night he met her. He wears the distinctive blue cloak of a Ranger and carries with him a stout Daleland's longbow, but other than that he generally lives off the land and travels pretty light. He is a fine shot and a strong ally in a fight.

While largely a native of the Dalelands, he is currently in the area visiting some old friends.

Luna
Medium Animal

Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, link, share spells, bonus trick
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track [Bonus], Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.

Combat

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Bonus Trick: Guard
 
Last edited:

Remove ads

Top