[Full]The Drow War Book One - The Gathering Storm - OOC Thread


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I'm interested, I think I would like to try an elven bard, having not played either in 3e yet and an elf in a drow oriented campaign sounds fun. I'll work on the concept a little more.

How many players are you looking for?
 

Voadam said:
I'm interested, I think I would like to try an elven bard, having not played either in 3e yet and an elf in a drow oriented campaign sounds fun. I'll work on the concept a little more.

How many players are you looking for?
Max of five Voadam and keep the backgrounds pretty basic with loose details we can fill in as we go :)
 

I would like to try my hand at running a rogue/socerer.

He would be a elven rogue to start with under the sign of the firedrake. As levels progress he will find himself containing an internal power and multiclass into a socerer.
 

Name: Faelar the Seer (Faelar Amalith)
Race: Elf
Class: Diviner
Alignment: Neutral Good
Star Sign: Spectre

Strength: 8
Dexterity: 12
Constitution: 11
Intelligence: 17
Wisdom: 15
Charisma: 11

Hit Points: 4
Armor Class: 11
Initiative: +1

Fortitude: +0
Reflex: +1
Will: +4

Feats: Scribe Scroll, Spell Mastery (Charm Person, Silent Image, Disguise Self)
Skills: Spellcraft +7, Concentration +4, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Religion) +7
Gear: Spell Component Pouch, Spellbook, Scholar's Robes,
Spellbook: All 0th level spells, Silent Image, Disguise Self, Comprehend Languages, Sleep, Charm Person, Alarm.
Typical Spells Prepared: Message, Light, Ghost Sound, Comprehend Languages, Sleep, Charm Person.

Description: Faelar is an elf of a little over a hundred years, yet even the oldest elves of his hometown called him the "old man." He looks like a young elf of average build and appearance, with dark brown hair worn long, but his eyes and his expression tell a tale of a being much more aware and ancient. His eyes are always watching- peering about, never missing detail, cataloguing everything he sees to be processed into his assessment of the situation at hand. His childhood friends quickly found that even in his earliest years, nothing escaped Faelar's sight, and his teachers found that he displayed both a great talent for Divination magic as well as a tendency to *know* things, for even the most obscure lore to come to his mind unbidden, especially at times that he needs to know a particular something. These two things made him a natural Wizard from his first days, and he threw himself into his studies with abandon and singlemindedness not usually known among the elves. The community noticed that he *lacked* something of the elven nature, the love of song and dance, the zest for life, and frequenly held himself above and apart from his fellow students, but nobody dared to confront him about his strangeness, as his Wizardly power was quickly becoming an indisposable asset to the community. Eventually, he lost contact with his own generation completely, and met and spoke only to the community elders and his Wizardly superiors, who could not help but utilize his power in the defense of the community. This continued for many years, but one day, he approached his former master (by this time, all but Faelar viewed teacher and student as equals) and thanked him for teaching him, and apologized for his impending departure. When asked about the reason, he said only that had a dream telling him he was needed elsewhere, and that he was unable to find a way,at the moment, to put the community at ease about his strange outlook and mannerism. The Wizard repectfully allowed Faelar to leave, extracting from him first a promise to return when he was more able to help the community. Faelar agreed, and the next day, set out on his quest...

The birthmark for his star-sign appears on his palm. It has been said that the mark is there to symbolize that Faelar cannot take action (alter an event "by his hand") without being haunted by the ghost of past motivations and the spectre of future consequences. Indeed, his great awareness and wisdom are as much a curse as they are a blessing, for sometimes he sees too many sides of a situation and finds himself unable to act.
 
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Enthalus Moonwillow, elven bard 1

Sign of the delver, interested in lore, exploring, finding and figuring things out. An adventurous, inquisitive soul.

Str 8
Dex 17
Con 11
Int 10
Wis 11
Cha 17
alignment CG

hp 6
AC 16 (+3 armor, +3 dex)
Init +7
BAB +0
Grapple +0
melee -1 short sword d6-1 19-20
ranged +3 short bow d6x3 60' increment

F +0, R +5, W+2

Feats
Improved Initiative

Skills
Bluff +7 (4 ranks, +3 charisma)
Diplomacy +7 (4 ranks, +3 charisma)
Perform +7 (4 ranks, +3 dex)
Sense Motive +4 (4 ranks)
Tumble +6 (4 ranks, +3 dex, -1 armor check)
Knowledge history +4 (4 ranks)

Spells

per day 0/2

known
0 light, detect magic, prestigitation, mage hand,

Equip
Studded leather
shortbow and 20 arrows
short sword
To be rounded out when I find out starting bard gold

• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• 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.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +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.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
 
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Dolan Finar
Elf
Rogue 1
Alignment CG
Sign: Firedrake
[sblock]
str 10
dex 19
con 6
int 15
wis 11
cha 13

Fort -2
Reflex 6
Will 0
BAB 0
HP 4
AC 16 (10+4+2 armor)

Feat: Nimble Fingers

Skills Ranks Mod Synergy Total

Balance 4 4 0 8
Disble Device 4 2 4 10
Hide 4 4 0 8
Listen 4 0 2 6
Move Silently 4 4 0 8
Open Lock 4 4 4 12
Search 4 2 2 8
Sense Motive 4 0 0 4
Sleight of Hand 4 4 0 8
Spot 3 0 2 5
Tumble 1 4 0 5


Possessions:
Peasant outfit; Backpack; Thieves’ Tools, Masterwork; silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom. 9 gp, 2 sp.

Leather Armor, Sap, dagger.

Languages: Common, Elven, Draconic
Class: Sneak attack +1d6, trapfinding

A very young elf barely 100 years old, with the mark of a dragon like being on his left calf, emerged. This mark however, was not his "sign". On his right hand the the mark of the Firedrake. This elf was very quick and seemed to be super nimble. Yet he looked as fragile as a tooth pick. His great grandfather had a power that could burst from his hands and he to felt that power yet nothing happened. His tribe was one who lived in the forest, unknown and isolated. The weather was not kind to there forest and food became scarce. He was malnourished and not very healthy. However, feeling wanderlust and a chance to escape his poverty, he left for the nearest city.

Appearance: Dressed in beggar’ rags and he was small. If you looked into the eyes, you saw they where bright and clear and cold. He seemed all limbs. His hair had turned white and you can see how scrawny he was. Little muscle covered his limbs; he looked like he was all skin and bones.[/sblock]
 
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Anybody know the starting gold for a bard?

Hmm, we seem to be quite the light party with no tanks or melee oriented characters.

1 human ranger
1 druid
1 elf wizard
1 elf bard
1 elf rogue heading for arcane trickster

None of the elves look very melee oriented. Will be interesting.
 

If this were FFXI or World of Warcraft, I'd be worried, but since there is no provoke/taunt/pull feat, I'm sure there are ways we can manage to make a tank out of a non-Fighter, *if* we need one. Clever tactics and good roleplaying could save us some of the time, I hope. A bard and a Wizard means that we will quickly end up with a lot of charm-type spells going for us...

Then again, I'm one of those non-hack types, so I might be undervaluing the usefulness of hit points... :p
 


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