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


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All elves, cool.

I like the story of She as well.

Can my character know the story as a historical myth "Once believed long ago." He is a bard with knowledge history after all.

So the sun god is like Tyr with one hand then?
 

Voadam said:
All elves, cool.

I like the story of She as well.

Can my character know the story as a historical myth "Once believed long ago." He is a bard with knowledge history after all.

So the sun god is like Tyr with one hand then?
Yeah sort of his other hand is a mithril mechanical hand but yeah... and sure he can know it, it isn't forgotten lore... more a boogie man story now :)
 


Voadam said:
To be rounded out when I find out starting bard gold

Here's the starting gold for the six classes we got:

Bard gets 100 gp.
Cleric gets 125 gp.
Druid gets 50 gp.
Ranger gets 150 gp.
Rogue gets 125 gp.
Wizard gets 75 gp.

Also, maybe you want to put [ SBLOCK ] ... [ /SBLOCK ] tags around the info part of your sheet (everything below the equip). This way, they can be shown when needed and don't take up so much space when not. :)

Just put [ SBLOCK ] (without the spaces) before and [ /SBLOCK ] (again without spaces) after the whole part.

Like this:

[SBLOCK]• +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.[/SBLOCK]

Bye
Thanee
 

Alright, here's Saxon. I've hacked his history down from a little over 3000 words (it grew game by game) but I'm still not sure whether it contains too much.

Saxon Nusmaar 1st-level Druid (Melmoth)
Medium Humanoid (Human) TN
Hit Dice: 1d8-1 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 armour, +2 shield), touch 12, flat-footed 14
Base Attack/Grapple:+0/+0
Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)
Full Attack: Scimitar +0 melee (1d6/18–20) or sling +0 ranged (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: spells
Special Qualities: human traits, wild empathy +2, nature sense, mark of the spinner
Saves: Fort +1, Ref +0, Will +5
Abilities: Str 10, Dex 11, Con 8, Int 15, Wis 17, Cha 13
Skills: Concentration (Con) +3/4, Diplomacy (Cha) +3/2, Handle Animal (Cha) +3/2, Heal (Wis) +7/4, Knowledge (nature) (Int) +8/4, Listen (Wis) +5/2, Spellcraft (Int) +6/4, Spot (Wis) +5/2, Survival (Wis) +9/4
Feats: Combat Casting, Eschew Materials
XP: 0/1000
Weight: 160lb(char) + 48.5lb(gear) = 208.5lb(total)
Height: 5'10'
Languages: Common, Druidic, Elven, Sylvan

Spells Memorised:
DC:13, 0th- Read Magic, Detect Magic, Flare
DC:14, 1st- Entangle, Cure Lgt. Wounds

Equipment:
scimitar
leather armour
heavy wooden shield
sling
10 bullets
backpack
waterskin
bedroll
sack
flint & steel
holly & mistletoe
torches (3)
10 gold
6 silver
7 copper

Companion:
Mzarem (wolf/riding dog) Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:+1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+4 racial bonus when using scent)
Feats: Alertness, Track
Tricks: attack (2), come, defend, down, heel, track

Description:

[sblock]Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. He has a persistant dry cough, which was a result of his lifestyle before he became an adventurer. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. Saxon's backpack has his shield strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.[/sblock]

History:

[sblock]Saxon was born in a cold climate to a teenage couple who had fled their home town on discovery of the pregnancy. The cold and weakness after childbirth claimed his mother, leaving his father to raise him. Once Saxon was old enough to take care of himself his father set out to adventure and make a fortune for them both to live happily ever after on, but was never seen again.

They had lived a distance from a frontier town, so supplies were available when he could be bothered to find something worth trading. Apart from that, during his solitude he did not have frequent interaction with other people, so he grew closer to the land itself. In one particular instance he had earned the trust of a female wolf, and when she was carrying pups he helped her raise them. The runt of the litter, an albino by chance, was Mzarem. Saxon decided to raise him because if not he would have been claimed by the harsh elements. Little did Saxon know that Mzarem would grow into the mightiest of his litter, but lacked most of the skills he would have learned having been raised by a human. The pair were closely bonded, somehow brothers despite the gap of species, perhaps Mzarem would have been his brother had his mother lived longer.

Time passed and the two became somewhat of a story told to travellers and peddlers, the boy and his huge white wolf who mastered the frigid surrounds. But it was not quite as the story was told. Humans were never designed to survive long in such a harsh environs, and as the young boy seemed to gain wisdom in his solitude the climate wore at his health in a strange kind of exchange. It would have eventually killed him had his grandfather not found him, and took him to live in the actual frontier town. His health stabilised, but never truly recovered, leaving him with a persistant dry cough that some people found a little creepy. This didn't help when it came to building relations with non-animals.

His grandfather though, a paladin who had sought out his missing son after retirement, was able to befriend him. The two never really saw eye to eye, as Saxon seemed somewhat cold and uncaring toward human matters, but they were close nonetheless. It wasn't until a few months after they had been living together that Saxon's grandfather noticed Saxon's birthmark. About the size of a clenched fist, and so accurate it could have been mistaken for a tattoo, was the sign of the spinner. The discovery daunted the old man at first, but he thought he should do something about it, and urged Saxon to join the local druids' grove he had heard rumour of.

Though hesitant at first, he came to feel at home amoung the druids, but as soon as he had actually become proficient old age took his grandfather. Having lost the last relative he knew of, he realised there was nothing tying him to that place, and with Mzarem in tow he started travelling simply to see where the road would take him. Undoubtedly, it would take him directly to where he was supposed to go.[/sblock]
 
Last edited:


Thanee said:
@Endur: See? Not all characters are elven, anyways. ;) Though, we are pretty close. :D

Bye
Thanee

8 con, nature magic, and speaks elven. Close enough. ;)

Looks like the wolf will be our main melee combatant.
 

Festy_Dog said:
Alright, here's Saxon. I've hacked his history down from a little over 3000 words (it grew game by game) but I'm still not sure whether it contains too much.

History:

[sblock]Saxon was born in a cold climate to a teenage couple who had fled their home town on discovery of the pregnancy. The cold and weakness after childbirth claimed his mother, leaving his father to raise him. Once Saxon was old enough to take care of himself his father set out to adventure and make a fortune for them both to live happily ever after on, but was never seen again.

They had lived a distance from a frontier town, so supplies were available when he could be bothered to find something worth trading. Apart from that, during his solitude he did not have frequent interaction with other people, so he grew closer to the land itself. In one particular instance he had earned the trust of a female wolf, and when she was carrying pups he helped her raise them. The runt of the litter, an albino by chance, was Mzarem. Saxon decided to raise him because if not he would have been claimed by the harsh elements. Little did Saxon know that Mzarem would grow into the mightiest of his litter, but lacked most of the skills he would have learned having been raised by a human. The pair were closely bonded, somehow brothers despite the gap of species, perhaps Mzarem would have been his brother had his mother lived longer.

Time passed and the two became somewhat of a story told to travellers and peddlers, the boy and his huge white wolf who mastered the frigid surrounds. But it was not quite as the story was told. Humans were never designed to survive long in such a harsh environs, and as the young boy seemed to gain wisdom in his solitude the climate wore at his health in a strange kind of exchange. It would have eventually killed him had his grandfather not found him, and took him to live in the actual frontier town. His health stabilised, but never truly recovered, leaving him with a persistant dry cough that some people found a little creepy. This didn't help when it came to building relations with non-animals.

His grandfather though, a paladin who had sought out his missing son after retirement, was able to befriend him. The two never really saw eye to eye, as Saxon seemed somewhat cold and uncaring toward human matters, but they were close nonetheless. It wasn't until a few months after they had been living together that Saxon's grandfather noticed Saxon's birthmark. About the size of a clenched fist, and so accurate it could have been mistaken for a tattoo, was the sign of the spinner. The discovery daunted the old man at first, but he thought he should do something about it, and urged Saxon to join the local druids' grove he had heard rumour of.

Though hesitant at first, he came to feel at home amoung the druids, but as soon as he had actually become proficient old age took his grandfather. Having lost the last relative he knew of, he realised there was nothing tying him to that place, and with Mzarem in tow he started travelling simply to see where the road would take him. Undoubtedly, it would take him directly to where he was supposed to go.[/sblock]

I remember him now.
 


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