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[Full] The Scarab (D&D3 Planar Adventure)

Experience Points for Chapter 2!

And some explanations.

I am trying to come up with guidelines as I go along, running this game. I want characters to level up, so I am awarding experience by post. We had a ot of posts in this last chapter! But bear with me that - in this game at least, we are sort of dealing with online characters only and we move at a slower time scale. So if I want to use the features of "levelling up" which are fun and which I like, I have to scoot you along.

That said- I want to introduce 2 new guidelines: These are actually fairly common sense.

1. You can never skip a level, even if you have enough XP. (None of you are in any danger of this, but It's worth saying). Awarding 25xp a post though, I dunno- anything could happen!


2. I only award XP at the logical 'chapter' breaks. Even if you have just 1 XP to go, you still have to wait all the way until the end of the next chapter before you get the award.


Other stuff: Badger, I am going to email you. You can be brought in on this chapter fairly quick, I just need to reconfirm that you are interested. Technically this makes 7 characters, which is more than I would want to deal with in a real game, but that may be ok since I don't divide exp, and the play-by-post format allows everyone a say.

Experience posted in next post.
 

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Chapter Bonus is 400 Xp. This includes experience from the encounter with the Murgoil Sand Marauders.

Arknath:
Chapter Bonus: 400 xp
12 posts: 300 xp
771 words: 77 xp
= 777 xp (+537 xp)= 1314 xp Level Up!

Manzanita:
Chapter Bonus: 400 xp
10 posts: 250 xp
455 words: 46 xp
=696 xp (+371 xp)= 1067 xp Level Up!

Mytholder:
Chapter Bonus: 400 xp
5 posts: 125 xp
187 words: 19 xp
=544 xp (+ 427 xp)= 971 xp

Kajamba Lion:
Chapter Bonus: 400 xp
12 posts:300 xp
796 words: 80 xp
=780 xp (+ 464 xp) = 1244 xp Level Up!

Jarval:
Chapter Bonus: 400 xp
12 posts: 300 xp
643 words: 65 xp
= 765 xp (+ 416 xp) = 1181 xp Level Up!

Festy Dog
Chapter Bonus: 400 xp
11 posts: 275 xp
551 words: 56 xp
=731 xp

Arknath, Manzanita, Kajamba and Jarval have all levelled up! Please submit modified characters to this thread, (or simply edit the ones that are already there). Khulmbanos.. soooo close, but really not too far behind Riss. You are all within a few hundred xp of each other. The adventuring part is about to begin.


Chapter 3 has begun!
 



Old Fezziwig

a man builds a city with banks and cathedrals
Ashan Asarath
Male Elf Psychic Warrior 2; Size M; HD 2d8+2; hp 15; Init +4 (+4 Dex); Spd 30 ft.; AC 16 (+2 leather armor, +4 Dex; 14 touch, 12 flat-footed); Atk +2 melee (dagger 1d4+1/19-20/x2, heavy pick 1d6+1/x4, shortsword 1d6+1/19-20/x2), +5 ranged (dagger 1d4/19-20/x2, longbow 1d8/x3); SA None; SQ See below; AL LG; SV Fort +4 (+1 Con), Ref +4 (+4 Dex), Will +1 (+1 Wis); Str 13, Dex 18, Con 12, Int 10, Wis 12, Cha 11. Height 5 ft. 5 in., Weight 121 lb., Age 129 years.

Skills and Feats (10 ranks, 3 feats): Autohypnosis +1 (2 ranks, Wis –1), Balance +7 (3 ranks, Dex +4), Concentration +2 (1 rank, +1 Con), Stabilize Self +2 (1 rank, +1 Str), Tumble +7 (3 ranks, Dex +4); Combat Reflexes (up to 5 attacks of opportunity/round), Power Attack (+1 dmg/-1 to hit), Psionic Weapon (+1d4 dmg, cost 1 pp).

Elf Abilities: Immunity to magic sleep spells and effects, +2 racial saving throw bonus against Enchantment spells or effects, low-light vision, Elf weapon proficiencies (rapier, all bows), +2 racial bonus to Listen/Search/Spot; Psychic Warrior Abilities: Psionics, Free Talent (0-level) Manifestation 4/day.

Psionic Combat Modes: Mind Thrust, Thought Shield
Psionic Powers (3 pp/day, 3): 0-level: Bolt, Burst, Valor.

Equipment: Peasant’s Outfit, Leather Armor, Daggers (3, +1/+4, d4+1, 19-20/x2, 10 ft., P), Heavy Pick (+1, d6+1, x4, P), Shortsword (+1, 1d6+1, 19-20/x2, P), Longbow (17 arrows, +4, 1d8, x3, 100 ft., P), Backpack (bedroll, winter blanket, 2 sunrods, signal mirror), full waterskin. Encumbrance 49 lb. (light load). 10 gp, 5 sp remaining.

Updates for Ashan:
* 1d8+1 hp, roll of 5 on 1d8 + 1 Con, +6 hp.
* +1 BAB, +1 Fort
* 2 skill points: +1 rank Balance, +1 rank Tumble
* Bonus Feat: Combat Reflexes.
* +1 pp, +1 talent, +1 0-level manifestation: Bolt.
* Subtracted 3 arrows, added signal mirror and waterskin.

Edit: Rolled hp.
 
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Jarval

Explorer
Osric Lackland
Human Cleric of Kord 2, Alignment CG

STR 14 (+2)
DEX 12 (+1)
CON 12 (+1)
INT 10
WIS 16 (+3)
CHA 12 (+1)


Combat Stats:
Base Attack Bonus: +1
Melee: +3 [+1 BAB, +2 STR]
Ranged: +2 [+1 BAB, +1 DEX]
Hit Points: 15 [8 + 5 (levels) + 2 (CON)]
Armor Class: 17 [10 + 1 (DEX) + 4 (Chain Shirt) + 2 (Large Shield)]
Initiative: +1 [+1 DEX]
Movement Rate: 20 feet (30 feet base, reduced due to load)

Attacks per round:
Heavy Mace (+3 to hit, 1d8+2 dmg)
or Light Crossbow (+2 to hit, 1d8 dmg)
or Dagger (+3 to hit (melee) +2 to hit (thrown), 1d4+2 dmg)

Weapons and Armor:
Armor: Chain Shirt (+4 AC, Armor Penalty -2)
Shield: Large Wooden Shield (+2 AC, Armor Penalty -2)
Weapons: Heavy Mace (1d8 dmg, Crit x2)
Light Crossbow (1d8 dmg, Crit 19-20/x2, Rng 80 ft)
Dagger (1d4 dmg, Crit 19-20/x2, Rng 10 ft)


Saving Throws:
Fort: +4 [+3 base, +1 CON]
Ref: +1 [+0 base, +1 DEX]
Will: +6 [+3 base, +3 WIS]


Feats:
Light Armor Proficiency (Free for Cleric)
Medium Armor Proficiency (Free for Cleric)
Heavy Armor Proficiency (Free for Cleric)
Shield Proficiency (Free for Cleric)
Simple Weapons Proficiency (Free for Cleric)
Power Attack (1st level feat)
Cleave (bonus human feat)


Skills:
Climb +0 (2 ranks (cc), +2 STR, -4 Armor Penalty)
Concentration +6 (5 ranks, +1 CON)
Heal +4 (1 rank, +3 WIS)
Knowledge (Religion) +5 (5 ranks)
Listen +3 (0 ranks, +3 WIS)
Spot +3 (0 ranks, +3 WIS)


Languages:
Common.


Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Turn Undead 4/day.


Spells:
Spells per day: 4/3+1
DCs: 13/14
Domains: Luck, Strength.
Orisons: Detect Magic, Guidance, Light, Resistance.
Level 1: Divine Favor, Endure Elements (Domain Spell), Protection from Evil, Random Action.


Equipment:
Backpack:
- Bedroll
- 50' Silk rope
- Grappling hook
- 7 day's trail rations
- Full waterskin
- Crowbar
- 4 Sunrods
- 5 Tindertwigs
- 6 gp, 4 sp
Wearing / Carrying:
- Explorer's outfit
- Wooden holy symbol
- Chain shirt
- Large wooden shield
- Heavy mace
- Light crossbow
- 17 Crossbow bolts
- 2 Daggers

Total Weight Carried: 89.1 lb
Load: Medium


Current XP:
Current: 1,181
Next Level: 3,000


Leveling Benefits:
Added 3 skill points, +1 Concentration, +1 Heal, +1 Knowledge (religion).
Hit Points: 5 (roll) + 1 (CON).
BAB up to +1.
Base Fort and Ref saves up to +3.
1 extra 0 level and 1st level spell slots (filled with Light and Random Action).
 
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Badger

First Post
Count me in...

Peter...count me in amigo, as I am still very much interested....shoot me an e-mail to tell me the hows and whens, and I'll be there.

Badger
 


Arknath

First Post
Hremelan Hilldodger
Male Small Humanoid (Halfling)
Experience: 1,314/3,000
Class: Wiz2 (Transmuter)
Hit Dice: 2d4 plus 0 (hp 8)
Init: +3 (Dex +3)
Speed: 20 ft.
Armor Class: 14 (+3 Dex, +1 size)
Touch AC: 14 (15 dodge)
Flat-footed AC: 11

Attack (Primary): +1 melee (+1 BAB, -1 Str, +1 size; dagger)
(Secondary): +5 ranged (+1 BAB, +3 Dex, +1 size; ranged touch attack (spells))
(Tertiary): +6 ranged, thrown (+1 BAB, +3 Dex, +1 size, +1 racial; sling)

Damage: 1d4-1 (sling) or spell
Special Attacks: N/A
Special Qualities: N/A
Alignment: Chaotic Good
Saves: Fort +1 Ref +4 Will +5 (+7 vs. fear)
Abilities: Str 8
Dex 16
Con 11
Int 16
Wis 12
Cha 13
Skills: Alchemy +8, Climb +1, Concentration +5, Hide +7, Jump +1, Knowledge (arcana) +8, Knowledge (the planes) +5, Listen +3, Move Silently +5, Scry +8, Spellcraft +8

Feats: (B) Scribe Scroll, Dodge
Languages: Common, Halfling
Encumbrence: 16 (Light)
Possessions: Sling, Sling Bullets (x20 ), Spellbook, Spell component pouch, explorer’s outfit, backpack, bedroll, alchemist’s fire, acid (3 flasks), Flint and Steel, Ink (2 vials), Inkpen (x10), Waterskin, 20gp and 8sp

Spells: (4/4), (DC 13 + spell level): 0 – Detect Magic, Flare, Footpad’s Grace, Light; 1 – Mage Armor, Magic Missile, Ray of Clumsiness, Shield

Spellbook 1 (100 pages): 0 – Acid Splash, Arcane Mark, Daze, Detect Magic, Flare, Footpad’s Grace*, Light, Mage Hand*, Mending*, Open/Close*, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage*, Resistant, Thunderhead; 1st – Expeditious Retreat*, Mage Armor, Magic Missile, Magic Weapon, Message, Reduce, Shield, Ray of Clumsiness*, Stun Ray

Opposed Schools: Divination, Illusion, Necromancy

Familiar: Adly (sparrow hawk) CR -, Diminutive magical beast; HD 2; hp 4, Init +3; Spd 10 ft., fly 50 ft. (average); AC 18 (touch 17, flat-footed 15); Atk +7 melee (1d3-3, claws); Face/Reach 1 ft. by 1 ft./0 ft.; SQ Granted abilities; AL NG; SV Fort +2, Ref +5, Will +5; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 6.

Skills and feats: Listen +6, Spt +6/+8 in daylight; Weapon Finesses (claws).
 

Manzanita

First Post
Casandra
Female human cleric of Boccob, level 2
Domains: Trickery & Knowledge

S 12
D 14
C 14
I 12
W 14
Ch 12

AC 18(chain shirt, dex, shield) HP: 18 Initiative: +6, Fort +5, Ref +2, Will +5

Alignment: Neutral

Feats: Alertness, Improved Initiative

Skills: Healing 7(5), Bluff 6(5), Knowledge: The Planes 4(3), Disguise 4(1 rank, 1 chr 2 syn), Diplomacy 4(3), Concentration 5(3)

weapons: morning star: +1(1d8)+1, light crossbow: +2(1d8)

Equipment: Chain shirt, large wooden shield, quiver w/18 bolts, dagger, backpack, spell component pouch, travelers outfit, torch, flint & steel, pint of oil, waterskin, sunrod, antitoxin, rope w/grappling hook

Standard spells: 0:light, create water, detect magic, mending
1: detect secret doors, comprehend languages, endure elements, obscuring mist

changes: HPs, rolled a 2, then a 6. increased existing skills & spells, added equipment
 

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