Greyhawk Game Starting

Someone said:
Is there any open slots?

Looking it over, it appears that the following have signed up...

wysiwyg - Human Ranger
djrdjmsqrd - ?
Scotley – Rogue or Spellcaster
Rayex - a low-int female Barbarian. Maybe a Gnome or a Halfling
Johnsemlak - ?
Andrew D. Gable – ? (hope you don’t mind if I ‘stolde’ the game ;))

I don’t really mind one more then Someone, so consider the game closed with you!!!
 

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Karl Green said:
Looks good wysiwyg, just two quick questions as I look him over...

I don't think Rangers can use Weapon Specialization? I am not up on all 3.5 changes, but...

The Composite Longbow (+3) only gives it bonus to damage, not to hit, I believe...

(WHAT a day for forgot my PHB at home and me at work).

Firstly, allow me to change your life. You no longer need to carry the PHB with you. Follow this link for the best SRD out there: http://www.systemreferencedocuments.org/35/sovelior_sage/home.html

Secondly, I can tell you played 1st Edition AD&D. Rangers can now take the weapon specialize feat - so can everyone else.

Finally, I'm not sure where the I can find out abut the Composite Longbow (+3) attack bonus. I went to the "Magical Items -> Armor & Weapons" node, and it didn't mention any restrictions about the weapon. Please check (even if you have to resort to the PHB) :) .

PS: I've added the stats for my animal companion in my PC's portfolio
 
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Firstly thanks for the link :) I always forget that link...

And ah according to the link...(see bold) must be a 4th level Fighter. And yep I have been playing D&D WAY to long :)

WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Specialization as one of his fighter bonus feats.
---

Also yes, you can totally take a +3 bow BUT you paid only 700gp for it! I assume that you pruchased a Mastercraft or some right? Just wondering
 


Kewl... any other character ideas? I figure that as soon as we get the players all done we can start. I will be ready by early next week depending on who has the characters done by then...
 

this is what i've got so far, say hello to Geenaa the furious:

Geenaa the furious


Female Human Barbarian6


AL: CN
Hair: Copper
Eyes: Light Brown
Experience: 15000


STR: 17 (+3) [10pts + 1level4] 21 (+5) when in rage
DEX: 14 (+2) [6pts]
CON: 16 (+3) (10pts] 20 (+5) when in rage
INT: 12 (+1) [4pts]
WIS: 10 (+0) [2pts]
CHA: 08 (-1) [0pts]


HP: 80 (6d12 + 18con) 92 when in rage


AC: 19/21 (10 + 2dex + 5armor + 2armor enchantment (+2 against traps)) / 12/14 / 17/119, 17/10/15 when in rage


Saves:
FORT: +8 (5base + 3con) +10 when in rage
REF: +4/+6 (2base + 2dex (+2 against traps))
WILL: +2 (2base) +4 when in rage


Init: +2 (+2dex)


Base attack bonus: +6/+1


Attacks:
Smasher: +10/+5 (+6/+1 base + 3str + 1weapon enchantment), 1d10 + 4damage (+3str + 1weapon enchantment), Threat 19-20/x2
Smasher when in rage: +12/+7 (+6/+1 base + 5str + 1weapon enchantment), 1d10 + 6damage (+5str + 1weapon enchantment), Threat 19-20/x2


Skills:
Skill points: 45
Max Rank: 9
Climb: 12 (9ranks + 3str)
Intimidate: 9 (9ranks)
Jump: 12 (9ranks + 3str)
Listen: 7 (7ranks)
Survival: 8 (8ranks)
Swim: 12 (9ranks + 3str)


Feats:
(human bonus feat) - Power Attack
(lvl 1) - Cleave
(lvl 3) - Destructive Rage
(lvl 6) - Intimidating Rage


Race:
1 extra feat at 1st level
4 extra skill points at 1st level
1 extra skill point every level after 1st


Class:
Level 1: Fast Movement, Illiteracy, Rage 1/day
Level 2: Uncanny Dodge
Level 3: Trap Sense +1
Level 4: Rage 2/day
Level 5: Improved Uncanny Dodge
Level 6: Trap Sense 2

Fast Movement: Speed increase by 10
Illiteracy: Cannot write or read
Trap sense: +2 on reflex and AC against traps
Improved Uncanny Dodge: Do not loose AC when flat-footed, and cannot be flanked.
Rage: +4str, +4con, +2hp per lvl, +2 will saves, -2ac. Lasts for 3 + con modifier rounds.


Proficiencies:
Single and Martial weapons
Light and Medium armor
Shields (Not tower shields)


Languages:
Common
Orc


Equipment:
Backpack [1 gp]
Waterskin [1 gp]
Bedroll [1sp]
+1 Mighty Cleaving Heavy flail (Smasher) [8315 gp]
+2 Chainmail [4150 gp]
530 gp


Personlaity:
Geenaa is quite the Happy-go-lucky gal. She usually wears a smile on her face and will always lend a hand if required. In battle she choose to let loose, and rages around untill no opponents are left standing.


Background:
Geenaa grew up in a village with her fosterparents. Her real parents died in a mining accident when she was an infant, and a good-hearted half-orc couple took her in. Her mother was a weaver and her father tended the fields with other males from the village. Every other week the men in the village arranged the Fighter's Pit, a friendly tournament where everyone who wanted to could fight and have fun. She entered the first contest at her 16th birthday, and was beaten badly. After that, she decided to become the master of the Pit. Stubborn as she is, she did not relent until that was achieved. At age 23 she won the tournament, and was satisfied. This was something she indeed liked! There was not much more fun in the local tournament though, so she set out on the road, looking for more tournaments to enter and win!
 
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Karl,

I am working on my character, given that we have Ranger and Barbarian with an Archer and a Cleric on the way I shall play a Human Rogue/Wizard 2/4. He will have pretty weak hp points (28), so I was hoping that Elven Leafweave type armor from the arms and equipment guide would be available. It adds +750 to the cost of light armor, but adjusts the Max Dex. Bonus Adjustment by +1, the Armor check penalty adj. by +2 and most importantly the Arcane Spell Failure by -5%. Thus, he could have padded armor at no spell failure or leather at on a 5% failure chance or even stud. leather at only a 10% spell failure. Anyway, I'll post the rest of the character soon with equipment to follow when you rule on this.

Scotley
 

Okay, here's what I have so far. I still need to select spells and stat out the familiar, but this is all I have time for until Monday. Karl, let me know if I went overboard on discounted craft alchemy items or scroll spells. If the Elven Leafweave is out I guess I'll go with +1 leather armor for now at about the same price.

Scotley

Verrick Ardmore

Male Human
Rogue 2/Wizard 4 15,000 exp.
Alignment: Neutral Good
Height: 6'
Weight: 150 lbs
Hair: Brown (Graying slightly) Wavy
Eyes: Brown
Age: 32

Str: 13 (+1) [5 points]
Dex: 16 (+3) [8 points] [+1 4th level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 9 (+0) [1 points]
Cha: 12 (+1) [4 points]

Class and Racial Abilities:
Sneak Attack, Trapfinding, Evasion, Bonus Feat and skill points (Human), Familiar, Scribe Scroll

Hit Dice: 2d6+2 (12) and 4d4+4 (16)
HP: 28
AC: 17 (+3 Dex, +? Armor) (+1 Two Weap. Def.)
Init: +3 [+3 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +2 [+1 base, +1 Con]
Reflex +7 [+4 base, +3 Dex]
Will +4 [+4 base, +0 Wis]

BAB: +3
Melee Attack: +4 or +2/+2
+1 Flaming Rapier +5 (+3), 1d6+2 Dmg,+ 1d6 fire 18-20/x2
MW Dagger +5 (+3), 1d4 Dmg. 19-20/x2
Sap +4 1d6 non-lethal
Dagger +4 (+2), 1d4 Dmg. 19-20/x2
Quarter Staff +4 (+2/+2) 1d6+1/1d6 20/x2

Ranged Attack: +6
MMW Shortbow +7 (+5/+5), [+8 (+6/+6) if w/in 30ft), 1d6+1 Dmg, x3 range 60’

Skills:
Rogue: 8x4+8(+5 Human)(+6 Int.)=51
Wizard: 2+2+2+2 (+4 Human)(+12 Int.)=24
Appraise r +3 [+3 Int.]
Balance r +6 [1 ranks, +3 Dex., +2 Syn. ]
Bluff r +6 [5 ranks, +1 Cha.]
Climb r +3 [2 ranks, +1 Str.]
Concentration w +8 [7 ranks, +1 Con.]
Craft r w Alchemy + [2 ranks, +3 Int.]
Decipher Script w +4 [1 rank, +3 Int.]
Diplomacy r +6 [1 rank, +1 Cha., +4 Syn.]
Disable Device r +8 [5 ranks, +3 Int.]
Disguise r +4 [1 ranks, +1 Cha, +2 Syn.]
Escape Artist r +3 [+3 Dex]
Forgery r +3 [0 ranks, +3 Int.]
Gather Information r +2 [1 ranks, +1 Cha]
Hide r +12 [3 ranks, +4 Dex, +5 Cloak]
Intimidate r +4 [1 rank, +1 Cha., +2 Syn.]
Jump r +2 [1 rank, +1 Str., +2 Syn.]
Knowledge Arcana w +8 [5 ranks, +3 Int.]
Knowledge Local r w +8 [5 ranks, +3 Int.] Greyhawk
Listen r +2 [2 ranks, +0 Wis]
Move Silently r +5 [2 ranks, +3 Dex.]
Open Lock r +8 [5 ranks, +3 Dex.]
Ride cc +3 [0 ranks, +3 Dex.]
Search r +8 [5 ranks, +3 Int]
Sense Motive r +5 [5 ranks, +0 Wis.]
Sleight of Hand r +6 [1 ranks, +3 Dex., +2 Syn.]
Spellcraft w +10 [5 ranks, +3 Int., +2 Syn.]
Spot r +3 [3 ranks, +0 Wis.]
Swim r +1 [0 ranks, +1 Str.]
Tumble r +8 [5 ranks, +3 Dex]
Use Magic Device r +2 [1 ranks, +1 Cha]
Use Rope r +4 [1 ranks, +3 Dex]

Feats:
Two Weapon Fighting, Two Weapon Defense, Point Blank Shot, Rapid Shot

Languages
Common, Draconic, Elven, Dwarven

Equipment:
4 Potions Cure Light Wounds (200gp), Masterwork Thief’s Tools (100gp), Masterwork Elven Leaf weave Studded Leather Armor (925gp), +1 Rapier Flaming (8,000gp), Mighty (+1 Str. Adj.) Masterwork Shortbow (430gp), Masterwork Dagger (302gp), 20 Arrows (1gp), Disguise Kit (50gp), Backpack (2gp), Belt Pouch x2 (2gp), Bedroll (1sp), Silk Rope (10gp), Grappling Hook (1gp), Thunderstone x2 (36gp), 2 Weeks Rations (6gp), 5 Sunrods (6gp), 1 Map Case (1g), 2 Weeks Feed for War horse (7sp), Light War Horse /w full tack(150gp+16gp), Spellbook, Case /w 14 sheets paper, 3 vials of ink (black, red, blue), and 6 quills (28gp), Explorer’s Outfit (10gp), Traveler’s Outfit (1gp), Courtiers Outfit (30gp), Wand of Burning Hands (lvl2) 50 charges (1500gp), Tindertwigs x10 (6gp), Alchemist’s fire x5 (60gp), Acid x2 (12gp), Spell scrolls cat’s grace (90gp), Invisibility (90gp), Expeditious retreat (15gp), Shield (15gp), Fireballx2 (750), Holy symbol of Fharlanghn Cash: 104 and 5 gems (10gp each).

~~~~~~~~~~~~~~~~~~~~~~~
Hawk Familiar
~~~~~~~~~~~~~~~~~~~~~~~

Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +5 melee (1d4+4) and bite +0 melee (1d3+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 300lbs. or less, Medium load - 301-600lbs., Heavy load - 601 - 900lbs., Drag 4,500lbs.

Tan horse with white socks. He is outfitted with a brown leather riding saddle, a bit and bridle, and a pair of saddlebags. He knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.

~~~~~~~~~~~~~~~~~~~~~~~

Appearance:
Verrick is man of average build and looks. He is of Flan and Oerdian decent. He has a weather-beaten face and tanned skin from many years of traveling. He is clean shaven and wears his hair short. He is generally unremarkable in a crowd. He normally wears stout boots and a large brimmed hat. He favors comfortable, but durable clothes in neutral tones. He typically wears a leather vest with many pockets for spell components and other odds and ends over a long sleeved shirt and slightly baggy pants.

Personality:
Verrick is a friendly soft-spoken man. While not a Cleric he is a religious man and devoted follower of Fharlanghn. He is slow to anger, but once his ire is roused his rage is fierce. He enjoys meeting new people and seeing new places. He likes to try exotic food and drink when he travels. He tends to be a peacemaker among his friends and tries to get along with everyone. If he does find someone he can’t be friends with he generally moves on somewhere new. He has acquaintances all over the flanness, but he rarely stays in one place long enough to make really close friends.

Background:
Verrick grew up on the roads. His parents were in the business of hauling goods. He spent much of his early life riding in the back of a wagon reading books. His parents were only modestly successful and never provided much of a home for young Verrick. He was fascinated by the cities they passed through, but never stayed at. At 13 he left his parents for the bright lights of Leukish. He soon found that cities weren’t the magical places he had imagined. He found life was hard on the streets and nothing like the tales he had been reading. He struggled to survive and had to resort to the life of a Rogue to survive. He eventually went to sea on the Nyr Dyv as a deck hand again in hopes of finding the romance and excitement of the stories he read as a child. He soon became disenchanted and headed north toward the shield lands to join the army and fight Iuz at 16. Fortunately, he met a young wizard who was going the other way and recognized in Verrick the potential of magic. He took young Verrick into apprenticeship and began to teach him the arts of magic. Verrick was an apt pupil and soon mastered the basics of Wizardry. After the initial excitement wore off he discovered that magic was mostly about studying old dusty books and practice. After a couple of years of study with the Wizard in Keoland he decided it was time to move on again. He traveled making a living selling spells and looking for the home he never had. He never seemed to find a home or the excitement he craved. He spent time among the Elves of Celene and the Dwarves of the mountains, but he never found a home. One day when Verrick was in his mid-twenties he met an old man on the road. They were traveling the same way and began to talk. Verrick found himself talking of his life and his disappointments. The old man who was a priest of Fharlanghn told him that he had a home all along. That the road and all the vast places of the flanness were his home. As they talked Verrick realized that he had been so worried about the destination he had never enjoyed the journey. He spent some time in the company of the old priest and re-evaluated his life. Now Verrick still wanders the roads of land, but he does it with new eyes. Every day is an adventure and he wanders the roads partaking of all that the world has to offer.
 

Name: Norbac Odrog
Race: Half-orc
Class/level: Cleric 6
Sex: Male
Alingment: CG
Deity: Trithereon

Stats:
Str......16 (18 with gauntlets)
Dex......14
Con......14
Int......10
Wis......17 (16+ level 4 bonus point)
Cha......6

AC: 19=10+7(armor)+2(dex)
HP: 56=(8+6x5)+12(Con)+6(Improved toughness)
BAB +4, grapple +8
Initiative +2
Attacks:
+1 Longspear +10 (1d8+7, crit x3. Reach)
MW Morningstar +9 (1d8+4, or 1d8+6 two handed)
Heavy crossbow +6 (1d10)
Dagger +8 melee, +6 ranged (1d4+4)

Saves:
Fort +8=5+2(con)+1 magic
Reflex +4=1+2(dex)+1 magic
Will +9=5+3(wis)+1 magic

Feats:
L1-------------Weapon focus longspear
L3-------------Improved toughness
L6-------------Craft magic arms and armor

Skills:
Concentration +11=9 ranks+2(con)
Heal 8=5 ranks+3(wis)
Survival (c/c): 5=2 ranks+3(wis)

Languages: Common, orc.

Class and race abilities:
Darkvision 60 ft, cast spontaneous Cure spells, Turn undead 1/day.

Domains: Strenght and Protection.
Commonly prepared spells: 5, 4+1, 4+1, 3+1
Orisons: Create water, purify food and drink, resistance, detect magic, read magic.
1st level: Bless, Divine Favor, Shield of Faith, Obscuring Mist. D: Enlarge Person
2nd level: Resist Energy, Sound burst, Lesser restoration, Shatter D: Bull´s Strenght
3rd level: Dispel magic, Prayer, Invisibility Purge D: Magic Vestment.

Equipment (starting with 13000 gp)

+2 breastplate 2750
+1 longspear 1505
MW morningstar 308
Heavy crossbow 50
10 crossbow bolts 1
Dagger 2
Cloak of resistance +1 1000
Gauntlets of ogre power 4000
Phylactery of faithfulness 1000
Traveller´s outfit
Backpack (flint and steel, blanket, waterskin)

Scrolls of: Divine power 700, Remove curse 375, Stone shape 375, Remove fear 25.
Wand of CLW 750

150 gp.

Norbac is native to Perrenland, from one of the small barbaric tribes that survive in the savage Mounds of Dawn and Yatil Mountains. At an early age he joined a mercenary company of mountaineers to fight in the Greyhawk wars, were his great strenght was accepted despite his bestial looks and behaviour –nor that the mountaineers themselves were much more civilized-

Unlike the disciplined pikemen of the regular mercenary companies of perrenlanders, Norbac´s unit fought in loose formations very effective in rough terrain and surprise attacks. They could survive on their own without supplies for a long time, planning ambushes and night attacks, a life not unlike Norbac´s tribe way of life. But he didn´t fall in the barbaric ways of his brethen or developed a berserker demeanor, and that was because of Gunther.

Gunther was a cleric of Trithereon that also found his place between the wild mercenaries. Norbac found him fascinating; at last, he found a god he could understand, one that helps with the fight, with a view he shared. Gunther was surprised to find that Norbac was reasonably intelligent and very intuitive, and quickly mastered the first orisons, so he encouraged the half-orc to continue that path.

When the war ended, Norbac was almost as powerful as Gunther, but he refused to come back to Perrenland, but he wandered south to see the world and look for opportunities to put in practice what Gunther teached him.

Physical description and personality:

Prominent jaw, yellow fangs, slopped forehead, and a mixture of unkempt scavenged equipment (some of it of obvious quality) doesn´t make a pleasant look, and his way to speak in grunts doesn´t help. Add the smell to that. Once you get used to that many can´t but appreciate the guy, being always eager to give a hand and optimistic. After all, how can things go bad if you have a god on your side?
 
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