Honeymarsh Academy (planar D&D)(closed..!)


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Peter said:
This character looks awesome but I am a bit confused. Is it meant o be a half-Dragon? Or where can I find the augmented humanoid thing you are using...

Well, in any case I think it will be fine. You are in! Game starts tomorrow or tonight.

Doh!
That's what I get for trying to make a PC at work without all my books & tools!
Yes, Arvin is a Half-Dragon. I copy & pasted the stats from a spreadsheet I was using to make the character, and didn't notice it was calling him an augmented human. (Which I guess is technically correct, but hard to understand!)
Sorry about the confusion!

Looking at the numbers again, I see I also comlpetely botched my money/equipment!
Here's a new version of Arvin with corrected data.

Hope this is OK now. I'm really looking forward to this game! :D

It's always easier for me to visualize a PC if I have an image to associate with him. Here's a quick & dirty photoshop image of Arvin watching one of the famous Honeymarsh bees.

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Arvin Dargon (ECL 6, CR 5, HD 3d8+9)
Half-Dragon, Green/Human Rgr3
CN Medium Dragon
Init +7 Spd 30
Senses Darkvision (Ex): 60 ft., Low-light Vision (Ex) Listen +8, Spot +8

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AC 21 (FF 18, Touch 13)
hp 27 (Disabled -3/Dying -17/Injury 17)
Saves: Fort +6, Ref +6, Will +3
Immunity: Acid (Ex); Immunity: Sleep Effects (Ex); Immunity: Paralysis (Ex);
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Atk +10 base melee, +6 base ranged; Grapple +10;
+10 Melee (Sword, short, Masterwork 1d6+7/crit 19-20/x2) and +10 Melee (Sword, short, Masterwork 1d6+3/crit 19-20/x2)
+7 Ranged (Javelin, Masterwork 1d6+7/crit 20/x2)
+10 Melee (2 Claw 1d4+7/crit 20/x2) and +5 Melee (Bite 1d6+3/crit 20/x2)
SA: Breath Weapon DC: 10 + 1/2 Racial HD + CON Mod , Breath Weapon Type: 30 ft. Cone of Corrosive Gas
SQ: Immunity: Acid (Ex); Immunity: Sleep Effects (Ex); Immunity: Paralysis (Ex);
Ranger Features: Favored Enemies (1), Wild Empathy (3+Cha.Mod), Track, Ranger Combat Style, Endurance, Favored Enemy: Dragon (+2), Two-Weapon Combat, Two-Weapon Fighting;
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Abilities: STR 24, DEX 16, CON 17, INT 14, WIS 15, CHA 12
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus: Sword, short.
Skills: Climb +13, Hide +9, Jump +13, Knowledge (Geography) +8, Listen +8, Move Silently +9, Search +8, Spot +8, Survival +8, Use Rope +5.
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Weapons: Javelin, Masterwork x2; Sword, short, Masterwork x2; Tanglefoot bag. Armor: Mithral Chain shirt. (Spell Failure 10%). Goods: Backpack; Bedroll; Coin: gp (2); Coin: sp (9); Explorer`s outfit; Grappling Hook, Collapsible; Rope, silk (50 ft.). Magic: Potion of Cure Light Wounds (1) x3.
 
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Code:
[B]Name:[/B] Yarin Koroth
[B]Class:[/B] Rogue (2)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Pantheon

[B]Str:[/B] 8  -1      [B]Level:[/B] 6        [B]XP:[/B] 15000
[B]Dex:[/B] 16 +3      [B]BAB:[/B] +2         [B]HP:[/B] 22   (2d6 + 2d8 +4)
[B]Con:[/B] 12 +1      [B]Grapple:[/B] +1     [B]Current HP:[/B] 22/22
[B]Int:[/B] 15 +2      [B]Speed:[/B] 30'(50)  [B]Spell Res:[/B] 00
[B]Wis:[/B] 18 +4      [B]Init:[/B] +3        [B]Spell Failure:[/B] 00%
[B]Cha:[/B] 14 +2      [B]ACP:[/B] -         

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +1    +0    +3    +0    +3    +1    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 15

                         [B]Base   Mod     Misc    Total[/B]
[B]Fort:[/B]                      3    +1    +1     +5
[B]Ref:[/B]                       6    +3    +1     +10
[B]Will:[/B]                      0    +4     +3     +7

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                    +6     1d4         19-20
Bite                           +1     1d6-1      20
Claw                         +6     1d4-1      20

[B]Languages:[/B] Common, Draconic, Dwarven

[B]Abilities:[/B]
SA +1d6, Trapfinding, Evasion
Low-light vision
Scent
Alternate Form
Lycanthropic Empathy
DR 5/silver (Animal or hybrid form only)

[B]Feats:[/B] Iron Will, Weapon Finesse, Track, Combat Expertise

[B]Skill Points:[/B] 65       [B]Max Ranks:[/B] 7/3
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Appraise                  4    +2    +0    +6
Bluff                          5    +2    +0    +7
Control Shape        0    +4    +0    +4
Decipher Script      5    +2    +0    +7
Diplomacy               3    +2    +2    +7
Gather Information 3    +2    +2    +7
Hide                          1    +3    +0    +4
Jump                         5    -1     +2    +6
Knowledge(Local)  5    +2    +0    +7
Listen                        4    +4    +0    +8
Move Silently           1    +3    +0    +4
Perform(Oratory)      2   +2    +0    +4
Search                       5   +4    +0    +9
Sense Motive           5    +4    +0    +9
Spot                            3   +4    +0    +7
Tumble                       5   +3    +2    +10
Survival                      2   +4    +2*   +6(8*)
Use Magic Device    7   +2    +0** +9(11**)
* To find or follow tracks
** Only when the check is related to scrolls

[B]Equipment:                            Cost  Weight[/B]
+1 Dagger                               2000gp    1lb
Ring of feather falling            2,500gp   -
Handy Haversack                  2000gp    5lb
Bracers of armor +1               1000gp    1lb
CMW(2)                                    25gp        -
Ring of Protection +1             2000gp   -
Amulet of Natural Armor +1  2000gp   -
Cloak of Resistance +1         1000gp   1lb
Flint&steel                                1gp          -
Soap                                          5sp         1lb
Waterskin(4)                             4gp        16lb
trail rations(4)                           2gp        4lb
Acid (flask)(5)                           50gp      5lb
Everburning Torch                  110gp    1lb
Sunrod(2)                                 2gp         2lb
Scale, Merchants                    2gp         1lb
Explorers outfit                        10gp       8lb
Scholars outfit                          5gp         6lb

[B]Total Weight:[/B] 16  [B]Money:[/B] 291 gp 5 sp 0 cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               26    53   80    80    400



[B]Age:[/B] 18
[B]Height:[/B] 5'5"
[B]Weight:[/B] 140lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Greying brown
[B]Skin:[/B] Light


[B]Appearance:[/B] Yarin is relatively slight of build and the streaks of grey in his hair would make
him look like an old man, were his face not so young. Yarin's deep blue eyes gleam with curiosity
and intelligence and something else, something feral.

[B]Background:[/B] Yarin Koroth was born the third son of a rich merchant family. He got a good
education but not much in the way of inheritance. Yarin was quite the scholar and would debate
various subjects with his friends or whoever he happened to be talking to.

Yarin caught the attention of a local wizard with some of his theories and the wizard hired him as
a scribe and negotiator. Yarin liked his work and became good friends with the wizard and even
learned a few things about magic.

One night while Yarin and his master were gathering certain spell components that had to be
picked by the light of the moon a group of wolf-creatures attacked. Yarin was quickly knocked
unconscious by one of the creatures while the rest attacked his master.

When Yarin woke he was bloodied but mostly unhurt while his master was mostly bones. Yarin
felt a bit different but didn't think to much about it until several weeks later when he became
aware of his affliction. Yarin soon came to the decision that, while his personality had become
much changed and he would have trouble adjusting to it he feared what might happen if his mind
was suddenly thrown into turmoil again.

With this in mind and some gold and possessions his master had left him Yarin set off in search
of a place where he might learn about his affliction and would not be persecuted. He has recently
arrived in Honeymarsh...

[B]Secret:[/B] Yarin has two main secrets. One is his affliction (Although he would tell the school
leaders of it). The second is the split in his personality the affliction has caused. Yarin always
attempts to show the part of his personality that despises the animal he becomes. But part of
Yarin feels the call of the creature he can become, and though Yarin won't admit this even to
himself, in some ways he enjoys his transformations.


Original stats rolled: 8, 16, 12, 15, 15 ,14
 


Argent- there is room for an alt, please submit!

Mithran, your character (Yarin) is in.

Recruiting is now closed!

I'm starting turns right now. Look for Honeymarsh in the Playing the Game forum.
 



Almost Done

Name: Bartlin
Class: Queen’s Knight (Paladin 6)
Race: Halfling
Alignment: Lawful Good
Deity: Ehlonna
Age: 29
Gender: male
Height: 2’8”
Weight: 30
Eyes: Black
Hair: Black
Skin: Tan

Ability Scores: Str: 12/Dex: 16/Con: 14/Int: 17/Wis: 14/Cha: 18
HP: 58 (6d10+12)
AC: 20 (+3 Dex, +1 Size, +2 Shield, +4 armor)
Init: +3 (+3 dex)
BAB: +6/+1
Saves: Fort: +10/Ref: +10/Will: +9
Move: 20’
Weight Allowance: Light 33, Medium 64, Heavy 93, Pull 465, Lift 93.

Attacks:
Lance: +8 1d6+1/x3
Sling: +11 1d3/x2
Javelin +11 1d4/x2

Racial Abilities:
· l +2 Dexterity, –2 Strength.
· l Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
· l Halfling base land speed is 20 feet.
· l +2 racial bonus on climb, jump, and move silently
· checks.
· l +1 racial bonus on all saving throws.
· l +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
· l +1 racial bonus on attack rolls with thrown weapons and slings.
· l +2 racial bonus on listen checks.
· l Automatic Languages: Common and Halfling. Bonus
· Languages: Dwarven, Elven, Gnome, Goblin, and Orc.

Class Abilities:
Detect Evil
Lay on hands (24 points)
Smite Evil 2/day
Divine Health and Grace
Special Mount (Giant Bee)
Aura of Good
Aura of Courage
Turn Undead (as Cleric 2)
Cast Paladin Spells
Remove disease 1/week

Spells Per Day:
2 1st level Paladin

Spells Known:
Cure Light wounds, Lesser Restoration.


Feats:
Mounted Combat
Mounted Archery
Ride by attack

Skills: (Ability + Ranks + Misc.)
Hide +7 (+3 Dex, +4 Size)
Move Silently +3 (+3 Dex)
Listen +4 (+2 Wis, +2 Racial)
Search +3 (+3 Int)
Spot +2 (+2 Wis)
Jump +3 (+1 Str, +2 Racial)
Climb +3 (+1 Str, +2 Racial)
Swim +3 (+1 Str, +2 Racial)
Ride +12 (+3 Dex, 9 ranks)
Handle Animals +11 (+2 Wis, 9 ranks)
Profession Bee Tender +11 (+2 Wis, 9 ranks)
Sense Motive +11 (+2 Wis, 9 ranks)
Diplomacy +12 (+3 Cha, 9 ranks)

Languages:
Common, Halfling, and Celestial

Gear: (Total weight: w)
+1 lance [2,310gp]
Efficient Quiver [1,800gp]
Miteral Shirt [1,100gp]
2 Javelins of Lightning [3,000gp]
+1 Light steel shield [1,159gp]
20 Javelins [20gp]
Hewards handy saddle bags (as haversack) [2000gp]
Bracers of armor +1 (For the Bee) [1000gp]
500 gp spent on camping et all
211gp to spend



Physical Description:
Bartlin is a typical looking halfling male. He has black hair and black eyes a medium build and a slight swagger in his step. He dresses in black with his yellow gold armor over top. He is never without his honeycomb talisman.

History:
Bart is a “Queen’s Knight”. The Knights are a very special breed of Bee Keeper that is attached to the hives on Honeymarsh. These Knights are there to protect the hive and gain special benefits from thier connection with the hives. Bart was chosen when he was 22 and almost died from a strange fever that was brought from an offworlder. The Queen herself left the hive to give him royal jelly to cure him, from that time he was marked as one of the hives chosen.
He has been tending the hives and learning to ride his bond drone “Morninglight” for over 6 years now and is feeling restless. Bartlin’s secret is that he wants to be a mage and wants to leave the Hive to persue this dream.
 
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Bart's mount

Morninglight
GIANT BEE
Medium Vermin
Hit Dice: 5d8 (25 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 19 (+2 Dex, +6 natural, +1 bracers), touch 13, flatfooted
17
Base Attack/Grapple: +2/+2
Attack: Sting +3 melee (1d4+1 plus poison)
Full Attack: Sting +3 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 12, Dex 14, Con 11, Int 6, Wis 12, Cha 9
Skills: Spot +7, Survival +1*

Appearance:
He’s got a gold and black coat The only way a Bond Bee can be told from a Regular giant bee is that it seems intelligent. He is very rarely without his saddle. All of the Queen’s Knights have saddles with magical saddlebags that are Handy haversacks.
They also have a set of specialy made legbands that help to protect thew bee magicly
Although many times larger, growing to a length of about 5 feet,
giant bees behave generally the same as their smaller cousins.
Giant bees are usually not aggressive except when defending
themselves or their hive.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary
damage 1d4 Con. The save DC is Constitution-based.
A giant bee that successfully stings another creature pulls away,
leaving its stinger in the creature. The bee then dies.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They
also have a +4 racial bonus on Survival checks to orient
themselves.

Mount abilities: Empathic Link, Share Spells, Improved Evasion, Share Saveing Throws.

Weight Allowance: Light 65, Medium 129, Heavy 195, Pull 975, Lift 195.
 
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