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


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Darn, looks like I was a few minutes late... Oh well.

+385xp,

Code:
VITAL STATISTICS
  [b]Name[/b]: Seeks-the-Darkness    [b]Race[/b]: Human ([i]celestial; Ysgard[/i])
  [b]Align[/b]: CG    [b]Class[/b]: Fighter/Marshal    [b]Level[/b]: (ECL 2) 2/2
  [b]Description[/b]: Tall but stocky with chestnut colored skin, golden eyes, 
    & a long mane of violet hair. The occasional braid is interwoven in
    his hair with silver jewelry.
  [b]Secret[/b]: Seeker is not, in fact, a human. He is the sentient,
  physical representation of the fractured soul of a fallen archon. 
  Specifically, he is the portion of the archon that wanted to encourage
  and uplift humankind. His attraction and facination with the darkness 
  is a side effect of the corruption of said archon.
    His caretakers at the orphanage were well aware of who and what he was.
  [b]Background[/b]: Named for his rather unsettling habits when he was
  a foundling, Seeks-the-Darkness (or Seeker) showed an early aptitude 
  for the way of the sword and children of the orphanage that raised 
  him naturally deferred to him.
    Of his natural parents, nothing was known. Seeker occasionally has 
  dreams about what life was like before the orphanage, he rarely 
  remembers much of it when he wakes.  
    For some reason, unknown to even himself, he tends to gravitate 
  towards the shadows. He feels safe and protected in the spectral embrace
  of the half-light... as if he belongs there. He can't really explain it
  any other way.
    When he was grown, his minders always seemed uncomfortable when he 
  asked how old he was, he set out on his own, occasionally fighting on
  Ysgard's eternal battlefields. He never got used to dying though and 
  he has since developed an irrational fear of death and dead things, 
  which isn't to say that he isn't courageous, he just won't throw his 
  life away if he can help it.
    After hearing about the odd academy in the Outlands, he set out from 
  the gatetown where he was staying and made his way to the Honeymarsh 
  via a debt owed to him by a Giant Owl. Upon arriving, he enrolled
  himself with what little funds he had left to him.

Code:
ATTRIBUTES
  Str: 17 +3    Int: 16 +3    Fort +7    HP: 34      AC: 23
  Dex: 10 +0    Wis: 11 +0    Refl +1    Init +0     -flat: 20 (sheild?)
  Con: 12 +1    Cha: 16 +3    Will +4    Spd: 15'    -touch: 13

COMBAT (BAB +3 | Strength mod. +3 | Dexterity mod. +0)
  +1 Longsword       +8 attack    1d8+4 damage    19+/x2    n/a range    S
  +1 Comp. Longbow   +5 attack    1d8+4 damage    20-/x3    00' range    P
  Club               +6 attack    1d6+3 damage    20-/x2    n/a range    B

Code:
ABILITIES
  +4 skill points at level 1/+1 skill point per level; Bonus Feat (any), 
  [COLOR=White]Smite Evil[/COLOR] (+4 damage) 1/day; [COLOR=White]Darkvision[/COLOR] 60 ft.; [COLOR=White]Damage Reduction[/COLOR] 5/magic; 
  Acid/Cold/Electricity [COLOR=White]Resistance[/COLOR]: 5; [COLOR=White]Spell Resistance[/COLOR]: 9; natural attacks
  count as [color=white]magic[/color] for overcoming damage reduction
  Skil Focus: diplomacy, Minor Aura, Major Aura +1, Bonus Feat (fighter) x2
  Auras: 60' radius; affects all allies including marshal
  [i]Minor Auras (add CHA modifier to...); Major Auras (add value to...)[/i]
  [b]Minor Auras Known[/b] (1): Watchful Eye ([I]bonus on Reflex saves[/I])
  [b]Major Auras Known[/b] (1): Motivate Care ([I]bonus to Armor Class[/I])

SKILLS & FEATS
  [color=white]Bluff                   [b]+9[/b][/color] ([i]6 ranks, +3 mod., +0 misc[/i])
  [color=white]Diplomacy               [b]+14[/b][/color] ([i]6 ranks, +3 mod., +3 feat, +2 syn[/i])
  [color=white]Survival                [b]+5[/b][/color] ([i]3 ranks, +0 mod., +2 syn[/i])
  [color=white]Spot                    [b]+5[/b][/color] ([i]5 ranks, +0 mod., +0 misc[/i])
  [color=white]Sense Motive            [b]+5[/b][/color] ([i]5 ranks, +0 mod., +0 misc[/i])
  [color=white]Use Magic Device        [b]+12[/b][/color] ([i]4 ranks, +3 mod., +5 misc[/i])
  [color=white]Knowledge (the planes)  [b]+8[/b][/color] ([i]5 ranks, +3 mod., +0 misc[/i])
  [color=white]Handle Animal           [b]+7[/b][/color] ([i]5 ranks, +3 mod., +0 misc[/i])
  [color=white]Ride                    [b]+3[/b][/color] ([i]1 ranks, +0 mod., +2 syn[/i])
  [color=white]Intimidate              [b]+10[/b][/color] ([i]5 ranks, +3 mod., +2 syn[/i])
    Speak Languages (4 ranks)
    Languages: Common, Planar Common, Celestial, Auran, Infernal, Sylvan, 
      Ignan, Draconic
    FEATS: Simple weapons, Martial weapons, Light-Medium-Heavy armor,
      Shields (all), Skill Focus: diplomacy, Cosmopolitan (Use Magic 
      Device), Skill Focus: Use Magic Device, Dodge, Combat Expertise,
      Weapon Focus: Longsword

Code:
EQUIPMENT
  flint & steel, small mirror, rations & water for 1 day, small knife, 
  7 feet of string, chalk, backpack, (2) belt pouches, hooded cloak, 
  winter blanket, +1 Full plate armor, +1 Heavy wooden shield, 
  +1 Comp. Longbow (+4 str), +1 Longsword, +1 Ring of Protection, 
  +1 cloak of Resistance, Quiver, 50 MW Arrows, Simple wooden club (walking stick),
  traveler's clothes, simple tunic + boots
    MONEY: 2 Gold Coins, 11 Silvers [I](guessimate, 100% sure I didn't go over 13k)
[/I]
13,000 gp
 
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Kytheria hasn't checked in yet. I hope she does soon... In any case both Lobo-Lurker and Argent Silvermage should get ready soon! Probably after this combat I'll have you in the next scene.

Ok, combat. This is a tryout combat. Basically- I am using a layered map that I can control where the miniatures and terrain are and it's all set up with a grid.

Bahuman (Krug) posted exactly what I want- He gave me the square he wanted to move to and his action. In the case where it wasn't clear whether he had his psionic focus (which we hadn't established yet) he made an alternate turn decision.

Try not to state your action and then roll dice in the exact same turn. I'll roll all the dice using Invisible Castle and link to the results. If you really want to roll your own dice, we can figure something out. Just tell me what you'd like to do and which square you'd like to move to.


At the beginning of each turn I'll post a new map. :)
 
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I'm glad you're rolling all the dice.
I have terrible luck with dice, and that's one less thing for me to worry about! :D
Thanks!
 

Hello there. Sorry for the absence; I went away for the weekend, but I thought I'd have access to a connection anyway. Sadly, I didn't. But now I am back home, and will read and catch up on the game asap!
 


Ok, good combat everyone.

Anyhow, just a reminder to be very specific about what your actions are during combat. You can be as descriptive as you like, but just follow it up somewhere with "I'm going to move to square X and cast Y" or whatever. If you say you are just moving and readying weapons.. that's all that might happen! Basically the deal is I don't want to make you do something you don't want to do. So just readying a spell and not casting, or just pulling a dagger and getting ready- is a totally legit action choice. If you say that, thats what I will think you want. And I'd like to see everyone get as much fun out of the combats and other situations. And I definitely didn't expect everyone to go charging in on the troll-with-reach. So this went just fine. (basically a two-round smackdown!) You guys did great.

Oh yeah, obviously we're using Attacks of Opportunity and all of that. I can explain my tactical mapping system if anyone is curious.

We'll be bringing Argent and Lobo's characters in soon!

The scrolls are 1 divine scroll of (detect snares and pits, remove paralysis, contagion) and 1 arcane scroll of charm person. The 200 gp reward (along with the scrolls) are the trolls actual EL6 treasure, just in a 'reward form' at the school. So it should be split however you prefer.

There will be more combats. :)
 
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