Jemals school of hard knocks

Callistemon Agonistes

Not quite finished but I'm gonna post what I have so far anyway...

My alternate source is Complete Champion so I can use the alternate class feature Healing Hymn.

Code:
[size=5][b]Callistemon Agonistes ‘Cal’[/b][/size]
[b]Class:[/b] Bard 1 / Druid 1
[b]Race:[/b] Human
[b]Size:[/b] Medium
[b]Gender:[/b] Male
[b]Alignment:[/b] NG

Str:  8 -1 (0p.)     Level: 1        XP: 1,000
Dex: 10 +0 (2p.)     BAB: +0         HP: 11 (1d6+1d8)
Con: 10 +0 (2p.)     Grapple: -1     Dmg Red: -/-
Int: 14 +2 (6p.)     Speed: 30'      
Wis: 18 +4 (16p.)    Init: +0        
Cha: 15 +2 (8p.)     ACP: -0         

                   Base  Armor Shld   Dex  Size   Nat  Misc
Armor: 10           10    +0    +0    +0    +0    +0    +0
  Touch: 10
  Flat-footed: 10

                         Base   Mod  Misc
Fort:   +2                 2    +0    +0
Ref:    +2                 2    +0    +0
Will:   +8                 4    +4    +0

Weapon                  Attack   Damage     Critical
Scimitar                 -1       1d6-1     18-20/x2

Languages: Common, Druidic, Sylvan, +1

Feats:
1) Extra Music
H) Animal Affinity

Skill Points: 42      Max Ranks: 5/2
Skills                Total  Ranks  Mod  Misc
Decipher Script         6      4     +2
Diplomacy               7      5     +2
Gather Information      6      4     +2
Handle Animal           8      4     +2   +2 (+4 w/companion)
Knowledge (arcana)      6      4     +2
Knowledge (nature)      9      5     +2   +2
Perform (string)        6      4     +2
Ride                    2      0     +0   +2
Sense Motive            8      4     +4
Sleight of Hand         4      4     +0
Spellcraft              6      4     +2
Survival                6      0     +4   +2

Abilities:
Bardic Knowledge (1d20+3)
Bardic Music -- 5/day
   Countersong (Su)
   Healing Hymn (Sp)
   Inspire Courage (Su)
Animal Companion (see below)
Nature Sense
Wild Empathy (1d20+3)

Bardic Spells (caster level 1):
Spells known: 0 lv.—Daze, Light, Prestidigitation, Read Magic
Spells/day: 0 lv.—2

Druidic Spells (caster level 1):
Spells prepared:
0 lv.—Create Water, Detect Poison, Guidance
1st—Charm Animal, Cure Light Wounds

Equipment:                      Cost  Weight
Scimitar                         15      4
MW Instrument (lyre)             100      3

Total Weight: 0 lb      Money: 885 Gold

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                26     53     80

Background:
 
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If others get their PCs posted before I do (dunno when exactly I'll get around to deciding and posting a character, if I do have the time to join in), I'll just be waiting in the wings as an alt in case anyone drops out later.
 

[sblock=Terrance Hawthorne]
Terrance Hawthorne

Male Human Cleric of Boccob 2
Neutral Good
Representing Rathan

Strength 12 (+1) (4 points)
Dexterity 8 (-1) (0 points)
Constitution 14 (+2) (6 Points)
Intelligence 14 (+2) (6 Points)
Wisdom 18 (+4) (16 points)
Charisma 10 (+0) (2 Points)

Size: Medium
Height: 5' 11"
Weight: 170 lb
Skin: Light
Eyes: Blue
Hair: Red; Wavy; Beardless
Age: 15

Domains: Healing Knowledge

Energy: Positive [Healing / Turns Undead]

Total Hit Points: 20 (Max HD +2 per level)

Speed: 30 feet

Armor Class: 15 = 10 +4 [chain shirt] +2 [heavy steel] -1 [dexterity]

Touch AC: 9
Flat-footed: 15

Initiative modifier: -1 = -1 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: -1 = 0 [base] -1 [dexterity]
Will save: +7 = 3 [base] +4 [wisdom]
Attack (handheld): +2 = 1 [base] +1 [strength]
Attack (unarmed): +2 = 1 [base] +1 [strength]
Attack (missile): +0 = 1 [base] -1 [dexterity]
Grapple check: +2 = 1 [base] +1 [strength]

Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Languages: Common Draconic Elven

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats:

*Sacred Boost (Com. Divine gp 84) [Spend Turning attempt to make healing spells maximized for
allies within a 60ft burst. as a standard action.)
*Augment Healing (Com. Divine gp 79) [+2 per level to healing spells)

Skills: (Total = Ability Mod + Ranks + Misc. Respectively)

Appraise (Int) 2 = +2
Balance (Dex) -1 = -1
Bluff (Cha) 0
Climb (Str) 1 = +1
Concentration (Con) 7 = +2 +5
Diplomacy (Cha) 0
Disguise (Cha) 0
Escape Artist (Dex)-1 = -1
Forgery (Int) 2 = +2
Gather Information (Cha) 0
Heal (Wis) 11 = +4 +5 +2 [Healer Kit]
Hide (Dex) -1 = -1
Intimidate (Cha) 0
Jump (Str) 1 = +1
Knowledge [history] (Int) 7 = +2 +5
Knowledge [religion] (Int) 7 = +2 +5
Listen (Wis) 4 = +4
Move Silently (Dex) -1 = -1
Ride (Dex) -1 = -1
Search (Int) 2 = +2
Sense Motive (Wis) 4 = +4
Spellcraft (Int) 7 = +2 +5
Spot (Wis) 4 = +4
Survival (Wis) 4 = +4
Swim (Str) 1 = +1
Use Rope (Dex) -1 = -1

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.
Zero-level Cleric spells: 4 per day
First-level Cleric spells: 3 (2+1) per day +1 from a domain:

Human:

* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Cleric:

* Alignment Aura
* Spontaneous Casting (heal)
* Turn Undead (7x/day)
* High wisdom gains bonus spells daily
* Domain choices give additional abilities

Class HP rolled
Level 1: Cleric 10
Level 2: Cleric 10

Terrance Hawthorne's Equipment:

Crossbow bolts (quiver of 10 x 2) 2 gp
Heavy Mace 12 gp
Light Crossbow 35 gp
Daggers x4 8 gp
Chain Shirt 100 gp
Heavy Steel Shield 20 gp
Backpack 2 gp
Bedroll 1 sp
Blanket, winter x1 5 sp
Case (for map or scroll) 1 gp
Flint and steel 1 gp
Grappling hook 1 gp
Ink vial x2 16 gp
Ink pen 1 sp
Lantern (bullseye) 12 gp
Oil flasks x2 2 sp
Paper sheets x10 4 gp
Parchment sheets x10 2 gp
Pouch x4 4 gp
Rope (50', hempen) x1 1 gp
Signet ring (Fathers Loremaster Ring) 15 gp
Soap 5 sp
Waterskin 1 gp
Whetstone 2 cp
Healer kit 50 gp (+2 Bonus to Healing Checks)
Holy symbol (silver) 25 gp
Spell component pouch 205 gp (200 gp worth of various components inside)
Everburning Torch 110 gp
Sunrod x5 10 gp
Explorers Outfit 10 gp
Scolars Outfit 5 gp
Clerics Vestments 5 gp
Travelers Outift 1 gp
Nobles Outfit 75 gp
Assorted Religious and Acient History Books 200 gp

Total Spent: 933gp 14 sp 1 cp

Spells:

0th: 4
Detect Magic x2
Resistance x1
Guidance x1

1st: 3+1
Domain: Cure Light Wounds
Bane x1
Inflict Light Wounds x1
Comprehend Languages x1

More about Terrance Hawthorne:

Terrance is a young man of a young tender age of 15. His life up to this point has been sheltered to say the least. His family lives a rather lavish lifestyle as both his Parents Rathan and Abbigail are both Loremasters of rather high repute. From the age of 6 Terrance was taught the value of knowledge and was taught to read and write at this very young age as well. His father being who he is has instilled the importance of book learning on this boy Terrance ever sense he was old enough to know what a book was and even though it's not Terrance's dream to be like his father, he tries his hardest not to let him down by carrying on his fathers love of knowledge in any shape and form. Terrance even took his learning one step further than his father even has and is slowly learning knowledge with the divine help of the Knowledge God Boccob himself as he carries himself down the path of priesthood as well.[/sblock]

[sblock=Letter:]

To Whom It May Concern,

I Rathan Hawthorne submit for your approval my son Terrance Hawthrone in hopes of his acceptance to your university. As a Loremaster myself I understand fully the gracious gift that is knowledge. I have schooled my son in both religion and ancient history myself to the best of my abilities given what free time I've been able to spare. My hope is that with my schedule being so overburdened as it is, a school such as this will have more time to dedicate to his studies as well as give him a more over-all schooling of what the world has to offer. Our family is fairly well off so tuition should be no issue what-so-ever and only the best for my son and his mind as well as his body will do. Needless to say my son is not the most gracious or shall I say dexterous boy on the face of this planet and that is not something I am overly exceeding at myself, so any help in this manner would be most wonderful.

It is my goal and in time it will become his to set Terrance's mind to the fact that this world in so many ways is harsh and unforgiving. Too many times in my own adventures have I seemingly met death on his own steps and I wish my son to know that this what this world has to offer him unless he learn the necessary skills to survive along with the rest of the strong populous of this planet. I do hope you see the potential in this boy as I do, and see that will a bit of, shall we say, refinement he will grow and learn to be a fine young man in his own right.

Sincerely,

Rathan Hawthorne; Loremaster[/sblock]
 
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UNDER CONSTRUCTION
Still pending feats, equipment, some character details and the "essay to the dean."


Amaya Sakura Arai
Neutral Good Human Female Wu-Jen 2
XPs: 1,000 / 3,000

[sblock=Experience History]
Starting XPs: 1,000
+
[/sblock]

STR: 08 [-1] (0 points)
DEX: 14 [+2] (6 points)
CON: 14 [+2] (6 points)
INT: 18 [+4] (16 points)
WIS: 10 [+0] (2 points)
CHA: 12 [+1] (4 points)

HP: 10 (4 + 2 + 4 CON)
Armor Class: 12 (10 base + 2 dex)
- Flat-footed AC: 10
- Touch AC: 12

Initiative: +2
BAB: +1
Atttack:
- Dagger +0 (1d4-1/19-20)
- Dagger, thrown +3 (1d4-1/19-20)

Speed: 30' (30’ base)

FORT: +2 (0 base, + 2 con)
REFL: +2 (0 base, + 2 dex)
WILL: +3 (3 base, + 0 wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Spellcasting
- Wu-Jen Bonus Feat
- Taboos: Can't eat meat


Feats:
1st Level
- (1st Level)
- (Human)
- Sudden Extend (Wu Jen)


Skills:35
- Bluff +2 (1 cross-class rank, +1 cha)
- Concentration +7 (5 ranks, +2 dex)
- Craft (Alchemy) +5 (1 ranks, +4 int)
- Knowledge (Arcana) +11 (5 ranks, +4 int, +2 School Bonus)
- Knowledge (Architecture) +5 (1 rank, +4 int)
- Knowledge (Dungeoneering) +6 (2 ranks, +4 int)
- Knowledge (Geography) +6 (2 ranks, +4 int)
- Knowledge (History) +6 (2 ranks, +4 int)
- Knowledge (Local) +5 (1 rank, +4 int)
- Knowledge (Nature) +5 (1 rank, +4 int)
- Knowledge (Nobility/Royalty) +5 (1 rank, +4 int)
- Knowledge (Religion) +5 (1 rank, +4 int)
- Knowledge (The Planes) +6 (2 ranks, +4 int)
- Listen +1 (1 cross-class rank, +0 wis)
- Spellcraft +9 (5 ranks, +4 int)
- Spot +1 (1 cross-class rank, +0 wis)


Languages:
- Common/Trade Language
- Elven
- Goblin
- Draconic
- Giant


Spells Per Day / Prepared
- Level 0 (DC14): 4
- Level 1 (DC15): 3

Spellbook
- Level 0: Dancing Lights, Flare, Ray of Frost, Arcane Mark, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close,
Prestidigitation, Read Magic, Resistance

- Level 1: Magic Missile, scales of the Lizard, Shield, Charm Person, Iron Scarf, Hail of
Stone, Fiery Eyes



Equipment:
Armor & Shield
-

Melee weapons
-

Ranged weapons
-
-

Equipment
- Backpack (2gp, 2lb)
----- 2 sacks (2cp, 1lb)
----- Flint & steel (1gp, -)
----- Waterskin (1gp, 4lb)
- Explorer's outfit (8gp, worn)

Specialized Goods
-

Potions, Salves and Oils
-

Weight Carried:
Remaining money: 1000gp



Description
A dark-haired beauty of short statue and slight build, Amaya has taken to dressing to best
accentuate her feminine features.



Personality


Background
 
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ALL:
Sorry bout the HP thing. All creatures/characters/npcs/etc in this campaign will have max HP for all HD.

List of interested players:
Rhun
Renau1g
Rathan
Arkhandus
Glasseye
Voda Vosa
Myth and Legend
Rpgramen
Theroc

I'm gonna close up recruitment now, we've got a pretty big roster... 9 PC's. I was planning on 8, but one more can't hurt... much. SO, I've posted a Rogue's Gallery. Please post completed(or mostly completed) characters, and I'll nitpick them from there.

Please include your 'Application Essay' in an SBlock at the end of character sheet. Also, as any who've been in my campaigns before know, I'm a bit of a stickler for 'showing your work'. Please indicate the math that went into your Abilities, Saves, AC & Skills. It makes mistakes less likely and easier to spot, and keeps me from wondering "How the hell is that a +30 at lvl 2???" It's one thing to know it CAN be done, it's another thing to know how it WAS done.

Also, please indicate under your special qualities(Or whatever similar section you use for such things) which(if any) knowledge option you're using (IE: "Knowledge History added as class skill" or "+1 to all Max-rank Knowledges")


renau1g
I really don't have much experience with Eberron. Where does the 'trait: Absent-minded' come from? If you're using the Unearthed Arcana, that would be 2 extra books since you're allready using Eberron for Artificer.

The blunderbuss linked to an empty page. If you want to use a gun in D&D, they have several examples in the DMG, pg 145-146. I'd allow up to Modern-era weapons.
[sblock=modern gun costs]
Pistol, Automatic: 500
Revolver: 500
Rifle, Hunting: 650
Rifle, Automatic: 750
Shotgun: 550
No explosives
*Prices are for NON-masterworked versions*
[/sblock]

Glasseye - I'm going to have to say no to complete champion, I have no way of accessing it, and what I HAVE seen has left a bad taste in my mouth.

Rathan - Having a character who's REALLY good against a single type of enemy is usually counter-productive. It makes encounters against those types of enemies too easy, and leaves your character under-powered for other encounters. I wouldn't suggest focusing so much on your turning ability.
 
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renau1g
I really don't have much experience with Eberron. Where does the 'trait: Absent-minded' come from? If you're using the Unearthed Arcana, that would be 2 extra books since you're allready using Eberron for Artificer.

The blunderbuss linked to an empty page. If you want to use a gun in D&D, they have several examples in the DMG, pg 145-146. I'd allow up to Modern-era weapons.
[sblock=modern gun costs]
Pistol, Automatic: 500
Revolver: 500
Rifle, Hunting: 650
Rifle, Automatic: 750
Shotgun: 550
No explosives
*Prices are for NON-masterworked versions*
[/sblock]

Absent minded is indeed from Unearthed Arcana, it was on the SRD so I assumed that's in core, I'll remove.

I'll get to try and craft me one of them shotguns :) I'll probably still call it a blunderbuss, which after watching the Deadliest Warrior last week, was pretty cool.
 

Crafting a shotgun would be a complex task, probably DC 20-25. Also, if you plan on doing pre-game crafting, you should know that I require any pre-game crafting to be done by taking 10. IE if you can craft an item taking 10, you can craft it. Otherwise you have to wait till the game starts, or buy it normally.
 

Really I was just trying to find a Template or race that would make a particularly good Cleric, as opposed to one that doesn't really affect things at all. Most templates and such drop Charisma or Wisdom and thus aren't suitable for a Cleric.

Was thinking something akin to the "Warrior-Priest" from Warhammer. Basically a Cleric with War and Destruction domains, who channels positive energy.

Though, if you allow reserve feats, I might poke some people who know about them and make a Wizard.

Not sure if you missed this, but Rhun had also asked about Reserve Feats from Complete Mage and no answer on that yet.

My character choice pretty much depends on whether or not you allow Reserve Feats... and whether we have even a remotely balanced party composition, lol.
 

Not sure if you missed this, but Rhun had also asked about Reserve Feats from Complete Mage and no answer on that yet.

My character choice pretty much depends on whether or not you allow Reserve Feats... and whether we have even a remotely balanced party composition, lol.


The slight difference is I'm playing a caster whether reserve feats are allowed or not. :) Reserve feats are pretty good, but they aren't so fantastic that they radically change a caster into something their not. At low levels, a loaded crossbow is almost as good as most of them.
 

The slight difference is I'm playing a caster whether reserve feats are allowed or not. :) Reserve feats are pretty good, but they aren't so fantastic that they radically change a caster into something their not. At low levels, a loaded crossbow is almost as good as most of them.

Ah... I wouldn't know, not having access to them. I blame my concern with running out of spells early in the training room and gimping my group. lol.
 

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