[One PC Needed!]3.5 ed. CORE + approval game[One PC Needed!]

I fixed the list :-)

Also, I'd like everyone to submit their character ideas by this Saturday, Jan 6. I'll look at them over the weekend and try to pair it down to 6.

This seems as good a time as any to ask, since it may help you write any backstory you wish to include: Would players prefer to have an already existant party, since we are starting at a high level? Or would you prefer to have the characters meet for the first time after the adventure begins?
 

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Being high level, it would make sense and all that we already know each other. With that said though we'd also would have to come up with some background stories on other party memebers and how we would react to them.

I've finally added my history ^^ I feel good now.
 
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Gwennath Ledshot

Gwennath is a cheerful and unshakable halfling who started adventuring very young and has seen a lot of danger, so despite her relatively advanced talents, she’s still just 25 - little more than a child by halfling standards. She’s sweet-natured but tough-minded; and while she might be killed quickly in a hand-to-hand fight, she’s experienced and savvy when it comes to using her magic to survive and win a fight. She is small and slight even for a halfling, with red hair and blue eyes.

Gwennath's parents died of an illness when she was quite young, and she was raised by her older sister, who is now married with several children of her own. Since leaving home, she's travelled with two different adventuring groups and spent a short time as an army mage. She loves to fight, and takes great pleasure in winning; and though she'd never admit it in a million years, her lifestyle has given her something of a taste for killing. She will, however, admit that she loves the adventuring life too much to ever go home and live an "ordinary" life...

Gwennath Ledshot
Halfling Sorcerer 8

Size/Type: Small humanoid (Halfling)
Hit Dice: 8d4+8 (29hp)
Initiative: +2 (+2 Dex)
Speed: 20ft (4 squares)
Armour Class: 15 (+2 Dex, +1 size, +1 deflection, +1 natural armour), touch 14*, flat-footed 13
Base Attack/Grapple: +4
Attack: Masterwork dagger +5 melee (1d3/19-20) or thrown masterwork dagger +8 ranged (1d3/19-20)
Full Attack: Masterwork dagger +5 melee (1d3/19-20) or thrown masterwork dagger +8 ranged (1d3/19-20)
Space/Reach: 5ft/5ft
Special Attacks: Halfling traits, spells
Special Qualities: Halfling traits, summon familiar
Saves: Fort +6 (+2 base, +1 Con, +2 familiar, +1 racial), Ref +5 (+2 base, +2 Dex, +1 racial), Will +7 (+6 base, +1 racial) (+9 vs. fear effects)
Abilities: Str 10 (+0) (4pts, -2 race), Dex 14 (+2) (4pts, +2 race), Con 12 (+1) (6pts), Int 12 (+1) (4pts), Wis 10 (+1) (2pts), Cha 22 (+6) (18 without cloak) (10pts, 2 level)
Skills: Climb +2 (+2 racial), Concentration +12 (11 ranks, +1 Con) or +16 on the defensive (+4 Combat Casting), Hide +6 (+4 size, +2 Dex), Jump +2 (+2 racial), Knowledge (arcana) +12 (11 ranks, +1 Int), Listen +2 (+2 racial) or +4 with familiar nearby (+2 Alertness), Move Silently (+2 racial, +2 Dex), Spellcraft +14 (11 ranks, +1 Int, +2 synergy), Spot +2 with familiar nearby (+2 Alertness)
Feats: Combat Casting, Spell Penetration, Empower Spell, Alertness (with familiar nearby)
Spells Per Day: 6/8/8/6/4
Spells Known: Detect Magic, Acid Splash, Light, Touch Of Fatigue, Detect Poison, Prestidigitation, Mage Hand, Message (0-level); Magic Missile, Ray of Enfeeblement, Mage Armour, Protection From Evil, Identify (1st level); Scorching Ray, Invisibility, Glitterdust (2nd level); Fireball, Haste (3rd level); Confusion (4th level)
Equipment (cost in GP): Cloak of Charisma +4 (16,000), Ring of Protection +1 (2,000), Handy Haversack (2,000), Amulet of Natural Armour +1 (2,000), Wand of Magic Missile (caster level 5th) (3,750), 5 potions of cure light wounds (250), 2 masterwork daggers (604), 3 ordinary daggers (6), Bedroll (0.1), Waterskin (1), Tent (10), Tindertwig (1), Bullseye lantern (12), 2 pints oil (0.2), 50ft silk rope (10), 10 trail rations (5), Winter blanket (0.5), 100gp, 5sp
Languages: Common, Halfling, Goblin
Alignment: Neutral
*Assuming natural armour doesn't apply to touch AC? I forget!

Edda, rat familiar
Size/Type: Tiny animal
Hit Dice: 8d4 (14hp)
Initiative: +2 (+2 Dex)
Speed: 15ft (3 squares)
Armour Class: 18 (+2 Dex, +2 size, +4 natural), touch 14, flat-footed 12
Base Attack/Grapple: +4
Attack: Bite +6 melee (1d3-4)
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2½ft/0ft
Special Attacks: -
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Concentration +11, Hide +16, Knowledge (arcana) +10, Move Silently +10, Spellcraft +10, Swim +10
Feats: Stealthy, Weapon Finesse

Note: I'm happy to know anyone else in the party who wants to know a sweet but slightly bloodthirsty halfling mage! Ivellious, maybe we could be old friends, or something? :)
 

Randomling, my character could be the cause of you setting off to adventure so early in age. Maybe arragned marraige or spurrned love.

And you're correct natural ac doesn't apply to touch attack, though I always have problems with defelction ac myself ^^;;;
 
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Sounds like a good idea Ive - I like the idea of spurned love! Who spurned who, I wonder? :) I can see Gwennath as having her heart broken quite easily, especially at a young age. Maybe we've recently been thrown together again by circumstances, presumably to much mutual discomfort...
 

Horrors! This (potential) party is seriously lacking in rogueosity - but no longer!

Code:
[B]Name:[/B] "Little" Gil Riprock
[B]Class:[/B] Fighter/Rogue
[B]Race:[/B] Half-Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CN
[B]Deity:[/B] Olidammara

[B]Str:[/B] 10 +0 (0p.)      [B]Level:[/B] 2/6      [B]XP:[/B] 28,000
[B]Dex:[/B] 20 +5 (10p.)     [B]BAB:[/B] +6/+1      [B]HP:[/B] 49 (1d6+2)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (6p.)      [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B]  8 -1 (0p.)      [B]Init:[/B] +9        [B]Spell Save:[/B] +0
[B]Cha:[/B] 12 +1 (6p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +5    +0    +0    +0    20
[B]Touch:[/B] 15              [B]Flatfooted:[/B] 20

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2    +1    +8
[B]Ref:[/B]                       5    +5    +1    +11
[B]Will:[/B]                      2    -1    +1    +2

[B]Weapon                     Attack    Damage     Critical[/B]
+2 Longbow                 +14/+9     1d8+2        20x3
+2 Longbow, w/in 30'       +15/+10    1d8+3        20x3
+2 Longbow, Rapid Shot     +12/+12/+7 1d8+2        20x3
+2 Longbow, Rap. Shot, 30' +13/+13/+8 1d8+3        20x3
+1 Rapier                  +7/+2      1d6+1     18-20x2

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

[B]Abilities:[/B]
Race:
+2 Strength, -2 Intelligence, -2 Charisma
Base land speed 30'
Darkvision 60'
Orc Blood: Can use items keyed toward Orcs
Favored Class: Barbarian

Class:
Proficient in all armor, and all shields (including tower shields)
Proficient with all simple and martial weapons, and with Hand Crossbow
Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if flatfooted 
or struck by an invisible attacker
Trap Sense (Ex): +2 to Reflex saves and AC against traps
Evasion (Ex): On a successful Reflex save against a magical attack, you take 
no damage
Sneak Attack: Any time someone you attack is denied their Dexterity bonus 
to AC, or you are flanking them, you inflict an extra 3d6 damage.  Ranged 
attacks must be within 30' to gain this, and this extra damage is not 
increased on a critical hit.  Creatures that are immune to critical hits 
ignore this damage, as do creatures with concealment
Trapfinding (Ex): You can use the Search skill to locate traps when the task 
has a DC higher than 20.  You can use the Disable Device skill to disarm magic 
traps.

[B]Feats:[/B] Improved Initiative, Point Blank Shot, Rapid Shot, Quick Draw, 
Weapon Focus (longbow)

[B]Skill Points:[/B] 9        [B]Max Ranks:[/B] 11/5.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                        +1          +1
Balance                         +5    +2    +7
Bluff                      6    +1          +7
Climb                           +5          +5
Concentration                   +2          +2
Craft skills                    +1          +1
Diplomacy                       +1    +2    +1
Disguise                        +1          +1
Escape Artist                   +5          +1
Forgery                         +1          +1
Gather Information              +1          +1
Heal                            -1          -1
Hide                       6    +5          +11
Intimidate                      +1    +2    +3
Jump                            +5    +2    +7
Listen                          +6    -1    +5
Move Silently              6    +5    +5    +16
Open Locks                 6    +5          +11
Perform skills                  +1          +1
Ride                            +5          +5
Search                     6    +1          +7
Sense Motive                    -1          -1
Spot                       6    -1          +5
Survival                        -1          -1
Swim                            +5          +5
Tumble                     6    +5    +2    +13
Use Rope                        +5          +5

[B]Equipment:                    Cost  Weight[/B]
Worn:
+2 Longbow                  8375gp   3 lb
+1 Rapier                   2320gp   2 lb
+1 Leather Armor            1160gp  15 lb
Boots of Elvenkind          2500gp   1 lb
Bracers of Armor +2         4000gp   1 lb
Cloak of Resistance +1      1000gp   1 lb
Gloves of Dexterity +2      4000gp   - lb
Handy Haversack             2200gp   5 lb (119.5 lbs inside)
- Potion of CMW              300gp
- Potion of Spider Climb     300gp
- Potion of Invisibility     300gp
- Potion of Sanctuary         50gp
- Potion of Pass w/o Trace    50gp
- Wand of CLW (20 charges)   300gp
- Bedroll                      1sp   5 lb
- Winter blanket               5sp   3 lb
- Chest                        2gp  25 lb 
- Map case                     1gp  .5 lb
- Crowbar                      2gp   5 lb
- Climber's kit               80gp   5 lb
- Grappling hook               1gp   4 lb
- Lock, good                  80gp   1 lb
- Pitons (6)                   6sp   3 lb
- Pole, 10'                    2sp   8 lb
- Pot, iron                    5sp  10 lb
- Rations, trail (7 days)    3.5gp   7 lb
- Rope, Silk, 50' (2)         20gp  10 lb
- Sack (2)                     2sp   1 lb
- Spade                        2gp   8 lb
- Tent                        10gp  20 lb
- Waterskin                    1gp   4 lb

Belt Pouch                     1gp  .5 lb
- chalk (5)                    5cp
- Flint & steel                1gp
- MW Thieve's tools          100gp   2 lb

[B]Total Weight:[/B]30.5 lb     [B]Money:[/B] 29gp  1sp  5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33    66    100   200   500

[B]Age:[/B] 27
[B]Height:[/B] 6'6"
[B]Weight:[/B] 230 lbs
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] Olive
Appearance: Fortunately for this Half-Orc his physical appearance is more like that of his human mother - fair, olive-toned skin, thick raven hair woven into several braids that dangle around his neck glittering with silver bands and semi-precious stones, and emerald green eyes. His father's heritage shows but little, evident from the pointed ears, oversized incisors, and, of course, his huge frame. He wears well-oiled black leather from head to toe - well, not on his head per se, as that would cover up his glorious hair - and carries a well-worn leather knapsack on his back. Sheathed at his side is a thin sword, the brass hilt smooth with an age-old patina and inlaid mother-of-pearl designs on the pommel. A beautiful elven longbow depends from his shoulder, the dark wood still as smooth and shiny as the day it was made. A rugged cloak the color of stormclouds hangs from his shoulders to his knees.

Background: Surprisingly, he's inherited his mother's agility and grace, but, not surprisingly, he's also inherited his father's complete lack of common sense and animal curiousity. This tragic combination has basically been the impetus of his adventuring career, although it didn't start out as such. As a youth, his knack of getting into places he shouldn't be (and being found with things he shouldn't have) led to the choice of either a stint in the militia or a stretch in the hoosegow. Wisely choosing the former, he trained as a soldier in an archer's regiment. At the end of his court-mandated term, however, he hit the road looking for adventure, fame, and fortune - usually in that order, which, sadly, has
kept him living from payday to payday, selling his skill with a bow and his knack for being sneaky.

======================

Everything's straight out of the SRD, I think. I triple-checked my math, but I'm sure I missed a silver piece here or a half-pound there. I'll fine-tune his background to better fit with other characters and maybe the adventure.

Just for clarity's sake, here's the math behind his ability scores:

STR: 8 (0 pts), +2 racial bonus = 10
DEX: 16 (10 pts), +1 for level 4, +1 for level 8, +2 for Gloves of Dexterity = 20
CON: 14 (6 pts)
INT: 14 (6 pts), -2 racial penalty = 12
WIS: 8 (0 pts)
CHA: 14 (6 pts), -2 racial penalty = 12

0+10+6+6+0+6 = 28
 

randomling said:
Sounds like a good idea Ive - I like the idea of spurned love! Who spurned who, I wonder? :) I can see Gwennath as having her heart broken quite easily, especially at a young age. Maybe we've recently been thrown together again by circumstances, presumably to much mutual discomfort...

Or possibly since Alton is so silent, and insentivity of others feelings that it makes Gwennath think he spurned her, and started adventuring to get away from Alton, who in turn thought Gwennath spurned him. And since they both are in this party together it has been horribly akward with each other thinking they were spurned and neither not wanting to make the first move. That I could see happening, and it gives some room to the imagination
 

my PC a lovely dwarven fighter

[sblock]Male Dwarf Fighter 8
True Neutral

Strength 17 (+3)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 8 (-1)

Size: Medium
Height: 4' 2"
Weight: 200 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black

Total Hit Points:

Speed: 20 feet

Armor Class: 22 = 10 +10 [full plate] +2 shield

Touch AC: 10
Flat-footed: 18

Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +2 = 2 [base]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): +11/+6 = 8 [base] +3 [strength]
Attack (unarmed): +11/+6 = 8 [base] +3 [strength]
Attack (missile): +8/+3 = 8 [base]
Grapple check: +11/+6 = 8 [base] +3 [strength]

Light load: 86 lb. or less
Medium load: 87-173 lb.
Heavy load: 174-260 lb.
Lift over head: 260 lb.
Lift off ground: 520 lb.
Push or drag: 1300 lb.


Languages: Common Dwarven Orc Undercommon

+14/+9 Dwarven Waraxe [1d10+8, crit x3, 8 lb., two-handed, slashing]



Feats:
Iron will
Power Attack
Cleave
imp sunder
combat brute
Weapon Focus x1 Weapon(s): dwarven waraxe
Weapon Specialization x1 Weapon(s): dwarven waraxe
Improved Toughness


Modifier
Appraise Int 7.5 = +2 +5.5
Balance Dex* 0 = +0
Bluff Cha -1 = -1
Climb Str* 3 = +3
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 0 = +0
Forgery Int 2 = +2
Gather Info Cha 4.5 = -1 +5.5
Heal Wis 1 = +1
Hide Dex* 0 = +0
Intimidate Cha 10 = -1 +11
Jump Str* -3 = +3 -6 [speed 20]
Knowledge (dungeoneering) Int 13 = +2 +11


* = check penalty for wearing armor

Know Dungeoneering >=5 ranks gives +2 on survival checks underground.

Dwarf:

* +2 constitution / -2 charisma (already included)
* Can move 20 feet even if in heavy armor
* Darkvision (see 60 feet in pitch-dark)
* Stonecunning (+2 on searching stone, intuit depth)
* +4 to avoid being bullrushed while standing on ground
* +2 racial bonus on saves vs. poison
* +2 racial bonus on saves vs. spells / spell-like abilities
* +1 racial bonus to hit orcs and goblinoids
* +4 dodge bonus on AC against giants
* +4 stability bonus to avoid being tripped/bull rushed standing on ground
* +2 racial bonus on appraise checks if stone/metal

Fighter:

* Bonus Feats (already included)

Class
Level 1: Fighter
Level 2: Fighter
Level 3: Fighter
Level 4: Fighter +1 to strength
Level 5: Fighter
Level 6: Fighter
Level 7: Fighter
Level 8: Fighter +1 to strength


Equipment: 27k

+2 Full plate armor [heavy; +8 AC; max dex +1; check penalty -5; 50 lb.] 5650gc
+2 dwarven waraxe 8330gc
+2 animated heavy mithril shield 5170gc
iounstone clear spindle 4000gc
3850 left[/sblock]

background will follow
 

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