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

michael_noah said:
Greetings, all. I believe I've narrowed down my choice to one of two published "adventures". The first is the above suggested Mysteries of the Moonsea. This would be a very loose, adventure driven campaign with a lot of room for the players to explore, look around, interact with NPCs, and decide what they want to do on their own. It may lack a grand over-arching story, and there may be times when things don't fit together as well as we all might like (due to the mini-site adventure nature of the book).

The second is a little known necromancer games product. This is a much more congealed adventure. It has a main plot, a big villain, and some mysteries to solve. There may be some railroading at times based on reviews I've read.

I happen to prefer the second option a bit because it will mean less work for me, and probably a better overall story for all of you. Let me know what you all think. No matter which option I choose, we'll be starting at 8th level, so get get cracking making characters. I've put more details about construction in the first post.

Also, I've added a list of prospective adventurers and their proposed characters at the top of the thread for reference when you're trying to decide what to make.


I'm going to change my Halfling from a paladin to a ranger. I'm at work right now though so I'll get started on making him when I get home
 

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I'd like to play a human fighter. I would go completely core, with maybe a regional feat from Player's Guide to Faerun (if you have that book and we play the Mysteries of the Moonsea). The idea is a grizzled, middle-aged soldier who left the army because, as an enlisted man, he realized he could never earn the respect given commissioned officers. So he decided to cast his lot as an adventurer instead.

While his motivation for adventuring might seem crass or selfish, in reality, he has a strong sense of right and wrong and only seeks to move beyond the limitations of the enlisted man so that he can do the kind of good in this world that he believes himself capable of. (That being said, his eyes do get a faraway look in them whenever he imagines the rare and beautiful riches awaiting those bold enough to seek them out in the dangerous places of the world.)

Although his own moral compass is strong, he has a live-and-let-live attitude toward his companions (he is NG), and generally enjoys sharing his days and nights with a rowdy bunch of "characters".

Please let me know if this concept fits the party, and I'll get started building him. Also, it would help to know starting gold, % of starting gold usable for magic items, and if using content from Player's Guide to Faerun is appropriate. Thanks, I'm really looking forward to this and I hope you accept me as a player! :)

Vig
 

I agree that the more coherent storyline would probably serve as a better base for the campaign.

As for my character, I've been considering the classic "fighter/mage"; specifically, a fighter/wizard/bladesinger (The bladesinger is from Complete Warrior. If you don't have access to that book, I could go with the Eldritch Knight from the DMG instead). I can create a more detailed background once the details of the campaign are set, but I'm basically thinking of an elf who approaches every challenge as a purely cerebral matter, and an opportunity to test and refine his intellect. He sees the elvish understanding of magic and swordplay as academic pursuits as evidence of the essentially mental nature of each.
 


michael_noah said:
I happen to prefer the second option a bit because it will mean less work for me, and probably a better overall story for all of you. Let me know what you all think. No matter which option I choose, we'll be starting at 8th level, so get get cracking making characters. I've put more details about construction in the first post.

.

By all means the second adventure then. Less work, better story, happy DM...I am sold!
 

Beta Character

Zagnak
Male Half-Orc Barbarian 1 / Druid 7
Chaotic Neutral
Origin: Thesk


Representing H4H

Strength 20 (+5) / 22 (+6) [10pts for 16/+2 race/+2 for 4th/8th level]
Dexterity 10 (+0) [2pts]
Constitution 14 (+2) [6pts]
Intelligence 10 (+0) [4pts for 12/-2 for race]
Wisdom 14 (+2) [6 pts]
Charisma 6 (-2) [0 pts/-2 for race]
Size: Medium
Height: 5' 10"
Weight: 320 lb
Skin: Green
Eyes: Red
Hair: Black; Straight; Light Beard



Total Hit Points: 59

Speed: 40 feet [barbarian]

Armor Class: 16 = 10 + 3 [studded] +1 [enhancement] +1 [deflection] +1 [natural]

Touch AC: 11
Flat-footed: 16
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 11 = 7 [base] + 2 [constitution] +2 [magic]
Reflex save: + 4 = 2 [base] +2 [magic]
Will save: + 9 = 5 [base] + 2 [wisdom] +2 [magic]
Attack (handheld): + 12/ + 7 = 6 [base] + 6 [strength]
Attack (missile): + 6/ + 1 = 6 [base]
Grapple check: + 12/ + 7 = 6 [base] + 6 [strength]


Light load:173 lb. or less
Medium load:174-346 lb.
Heavy load:347-520 lb.
Lift over head:520 lb.
Lift off ground:1040 lb.
Push or drag:2600 lb.

Languages: Common Damaran Orc Druidic


+1 Greatclub (Shock) [+13 hit, 1d10+9 dmg, crit x2, 8 lb, two-handed, bludgeoning]

MW Composite Longbow (Str 22) [+7 hit, 1d8+6, crit x3, range incr. 100 ft., 3 lb, piercing]

+1 Studded armor [light; + 3 AC; max dex + 5; check penalty -1; 20 lb.]


Feats:
Natural Spell
Power Attack
Extra Rage

Skill
Appraise Int 0 = +0
Balance Dex* 0 = +0
Bluff Cha -2 = -2
Climb Str* 5 = +5
Concentration Con 12 = +2 + 10
Craft Int 0 = +0
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 0 = +0
Forgery Int 0 = +0
Gather Information Cha -2 = -2
Handle Animal Cha 8 = -2 + 10
Heal Wis 2 = +2
Hide Dex* 0 = +0
Intimidate Cha 2 = -2 + 4
Jump Str* 9 = +5 +4 [speed 40]
Knowledge (nature) Int 9 = +0 + 5 +2 [druid] +2 [survival]
Listen Wis 6 = +2 + 4
Move Silently Dex* 0 = +0
Perform Cha -2 = -2
Ride Dex 2 = +0 +2 [handle animal]
Search Int 0 = +0
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 14 = +2 + 10 +2 [druid]
Swim Str** 6 = +5 + 1
Use Rope Dex 0 = +0


* = check penalty for wearing armor

Handle Animal >=5 ranks gives + 2 on wild empathy checks.
Know Nature >=5 ranks gives + 2 on survival checks above ground.


Zero-level Druid spells: 6 per day



First-level Druid spells: 5 (4 + 1) per day



Second-level Druid spells: 4 (3 + 1) per day



Third-level Druid spells: 2 per day



Fourth-level Druid spells: 1 per day


+ 2 strength / -2 intelligence / -2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Fast Movement (already included)

Illiteracy (2 skill points to learn to read)

Rage

Spontaneous Casting (summon nature's ally)

Animal Companion

+ 2 on Knowledge (nature) and Survival (already included)

Wild Empathy

Woodland Stride (level 2)

Trackless Step (level 3)

Resist Nature's Lure (level 4)

Wild Shape (level 5)



High wisdom gains bonus spells daily



Class HP rolled
Level 1: Barbarian 12
Level 2: Druid 4
Level 3: Druid 5
Level 4: Druid 4 + 1 to strength
Level 5: Druid 5
Level 6: Druid 4
Level 7: Druid 5
Level 8: Druid 4 + 1 to strength

Equipment
Holly & Mistletoe
Sickle 6gp
Standard Adventurer's Kit 30gp
Amulet of Natural Armor +1 2000gp
Ring of Protection +1 2000gp
St Leather +1 1175gp
Greatclub, Shock +1 8305gp
Cloak of Resistance +2 4000gp
Everburning Torch 110gp
Wand of Cure Light 50 charges 750gp
MW Composite Longbow (str 22) 1000gp
Gloves of Ogre Power +2 4000gp

Background
Zagnak was borne of the Lawful Union between an Garnak an Orcish Soldier who settled in Thesk right after the Horde Invasion and a local farmgirl named Myrrha.
Not all of his neighbors took kindly to Orcs settling in thier lands. Though viewed as heroes of the War and saviors to some, some still could not treat them without prejudice.
Certainly Thenil was such a man. A former suitor of Myrrha's, Thenil could not stand her in the arms of another, certainly a stinking lousy orc.
One night, during Zagnak's 4th summer, Thenil finally took his anger out on Zagnak's parents, in a drunken murderous rage.
Zag escaped into the night...Only his inherent bestial nature allowed him to survive, combined by the kindness of a Druidess named Haluuna.
Zag grew to be strong and powerful, with an innate understanding of the Natural World and Druidic Practices, but never could he relinquish the bestial side of him that saved his life.
He has spent his adulthood moving from mercenary band to mercernary band. Occasionally spending time as a hermit as it suited him.
 
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since everyone is up for the second one, I'll go ahead and put my two cents on it as well. Though I want to take the prc Tempest from Complete Adventurer. Any problems?

*edit ( I went ahead and made the character the prestige. If that's a problem though tell me and I'll change it to a straight ranger)


Alton Stormchaser
Male Strongheart Halfling Ranger 6/ Tempest 2
Chaotic Neutral
Origin: The_Western_Heartlands


Strength 14 +2 [gauntlets of ogre power] (+3) {8 points spent, -2 for halfling, 2nd ability point}
Dexterity 16 (+3) {5 points spent, +2 for halfling, 1st abiltly point}
Constitution 14 (+2) {6 points spent}
Intelligence 10 (+0) {2 points spent}
Wisdom 10 (+0) {2 points spent}
Charisma 13 (+1) {5 points spent}
Size: Small
Height: 3' 3"
Weight: 40 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black; Straight; Beardless
Age: 30 years old



Sect: Tempus


Total Hit Points: 47

Speed: 20 feet

Armor Class: 21 = 10 + 3 [dexterity] +5 [+2 studded leather armor] +1 [small] +1 [amulet of natural Armor] +1 [ring of protection] +1 [tempest defense]

Touch AC: 15
Flat-footed: 18

Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 9 = 7 [base] + 2 [constitution]
Reflex save: + 8 = 5 [base] + 3 [dexterity]
Will save: + 2 = 2 [base]
Attacks:
Attack (main hand) rapier: + 11/ + 6 = 8 [base] + 3 [dexterity] +1 [small] -1 [two weapon fighting]
Attack (off hand) handaxe +11/ +1 = 8 [base] + 3 [dexterity] + 1 [small] -1 [two weapon fighting] -5 on second attack [improved two weapon]
Attack (missile 1) javelin: +13/ +8 = 8 [base] + 3 [dexterity] +1 [small] + 1 [thrown weapon]
Attack (missile 2) shortbow: +12/ +8 = 8 [base] + 3 [dexterity] + 1 [small]
Grapple check: + 6/ + 1 = 8 [base] + 2 [strength] -4 [small]

Damage
flaming rapier (main hand) 1d4+1d6+3 [strength] 18-20/x2 piercing
keen handaxe (off hand) 1d4+1 [half strength] 19-20/x3 slashing
javelin 1d4+3 [strength] x2 30ft piercing
mighty composite +2 shortbow 1d4+2 [stength] +1 [magic] 1d4 x3 60 ft piercing

Light load: 44 lb. or less
Medium load: 44-87 lb
Heavy load: 88-131 lb
Lift over head: 131 lb
Lift off ground: 263 lb
Push or drag: 656 lb

Languages: Chondathan Common Halfling
Feats:

Dodge
Mobility
Spring Attack
Endurance [free to rangers]
Track [free to rangers]
Two-Weapon Fighting [ranger two-weapon track]
Improved Two-Weapon Fighting [ranger two-weapon track]
Weapon Finesse

Appraise Int 0 = +0
Balance Dex* 5 = +3 +2
Bluff Cha 1 = +1
Climb Str* 4 = +2 +2 [halfling]
Concentration Con 2 = +2
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* 3 = +3
Forgery Int 0 = +0
Gather Information Cha 1 = +1
Handle Animal Cha 6 = +1 + 5
Heal Wis 5 = +0 + 5
Hide Dex* 17 = +3 +4 [small] +10 [cloak of elvenkind]
Intimidate Cha 1 = +1
Jump Str* -2 = +2 +2 [halfling] -6 [speed 20]
Knowledge (dungeoneering) Int 5 = +0 + 5
Knowledge (geography) Int 5 = +0 + 5
Knowledge (nature) Int 7 = +0 + 5 +2 [survival]
Listen Wis 7 = +0 + 5 +2 [halfling]
Move Silently Dex* 17 = +3 + 2 +2 [halfling] +10 [boots of elvenkind]
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
Perform_4 Cha 1 = +1
Perform_5 Cha 1 = +1
Ride Dex 5 = +3 +2 [handle animal]
Search Int 7 = +0 +7
Sense Motive Wis 0 = +0
Spot Wis 7 = +0 + 7
Survival Wis 7 = +0 + 5
Swim Str** 2 = +2
Tumble Dex 5 = +3 +2
Use Rope Dex 7 = +3 + 4


* = check penalty for wearing armor

Handle Animal >=5 ranks gives + 2 on wild empathy checks.
Know Dungeoneering >=5 ranks gives + 2 on survival checks underground.
Know Geography >=5 ranks gives + 2 on checks to avoid getting lost or into hazards.
Know Nature >=5 ranks gives + 2 on survival checks above ground.
Your wisdom is too low to use ranger magic.

Strongheart Halfling


+ 2 dexterity / -2 strength (already included)

Small (combat bonuses, + 4 to hide already included)

+ 2 racial bonus on climb, jump, move silently

A free feet at first level, just like a human

+ 2 morale bonus on saves vs. fear (stacks with racial bonus)

+ 1 to hit with thrown weapons and slings

+ 2 racial bonus on listen checks (already included)

Ranger

Favored enemies

Track as bonus feat (already included)

Combat Style

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Animal Companion (level 4)



Favored Enemies:


Humanoids (goblinoid) + 4

Humanoids (reptilian) + 2


This ranger chose the two-weapon combat track

Tempest

Tempest Defense +1 (Lvl 1)

Ambidexterity (-3/-1) (lvl 2)


Alton Stormchaser's Equipment

+2 Studded Leather Armor 20lbs
Flaming Rapier 2lbs
Keen Handaxe 3lbs
20 Halfling skip rock 5lbs
Quiver of Ehlonna
18 Javelins (in quiver)
+1 Mighty Composite (+2) Shortbow (in quiver)
10 Arrows (in quiver)
10 Alchemist's Arrows (in quiver)
Gauntlets of Ogre Power
Boots of Elvenkind
Cloak of Elvenkind
Ring of Protection +1
Amulet of Natural Armor +1
Ring of Sustenance
Backpack 2lbs
Everburning Torch 1lb
Sack 1/2lb
Belt Pouch 1/2lb
Whetstone 1lb
Cure Moderate Wounds Potion
4 Cure light Wounds Potions
------------------------------------
Total weight carried 35lbs

Money
11gp
8gp
8gp

Animal Companion: Stormcloud (Wolf)

Medium-Size Animal

Hit dice 4d8+4 (24 hit points)

Initiative +3 (Dex)

Speed 50 feet

AC: 17 ( +3 Dex +4 natural)

Attacks: Bite +4 melee

Damage 1d6+2 (bite)
Special Attacks: Trip

Special Qualities: Low light vision; Scent

Saves: Fort +5; Ref +5; Will +1

Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2; Listen +3; Move Silently +3; Spot +3; Survival +1 +4 when tracking by scent
Feats: Track, Weapon Foucs (bite)

Link, share spells, Evasion

Bonus tricks: 2
Tricks list
Attack
Defend
Seek
Guard
Stay
Down
Come
Track
History: Alton's family has always been intersted in storms, and Alton was no different. When he came of age, Alton chose the life of adventuring just so he could be out following those storms. Though after a few short weeks Alton was ambushed by goblins, and would've died if it werent for a passing stranger. By this fate an encounter though Alton found what he was looking for, a way to become the storm. The man moved with his weapons with such grace that it looked like Alton was staring into the fury of a storm. It's been 5 years since that day, and Alton has been following the path to become the Tempest.
 
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@All: Could you ensure that you include an equipment list at the end of your character posting? Please include the gold values as well for ease of bookkeeping.

@Vigwyn: Let me know which regional feat you'd like (along with the rules text) and I'll let you know. Chances are, it shouldn't be an issue. I'm hoping someone here will give us the starting gold for 8th level, as I'm without my DMG at the moment and the SRD doesn't contain that information. I won't limit the percentage to be spent on magic items, or on any one item, just be reasonable.

@Bloodcookie: I don't think I'll have a problem with the Bladesinger. I've got a complete warrior around somewhere.

@Ivellious: I also think the Tempest will be fine. Can you send me the game stats for it? I do not have the complete adventurer. Also, I don't think halfling skip rocks are core. You'll have to fill me in on them, too to see if they'll be ok.
 

Thanks for the info. It sounds like we will be using the second adventure option, so I will forego the regional feat from Player's Guide to Faerun, and go strictly core.

I'll post a character tonight (probably late).

Vig
 


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