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

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Rorom Grimsmith
[sblock]

Male Dwarf Fighter 8
True Neutral

Strength 18 (+4)
Dexterity 10 (+0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 6 (-2)

Size: Medium
Height: 4' 0"
Weight: 210 lb
Skin: Tan
Eyes: Dark Brown
Hair: Black

Total Hit Points: 8d10+8+24= 77

Speed: 20 feet

Armor Class: 21 = 10 +11 [full plate]

Touch AC: 10
Flat-footed: 21

Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +9 = 6 [base] +3 [constitution]
Reflex save: +2 = 2 [base]
Will save: +4 = 2 [base] +2 [iron will]
Attack (handheld): +12/+7 = 8 [base] +4 [strength]
Attack (unarmed): +12/+7 = 8 [base] +4 [strength]
Attack (missile): +8/+3 = 8 [base]
Grapple check: +12/+7 = 8 [base] +4 [strength]

Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.

Languages: Common Dwarven Orc Undercommon

+15/+10 +2 adamantine Dwarven Waraxe [1d10+12, crit x3, 8 lb., two-handed, slashing]
(sunder: +19/+14)

Feats:

Iron Will
Power Attack
Cleave
Improved Sunder
Combat Brute
Weapon Focus x1 Weapon(s): dawrven waraxe
Weapon Specialization x1 Weapon(s): dawrven waraxe
Improved Toughness


Appraise Int 7.5 = +2 +5.5
Craft (weaponry)Int 15 = +2 +11 +2
Craft (armory) Int 15 = +2 +11 +2
Intimidate Cha 9 = -2 +11

Craft_1 >=5 ranks gives +2 on related appraise checks.
Craft_2 >=5 ranks gives +2 on related appraise checks.

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:

58 lb
5 lb
_____
63 lb


Total

More about this character:




Equipment: 27k

+3 Full plate armor [heavy; +11 AC; max dex +1; check penalty -5; 50 lb.]9550gc (made the armor himself)
+2 adamantine dwarven waraxe 9100gc (made the adamantine dwarvenwaraxe himself)
iounstone clear spindle 4000gc
HHH 2000gc
- Masterwork Artisan's Tools (metalworking) (55 gc)
- Masterwork Smithing Hammer (50 gc)
- bedroll
- potions
2245 left


combat brute
[sblock]
Advancing Blows:
To use this maneuver, you must make a
successful bull rush attempt against a foe. During the next
round, all your attacks against that foe gain a +1 bonus on
attack and damage rolls for each square your bull rush moved
that foe. For example, if you pushed an orc back 10 (2 squares)
feet with a bull rush, you would gain a +2 bonus on attack and
damage rolls against that orc on the following round.

Sundering Cleave:
To use this maneuver, you must destroy a
foe’s weapon or shield with a successful sunder attempt (see
page 158 of the Player’s Handbook). If you do so, you gain an
immediate additional melee attack against the foe. The additional
attack is with the same weapon and at the same attack
bonus as the attack that destroyed the weapon or shield.

Momentum Swing:
To use this maneuver, you must charge
a foe in the fi rst round, and you must make an attack using
your Power Attack feat in the second round. The penalty you
take on your attack roll must be –5 or worse. Your attacks
during the second round gain a bonus equal to your attack
roll penalty × 1-1/2, or × 3 if you’re using a two-handed
weapon or a one-handed weapon wielded in two hands. For
instance, if you choose to take a –6 penalty on your attack
roll, you can deal an extra 9 points of damage, or an extra 18
points if you’re using a two-handed weapon or a one-handed
weapon wielded in two hands.[/sblock]

background
[sblock]Born as son of a blacksmith in (waiting for settings). He learned the craft from his father who worked with the materials from the mountains like mithril and adamantine. If Rorom can get his hands on an adamantine or mithril weapon or armor he will want that. He got his training from the protectors of his clan. He was trained in the classical dwarven warfare. Fighting with a 2handed waraxe.

He is a grumpy dwarf with his body scared by battle and my labor. He has the tendencies towards evil since he is putting everything on the line for his own good. He lives by his own laws but tries to keep as much to the rulers law as possible.

His armor is marked with the symbol from his home region and the clan he is from, an axe crossed with a hammer. The waraxe he is carrying looks like it was made out a solid piece of adamantine with the same symbol on the blade, the cling is wrapped in a thick piece of leather.
[/sblock]
[/sblock]
edit: background and name
 
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I'll be gradually adding setting information in the first post for the next few days. Feel free to include references in your character stories, etc.
 

michael_noah said:
@All: Could you please include the points used to calculate your attributes, as well as noting which attributes you've raised at level up?

@Lazlow: You'll need to let me know how many levels of each class you have. It looks like 4/4, but then your BAB should be 7, not 6. :-)

I did the point calculation in the end of my post there, but here it is again:

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

As for levels, it's right there under "Level" (second block of text, top of middle column), he's got two levels of Fighter and six of Rogue.

Ack! I forgot to buy arrows. I'll fix that.
 


Ivellious, the reason it confused me is that it usually doesn't make sense to have odd scores. For example, you have:

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}

Why not instead do:
STR 14 +2 {6 points spent, 4th level, 8th level}
DEX 16 +3 {6 points spent}
CON 14 +2 {6 points spent}
INT 10 +0 {2}
WIS 10 +0 {2}
CHA 14 +2 {6 points spent}

In general, if you ever raise an ability score that isn't your highest (or highest cost point buy), there's a better way to do it.
 

michael_noah said:
You may want to reconsider that, as you'll suffer an experience penalty for having non-favored classes far apart in level.

Ah, crap... That's because he started out human.

Hm. Alright, lemme do some tweaking...
 

michael_noah said:
Ivellious, the reason it confused me is that it usually doesn't make sense to have odd scores. For example, you have:

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}

Why not instead do:
STR 14 +2 {6 points spent, 4th level, 8th level}
DEX 16 +3 {6 points spent}
CON 14 +2 {6 points spent}
INT 10 +0 {2}
WIS 10 +0 {2}
CHA 14 +2 {6 points spent}

In general, if you ever raise an ability score that isn't your highest (or highest cost point buy), there's a better way to do it.

I know I could've done it like that, but the way I wanted the character to be when he was lower levels. (yes I'm weird, when I build high level characters I think of how I'd would've wanted them to progess through the rest of them) I'm more storyteller than power gamer
 

Alright, here's the new and improved Little Gil. Bumped up his fighter levels, but he's still a decent sneaky-type:

Code:
[B]Name:[/B] "Little" Gil Riprock
[B]Class:[/B] Fighter 4/Rogue 4
[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] 8        [B]XP:[/B] 28,000
[B]Dex:[/B] 20 +5 (10p.)     [B]BAB:[/B] +7/+2      [B]HP:[/B] 53 (1d6+2)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +7     [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                 +15/+10    1d8+4        20x3
+2 Longbow, w/in 30'       +16/+11    1d8+5        20x3
+2 Longbow, Rapid Shot     +13/+13/+8 1d8+4        20x3
+2 Longbow, Rap. Shot, 30' +14/+14/+9 1d8+5        20x3
+1 Rapier                  +8/+3      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 exta 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), Weapon Specialization (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          +5
Bluff                           +1          +1
Climb                      7    +0          +7
Concentration                   +2          +2
Craft skills                    +1          +1
Diplomacy                       +1          +1
Disable Device            11    +1          +12
Disguise                        +1          +1
Escape Artist                   +5          +5
Forgery                         +1          +1
Gather Information              +1          +1
Heal                            -1          -1
Hide                       8    +5          +13
Intimidate                      +1          +1
Jump                       7    +0          +7
Listen                          -1          -1
Move Silently                   +5    +5    +10
Open Locks                 8    +5          +13
Perform skills                  +1          +1
Ride                            +5          +5
Search                     8    +1          +9
Sense Motive                    -1          -1
Spot                       1    -1          +0
Survival                        -1          -1
Swim                            +5          +5
Tumble                     7    +0          +7
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 (117.5 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
- Arrows (40)                  2gp   6 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] 27gp  3sp  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, child-like naivete, 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.
 

Party background ideas

Well, after reading over the bits of everyone's background, it looks like there's a natural "in" for most of us who've submitted characters so far: The military. Padraig is a grizzled veteran who left to become an adventurer, Gwennath was a one-time army mage, and Little Gil served some time in an archer's regiment. Rorom could easily have served at some time as well. Maybe we veterans could have all served together, at least at some point in the past, before leaving the military and banding together.

As for the others, Alton and Gwennath already seem to have some history behind them. Both Zagnak and Little Gil are half-orc, so maybe they could've grown up together in the same tribe before they went their separate ways, and were later reunited as adventurers.

Ruathen is the tough nut here, although he's already established himself as a bit of a loner and an outsider. Perhaps after a few years of solo adventuring he's decided to study the ways of the group dynamic?

That's seven submitted characters so far:

3 fighty types (Padraig, Alton, and Rorom)
1 magicky types (Gwennath)
1 fighty-magicky type (Ruathon)
1 magicky-fighty-healy type (Zagnak)
1 sneaky type (Little Gil)

A little light on the spellcasting (divine, especially) and heavy on the combat (our Druid's got a 22 STR (!), and even my Rogue is half Fighter), but that's not too bad considering the DM's already made it known that the combat will be vicious :] . Maybe he won't have to drop anyone...? <hint hint>
 
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well we have enough healing power, but i can set a cleric together fast. the best class there is IMO. but that is up to the DM and the rest of the party.

btw, my character has a name and i can change the background a bit
 

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