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

Rino said:
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

Got it, fixed my previous post.

I agree with you on the Cleric, by the by, by far my favorite class.
 

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Hey, Lazlow - your idea sounds pretty cool! I'd definitely be happy to tie in with the other ex-military types. Think we all served together in a group, so to speak, or is it more complicated than that? Like, I know him, and he knows this other person, and... etc...

Would certainly be nice not to be dropped, after all! :D
 

I hate to break it to you all, but I know for a fact that there are at least 2 more characters to be posted in the next day or so, as I've been working with some folks through email, etc. It's a virtual certainty that not all that are interested will be able to play, though I may be convinced to bring the party up to 7 members (8 I think is getting into the unmanageable range).
 

michael_noah said:
I hate to break it to you all, but I know for a fact that there are at least 2 more characters to be posted in the next day or so, as I've been working with some folks through email, etc. It's a virtual certainty that not all that are interested will be able to play, though I may be convinced to bring the party up to 7 members (8 I think is getting into the unmanageable range).

Awww, and here we were working up a group background and everything... :(

Oh well, them's the breaks. [Insert strong, compelling, convincing reason to bring party up to 7 members here]
 


Well, all the rest of us can do is hope that we get picked. If not then there will cerentianly be other games to try for. No that doesn't mean boot me out because I sound reasonable....just means I can be
 

Lazlow said:
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?

I like that, actually. Perhaps after having his bacon saved from a pack of displacer beasts or whatnot, he thought it wise to "become proficient in the coordinated multilateral implementation of tactics" :p
 

Here's the crunchy bits of my bard. Hope to get background and such up tonight (at least a sketch).

And the absence of attack stats is intentional, since he doesn't have a weapon. I also didn't bother with the weight of his equipment, since he really carries most everything in the haversack.
[sblock=Stats]Konstantine D’Artur
Male Human Bard 8
Chaotic Good

Str 10 -- (2 pts)
Dex 12 -- (4 pts)
Con 12 -- (4 pts)
Int 14 -- (6 pts)
Wis 10 -- (2 pts)
Cha 20 -- (10 pts + level bonuses + 2 enhancement)

Hit Points 38
AC 17, Touch 12 Flat 16
Init +5
BAB +6/+1, Grap +6
Speed 30
Fort +4, Ref +8, Will +7

Medium, 5'10", 175 lbs., 29 yrs old
Brown hair, green eyes, fair skin

Speaks common, abyssal, celestial, draconic, dwarven, elven, giant, gnoll, gnome, goblin, halfling, infernal, orc, and sylvan (11 skill points spent)

+19 Bluff (11 ranks + 5 CHA + 3 competence) (synergy to Diplomacy, Disguise, Intimidate, Sleight of Hand)
+12 Concentration (11 ranks + 1 CON)
+25 Diplomacy (11 ranks + 5 CHA + 6 synergy + 3 competence)
+33 Disguise (11 ranks + 5 CHA + 2 synergy + 3 competence + 2 circumstance + 10 unnamed) [using disguise self]
+19 Gather Information (11 ranks + 5 CHA + 3 competence)
+7 Knowledge (history) (5 ranks + 2 INT) (synergy to Bardic Knowledge)
+3 Knowledge (local) (1 rank + 2 INT)
+7 Knowledge (nobility) (5 ranks + 2 INT) (synergy to Diplomacy)
+22 Perform (sing) (11 ranks + 5 CHA + 3 skill focus + 3 competence)
+11 Sense Motive (11 ranks + 0 WIS) (synergy to Diplomacy)

Feats
-Improved Initiative: +4 to initiative
-Skill Focus (Perform [sing]): +3 to Perform (sing) checks
-Lingering Song (from CV): effects of inspire courage, inspire greatness, and inspire heroics last for 1 minute after the ally stops hearing performance
-Disguise Spell (from CV): mingle verbal & somatic components into music; Perform check opposed by Spot check to detect casting (but performance is obvious); spell cannot be identified by Spellcraft check, even if noticed

Human Traits
-Extra feat and skill points

Bard Abilities
-Bardic Music: 8/day
-Countersong (Su): any creature w/in 30’ can use Perform check result in lieu of save vs sonic or language-dependent magical attacks if higher; allows new save each round; concentration up to 10 rounds
-Fascinate (Sp): 3 creatures w/in 90’; Perform check sets Will save DC; mind-affecting ability
-Inspire Courage (Su): +2 morale bonus on saves vs charm & fear and to attack and weapon damage rolls; mind-affecting ability
-Inspire Competence (Su): ally w/in 30’ gains + 2 competence bonus to skill checks with particular skill; concentration up to 2 mins; mind-affecting ability
-Suggestion (Sp): suggestion as spell to creature already fascinated; Will save DC 18 (10 + 4 [level/2] + 4 CHA); does not break concentration on fascinate or allow new save vs fascinate or count as daily use of bardic music; enchantment (compulsion), mind-affecting, language-dependent ability​
-Bardic Knowledge: + 12 (8 bard level + 2 INT + 2 synergy)

Spells Per Day 3/5/4/2; DC 15 + spell level
0th (6)- detect magic, ghost sound, light, message, prestidigitation, read magic
1st (4)- disguise self, feather fall, silent image, Tasha’s hideous laughter
2nd (4)- blindness/deafness, glitterdust, shatter, silence
3rd (3)- dispel magic, glibness, haste

+1 chain shirt 1,250 gp
Explorer’s outfit (free)

Heward’s handy haversack 2000 gp
Ring of protection +1 2000 gp
Ring of sustenance 2500 gp
Vest of Resistance +1 1000 gp
Cloak of CHA + 2 4000 gp
Circlet of persuasion 4500 gp
Brooch of shielding 1500 gp

Ink 8 gp
Pen 0.1 gp
Paper, 100 sheets 40 gp
Signet ring 5 gp
Everburning torch 110 gp
Spell component pouch x 2 10 gp
Noble’s outfit w/ jewelry 200 gp
Wand of cure light wounds x 3 2250 gp
Bedroll 0.1 gp
Small mirror 10 gp
Soap 0.5 gp
Disguise kit 50 gp
Acid x 5 50 gp
Alchemist fire x 5 100 gp
Antitoxin 50 gp

Scrolls:
Dimension door 700 gp
Lesser restoration 300 gp
Fly 750 gp
Neutralize poison 375 gp
Remove curse 375 gp
Remove disease 750 gp
Water breathing 750 gp
Comprehend languages x 2 50 gp
Detect secret doors x 2 50 gp
Erase 25 gp
Expeditious retreat x 2 50 gp
Animal messenger 200 gp
Tongues 375 gp
See invisibility 150 gp
466.3 gp left[/sblock]
[sblock=Background]Konstantine is originally from some locale relatively far away. We can find someplace that works, but this is what I'm thinking.

Konstantine grew up in a very large city. A place of darkness and corruption. Thievery, debauchery, and murder were just the problems on the surface. Underneath was even greater subterfuge and corruption. The merchants, nobles, and even royalty in charge play by a set of rules no honest person could fathom.

It was in this setting that Konstantine was raised by a good and honest mother. Unfortunately, because the honest person was destined for death or worse in this hell hole, his mother had to learn to act in both the apparent and the real systems underneath. But while mother was quite skilled, it was her son Konstantine that truly mastered the scheming of the place. He had to learn quickly in order to save not only his mother, but also himself from the vile nature of the place.

Konstantine learned to entertain folk and please them to curry favor. He learned to lie even better than the masters of deceit. He could pass himself off as someone totally foreign. With all these talents of the shadows, Konstantine made it his purpose to get himself and his mother out of the city.

Unfortunately, things didn't work out like that. While Konstantine was playing a noblewoman to barter for a way to get his mother out, his mother was actually doing the same thing for him. Through several connections that each had made in their dealings, a particularly nasty crime boss managed to get the scoop on both of them. He knew he could manage to keep one of them in hand by letting the other one get out. Long story short, he wanted the mother.

While the details are nasty, in the end Konstantine fled from the country and his mother killed herself to escape like her son.

After fleeing, Konstantine managed to use the skills he'd learned to work as an adventurer. As of now, he wanders largely aimlessly, as a lost noble. He fits in whatever role works best: army captain, grifter, merchant's son, street performer.[/sblock]
 
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Dichotomy said:
Here's the crunchy bits of my bard. Hope to get background and such up tonight (at least a sketch).

And the absence of attack stats is intentional, since he doesn't have a weapon. I also didn't bother with the weight of his equipment, since he really carries most everything in the haversack.

Chain Shirt 25 lbs,
Explorer's Outfit 8 lbs,
Handy Haversack 5 lbs,

38 lbs, plus anything you take out of your Haversack.

Medium Load for a 10 strength
 

Code:
[B]Zagnak[/B]
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 

[U]Skill[/U] 
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

[U]Equipment[/U]
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

[U]Background[/U]
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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