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(OOC) A Hard Time in Harrowdale

Sorry Rhun, but we've got 6 already; Scott Dewar, Crazy Monkey, Voda Vosa, Myth & Legend, Walking Dad, and ethandrew. Ethandrew just hasn't posted again yet; if ethandrew or someone else decides to bow out, then you can join, but for now I'm reserving slots for these first six.

No problem at all, Arkhandus. I purposely posted late to ensure others could get in the game first, so it is all good.
 

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Scott:
I don't mind if you use your own sheet format. But the one I provided just in case anyone needed it is at the bottom of the first post in this thread.

Your Swim skill should have a total of +4, since the armor check penalty wasn't factored into it yet and Swim suffers a doubled armor check penalty of -4 instead of -2 from your chain shirt.

You spend 225 GP and 1 SP on gear, out of the 240 GP a fighter starts with in this game, so you have 14 GP and 9 SP remaining. I would advise carrying more than one waterskin, though; you have two weeks worth of trail rations, but only one day's worth of water (as long as you stayed near a river or something that wouldn't matter, but once you finished that one trip, you'd need more waterskins for any future travel). 2 weeks' worth is a lot though.

I didn't bother calculating your carried load for now, since you have 18 Strength and it doesn't look like you're carrying that score's medium load anyway.

You don't have Exotic Weapon Proficiency in the bastard sword, so you'd have to wield it two-handed; your damage would be 1d10+6 that way. Since you're not carrying a shield of any kind, you'd probably wield your morningstar in two hands as well, for 1d8+6 damage when using that weapon.

You also need a patron deity, some background, and an appearance description.


Rhun:

If ethandrew doesn't post again in the next day or two to let us know if they're still going to play in this game (they haven't mentioned a character concept yet), I'll consider their slot open.


Walking Dad:
Make sure ya complete your character sheet and submit it here sometime this week.
 
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actually I had to stop working on it so as to take a bit of a nap. back on it now. thanks though for the catch on the damage. I for got about that rule.
 

ok: there is a tentive finshed copy that still needs some finishing touches. I need to finish on en world and run some errends so i may be late tonight before i am back on line if at all. I may not be back untill tomorrow after work.

addendum:

oops, still need a patron diety....working on that!
 
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work in progress

[sblock=Storn]

Storn Horn, Male Dwarf, Barbarian 1
Age ?, Height ?'-?", Weight ? lbs., ECL +0, XP 0
Ruddy White Skin, Dark-Brown Hair, Green Eyes, Alignment: Chaotic Good
Languages (illiterate): Dwarf, Common
Home Region: Mithral Hall, Patron Deity: Haela Brightaxe

Strength 18, Dexterity 14, Constitution 16
Intelligence 8, Wisdom 10, Charisma 8

Maximum HP 15, Current HP 15, Nonlethal Damage 0
Initiative +2, Speed 30 feet, Armor Check Penalty -2
Armor Class 19, Touch AC 12, Flat-Footed AC 17
Fortitude +5, Reflex +2, Will +0
BAB +1, Melee +5, Ranged +3, Grapple +5

Feats: Power Attack

Skills: Climb +6 (4 ranks, +4 Str, -2 other), Intimidate +3 (4 ranks, +0 Cha, +0 other), Listen +4 (4 ranks, +0 Wis, +0 other)
(include armor but not shield penality)

Proficiencies: Simple & martial Weapon, light & medium armor, shield proficiency (not tower shields)

Class Features: Fast movement, rage, illiterate

[sblock=Racial Traits]

  • +2 Constitution, -2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock]
Possessions:

Spiked Breastplate (Background, +50gp spikes) (40 lbs)
potion of cure light wound (Background) (- lb)
DW Waraxe (30gp) (8 lbs)
Explorer's Outfit (1 outfit free, PH p.111) (0 lb)
dagger (2gp) (1 lb)
2x spiked gauntlet (10gp) (2 lbs)
Shield, heavy wooden (7gp) (10 lbs)
Backpack (2gp) (2 lbs)
- Bedroll (1sp) (5 lbs)
- Rations, trail (2 days) (1gp) (2 lbs)
- Waterskin (2) (2gp) (8 lbs)
- Rope, hempen (50 ft.) (1gp) (10 lbs)
Large Belt Pouch (1gp) (0.5 lbs)
- Small Mirror (10gp) (0.5 lbs)
- Whetstone (2cp) (1 lbs)


39,98gp

Load ? pounds, Light 100 pounds, Medium 200 pounds, Heavy 300 pounds

Attacks:
Dw. Waraxe +5 melee for 1d10+4 slashing damage

Appearance:
mar_2001_07.jpg


Background: After Thibbledorf Pwent returned to the Battlehammer clan, he started to build a famous elite troup of dwarven battle ragers.

But some there even a bit mad for his taste. He send them into the world for questing, hoping to get rid of them, they return matured, or at last will bring glory to their name. Storn Horn is one of the 'lucky'.
[/sblock]
 
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Code:
 Name: Abde'Ragman Zaliman
Class: Wizard Diviner
Race: Human
Size: Medium
Gender: Male
Alignment: chaotic good

Set 1
Str: 10 +0  (XXp.)     Level: 1         XP: 
Dex: 14 +2 (XXp.)     BAB: +0         HP: 3/11
Con: 14 +2 (XXp.)     Grapple: 0     Dmg Red: 
Int: 18 +4 (XXp.)     Speed: 30'      Spell Res: 
Wis: 10 +0 (XXp.)     Init: +2        Spell Save: +0
Cha: 08 -1 (XXp.)     ACP: 0          Spell Fail: 0%

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +0    +0    +2    +0    +0    +0    12
Touch: 12              Flatfooted: 12

                           Base   Mod  Misc  Total
Fort:                      0     +2          +2
Ref:                       0     +2          +2
Will:                      2     +0          +2

Weapon                Attack   Damage     Critical


Languages: Common Dwarven Elven Draconic.

Class:  Scribe Scroll
Familiar (Toad)
Spellbooks
Spells

	
Feats: Mind Over Body, Spell Focus (Enchantment)

Skill Points: 28       Max Ranks: 4/2

Skills                    Ranks  Mod  Misc   Total
Appraise                     2    +4          +6
Spellcraft                   4    +4          +8
Knowledge(Geography)         4    +4          +8
Knowledge(arcana)            4    +4          +8
Concentration                4    +2          +6
Craft (alchemy)              4    +4          +8
Decipher Script              4    +4          +8

Equipment:               Cost  Weight
Quarterstaff              -
Travelers outfit
Familiar                     100 gp               
Regional Item: Magic missile Wand (lvl 1º 20 charges)
Acid*1                      10gp  
Scroll case                 1gp
Spellcomponent pouch   5gp  
Spellbook

      Money: 4gp

                       Lgt   Med   Hvy  Lift  Push 500
Max Weight:           1-33  34-66 67-100 100

Prhibited schools: Necromancy

Spell DC: 4 (int) + Spell Level

Spells per day:
Level 0: 3+1 Div
Level 1: 2+1 Div

Spells known
Level 0

    * Resistance: Subject gains +1 on saving throws.
    * Acid Splash: Orb deals 1d3 acid damage.
    * Detect Poison: Detects poison in one creature or small object.
    * Detect Magic: Detects spells and magic items within 60 ft.
    * Read Magic: Read scrolls and spellbooks.
    * Daze: Humanoid creature of 4 HD or less loses next action.
    * Dancing Lights: Creates torches or other lights.
    * Flare: Dazzles one creature (-1 on attack rolls).
    * Light: Object shines like a torch.
    * Ray of Frost: Ray deals 1d3 cold damage.
    * Ghost Sound: Figment sounds.
    * Mage Hand: 5-pound telekinesis.
    * Mending: Makes minor repairs on an object.
    * Message: Whispered conversation at distance.
    * Open/Close: Opens or closes small or light things.
    * Arcane Mark: Inscribes a personal rune (visible or invisible).
    * Prestidigitation: Performs minor tricks.


Level 1

    * Charm Person
    * Mage armour       
    * Sleep            
    * True strike
    * Enlarge person   
    * Color spray    
    * Identify


Age: 38
Height: 1,75 meters
Weight: 75 kg
Eyes: Brown
Hair: black
Skin: Tan
Born in the capital city of Calimshán, Cálim port, Abde'Ragman was the first and only son of Ifuman, a wealthy merchant, whose trade routes travelled long distances, carrying diverse amount of goods, from magical carpets to the most refined and exquisite pieces of pottery. Ifuman is a wizard himself, trained in the arts of enchantment, which granted him more than one good deal in the past. He was also his own caravan guard. No that he relied much on his arcane powers or that he was suspicious about the loyalty of a group of mercenaries, he simply didn't have the money to pay them. Ifuman wasn't the wealthiest merchant in all Calimshán, but when his wife give birth to his first child, he felt even less wealthy. With another mouth to feed and his wife not able to run the business by herself during his absence, Ifuman had to stop his caravan, and make short term deals, with the locals. That leaded to the further economic collapse of the Zaliman family.
The young Abde'Ragman grew up in the middle of this economic crisis, and as soon as he could stand in two feet, he was helping with the family business, at lest holding no-chewable things. He also happened to have some sixth sense about commercial deals. If the baby started crying after the deal was sign, it meant that the deal was not good. Luckily he didn't cry often.
At the age of 14, his father and him travelled Almriven, the city of docks and magic. With a short farewell, Ifuman leaved his son on the gates of the wizard Academy. There shall Abde'Ragman remain, till he was a full trained wizard.
After some time, the young man was able to perform minor tricks and some serious enchantments.
As his father before him, Abde'Ragamn developed a taste for enchantments; and he also concentrated on divinations, as he was naturally gifted for them.
After finishing his studies, Abde'Ragman returned home, and helped his parents with the business, earning his father respect, and some gold in the way. He also "earned" a magical wand from a easily charmed merchant.
He worked many years in his father busies, guarding the caravans with his father, in the long roads to the Dalelands, where there was need of their products.
One day, Ifuman was out of town, making business in Memnon with the militia, trying to get in the weapons business, then a formidable deal came to Abde'Ragman's and his mother's hands.I t was a deal that could make them rich from night to morning. Blindly they accepted the deal and readied the caravan and the goods to be transported.
The next day, the wizard was sitting on the cart, and with his staff, he said goodbye to his mother, never knowing he was heading to a mortal trap.
After many days of travel, the caravan was approaching Harrowdale Town. When Abde'ragman took the usual detour along the side of the forest, a gang of bandit emerged from behind the trees, and assault the caravan and the merchants. Abde'Ragman's men were caught off guard and outnumbered 1 to 20. After a short battle, many of Abde'Ragman men were slain and he was out of spells. Using his last spell, his hand conjured a spray of colour lights, dazing most of the bandits. The wizard and two of his fellows retreated to Harrowdale, but the arrows caught them as they ran for their lives. If something can be said about Abde'Ragman is that he is incredibly resilient to pain. His two partners fall under the arrows, but he kept running.
Wounded but safe in the gates of the town, the wizard tries to catch his breath, as he rubs his injuries and walks with dificulty into the merchant district.
 
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Storn has 80 GP left after the equipment he's purchased so far. Also, he should have shield proficiency, just not with tower shields. So figure out if you're going to get him a shield, or have him use the axe two-handed for extra damage (as it is, you only have it marked for one-handed damage). He also spent 4 skill points too many, due to his Intelligence penalty, so take off one skill or remove a few ranks from multiple skills.

I'll go over Voda Vosa's character and Scott's updated character in a little bit.
 

Abde'ragman needs a patron deity. His hit points should be 8. He has 4 skill points remaining from his human bonus. Profession (alchemist) should be changed since he can already make a living through Craft (alchemy). His wand should be noted as a Wand of Magic Missiles. You'll need to list his prepared spells.

Your spent GP is off. You have 120 total to spend, and you've spent over 200. You shouldn't buy the morningstar because you can't use it proficiently (you'd rarely hit with the -4 penalty).

Quarterstaves don't cost anything; they're just sticks easily carved to useability. You don't have any ammunition for your crossbow; it's 1 GP per 10 bolts. You need a spell component pouch as well, which is 5 GP. And you get a free starting outfit that you haven't chosen yet (scholar's, traveler's, explorer's, or whatever, just not a courtier's, noble's, or royal's). You should likely have a bedroll, flint and steel, waterskins, and trail rations, as well.

Your 11 HP was, I assume, from your Toad familiar, but it costs 100 GP to summon the familiar. So unless you ditch the acid and alchemist's fire, along with the crossbow and morningstar, you won't be able to afford summoning the familiar yet.
 
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