[OOC] Arcanis: The Spear of the Lohgin

Sorry for the delay.

Gideon De Angeles: Male Human Holy Warrior 5; CR5; Medium humanoid (Human); HD 5d10; hp 43; Init +5 (+1Dex, +4 Imp. Init.); Spd 30/30 in armor ft.; AC 18, touch 12, flat-footed 17; Atk +6 melee (1d8, 19-20 x2, Long Sword) or +6 ranged (1d6, x2 javelin); SQ human traits; AL CG; SV Fort +8, Ref +5, Will +6; Str 13, Dex 13, Con 13, Int 12, Wis 14, Cha 16.

Skills and feats: Diplomacy: 8/+11, Knowledge (Religion): 8/+9, Ride (Pegasus): 8/+9 Handle Animal: 8/+11, Gentry, Weapon focus Long Sword, Power Attack.
Languages: Milandisian (his native tongue), Altharian, Auran.

Domains:
Air, 1st level- Air Ken (gain Auran language skill, Improved Initiative, Dodge feats)
Rebuke Air elementals- as the clerical domain ability
2nd level- Elemental resistance lightning of class level x CHA modifier per day (15pts)
3rd level- Gust of wind
Guardian, 1st level- Divine health, Divine Grace (+3 to saves)
2nd level- Aura of courage
3rd Level-Turn undead as a 2rd level cleric.

Equipment: (total cost 8,877GP/ 123GP left)
+1 Long Sword
+1 Large Steel Shield
+1 Mitheral Chain shirt
3 Javelins of Lightning (5d6 Lightning bolts)
Wand of Cure Light Wounds
Gold Holy Symbol
Back Pack
Sun Lantern
Bedroll
5 Days Rations
2 Belt pouches
7 Javelins
Waterskin
10 sun rods
50’ Silk Rope
 
Last edited:

log in or register to remove this ad

__________________________________________________
Solonir Kel'Alar: male Kelekene Fighter3 / Diviner2 (restricted school necromancy); medium humanoid (Elorii); HD 3d10 + 2d4+5; hp 31; Init +4; Speed 30 ft.; AC 16, touch 15, flat-footed 12; Atk +8 melee (1d8+3 19-20 x2, +1 longsword) or +9 ranged (1d8+2 x3, masterwork mighty [+2 str] composite longbow); SQ Common Elorii traits (low-light vision, sword & bow proficiency, immune to sleep & non-magical disease, +2 will saving throws, immortality), Kelekene traits (+2 dex, +2 int, -2 con, -2 wis, +2 racial bonus to intimidate checks); AL CG; SV Fort +5, Ref +6, Will +7; Str 14, Dex 18, Con 12, Int 16, Wis 10, Cha 10.

Skills(40): Balance* 2(+6), Climb 5(+7), Concentration 4(+5), Jump 6(+8), Knowledge(Arcana) 1(+4), Perform* 3(dance, sing, ballad +3), Ride 3(+7), Spellcraft 5(+8), Tumble* 3(+9).

* cross-class skills

Feats: Scribe Scroll (Wiz1), Weapon Focus (longsword) (1st), Dodge (Ftr1), Expertise (Ftr2), Combat Casting (3rd).

Languages: Eloran, Low Coryani (automatic), High Coryani, Ancient Altharian, Ignan (bonus languages).

Wizard spells per day: 0--4, 1st--3+1 divination.

Spellbook: cantrips--all; 1st--mage armor, burning hands, true strike, identify, endure elements, shield, magic weapon, detect secret doors.

Spells prepared: 4/3+1; 0--detect poison, detect magic x2, prestidigitation; 1st--mage armor x2, endure elements, true strike.

Equipment
General: bedroll, winter blanket, backpack, scroll case, belt pouch, waterskin, flint & steel, spell component pouch, explorer's outfit, everburning torch.
Weapons: +1 longsword, masterwork mighty (+2) composite longbow, dagger, 40 arrows.
Magic Items: ring of protection +1, amulet of natural armor +1, cloak of resistance +1.
Potions: cure light wounds x2.
Scrolls: shield x4, magic weapon x2, feather fall x2, identify x2
Funds: 500 gp

EDIT: added +2 skill synergy bonus to Tumble --> 5+ ranks in Jump.
 
Last edited:

Blockader-

The ranks add up to 48 exactly, but that's not counting the languages. You spent 2 ranks each on Balance and Craft (4 pts total), 4 ranks on Knowledge (arcana), and 8 ranks each on Escape Artist, Jump, Listen, Tumble, and Wilderness Lore (because it it a cross-class skill and costs double): that's 40 ranks for those skills, plus 4+4 from the others gives 48 total.

As for the languages, they do in fact count as cross-class skills, which means that purchasing a language would be 2 points for your character. Some classes, such as bard and loremaster, get Speak Language as a class skill. See the write-up for Speak Language in the PHB or SRD:

http://www.wizards.com/d20/files/srdskillsii.rtf

Now, for feats. You're correct in that a human fighter would start with three feats- but the bonus feat is a class feature for fighters. Other humans would only begin with two- the one standard for all characters, and the bonus racial one. Your third feat would come at level 3, giving you a total of three feats. Your next one will occur at level 6.

Don't forget to add the crossbow and rewrite the BABs when you get the chance to edit your sheet.

As for monastic orders, I looked over the book and there seem to be two that would fit your character. The first is the Order of the Iron Soul, which is associated with the Temple of Anshar. The order looks after outcasts and the unwanted, and so would be the sort to take in a lot of orphans. Because many of those who come to the Order are angry and bitter at their abandonments, the Order teaches strict control of emotion. This grants a +2 to Will saves, but the emphasis on meditation causes them to neglect physical training, costing them -1 to Reflex saves.

The other is the Order of the Blade, which is associated with the Temple of Hurrian. This, of course, would give you a tie to Gideon. The Order of the Blade is run by former warriors of Hurrian who have retired to lives of contemplation and training the next generation. Because of this background, their monks are proficient in longswords and may use them as a special monk weapon (think of some of the HKAT swordsmen in movies).

You don't have to choose an order. If you do, you still don't have to take their special trait, as you may not want to take the Reflex penalty or bother with a longsword. It's up to you.
 

SOLONIR'S BACKGROUND

Just recently the people of Milandir broke free from the vast Empire. The main issue, opposing slavery, is common cause to the Elorii and the new nation. Milandir had the Elorii to help them in their efforts and many say, that without their help Milandir would never have been able to gain their new independent status. Opposing slavery was the most important thing in bringing the two sides closer to each other, but the Elorii were also grateful to Milandir for their help in solving a mystery at an ancient Elorii fort. Needless to say, the efforts of a certain young human monk were crucial in this matter.

The Elders of Vastwood are trying to forge an alliance with Milandir, but this is still a goal, that is very hard to reach. Many high-ranking Elorii still hold a grudge against all humankind. To improve the relations of these two people, the Elders have offered help to the Duke in his problem with the mysterious plague.

A proud young Kelekene male named Solonir Kel'Alar was chosen to be sent to serve the Duke. This would also be a fine opportunity to test the potential of this young warrior, who above all wishes to become a bladesinger - a high honor among the Elorii.

DESCRIPTION

Solonir stands 5'7'' and weighs 138 lbs. He has jet-black shoulder length hair and piercing blue eyes. His movements are always smooth and graceful. Like most Kelekene, Solonir is quick to temper. He tends to be proud and over-confident, but has a good and kind heart. He is dressed in dark red tunic, which has flame-shaped rune-decorations.

EDIT: Just some minor tweaks.
 
Last edited:

Argent:

All the numbers add up. I'm curious about the "sun lantern", is that a new item or just a description of a standard lantern?

You may want to rethink the Gentry feat. The skills it grants are already class skills for your character. If you want to keep it for RP, or if you're looking at acquiring a flintlock down the road, that's fine. The firearms are exotic weapons, however.

Class abilities:

Your electrical resistance should be 15, not eight. You added instead of multiplying. Incidentally, this DR can't be turned on or off, it's automatically used on each attack you take until it is expended.

At third level you gain Turn Undead just as a paladin. This is seperate from the Rebuke Air Elementals. Also, the rebuke ability acts on your full class level, as if you were a cleric.

You should also choose your first Gift of God at third level, usable once per week. This can either be Remove Disease or one of the ones I mentioned in the post above (Gust of Wind or Keen Edge).
 

Byrons_Ghost said:
Blockader-

The ranks add up to 48 exactly, but that's not counting the languages. You spent 2 ranks each on Balance and Craft (4 pts total), 4 ranks on Knowledge (arcana), and 8 ranks each on Escape Artist, Jump, Listen, Tumble, and Wilderness Lore (because it it a cross-class skill and costs double): that's 40 ranks for those skills, plus 4+4 from the others gives 48 total.

As for the languages, they do in fact count as cross-class skills, which means that purchasing a language would be 2 points for your character. Some classes, such as bard and loremaster, get Speak Language as a class skill. See the write-up for Speak Language in the PHB or SRD:

http://www.wizards.com/d20/files/srdskillsii.rtf

Now, for feats. You're correct in that a human fighter would start with three feats- but the bonus feat is a class feature for fighters. Other humans would only begin with two- the one standard for all characters, and the bonus racial one. Your third feat would come at level 3, giving you a total of three feats. Your next one will occur at level 6.

Don't forget to add the crossbow and rewrite the BABs when you get the chance to edit your sheet.

As for monastic orders, I looked over the book and there seem to be two that would fit your character. The first is the Order of the Iron Soul, which is associated with the Temple of Anshar. The order looks after outcasts and the unwanted, and so would be the sort to take in a lot of orphans. Because many of those who come to the Order are angry and bitter at their abandonments, the Order teaches strict control of emotion. This grants a +2 to Will saves, but the emphasis on meditation causes them to neglect physical training, costing them -1 to Reflex saves.

The other is the Order of the Blade, which is associated with the Temple of Hurrian. This, of course, would give you a tie to Gideon. The Order of the Blade is run by former warriors of Hurrian who have retired to lives of contemplation and training the next generation. Because of this background, their monks are proficient in longswords and may use them as a special monk weapon (think of some of the HKAT swordsmen in movies).

You don't have to choose an order. If you do, you still don't have to take their special trait, as you may not want to take the Reflex penalty or bother with a longsword. It's up to you.

Okay, now I see where the confusion is, it lies primarily with Wilderness Lore. I did not spend 8 ranks on it but four, which gives it a total of +4, (+2 for cross-class and 2 for Wisdom). I'll still go ahead and get rid of the extra languages then since that would be extra. I wrote it that way because I hate writing it like: (2.5 ranks).

I'll go ahead and add Elvish as a bonus language from Int.

I'll go ahead and get rid of the Improved Disarm feat.

I don't see him as angry or bitter as what happened to him. I'll go ahead and have him a member of the Order Of The Blade.

My character sheet should be corrected now. I found out that after getting rid of all the extra languages and correcting Wilderness Lore I had 4 left over, so I used those to buy two extra languages, which are in brackets to show that I used the skill points on. The skill points should be correct now.

I corrected the Unarmed Attack bonus to +4.

I also included weapon stats for the weapons he uses.
 
Last edited:

Byrons_Ghost said:
Argent:

All the numbers add up. I'm curious about the "sun lantern", is that a new item or just a description of a standard lantern?

You may want to rethink the Gentry feat. The skills it grants are already class skills for your character. If you want to keep it for RP, or if you're looking at acquiring a flintlock down the road, that's fine. The firearms are exotic weapons, however.

Class abilities:

Your electrical resistance should be 15, not eight. You added instead of multiplying. Incidentally, this DR can't be turned on or off, it's automatically used on each attack you take until it is expended.

At third level you gain Turn Undead just as a paladin. This is seperate from the Rebuke Air Elementals. Also, the rebuke ability acts on your full class level, as if you were a cleric.

You should also choose your first Gift of God at third level, usable once per week. This can either be Remove Disease or one of the ones I mentioned in the post above (Gust of Wind or Keen Edge).

Ok. Changes made. The sun lantern is from Savage Species and is just a way of extending the duration of a sunrod.
 

Zerth- everything on Solonir looks good. The fire elemental language, btw, would be Ignan, same as in the PHB. I don't know why they didn't use that name in the document.

Also Zerth, I took a look at the Element Dancer PrC, it's more for fighter-rogues because it requires the evasion ability. Plus the entrance costs are pretty high, so you're probably better off keeping what you have. All of it's abilities are geared around "add ability x into stat y", such as adding INT to AC and adding CHA to damage. There's not really anything of substance.

I'll try to get some more info on the elves up tomorrow.

These three characters are all set. I'm waiting to hear from tburdett, if he's still interested. I'll keep recruiting another day or two to see who else bites- it looks like you guys could use a spellcaster, for instance. Hopefully we can get started by the middle of the week.
 

Good good good.

If we were doing this at a table I could have my door flag ready. Basically I made a card with as many door options I could think of because I got tired of repoeating myself eveytime we came to a door. So I wrote down:

1: What is it made of? Wood, metal or stone?

2: What does it look like? Is it kept clean and shiny and in good condition or is it in poor condition? Are there any kind of writing or artwork or symbols on it? What language? Translate and read what on it to determine if it's magical writing or a riddle or some sort of other writing.

3: Search the door for traps (I was running a Sorcerer-Rogue). Taking 20 if neccessary.

4. Disarm traps if any.

5. Listen at door to see if there's anybody behind the door. Let the others know if there is or not.

I think my DM got a little bit annoyed with me for doing that.
:D
 

Hey, whatever works. That'll teach your DM to use so many traps!

Though I should point out, with your current character you'll be finding traps the hard way....:p
 

Remove ads

Top