[OOC] [D&D 3.5: FR] Silverdale


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First Glance - Pretty character sheet. :D

Number Crunching - Note that Jump takes a -6 penalty due to your speed of 20 (while in your armor). Unless my math is wrong, it looks like your remaining gold is a little off. Your expenditures + your remaining gold adds up 208 gp, 1 sp, 9 cp. I'll need to know what spells those two scrolls contain. Although you've grabbed your regional bonus equipment, I don't see a regional bonus feat on your character sheet.

Background - Looks good. What role do you see her playing in town leadership?
I know right? I've been perfecting it for a year now :D I think I'll submit it to Morrus to use as ENWorlds official character sheet once i work out the finer details :D

Yes the ACPs are off, i wasn't sure i'd go with this armour in the final version. I always leave spells and equipment for last (same with my other char up for review in the lvl 12 game). So I'll double check my gold and equipment, and I'll let you know what the scrolls contain as soon as I check my prepared spells. Since you've added the SC I have a lot of spells to wade trough... They will be probably some utility spells.

I haven't grabbed a bonus feat because Waterdeep's ones are all skill focused and Fand isn't really a skill type character with her mediocre Int score. Maybe I'll get the diplomacy/sense motive one, and make her the party face with her 16 Cha.

In the community, I envision her to be a religous leader for the good minded folk, not discriminating against deities and religions, especially those fellow to Lathander, but ultimately spreading his dogma. She is very energetic and willl aid with everything from healing, building, giving advice, tutoring young children, performing marriages and even acting as an arbiter with her high Wis score. Lathander patrons new beginnings and this is a venture Fand wants to succeed because of that. And because it's her first assignment naturally :D

Yes I'm a big fan of sun deities for anyone keeping track of my other characters :D
 

Looks great, Myth. I noticed what you said about being the party face - don't feel obliged to pick feats based on that if there's something else you'd rather do, I'll be playing a Bard and I'll also have 16 CHA and the associated skills.

Of course, go ahead if you wish, you can't have too many friendly faces in a party ;)
 

To CM: the artist feat that I selected for this character many years ago is from Player's Guide to Faerun it seems (Tracked it down with the help of another ENWorlder). I don't know if it's acceptable or not... If not then I can pick something else:

Code:
Players Guide to Faerun p 33.


+2 to Perform checks, +2 to one Craft check related to the arts, 
+3 uses of Bardic music.
 

here's the new and improved version, sold the mighty composite longbow as my bonus Item, worth 300 gp (100 base, 200 strength bonus), I lost the shining armor Image when I sold the Breastplate but I'd rather have a horse and my AC works out to be the same. I shall put an asterisk next to my trained skills.

[sblock=New Ragnoth]Name: Ragnoth
Class: Paladin (Torm) 1
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Diety: Torm

Initiative: +6 (+0 Dex, +4 improved, +2 blooded)
BAB: +1
Speed: 20' (Base 30')

Saves:

Fortitude +3 (+2 class, +1 Constitution)
Reflex+0
Will+0


HP: 11
AC: 15 (10+ 5 Armor)
STR: 17 (13 points)
DEX: 10 (2 points)
CON: 13 (5 points)
INT: 10 (2 points)
WIS: 10 (2 points)
CHA: 15 (8 points)

Attacks: Longsword +4 (1d8+3 19/20 X2)

[sblock=Skills]Skills: Appraise +0, Balance +0, Bluff +2, Climb +3, Concentration +1, Craft +0, Diplomacy +6*, Disguise +2, Escape Artist +0, Forgery +0, Gather Information +2, Handle Animal +3*, Heal +3*, Hide +0, Intimidate +2, Jump +3, Listen +0, Move Silently +0, Perform +2, Ride+4*, Search +0, Sense motive +0, Spot +2, Survival +0, Swim +3, Use Rope +0[/sblock]

Feats: Improved Initiative (human), Endurance (1st level), Blooded (regional (Dalelands)

Special Abilities: Aura Of Good, Detect Evil (At Will), Smite Evil 1/day (+2 Attack, +1 Damage)

Equipment:
Longsword: 15 gp
studded leather armor: 25 gp
Heavy Wooden Shield: 7 gp
Torches (5): 5 sp
flint and steel: 1 gp
Warhorse, light: 150 gp
Military saddle: 20 gp


extra: 1 gp, 9 sp, 5cp


Background:
As a young boy, Ragnoth always admired the knights that frequented his town, he and his friends would always play knight games, where they would fashion a wooden sword and one of them would be the "knight" and "slay" the bad guys. With this he chose to sell his composite longbow in favor of a horse. He decided to follow Torm, who to him seemed to uphold knightly values. Now he is here to help create the new village as the militia leader.[/sblock]
 
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To CM: the artist feat that I selected for this character many years ago is from Player's Guide to Faerun it seems (Tracked it down with the help of another ENWorlder). I don't know if it's acceptable or not... If not then I can pick something else:

Code:
Players Guide to Faerun p 33.


+2 to Perform checks, +2 to one Craft check related to the arts, 
+3 uses of Bardic music.

I'm not using Player's Guide to Faerun so we'll be using the versions of the Feats found in FRCS.
 


Turmak Aeducan

dwarf.jpg


Code:
 Name: Turmak Aeducan
Class: Fighter
Race: dwarf
Size: Medium
Gender: Male
Alignment: Neutral 
Region: The Vast

Str: 18 +4 (16p.)     Level: 1        XP: 0
Dex: 12 +1 (4p.)     BAB: +1         HP: 13 (1d10+3)
Con: 16 +3 (6p.)     Grapple: +5     Dmg Red: 0
Int: 12 +1 (4p.)     Speed: 20'      Spell Res: 0
Wis: 10 +0 (2p.)     Init: +1      Spell Save: +2
Cha: 06 -2 (0p.)     ACP: -4         Spell Fail: 35%

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          17    +6    +0    +1    +0    +0    +0    18
Touch: 11              Flatfooted: 16

                           Base   Mod  Misc  Total
Fort:                      2     +3     +1     +6
Ref:                       0     +1     +1     +2
Will:                      0     +0     +1     +1

Weapon                Attack   Damage     Critical
Great sword             +6      2d6+6      19-20x2
Crossbow                +2      1d10         19-20x2 120 ft
Axe                        +5      1d6+4       x2
 
Languages: Dwarven, Common, Orc, Gnome.

Abilities: 
Dwarf: Darkvision, +2 apprise checks related to stones and metal, Stonecunning(+2 search for 

stonework), Weapon familiarity, Stability, +2 saving throws against poison and spells, +1 

attack against orcs an goblinoids, +2 cratf related to stone, +4 dodge AC bonus vs giants

Feats:Weapon focus (greatsword)

Regional benefit:
Luck of Heroes: Your land is known for producing heroes. Through pluck, determination, and resilience, your people survive when no one expects them to come through.
Benefits: You receive a +1 luck bonus on all saving throws.

Skills               Ranks  Mod  Misc  Total
Climb                  4    +4      -6    +2
Intimidate             4    -1             +3
Jump                   4    +4      -12  -4 

The -6 applies when wearing armor.

Equipment:  [ 240gp ]
banded mail armor w/spikes     Free
Bolts    100            10gp
Axe (throwing)   4   32gp    8lb     
Crossbow heavy      50gp    8lb     
Greatsword            50gp   10lb

The Earthfast Mountains (or simply the Earthfasts) mark the western border in the south of Impiltur in northeast Faerûn with the Vast, to the west, in North Faerûn. Although there are deposits of iron and silver here, the environments poor conditions means that only a few mines exist. In one of these, a former miner, now foreman of the miners became sick of the life he have had until that point. First when he was a young dwarf, he'd go into the deeper tunnel to get the iron and the silver. That served to temper his body, and make him as hard as iron itself. Next he became Foreman, and that served to temper his personality. He knew what needed to be done, he could lead with the example and can coordinate a group to get the mineral needed.
Now Turmak felt he needed to press forward to his next phase, the next step towards his destiny. He felt the mines on the mountains were fitting tight for him, he needed more space, more people to command, greater things to do than gathering rocks.
One day he donned his armor, an heritage from his grandfather, strapped his greatsword, a nice piece he got from a bargain with a half orc years ago, loaded his quiver with handmade bolts, checked the string of his crossbow, and strapped a few axes to his belt. He was ready, and off he went, to the outside world.
His search for destiny came in the shape of a small town in need of leadership. His stout frame stud firm above the troubles, and his determination was appreciated by the townsfolk, although his hard manners and his temper raised more than just one problem. However, he established a firm footage on the town. Turmak Aeducan, constable. It sounded great.
 
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I really don't want to change Fand's backstory, but the Waterdeep feats are a perform booster, a Knowledge skill booster, a diplomacy booster, a one skill bonus and make it a class skill (for which she will not have skill points anyway) and two weapon fighting.

CM can i take an additional Extra Turning instead? It's a completely powergamey thing though, as those extra turnings can be combined with Divine Metamagic later on, esp. Persist Spell.
 

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