Ptolus: Midwood - "The Dark Waters of Moss Pond"

Everyone was 25 point buy, as I recall. Maximum hit points at first level, average (rounded up) every level after that.

I'll see if I can get some of the Midwood folks to post their character sheets in this thread. The campaign's almost a year past this point, so some of the stuff on the sheets will be sneak peeks into the future.
 

log in or register to remove this ad

Hi, notker! Glad you're enjoying reading our game!

notker biloba said:
E.g., Emus kinda came outta nowhere with the whole druid thing.
Actually, I was going to make Emus solely a Druid because I was looking for something a little off the wall to play. That is, until I learned that Whizbang had specifically made room in his campaign for Dwarven Berserkers, and that sounded like a lot of fun. Then I thought about how I could really flesh out Emus' character with the whole balance aspect of a Druid multi-classed in Berserker. Emus is learning to balance the rages instilled in him by the Church of Hanseath with the serenity of the wilderness. He's trying to balance the chaos of his berserker tendencies with the ordered life of a Dwarf. It's a lot of fun to apply those thoughts to his actions even if it doesn't always show in-game.

Plus, I'm guilty of a little min-maxing. The armor requirements for the two classes come together with a nice set of Hide armor. Plus, Whizbang let the spell Shillelagh apply to a greatclub. (Although now that he has a magic weapon, he doesn't use the club so much to free up a spell slot.) As for spells, I pick the fun ones, but I always have one or two Cure Minor wounds memorized so that I can help stabilize someone who's dying. As for Feats, I'm following the Power Attack tree, although there's a really cool Stoneshape Feat in Races of Stone that I'm eyeing for when Emus' Druid level is high enough to get Wildshape.
 



Whizbang Dustyboots said:
I'll see if I can get some of the Midwood folks to post their character sheets in this thread.
Just saw this.

Emus Graymullet
Neutral Grailwarden Dwarf Barbarian (2)/Druid (1)

STR: 14 (+2) (+4 to resist Bull Rush and Trip)
DEX: 14 (+2) (+4 to resist Trip)
CON: 15 (+2)
INT: 8 (-1)
WIS: 14 (+2)
CHA: 8 (-1)

HP: 30/30
AC: 17 (12 touch, 17 flat-footed)

Base Attack: +2
Greatclub: +4 melee (1d10+3, x2)
Dwarven waraxe (+1): +5 melee (1d10+3, x3)
Club: +4 melee/ranged (1d6+2, x2)
Dagger: +4 melee/ranged (1d4+2, 19-20/x2)
Sling: +4 ranged (1d4+2, 20/x2)

Druid spells prepared: 0 (3+0): Cure Minor Wounds, Cure Minor Wounds, Detect Poison; 1 (1+1): Entangle, Faerie Fire

Saving Throws: Fortitude +7, Reflex +2, Will +4 (+2 against poison, spells, and spell-like effects)

Feats: Power Attack, Cleave
Skills: Appraise -1 (0+-1) (+2 if related to stone or metal), Craft: Alchemy 4 (2+-1+2), Handle Animal 0 (1+-1) (+4 if involving Animal Companion), Heal 2 (0+2), Jump 5 (3+2), Knowledge: Architecture 1 (0+-1+2), Knowledge: Engineering 1 (0+-1+2), Knowledge: Nature 4 (1+-1+2+2), Listen 5 (3+2), Profession: Engineer 1 (0+-1+2), Search -1 (0+-1) (+2 concerning unusual stonework), Spot 2 (0+2), Survival 9 (5+2+2), Swim 4 (2+2)

Languages: Dwarven, Common, Druidic
Religion: Hanseath

Class Abilities:
  • Weapon and Armor Proficiency: Emus is proficient with all simple and martial weapons, and Dwarven Waraxes and Urgoshes. He is also proficient with all natural attacks (claw, bite, and so forth) of any form he assumes with wild shape. He is limited to wearing only padded, leather, or hide armor, and wooden shields (except tower shields).
  • Fast Movement: Emus' land speed is 30ft as long as he is wearing no armor, light armor, or medium armor.
  • Rage: Emus can enter a rage a certain number of times per day, once per encounter. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + Emus’ (newly improved) Constitution modifier. At the end of the rage, Emus loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
  • Spells: To prepare or cast a spell, Emus must have a Wisdom score equal to at least 10 + the spell level. He cannot be in a rage. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + 2 (his Wisdom modifier). In addition to his daily alotment of Druidic spells, Emus gets bonus spells due to his Wisdom modifier. Also, he can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower.
  • Animal Companion: Skeeter -- Link and Share Spells (See Skeeter's page for specifics.)
  • Nature Sense: Emus gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Wild Empathy: Emus can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person.
  • Uncanny Dodge: Emus retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Race Abilities:
  • Darkvision: 60 ft.
  • Base land speed not reduced by a heavy load
  • +2 on Craft checks that are related to stone or metal
Equipment: Backpack, Explorer's outfit, Flint and steel, Mug/tankard (clay), Pouch (belt) (2), Rope (hemp) (50 ft.), Sack, Sling, Torch (2), Waterskin

Weapons and armor: Bullets (sling) (50), Club, Dagger, Greatclub, Magical Dwarven Waraxe (Urak, "the Skull-Cutter"), Hide armor, Heavy Shield (Wooden, Masterwork)

Wealth: 0p, 173g, 55s, 8c

XP: 3563
 


Thanks for you interest.
When Emmerson died, Whizbang offered me a choice: he could be resurrected by the bishop-but he'd be heavily indebted to him- or he could meet his fate. I had in mind another character to replace him, but I liked the RP possibilities of the offer. Emmerson's view of Lothianism and Church is not the one the Church has, so there's some serious conflict down the line.

Emmerson was my first attempt at a D&D character, and as you can see in his character sheet, I had no freaking clue what went where. He started as Paladin, then took two levels of cleric.


Character name: Emmerson Grant

Race: Human

Class and Level: Paladin 1/Cleric 2.

Alignment: Lawful good.

Attributes (Modifiers)

Strength: 11 (+0)
Dexterity: 9 (-1)
Constitution: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 15 (+2)

Hit Points: 23/23 (20 + 3 toughness).
Turn Undead Attempts: 5. Tied to the Sacred Boost feat.
Benefit: ''You spend a turn attempt as a standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.''''


Armor Class: 13 = 10 +4 [chain shirt] -1 [dexterity]
Touch AC= 9.
Flatfooted= 14
Base Attack bonus: +2
Warhammer: +2 melee (Attack 1. Damage: 1d8. Critical: 20/x3)
Judgment Greatsword: +3 melee (2d6+1, Critical 19–20/x2) +1 Ghost Touch.

Cleric spells prepared

For Pick: Level 0 (4): ''Read Magic, Guidance x2, Light''; Level 1 (3+1): ''Summon Monster, Lesser Vigor, Shield of Faith, '''Sanctuary'''''


Saving Throws: Fort 5 = (2+3)<br> Reflex -1 = (-1) <br> Will 5 = (+2+3)

'''Feats''': Endurance, Toughness, '''Sacred Boost''', Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
'''Bonus Feats''': Exalted Turning

=='''Skills'''==
Key: points spent, then attribute bonus, then any other bonuses. <br>

Concentration 5 (6 + 0)
Craft (Armorsmithing) 3 (2 + 1)
Diplomacy 5 (3 + 2)
Heal 3 (1 + 2)
Knowledge (Nobility) 4 (3 + 1)
Knowledge (Religion) 2 (1 + 1)
Listen 2 (0 + 2)
Profession (Apothercary) 3 (1 + 2)
Sense Motive 6 (4 + 2)
Spot 2 (0+2)
Search 1 (0+1)
Spellcraft 4 (1 + 3)

Languages: Common, Celestial

Abilities:


Equipment: Traveller's outfit, Backpack (on back), Waterskin, Bullseye Lamp, Oil. Blacksmith's tools. Silver Holy Symbol: Ankh of Lothian. Cleric's vestments. Healer's kit.rope


Weapons and armor: Large steel shield -45lbs weight., Chain shirt armor -25 lbs, Warhammer -5 lbs, Judgment Greatsword of +1 ''Ghost Touch''.



Languages:' Common. Celestial.



=='''XP Total:''' 3,013.==
 

Yeah, it's cool to know someone else is enjoying this as much as we are.

Kat's going straight diviner for now. If the campaign had gone one direction, he probably would have gone Loremaster. I still will eventually. But I'm going for another more out there prestige class first. I'm sure this is a powergamer's nightmare but hey...

Katadid Leach
Neutral Human Diviner 3

Strength: 8 (-1)
Dexterity: 13 (+1)
Constitution: 8 (-1)
Intelligence: 18 (+4)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Hit Points (Current/MAX): 9/9 (9 with familliar)

Armor Class: 11 (10 flat-footed, 11 touch)

Base Attack:+1

Quarterstaff: - 1 melee (1d6-1, x2)ATK -7 DMG 1d6-1 CRIT 20/x2<br>
Sling: +1 ranged (1d4-1, x2, 50)

Spells Prepared: 0 (4+1) Daze, Mage Hand, Prestidigitation, Mending, Detect Magic 1: (3+1) Color Spray, Grease, Magic Missile, Comprehend Languages 2: (2+1) Bull's Strength, Summon Monster II, Locate Object

Saving Throws: Fortitude: +0, Reflex +2, Will +3

Feats: Summon Famillar, Scribe Scroll, Investigator, Diligent, Craft Wondrous Item

Familiar: [[Palatable]], toad familliar

Skills: Appraise 6 (0+4+2),Craft (Alchemy) +9 (5+4) (+2 to Identify Alchemy items),Concentration +2 (3-1),Decipher Script +12 (6+4+2),Gather Information +3 (1+0+2),Heal +1 (0+1),Knowledge (Arcana) +9 (5+4),Knowledge (Dungeoneering) +6 (2+4),Knowledge (Geography) 5 (1+4), Knowledge (History) +8 (4+4),Knowledge (Planes) +8 (4+4),Listen +0,Profession (Apothecary) +2 (0+2),Search +6 (0+4+2),Spellcraft +12 (6+4+2),Spot 0, Use Magic Devices (scroll) +4 (0+0 +4)

Languages: Common,Gnome,Dwarven,Draconic,Sylvan

'''Class Abilites:'''

Spells: To learn, prepare, or cast a spell, Kat must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.<br>

Diviner: Katadid can prepare one additional spell of his specialty school per spell level each day. He also gains a +2 bonus on Spellcraft checks to learn the spells of his chosen school

Prohibited Schools: Necromancy

Equipment: Artisan's outfit,Bedroll,Bullets-sling (10),Silver Bullets- sling (6),Ink (1 oz. vial),Ink pen,2 x Parchment (sheet),Manacles,Rope, hemp- 50 ft, Sack (empty),Spell component pouch,Healer's Kit X2, Torches (4), Potion of "Healing", Potion (Transmutation, possibly Bull's Strength), Scroll of ''Bull's Strength'', Scroll of ''Improved Reduce Person''

'''Weapons and armor:''' Quarterstaff, Sling

'''Wealth:''' 29 gp

'''Spellbook:'''

0- Acid Splash,Arcane Mark,Dancing Lights,Daze,Detect Magic,Detect Poison,Flare,Ghost Sound,Light,Mage Hand,Mending,Message,Open/Close,Prestidigitation,Ray of Frost,Read Magic,Resistance''

1- Color Spray,Comprehend Languages,Detect Undead,Identify,Grease,Sleep,Magic Missle,Summon Monster I, Unseen Servant

2- Bull's Strength, Summon Monster II, Locate Object

'''XP:''' 3580
 

Tock is a bard whose great ambition is to become the king of liars. He's got another great ambition, but it involves a certain actually-beloved woman elsewhere in the world.

Tock Chandler AKA Dargus Carter AKA Horatio Ommuns
Chaotic Neutral Male Human bard 2/Human Paragon 1

Strength: 10
Dexterity: 13 (+1)
Constitution: 10)
Intelligence: 15 (+2)
Wisdom: 8 (-1)
Charisma: 15 (+2)


Hit Points: 13
Armor Class: 16 (11 flat-footed, 15 touch)

Base Attack: +1
shortbow +1 ("Ella") ATK +3 (+4 w/in 30 ft) DMG 1d6+1 (+2 w/in 30 ft) CRIT 20/x3 40 arrows quarterstaff ATK +1 DMG 1d6 CRIT 20/x2

Bard spells: 0 (3): daze, lullaby, light, summon banjo, message; 1 (2+1): summon monster 1, charm person

Saving Throws: Fortitude +0, Reflex +4, Will +4

Feats: Point Blank Shot, Precise shot, Skill Focus (Bluff)
Skills/Adaptive Learning Skills/Adaptive Learning Permanent Skill: Balance 5 (2+2+1), Bluff 11 (2 + 3 + 6) , Concentration 3 (0+3), Craft (Banjo) 4 (2 + 2) , Diplomacy 8 (2 + 2 + 4), Disguise 7 (5 when not acting in character) (2+2+3), Gather Information 8 (2 + 2 +4), Hide 2 (1 + 1), Intimidate 4 (2+2+0), Jump +2 (0 + 2), Knowledge (Local) 7 (2 + 5), Know (History) 4 (2 + 2), Perform (banjo) 6 (2 + 4), Perform (sing) 8 (2 + 6), Sleight of Hand 5 (1 + 2 + 2), Tumble 6 (1 + 5), Heal -1, Spot -1, Listen -1, Search +2, Disable Device 3 (2+1)
Languages: Gnomish, Common, Dwarven,

Class abilities:

Bardic knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage +1
Equipment: Banjo, back pack, bedroll, Bottle, wine, glass, Entertainer's Clothes, Wand of Cure Light Wounds -Charges: (unknown, six used), Bracers of Something, Pipes of Something

Armor: Buckler (+1 to AC), Chain Shirt (+4)


Wealth: 94 GP XP: 4580
 

Bufer is a cleric/rogue, a student of gnomish High Priest Boddynock Barennackle, who--along with Bufer's father and Lord Rubik of Wits End--was once part of a dissident religious order dedicated to bringing down the Church of Lothian, known as the Laughing Knives. Bufer has long been eager to carry on in their place, but the Church's waning influence on the Empire, and his growing friendship with Emmerson Grant have made this increasingly unlikely.

As a child, he received several visions from Garl Glittergold himself, indicating that Bufer's destiny lay not in ministering to his own people, but in forging his own path among the other races of the world. He also suggested that Bufer would be responsible for bringing about a peace between bitter blood enemies. Due to a pivotal encounter with a kobold druid in his youth, Bufer has always assumed he was meant to make peace between the gnomes of Wit's End and the kobolds of Green Mountain. Recent events, however, have led him to believe that Garl may be expecting him to think even bigger.

Unfortunately, Bufer has proven to be a rather dismal diplomat so far, so we'll see what happens, I guess.

Code:
Ebuferpaly Potentloins
Chaotic Good male gnome cleric 1 / rogue 2

Strength: 8 (-1)
Dexterity: 10
Constitution: 16 (+3)
Intelligence: 10
Wisdom: 16 (+3)
Charisma: 10

Hit Points: 21/21
Armor Class: 11 (10+1) (11 flat-footed, 11 touch)

Base Attack: +1
Heavy Mace: +0 melee (1d6-1), x2
Magical Short Spear (Oth): 1d4 + 1d6 acid, x 2

Cleric spells prepared: 0 (3): light, mending, read magic; 1 (2+1): hide from undead, protection from evil, sanctuary

Saving Throws: Fortitude +5, Reflex +2, Will +5

Feats: Investigator, Nimble Fingers, Armor Proficiency (light, medium, heavy), Simple Weapon Proficiency, Shield Proficiency

Skills: Bluff 5, Craft (Alchemy) 2 (0 + 0 + 2), Diplomacy 4 (2 + 0 + 2), Disable Device 5 (3 + 2 + 0), Disguise 1 (+2 acting in character while observed), Gather Information 2 (0 + 0 + 2), Heal 7 (4 + 3), Hide 6 (1 + 0 + 5), Intimidate 2 (0 + 0 + 2), Knowledge (Religion) 2, Listen 5 (3 + 0 + 2), Open Lock 5 (3 + 2 + 0), Search 2 (0 + 0 + 2), Sleight of Hand 3 (1 + 0 + 2), Spot 3 (0 + 3 + 0), Survival 3 (0 + 3 + 0)

Languages: Gnomish, Common, Draconic

Cleric abilities:

    Aura: As a cleric of a Neutral Good deity (Garl Glittergold), Bufer emanates a particularly powerful aura corresponding to his deity’s alignment (Good, in this case).

    Spells: To prepare, or cast a spell, Bufer must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

    Domains: Bufer can prepare one additional spell per day from one of his two chosen religious domains (Protection and Trickery); if this spell is not on the cleric list, he may only prepare it in his domain spell slot. He also receives the granted powers of each domain selected. As a student of Protection, Bufer can generate a protective ward as a supernatural ability, granting someone he touches a resistance bonus equal to his cleric level, for a duration of 1 hour per day. As a student of Trickery, Bufer adds Bluff, Disguise and Hide to his list of class skills.

    Spontaneous Casting: As a good cleric, Bufer can channel stored spell energy into healing spells that he did not prepare ahead of time, losing any prepared spell that is not a domain spell in order to cast any cure spell of the same level or lower.

    Spells of Opposed Alignment: As a good cleric, Bufer is unable to cast evil spells.

    Turn or Rebuke Undead: As a good cleric, Bufer can attempt to turn undead creatures up to 3 times per day (3 + 0), with a turning check of 1d20 + 0. Total HD turned per attempt is 2d6 + 1. He is currently unable to destroy undead in this manner.

    Bonus Languages: As a cleric, Bufer’s bonus languages options include Celestial, Abyssal and Infernal, the languages of good, chaotic evil and lawful evil outsiders, respectively.

Rogue Abilities:

    Sneak Attack: If Bufer can catch an opponent when unable to defend itself effectively, he can strike a vital spot for extra damage of 1d6.

    Trapfinding: Bufer can use the Search skill to locate traps with a DC higher than 20.
    Evasion: Bufer can avoid even magical and unusual attacks with great agility. If he makes a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if Bufer is wearing light or no armor, and does not gain benefit of evasion when helpless.

Race traits:

    Small size: As a Small creature, Bufer gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

    Land Speed: Bufer's base land speed is 20 feet.

    Low-Light Vision: Bufer can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

    Gnome traits: +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Baeril. (This adjustment stacks with those from similar effects.) +1 racial bonus on attack rolls against kobolds 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.)

    Spell-Like Abilities: 1/day -- dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammal only, duration 1 minute). Caster level 1st; save DC 10 + Bufer's Charisma modifier + spell level.

Equipment: backpack, cleric’s vestments, healer’s kit, holy tome, holy symbol (Garl Glittergold) (wooden), spell component pouch, traveler’s outfit, altar case (spruce, small), aspergillum (iron, small)

Weapons and armor: heavy mace, magical short spear
 

Pets & Sidekicks

Remove ads

Top