Return to the Temple of Elemental Evil. ( CLOSED. )

I've got a Paladin, pretty normal, even an Aasimar except he uses a bow, and doesn't like killing people. Come to think of it, none of my characters like killing...
 

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Yeah, I go back and forth between the tried and true core classes and the fun new choices. I like the possibilities for new experiences inherent in the new classes, but there have just gotten to be so many that they seem forced in a lot of cases. The important part is finding a class you[ll enjoy playing, and making sure it fits in with the rest of the party.
I usually like to play the new classes for a little while, but then I get bored and go back to the classics. The gimmicks offered by the Complete base classes just don't stay true to the archetypal fantasy characters the same way. There's a reason Middle-Earth didn't boast ninjas or hexblades. :D
 


Yes, Darimus you can submit a character up until midnight (EST) tonight.. or tomorrow morning. Grr. Whatever. And I'm such a loser - sorry silent space. I guess I've got to pay better attention. Good thing I'm going to really read through everything submitted tomorrow.
 

Wow. What a tough decision to make. I wish I could've taken so many more than I did - as it is I took on six players instead of the original 4-5. In my experience someone, somewhere along the line disappears .. not that I'm saying this will happen, but just in case .. we're set. Not to mention there were a ton of great submissions. As I mentioned, I picked characters that not only filled certain niches but also seemed like they could mesh well with others. Thanks to all of you that showed interest and good luck in your future games! Now. Onto the character list.

Zoycitenega - Azurin Totemist
Borson - Half-elf Rogue
Dire Lemming - Human Monk
Dcrane1 - Human Fighter
Hero4Hire - Human Cleric
silentspace - Human Wizard

Congrats! What I need from you is your actual characters.

Character Creation
-You start at fourth level.
-Take the standard fourth level gold amount from the DMG. You may buy magic items, none of which can be worth more than half of your starting gold (which I'm not sure of the amount as I don't have my book with me). I will then be providing each of you with a magic item.
-You will roll 4d6, dropping the lowest.. seven times. The 7th roll is considered a 'junk' roll. Which basically means that if it is higher than any of the other six you may switch it out for that roll. Please roll them at www.invisiblecastle.com. For character name put your enworld handle (ie twistedmindinc) and in the notes section put Return to the Temple: Twistedmindinc. If you don't do this I will not accept your stats and/or make you re-roll.
-Unless you work it out OOC, none of you will currently know one another.
-Hit points will be rolled on invisiblecastle (or you can take the half way rule), same directions apply.

I will probably be adding to the rules as I think things up. Any questions -- please don't hesitate to ask. :)
 



Ebon

Bleh, I thought so. I'm too much trouble ;) We had a holiday yesterday so I didn't work and couldn't post.

Don't worry, I'll find another game. Have fun, I'll follow this thread to see how you're all doing.

Can I be a replacement? I promise I'll be just as much trouble as now :cool:
 

Nairb

Preface: If I have made any mistakes in making this character I apologise and will change them as they're pointed out to me.

Ability Score Roll: http://invisiblecastle.com/find.py?id=1211061

Nairb, Human Fighter, Level 4.

Str: 16 +3 HP: 25 (Taking the average of a d10 all levels but level 1)
Dex:16 +3 BAB: +4 (With a melee and ranged attack of +7)
Con:11 +0 Fort: +7
Int: 13 +1 Ref: +4
Wis:12 +1 Will: +2
Cha:11 +0 AC: 17 (18 with Shield)

Skills: (21 total) Craft (Trapmaking) 4 sp/+5, Bluff 2 sp (cc)/+1, Knowledge (History) 4 sp (cc)/+3, Climb 5 sp/+8 (doesn't factor armor check penalty), Hide 4 sp (cc) +5, Appraise 2 sp (cc)/ +2.

Feats: Improved Carrying Capacity, Two Weapon Fighting, Improved Carrying Capacity, (Now using the three Fighter Bonus Fights) Improved Initiative, Power Attack, Improved Sunder.

Weapons: Composite Shortbow (+3 Str Bonus) with 20 arrows, Battleaxe, Shortsword, small sling (dealing 1d3 damage) with 100 bullets, two daggers, Longsword, Quarterstaff, and a throwing axe.

Armor and Shields: Chainshirt, Light Steel Shield, and buckler.

Equipment: Backpack, 10 bags of caltrops, two grappling hooks, Flint and Steel, Manacles, 200 feet of silk rope, three whetstones, and a simple lock.

Notes on carrying: After buying all of these items I have 5056 gp left over. I am willing to sacrifice all but 20 of those gold pieces, in addition to taking the Improved Carrying Capaticty Feat (found in one of those strange third party books) twice. In exchange for this, Nairb is assumed to have specially tailored clothes which allow him to carry all of that junk. If he cannot just tell me and I will remake the character. The IC reason why he has all this stuff is that when he left home, Nairb literally went to his father's armory and took everything that was in it.

Description: Nairb looks like something out of a James Woo movie. He wears a basic black shirt with a chain shirt over that, and then has a wrap around cloak.
The backpack on his back carries the flink and steel, caltrops, grappling hooks, and whetstones that he has with him, in addition to his sling and sling bullets. Also on his back, under the backpack are the Light Steel Shield, Longsword, and the manacles (the manacles are tied to the Longsword hilt.) His buckler is underneath his Steel Shield.
In a sheath on Nairb's side is his shortsword. Inside his cloak lies Nairb's battleaxe (inside a covering) and his Composite Shortbow. His quarterstaff has collapsed (requiring a free action to uncollapse it) and lies in a pouch on Nairb's leg along with the simple lock. In his boots are the two daggers. The arrows for Nairb's shortbow either rest inside his cloak (fifteen of them) or in tailored pant legs (five of them.) It requires a full action for Nairb to take anything from his pantlegs.

Combat: Traditionally, Nairb weilds his battleaxe in his right hand, and his shortsword in the left.

Battleaxe and Shortsword: +5/+5 1d8+3 and 1d6+3.
Composite Shortbow: +7 1d6+3
Sling: +7 1d3
Dagger: +7 1d4+3
Two Daggers +5/+5 1d4+3
Throwing Axe: +7 1d6
Quarterstaff: Either +7 1d6+3 or +5/+5 1d6+3
Unarmed Strike: +7 1d3+3 (subdual damage)
 

DCrane1 said:
Preface: If I have made any mistakes in making this character I apologise and will change them as they're pointed out to me.

Ability Score Roll: http://invisiblecastle.com/find.py?id=1211061

Nairb, Human Fighter, Level 4.

Str: 16 +3 HP: 25 (Taking the average of a d10 all levels but level 1)
Dex:16 +3 BAB: +4 (With a melee and ranged attack of +7)
Con:11 +0 Fort: +7
Int: 13 +1 Ref: +4
Wis:12 +1 Will: +2
Cha:11 +0 AC: 17 (18 with Shield)

Skills: (21 total) Craft (Trapmaking) 4 sp/+5, Bluff 2 sp (cc)/+1, Knowledge (History) 4 sp (cc)/+3, Climb 5 sp/+8 (doesn't factor armor check penalty), Hide 4 sp (cc) +5, Appraise 2 sp (cc)/ +2.

Feats: Improved Carrying Capacity, Two Weapon Fighting, Improved Carrying Capacity, (Now using the three Fighter Bonus Fights) Improved Initiative, Power Attack, Improved Sunder.

You get a stat point at 4th level.

I am not familiar with the feat "Improved Carrying Capacity". I am curious where it is from.
 

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