Short Custom Campaign created for 2 -3 Players [3.5E] (Closed)

Here's a druid build. I didn't go into editing the background, and I didn't take the Child of Winter and Vermin Companion stuff. It really didn't take Telas where I wanted him. I considered grabbing Track as a feat, but I assume Tullia has that covered. Ranger, right? Telas makes a pretty good druid, I think. High skills in Handle Animal, Spellcraft, and Survival, Concentration; decent Tumble, Spot, and Listen; and goblin + high dex gives some pretty good checks in Hide, Move Silently, and Ride, too.

Everything is done on the druid build except non-mundane equipment. WHat do you guys think? Any preferences to which one I play?

Telas the Rat
Goblin Druid 3 of Droaam

Stats
Str: 8
Dex: 18
Con: 14
Int: 14
Wis: 18
Cha: 10
AC: 17 (10 base, +1 Size, +4 Dex, +2 Leather armor)
HP: 24 (10+7+7)
Alignment: CN
Saves:
Fort +7 (+3 Druid, +2 Con, +2 Familiar)
Ref +5 (+1 Druid, +4 Dex)
Will +7 (+3 Druid, +4 Wis)

Attacks:
Dagger +3 (+2 Base, -1 Str, +1 Size, +1 MW) for 1d4-1 damage, thrown +7, 10 range
Grapple -2 (+2 Base, -1 Str, +1 Size, -4 Size)

Skills
Skill Points: 24+6+6= 36
Class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Appraise +2
Balance +4
Bluff +0
Climb -1
Concentration* +8 (6 ranks, +2 Con)
Craft * +4
Decipher Script +2
Diplomacy* +0
Disguise +0
Forgery +2
Gather Information +0
Handle Animal* +6 (6 ranks)
Heal* +4
Hide +10 (+4 size, +4 Dex, +2 Stealthy feat)
Intimidate +0
Jump -1
Knowledge (Nature)* +6 (2 ranks, +2 Int, +2 Nature Sense)
Listen* +6 (2 ranks, +4 Wis)
Move Silently +10 (+4 racial, +4 Dex, +2 Stealthy feat)
Perform +0
Profession* +2
Ride* +8 (+4 racial, +4 Dex)
Search +2
Sense Motive +4
Spellcraft* +8 (6 ranks, +2 Int)
Spot* +6 (2 ranks, +4 Wis)
Survival* +12 (6 ranks, +4 Wis, +2 Nature Sense)
Swim* -1
Tumble +6 (Cross-class, 2 ranks, +4 Dex)

Feats and abilities:
Stealthy (1st level feat, +2 bonus to Hide and Move Silently)
Augment Summoning (3rd level feat, summoned creatures have +4 enhancement bonus to Strength and Constitution)
Nature Sense (druid class ability, gain a +2 bonus on Knowledge (nature) and Survival checks)
Wild Empathy (druid class ability, a druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.)
Woodland Stride (druid class ability, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.)
Trackless Step (druid class ability, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.)

Racial traits:
-2 Strength, +2 Dexterity, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages chosen: Draconic, Orc.

Spellcasting (Spells per day: 4/3/2)

0 level- Save DC 14
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
1st level- Save DC 15
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.
2nd level- Save DC 16
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

Animal Companion:
Skree~ Rat Extraordinaire
Dire Rat
Size/Type: Small Animal
Hit Dice: 3d8+3 (13 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: Bite +6 melee (1d4 plus disease)
Full Attack: Bite +6 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 11, Dex 18, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +9, Listen +4, Move Silently +5, Spot +4, Swim +11
Feats and abilities: Alertness (+2 on Listen and Spot checks), Weapon Finesse (use Dex rather than Str for attack bonus), Link (A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.), Share Spells (At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type), Evasion (If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.)
Tricks: Attack (DC 20, the animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures, including such unnatural creatures as undead and aberrations, counts as two tricks), Come (DC 15, the animal comes to you, even if it normally would not do so), Defend (DC 20, the animal defends you or is ready to defend you if no threat is present, even without any command being given. Alternatively, you can command the animal to defend a specific other character), Down (DC 15, the animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated), Fetch (DC 15, the animal goes and gets something. If you do not point out a specific item, the animal fetches some random object), Seek (DC 15, the animal moves into an area and looks around for anything that is obviously alive or animate), Stay (DC 15, the animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to).

Gear:
Leather Armor 10gp
Masterwork Dagger 302gp
Backpack 2gp
Bedroll 1gp
Winter Blanket 1gp
Candle x5 1gp
Flint and Steel 1gp
Belt with 5 pouches 1gp
Spell Component pouch 5gp
Silk rope, 50 feet 10gp
Torch x2 1gp
Waterskin 1gp
Ten days rations 5gp
2359gp
 

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FreeXenon said:
Half-Ogre Template From Dragon
+12 to strength for a +1 Level Adjustment is not quite balanced, so I will have to say no to that. The minumum level adjustment would be about +2 or +3, or have some racial HD associated as some have suggested.
Um, I actually said a +4 Str adjustment, not +12. I would agree, the latter would be quite imbalanced.
 

Branding Opportunity said:
Um, I actually said a +4 Str adjustment, not +12. I would agree, the latter would be quite imbalanced.

The half-ogre is updated from the original Savage Species version in Races of Destiny.
+6 Str, -2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma
Giant type
Large size
Base Speed of 30 ft.
Darkvision 60 ft.
Natural Armor +4
Automatic Languages: Giant & Common
Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal.
Favored Class: Barbarian
Level Adjustment: +2

It is a creature, not a template in this version, which makes sense enough as the half-orc is a creature, not a template.
 

Thanks for posting that Ferrix, I was hoping to stay away from the +2 LA version of it. If you work it as a template, you can make a fun combo creature, such as the half-ogre/half-shifter!
 

Branding Opportunity said:
Um, I actually said a +4 Str adjustment, not +12. I would agree, the latter would be quite imbalanced.
Branding Opportunity said:
If the creature is of Small or Medium size, it gains a a size category, becoming Medium or Large respectively. See Table 4-2: Changes to Statistics by Size in the Monster Manual for changes to the base creature when it gains a size category.
Part of the template includes a size increase (from Medium to Large) and with that size increase comes +8 strength and a another +4 to Con. If the template did not include the size change I might be persuaded at a +1 ECL. :heh:

The Half-Ogre Ferrix posted is fine.
 

Branding Opportunity said:
Thanks for posting that Ferrix, I was hoping to stay away from the +2 LA version of it. If you work it as a template, you can make a fun combo creature, such as the half-ogre/half-shifter!

They upped the level adjustment for a reason.
 

Bobitron said:
I considered grabbing Track as a feat, but I assume Tullia has that covered. Ranger, right?

Maybe she is, maybe she isn't! But in any regard, as I said earlier, there is no guarantee I'm picked. So ... assuming Tullia is a ranger and assuming Tullia has track covered (hint, hint) that still doesn't mean that she'll be playing!

Bobitron said:
Str: 8

Equipment:
Leather Armor (7.5), Masterwork Dagger (.5), Backpack (.5), Bedroll (1.25), Winter Blanket (.75), Candle x5 (-), Flint and Steel (-), Belt with 5 pouches (-), Spell Component pouch (2), Silk rope (5), Torch x2 (2), Waterskin (1), Ten days rations (2.5)

Items in Turqouise are my addition to the quote.

Okay ... lets see here. The stuff in turquoise is the weight for the items for a small character. Adding all that up gives 23 lbs if I did it correctly. Now ... a medium sized character with a STR 8 has carrying capacity of 26/53/80/160/400. (light/medium/heavy/lift off ground/push,pull,drag). But since this is a small character, these become 19.5/39.75/60/120/300. At those levels, this is a medium load. Assuming we are worrying about loads, that is going to reduce your speed. You could reduce that a wee bit by getting rid of those trail rations. The survival skill lets you feed yourself for a day with a DC 10. At third level that is automatic for your caracter. So dump the trail rations. That'll save you some weight. You could also dump the waterskin, since a DC 10 Survivor Check also provides water - although that isn't necessarily portable water. Dropping those two sets of items gets you to a light load - not counting gold, of course.... The blanket may not be necessary (since you have survival skill) if you are trying to get to a light load.

On the other hand, you may not care. Or, a medium load may be fine for you. Or, our DM may not care about loads and carrying capacity. If any of the above are true, then please ignore my previous comments!

As far as which I would rather play alongside ... I kinda liked the arcane one. A bit weird with all the animal stuff, but I kinda liked it. It grew on me. Besides, I haven't seen a ton of projected aranists so far. I haven't seen many divine casters either, I suppose.

Gee, looking back I suppose I haven't really been all that helpful. Sorry, Bobitron...
 

Thanks, Nonlethal. I think I still like the wizard more as well. The druid has a broader skill set, better HP and AC, and some more flexibility, but the wizard just seems cooler to me for some reason. :)

I don't really have any specific things regarding a campaign. I'll say that I generally like adventures in urban or at least settled areas rather than dungeon crawls (especially in pbp) or wilderness games.
 

Bobitron - if you are willing to sacrifice a level of casting (which is alot to ask, I understand) you could give up a level of wizard and pick up a level of Barbarian, Fighter, Ranger, or Rogue.

If you are worried about skillpoints, Barbarian would give you 2 more skillpoints and make your Handle Animal ranks class ranks instead of cross-class. Fighter would do the sameabout the Handle Animal ranks but would not give you any additional skillpoints. Ranger would give you 4 more skillpoints and make Handle Animal a class skill. Rogue would give you 6 ore skill points and make the Tumble ranks a class skill.

If you are worried about hitpoints, I need not really mention that any of the above suggestions would increase his hitpoints.

If you are worried about AC ... well, nothing here would really help except you could wear padded or leather armor ... but then you are risking spell chance failure. Not badly, but enough to scare most people, right?

One other advantage that all the above suggestions (except the rogue) would give you is a +1 to BAB. If you are planning on using touch spells or rays (most are ranged touch spells) this +1 to BAB may be worth considering.

Anyway, just a couple of thoughts - since you mentioned a slight wish that the arcane Telas had better HP, skillpoints, etc. But, all this comes at a loss of a caster level. Question that only you can answer is - is it worth it?

[Side note: I see the favored class of the goblin is rogue ... so to avoid XP penalties I suppose only the rogue suggestion above is really viable. Anyway, just offering up suggestions since it seems you want ideas. Feel free to ignore me if you want! :) ]
 

Ari Corleis - Aundairan Sage

Ari Corleis
Neutral Human Sage Cleric 1

DM Only[sblock]
Age: 27
Gender: Male
Height: 5’8”
Weight: 130lb.
Eyes: Blue
Hair: Dirty blond
Skin: Fair

STR: 10 [--] (10 base)
DEX: 12 [+1] (12 base)
CON: 14 [+2] (14 base)
INT: 18 [+4] (18 base)
WIS: 16 [+3] (16 base)
CHA: 14 [+2] (14 base)

Hit Dice: 3d6 + 6
HP: 24
Armor Class: 10 (10 base + 1 Dex + X Armor)
Initiative: +1
BAB: +1
- Melee: +1
- Ranged: +2

Speed: 30’

FORT: +3 (1 Base + 2 Con)
REFL: +2 (1 Base + 1 Dex)
WILL: +6 (3 Base + 3 Wis)

Abilities:
- Human Bonus Feat & Skill Points
- Turn Undead
- Spontaneous Cure Spells
- Lore +7
- Knowledge domain; +1 caster level for divination spells
- Magic domain; can use magic items as a wizard of ½ cleric level
- Dream domain; immune to fear


Feats:
1st Level
- Master Linguist
- Research
3rd Level
- Open Minded


Traits:
- Absent Minded (+1 to all Knowledge checks, -1 to Spot & Listen checks)
- Focused (+1 to Concentration checks, -1 to Spot & Listen checks)
- Nearsighted (+1 to Search checks, -1 to Spot checks)

Skills:
Knowledge (arcana) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (architecture) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (dungeoneering) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (geography) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (history) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (local) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (nature) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (nobility) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (religion) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Knowledge (planes) +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Search +13 (6 ranks, +4 Int, +1 Trait, +2 Circ)
Decipher Script +12 (6 ranks, +4 Int, +2 Circ)
Concentration +9 (6 ranks, +2 Con, +1 Trait)
Spellcraft +9 (5 ranks, +4 Int)


Languages:
- Common, Draconic, Giant, Elven, Goblin, Argon, Riedran, Dwarven


Spellcasting:
Caster Level: 3
Save DC: 10 + 3 Wis + Spell Level
Spells Prepared:
Oth level – (4/day) Light, Guidance, Mending, Read Magic
1st level – (3+1/day) Divine Insight, Identify, Bless, Sleep (d)
2nd level – (2+1/day) Wave of Grief, Hold Person, Detect Thoughts (d)


Equipment:
Melee weapons
-Quarterstaff +1 (1d6, 20/x2) (-gp, 4lb)
-Dagger +1 (1d4, 19-20/x2) (2gp, 1lb)

Ranged weapons
-Name Weapon +X (XdX+X, 20/x2, ft.) Description (gp, lb)

Miscellaneous Magical or Psionic Items
-Tome of Vast Knowledge (+2 on knowledge checks & lore checks) (550gp, 10lb)
-Spectacles of Minute Details (+2 to Search & Decipher Script) (800gp, -lb)
-Aureon’s Protective Amulet (Mage Armor 2/day, Clerics only) (560gp, -lb)

Mundane equipment
-Adventurer’s Outfit (gp, -lb)

Weight Carried: lb
Remaining money: 240gp


Description

Personality

Background
[/sblock]
 

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