THe Advancing Hoard: Game 2 - 3.5 D&D Adventure (Full)

Please post the information (and I mean ALL of the information, including the orginizations merits beyond the rule-based bonuses to the character) here, or email them to me at knutr01 at ca.com.

I'll be starting to go through the characters today.

Oh, someone from the other thread had emailed me the SRD for the 3.5 psionic rules, so Isida, if you wish to transfer your character to that format, then feel free. I'll leave it up to you.

THanks!
 

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Miro Starwalker

Class: Paladin
Race/Sex: Aasimar/Male
Align: Lawful Good
Level: 1 Exp: 0
HP: 12
AC: 16(10BASE+2Dex+4ARMOR)14/14/12
Init: +2

BAB: +1
Melee: +5 Greatsword 2d6+6 19-20:x2 or +5 Lt Hammer 1d4+4 20:x2
Range: +3 SHortbow 1d6 20:x3, 60' range or +3 Lt Hammer 1d4+4 20:x2, 20' range

Saves: Fort: +4 Reflex: +2 Will: +2

ABILITIES
Str: 18 +4
Dex: 14 +2
Con: 14 +2
Int: 14 +2
Wis: 15 +2
Chr: 19 +4

Languages: Common, Celestial, Elf, and Gnome

FEATS
• Combat Expertise

SKILLS
Name Rank + Ability + Misc = Total
Concentration 4 + 2(con) + 0 = 6
Diplomacy 4 + 4(Chr) + 0 = 8
Handle Animal 1 + 4(Chr) + 0 = 5
Knowledge (nobility & royalty) 1 + 2(Int) + 0 = 3
Knowledge (religion) 1 + 2(Int) +0 = 3
Listen 0 + 2(Wis) + 2(Racial) = 4
Ride 4 + 2(Dex) + 0 = 6
Sense Motive 1 + 2(Wis) +0 = 3
Spot 0 + 2(Wis) +2(Racial) = 4

AASIMARr TRAITS
• +2 Wis and +2 Chr
• Medium Size
• Base land speed is 30'
• Darkvision 60'
• +2 Racial Bonus on Spot and Listen
• Daylight(Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
• Resistance to acid 5, cold 5, and electricity 5
• Automatic Languages: Common, Celestial
• Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,Sylvan.
• Favored Class: Paladin
• Level adjustment +1

PALADIN TRAITS
• Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty / religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis) are class skills.
• Proficiency with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)
• Aura of Good
• Detect Evil at will.
• Smite Evil 1/day.

SPELLS
DC: 10 + spell level + 2(Wis)

Prepared spells: 0|0
0: N/A
1: N/A

APPEARANCE
Miro looks like a handsome human man, but his flowing long silver hair betrays his celestial heritage. He has bright blue eyes and a deep, but pleasant and assuring voice. He wears a deep blue tunic on top of his chain shirt. A large sword is sheathed on his back along with a shortbow. There's also a small hammer hanging on his belt.

BACKGROUND
Despite his celestial blood, Miro's parents are both 'normal' humans. He was born to a noble family, which has had potent magic users for many generations. That is probably the answer to his heritage, beacuse his grandmother - a potent sorceress - strangely disappeared about twenty years ago and hasn't been seen ever since.

Even in his early teens Miro proved to be very charismatic and was already a skilled swordsman. He was a boon to his family and his parents had planned a great future to him as the new head of the family and the caretaker of their property. But Miro never cared about riches or fame, and he openly critizized his father for using his position selfishly. He didn't want to end up as a greedy noble only interested in adding gold to his coffers, so he declined and left the rich life to use his talents for the good of all.

Miro decided the best way to protecting the innocent and aiding the needy was to join the Order of the Golden Moon. The order has many good monks and paladins as members, who all worship Heironeous and dedicate their lifes in battle against evil. Miro hasn't seen much action thus far, but hopes that will change soon as he has just recently completed his initial training and gained full membership of the order.


EQUIPMENT
Explorer's Outfit (worn) -wt -gp
Chain Shirt (worn) 25wt 100gp
Light Hammer (belt, left) 2wt 1gp
Arrows(20) (belt, right) 3wt 1gp

Backpack (back) 2wt 2gp
-Bedroll 5wt 1sp
-Trail Rations (6 days) 6wt 3gp
-Hempen Rope (50ft) 10wt 1gp
-Spade 8wt 2gp
-Arrows(20) 3wt 1gp
Greatsword (back) 8wt 50gp
Shortbow (back) 2wt 30gp


Belt pouch .5wt 1gp
-Waterskin 7wt 1gp
-Flint and steel -wt 1gp
-45 gp, 9 sp 1.08wt

Looks great to me! I was concidering if the Aasimar, being a plain touched creature, should be considered more of a template taht would be added to the racial features of the original race (in this case human) but reading it closer found that Aasimar ARE the human plaintouched, and other races would have a different name for thier plaintouched. However, that does not explain why all of the racial abilities for humans disappeared. Take a look at the half-celestial, which is more of a celestial then the Aasimar... they retain their human traits though the Aasimar is more human then the half-celecial. Why?

So I suppose my question would be... if I allowed Aasimar to retain thier human traits beyond the Aasimar traits, would anyone mind, or find it offensive?

Oh, the character looks great. Nothing that I could find out of place.

Thanks!
 
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Mithreander... I don't suppose you have access to the book Mindscapes from Malhavoc press do you? Or Hyperconscious from the same publisher? They have a very interesting mental combat system, and some cool powers and PrCs. Just curious. :) And as much as I like Brogoan, I think will go with Vestra.

Vestra Morger
Female Elan Psion (Egoist) 1

Alignment: Neutral Good
Patron Deity: Mystra
Region: Lantan
Height: 5' 10''
Weight: 136lbs
Hair: Red
Eyes: Green
Age: 24

Str: 15 (+2)
Dex: 16 (+3)
Con: 15 (+2)
Int: 18 (+4)
Wis: 17 (+3)
Cha: 11 (+0) [-2 racial]

Class and Racial Abilities: -2 Cha, Aberration (no darkvision), Medium size, naturally psionic (+2 power points), resistance (can spend 1 power point to gain +4 racial bonus to saving throws until next action), resilience (can reduce damage by 2 for every 1 power point she spends), repletion (can spend 1 power point and not need to eat or drink for 24 hours). Psionic powers, bonus feats, psychometabolism discipline.


Hit Dice: 1d4 + 2
HP: 6
AC: 13 (+3 Dex)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +2 [+0 base, +2 Con]
Reflex +3 [+0 base, +3 Dex]
Will +5 [+2 base, +3 Wis]

BAB: +0
Melee Atk: +2 (1d6+2/x2/B, club)
Ranged Atk: +3 (1d6+2/x2/P, shortspear)

Skills:
Autohypnosis +7 [4 ranks, +3 Wis]
Concentration +6 [4 ranks, +2 Con]
Craft (gemcutting) +6 [2 ranks, +4 Int]
Craft (tattooing) +6 [2 ranks, +4 Int]
Heal +5 [2 ranks, +3 Wis]
Knowledge (psionics) +11 [4 ranks, +4 Int, +3 psicrystal]
Knowledge (magic) +6 [2 ranks, +4 Int]
Psicraft +8 [4 ranks, +4 Int]

Feats:
Psicrystal Affinity (1st level)
Imprint Stone (psion bonus 1st level)

Languages: Common,

Powers Known
Save DC +4 – Power points available – 6
1st - thicken skin, inertial armor, crystal shard

Equipment
Club
6 shortspears 6gp
Dagger 2gp
Gemcutter’s kit 5gp
20 gp ruby
Tattooer’s kit 5gp
Backpack 2gp
Bedroll 5sp
Waterskin 1gp
50 ft. silk rope 10gp
Trail rations (20 days worth) 10gp
Belt pouch 1gp
Explorer’s outfit
2 self-made power stones of crystal shard 25gp
power stone of sense link 25gp

Money
7gp, 5sp

Quallax the Sage (psicrystal): Diminutive construct; HD 1: hp 3; Init +2; Spd 30 ft., climb 20 ft.*; AC 16 (+4 size, +2 Dex*) touch 16, flat-footed 4; Base Atk +0; Grp -17; Atk --; full Atk --; Space/Reach 1 ft./0 ft; SA --; SQ improved evasion, sage personality, self-propulsion, share powers, telepathic link; AL NG; SV Fort +0, Ref +2, Will +2; Str 1*, Dex 15*, Con --, Int 6, Wis 10, Cha 10.

Skills and Feats: Climb +14*, Listen +6, Move Silently +6, Search +2, Spot +6; Alertness.
*With self-propulsion ability activated.

Appearance: Vestra is a tall, and incredibly thin woman with long, straight red hair. She tends to wear it long and loose, or occasionally tied back, and it reaches nearly to her knees when unbound. Her skin is pale, and sprinkled with freckles, as well as elaborate tattoos that cover her shoulders, arms, hands, collarbone, neck, sides, hips, legs, and feet in flowing, abstract designs in colors of deep blue, brown, and red. She tends to wear vests, short trousers, and sandals where weather permits in order to show off her tattoos.

She has several shortspears in an oversized leather quiver attached to her backpack, and carries a club in her hands whilst on the road. Sometimes you can see what appears to be a round, faceted ruby sitting on her shoulder, but then you realize that it was only her hair…

Personality: Vestra is a curious individual, driven to find out what knowledge she can about the mysteries of the mind. However, knowledge comes at a price, and Vesta has often been forced to defend herself, her knowledge, and those that have given it to her. Though her psicrystal often hounds her to keep to libraries, Vestra enjoys the challenge of experiencing knowledge first hand, and can often be found in the strangest of places.

Background: Vestra was born Kilee Ishram, a daughter of a sheep farmer in the highlands. She worked twenty years in the trade, having no way or means to leave her village. While her parents were kind, and her older sister and brother decent, Kilee often felt that she was capable of being more than a sheep farmer’s daughter. It was the arrival of bard in their small village that brought Kilee’s latent desire and talent to life. The bard spoke of tales of hidden power, and magic stranger than Kilee had ever seen.

Kilee sought out the bard, to ask him about some of her own childhood experiences. She could recall being the only child to be able to hide in the berry patch yet come out without a scratch. Another time she was butted by one of the rams in breeding season, and while she was flung across the field, she was not even hurt. The bard was intrigued by her tales, and spoke to her of some people in the highest mountains that knew of the powers she spoke of.

Still a bit uncertain, it took Kilee nearly a month to work up the courage to leave, and finally left her town and family in the night, going with the bard to the strange and mysterious north. On the way there, the bard spoke of the people called the élans, strange people that were not born, but bound themselves to humans that wished a new life. Elans could greatly help those with gifts like Kilee, and the young woman was intrigued.

At the élan enclave, Kilee was tested and questioned, taught and tempered to see if she was able to become one of them. The sheep farmer’s daughter did remarkably well, and two months after she came to them, Kilee was reborn as Vestra Morger. She learned to master her new powers of the mind, energized and empowered by her new existence. Applying herself to the knowledge she had never known in her small village, Vestra has set out into the world to explore it to the fullest.
 
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Mithreander said:
Looks great to me! I was concidering if the Aasimar, being a plain touched creature, should be considered more of a template taht would be added to the racial features of the original race (in this case human) but reading it closer found that Aasimar ARE the human plaintouched, and other races would have a different name for thier plaintouched. However, that does not explain why all of the racial abilities for humans disappeared. Take a look at the half-celestial, which is more of a celestial then the Aasimar... they retain their human traits though the Aasimar is more human then the half-celecial. Why?

So I suppose my question would be... if I allowed Aasimar to retain thier human traits beyond the Aasimar traits, would anyone mind, or find it offensive?

Oh, the character looks great. Nothing that I could find out of place.

Thanks!
I think you already said it, why Aasimar's don't get the human traits. It is just because they are a RACE of their own and not a TEMPLATE. I understand your meaning, but races get what is listed and templates add the abilities to the base creature. Templates are more powerful in that sense.

I guess you could say Aasimars look much like humans, but in fact deep down are still quite different from them. I think it's said somewhere in the race's description, that they often don't adjust well to the human culture and are very likely to go adventuring because of that. Such is the case with my character, Miro, as well.

I don't object adding the human traits, because in a way you make sense, but on the other hand I think Aasimar's are good enough LA+1 race such as they are. I'm cool either way.

Sent an email to you about the Kensai PrC.
 

I've recieved your email and the Kensai looks fine. DO you have an idea as to who you are going to make an oath, or are you going to wait till the game proceeds to see if there is someone there that your character identifies with?

If this will be dealing with your ORder of the golden Moon, then will the oath be to Heionious? Just wondering on your present thoughts.
 

Regarding Aasimar traits, if you added human traits on top of that, it would be more than LA +1 in my opinion. The half-celestial template is LA +4, and Aasimar is a race, not a template.
 

Mithreander said:
I've recieved your email and the Kensai looks fine. DO you have an idea as to who you are going to make an oath, or are you going to wait till the game proceeds to see if there is someone there that your character identifies with?

If this will be dealing with your ORder of the golden Moon, then will the oath be to Heionious? Just wondering on your present thoughts.
I think it's best to wait and see unless you already know something, that would fit well. The good thing about the oath is, that it is not necessarily unique. The Kensai can have short-term oaths like for example guarding some NPC or even PC for some defined time or completing some task given by his order, deity or someone else.

I included the Order and Heironeus to the background with the oath in my mind, but they are there just as added options. A good choice is anything, that can be included smoothly in the game.
 

Lia Liadon

Class: Wizard (Conjurer)
Race/Sex: Gray Elf/Female
Alignment: Chaotic Good
Level: 1 Exp: 0
Hit Points: 4
Armor Class: 13 (Base 10, Dex +3)
Initiative: +3

Base Attack Bonus: +0
Melee: Rapier -1 to hit, 1d6-1 dmg, 18-20/x2 crit
Ranged: Longbow +2 to hit, 1d8-1 dmg, 20/x3 crit
Fortitude: +0 (Base 0, Con +0)
Reflex: +3 (Base 0, Dex +3)
Will: +2 (Base 2, Wis +0)

Abilities
• Str: 9 -1
• Dex: 16 +3
• Con: 10 +0
• Int: 20 +5
• Wis: 10 +0
• Cha: 13 +1

Languages:
• Celestial
• Common
• Draconic
• Elven
• Gnome
• Goblin
• Orc
• Sylvan
• Undercommon

Feats:
• Augmented Summoning
• Eschew Materials

Skills:
• Concentration 4 (4 Ranks, +0 Con)
• Decipher Script 9 (4 Ranks, +5 Int)
• Knowledge (Arcana) 9 (4 Ranks, +5 Int)
• Knowledge (Nature) 6 (1 Rank, +5 Int)
• Knowledge (Psionics) 6 (1 Rank, +5 Int)
• Knowledge (Religion) 6 (1 Rank, +5 Int)
• Knowledge (The Planes) 6 (1 Rank, +5 Int)
• Psicraft 7 (2 Ranks, +5 Int) Cross-class
• Speak Languages 2 (2 Ranks) Cross-Class
• Spellcraft 9 (4 Ranks, +5 Int)

Racial Traits:
• -1 Str, +2 Dex, -2 Con, +2 Int
• Medium size
• Speed: 30
• Immunity to sleep spells and effects
• +2 racial bonus to saving throws against Enchantments
• Weapon proficiency: Longsword, Rapier, Longbow, Shortbow
• +2 racial bonus to listen, search and spot
• Keen senses
• Automatic languages: Common, Elven
• Bonus languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
• Favored class: Wizard

Class Traits:
• Hit Points per level: d4 + Con modifier
• Skills per level: 2 + Int modifier
• Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int)
• Weapon proficiency: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff
• Bonus languages: Draconic
• Spells
• Rapid Summoning
• Enhanced Summoning
• No Familiar
• No Scribe Scroll
• No Bonus Feats

Cantrips:
• (Abj) Resistance: Subject gains +1 on saving throws.
• (Con) Acid Splash: Orb deals 1d3 acid damage.
• (Div) Detect Poison: Detects poison in one creature or small object.
• (Div) Detect Magic: Detects spells and magic items within 60 ft.
• (Div) Read Magic: Read scrolls and spellbooks.
• (Enc) Daze: Humanoid creature of 4 HD or less loses next action.
• (Evo) Dancing Lights: Creates torches or other lights.
• (Evo) Flare: Dazzles one creature (–1 on attack rolls).
• (Evo) Light: Object shines like a torch.
• (Evo) Ray of Frost: Ray deals 1d3 cold damage.
• (Tra) Mage Hand: 5-pound telekinesis.
• (Tra) Mending: Makes minor repairs on an object.
• (Tra) Message: Whispered conversation at distance.
• (Tra) Open/Close: Opens or closes small or light things.
• (Uni) Arcane Mark: Inscribes a personal rune (visible or invisible).
• (Uni) Prestidigitation: Performs minor tricks.

1st Level Spells:
• (Con) Mage Armor: Gives subject +4 armor bonus.
• (Con) Obscuring Mist: Fog surrounds you.
• (Con) Summon Monster I: Calls extraplanar creature to fight for you.
• (Con) Unseen Servant: Invisible force obeys your commands.
• (Div) Comprehend Languages: You understand all spoken and written languages.
• (Div) Identify M: Determines properties of magic item.
• (Enc) Charm Person: Makes one person your friend.
• (Evo) Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Spells per day: 3+1/3+1
Spell DC: 15 + Spell Level
Prepared Spells:
• Acid Splash, Detect Magic, Light, Prestidigitation
• Charm Person, Mage Armor, Summon Monster I, Summon Monster I

Equipment:
• Explorer's Outfit 0lb, 0cp
• Rapier 2lb, 20gp
• Longbow 3lb, 75gp
• Arrows x20 3lb, 1gp
• Belt Pouch ½lb, 1gp
• Waterskin 4lb, 1gp
• Backpack 2lb, 2gp
• Wizard's Spellbook 3lb, 15gp
• Flint and Steel 0lb, 1gp
• Candle x5 0lb, 5cp
• Soap 1lb, 5sp
• Sack ½lb, 1gp
• Bedroll 5lb, 1sp
• Winter Blanket 3lb, 5sp
• Trail Rations x2 2lb, 1gp
• Whetstone 1lb, 2xp

Money: 1gp, 7sp, 3cp
Current Weight: 30lb, Light
 
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Thels, I love the options available for the specialist (making them more unique from the general wizard) and I would gladdly include them in this campaine (I can not say the same for all of the optional rules in the UA, but those I DO like).

I'll go over your character shortly... hopefully today as well as the rest of the characters that are complete.

Cheers.
 

Zerth, that works for me... welcome aboard. I hope to begin the game by the beginning of next week (giving me some prep time... just incase it gets busy here at work).
 

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