The Bold Adventures of Poins! OOC-Discussion (Recruiting Again! 4 Slots Available!)

Devon

Name: Devon Farmer

Class: Druid 1
Race: Human (Torian descent)
Alignment: Neutral Good
Deity: Terra
Age: 18
Gender: Male
Height: 5’8”
Weight: 158 Pounds
Eyes: Blue
Hair: Red
Skin: Ruddy
Move: 30’

Ability Scores: Str: 12/Dex: 12/Con: 14/Int: 10/Wis:16/Cha: 14
HP: 10 (1d8+2)
AC: 15 (+1 Dex, +2 Leather armor, +2 Heavy shield)
Init: +1 (+1 dex)
BAB: +0
Saves: Fort: +4/Ref: +1/Will: +5

Attacks:
Scimitar +1 1d6 /18-20/x2
Sling +1 1d4 /x2/50’ range
Club +1 1d6 /x2

Racial Abilities:
Human.

Class Abilities:
Nature Sense
Wild empathy
Animal Companion (Badger)

Spells Per Day:
Orisons: (3) Detect Poison, Create Water, Flare.
1st: (3) Entangle, Longstrider, Magic Fang

Feats:
Spell Focus Conjuration, Augment Summoning

Skills: (Ability + Ranks + Misc.)
Hide +1 (+1 Dex)
Move Silently +1 (+1 Dex)
Listen +3 (+3 Wis)
Search +0 (+0 Int)
Spot +3 (+3 Wis)
Knowledge Nature +6 (+0 Int, +4 ranks, +2 Nature sense)
Profession Farmer +7 (+3 Wis, +4 ranks)
Survival +9 (+3 Wis, +4 ranks, +2 Nature sense)
Craft Alchemy +7 (+3 Wis, +4 ranks)
Diplomacy +6 (+2 Cha, +4 ranks)

Languages:
Common & Druidic

Gear: (Total weight: 43w)
Leather armor
Heavy wooden shield
Scimitar
Club
Sling
Backpack
Waterskin
1 day’s rations
bedroll
sack
flint and steel
pouch with 10 stones
Holly and Mistletoe
3 torches
11GP

Physical Description:
Devon looks very typical for his people. Red hair pulled back into a pony tale, beard and mustache a slightly darker color, blue eyes the color of a clear crystal brook and a deep bass voice like thunder. He spends most of his time digging and planting crops.
Devon is typically dressed in his traveling leathers and almost always dirty.
His badger is typicaly at his side or begging for scraps from a nearby table.

Personality:
Devon is very down to earth and nice to be around. He is a great listener and the ladies find him a great catch. He is very Taurian in nature. Passionate and takes his time but don’t get him angry. He can take a lot of abuse but when he pops his cork it’s all over.
 
Last edited:

log in or register to remove this ad


Also interested in a level 1 game. I always like starting low and follow the charactes' travels and trvails. :)

Never one to to bemoan fate, Graevel Kerd will never admit that he misses the mines and workings of his fathers. He does, though, and looks almost wistfully at the high peaks around him. 'ah,' he sighs wistfully, 'to be accepted back into the great halls of the Nibelungen again would be fine, indeed.'
But wild magic is frowned upon, especially when it cannot be used to build the caverns or mine the stones. So, Graevel has built a life, here in the Township of Poins as a modest smith and carpenter, hiding the shame of his wild magic as best he can...


Graevel Kerd, male Dwarf, Hill Sor1 :

CR 1, Size M, Level 1, HD 1D4 + 2, hp 7 (10), Init 1, Spd 20, AC 14 (Armor +2, Shield +1, Dex +1), Attack +0, SV Fort +2, Ref +1, Will +2; AL NG;
Str 14(+2), Dex 12(+1), Con 14(+2), Int 11, Wis 10, Cha 15(+2).
Attacks: [*club*]:club +2 melee/ranged/thrown (1d6+2); [*crossbow, light*]:crossbow, light +1 ranged (1d8/19-20);
Proficiencies: shortbow, waraxe, dwarven, all simple weapons, dwarven waraxe.
Skills : Appraise +1 (+1 Ranks ); Intimidate +3 (+1 Ranks, +2 Cha ); Search +1 (+1 Ranks ); Craft (blacksmithing) +1 (+1 Ranks ); Craft (carpentry) +1 (+1 Ranks ).
Feats: Simple Weapon Proficiency: All, Toughness.
Racial Abilities: Dwarven Traits, Dwarven Proficiencies.
Class Features: Spells.
Languages: Common, Dwarven.
Possessions: club (weapon, melee/ranged/thrown/bludgeon), leather (armor, worn, light), crossbow, light (weapon, ranged/pierce), buckler (shield, wooden).
Weight: 29, Equip Value: 60, Gold: 0

>-------------------------------------------------------<
I envision Graevel as a unwitting sorcerer, his magic untamed and wild. I was thinking maybe, if he was accepted of course, that maybe we could roll randomly for a bit off of the spell tables to simulate this untamed ability. Eventually, of course, he will need to seek out a mentor to help him control this...
 

how much money do we get?
I've been using the 3.5 SRD to make this guy, but i've noticed (or overlooked) the chart that states which skills are skills that are available to all classes---I've got to get my old 3.0 PHB out of the car & look for 'em---are they the same as 3.5? thanks:)
 


Name: Hemaor
Class: Fighter
Level: 1
Race: Nibelungen Hobyea
Alignment: Lawful Neutral
Deity: Ram-Hoth, Lord of the Mountains, King of Peaks
Age: 65
Height: 4'
Weight: 128

STR: 14 (6 pt)
DEX: 12 (6 pt)
CON: 16 (6 pt)
INT: 14 (6 pt)
WIS: 12 (4 pt)
CHA: 12 (4 pt)

AC: +1 Dex, +1 Natural, +x Armor
HP: 13
Init: +1
BAB: +1

Fort: +5
Ref: +1
Will: +1

Craft (Armorer): 2 ranks
Handle Animal: 4 ranks
Intimidate: 4 ranks
Perform (Sing): 1 rank cc
Ride: 4 ranks

Level 1 Feat: Mounted Combat
Fighter 1 Feat: Quick Draw

Racial Traits:
[sblock]• -2 Dexterity, +2 Constitution
• Medium: As Medium creatures, Nibelungen have no special bonuses or penalties due to their size.
• Nibelungen base land speed is 20 feet. However, Nibelungen can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Nibelungen can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a Nibelungen a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Nibelungen who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Nibelungen can use the Search skill to find stonework traps as a rogue can. A Nibelungen can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Nibelungen may treat Nibelungen waraxes and Nibelungen urgroshes as martial weapons, rather than exotic weapons.
• Stability: A Nibelungen gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against giants.
• +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.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Nibelungen. Bonus Languages: Giant, Gnome, Goblin, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass Nibelungen’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
• +1 Natural Armor bonus
• Speak with Animals (birds and mammals), (1/day).[/sblock]

Equipment:
TBA
 


So, I was feeling a little inspired, and I came up with this bit of backstory regarding Caradoc's relationship with his patron deity. Enjoy ;)
--------------------------------
A merchant’s foremost commodity should be a glib tongue. –Cador Nuttall

Caradoc carries on a long family tradition of reverence for the Golden-tongued. From time immemorial, Caradoc’s distant ancestors, who relied on martial prowess to carve out an existence, worshipped Oghma as a patron of might in battle. As generations went by, life became more secure, with trade and diplomacy, not warfare, becoming the gateways to power and wealth for the common man; so, Caradoc’s forefathers, always practical, simply shifted the emphasis of their worship.

This appreciation for the Laughing Warrior’s gifts was instilled in each new generation by the last, and Caradoc’s case was no different. Cador Nuttall, confident that his son would grow to make his ancestors (the merchants and politicians, not the nomadic warriors) proud, taught him the importance of interpersonal skills from the mercantile perspective; no degree of luck or diligent bookkeeping could equal the success one would find by convincing one’s customers that they are not simply paying for goods from an impersonal intermediary, but rather participating in a mutually beneficial trade arrangement with a good neighbor.

Though the (rather dull, he felt) end of building a booming business never really appealed to Caradoc, he took naturally to the teachings of the Divine Diplomat (the Sterling Speaker, the Outstanding Orator, the Remarkable Raconteur…), and they served him in good stead amongst friend, rival, mistress, and stuffy university professor alike. He still finds time to occasion the local temple (sure, it’s technically Thraunus’s, but he’s a good-natured chap who doesn’t mind sharing) and pay homage to his patron.
----------------------------------------
We'll see where this goes, but the idea of eventually taking some levels as a cleric of Oghma sounds interesting.
 
Last edited:

who has a druid? I was planning on part of my half-goblin barbarian being raised by a 'hermitish' druidess & would like to possibly work in some 'knowing someone in the group' prior to the group getting together. ;)

BTW, exactly how many folks do we have signing up :confused:
 

mps42 said:
Also interested in a level 1 game. I always like starting low and follow the charactes' travels and trvails. :)

Never one to to bemoan fate, Graevel Kerd will never admit that he misses the mines and workings of his fathers. He does, though, and looks almost wistfully at the high peaks around him. 'ah,' he sighs wistfully, 'to be accepted back into the great halls of the Nibelungen again would be fine, indeed.'
But wild magic is frowned upon, especially when it cannot be used to build the caverns or mine the stones. So, Graevel has built a life, here in the Township of Poins as a modest smith and carpenter, hiding the shame of his wild magic as best he can...


Graevel Kerd, male Dwarf, Hill Sor1 :

CR 1, Size M, Level 1, HD 1D4 + 2, hp 7 (10), Init 1, Spd 20, AC 14 (Armor +2, Shield +1, Dex +1), Attack +0, SV Fort +2, Ref +1, Will +2; AL NG;
Str 14(+2), Dex 12(+1), Con 14(+2), Int 11, Wis 10, Cha 15(+2).
Attacks: [*club*]:club +2 melee/ranged/thrown (1d6+2); [*crossbow, light*]:crossbow, light +1 ranged (1d8/19-20);
Proficiencies: shortbow, waraxe, dwarven, all simple weapons, dwarven waraxe.
Skills : Appraise +1 (+1 Ranks ); Intimidate +3 (+1 Ranks, +2 Cha ); Search +1 (+1 Ranks ); Craft (blacksmithing) +1 (+1 Ranks ); Craft (carpentry) +1 (+1 Ranks ).
Feats: Simple Weapon Proficiency: All, Toughness.
Racial Abilities: Dwarven Traits, Dwarven Proficiencies.
Class Features: Spells.
Languages: Common, Dwarven.
Possessions: club (weapon, melee/ranged/thrown/bludgeon), leather (armor, worn, light), crossbow, light (weapon, ranged/pierce), buckler (shield, wooden).
Weight: 29, Equip Value: 60, Gold: 0

>-------------------------------------------------------<
I envision Graevel as a unwitting sorcerer, his magic untamed and wild. I was thinking maybe, if he was accepted of course, that maybe we could roll randomly for a bit off of the spell tables to simulate this untamed ability. Eventually, of course, he will need to seek out a mentor to help him control this...

I suppose I should mention that the Nibelungen have a long and potent tradition as wizards...

Actually, I'll write a bit more about Nibelung culture shortly...
 

Remove ads

Top