The Lamentation of Lolth - OoC I (Epic CotSQ Campaign)


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Verbatim said:
For Narleth/Shatterstone pairing, it could work if the half-ogre was raised among the saurials, and out of a sense of honor, he chooses to accompany one of his "hatch" mates.

V

Hey "V', I like that idea :p , B.S. are u up for that? :D
 

Verbatim said:
Also, if Shatterstone wants the offer to tie the char together is still there,
I figured ours would be tied together it makes to much sense not to be.

Verbatim said:
For Narleth/Shatterstone pairing.
I just don't see how it could be done for Narleth and me, but between you two it might be do able. :)

Background is done and now I just need to finish a few small issues upon my character sheet.
 
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Here's the stats for my character. Still working on his background and description, but what I've done so far should give everyone a fair idea of what I've got planned.


Andreas Darants
Male Human Sorcerer 1st lvl
Lawful Good
Str 12 ..pts 4
Dex 14 ..pts 6
Con 13 ..pts 5
Int 14 ..pts 6
Wis 12 ..pts 4
Cha 16 ..pts 10

Hit Points: 5
AC: 14, Touch 12, Flat 12
Init: +2
BAB: +0, Grap +1
Speed: 30' (base 30', load 31.5/130, Light)
Fort +1, Ref +2, Will +3

+1 Melee, Quarterstaff, 1d6+1, 20/x2
+2 Ranged, Longbow, 1d8, 20/x3, 100' r

Medium, 5'8" tall, 160 wt, 19 yrs old
Black hair, brown eyes, tanned skin

Speaks Common, Halruaan, Halfling and Tashalan.

+7 Bluff (4)
+5 Concentration (4)
+6 Knowledge (Arcana) (4)
+4 Ride (2cc)
+6 Spellcraft (4)
+1 Listen (0)
+1 Spot (0)

Feats
- Martial Weapon Proficiency (Longbow)
- Spellcasting Prodigy (+2 bonus to Cha for determining spell DCs and bonus spells per day)

Human Traits
- Bonus skill point at every level
- Bonus feat at 1st level
- Favoured Class: Any

Sorcerer Abilities
- Summon Familiar

Spells Per Day 5/4
0th- Detect Magic, Light, Message, Prestidigitation.
1st- Charm Person, Magic Missile.

Yehudi, mule.
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance

Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

Carrying: Pack saddle (worn, 15 wt)
Saddlebags (pack saddle, 8 wt)
Bedroll (saddlebags, 5 wt)
Waterskin - water (saddlebags, 4 wt)
10 Torches (saddlebags, 10 wt)
Trail Rations - 4 days (saddlebags, 4 wt)
50' hemp rope (saddlebags, 10 wt)

Special
List any special abilities or miscellaneous information that doesn't fit anywhere else on this character sheet. You can include animal companion stats, familiar's benefits and stats, horse/steed statistics, etc.

Write at least two paragraphs of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.

If you are updating your character after completing part of an adventure here in this forum, add a paragraph in here that summarizes some of the things that have happened so far, like a short diary or adventure summary from your own PC's perspective. If the character has earned any experience points, this is a good place to make a note of them too.

Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday.

Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like clones that bought duplicate Adventurer Outfits from the exact same clothing store!!

Leather Armor (worn, 15 wt) 10 gp
Explorer's Outfit (worn, 0 wt)

Spell component pouch (belt left, 3 wt)
Belt pouch (belt right, 0.5 wt)
Dagger (belt front, 1 wt)

Longbow (left shoulder, 3 wt)
Quiver (right shoulder, 3 wt)
Backpack (center back, 2 wt)

Flint & Steel (backpack, 0 wt)
Scrolls (backpack, 0 wt):
- Comprehend Languages
- Disguise Self
- Expeditious Retreat
- Magic Weapon
- Summon Monster I
- True Strike
- Rope Trick



Coins- 1 gp, 7 sp, 10 cp (belt pouch, 0 wt)

Remove any items from this sample list that the character doesn't have. Keep a blank line between the seperate categories (main clothing, belt things, shoulders/back, accessories worn, jewelry, backpack contents, pouch contents) to help organize the character.

The equipment listed should show where everything is usually carried during "hands-free" situations, such as when sitting in the tavern drinking an ale, or climbing up a rope in a dungeon, or carrying your unconscious companion's body back to town to be healed. Even though the character may typically carry certain equipment in his hands, writing your character sheet like this will help visualize where everything goes during any hands-free situations that come up.
 
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Brother Shatterstone said:
I figured ours would be tied together it makes to much sense not to be.


I just don't see how it could be done for Narleth and me, but between you two it might be do able. :)

Background is done and now I just need to finish a few small issues upon my character sheet.

To Narleth:

Well, if you're not disposed to have being a one time "guard" of the family, then by all means I'd love to work up a joint history with you, but from here on out, you're a free man.

To B.S.:

Are you still doing a saurial? If so, which kind was it again?

V
 

Here's my progress... I'm still waiting for word upon my skills and such.

Name Mosslime
Male “Finhead” Saurial Class: None
Alignment
STR 14 6 pts +2
DEX 18 (10 pts, +2 Racial) +4
CON 14 6 pts, +2
INT 14 6 pts, +2
WIS 14 (4 pts; +2 Racial) +2
CHA 11 3 pts, +0

Hit Points 17
AC 21, Natural Armor +4, Touch 14, Flat 17
Init +4
BAB +1, Melee +3, Range +5, Grapple +3
Speed 30 (base 30, load 0-58/59-116/117-175, Light Armor)
Fort +2, Ref +7, Will +2

Melee, Claws, 1d4+2, 20/x2
Melee, Tail, 1d3+1, 20/x2
Ranged, Spear, 1d6+2, 20/x3, 20 ft.

Medium, 5'10" tall, 180 wt, 15 yrs old
Hair Color: None
Eyes Color: Green
Skin Color: Green scales with yellow flakes

Speaks: Draconic, Common, and Elven

4 Jump (STR +2) 2 Ranks
5 Craft: Armorsmithing (INT +2) 3 Ranks
5 Craft: Weaponsmithing (INT +2) 3 Ranks
5 Balance (DEX +4) 1 Ranks
+2 Listen (WIS +2) 0 Ranks
+2 Spot (WIS +2) 0 Ranks

Feats
Improved Scent (Savage Species, 60 ft.)

Saurial Racial Traits
Cold Torpor
Protection from Sonic Attacks
Scent
Vulnerability to Gas Attack
Low Light Vision
Natural Attacks: 2 Claws, 1 Tail

Class Abilities
None

Mosslime is physically a full grown saurial but mentally the saurial race age slower so Mosslime still has lots of maturing to do. Little more than an older child/young adult, Mosslime is too naive for the world outside the “Lost Vale” yet is too curious about it to leave it alone. Mosslime is known to be absent from the “Lost Vale” as he pretends to be a great warrior, and hunter, while he explores the area shrouding his homeland. When his absents have become too lengthy and small search parties have been detached only to find him hunting small animals with a spear, a weapon he doesn’t know how to use and he can only mimics the movements of the few trained warriors he has seen. Even when home in his village he spends a lot of his time in crafting armor for others and himself. To those few who know how to craft armor and have seen his armor find a pleasant surprise as its rather quite functional and not the childish enterprise that most would expect.

Always cheerful and curious Mosslime is often underestimated as he is rather quite smart, strong and quick and though he lacks the skills to use mundane weapons his natural weapons are enough to protect him from the predators that are often only look for a free or easy meal. Though he likes to play warrior his actual combat experience is slim to none and he will grudgingly admit that to anyone who pester him repeatedly about it. When its on the line Mosslime almost never tries to use anything other than his claws in combat.

<<<Place holder for journal>>>

Mosslime often acts with out giving thoughts to his actions as his curiosity gets the better of him. His main goal is rather simple, like all Saurials he wants to be useful to his village but by his very nature it seems like he will never be successful at it. His dreams are more unique and individualized, and this is what causes issues with his village. His dreams are the stories of Dragonbait’s adventures that where told to him as bedtime stories when he was a young hatching, those of a great warrior.

Looking upon Mosslime is utterly unique, as not to many people have meet a Saurial before and those who have few have seen a saurial in armor before. Mosslime wears armor as a way to prove his skills though its easy for the trained eye to see that he is not skilled in wearing the armor as he is somewhat clumsy in it. His light green scales are broken with flakes of light yellow scales that sometimes like small incomplete strips upon his body. His single fin upon the top of his head is also flaked with yell scales. All in all Mosslime doesn’t look threatening and almost always has a comical look upon his face, and mannerisms, that makes it hard to take him serious. Mosslime’s clothing is of a simple cut and he mostly wears greens or other forest hues.
 
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Verbatim said:
To Narleth:

Well, if you're not disposed to have being a one time "guard" of the family, then by all means I'd love to work up a joint history with you, but from here on out, you're a free man.

V

sounds great---I'll get to work on a chitnie :D
 

For the skills thing, I'd say just do what you originally intended to start, and when you get your first class level you get the x4.
 

Narleth - I assume you mean "Chitine"?

Brother Shatterstone - I was checking the page on Saurials and Chitines and noticed that Chitines gain feats not by class level but by the number of HD they have. Unless I missed it somewhere I couldn't find this in the write up for the Saurials. Do you know whether or not this type of progression is the case for all monstrous characters that start off with extra hit dice or just select ones?
 

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