The Last Gods (was Hmmm....I think I might...2 games)

Anything not core I tried to mention what book it was from. In particular, the Sense Motive use of sizing up a foe is from the Complete Adventurer.

Code:
[B]Name:[/B] Damien Dulane
[B]Class:[/B] Scout(CV) 4/Swashbuckler 3/Dualist 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG

[B]Str:[/B] 14 +1 (14)     [B]Level:[/B] 10       [B]XP:[/B] 55,000 / 66,000
[B]Dex:[/B] 19 +4 (15)     [B]BAB:[/B] +9         [B]HP:[/B] 94 / 94 (4d8+6d10+92)
[B]Con:[/B] 14 +2 (14)     [B]Grapple:[/B] +10    [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 16 +3 (16)     [B]Speed:[/B] 50'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 9  -1 (9)      [B]Init:[/B] +7        [B]Spell Save:[/B] +X
[B]Cha:[/B] 12 +1 (12)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +7    +0    +2    +2    25*
[B]Touch:[/B] 19              [B]Flatfooted:[/B] 18**
*Mobility and Improved Mobility each add +4
**Uncanny Dodge

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2    +3    +10
[B]Ref:[/B]                       8    +4    +3    +15
[B]Will:[/B]                      3    -1    +2    4

[B]Weapon                  Attack   Damage     Critical[/B]
Rapier +1                 +14     1d6+3*     18-20x2
Longbow                   +14     1d8+2       20x3
Dagger                    +13     1d4+2*     19-20x2
*+3 from Insightful Strike

[B]Languages:[/B] Common, Elven, Draconic

[B]Abilities:[/B]
Human Racial Abilities:
- +1 Skill Point per level
- Bonus Feat: Dodge (Choice)
Scout Class Abilities:
- Skirmish (+1 AC, +1d6 Dmg if moved more than 10')
- Trapfinding
- Battle Fortitute +1 (Fortitute and Initiative bonus)
- Uncanny Dodge
- Fast Movement +10'
- Trackless Step
- Bonus Feat: Spring Attack (Choice)
Swashbuckler Class Abilities:
- Bonus Feat: Weapon Finesse
- Grace +1 (Compitence Bonus to Ref save)
- Insightful Strike (Add Int bonus to damage on finesse weapons)
Dualist Class Abilities:
- Canny Defence (Int bonus added to Dex Bonus, max 1/Dualist Level unarmored)
- Improved Reaction +2 (Initiative)
- Improved Mobility (+4 vs AoO moving out of Threatened Squares)
Other:
- Fighting Defensively/Full Defense +3/+6 due to Tumble

[B]Feats:[/B] 
Human: Dodge (+1 Dodge AC vs 1 Opponent)
1st: Mobility (+4 AC vs Movement AoO)
2nd (Swashbuckler): Weapon Finesse (Dex with some Melee weapons to hit)
3rd: Quickdraw (Free action to draw or shethe a weapon, no AoO)
4th (ATB): +1 Dex
6th: Combat Intuition (Cv) 
- (Free action to assess opponent, +1 to Hit vs Melee Opponent attacked Previous round)
7th (Scout): Spring Attack
8th (ATB): +1 Dex
9th: Elusive Target (CW) (Tactical)
- Negate Power Attack (Vs Dodge Opponent, Penalty still applies)
- Diverting Defense (Dodged flanker misses 1st attack, may hit other flanker)
- Cause Overreach (Free trip if missed by AoO from movement from threatened square)

[B]Skill Points:[/B] 132       [B]Max Ranks:[/B] 13/6.5
[B]Skills                Ranks  Mod  Misc  Total[/B]
Balance			8    +4    +2    +14
Bluff			12   +1          +13
Climb			7    +2   (+2)   +9(11)
Diplomacy		9    +1    +4    +14
Disable Device		9    +3          +12
Escape Artist		5    +4   (+2)   +9(11)
Hide			8    +4          +12
Intimidate		6    +1    +2	 +9
Jump			12   +2   +15    +29
Listen			6    -1          +5
Move Silently		8    +4          +12
Search			7    +3          +10
Sense Motive		12   -1          +11
Spot			6    -1          +5
Tumble			11   +4    +2    +17
Use Rope		6    +4   (+2)   +10(12)

[B]Equipment:               	Cost	Weight[/B]
Amulet of Natural Armor +2	8000
Boots of Springing and Striding	5500	1
Bracers of Armor +4		16000	1
Gloves of Dexterity +2		4000
MW Longbow Str +2		550	3
Rapier +1			2320	2
Ring of Protection +2		8000
Cloak of Resistance            	4000	1
Dagger (4)			8	4

Backpack			2	2
-50' Silk Rope			10	5
-Climber's Kit			80	5
-Masterwork Thieves' tools	100	2
-Sun Rods (3)			6	3
-Trail Rations (2 days)		1	2
-Waterskin			1	4
-Smokestick (2)			40	1
-Everburning Torch		110	1
-Acid Flask			10	1
-Potion of Cure Light (2)	100	
[B]Total Weight:[/B]48lb      [B]Money:[/B] 161gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   350   735

[B]Age:[/B] 24
[B]Height:[/B] 5'10"
[B]Weight:[/B] 155lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blonde
[B]Skin:[/B] Tan
Appearance:
Damien has what would be considered by most to be rugged good looks. He has piercing blue eyes, blond hair that is well trimmed and flows down the back of his neck. He is always dressed impeccably, and has an air of nobility and self confidence around him.

Personality:
Damien is an engaging and entertaining person. He enjoys the finer things in life, adventure, women, fine wine, women, fine clothing, and, of course, women. Despite often getting himself in trouble, he generally is an honest and honorable man, with a witty charm that tends to draw others, particularly women, to him well beyond his looks or status as a noble might otherwise indicate.

Background:
Damien Dulane is the 4th child of Barron David Dulane and his wife Denise. His family consisted of his older brothers, Donald and Daniel, and his slightly older sister Diane. His oldest brother Donald was only 4 years older, so the kids were all close together in age, and were generally schooled and kept together.

Donald was always the responsible one, and he was being groomed to be his father’s heir, a responsibility that seemed to suit him well. Daniel was a righteous and honorable soul, and after training in both spirit and arms, he earned the title of paladin. Diane was a beauty and drew much attention as she grew of age. Eventually she was betrothed and married to an up and coming young Barron Roland Wilmenster, who had caught Diane’s fancy as well.

And then there was Damien, a charmer and a bit of a rebel by heart. Despite being a rather bright boy, Damien did not do too well in most of his tutoring, though he did better when tutored with some of Diane’s friends and his mother’s ladies. Too far down to inherit the family estate, and not particularly ambitious to take on a rough military life, he took to learning how to sneak around the castle, occasionally playing tricks on his sibling or occasionally the help. Of course, he often found himself where he wasn’t supposed to be (even if he had been invited).

Damien caused many problems for both of his brothers. Donald was finding it hard to attract the interest of most of the court women because Damien would some how manage to steal their attention (and perhaps other things), and had even found himself in the company of a few of the elder courtly women as well, who were almost just as giddy as the younger girls over him. Daniel meanwhile, occasionally had to deal with defending his family’s honor over “misunderstandings”, often caused by Damien.

Quite tired of all the trouble, the brothers drug Damien out to the practice yard and ran him ragged for almost a month. Damien was a natural swordsman fortunately, and took to fencing and dodging rather well. However, once he had honed his talent a bit with his brothers, they ‘suggested’ he leave for a bit, particularly after an incident where he was discovered by Daniel in a compromising position with a visiting dignitaries wife (not that Damien was aware of that fact at the moment). So, with his father’s blessing and some coin, Damien set off.

Damien’s (mis)adventures consisted of many things. Find the girl, save the village, find the other girls, slay the beast, take care of twins, dodge the father/brother(s), guard the caravan, speak for the merchant, distract the visiting noblewoman, and so on. Damien is a good man with a good heart, and really simply seems to draw more attention from the ladies than a man of his figure might expect. Perhaps it’s how he carries himself, or perhaps it’s just luck, but Damien has made a name, good or bad, as a made his name as a ladies man and a flashy fighter.
 
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Orin Strictest, Human Defiant 10

Code:
[B]STR:[/B] 16 (including +2 from Gauntlets)  HP: 72  Alignment: Neutral
[B]DEX:[/B] 14  Init: +6 (+2 Dex, +4 Improved Initiative)
[B]CON:[/B] 14  BAB: +7/+2  AC: 27 (10 + 1 Dex + 9 Armor + 4 Shield + 2 Natural Armor + 1 Deflection)
[B]INT:[/B] 11  FORT: 9  REF: 5  WILL: 8
[B]WIS:[/B] 12
[B]CHA:[/B] 18 (including +2 level bonus)

[U][B]Feats[/B] [/U]
[I]1st Level (Human):[/I] WF: Light Mace
[I]1st Level:[/I] Blind Fight
[I]3rd Level:[/I] Improved Initiative
[I]6th Level:[/I] Mage Slayer
[I]9th Level:[/I] Pierce Magical Concealment

[U][B]Skills[/B][/U]
Knowledge: The Planes (4 ranks); Knowledge: Religion (8 ranks); Spellcraft (5 ranks); Knowledge: Arcana (5 ranks); Heal (6 ranks); Intimidate (2 ranks)

[U][B]Abilities[/B] [/U]
[I]Divine Disavowal[/I] -- Spell Resistance of 25 (15 + class level) against all divine spells.
[I]Divine Resistance[/I] -- Adds Charisma modifier (+4 in this case) to all saves vs. divine
 spells
[I]Divine Damage Immunity[/I] -- Immunity to damage from divine power, such as that dealt
 by a flame strike spell.
[I]Divine Cancellation[/I] -- Can ready an action to counterspell any divine spell without
identifying it. Equivalent of using dispel magic at caster level 15 (5 + class level). Can be
used 5 times (1 + Cha mod) per day.
[I]Aligned Strike[/I] -- with a touch, Orin can align a weapon or natural weapon for purposes
of overcoming damage reduction, even if that alignment opposes his own. Cannot be used on
already-aligned weapons. 2 uses per day, 10 minutes (class level) per day.
[I]Divine Prevention[/I] -- Once per day, can bestow temporary spell resistance 25 (15 +
class level) upon a single target for next spell target at the subject, even beneficial ones. 
This lasts for 24 hours or until use. If target is unwilling, Orin must make a successful touch 
attack, and target can then make a Will saving throw vs. 24 (10 + class level + Cha mod) to 
avoid gaining the SR.
[I]Nondetection[/I] -- The continuous benefit of a nondetection spell as though cast by a 
10th level (class level) cleric. DC 25 (15 + class level.) Can suppress/resume as a free 
action.
[I]Divine Retribution[/I] -- If Orin successfully counterspells a divine spell, he may cause the 
spell to rebound at the original caster. This only affects spells that target Orin, not areas or 
those affecting another creature.
[I]Divine Interference[/I] -- Any spellcaster within 30 feet of Orin must make a Concentration
check against (DC 15 + class level + spell's level) to cast a divine spell. If the check fails,
the spell fails and is lost. This cannot be supprsesed.
[I]Healing[/I] -- Orin can heal his own wounds as a supernatural ability, up to 40 (CHA mod x
class level) points per day spread over several uses.
[I]Ability Increase[/I] -- Orin can imbue himself with a +4 to Strength, Constitution, Wisdom,
or Charisma for 10 minutes (class level) three times per day as a supernatural ability.
[I]Speaking in Tongues[/I] -- Once per day, Orin can grant himself to speak and understand 
the language of any intelligent creature, as per the tongues spell, for 1 hour.

History
Orin Strictest was a cleric of St. Cuthbert until his family died. His god was of no use in fending off the demons that claimed them and left him for dead, and if a good-hearted Athar had not found him he might very well have succumbed to the darkness that threatened his soul.

At last seeing the truth -- that the so-called gods are nothing more than beings like you or me, with more power than they have any right to wield -- he turned his back on his church and on his faith. He travels the lands now, spreading his unpopuar creed if he can, and seeking to lose himself in adventure whenever possible. The thought of slaying a god -- even at the behest of that same being -- intrigues him, and he will do anything in his power to stop the creature that will become Azrael from reaching that point. The power it will absorb comes from the Great Unknown; no mere mortal should possess even a fraction of it, let alone the entirety.

And gods, Orin will show, are very mortal indeed.

Gear

Magebane Light Mace +1 (+3 vs. creatures with arcane spells prepared, arcane spell slots available, or arcane spell-like abilities.) 8305 GP, 4 lbs. +12 to hit, d6+4 (d6+6) damage.

Invulnerable Full Plate +1 (DR 5/Magic) 17 650 GP, 50 lbs. AC 9, Max Dex Bonus +1, Armor Check penalty -5.

Heavy Metal Shield +2 4170 GP, 15 lbs. AC 4, Armor Check Penalty -1.

Amulet of Natural Armor +2 8000 GP.

Ring of Protection +1 2000 GP.

Gauntlets of Ogre Power 4000 GP.

Potion of Darkvision x5 1500 GP

Bag of Tricks, Rust 3000 GP

Standard Adventurer's Kit 15 GP (Backpack, Belt Pouch, Bedroll, Flint & Steel, Hempen Rope, 2 Sunrods, 10 Days' Trail Rations, Waterskin)

Masterwork Light Crossbow 335 GP, 4 lbs. +10 to hit, d8, 19-20/x2, Range of 80 ft.
-50 bolts. 5 GP, 5 lbs.

20 GP.
 
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Daz, I might recomend that perhaps as a balancing factor for the dice rolls, that you allow anyone who rolled under a 30 point buy to spend any extra points they have to get up to a 30 point buy. The difference between a 30 and 50 point buy is less than a 20 to 50.

I say this mostly out of pitty for the poor 23 point human above this post. :(
 



Legildur said:
I must say that I agree with Bront, even though I'm right on the cusp with a 30 point buy equivalent.
Me too, though I wasn't that different from a well constructed 24 point buy. I think the ability to customize your stats a bit makes up for the point gap at some point.
 

Athear Caesin Liadon

http://invisiblecastle.com/find.py?a=show&id=463394

Saved Stat Rolls for Avan Gladerunner (renamed Athear Caesin Liadon)
Didn't know only supposed to do one roll, did three as with the f2f group in which I play
Didn't save first two, they sucked.
Information Saved to the database.
Stat Table
STR 15
DEX 16
CON 17
INT 15
WIS 18
CHA 15

Ringojim said:
Athear Caesin Liadon
Chaotic Good Elven Sorceror 10

Age: 122
Gender: Male
Height: 5 ft. 4 in.
Weight: 154 lb.
Eyes: green
Hair: brown
Skin: pale (almost albino)

STR: 15 (+2)
DEX: 18 (+4) (+2 racial)
CON: 17 (+3) (- 2 racial, + 2 level adjustment)
INT: 15 (+2)
WIS: 15 (+2)
CHA: 18 (+4)


HP:42
Armor Class: 20 (10 base + 4 dex + 4 mithral shirt + 2 ring)
Initiative: + 4
BAB: + 5
Attack: + 9 long sword +1 keen (1d8+4, 17-20/x2)
Ranged Attack: + 11 +1 compostie longbow (+ 2 Str) of Distance (1d8+2/x3)
range inc: 220'


Speed: 30’

FORT: + 9 (3 base + 3 con + 3 resistance)
REFL: + 10 (3 base + 4 dex + 3 resistance)
WILL: + 12 (7 base + 2 wis + 3 resistance)

Racail Abilities:
- Imm to magic sleep, + 2 to saves vs enchantment spells & effects
- Low light vision
- Weapon prof: long sword, rapier, long bow & short bow
- + listen, search and spot checks
- Langueages: Elven, common & Goblin

Class Abilities:
- Alternate class feature: Metamagic specialist (PHB II p 161) spells effected by metamagic feats have normal casting time instead of full round action
- Base attack bonus + 5
- Saves: + 3, + 3, +7
- Spells per day: 6 / 6+1/ 6+1 / 6+1 / 5+1 / 3
- Spells Known: 9 / 5 / 4 / 3 / 2 / 1

Feats:
1st Level
- Combat casting
3rd Level
- Point blank shot
6th Level
- Precise shot
9th Level
- Sculpt spell (complete arcane p 83

Class Skills: (123=88+10+18+7)
Bluff: + 15 (11 ranks, + 4 Cha)
Concentration: +14 (11 ranks, +3 Con)
Know (arcana): + 13 (11 ranks, + 2 Int)
Spellcraft: + 13 (11 ranks, +2 Int)

Cross class skills:
Diplomacy + 6 (2 ranks, + 4 cha)
Hide + 6 (2 ranks, + 4 dex)
Spot + 4 (2 ranks, + 2 wis)
Swim + 4 (2 ranks, +2 str)



Languages:
- Elven, Common, Draconic, Goblin


Equipment:
Armor & Shield
-Mithral chain shirt of Twilight +1 (5250gp, 12.5lb)
Arm bonus + 4, Max dex + 6, Arm check pen 0, max sp 30'

Melee weapon
-Long sword+ 1 keen + 9 (1d8+ 4, 17-20/x2) (8330gp, 4lb)
-dagger +2 (1d4+2, 19-20/x2) (12gp, 1lb)

Ranged weapons
-Masterwork Comp (+2 str) Longbow of distance + 1: +11 (1d8+2, 20/x3, 220ft.) (8600gp, 3lb)
-140 arrows

Miscellaneous Magical Items
-Ring of Protection +2 (8000gp, -lb)
-Wand of enlarge person 50 charges (750)
-Cloak of resistance + 3 (9000gp)
-Quiver of Ehlonna (140 arrows)
-Bag of holding, 500 lb capacity (5000)
-Everlasting rations (350gp)
-4 Potions of cure moderate wounds (1200gp)
-4 Potions of cure light wounds (200gp)


Mundane equipment
-Explorer’s Outfit (10gp, -lb)
-Whetstone (2cp, 1lb)
-Bedroll (1sp, 5lb)
-torches x 5


Weight Carried: tbc lb
Remaining money: 520gp


Description
Athear is a very usual looking elf except for his remarkably pale skin. While not prissy wherever possible he tries to be well dressed and clean.

Personality
Athear is usually cool and collected, this cool unfortunately quite often goes out the window if dragons are mentioned or seen. Athear is a kind pleasant person who always has a coin for the poor and fights for the downtrodden.

Background
When he was just a boy Athear's village was destroyed when a Silver dragon and a Green dragon battled through the forest in which he lived. Many of his community died that day as they tried to help the young silver dragon. The green dragon was slain but unfortunately the silver also succumed to his wounds.

All his life Athear has been fascinated by good dragons and has hated evil dragons. He recently encountereda group of Dragonborn, elite warriors called to serve Bahamut in the endless dragon wars. He believes this is where his future lies and he now adventures to train his mind and body towards that goal.

 

ringojim said:
http://invisiblecastle.com/find.py?a=show&id=463394

Saved Stat Rolls for Avan Gladerunner (renamed Athear Caesin Liadon)
Didn't know only supposed to do one roll, did three as with the f2f group in which I play
Didn't save first two, they sucked.
Information Saved to the database.
Stat Table
STR 15
DEX 16
CON 17
INT 15
WIS 18
CHA 15
Avan Gladerunner History
The first roll you made (which was saved btw), was legal (29 point build in fact, and better set than my 28 point build), as was every other roll before your 6th, which is the one you kept (Though I'll admit your 5th roll sucked).

That link is to all 6 rolls under that name.
 

Bront said:
Daz, I might recomend that perhaps as a balancing factor for the dice rolls, that you allow anyone who rolled under a 30 point buy to spend any extra points they have to get up to a 30 point buy. The difference between a 30 and 50 point buy is less than a 20 to 50.

I say this mostly out of pity for the poor 23 point human above this post. :(

ALL, I concur guys, in fact, is there any reason why we shouldn't make it a 35 point buy? Just to balance things out. It is, after all, a very small adventure that should, in in-game time, only take a matter of hours to complete so it won't be as game breaking as it could be in a campaign (you never know....). If you guys are stomping along, I can just buff the bad guys a little. :]

Gentle Bront, it's Ringo's first crack at both PbP and Invisible Castle and he's never used a point buy system (and doesn't own a DMG - yet (is it in the SRD? I couldn't find it) - when I've raised the idea in the f2f group they all prefer the old dice rolling method. Don't want to scare him off ;) BTW all, Ringo and I game together in the f2f arena :D He's part of the three man Friday or Saturday night game fest.

And thanks for Damien Dulane Bront, it'll be a pleasure as always I'm sure.

Right-on Ringo, thanks for submitting Athear Caesin Liadon. Looking forward to breaking your PbP virginty. Hopefully it's good enough that you return wanting more ;) And FYI all these guys are great, reliable peoples - and nice ta boot, you'll have a blast gaming with them.

Heya,Katkonia, thanks for submitting. I feel yer stats pain, they hurt - on the plus see note above :D

Love yer work, again, Lord Raven - just be gentle on me :D (BTW Ringo - he's a kiwi :heh: but a nice guy all the same)

ALL, I've decided to do two games concurrently (fool) so as soon I think as I get to a dozen finished submissions I'll cast a good eye over, split them into groups and we can begin.

Thanks again peoples

Cheers

Daz
 


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