The Portal (Always Recruiting)


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*Increments number of parties to 2*

That being said, remember: Core Books Only. In particular, I'm particularly not using UE... and even if I was, I'm not running a gestalt game. Nice try though.
 

I would like to transform into a dwarven fighter.

Realizing he was saving the earth, he decided that one must be a fighter to fight. When prompted he wrote his name as Johnny, A dwarven Lord of Folly Beach.

Ftr 1
str 16
dex 14
con 16
int 10
wis 9
cha 6

Fort 5
Reflex 2
Will -1
BAB 1

AC 19 (10 +2dex+7 armor)

Melee – +4 Trident 1d8+3 x2 10ft Piercing
Battleaxe +4 1d8+3 x3 slashing

Feat: Power Attack, Cleave

Skills Ranks Mod Synergy Total
Climb 4 3 0 7
Ride 4 2 0 6

Possessions:
Chainmail +150
Shield +20
Trident +15
Battle axe +10

5 GP

Languages: Common
 
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Berethani (male human Sor1)

Berethani
Male human sorcerer 1
NG Medium humanoid
Init +2; Senses Listen -1, Spot -1
......................[Listen +1, Spot +1 while familiar is within arm's reach]
Languages Celestial, Common
-----
AC 12, touch 12, flat-footed 10
....[16 with mage armor]
hp 5 (1 HD)
Fort +1, Ref +2, Will +1
-----
Spd 30 ft.
Melee longspear +0 (1d8/x3), 10' reach
Ranged light crossbow +2 (1d8)
Base Atk +0, Grp +0
Combat Gear [nothing of note]
Spells Known (CL 1st; +2 ranged touch):
1st—grease (DC 14), mage armor, summon monster i
0—acid splash, detect magic, mage hand, read magic
-----
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15
SQ summon familiar (raven)
Feats Alertness (if familiar is in arm's reach), Augment Summoning, Spell Focus (conjuration)
Skills Bluff +6, Concentration +5, Knowledge (arcana) +5, Spellcraft +7
Possessions traveler's outfit, spell component pouch, bedroll, 50 crossbow bolts, dagger, beltpouch (flint & steel, 2 torches, ink, inkpen, 5 sheets parchment), 40 gp

Physical Description: 6'0", 185 #. Reddish-brown hair, hazel eyes, fair skin that sunburns easily. Favors his left shoulder slightly, preferring not to carry heavy loads on that side. (This shouldn't have any mechanical effect; just flavor.)
Personality: Berethani would like to be a hero, but deep down, he is terrified of physical confrontation. Thus, he's decided to rely upon the wonders of magic (which fascinates him) instead. Berethani is somewhat naive, treating this experience as a game and not quite realizing the deadly seriousness of the situation. He's curious about his companions, his surroundings, the creatures of this new world, etc. ad infinitum. Can be quite talkative, especially when nervous.
Tactics: Berethani brings up mage armor as soon as he thinks there will be trouble. He tries to hang back away from any fighting, waiting for the optimal time and place to put his summoned monsters (typically celestial dogs or badgers, Augmented via the feat). Otherwise, he relies on his crossbow. If an enemy gets close, Berethani switches to his longspear and attempts to use its 10' reach to keep them at bay.


[SBLOCK]These summonees have already been augmented (+4 Str, +4 Con) per Berethani's Augment Summoning feat.

Summoned Celestial Riding Dog.....CR 1
LG Medium magical beast (augmented)
Init+2; Senses Listen +5, Spot +5, low-light vision, darkvision 60', scent
-----
AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Resistances acid 5, cold 5, electricity 5
hp 17 (2 HD)
Fort +7, Ref +5, Will +1; SR 7
-----
Spd 40 ft.
Melee bite +5 (1d6+5)
Base Atk +1, Grp +5
SA smite evil 1/day (+2 damage), trip
-----
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Feats: Alertness, Track
Skills: Jump +8, Swim +3, Survival +1 (+5 when tracking by scent)
-----
Trip(Ex): If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.

Summoned Celestial Badger.....CR 1/2
CG Small magical beast (augmented)
Init+2; Senses Listen +3, Spot +3, low-light vision, darkvision 60', scent
-----
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Resistances acid 5, cold 5, electricity 5
hp 8 (1 HD)
Fort +6, Ref +5, Will +1; SR 6
-----
Spd 30 ft., burrow 10 ft.
Melee claw +4 (1d2+1)
Full Atk 2 claws +4 melee (1d2+1) and bite -1 melee (1d3+1)
Base Atk +0, Grp -3
SA smite evil 1/day (+1 damage), rage
-----
Str 12, Dex 17, Con 19, Int 2, Wis 12, Cha 6
Feats: Track, Weapon Finesse
Skills: Escape Artist +7, Survival +1 (+5 when tracking by scent)
-----
Rage(Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.[/SBLOCK]
 
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Well alrighty then!

Jacob Johanson (now know as Dorin Ogrespitter)
1st Level Dwarven Barbarian

Str:14 +2
Dex:13 +1
Con:16 +3
Int:12 +1
Wis:10 +0
Chr:8 -1

HP:15

BAB: +1
Melee/Grapple: +3/+3
Range: +2 (hell he's a dwarf...up close and personal is all that counts!)
Speed: 30' (20 with heavy load)
Saves:
Fort: +5 Ref:+1 Will:+0
(+2 vs poisons and spell/spell like effects)
AC: 16 flatfooted: 15 Touch: 11
Dwarven Racial:
60' Darkvision, Stonecunning (+2 search stonework), +4 vs bull rush/trip attacks, +2 poison/spell effects, +1 to hit orcs/goblinoids, +2 appraise stone/metal items, +4 Ac vs Giant class

Languages:
Dwarven, Commen


Feats:
(barbarian): Fast Movement, Illiteracy, Rage 1/day (+4str,con, +2 will saves -2 AC 8rnds)
Dodge

Skills.............................Rank.....Stat....Total
Climb.............................2..........2.........4(-1 with armor and shield)
Craft(weaponsmithing)......2..........1.........3
Listen............................3.....................3
Survival..........................3....................3
Spot(cc).........................2....................2
Search(cc)......................2.........1.........3
Move Silent.....................1..........1.........2(-3 with armor&shield)

Equip:
Dwarven Waraxe d10 x3 8# 30gp
Warhammer d8 x3 5# 12gp
Scale Mail +4 AC +3 max Dex -4 armor check pen 30# 50gp
Shield Light Steel +1 AC -1 Armor check pen 6# 9gp
Backpack 2# 2gp
3 days Rations 15sp 3#
Waterskin 1gp 4#

Enc: 58# (light)
Wealth: 45gp 5sp
Hell...he can't read but thats ok...he can speak a couple o'languages who needs to read in this backward country...at least thats how Jacob feels deep down...
 
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Looked things over, things seem okay at first glance (although some things are unfinished on some character sheets, the respective posters know who they are already).

As I seem to be posting mostly when it's rather too late for doing so extensively, I'll have to put off any in-depth checks for later. Once everyone's ready, we'll start.
 


Earthson

Earthson
Mule
Size/Type: Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
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

Combat
A mule’s powerful kick can be dangerous.

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.

Tricks: Stay, come when called, follow, bear rider, accept saddle and pack, kick.
 
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