Tokiwong try's to run a D&D 3.5 Game (Full seeking Alternates)

Kerrik Devonaire
Male Human Sorcerer
Neutral Good

Str: 8
Dex: 14
Con: 14
Int: 12
Wis: 10
Cha: 16

Initiative: +6

Hit Points: 6

Saving Throws:
Fortitude +2 (+0 Base, +2 Con)
Reflex +4 (+0 Base, +2 Dex, +2 Familiar)
Will +2 (+2 Base, +0 Wis)

Armor Class: 12 (+2 Dex)
(+4 Armor from Mage Armor)

Attacks:
-1 Unarmed (+0 Base, -1 Str) 1d3-1 Subdual
-1 Spear (+0 Base, -1 Str) 1d8-1 x3
+2 Light Crossbow (+0 Base, +2 Dex) 1d8 19-20

Skills:
Bluff +7 (4 ranks, +3 Cha)
Concentration +6 (4 ranks, +2 Con)
Knowledge: Arcana +5 (4 ranks, +1 Int)
Spellcraft +5 (4 ranks, +1 Int)

Feats: Spell Focus: Enchantment, Improved Initiative, Alertness (From Familiar)

Languages: Common, Draconic

Familar: "Ferret" a ferret who tried to steal Kerrik's dinner one day.

Spells:
0th: Daze, Detect Magic, Mage Hand, Pretidigitation
1st: Mage Armor, Sleep


Equipment:
Spear (6 lbs.)
Dagger (1 lb.)
Light Crossbow (4 lbs.)
30 Crossbow Bolts (3 lbs.)
Traveler's Outfit (5 lbs.)
Signet Ring
Backpack (2 lbs. empty, 16 lbs. full)
-Bedroll
-Blanket
-Candles
-2 Rations
-Sack
-Flint and Steel
-Waterskin
Spell Component Pouch (3 lbs.)
-23 gold

Total Weight: 38 lbs.

Background:
Kerrik was born the eldest son of the most prestigious and powerful family of wizards in the land, the Devonaires. Many of the greatest wizards of the age were members of the Devonaire family. A scion of the Devonaires without magical ability was scorned, and deemed unfit to be a true member of the family. Kerrik was such a child, and fumbled with the simplest spells and most minor cantrips until, eventually, his wizardly tutors gave up on the lad, and his parents allowed him to do what he wanted. They hoped he'd get killed in a knife fight somewhere, allowing their more fit children to inherit the wealth of the Devonaires.

Of course, centures of breeding with other wizards and mystical creatures does have an effect. While Kerrik had no aptitude with the scholarly wizard magic, he was nonetheless a creature of magic, where mystical energies ran through his blood. Kerrik learned of his own sorcerous abilities when he was thirteen, and for two years he developed them in secret, putting them to practice for two years in tavern brawls. His family learned of his sorcerous abilities after he defended himself from the taunts of his siblings with a Sleep spell. His family began treating him even worse, and one day Kerrik had enough, and left with only his signet ring and a few gold in his pocket. Kerrik now seeks adventure, danger, and riches. Above all else, however, he seeks power, power to prove the strength of his natural sorcery compared to the bookish learning of wizards.
 
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Looks good so far for the first three characters posted :) don't forget a simple background if you need any more world info then I have posted just let me know :)
 

Bjorn Alfson
½ Elf Cleric of Corellon Level 1
Chaotic Good

Str: 12
Dex: 10
Con: 12
Int: 12
Wis: 15
Cha: 14

Hits: 9

Domains: Good and Protection
BAB: +0
Fort: +3
Ref: +0
Will: +4
AC: 14 (+4 armor, +1 shield)

Skills:
Knowledge Religion +5
Diplomacy +8
Perform Oration +6

Languages: Common, Elf & Celestial.

Feat: Extra Turning (9 turns per day)

Spells per Day
0 1st
3 2+1
Orisons: Detect Magic, Resistance, Light.
1st Level: Protection from evil, Bless, Shield of Faith.

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protection Domain Spells
1 Sanctuary: Opponents can’t attack you, and you can’t attack.

GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.


Turn Undead: 9x per day.

Equipment: (125gp to spend)
Traveler’s outfit (Free)
Wooden Holy Symbol [1gp]
Backpack [2gp]
Waterskin [1gp]
Long sword 1d8 (19-20/x2) [15gp]
Studded Leather Armor +3AC/-1AP [25gp]
Light wooden shield +1AC/-1AP [3gp]
2 flasks of holy water [50gp]
Cleric’s vestments [5gp]
Bedroll [1sp]
Flint and steel [1gp]
2 scroll cases [2gp]
Bullseye lantern [12gp]
5 pints of oil [5sp]
2 belt pouches [2gp]
2 days rations [1gp]
50’ rope [1gp]

3gp, 4 sp left.

Bio:
I honestly don’t know when I first heard the calling of the moon. I was raised by my Elven mother for the first few years of my life but soon was sent to live with my father’s parents in Gladbrook. It was a quiet existence with little to do all day but play in the fields and run through the woods. I was a very lonely child, my grandparents were very upset that I was not a true human and kept other people away from the farmstead so that no one would know I was there.
I think it was in my 21st year that I first heard the music coming from the waxing crescent moon. I would sit on the roof of the barn and just listen to the music. Sometimes I would see lights moving strangely in the sky but I knew not to trouble my Grandparents with it.
It was many months into the music that one of the lights came down to me and said “Bjorn Alfson. You are chosen by Corellon of the crescent moon to go to the village of Greenhills. There you will meet Fastial An’dranth a cleric of the Crescent moon. He will teach you the lessons you will need to be a priest of Corellon Larethian. Then you will be asked to take over his position as cleric for that cities elvish population.”
I’m no fool. I knew who Corellon was and packed my bags that moment, kissed my grandparents goodbye, and was gone from the farm. The journey was uneventful which I still wonder about to this day. Fastial turned out to be a wizened old elf of 200 and then some years. He taught me all I know but I have added my own twist to the sermons that the People seem to enjoy. The elves of Greenhills did not take well to me at first as I knew they wouldn’t but there was no denying that I was a cleric of their Deity. Fastial is gone now for a few months. He passed in his sleep and now I am left with a quandary. The Village needs heroes and I want to go with them but I may have to shirk some of my duties at the temple to do this. I must pray for wisdom on this.
 
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Actually, I wasn't done. I just wanted to post a very basic character sheet so I don't change my mind three times through the character creation process.

My basic background is that Kerrik is the descendant from a prestigious family of wizards. Is that okay? (Details will be added later today).
 


Jason Frost Level 1 Rogue Chaotic Neutral Human
Str: 10
Con: 13 +1
Dex: 15 +2
Int: 14 +2
Wis: 10
Chr: 13 +1

Hits: 9 AC: 14 ( Touch: 12 Flat Footed: 12)
Init: +6 (+2 Dex +4 Improved Init.)
BAB: +0
Melee: +0
Range: +2

Feats:
Improved Initiative, Stealthy (+2 hide/move silently)

Rogue Abilities:
Trap finding, Sneak Attack +1d6

Languages:
Commen, Dwarf, Goblinoid

Skills Stat Level Mod Tot
Appraise 2 3 5
Move Silently 2 3 2 7
Balance 2 1 3
Climb 0 2 2
Disable Device 2 4 6
Escape Artist 2 2 4
Gather Info 1 2 3
Hide 2 3 2 7
Listen 0 3 3
Bluff 2 3 5
Search 2 4 6
Spot 0 3 3
Open Locks 2 4 6
Tumble 2 2 4
Sleight of Hand 2 2 4
Knowledge (local) 2 2 4
Sense Motive 0 1 1

Weapons:
Rapier 1d6 +0 18-20/x2
Light Mace 1d6 +0 x2
Short Bow 1d6 +2 x3

Armor:
Leather armor +2 AC 0 AC check penalty

Equip:
Rapier 20gp 2#
Light Mace 5gp 4#
Short Bow 30gp 2#
20 Arrows 1gp 3#
Leather Armor 10gp 15#
Thieves Tools 30gp 1#
Backpack 2gp 2#
Travel Rations (x4) 2gp 4#
Silk Rope (50') 10gp 5#
Sunrods (x3) 6gp 3#
Travelers outfit 1gp 5#(worn)

Monies left:
8 GP
Weight:
41# (12 in backpack) Medium encumberance

Background to follow.....
 

Looks good so far, I will copy the characters and peruse them for consistency but with all characters done, and just awaiting brief backgrounds we can get started there will be a post probably sometime today or tommorow, I figure there is no reason to waste time, if all the characters are assembled. :)
 



Places of Note in Green Hills

The Old Mill: The abandoned windmill, still rotates, though much of the interior is ruined, from an old fire, and structural damage from disrepair. The villagers don’t really venture out to the Old Mill overlooking the Serpent’s Way, and consider it a haunted place, though desperate travelers often take refuge their, but never stay for long. Giving credence the legend that dark spirits haunts the Old Mill, though no proof has ever surfaced. There is a single trail crossing a simple bridge that leads from the village to the Old Mill, but very little traffic is ever seen.

Black Pig Inn: The Black Pig Inn, is both a traveler’s inn, and a tavern for the village. It is not overly large and caters to mostly to transients that pass through the village. But the Blackened Pig Roast that they do weekly is well known through the region, and is quite good, an old secret recipe by Bander Proudfoot (Male Halfling Expert 4 Chaotic Good). Bander runs a clean place, and is a pleasant fellow who has a knack for hearing all kinds of strange tales from other travelers that pass through Green Hills. Bander treats his customers well, as long as they pay promptly and don’t cause trouble, if they do, he introduces them to his good friend, Crook (Female Half-Orc Fighter 2 Neutral), a warrior with one good eye and several scars. At any one time, the inn can service up to ten patrons in the common room, and has eight private rooms upstairs each with one bed, a dresser and a desk. He asks fair prices from the travelers, and is not a man to cheat anyone unless they deserve it in his eyes.

The Jailhouse: Just a small building with stonewalls, is where one can usually find Sheriff Stone. The Jail is only large enough to hold four prisoners at best comfortably, but it is rare that the cells hold any prisoners at all. Usually there is a guard on hand to assist Sheriff Stone, and the main armory for the village is kept in the Jailhouse as well. Out front is a gallows, which hasn’t seen use in six years, but the guards still keep it up just in case a foul criminal must be put to death.

Shrine to Pelor: Brother Tanin Velhoon (Male Gnome Cleric 4 Neutral Good) of Pelor, maintains the small shrine to the patron god of the empire. The shrine is built inside a small domed structure with the ceiling made of stained glass, which shines light down on the actual shrine during the day. Brother Velhoon has two young acolytes in his care who attend to keeping the grounds clean, and administering blessings to the local populace. The shrine is also a popular place for weddings, many locals believing that Pelor’s blessing will grant them good luck in the future.

Shrine to Corellon Larethian: maintained by a young priest, the standing stones, eight in all, that denoted the site of the temple was a holy place to the local elves. In total there were 32 elves that lived in and around Green Hills. Although the new priest was a half-elf, they eventually warmed up to the young priest; even Sheriff Stone attended when he was not busy with his daily business. It was a small shrine, but for the community it served it was sufficient, and many elves remarked how beautiful the stones was, and how tranquil the site always appeared. It was a common custom for elves to leave flowers, and gifts to Corellon at the base of the standing stones, because it was believed to bring good luck, and ward off bad spirits.

The Circle: At the center of Green Hills is a fountain depicting a nude nymph pouring water into the fountain basin. This stands at the center of a cobble-stoned circle nearly one hundred feet across. This is a popular meeting place for locals, and the site of festivals or town meetings depending on the weather. Legend has it that the nymph in the fountain comes to life once a year and prances about the village, playing tricks on the locals, and trying to seduce married men. The tale has never been verified but odd things tend to happen around the New Year.
 

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