D&D 3.5 campaign
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
I updated my sheet to include various fixes and rewritings with the loss of power from the demon portal. I also included all languages. While Infernal can apply to devils, it can also apply to Fiends and those of the negative energy plane or the shadow plane, like tieflings for example.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Character Portrait (a wee bit too cartoony for my tastes but the closest one I could find on Deviant Art for what I had in mind)-
http://fc05.deviantart.net/fs71/i/2010/ ... nShine.png
http://fc05.deviantart.net/fs71/i/2010/ ... nShine.png
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Great, glad to have that in order.
By the way, some key stuff i should mention, every month has 28 days, and there is 12 months in the year still, making the number of days a little different, also, there is no north east west or south, due to the world being made up from the collision of different energies, it is firewards(down on the map), icewards (up), seawards (right) and earthwards (left).
Also, attempt to forget any knowledge you have about monsters and known gods, as i have changed a bit sometimes drastically, you will be told the necessary information after a knowledge check or when it comes up (and should be common knowledge)
By the way, some key stuff i should mention, every month has 28 days, and there is 12 months in the year still, making the number of days a little different, also, there is no north east west or south, due to the world being made up from the collision of different energies, it is firewards(down on the map), icewards (up), seawards (right) and earthwards (left).
Also, attempt to forget any knowledge you have about monsters and known gods, as i have changed a bit sometimes drastically, you will be told the necessary information after a knowledge check or when it comes up (and should be common knowledge)
Characters:
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
Gabriel Dalgas
Male Aasimar Sorcerer 1
Chaotic Good
Representing Jivundus
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Size: Medium
Height: 6' 4"
Weight: 180 lb
Skin: Light
Eyes: Violet
Hair: Gold; Straight; Beardless
Total Hit Points: 6
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +2 = 0 [base] +2 [constitution]
Reflex save: +2 = o [base] +2 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +1 = 0 [base] +2 [dexterity]
Grapple check: +0 = 0 [base]
Light load:33 lb. or less
Medium load:34-66 lb
Heavy load:67-100 lb.
Lift over head:100 lb
Lift off ground:200 lb
Push or drag:500 lb
Languages: Celestial Common
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Raven familiar
Feats:Eschew Materials
Appraise Int 3 = +1 +2 [raven]
Balance Dex* 2 = +2
Bluff Cha 4 = +2 +2
Climb Str* 0 = +0
Concentration Con 4 = +2 +2
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 3 = +2 +1
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 2 = +2
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* 0 = +0
Knowledge (arcana) Int 3 = +1 +2
Knowledge (planes) Int 2 = +1 +1
Listen Wis 3 = +1 +2 [aasimar]
Move Silently Dex* 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 1 = +1
Spellcraft Int 3 = +1 +2
Spot Wis 3 = +1 +2 [aasimar]
Survival Wis 1 = +1
Swim Str** 0 = +0
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Sorcerer spells: 5 per day
Acid Splash
Daze
Ray of Frost
Flare
First-level Sorcerer spells: 4 (3+1) per day
Hypnotism
Shocking Grasp
Aasimar:
+2 wisdom, +2 charisma (already included)
+2 on listen and spot checks (already included)
Light once per day
Acid, cold resistance 5
Darkvision (see 60 feet in pitch-dark)
Gabriel Dalgas's Equipment:
Weapons / Armor / Shield (from above) 5 lb
Crossbow bolts (quiver of 10) x2 2 lb
Bedroll 5 lb
Blanket, winter x1 3 lb
Ink vial
Ink pen
Paper sheets x10
Rations x7 7 lb
Waterskins x2 8 lb
Spell component pouch 2 lb
12gp, 5sp, remaining
Total 32 lb
Raven familiar: Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 3; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks elven Alertness feat when in arm's reach; improved evasion; share spells; empathic link;
More about Gabriel Dalgas:
Gabriel knew from the moment of his first consciousness that he was not fully human. The faintly golden hue to his skin and the unusual depth of color in his violet eyes told him that much. His suspicions were further confirmed at the onset of puberty when he developed a magical talent that was rare even in the magic-soaked world of Taruk. When he reached adulthood, Gabriel's father took him aside and told the truth. Generations ago, beyond living memory, one of their ancestors was courted by a plane-traveling Shiradi - an eladrin from the celestial plane of Arborea. Since that far-off day, all male descendants of that line have bred true to their celestial heritage. Gabriel was the first, however, to exhibit magical prowess. He was awestruck by the enormity of the truth and devoted his life to both fostering his talent and staying true to his celestial ancestor.
Male Aasimar Sorcerer 1
Chaotic Good
Representing Jivundus
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 14 (+2)
Size: Medium
Height: 6' 4"
Weight: 180 lb
Skin: Light
Eyes: Violet
Hair: Gold; Straight; Beardless
Total Hit Points: 6
Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +2 = 0 [base] +2 [constitution]
Reflex save: +2 = o [base] +2 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +1 = 0 [base] +2 [dexterity]
Grapple check: +0 = 0 [base]
Light load:33 lb. or less
Medium load:34-66 lb
Heavy load:67-100 lb.
Lift over head:100 lb
Lift off ground:200 lb
Push or drag:500 lb
Languages: Celestial Common
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Raven familiar
Feats:Eschew Materials
Appraise Int 3 = +1 +2 [raven]
Balance Dex* 2 = +2
Bluff Cha 4 = +2 +2
Climb Str* 0 = +0
Concentration Con 4 = +2 +2
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 3 = +2 +1
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 2 = +2
Heal Wis 1 = +1
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* 0 = +0
Knowledge (arcana) Int 3 = +1 +2
Knowledge (planes) Int 2 = +1 +1
Listen Wis 3 = +1 +2 [aasimar]
Move Silently Dex* 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 1 = +1
Spellcraft Int 3 = +1 +2
Spot Wis 3 = +1 +2 [aasimar]
Survival Wis 1 = +1
Swim Str** 0 = +0
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Sorcerer spells: 5 per day
Acid Splash
Daze
Ray of Frost
Flare
First-level Sorcerer spells: 4 (3+1) per day
Hypnotism
Shocking Grasp
Aasimar:
+2 wisdom, +2 charisma (already included)
+2 on listen and spot checks (already included)
Light once per day
Acid, cold resistance 5
Darkvision (see 60 feet in pitch-dark)
Gabriel Dalgas's Equipment:
Weapons / Armor / Shield (from above) 5 lb
Crossbow bolts (quiver of 10) x2 2 lb
Bedroll 5 lb
Blanket, winter x1 3 lb
Ink vial
Ink pen
Paper sheets x10
Rations x7 7 lb
Waterskins x2 8 lb
Spell component pouch 2 lb
12gp, 5sp, remaining
Total 32 lb
Raven familiar: Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6; Hit points: 3; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5 Fort +2, Ref +4, Will +4, Listen +6, Spot +6; speaks elven Alertness feat when in arm's reach; improved evasion; share spells; empathic link;
More about Gabriel Dalgas:
Gabriel knew from the moment of his first consciousness that he was not fully human. The faintly golden hue to his skin and the unusual depth of color in his violet eyes told him that much. His suspicions were further confirmed at the onset of puberty when he developed a magical talent that was rare even in the magic-soaked world of Taruk. When he reached adulthood, Gabriel's father took him aside and told the truth. Generations ago, beyond living memory, one of their ancestors was courted by a plane-traveling Shiradi - an eladrin from the celestial plane of Arborea. Since that far-off day, all male descendants of that line have bred true to their celestial heritage. Gabriel was the first, however, to exhibit magical prowess. He was awestruck by the enormity of the truth and devoted his life to both fostering his talent and staying true to his celestial ancestor.
good, then we only need three more, as for you being an aasimar, with level adjustment and that, I would like to add some restrictions until you get experience enough to reach level 2.
Until reaching a certain amount of divine acceptance, the aasimar lack some of their abilities, the +2 to charisma and wisdom will have to wait, as well as one resistance of your choice.
This is due to one of the many rules in the code of the gods, restricting how much divine power a mortal is allowed to receive without proving worthy of it, and that actions are the best way for immortals to see if they should invest some of their essence.
Until reaching a certain amount of divine acceptance, the aasimar lack some of their abilities, the +2 to charisma and wisdom will have to wait, as well as one resistance of your choice.
This is due to one of the many rules in the code of the gods, restricting how much divine power a mortal is allowed to receive without proving worthy of it, and that actions are the best way for immortals to see if they should invest some of their essence.
Characters:
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
No worries on the changes, crap happens. Added 1 to my intelligence which is now 15 instead of 14, so no real changes were necessary.Orod wrote:Got a message now: Froggie will not be able to join anyways, so you are all back to 28 points now.
Sorry for all the changes.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Starting up tomorrow then, whether the last ones post their characters or not, will start a new thread called "when the past - part one" for in character posts only, would like you to post in some build roughly like the following:
(Character name)
He rose up, looking around in confusion, then squinting as he looked up, he saw the sun was setting. "Fudge it, I'm late"
Try to get the character name included, as well as keeping speech in "here". Also keep dice rolls, checks, attacks and the like in parentheses directly after the act, as well as necessary specification, like: looks around (spot: 23, looking for goblin eyelids)
Exactly what kind of writing styles beyond that is all the same, if you say you do something, you might have to be corrected(I open the door / I try to open the door, when the door is locked) , if you write everything as an "I" that is also cool.
As for when to post, wait for me to reply on one post if you feel the result of that act is important to know beforehand. When I set an initiative in combats I expect to have every other post (meaning: p1, me, p2, me, p3...) and I will try to give clear messages for when you should follow this and not.
One last note: try not to outpost other characters too much, we can not wait forever for someone, but giving them a fair chance to reply is recommended. Also, when in combat I will give you 12 hours to reply (from I tell you it is your turn), if no reply comes within then your character will be stricken by indecision and all out defense, giving the turn to the next. (PM me if you see you will be unavailable for some rounds and i will try to NPC you after your directions.)
(Character name)
He rose up, looking around in confusion, then squinting as he looked up, he saw the sun was setting. "Fudge it, I'm late"
Try to get the character name included, as well as keeping speech in "here". Also keep dice rolls, checks, attacks and the like in parentheses directly after the act, as well as necessary specification, like: looks around (spot: 23, looking for goblin eyelids)
Exactly what kind of writing styles beyond that is all the same, if you say you do something, you might have to be corrected(I open the door / I try to open the door, when the door is locked) , if you write everything as an "I" that is also cool.
As for when to post, wait for me to reply on one post if you feel the result of that act is important to know beforehand. When I set an initiative in combats I expect to have every other post (meaning: p1, me, p2, me, p3...) and I will try to give clear messages for when you should follow this and not.
One last note: try not to outpost other characters too much, we can not wait forever for someone, but giving them a fair chance to reply is recommended. Also, when in combat I will give you 12 hours to reply (from I tell you it is your turn), if no reply comes within then your character will be stricken by indecision and all out defense, giving the turn to the next. (PM me if you see you will be unavailable for some rounds and i will try to NPC you after your directions.)
Characters:
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
Character Sheet
Name: Sjerith
Class: Soulknife
Male
Height: 2'6"
Weight: 170
Alignment: True Neutral
Age: 9
HP: 10
AC: 19
Languages: Draconic and Common
STR: 16 -2 = 14
DEX: 14 + 2= 16
CON: 12 - 2 = 10
INT: 12
WIS: 10
CHA: 10
The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex)
Feat: Thanks siberys I forgot to choose a feat and for the suggestion i'll take it.
Daylight Adaptaion
Skills
16 points to spend
Concentration: +2 ranks
Hide: +2 ranks
Knowledge Psionics: +2 ranks
Listen: +2 ranks
Move Silently: +2 ranks
Spot: +2 ranks
Tumble: +2 ranks
Auto Hypnosis: +2 ranks
Equipment:
Chain Shirt 100gp
Back pack 2gp
Bedroll 1sp
Rations x4 5sp ea.
Water skin 1gp
oil 1sp
Lamp,Common 1sp
Total weight: 29 pounds
Total cost: 105 gp 4sp
Left over gp: 19 gp 6 sp
i didnt see how much we started gold we started out with so i went just bought what i needed if that is alright. sorry for the delay about posting the character sheet. just got a little busy today.
Name: Sjerith
Class: Soulknife
Male
Height: 2'6"
Weight: 170
Alignment: True Neutral
Age: 9
HP: 10
AC: 19
Languages: Draconic and Common
STR: 16 -2 = 14
DEX: 14 + 2= 16
CON: 12 - 2 = 10
INT: 12
WIS: 10
CHA: 10
The soulknife’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex)
Feat: Thanks siberys I forgot to choose a feat and for the suggestion i'll take it.
Daylight Adaptaion
Skills
16 points to spend
Concentration: +2 ranks
Hide: +2 ranks
Knowledge Psionics: +2 ranks
Listen: +2 ranks
Move Silently: +2 ranks
Spot: +2 ranks
Tumble: +2 ranks
Auto Hypnosis: +2 ranks
Equipment:
Chain Shirt 100gp
Back pack 2gp
Bedroll 1sp
Rations x4 5sp ea.
Water skin 1gp
oil 1sp
Lamp,Common 1sp
Total weight: 29 pounds
Total cost: 105 gp 4sp
Left over gp: 19 gp 6 sp
i didnt see how much we started gold we started out with so i went just bought what i needed if that is alright. sorry for the delay about posting the character sheet. just got a little busy today.
Sokoku no tame ni
First, I don't mind if you rolled your starting HP, although I will let you reconsider, seeing you were supposed to start with max HP on first level.
Second, I see you did not get the message that you get 28 points instead, meaning you have 3 points left.
Third, I said you started with average starting gold, meaning you have 19 gp 6 sp to spare.
Fourth, seeing these lands are ruled by the normal species of the players handbook, I would love to see a background as to why your character now mingles with those who try to eradicate your species on a daily basis.
Except from that, you're good to go.
Last a side note, I have never found the Kobold a balanced race, reduce the str penalty to -2
Second, I see you did not get the message that you get 28 points instead, meaning you have 3 points left.
Third, I said you started with average starting gold, meaning you have 19 gp 6 sp to spare.
Fourth, seeing these lands are ruled by the normal species of the players handbook, I would love to see a background as to why your character now mingles with those who try to eradicate your species on a daily basis.
Except from that, you're good to go.
Last a side note, I have never found the Kobold a balanced race, reduce the str penalty to -2
Characters:
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
Kings inheritance: [url="http://www.dndsheets.net/view.php?id=7368"]Grath pilfan[/url]
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
I also might recommend (depending on DM's discretion) you use a feat from Forgotten Realms called Daylight Adaptation.
The feat has nothing to do with the campaign setting itself, it only applies to creatures with Light Sensitivity and once taken, effectively removes that handicap on your character.
The feat has nothing to do with the campaign setting itself, it only applies to creatures with Light Sensitivity and once taken, effectively removes that handicap on your character.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact: