D&D: Ruins of the Dragon Lord

No, I have Arcana Unearthed in hardcopy, I don't have it in data form. They don't have the 'Powerful Build' ability, and they'll still be wielding Medium-sized weaponry and such unless they reach level 3 in their racial 'paragon' class.

The race stars with +2 Strength, -2 Dexterity, Medium size, the Giant type, +2 Diplomacy and Sense Motive, and +2 to all Craft checks.

Their Paragon class has Cleric BAB, 1d10 hit die, Good Fortitude saves, and poor reflex/will saves. They gain stat bonuses at every level - +1 strength, +1 wisdom at first level, +1 wisdom and +1 constitution at second level, and +1 strength, +1 constitution at their final level in addition to Large size.

...All of which seemed beneficial to a War Cleric, at least in my opinion.
 
Name: Bozidar
Race: Giant
Class: Cleric 1
Domains: Strength, War (Estate of Berserk)
Affiliation: The Order of Ganzorig (Militant Order; NG; pholosophically aligned with Dol Dorn, Dol Arrah, Boldrei)
Alignment: CG
Languages: Common, Giant
Age: 31

Ability Scores:
STR: 16
DEX: 10
CON: 14
INT: 12
WIS: 16
CHA: 14

HP: 10
BAB: +0
AC: 16
Saves:
REF: +0 (+1)
FORT: +2 (+4)
WILL: +2 (+5)

Skills (Skill\Ranks):
Concentration\4
Heal\4
Knowledge(religion)\4

Racial Features:
+2 Strength, -2 Dexterity, Giant type, +2 Diplomacy and Sense Motive, and +2 to all Craft checks.

Class Features:
Turn Undead (5/day)
Divine Spellcasting
Spontaneous Casting (cure spells)
Granted Power (Strength): You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Granted Power (War): Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

Flaws:
Short Temper
Lovestruck (Eir)

Feats:
Martial Weapon Proficiency: Bastard Sword (War Domain)
Weapon Focus: Bastard Sword (War Domain)
EWP: Bastard Sword
Sanctify Martial Strike: Bastard Sword
Endurance

Spells/Day
Lv0: 3
Lv1: 2+1

Prepared Spells:
Lv0
Read Magic
Guidance
Light

Lv1
Magic Weapon (Domain)
Divine Favor
Bless

GEAR
Bastard Sword [1d10s, 19-20/x2] {35g, 6lb}
Armored Vestments [+5, +3, -4 / Medium] {75g, 15lb}
Reinforced Gauntlet [+1, -, - | 1d4b, 20/x2] {20g, 3lb}
Holy symbol, wood {1g, -}
Spell Component Pouch {5g, 2lb}
Backpack {2g, 2lb/25lb}
-Bedroll {1s, 5lb}
-Rations (5 days) {2g 5s, 5lb)
-Flint&Steel {1g, -}
-Waterskins (2) {2g, 8lb}
-Torches (5) {5c, 5lb}
7g, 3s, 5c
 
Eir
Kalashtar
Class: Wilder
Level: 1

Racial Abilities
Mindlink 1/day, ML 1/2 HD
+2 to Bluff, Intimidate, and Diplomacy checks
+2 racial on Disguise checks to impersonate a human
Immunity to Nightmare, Dream, and similar effects that require the ability to dream
1 extra Power Point per level
+2 racial bonus on saves against mind-affecting spells, abilities, and posession


Abilities
STR 6 (-2)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 14 (+2)
CHA 18 (+4)

Combat Stats
HP: 7
BaB: +0
AC: 17/13 touch/14 flat footed
Fort : +1
Reflex: +3
Will: +5
PP:5/5

Class Features
Wild surge +1: Can manifest powers at +1 manifester level for no extra cost, but has a 5% chance of becoming enervated each time activated, per level activated. It can only be activated up to the level listed (+1 for now)
Psychic Enervation: When Eir fails the percentile roll mentioned above, she loses 1/2 her wilder level in power points and is dazed for one round.

Powers Known:
1-Energy Ray

Feats
Education (1): All knowledge skills are class skills. ALL OF THEM.
Inquisitor (Noncombatant): Can expend Psionic Focus for a +10 bonus on a sense motive check to oppose a bluff check.
Enervation Endurace (Dark Premonition): When enervated, only lose 1/2 your wilder level in power points.

Flaws
Dark Preminition
Noncombatant: -2 on melee attack rolls


Skills
Class Skills: All knowledge, Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

16 points
Knowledge (Planes) 4
Knowledge (Psionics) 4
Diplomacy 4
Tumble 2
Autohypnosis 2

Equipment
Studded leather armor (25gp, +3 AC, -1 ACP, 20 lbs)
Buckler (15gp, +1 AC, -1ACP, 5lbs)
Light Crossbow (35gp, 1d8, 19-20 x2 crit, 80ft range increment, 4lbs, piercing damage)
Crossbow Bolts 50 (5 gp, 5lb)
Traveler's Outfit (1gp, 5lbs)
Backpack (2gp, 2lbs)
Waterskin (1gp, 4lb)
Trail Rations (4days, 2gp, 4lbs)

64gp

Bozidar tends to carry her pack for her, so she only has a medium load.
 
I'll put together a Ranger with some healing skill if frost could help me tailor him to the setting. Favored enemy and that kind of thing.

Name: Logan
Race: Human
Class: Ranger
Level: 1

STR: 14 +2
DEX: 16 +3
CON: 12 +1
INT: 14 +2
WIS: 14 +2
CHA: 12 +1

HP: 8
BaB: +1
AC:
Fortitude: +2
Reflex: +2
Will: +0

Skills: 36
Climb (STR): 4
Concentration (CON): 3
Craft (INT):
Handle Animal (CHA): 4
Heal (WIS): 6
Hide (DEX): 2
Jump (STR):
Knowledge (nature, INT): 4
Listen (WIS): 3
Move Silently (DEX):
Profession (WIS):
Ride (DEX): 3
Search (INT):
Spot (WIS): 2
Survival (WIS): 3
Swim (STR): 4
Use Rope (DEX):

Feats:
Track:
Point Blank Shot:
Precise shot
Self Sufficient:

Racial traits:
Size: Medium
Base land speed: 30 feet
Favored class: any
1 extra feat at 1st level
4 extra skill points at 1st level and 1 every level after.
Languages: Common, 1 other, gonna ask frost.

Class features:
Weapons and armor proficiency: Simple and martial weapons, light armor, and all shields except tower shields.
Favored enemy: gonna ask frost.
Track: Gains track as a bonus feat.
Wild empathy

Equipment, to be done.
 
Name: Ramona Huu
Race: Litorian
Class: Wizard
Level: 1
Alignment: Lawful Good
Deity: Boldrei, Goddess of Community

Str: 10 | +0
Dex: 16 | +3
Con: 14 | +2
Int: 16 | +3
Wis: 12 | +1
Cha: 14 | +2

HP: 6
BAB: +0
AC: 12 | 10 | 3 | -1
Fort: +2 | 0 | 2 | 0
Ref: +3 | 0 | 3 | 0
Will: +3 | 2 | 1 | 0

Hair: Brown
Eyes: Green
Skin: Fair Tan
Height: 5'6"
Weight: 143lbs.

Racial Traits:
+2 Dexterity, -2 Wisdom
Medium Sized
Low-Light Vision
+2 racial bonus on Intimidate, Search, Spot, Listen, and Survival

Class Features:
- Abjuration (Specialist): A specialist wizard can prepare one additional spell of her specialty school per spell
level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
To specialize in Abjuration, Ramona has given up Necromancy and Enchantment.

- Resistance to Energy (Su): Once per day, an abjurer using this variant can create a mystical shield
that grants herself or any one creature that she touches limited protection against a chosen energy
type (acid, cold, electricity, fire, or sonic). The affected creature gains resistance equal to 5 plus
one-half the abjurers class level against the chosen energy type. Activating this ability is a standard
action. Once activated, the protection lasts for 1 hour. This protection overlaps with (and does not
stack with) the effects of spells such as resist energy.
An abjurer using this variant permanently gives up the ability to obtain a familiar.

- Scribe Scroll (Bonus Feat): You can create a scroll of any spell that you know. Scribing a scroll takes
one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster
level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials
costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost.
In addition to the costs derived from the base price, you must expend the material component or pay the
XP when scribing the scroll.

Feats:
-Collegiate Wizard: You begin play with knowledge of six 1st-level spells
plus 1 per point of Intelligence modifier. Each time you gain a
wizard level, you may add four spells to your spellbook without
additional research. In addition, you gain a +2 bonus on all
Knowledge (arcana) checks.

-University: You gain 8 extra skill points at level 1, plus 2 skill points every level thereafter.

-Defensive Focus: When you cast an abjuration spell that offers
defence, that protection is improved by +1 and/or
2, depending on the type of bonus provided. The
+1 improves bonuses expressed in pluses. The 2
improves numerical effect values that are not a plus
style bonus. This variant does NOT affect DCs for saving throws caused by the few abjuration spells
that can allow one.

Flaws:
-Hemophobia: 'Sickened', as the status ailment, in the presence of visable blood.
-Vulnerable: -1 to Ac.

Skills: 28 points
Concentration (Con): +6 | 2 | 4 | 0
Craft (Int): +3 | 3 | 0 | 0
Decipher Script (Int): +5 | 3 | 2 | 0
Knowledge (Arcana) (Int): +7 | 3 | 4 | 0
Knowledge (Nature): +7 | 3 | 4 | 0
Knowledge (Religion): +7 | 3 | 4 | 0
Profession (Wis): +3 | 1 | 2 | 0
Spellcraft (Int): +9 | 3 | 4 | 2
----
-Intimidate: +4 | 2 | 0 | 2
-Listen: +3 | 1 | 0 | 2
-Spot: +3 | 1 | 0 | 2
-Search: +7 | 3 | 2 | 2
-Survival: +3 | 1 | 0 | 2

Equipment: 6gp, 1sp
Quarterstaff
Backpack
Spell Component Pouch
Small Steel Mirror
Sheet of Paper x4
Sealing Wax
Ink (1 oz. vial)
Inkpen
Signent Ring - Sigil of Lord Hafren
Spellbook
Scholar's Outfit
Trail Rations (2 days)
Book, "The Basics of Magic" (+1 to Knowledge: Arcana checks)

Spellbook:
Cantrips: Acid Splash, Amanuensis, Arcane Mark, Caltrops, Dancing Lights, Detect Magic, Detect Poison, Electric Jolt,
Flare, Ghost Sound, Launch Bolt, Launch Item, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost,
Read Magic, Repair Minor Damage, Resistance, Sonic Snap, Stick

1st-Level: Alarm, Benign Transposition, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Mage Armor,
Master's Touch, Protection from Evil
 
Vay, I'm afraid I just don't have room for a ranger right now. If you'd like to try any class that does not have a full Base Attack Bonus progression (I.E., not a 'warrior' type), I might be able to let you in. As it stands, I have a few people I promised earlier wishing to play warriors.

As it stands with Eir and Bozidar, we have 3 more slots. My own character will fill the 6th slot, making us a party of 6. Their sheets have been looked-over, and O.K.'d.
 
What kind of pace will this be running at? I could join as a caster, but maybe only post once a week.
 
Pietro Muirgraf
Male Human Fighter 1
Neutral Good
Representing Xnijmai


Strength 16 (+3)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 11 (+0)

Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Tan
Eyes: Hazel
Hair: Light Brown Straight; Beardless


Total Hit Points: 12

Speed: 30 feet

Armor Class: 15 = 10 +2 [leather] +3 [dexterity]
Touch AC: 13
Flat-footed: 12

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +3 = 0 [base] +3 [dexterity]
Will save: -2 = 0 [base] -2 [wisdom]

Attack (handheld): +4 = 1 [base] +3 [strength]
Attack (unarmed): +4 = 1 [base] +3 [strength]
Attack (missile): +4 = 1 [base] +3 [dexterity]
Grapple check: +4 = 1 [base] +3 [strength]


Languages: Common, Undercommon


Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]


Feats:
Acrobatic
Exotic Weapon Proficiency Weapon:
Combat Expertise


Appraise 1 = +1
Balance 3 = +3
Bluff 0 = +0
Climb 7 = +3 +4
Concentration 2 = +2
Diplomacy 0 = +0
Disguise 0 = +0
Escape Artist 3 = +3
Forgery 1 = +1
Gather Information 0 = +0
Heal 0 = +0
Hide 3 = +3
Intimidate +0 = +0
Jump 9 = +3 +4 +2 [acrobatic]
Listen 0 = +0
Move Silently 3 = +3
Ride 3 = +3
Search 1 = +1
Sense Motive 0 = +0
Spot 0 = +0
Survival 0 = +0
Swim 3 = +3
Tumble 6 = +3 +1 +2 [acrobatic]
Use Rope 4 = +3 +1

Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Pietro Muirgraf's Equipment:
Backpack
Bedroll
Caltrops
Grappling hook
Rope (50', hempen) x3
Spade / shovel

Not too late am I?

Also I changed a stat point around so I don't know if it should be rearranged. Minus 1 WIS for 1 INT to get Combat Expertise. Just wondering if I messed anything up
 
Vay, I'm afraid I just don't have room for a ranger right now. If you'd like to try any class that does not have a full Base Attack Bonus progression (I.E., not a 'warrior' type), I might be able to let you in. As it stands, I have a few people I promised earlier wishing to play warriors.

As it stands with Eir and Bozidar, we have 3 more slots. My own character will fill the 6th slot, making us a party of 6. Their sheets have been looked-over, and O.K.'d.
Sooo, does that mean you'd be against me playing as a Duskblade?
 
I'm going to try and go faster paced than usual, at least where combat is involved. I seem to have a curse where my D&D games end around the first combat, so I'm going to try and get them through as fast as possible.

TnT, you're one of the 'warriors' I spoke of - Duskblade should be alright.

Two slots left. Muirgraf is in, the stat-switch was fine, and everything's in order for him.
 
So, should I come up with a magic item wishlist of sorts?
 
Anyone who doesn't know what to play, I suggest a Wizard Transmuter. After all, we'll be in a DUNGEON, and things like STONE SHAPE could be quite useful.

"What's that, a wall's blocking our path, you say? I don't see a wall, I see..." Waves hands. "A DOOR!"


Alright, my Duskblade is made. Just gotta mess with his sheet some so that everything is lined up and where it should be. I'll have that done and posted up here sometime tomorrow.
 
You can if you want to. For the most part, the loot's already in the module, but I can see if I can switch a few pieces around, Archy.
 
Ragnar Geister
Male Human Duskblade 1
Lawful Neutral
Representing TheNeverThere
Strength 16 (+3)
Dexterity 10 (+0)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6' 6"
Weight: 240 lb
Skin: Tan
Eyes: Black
Hair: White Straight; Beardless


Total Hit Points: 10
Speed: 30 feet
Armor Class: 15 = 10 +5 [chainmail]
Touch AC: 10
Flat-footed: 14
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: -3 = 0 [base] -3 [poor reflexes]
Will save: +2 = 0 [base] +2 [wisdom]
Attack (handheld): +4 = 1 [base] +3 [strength]
Attack (unarmed): +4 = 1 [base] +3 [strength]
Attack (missile): +1 = 1 [base]
Grapple check: +4 = 1 [base] +3 [strength]



Languages: Common, Elven, Undercommon, Morudhian

Gauntlet [1d3+3 Bludgeon, x2 Crit, Attack Bonus: +0]
Chainmail [Medium; +5 AC; max dex +2; check penalty -5; 40 lb.]

Feats:
Eschew Materials
Skill Focus (Craft: Weaponsmith)
Poor Reflexes [flaw]
Battle Caster (CArc)
Traits:


Skill

Appraise Int 3 = +3
Balance Dex* 0 = +0
Bluff Cha 0 = +0
Climb Str* 3 = +3
Concentration Con 6 = +2 +4
Craft (Weaponsmith) Int 10 = +3 +4 +3 [skill focus]
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Decipher Script Int 7 = +3 +4
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Escape Artist Dex* 0 = +0
Forgery Int 3 = +3
Gather Information Cha 0 = +0
Heal Wis 2 = +2
Hide Dex* 0 = +0
Intimidate Cha 0 = +0
Jump Str* 3 = +3
Knowledge (arcana) Int 6 = +3 +3
Knowledge (planes) Int 6 = +3 +3
Listen Wis 2 = +2
Move Silently Dex* 0 = +0
Perform_1 Cha 0 = +0
Perform_2 Cha 0 = +0
Perform_3 Cha 0 = +0
Perform_4 Cha 0 = +0
Perform_5 Cha 0 = +0
Ride Dex 0 = +0
Search Int 3 = +3
Sense Motive Wis 4 = +2 +2
Spellcraft Int 7 = +3 +4
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** 3 = +3
Use Rope Dex 0 = +0

* = check penalty for wearing armor


Zero-level Duskblade spells: 3 per day:
Acid Splash
Disrupt Undead
Ray of Frost
Touch of Fatigue

First-level Duskblade spells: 3 (2+1) per day:
Color Spray
Kelgore's Firebolt

Human:

Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

Duskblade:
Arcane Attunement (6 per day)
Armored Mage (Light)

Class HP rolled
Level 1: Duskblade 8


Ragnar Geister's Equipment:

33 lb
_____
33 lb Weapons / Armor / Shield (from above)
Total



More about Ragnar Geister:
 
hmm. I'll try to keep this brief, then. Of course there are the items to boost charisma, torcs of power preservation, all that jazz, but there is one, ONE magic item that has caught my eye as an item of extreme awesomeness and dozens of potential uses.

It is the Power Repository Shard, a Quori Embedded Shard. It rocks, but the one I had in mind rocks even more.

The version I want costs 48,000 gold and contains the power Metamorphosis.

By meditating for 1 hour I can swap out a power known with the power stored inside the shard. Embedding the shard in Eir would require a character with 10 ranks in Heal and the Craft Universal Item feat (Though I guess wondrous item is kinda the same?).

Eir would then lose 1 hitpoint permanently as part of the bonding process, but the shard could not be removed from her.

The shard is in Magic Of Eberron, page 116.

It's basically an item alternative to the Expanded Knowledge feat.
 
Hrmm. Yeah, I'm sure I can fit that in there somewhere on the later levels. Sure thing, Archy.

So far, the characters we have are:
Bozidar - Giant Cleric
Eir - Kalashtar Wilder
Ramona - Litorian Abjurer
Pietro - Human Fighter
Ragnar - Human Duskblade

This gives us three "Front Row" (Bozidar, Pietro, Ragnar), and two "Back Row" (Eir, Ramona). We have enough to start the game now, if the players so wish it. As it stands, we can fit in one more character, though it must be a back row character. This includes Experts (Rogue, Ninja, Spellthief), or one more Spellcaster to be backup, Divine (Cleric, Favored Soul, Druid) or Arcane (Sorcerer, Wu Jen, Wizard). That, or some strange 'multi-role' creation, like a Bard or Dragon Shaman.

Just so this fits (and to explain the placement of the Eberron Pantheon and a Kalashtar, this game will actually be set in Eberron, on the isle of Argonessen. http://eberron.wikia.com/wiki/Argonnessen

This allows the game to have an actual 'setting', though the entirety of the game will be set in 'Moru Country', an area I'm placing within Argonessen.
 
I'm ready to go when you are. Just keep in mind that I'll need you to control Bozidar from the 12th of November to at least the 2nd of December, possibly with a break at Thanksgiving.
 
o___o I want to get back into things. I'd love to join...
... But I'm really unfamiliar with 3.5. I think I made one ONCE and I forgot entirely what it was.
OH, and hi, Frosty. :3
I'd like to be ya'lls Bard, and be the catch-all for any situation if I can.
 
For the record, Ragnar's not frontline until he gets a Martial Weapon. It's crazy that Duskblades aren't proficient with Simple Weapons...