D&D: Ruins of the Dragon Lord

We'll call him "Middle Line", then. Bozidar and Pietro as Front Line, Eir and Ramona as Back Line, with Ragnar and (maybe Redd's Bard) as Middle Line.

I like the thought of our final, sixth character being a bard, so I'm going to be helping Redd make a character.
 
Bards are awesome. Make sure he has as high a Bluff as possible, and find a way to let him speak any language. I think there's a feat for that. Also, the spells Summon Instrument and Animate Instrument are good to have. So is the feat Lyrical Casting (or something like that), because it let's you cast without interupting Bardic Music.
 
For the record, Ragnar's not frontline until he gets a Martial Weapon. It's crazy that Duskblades aren't proficient with Simple Weapons...

Um, Duskblades get proficiency with all simple and martial weapons, as well as all armors and shields (except tower shields).

Anyways I will try to dig up some stuff on Eir's appearance. The most notable thing is a red sunburst tattoo in the middle of her forehead.
 
Double check your PHB2, Archy. The only weapon profs they have are with Martial Weapons
 
'Twas a typo, TnT. They fix it in the Errata. They do, in fact, have simple weapon proficiency as well.
 
Really? Huh...Ok, I'm not as bad off as I thought.

Note to self: Check Errata
 
Right. Also, to those in: The IC is up, you can post.
 
I am currently displaced from my home computer, but I'll try to get something up when I get back. The only reason why I'm not posting right now is because I want to have it work for both Eir and Bozidar, and this box doesn't have MSN to talk to ric with.
 
Name: Logan
Race: Human
Class: Favored Soul
Level: 1
Alignment: NG
Deities: The Sovereign Host

STR: 12 +1
DEX: 12 +1
CON: 12 +1
INT: 15 +2
WIS: 14 + 2
CHA: 16 + 3

HP: 9
BaB: +0
AC: 16
Fortitude: +2
Reflex: +2
Will: +2

Skills:

Concentration (Con): 3
Craft (Int):
Diplomacy (Cha): 4
Heal (Wis): 4
Jump (Str):
Knowledge (arcadia; int): 3
Profession (Int):
Sence motive (Wis): 2
Spellcraft (int): 4

Feats:
Augmented healing (Preq: heal 4 ranks. benefit: Healing spells do +2 per spell level)
Point blank shot (+1 bonus on ranged attack and damage within 30 ft)

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, Morudhian, Terran

Class features:
Simple weapons, light, and medium armour, and non-tower shields.


Equipment:

Light crossbow - 1d8 / 19-20 2x / 80ft / 4lbs
50 bolts - 5lbs
Morningstar - 1d8 / 3x / 6lbs

Heavy wooden shield - 10lbs
Stubbed leather armour - 20lbs

Backpack - 2lbs
Waterskin - 4 lbs
1 day's rations - 1 lbs
bedroll - 5 lbs
sack - 1/2lbs
flint and steel

57 1/2 lbs medium load

90.4 gp

Spells Known:

Level 0
Detect magic
detect Poison
cure minor wounds
light

1st Level
Bless
command
cure light wounds.
 
To those of you already in and wondering, I'm allowing Seiji and Vay to join, making the party number 8. I will also be amping the CR of the battles to reflect this.

Vay, you've got 150 gold to spend. Your hp is 9, not 8 (because of your Con). You've got 4 more points for stats (the point buy is 36). You get 2 bonus languages because of your Int modifier, I suggest Morudhian (the language of the country you'll be in the entire game), and possibly an elemental language.
 
I'm gonna try and get a post up in the IC this weekend.

*just noticed character isn't up yet* ALright, I'll get both up this weekend.
 
First try was a bust. New plan: Five-plus-me characters, restart.
 
Name: Ruk
Race: Human
Class: Scout
Level: 1

STR: 10 +0
DEX: 16 +3
CON: 12 +1
INT: 16 +3
WIS: 14 +2
CHA: 12 +1

HP: 9
BaB: +0
AC: 5
Fortitude: +0
Reflex: +2
Will: +0

Skills:

Balance (Dex), 4
Climb (Str),
Craft (Int),
Escape Artist (Dex), 4
Hide (Dex), 4
Jump (Str), 4
Knowledge (dungeoneering) (Int), 4
Knowledge (geography) (Int),
Knowledge (nature) (Int), 4
Listen (Wis), 4
Move Silently (Dex), 4
Ride (Dex),
Search (Int), 4
Sense Motive (Wis),
Speak Language (n/a),
Spot (Wis), 4
Survival (Wis), 4
Swim (Str),
Tumble (Dex),
Use Rope (Dex), 4

Feats:
Point Blank Shot
precise shot


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, Morudhian

Class features:

Simple weapons, plus the handaxe, throwing axe, short sword, shortbow, and light armour.

Skirmish

Deal as extra 1d6 per level with attacks made after moving at least 10 feet.

Equipment: 92.7 gold

Short bow (1d6, x3, 60ft, 2lbs, piercing)
Arows (40) (6lbs)

Short sword (1d6, crit 19–20/×2, 1 lb., light, piercing)

Leather armour (+2, +6, 0, 10%, 30ft, 20ft, 15lbs)


Backpack (2lbs)
Bedroll (5lbs)
Pouch, Belt (.5lbs)
Waterskin (4lbs)

32.5 lbs, +1 gold, medium load
 
Yeah, I will be looking into builds for this restart.
 
Alright, I can get a wizard up soon who will, of course, be rather lame at early levels, but has plenty of awesome stuff to go for them. Later on they'll get some extremely useful reserve feats, including one for healing people.

There will also be a backup cleric build for healing and suchlike.
 
Ran
Human
Neutral Good
Class: Divine Magician Cleric (Phb, Complete Mage pg.33.)
Level: 1

Racial Abilities
Extra feat at 1st level
+1 skillpoint at each level
+4 skillpoints at level 1


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

Combat Stats
HP: 9
BaB: +0
AC: 18/ 13touch/ 15flat footed
Fort : +3
Reflex: +3
Will: +6
Turn Undead Attempts: 8/8
Sun Turning Attempt 1/1
ACP: -3

Class Features
Spellcasting
Domains: Sun and one other, constructed from necromancy, abjuration, and divination spells. (see alternative class feature)
Proficency with all simple weapons, armor, and non-tower shields

Feats
Extra Turning: +4 turn undead attempts per day
Extend Spell: +1 to spell level, 1.5 times duration
Persistent Spell: +7 to spell level, 24 hour duration
Divine Metamagic (Persistent spell):spend 7 turn undead attempts to make a single spell last for 24 hours.


Special Domain
1-Ray of Enfeeblement

Flaws
Dark Preminition
Compulsive Skinny Dipper


Skills
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int)

12 skillpoints

Heal 4
Knowledge (religion) 4
Concentration 3
Speak Language 1 (Morudhain)

Equipment
31.4 gold
Studded leather-20 lbs
Morningstar-6lbs
Heavy Wooden Shield-10lbs
Light Crossbow-4lbs
Sleeve blade-1lb-functions as dagger, -2 to hit, DC 15 to find before activated
Wooden holy symbol
Backpack-2lbs
Waterskin-4lbs
Spellcomponent Pouch-2lbs
Flint And Steel
Crowbar-5lbs

Bedroll-1SP, 5lbs
Trail Rations (x3)-1.5GP, 3 lbs

Crossbow Bolts (x10)-1lb
Liquid light-glows constantly with the light of a torch (20 gp, Complete Scoundrel 110)
Cleric's Vestments-5lbs

74 pounds total
Light Load

Oh so very much a work in progress. Still, sunk all the feats into getting that Divine Metamagic: Persistent spell, which should do wonders.

WONDERS.

-Driven by strange dreams, a servant of the sovereign host comes to a blasted wasteland. What she will find, she does not know...