D&D: Ruins of the Dragon Lord

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
ShadowWarrior4.jpg


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:
 
Oh, cool! Archycleric.

Give me another day or so and we'll get the restart going.
 
Brightside, I'm afraid I can't accept your character until it's finished. You're missing feats, equipment, skills, class features...

As for me, here's Runt.

Name: Runt
Race: Gnoll
Class: Warmage
Level: 1

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

HP: 10
BAB: +0
AC: 17 | 10 | 3 | 2 | 1 | 1
Fort: +1 | 0 | 1 | 0
Ref: +2 | 0 | 2 | 0
Will: +5 | 2 | 3 | 0

Hair: Dark Tan Fur
Eyes: Green
Skin: Tan Fur
Height: 6'1"
Weight: 149lbs.

Racial Traits:
- Strength +2, Intelligence -2, Charisma -2.
- Medium size: As Medium creatures, gnolls have no special modifiers due to their size.
- Gnoll base land speed is 30 feet.
- Darkvision (Ex): Gnolls can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and gnolls can function just fine with no light at all.
- +1 natural armour bonus.
- Gnolls receive Toughness as bonus feat.
- Weapon Proficiency: Gnolls receive the Martial Weapon Proficiency feats for the flail and heavy flail as bonus feats.
- Weapon Familiarity: Gnolls may treat dire flails as martial weapons, rather than exotic weapons.
Class Features:
- Armored Mage (Light, Shields)
- Warmage Edge (+2)


Feats:
- Lost Tradition (Warmage, Wisdom): Your spellcasting ability for the class Warmage changes to Wisdom.
- Spell Focus (Evocation): The DC to avoid Runt's spells increased by 1.
- Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Flaws:
- Autophobia: Whenever a character is left alone after a short period of time (5 to 10 minutes) they must make a Will Save (DC of 20) to avoid feeling symptoms of loneliness. On a successful save, they have conquered their fear for the time being. The said character must make a check every 30 minutes as of the start of being left alone thereafter and every 30 minutes grants them a cumulative -1 to her Will check (either saved or not). A character that fails their check will receive a new saving throw every 30 minutes but the accumulated Will penalty remains until they have been relieved by someone 'familiar'. A character's Will save will not go below 0+Wisdom modifier.
The results of a failed save may vary from huddling in a fetal position in the corner of a room, crying, or screaming out the names of your allies to come back and the like. A character will stay in one place until they are relieved or saved their check thus endangering them from animals/monsters in the wild and dungeons or from unknown opportunist in an urban setting, they can try to defend themself if she is in danger, but they will willingly go with someone who tries to help them out of their dilemma.

- Hauntings of the Past: You are known to have dark dreams, often representing an unpleasant past event. Every 1d6 days at night (basically once a week at random), the character has an upsetting dream. Upon waking, s/he must succeed a Will save DC 10+Half ECL (1/2 effective character level) or take a -1 penalty to Initiative and Will saves for the day. In addition on the night of the dream the character must succeed an additional will save of DC 15, or make loud noises (Talking in sleep, or Screaming), this may at DM's discretion wake both the player and/or other party members interrupting their sleep for 1d3 hours.

Skills:
Concentration (Con): +2 | 1 | 1 | 0
Craft: Cooking (Int): +4 | 2 | 2 | 0
Intimidate (Cha): +1 | 1 | 0 | 0
Knowledge (arcana) (Int): +6 | 2 | 4 | 0
Knowledge (history) (Int): +6 | 2 | 4 | 0
Profession (mercenary) (Wis): +4 | 3 | 1 | 0
Spellcraft (Int): +6 | 2 | 4 | 0


Equipment:
78gp (Weight of Equipment: 72 1/2lbs, +1lbs for gold.)

Flail: 1d8, x2 critical, 5lbs, Bludgeoning. (5lbs.)
Studded Leather Armor: +3 AC, +5 Max Dex, -1 check penalty (20lbs.)
Buckler: +1 AC, -1 check penalty. (5lbs)
Backpack (2lbs)
Belt Pouch (x2, 1lb.)
Sack (x2, 1lb.)
Caltrops (x5, 10bs.)
Small Steel Mirror (1/2lb.)
Iron Pot (10lbs.)
Trail Rations (x5, 5lbs.)
Waterskin (x2, 8lbs.)
 
You didn't check the Spoiler button, did you, Frosty?
 
Ahh, all that appeared for me the first few times was the picture.

Everything looks in order then. Post when ready.
 
Alright. I'll probably post sometime Thursday.

BTW, you know who I am, right?
 
Name: Aidan d'Lyrandar
Race: Khoravar! Er... Half-Elf
Class: Swashbuckler
Gender: Male
Alignment: Chaotic Good
Languages: Common, Elven, Undercommon, Auran, Morudhian
Level: 1

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

HP: 10
BAB: +1
AC: 17 | 4 | 3 | 0
Fort: 2 | 2 | 0 | 0
Ref: 3 | 0 | 3| 0
Will: 1 | 0 | 1| 0

Hair: Black
Eyes: Blue
Skin: Fair-Tanned
Height: 5'11"
Weight: 170 lbs.

Racial Traits:
-Medium
-Base Speed 30'
-Immunity to sleep and similar effects, +2 to saves vs. enchantments.
-Low-light Vision
-+1 to Listen, Search and Spot.
-+2 to Diplomacy and Gather Information
-Elven Blood

Class Features:
-Weapon & Armour Proficiency: All simple, martial weapons. Light armour.
-Weapon Finesse: Bonus feat.

Feats:
-Weapon Finesse: Use Dex for Attack rolls.
-Least Dragonmark: Mark of Storms. Gust of wind 1/day spell-like ability. +2 Balance checks.
-Combat Expertise: Take penalty as much as -5 on Attack roll for same number as Dodge bonus to AC.
-Deadly Defense: When fighting defensively, gain +1d6 bonus damage with light weapon. Gain benefit when using Combat Expertise.

Flaws:
-Daredevil: Your character is addicted to the thrill of death-defying stunts, pushing themselves to the limit at every available opportunity. Make a Will Save (DC 10 + 1/2 char lvl) when your character finds himself in a life-or-death situation -- combat, climbing a sheer cliff face, etc. On a failed save, your character chooses the most spectacular (and dangerous) course of action he can take, whether it is necessary or not.

-Lecherous: Whenever a character sees an attractive member of a preferred gender (with a Charisma of at least 14 or higher) of any race (no matter how bizarre), the character must succeed on a Will Save (DC of 15 + creature's Charisma Modifier) to avoid immediately approaching them and trying to seduce them. Being the lecherous filth they are, they usually, though not always (a Sense Motive check is made by the victim to determine), come off as a pervert to their prey and in which cases a -5 modifier is applied on all rolls while interacting and trying to seduce their new acquaintances. If the acquaintance is an enemy then a -5 on attack rolls if attacking.

Skills:
Balance (Dex) +5 (2) [7]
Bluff (Cha) +2 (4) [6]
Climb (Str) +1 (2) [3]
Craft (Int) +3 [3]
Diplomacy (Cha) +4 (4) [8]
Escape Artist (Dex) +3 [3]
Jump (Str) +1 (2) [3]
Profession (Sailor) (Wis) +1 (4) [5]
Sense Motive (Wis) +1 (4) [5]
Swim (Str) +1 (2) [3]
Tumble (Dex) +3 (4) [7]
Use Rope (Dex) +3 [3]

Equipment:
Rapier (1d6 P, 18-20/x2, 4 lb.) | 20 gp
Dagger (1d4 P or S, 19-20/x2, 1 lb.) | 2 gp
Light Crossbow (1d8 P, 19-20/x2, 4 lb., 80 ft.) | 35 gp
Crossbow bolts (x10, 1 lb.) | 1gp
Studded Leather Armor (3 AC, +5 Dex, -1 Penalty, 15% Failure, 20 lb.) | 25 gp
Dueling Cloak (+1 AC, -1 Penalty, 10% Failure, 3 lb.) | 15 gp

Backpack (2 lb.) | 2 gp
Belt Pouch (.5 lb.) | 1 gp
Ink (1 oz. vial) | 8 gp
Inkpen | 1 sp
Map Case (.5 lb.) | 1 gp
Paper (x2, - ) | 8 sp
Small Steel Mirror (.5 lb.) | 10 gp
Trail Rations (x3, 3 lb.) | 1 gp 5 sp
Waterskin (4 lb.) | 1 gp

Leftover Gold: 26 gp 6 sp
 
Wasn't sure if the entire bar would get quiet at the mention of the mountain or not, so for now they keep talking.

also, nice character there Seiji and OH WHY HELLO THERE FLAW #2.

I have a feeling that he'll become very close acquaintances with Ran's concealed blade.
 
Haha well Ran doesn't have 14 Cha, but fuck it, we can have fun regardless!

I was waiting on Frosty's feedback before I started posting, but perhaps I'll go ahead anyways. Even if I made a technical error someways, it won't change the basis of the character... I think the Feats are pretty spot on, too, for a Dodgy-tank. Deadly Defense seems like it's crazy-awesome, especially with early combat paired with Combat Expertise.