Dungeons and Dragons: The Helswane Isle

Discussion in 'THREAD ARCHIVES' started by Asmodeus, Sep 5, 2012.




    Helswane, an island newly discovered in the western oceans, with cliffs high and inpenetrable. A promise of treasure, secrets and adventure.

    Two days ago the King ordered an expedition to claim the island... And two days ago the fleet was destroyed, by sea monsters and goblin ambushes. Only a few heroes survived, and they have now made it through the caves to the inner island.

    But their quest is far from over. New perils await them in the heart of Helswane, and new allies and enemies will be made.

    <table align=center><tr><td>The Level 1 quest for this adventure is just concluding here.
    But new players are needed for the Level 2 quest.

    No prior knowledge or reading is required.

    The survivors of the Level 1 quest have arrived at a town inside the island cliffs. New players
    may enter as either one of these townsfolk, looking for adventure, or a member of the original
    expedition who was rescued and brought here to recover.


    -This adventure will use 3.5 edition rules.

    -Starting Level is 2. Starting gold is 350gp and you may share wealth with other players.

    -Stats will be rolled using the Dice Box (see below). You roll 4D6 per stat and subtract the
    lowest dice roll from the total. You may ask for 1 complete re-roll only.

    -Please roll your hitpoints for Level 2. I will check the Dicebox logs to ensure fair play.
    You may reroll your hitpoints for Level 2 once.

    -Your starting experience is 1000.

    -I know the core rules only. Supplements make me angry and intolerant. Anyone who
    wants me to download additional rules will be incinerated.

    -Powergamers will be ridiculed then incinerated.

    -The dungeon will feature collosal caverns, settlements and open-air sections, so there's
    no harm in playing Druids/Rangers/Pick-pocketers.

    -Shops will be available in certain caverns/sections, so hoard that gold like a pro.

    -Any alignment is welcome, and if PvP combat spills out I won't intervene.

    -If you "die", you will suffer D6 damage to D6 stats before recovery. Harsh, but that's
    death for ya.</tr></td></table>

    Dice Roll Procedure (open)
    We'll be using the Dice Box for our rolls. It can be found here.

    When writing a post, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.


    All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. Also include your bonuses in this description (see example).

    You can make test rolls if you like. Just post the word "TEST" before you make the roll.

    I will be checking the dice box logs when I read your posts. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.
  2. Darius Castablane
    Human Paladin (2), Lawful Good

    <table><tr><td>STR: <td>16...(+3)...<td>FORT: <td>+10<tr><td>DEX: <td>14...(+2)...<td>REF: <td>+5
    <tr><td>CON: <td>16...(+3)...<td>WILL: <td>+5
    <tr><td>INT: <td>16...(+3)...<td>HP:<td>22 (17)<tr><td>WIS: <td>16...(+3)...<td>BAB:<td>+2<td>(+3 Str bonus)<tr><td>CHA: <td>17...(+3)...</td><td>AC:<td>21<td>(+7 Armour, +2 Shield)</tr></table>
    EQUIPMENT (open)
    <table><tr><td>On person... (Weight 76lb)<td>In Backpack... (Weight 28lb)
    <tr><td>Half Plate Armour
    Heavy Steel Shield with spikes
    Holy Symbol (silver)
    Bedroll & blanket
    Chalk x10
    Flint & Steel
    Common lantern
    Trail rations x3
    Flask of Holy Water x3
    Potion of Mage Armour
    Potion of Cure Light Wounds
    Silk Rope, 50ft

    MONEY: 39g, 7s.</td></tr></table>

    SKILLS (open)
    ACP -9 with shield and armour

    Concentration (Con)......5 ranks
    Diplomacy (Cha)......5 ranks
    Handle Animal (Cha)......0 ranks
    Heal (Wis)......5 ranks
    Intimidate (Cha)...... 3 ranks
    Knowlege - nobility/royalty (Int)......1 ranks
    Knowlege - religion (Int)......3 ranks
    Listen (Wis)......1 rank
    Profession - military corporal (Wis)......2 ranks
    Ride (Dex)......3 ranks
    Sense Motive (Wis)......5 ranks
    Spot (Wis)......1 rank
    Use Rope (Dex)......2 ranks

    Languages: Common, Elven, Goblin, Dwarven

    Proficiencies: Simple, Martial, All Armour, Shields

    Human (+1 Skill point per level)

    Detect Evil
    Aura of Good
    Smite Evil 1/day
    Power Attack
    Shield Bash
    Lay on Hands (6HP)

    BACKGROUND (open)

    Darius is a corporal in the Royal Army, trained as a holy healer and infantry leader. He has shown much promise and has been assigned to assist the captain of the expedition. He leaves behind a loving family and a home he cherishes.

    Experience: 1590
    Halfling Rogue (2), Chaotic Good

    <table><tr><td>STR: <td>10 (+0)..........<td>FORT: <td>+2<tr><td>DEX: <td>19 (+4)..........<td>REF: <td>+10
    <tr><td>CON: <td>12 (+1)..........<td>WILL: <td>+2
    <tr><td>INT: <td>14 (+2)..........<td>HP:<td>13 / 13<tr><td>WIS: <td>12 (+1)..........<td>BAB:<td>+2 Melee, +6 Ranged<td>...<tr><td>CHA: <td>13 (+1)</td><td>AC:<td>17<td>(13 Flatfooted, 15 Touch)</tr></table>
    EQUIPMENT (open)
    <table><tr><td>On person...<td>In Backpack...
    <tr><td>Leather Armour
    Crossbow, Light
    Crossbow Bolts (48)
    Acid Flask (2)
    Masterwork Javelin
    Grappling Hook
    Rope, Silk
    Torch (2)
    Thieves' Tools
    Trail Rations (4)
    Flint & Steel
    Masterwork Mandolin

    MONEY: 238gp, 13sp, 8cp.
    TOTAL WEIGHT: 48.68lb. (MED)</td></tr></table>

    SKILLS (open)
    Appraise +3 (1 Rank, +2 Mod)
    Balance +2 (1 Rank, +4 Ability Mod, -3 Misc Mod)
    Bluff +4 (3 Rank, +1 Mod)
    Climb +2 (3 Rank, -1 Misc Mod)
    Concentration +1 (+1 Mod)
    Control Shape +1 (+1 Mod)
    Diplomacy +5 (4 Rank, +1 Mod)
    Disable Device +7 (5 Rank, +2 Mod)
    Disguise +3 (2 Rank, +1 Mod)
    Escape Artist +1 (+1 Mod)
    Forgery +2 (+2 Mod)
    Gather Information +2 (1 Rank, +1 Mod)
    Heal +1 (+1 Mod)
    Hide +8 (3 Rank, +4 Ability Mod, +1 Misc Mod)
    Intimidate +4 (3 Rank, +1 Mod)
    Jump -3 (4 Rank, -7 Misc Mod)
    Knowledge (Dungeoneering) +3 (1 Rank, +2 Mod)
    Listen +3 (+1 Ability Mod, +2 Misc Mod)
    Move Silently +6 (2 Rank, +4 Ability Mod)
    Open Lock +9 (5 Rank, +4 Mod)
    - Act +1
    - Comedy +1
    - Dance +1
    - Keyboard Instruments +1
    - Oratory +1
    - Percussion +1
    - Sing +1
    - String Instruments +3 (2 Rank, +1 Mod)
    - Wind Instruments +1
    Ride +4 (+4 Mod)
    Search +5 (3 Rank, +2 Mod)
    Sense Motive +1 (+1 Mod)
    Spot +5 (4 Rank, +1 Mod)
    Survival +1 (+1 Mod)
    Swim -6 (-6 Misc Mod)
    Use Rope +6 (+4 Ability Mod, +2 Misc Mod)

    Languages: Common, Elven, Goblin, Dwarven

    Proficiencies: Light Armour, Simple Weapon

    Lightning Reflexes
    Sneak Attack +1d6

    BACKGROUND (open)

    [size=+1]Garrick Proudfoot is an entertainer, sneak-thief and opportunist with something of a conscience, caught during a botched robbery after his accomplices abandoned him for the guards. As a convicted thief he was offered the choice between imprisonment or service to the Crown by taking part in an expedition to a newly discovered island.

    He chose service to the Crown. The prospect of jail didn't exactly thrill him, and the chance for adventure and potential profit enticed him.[/size]

    Experience: 1590
  4. Character: Jace Di'Artige [​IMG]
    Class: 1st Level Cleric / 1st Level Fighter
    Race: Human
    Alignment: Lawful Good
    Deity: Heironeous
    Domains: War and Healing
    Age: 22
    Gender: Male
    Height: 5'11''
    Physical Desc: Blue eyes, darker blonde hair, white skin
    Languages: Common, Celestial, Goblin

    <input type="button" value="Show" style="-webkit-box-shadow: none !important; border-top-left-radius: 0px !important; border-top-right-radius: 0px !important; border-bottom-right-radius: 0px !important; border-bottom-left-radius: 0px !important; margin: 0px; padding: 0px; font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif; font-size: 10px; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0); border: 1px solid rgb(64, 64, 64); width: 45px; ">STR 13 | +1
    DEX 12 | +1
    CON 15 | +2
    INT 14 | +2
    WIS 15 | +2
    CHA 13 | 1

    FORT +6 (4 base, 2 abil mod)
    REF +1 (0 base, 1 abil mod)
    WILL +4 (2 base, 2 abil mod)

    HP: 25 total
    BAB: +1 total
    GRAPPLE: +1 (str mod)
    INIT: +1
    AC: 18 (10 base, 5 armor, 2 shield, 1 dex) -- 11 Touch, 17 Flat-footed


    <input type="button" value="Show" style="-webkit-box-shadow: none !important; border-top-left-radius: 0px !important; border-top-right-radius: 0px !important; border-bottom-right-radius: 0px !important; border-bottom-left-radius: 0px !important; margin: 0px; padding: 0px; font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif; font-size: 10px; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0); border: 1px solid rgb(64, 64, 64); width: 45px; ">Longsword
    Heavy Darkwood Shield

    Backpack, Bedroll, Wooden Holy symbol, Flint and Steel, Torch x 3, Trail Rations x3, Waterskin

    Current Load: 68 lb
    Current Wealth: 34 gp

    Feats and Skills:

    <input type="button" value="Show" style="-webkit-box-shadow: none !important; border-top-left-radius: 0px !important; border-top-right-radius: 0px !important; border-bottom-right-radius: 0px !important; border-bottom-left-radius: 0px !important; margin: 0px; padding: 0px; font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif; font-size: 10px; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0); border: 1px solid rgb(64, 64, 64); width: 45px; ">
    [Feats]Weapon Proficiency and Focus (Longsword)
    --Bonus from worshiping Heironeous

    Power Attack (fighter bonus feat)

    Self Sufficient (+2 heal/survival checks)

    Toughness (+3 Hp)

    Concentration: +4 (2 ranks, 2 A.M.)
    Craft: +2 (2 A.M.)
    Diplomacy: +3 (2 ranks, 1 A.M.)
    Heal: +8 (4 ranks, 2 A.M., 2 feat)
    Knowledge (Arcana): +2 (2 A.M.)
    Knowledge (History): +2 (2 A.M.)
    Knowledge (Religion): +6 (4 ranks, 2 A.M.)
    Knowledge (The Planes): +2 (2 A.M.)
    Listen: +4 (2 ranks, 2 A.M.)
    Profession(Scribe): +2 (2 A.M.)
    Spellcraft: +4 (2 ranks, 2 A.M.)
    Spot: +4 (2 ranks, 2 A.M.)
    Survival: +6 (2 ranks, 2 A.M., 2 feat)
    Swim: +4 (4 ranks)

    <input type="button" value="Show" style="-webkit-box-shadow: none !important; border-top-left-radius: 0px !important; border-top-right-radius: 0px !important; border-bottom-right-radius: 0px !important; border-bottom-left-radius: 0px !important; margin: 0px; padding: 0px; font-family: Tahoma, Calibri, Verdana, Geneva, sans-serif; font-size: 10px; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0); border: 1px solid rgb(64, 64, 64); width: 45px; ">Raised in a lower noble family, starting at an early age he found himself ill at ease with the lifestyle of nobility and spent a great deal of time under prayer at the grand church of the capital. Under guidance of several prominent figures in his life, he spent his excess time preparing his body and serving at local clinics around the city notably guided by the church. At the age of 18 he was recruited into the order for his devotion and fortitude. Sent into Helswane with one of the preliminary scouting parties.

    Experience Gained at start: 1110 total
    Wealth at start: 115 gp

    Edit: Finished leveling up.
  5. [​IMG]

    Character: Addison Dawnbreaker
    Class: 2nd Level Cleric
    Race: Human
    Alignment: Neutral Good
    Deity: Pelor
    Domains: Good and Sun
    Age: 21
    Gender: Male
    Height: 5'9''
    Physical Desc: Blue eyes, really dark brown hair, white skin
    Languages: Common, Celestial

    Show Spoiler
    STR 14 | +2
    DEX 9 | -1
    CON 14 | +2
    INT 11 | 0
    WIS 15 | +2
    CHA 12 | +1

    FORT +5 (3 base, 2 abil mod)
    REF -1 (0 base, -1 abil mod)
    WILL +5 (3 base, 2 abil mod)

    BAB: +1
    GRAPPLE: +3
    INIT: -1
    AC: 17 (10 base, 6 armor, 2 shield, -1 dex) -- 9 Touch, 17 Flat-footed
    HP: 18/18

    Domains Info:
    Show Spoiler

    Good Domain

    Granted Powers: You have pledged your life and soul to goodness and purity.
    Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
    Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
    Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word,8th—holy aura, 9th—summon monster IX (good spell only).

    Sun Domain

    Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
    Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
    Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
    Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

    Show Spoiler
    Mace, Heavy
    Banded Mail
    Heavy Steel Shield

    Backpack, Bedroll, Wooden Holy symbol, Ale, Hammer

    Current Load: 68 lb
    Current Wealth: 40 gp

    Feats and Skills:

    Show Spoiler

    Proficiency: Simple Weapons, Armor (Light, Medium, Heavy), Sheilds (Not tower)

    Weapon Proficiency and Focus (Mace)
    --Bonus from worshiping Pelor

    Power Attack

    Concentration: +2
    Craft: +2
    Diplomacy: +5
    Heal: +2
    Knowledge (Arcana): 0
    Knowledge (History): 0
    Knowledge (Religion): 0
    Knowledge (The Planes): 0
    Profession(Blacksmith): +2
    Spellcraft: 0

    Show Spoiler
    Addison is the son of a blacksmith and nurse. From a young age he was exposed to the divine and to crafting. The church took him under their wing and it sort of just grew into who he was. Addi grew to love being helpful and using Pelor's grace to make a great difference in the world.

    Experience Gained: 1000 total

  6. Mallow Sanguine
    Stats (open)
    Dwarf Fighter (2) Neutral Good

    [TABLE="class: grid, width: 600, align: left"]
    +6 (3 Base + 3 Con)

    +2 (0 Base + 2 Dex)

    16 (14 Base + 2 Racial)

    20 | 20

    +6 (2 Base + 3 Str + 1 Wep Focus)

    10 (12 Base - 2 Racial)
    +18 (10 Base + 5 Armor + 1 Shield + 2 Dex)

    Equipment (open)


    43 lb.
    In Pack
    33 lb.
    Dwarven Waraxe
    (1d10 30gp 8 lb. Crit x3)

    (AC +5 200 gp 30 lb.)

    (AC +1 15 gp 5 lb.)

    Current Load: Light (76 lb. or less)
    (2gp 2 lb.)

    (1sp 5 lb.)

    Flint and Steel
    (1 gp)

    Trail Rations x4
    (2 gp 4 lb.)

    (1 gp 4 lb.)

    50 ft. Hemp rope
    (1 gp 10 lb.)

    Miner's Pick
    (3 gp 10 lb.)

    x2 Cure Light wounds (Potion)
    (50 gp)

    Money 146 gp 4 sp

    Skills (open)

    ACP -5 With Armor and Buckler

    Example: Skill (Mod) TotalRanks (Skill points + Mod)

    Craft (Int)
    Climb (Str) 6 Ranks (3 + 3)
    Jump (Str) 5 Ranks (2 + 3)
    Swim (Str) 5 Ranks (2 + 3)
    Handle Animal (Cha)
    Intimidate (Cha) 1 Ranks (1 + 0)
    Ride (Dex) 3 Ranks (1+2)
    Use Rope (Dex) 4 Ranks (2 + 2)
    Search (Int) 5 Ranks (4 + 1)

    Feats and Such (open)

    Languages: Common, Dwarven, Gnome

    Proficiencies: Simple, Martial, Dwarven (Racial), All Armor and Shields

    Darkvision: see in the dark up to 60 feet. Darkvision is black and white only
    Stonecunning: +2 racial bonus on Search checks to notice unusual stonework
    Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons
    Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground

    +2 racial bonus on saving throws against poison
    +2 racial bonus on saving throws against spells and spell-like effects
    +1 racial bonus on attack rolls against orcs and goblinoids
    +4 dodge bonus to Armor Class against monsters of the giant type
    +2 racial bonus on Appraise checks that are related to stone or metal items
    +2 racial bonus on Craft checks that are related to stone or metal

    Weapon Focus (Dwarven Waraxe)
    Power Attack

    Appearance (open)
    Art of my OC Mallow Sanguine, Dwarf Fighter (27) Neutral Good, done by Leah Keeler http://keelerleah.deviantart.com/[​IMG]

    Mallow is a Dwarf Fighter from the Treasure Hunter's Guild. He heard about this expedition and joined up immediately in search of rare and valuable treasure.

    EXP: 1590
  7. My Character Sheet

    General Statistics

    Name: Ayla Reinhart
    Race: Elven
    Class: Ranger
    Alignment: Chaotic Neutral
    Age: 125
    Height: 4"11
    Weight: 160lb
    [TABLE="class: grid, width: 200, align: center"]


























    [TABLE="class: grid, width: 800, align: center"]
    Overall Weight; 30 lb

    Overall Weight, 25 1/2 lb

    Long Bow:
    Weight: 3lb
    Dmg (S) 1d6 (M) 1d8, Crit x 3, Piercing.

    Quiver (20 Arrows)
    Weight: 5lb

    Arrows (20)
    Weight: 3lb

    Leather Armor
    Weight: 15lb
    Shield Bonus +2, Max Dex Bonus 6, Armor Check Penalty 0, Arcane spell fail cahnce 10%, Speed (30ft) 30ft (20ft) 20ft.

    Weight: 4lb
    Dmg (S) 1d6 (M) 1d8, Crit 19-20/ x2, slashing.

    Candle x 3
    Map Case
    1/2 lb
    1 1/2 lb
    Hooded Lantern
    2 lb
    Small Steel Mirror
    1/2 lb
    Parchment x 4
    Paper x 4
    Flask of Oil x3
    Flint & Steel
    Ink (1 oz vial)
    Belt Pouch x 2
    1 lb
    Silk Rope
    1 lb​


    Remaining Wealth 197g 1s 8cp

    [TABLE="class: grid, width: 300, align: center"]

    Mod (Skill Points + Mod)

    1. Hide ( Dex)
    2. Dungeoneering ( Int)
    3. Move Silently (Dex)
    4. Use Rope (Dex)
    5. Ride (Dex)
    6. Knowledge: Geography (Int)
    7. Knowledge: Nature (Int)
    8. Survival (Wis)

    1. Ranks 5 (2+4)
    2. Ranks 5 (2+1)
    3. Ranks 5 (2+4)
    4. Ranks 5 (2+4)
    5. Ranks 3 (1+4)
    6. Ranks 4 (2+1)
    7. Ranks 4 (2+1)
    8. Ranks 4 (2+1)

    Ranger: 6 points + Int Mod (x4)
    Per Level: 6 Points + Int Mod

    Feats and Other Information

    Racial Adjustment
    +2 Dexterity - 2 Constitution.

    Racial Immunity
    Elves are immune to magic sleep effects, and also gain a +2 saving throw aginst enchantment or spells.

    Elf based lland speed is 30ft.

    Low Light Vision

    An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

    Automatic Languages
    Common, Elven

    Bonus Languages
    Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan


    Elves have no special bonuses or penalties due to their size.

    Weapon Profficiency
    Elves receive the Martial Weapon Profficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking fot it.

    Ranger Specific

    Favoured Enemy: Vermin
    +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

    A ranger gains Track as a bonus feat

    Benefit To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
    You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.
    Very Soft Ground

    Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
    Soft Ground

    Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
    Firm Ground

    Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
    Hard Ground

    Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
    Several modifiers may apply to the Survival check, as given on Table: Track DC Modifiers.
    If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

    Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

    A ranger automatically has Track as a bonus feat. He need not select it.

    Wild Empathy

    A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
    Combat Style: Archery

    At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

    Rapid Shot


    Dex 13, Point Blank Shot.

    You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

    A fighter may select Rapid Shot as one of his fighter bonus feats.
    A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

  8. Okay, I'll get the next encounter up shortly.

    Aira, you can either join us now as a friend of Addison's, or meet us during the first encounter and be all like "Hey, you douchebags should go this way".
  9. Okay, Mr Worf has been bitchslapped.

    The canyon is 20 feet across and the Hippogriff has its back to the wall. Someone needs to take it head-on before anyone else gets a flanking bonus.
  10. Head on it is.

    EDIT: Of course I hit and roll a 1 for damage >.<
  11. Okay... Why didn't anyone tell me you could play dnd on IWAKU! I would have totally joined this! 101906269_meme-f-u-rage-troll-face-comics-viral-humor-funny-t-.jpg
  12. o_o

    *not sur if can stretch to sevun*

    Also, I now know how to force an alignment change in Mallow.
  13. Lol children and beard tugging...Mallow will never have kids...
  14. I smell a subplot.

    *readies the Succubi*
  15. Oh lawd. This shant be good. The iron will of a dwarf shall not succumb to succubi and their sultry sorcery!
  16. Woot for cleric iron-will!
  17. Now Garrick should hit and do some good damage, then Ayla will fire an arrow in from the distance, killing the beast before it can hurt any of us more than it already has! (in a perfect world)...
  18. Nah, addison will just man up and kill it with a single blow
  19. Ah, Idk what I was thinking. I thought it was surrounded (which it is by three of us) and no one could reach it...but you can attack diagonally x.x im slow.
  20. I did, Dav. xD