Flint and Steel

Discussion in 'THREAD ARCHIVES' started by Asmodeus, Feb 27, 2013.

  1. [video=youtube_share;l8au0jw09xc]http://youtu.be/l8au0jw09xc[/video]​

    This adventure is part of the Knights of the Serendark campaign, which is a regular series of chat nights open to Iwaku members. It uses the Roll20 virtual tabletop.

    The game is Version 3.5 rules and Newbie Friendly, meaning it will be a chance for newcomers to get to grips with the D&D system (the way I once did, by being tossed right into the jaws of hell).

    <img src=http://i94.photobucket.com/albums/l81/Asmodeus1845/Stories/cast-1.jpg width=150 align=left style=padding:10px>
    - The starting level for this particular adventure is 4, and starting Experience Points are 6000.

    - Stats are determined using the Points Buy system. You may spend a maximum of 30 points.

    - This adventure will call for actions of NEUTRAL ALIGNMENT. Therefore, do not select an alignment that will put you in a moral dilemma when called upon to commit such acts.

    - Starting gold is 2000gp, and you may share wealth with other players if you wish. Characters continuing from the last quest use only what treasure they found.

    - Anyone who has a crapload of gold left, feel free to buy magic items. I can help you go through this if you want.
    The options are: (open)

    - Magic Armour - just add the base price to the price of a normal shield/suit, then scroll down if you want to add even more fancy shit, like fire-proofing, spell-resistance, etc.

    - Magic Weapons - same again, just look for the base price and add this to a normal weapon cost, then scroll down if you want to enchant an unusual weapon or give it special abilities.

    - Potions - these should be quite affordable, and it's always good to have some healing potions on hand.

    - Rings - you might have to pool some money to get one of these.

    - Scrolls - some of these are quite cheap, but bear in mind the CASTER LEVEL shown on the third table on this page (right hand column). If you try to cast a spell that has a higher Caster Level than you, it has the potential to explode in your face. Also, non-magic characters with the Use Magic Device skill can attempt to use scrolls, but again with the "explode-and-die" prospect.

    - Staffs, Rods and Wands - expensive and fancy shit for you Wizards and Clerics.

    - Wondrous Items - for other random doodads.

    <img src=http://i94.photobucket.com/albums/l81/Asmodeus1845/Stories/Surrounded_by_redpeggy.jpg width=150 align=left style=padding:10px>
    - If you have a character in the Club Archive from previous games, you may use this and retain what wealth they had (as long as it's no more than 3000gp)

    - Only classes and powers available on the SRD are permitted (except Psionics), as I do not own any books.

    - A quickstart character creation guide can be found here.

    - Please use the Iwaku Dicebox to roll your second/third/fourth level hitpoints. Procedure is detailed in spoiler tags below. You may opt for ONE complete reroll of all 3 dice, but if you do this you must accept the second result.

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

    When rolling stats, 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.

    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 review your character sheets. 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.

    <img src=http://i94.photobucket.com/albums/l81/Asmodeus1845/Stories/The_Dark_Cathedral_by_DaakSM.jpg width=150 align=left style=padding:10px>
    - Don't forget Skill Synergy bonuses if you have them!

    - Your brief background must explain why the mysterious creatures of Castle Serendark decided to pick you up and why you decided to stay with them and serve their cause of protecting the timeline.

    - Alignment in this campaign will be VERY changeable, due to the nature of the energies running through the castle and how they affect mortal minds. So be prepared to roleplay some very different alignment swings during your time as a Knight.


    Human Fighter (Primary Melee)
    Dwarven Fighter (Primary Melee)
    Human Ranger (Support Melee/Caster)

    Elven Mage (Arcane Caster)
    Human Cleric (Divine Caster)
    Gnome Druid (Divine Caster)

    Tiefling Fighter-Rogue (Specialist)
    Tiefling Bard-Rogue (Specialist)
    Were-Jackal Rogue (Specialist)

    • Like Like x 1
  2. [​IMG]Lorn

    Were-Jackal Rogue (3+2), Chaotic Neutral


    STR: 8 (-1) 11 (+0) 11 (+0)
    DEX: 15 (+2) 20 (+4) 20 (+4)
    CON: 10 (+0) 15 (+2) 15 (+2)
    INT: 18 (+1) 18 (+1) 18 (+1)
    WIS: 14 (+2) 14 (+2) 14 (+2)
    CHA: 8 (-1) 8 (-1) 8 (-1)


    FORT: +5 +7 +7
    REF: +10 +12 +12
    WILL: +6 +6 +6


    Speed 30ft 50ft 30ft
    Initiative: +2 +5 +5
    AC: 14 16 16
    HP: 25..........() BAB: +3
    Claw D4 damage, Bite D6 damage

    EQUIPMENT (open)
    Hand of the Mage
    Potion of Bull's Strength (attached to Mage Hand necklace)
    Cloak of Resistance.
    Azurite gem
    Silver Pearl
    694 gold


    Appraise (Int)...... 0 ranks Languages: Common, Goblin, Abyssal, Gnoll, Undercommon

    Proficiencies: Simple Weapons.

    Jackal Form & Hybrid Form
    Curse of Lycanthropy
    Damage Reduction 5/silver in Animal & Hybrid Form
    +4 on checks to influence Jackals
    Low-Light vision
    +2 Wisdom
    Sneak attack +2d6, trap sense +1

    Iron Will
    Balance (Dex)...... 6 ranks, +2 synergy
    Bluff (Cha)...... 0 ranks
    Climb (Str)...... 8 ranks
    Craft (Int)...... 0 ranks
    Decipher Script (Int)...... 0 ranks
    Diplomacy (Cha)...... 0 ranks, +2 synergy
    Disable Device (Int)...... 0 ranks
    Disguise (Cha)...... 0 ranks
    Escape Artist (Dex)...... 6 ranks
    Forgery (Int)...... 0 ranks
    Gather Information (Cha)...... 0 ranks
    Hide (Dex)...... 6 ranks, +2 Stealthy
    Intimidate (Cha)...... 0 ranks
    Jump (Str)...... 4 ranks, +4 racial, +2 synergy
    Knowledge (nature)(Int)

    Knowledge (dungeoneering) (Int)......
    0 ranks, +2 synergy

    6 ranks
    Listen (Wis)...... 5 ranks, +2 racial, +2 Alertness
    Move Silently (Dex)...... 6 ranks, +2 Stealthy
    Open Lock (Dex)...... 6 ranks
    Perform (Cha)...... 0 ranks
    Profession (Wis)...... 0 ranks
    Search (Int)...... 6 ranks
    Sense Motive (Wis)...... 6 tanks
    Sleight of Hand (Dex)...... 6 ranks
    Spot (Wis)...... 5 ranks, +2 racial, +2 Alertness
    Survival (Wis)...... 5 ranks, +2 synergy
    Swim (Str)...... 0 ranks
    Tumble (Dex)...... 6 ranks, +2 synergy
    Use Magic Device (Cha)...... 0 ranks
    Use Rope (Dex)...... 0 ranks, +2 synergy

    BACKGROUND (open)
    One moment, I'm rolling around in a half-eaten chicken carcass, not a care in the world. Next thing I know, some disgruntled witch has cursed me to live with only two teets and a sense of shame once a moon.

  3. Behlry Graveltoes
    Gnome Druid
    Level 4
    True Neutral







    Charisma:13 (+1).
    INIT: +2

    Speed: 20

    AC: 13

    HP: 42

    BAB: +3 (+1 size bonus)

    FORT: +8
    REF: +3
    WILL: +8 (+2 racial against illusions)

    Background: One of several potion specialists of Serendark, Behlry is not one to leave the comfort of the fortress often. An old crotchety Gnome who complains a lot and tends to carry all manners of stories about when he was your age, Mr. Graveltoes tends to get the stigma of that guy you just avoid. This stigma in all honestly, is exactly Behlry's intention. While the druid plays the role of a absent minded kook of a gnome, he's in fact fiendishly intelligent and relentlessly resourceful. Society and the people in it just tend to bore him with the trivial nonsense of everyday life. His room in the castle has over the years been completely turned into a self sustaining ecosystem, complete with wildlife, flora and fauna. A fact that leave several people in the wing of his chamber not so happy.

    Keeping to the premise of a weak old man, when Behlry does move outside his domain, he does it often from the back of his trusty companion Marmaduke. If saliva was currency, the dog would be a bastion of economic welfare. A sweet heart of an animal but far too large for his own understanding and usually good for nothing more than ruining carpets. Behlry has raised the animal from birth and dotes on him like an overprotective father. When he is forced to travel by foot, it is done very slowly while leaning on a gnarled wooden stick. The stick seems to have been hallowed out in several places and supports a small self sustained bee hive. While odd looking, the staff is nothing particularly special.

    Asking Behlry where he was originally from usually leads to an off topic ramble about a turnip recipe he heard of once. What does manage to stay on topic usually entails that whatever his reasons for making a home in Castle Serendark, it happened a very long time ago. This is partially true. Years before, the gnome hailed from a stretch of land called The Forest of Kyrat. Born among the vegetation, the gnome lived in harmony with the land for a good portion of his life. A solitary life with little worry. Near the end of his stay among the wood, the borders of the land were overrun by the laborers of an unknown army. Overwhelming the land with the requirements of large scale war, the forest was clear cut and left in cinders. It was to this tune that the castle made it's appearance.

    Taking what seeds and creatures he could carry, the Druid escaped the forest of his birth before it was leveled. Making a pact with the keepers of the Castle, he agreed to provide them with his knowledge of potions, alchemy and nature if he would be allowed to preserve what little of his home he could.

    59 points total
    Concentration (+4), 4
    Craft (+4)(+2 racial alchemy), 5
    Diplomacy (+1 +2 synergy), 3
    Handle Animal (+1), 5
    Heal (+4), 1
    Knowledge (nature) (+4 +2 synergy, + 2 class), 5
    Listen (+4 +2 racial), 1
    Profession (+4) (Alchemy), 2
    Ride (+2 +2 synergy), 1
    Spellcraft (+4), 5
    Spot (+4), 4
    Survival (+4 +2 outdoors synergy, +2 Nature sense), 5
    Swim (-3). 0 (Never learned how to swim)
    Bluff (+1) 5
    Hide (+2, +4 size bonus) 1
    Appraise (+4 +2 for alchemy) 1
    Slight of hand (+2 +2 synergy) 1
    Use magic device (+1 +2 scrolls synergy) 1

    Feats: Spell Focus (Divination)
    Augment Summoning +4 Str/+4 con to all summons

    Languages: Common, Gnomish, Druidic, Sylvan, Draconic, Orcish, Infernal

    Animal Companion: Riding Dog (Mastiff) Load: 100/150/201-301 LBS, Drag limit 1000 lbs +4 racial to jum and survival checks




    Size/Type: Medium Animal
    Hit Dice: 2d8+4+2 (15 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+2 Dex, +4 natural + 2 druid), touch 12, flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: Bite +3 melee (1d6+3)
    Full Attack: Bite +3 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —Evasion, 2 bonus tricks
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
    Feats: Alertness, TrackB
    Environment: Temperate plains
    Organization: Solitary or pack (5-12)

    Druid Abilities:
    Spontanious Casting: Loose a prepared spell to cast any Summon Nature’s ally of same level-lower
    Wild Empathy: (+2 synergy) Made as a diplomacy check.
    Woodland Stride: Move through any undergrowth at normal speed without damage/impairment
    Trackless step: Leaves no trail, cannot be tracked
    Resist Nature’s Lure: +4 save against spell like abilities of Fey

    Low Light vision
    +1 Racial attack on Kobolds and goblinoids
    +4 Dodge against giants
    Speak with animals (burrowing only) once per day.
    Dancing lights once per day
    Ghost sound once per day
    Prestidigtation once per day


    LV 0: Know Direction x 1 (Know north)
    Detect magic x 2
    Mending x 1 (Minor repars on object)
    Flare (Target -1 to rolls) x 1
    Create Water. x 1 (Creates 8 gallons of water)

    LV 1: Magic Fang x 1 (Target animal +1 rolls/damage)
    Charm Animal x 1
    Magic Stone x2 (3 stones, +1 attack, 1d6 damage)

    LV 2 Spells:
    Barkskin x 1 (+2 AC)
    Flame Blade x 1 (1d8+2)
    Fire Trap x1 (1d4+4)

    LV 3 Spells:
    Call Lightning x1 (3d6 Or 3d10 if in presence of an existing storm)

    Lv 4 Spells:
    Flame Strike x1 (4d6)


    On Bhelry:

    Quarter Staff (s) 1d4

    Magnifying glass 100

    Smoke stick x1
    thunderstone x1

    Alchemist fire x1
    Acid x1

    Antitoxin x1
    Holy Water x1
    Water Skin 4
    Sewing needle
    tanglefoot bag
    Elixir of Fire Breath (4d6 x3)

    Total 17.5 lbs. Medium Load. Light if backpack dropped.

    On Marmaduke

    Lantern hooded
    Oil 2 pints
    Rope silk 50 ft
    Sealing wax

    Holy Water x 2

    Acid x3
    Alchemist’s fire x 3
    Thunderstone x 2

    Smoke stick x 2

    Tanglefoot bag x 1

    Alchemist’s Lab

    Artisan’s tools Masterwork

    Field rations



    Elixir of Love

    Elixir of Truth

    total: 111lbs Medium Load

    Gold: 40

    EXP: 6000
  4. My levelled-up Dwarf, assuming he survives the prequel. >_>

    Torrim Harmalk........(Meaning "Soul-stabber of the stalwart village")

    Dwarven Fighter (4), Neutral Good
    <table><tr><td>STR: <td>16..........(+3)<td>FORT: <td>+7<td>Speed 20ft<tr><td>DEX: <td>12..........(+1)<td>REF: <td>+2<td>Initiative: +1
    <tr><td>CON: <td>16..........(+3)<td>WILL: <td>+2
    <tr><td>INT: <td>12..........(+1)<td>HP:<td>44<td>()<tr><td>WIS: <td>12..........(+1)<td>BAB:<td>+4<td>(+3 Str bonus, +1 Masterwork weapons, +1 Weapon Focus with Dwarven Waraxe)<tr><td>CHA: <td>10............(+0)<td>AC:<td>15</tr></table>
    EQUIPMENT (open)
    <table><tr><td>On person... (Weight 33lb)<td>In Backpack... (Weight 36lb)<td>In Castle quarters
    <tr><td valign=top>Masterwork War Axe (Silver, +4 dmg two handed)
    Mithril Chain Shirt
    Masterwork Throwing Axe (Darkwood)
    Masterwork Light Pick Axe (Silver)
    20ft of Chain
    10 pieces of chalk
    Flint & Steel
    Everburning Torch
    Potion of Mage Armour x1

    Bedroll & Blanket
    Map Case
    Grappling Hook
    50ft Silk Rope
    Signal Whistle
    Climber's Kit
    Field Rations x1
    Flask of Alchemist's Fire x2

    Pouch with 0g

    <td valign=top>Masterwork Glaive
    <tr><td colspan=3>
    69lbs = LIGHT LOAD
    No ACP in Mithril armour

    <table><tr><td>Climb (Str)......<td>4 ranks (+2 kit)<td rowspan="8">Languages: Common, Dwarven, Goblin

    Profs: Simple, Martial, All Armour, Shields, Dwarven

    +1 to hit vs Orcs/Goblinoids
    +2 save vs Poison
    +2 save vs Spells
    +4 vs bullrush/tripping
    +4 AC vs Giants
    +2 on Stone Appraisal and Crafting

    Darkvision, 60ft
    Weapon Focus (+1 to hit with Dwarven Waraxe)
    Power Attack (Double damage when 2 handed)
    Great Cleave
    <tr><td>Craft (Int)......<td>1 ranks
    <tr><td>Handle Animal (Cha)......<td>1 rank
    <tr><td>Intimidate (Cha)......<td>4 ranks
    <tr><td>Jump (Str)......<td>4 ranks
    <tr><td>Ride (Dex)......<td>0 ranks
    <tr><td>Swim (Str)......<td>5 ranks
    <tr><td>Use Rope (Dex)......<td>1 rank</td></tr></table>
    BACKGROUND (open)
    Torrim's father was a Runescribe, from a long line of historians who painstakingly collected the deeds of the Hill Tribes. All Harmalks were trained at an early age to carve and treat the copper plates used as pages in the books of Dwarven Lore, and for fifteen years Torrim followed comfortably in his family's tradition. But then disaster struck. There was an explosion at the forge, caused by a consignment of cursed ore pulled up from the depths. It took his father's sight and scarred his hands. Overnight, Torrim's father lost the very things he needed for his craft. Of course, as all stubborn Dwarves, he tried to carry on his work, but after spoiling so many copper plates he turned his hopes to his son and did his best to instruct the young apprentice. Years of frustration, toil and recrimination followed, with Torrim taking over more of his father's duties but at the same time failing to perfect the Runescribe arts as his father did. Finally, after a series of blazing rows, he gave up entirely, and the finances of the Harmalk family fell into ruin. In order to pay their debts, Torrim's parents turned to the Guilds for help. It was the Mercenary Guild who eventually agreed to take on the debt, and as payment they assumed custody of Torrim, placing him in a forced apprenticeship programme. For the next three years he learned the art of mountaineering and the waraxe and lost altogether his fleeting knowledge of crafting and inscription. But Torrim never settled to the life of a community guardian, and in time he left the Hill Tribes, resentful of his father and resentful of his people for turning his family's misfortune into slavery. And a year later, when freezing to death on the side of a mountain after losing his ropes, Torrim encountered a curious Stave who took pity on him. He has not returned home for 32 years.
    EXPERIENCE (open)
    XP POINTS: 6000​

    During the quest to rescue the Yarrow Maiden, Torrim learned three lessons. The first was how to improve his swimming technique, after nearly drowning in the lakes of the Salamander Valley. Secondly, how to tie good quick-release knots, as doing so saved his life on many occasions when climbing and leaping around the dungeon. And thirdly, he learned how to better endure the extremes of hot and cold, after nearly passing out in the Fire Chamber.

    But none of this compares to what he learned from the late departed Beligzbuss Longbothem. At first an aggravating and destructive pest, Biggs proved himself to be the moral compass of the party - a Halfling who took a chance on Sarnock, the Kobold prisoner, and gave his life for Lissa, the villager girl caught in the crossfire of the final battle. Torrim had never before seen such kindness that crossed all racial boundaries. It made him reconsider his own prejudices. Torrim has learnt now not to blame an individual for the errors of their species. And his Charisma has been better for it.

    6x Kobold
    1x Worg
    2x Skeletons
    3x Kobold Shaman
    Kragtar Vold, the Mad Cleric
  5. Player Name: Jack Shepard | Character Name: Wolfsin

    Class: Fighter | Level: 4 | Race: Human

    Alignment: Neutral | Religion: None | Languages: common

    HP: 32 | Base Attack Bonus: 4 | Speed: 30 Ft

    Str: 16 +3
    Dex: 14 +2
    Con: 12 +1
    Int: 8 -1
    Wis: 10
    Cha: 15 +2

    Fort: 4+1=5
    Ref: 1+2=3
    Will: 1
    Init: 2

    Armor Class: 17 Shield: +2= 19 Total
    Gold: 90

    Weight/Description of placement: 86Lbs (Medium Load)-> (Has rope, Tent, Bedroll, and Blanket in the Backpack so is easily dropped. making Light Load) I Have Torches and the Flint and Steel tied to my back near my Great sword. and a sack of Potions hangs from a normal belt. Shield is Most always out along with sword. However Sword can be sheathed at my waist, and Shield can be attached to my back should I wish it. Grappling hook is also on my waist tied off should I need it on opposite side the Potion sack would be. A well done slip knot makes it easy for me to detach any of those Items in cases of emergency, OR to set them down gently and be simply of weapon and armor, if allowed the time.


    Show Spoiler

    climb 2 + 3 = 5
    diplomacy 2 + 2 = 4
    intimidate 2 + 2 = 4
    jump 2 + 3 = 5
    Ride 2 + 2 = 4
    swim 2 + 3 = 5


    Show Spoiler
    Masterwork, Sword, bastard 1d10 (1)
    Breastplate +5 (1)
    Shield, large, steel +2 (1)
    Backpack 2lb (1)
    Flint/steel (1)
    Grappling hook 4lb (1)
    Rope (50ft) 5lb (1)
    Torch 1lb (3)
    Greatsword 8lb (1) 4 Cure Light wound Pots, 2 Magic Armor, 2 Magic Weapon 1 Resist Alignment, 1 Cats Grace, and 1 Bless Weapon.
    1 Bedroll
    1 Tent
    1 Blanket


    Show Spoiler
    armor proficiency light
    armor proficiency medium
    armor proficiency heavy
    exotic weapon proficiency
    martial weapon proficiency
    power attack
    shield proficiency
    simple weapon proficiency
    tower shield proficiency
    Great Cleave

    Experience: 6000


    Show Spoiler

    Wolfsin shed his old light as a captain of a specific guard, a voice of war and a blade to be feared. He now took up the crest of his father which was that of a Wolf howling atop a castle wall, and has resigned himself to his sins by leaving the holy guard. His views and ideas did not match those simpletons, and when the Lord he served passed on, and "holy" bishops took up his place, the man could not escape fast enough. He spent time wandering the world, learning new things about his skill, and doing all he could to not allow his skills to lack as a Knight, and to impose his chivalrous life style into a Neutral life style, one where he did not do what was expected, rather he did what he felt was right for the time, what seemed good to him, a true neutral being with a lot to offer, and no where to go with it.

    Not but a few years into his adventures, having accumulated a new reputation to the new name he'd obtained. a wolf among sheep and a warrior not to be matched by most. Wolfsin was a phantom, a legend to be spoke of but still there was no place for him. Until one day out of the blue as if some odd celestial divinity swept over him, he could hear the voice of other such warriors, a call that to no other man but he would sound like home. He reached forward and in a symbol of accepting the fate he'd been tossed into. Wolfsin become one of the Chosen, one of the few to mark his place in the Castle Serendark. A whole new legacy about to unfold for the man, one he looked to with all of his might. As the cause of the mission was explained to him, for one final time Wolfsin chose to swear Allegiance to a cause aside from himself.
  6. <img src=http://www.iwakuroleplay.com/attachment.php?attachmentid=19728&d=1362781516 width=70% style=padding:10px>

    The Tiefling Twins

    <table><tr><td width=50% valign=top>Class : Rogue1/Bard2
    Race : Tiefling
    Alignment : Neutral Evil
    ECL : 4
    Height : 5'6"
    Wieght : 120 lbs
    Eyes : black
    Hair : Red
    Size : m

    STR 8 -1
    DEX 18 +4
    CON 10 0
    INT 18 +4
    WIS 8 -1
    CHA 14 +2
    Saving Thows

    Fortitude 0
    Reflex 9
    Will 2
    Base Attack Bonus : +1
    Melee Total Bonus : 0
    Ranged Total Bonus +5

    Armor Class Total : 16 (leather)
    AC Touch : 14
    AC Flat-footed : 12

    Total HP : 22
    Speed : 30ft
    Initiative : 8

    Skills :
    Appraise: +6
    Balance: +6
    Bluff: +13
    Climb: -1
    Concentration: 0
    Craft: +4
    Decipher Script: +5
    Deplomacy: +6
    Disable Device: +6
    Disguise: +6
    Escape Artist: +5
    Forgery: +6
    Gather Information: +7
    Heal: -1
    Hide: +11
    Intimidate: +7
    Jump: -1
    Knowledge (history): +9
    Listen: 0
    Move Silently: +9
    Open Lock: +9
    Preform (unskilled): +2
    Preform (sing): +7
    Preform (wind instrument): +3
    Ride: +4
    Search: +11
    Sense Motive: 0
    Slight of Hand: +13
    Spellcraft: +5
    Spot: +2
    Survival: -1
    Swim: -1
    Tumble: +6
    Use Magic Device: +3
    Use Rope: +5

    Feats & special abilities:
    Improved Initiative
    Darkvision 60ft
    Darkness (once a day)
    Resistance to cold 5
    Resistance to electricity 5
    Resistance to fire 5
    Sneak Attack +1d6
    Bardic Knowledge
    Bardic Music - Countersong
    Bardic Music - Facinate

    (spells known 0=5, 1st=2)
    (spells per day 0=3, 1st=2)
    (Save DC 0=14, 1st=15)

    Read Magic (0)
    Detect Magic (0)
    Mage Hand (0)
    Message (0)
    Ghost Sound (0)
    Disguise Self (1)
    Detect secret Doors (1)

    Languages know:

    Dagger: (D4-1 dmg, 19-20/x2 crit)
    Silver Dagger: (D4-2 dmg, 19-20/x2 crit)
    Dart: (D4 dmg, x2 crit, 20ft range, 20 ammo)

    Wearing a floor length dark green hodded robe, beneath which is a red leather Bodice, with brown leather selves, brown thigh high leather boots and steel bracers.

    Items in Backpack (41lbs)

    Vials x10
    Torch x2
    Silk Rope 50ft
    Winter Blanket
    Sac x2
    Grappling Hook
    Hodded Lantern
    3 pints of Oil
    5 Flasks of Acid
    Piton x6
    Candle x10
    Chalk x10
    Fish hook x10
    Flint & steel
    Ink, pen & 10 sheets of paper
    Trail bar x5
    Sunrod x4
    Boot Poslih
    Pair of Silk gloves
    Rust Monster Wand (in hidden flap)
    Pot of Cure Light Wounds
    Pot of Endure Elements
    Pot of Hide from Animals
    Pot of Pass without Trace
    Pot of Mage Armor
    10 Darts

    Equipment on my self (26lbs)

    Thevies Tools Masterworked
    Spell Casters pouch
    Flute (used as blowpipe)
    Belt pouch x2
    Trail Bar x2
    Clear water Tablets x5
    Smoke stick x2
    Anti Toxin
    Tinder Twigs x10
    Finger Blade
    Potion of Cure Light Wounds
    Potion of Mage Armor
    Potion of invisibility (Hidden in Boot)
    Silver Dagger
    Dagger x3 (1 in each bracer, 1 on my belt)
    10 Darts
    Thieves Tools (Hidden in Boot)
    Sirens Breath
    Carrion Crawlers Brain Juice
    Drow Poison x4

    <td width=50% valign=top>29 HP
    AC17 (-1 ACP)
    +5 to attack (+6 with Masterwork)

    -5 damage from Cold, Electricity and Fire.

    FORT: +5
    REF: +6
    WILL: +0

    SPEED: 30ft (run 120ft in straight line)

    Darkvision out to 60 feet.
    Languages: Common, Infernal, Draconic.

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

    Move Silently +7
    Escape Artist + 7
    Hide + 7-(+2-racial)
    Sleight of Hand + 7
    Use Rope + 7
    Open Lock + 7

    Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha). +0


    Masterwork Longsword (315g, 4lbs)

    Masterwork SILVER Short Sword, (320g, 2lbs)

    Left Wrist concealed dagger (2, 1lb)
    Right Wrist concealed dagger (2, 1lb)
    Left Boot concealed dagger (2, 1lb)
    Right Boot concealed dagger (2, 1lb)

    Masterwork Studded Leather, (175g, 20lbs)

    Backpack (2g, 2lbs)

    Tent (10g, 20lbs)

    Bedroll & Blanket (6s, 8lbs)

    50ft Silk Rope + Grappling Hook (11g, 9lbs)

    Flint & Steel (1g)

    Field Rations x3 (1g, 5s, 3lbs)

    Waterskin (1g, 4lbs)

    Masterwork Thieves Tools (2lbs)

    Potion of Bull's Strength (300g)

    Potion of Invisibility (300g)

    Potion of Cure Moderate Wounds (300g)

    3x Potion of Mage Armour (50g)

    Belt pouch with 3g, 9s

    TOTAL WEIGHT: 78lbs - LIGHT LOAD</td></tr></table>

    background (open)
    With the defeat of Kragtar Vold, the remaining Kobold broke into rival factions and fled to new nests, taking whatever loot (and prisoners) they could. Some went deeper in the Salamander caverns, while others made the surface and fled eastward.

    Within weeks the dungeon had been emptied. And this is where Feanaro and Jezebeth came in. Professional arms dealers and an authority on resale amongst the Serendark heroes, these Tieflings stripped the dungeon of any weapons they could find, including the ancient blades of the Salamanders and the Assassin Vine berries which the Kobold had experimented with.

    Problems with Serendark teleportation meant that not all the weapons could be brought to the Castle, however. So what remained was stashed in a mountain cavern far to the west and warded from detection.

    It will not be long before the Twins are called upon to uncover these weapons once more, and use them to provoke a war.

    The success of the mission depends on the party getting these arms-dealing siblings to their destination.
    background (open)
    background (open)

  7. Tchorc, Lv. 4 Human Ranger

    True Neutral

    "You speak of demons an' ghouls like like I should be scared of 'em!" - Tchorc, The Orc hunter



    Tchorc stands a living testament to human adaptation and survivability. Born in the unforgiving mountains of Ruhln, the sickly Tchorc would have died in early childhood if it weren't for some underlying hardiness; uncanny even for his people. Even in the harshest of winters, when the strongest risked dying of exposure, the young Tchorc would stand unfazed, not only weathering the cold temperatures, but embracing them. He would take lone trips into the mountain, wearing only the barest of clothing necessary to survive. The blistering snow would sting his skin, melding himself with the snow and the ice until they became one. As he grew into adulthood Tchorc would continue to impress. The connection to winter was uncanny, so much so that it almost seemed like it would obey him should he command it. He mastered a foreign weapon, the double axe. Traditionally used by the orcs Tchorc’s people so despised. He instead used the weapon against them, simultaneous demoralizing his foes as he tore through their mightiest warriors in a cyclone of limbs and viscera. Tchorc would hunt down their chiefs and wisemen, the wind itself guided him to his quarry before he slaughtered them with the coldness of a blizzard. It wasn't until he attempted to single-handedly take on a mountain troll would his rampage be put to a stop. Even then though, when nearly torn in half and in the veil of death, his tenacity impressed. Before the troll could finish him, Tchorc was plucked to safety by a Stave, who offered to heal him should he pledge himself to the needs of Serendark.


    [TABLE="class: grid, width: 500, align: left"]
    STR: 16 (+3)
    BAB: 4

    DEX: 15 (+2)
    REF: 6
    INIT: +6

    CON: 14 (+2)
    FOR: 6
    HP: 30

    INT: 10
    Speed: 30 ft

    WIS: 14 (+2)
    WIL: 3
    AC: 16

    CHA: 8 (-1)
    EXP: 6000



    [TABLE="class: grid, width: 500, align: left"]
    On Person: 52 lbs
    In Backpack: 22 lbs

    Masterwork Orc Double Axe
    Masterwork Chain Shirt
    Masterwork Silver Shortsword
    Compound Shortbow (+3 str rating)
    Cold Iron Dagger x2
    Ever-burning Torch
    Flint & Steel
    20 Arrows
    Potion of Cure light Wounds x2
    Potion of Mage Armor
    Masterwork Manacles
    50 ft Silk Rope
    Climbing Kit
    Empty Flask
    Steel Mirror
    Scroll Case
    Parchment (x5)
    Ink (x2)
    Ink Pen (x5)

    21gp, 7cp

    [TABLE="class: grid, width: 500, align: left"]

    Masterwork Orc Double Axe

    Masterwork Silver Shortsword
    19/20 x2

    Compound Shortbow (+3 str rating)
    70 ft

    Cold Iron Dagger
    19/20 x2
    10 ft


    * Non-lethal


    Skills and Abilities:

    [TABLE="class: grid, width: 500, align: left"]

    Climb (STR)***
    8 (10)

    Concentration (CON)


    Craft: Taxidermy (INT)


    Handle Animal: (CHA)


    Heal (WIS)


    Hide (DEX)***


    Jump (STR)***


    Knowledge (Dungeoneering) (INT)


    Knowledge (Geography) (INT)


    Knowledge (Nature) (INT)

    Listen (WIS)


    Move Silently (DEX)***


    Profession: Manhunter (WIS)


    Ride (DEX)***


    Search (INT)


    Spot (WIS)


    Survival (WIS)
    9 (11)

    Swim (STR)***


    Use Rope (DEX)***


    * With Climber's Kit
    ** When tracking
    *** -1 Armor Check


    [TABLE="class: grid, width: 250, align: left"]

    WP: Orc Double Axe
    Focus: Orc Double Axe
    Improved Initiative
    2-Weapon Fighting*

    *Light Armor Only

    [TABLE="class: grid, width: 250, align: left"]

    Languages: Common

    Favored Enemy: Orc
    • +2 Damage
    • +2 Bluff, sense motive, listen, spot and survival
    Animal Empathy
    2-Weapon combat style
    Animal Companion


    Companion and Magic

    [TABLE="class: grid, width: 500, align: left"]
    Animal Companion: Eagle (Golden), "Tweedsmur"



    [TH="bgcolor: transparent, align: right"]Size/Type:[/TH]

    [TH="bgcolor: transparent, align: right"]Hit Dice:[/TH]

    [TH="bgcolor: transparent, align: right"]Initiative:[/TH]

    [TH="bgcolor: transparent, align: right"]Speed:[/TH]

    [TH="bgcolor: transparent, align: right"]Armor Class:[/TH]

    [TH="bgcolor: transparent, align: right"]Base Attack/Grapple:[/TH]

    [TH="bgcolor: transparent, align: right"]Attack:[/TH]

    [TH="bgcolor: transparent, align: right"]Full Attack:[/TH]

    [TH="bgcolor: transparent, align: right"]Space/Reach:[/TH]

    [TH="bgcolor: transparent, align: right"]Special Attacks:[/TH]

    [TH="bgcolor: transparent, align: right"]Special Qualities:[/TH]

    [TH="bgcolor: transparent, align: right"]Saves:[/TH]

    [TH="bgcolor: transparent, align: right"]Abilities:[/TH]

    [TH="bgcolor: transparent, align: right"]Skills:[/TH]

    [TH="bgcolor: transparent, align: right"]Feats:[/TH]

    1d8+1 (5 hp)
    10 ft. (2 squares), fly 80 ft. (average)
    14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
    Talons +3 melee (1d4)
    2 talons +3 melee (1d4) and bite -2 melee (1d4)
    5 ft./5 ft.
    1 trick
    Low-light vision
    Fort +3, Ref +4, Will +2
    Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
    Listen +4, Spot +16
    Alertness, Weapon FinesseB

    [TABLE="class: grid, width: 250, align: left"]
    Magic (Ranger lv. 4)

    Spells Per Day:
    Lv. 1: 1
    Lv. 2: 0
    Lv. 3: 0
    Lv. 4: 0


    • All Level 1 Ranger Spells

    Prepared Spells:

    • Endure Elements


    • Like Like x 1

  8. [​IMG]

    Danais Greenrune
    Jungle Elf Sorceress | Chaotic Neutral | Lvl 4 | 6000


    Speed 30ft ... Initiative: +1 ...<IMG src=http://i1202.photobucket.com/albums/bb375/Imagination97/Pygmy%20Amis/Danais_zpsdaac0ae6.jpg align="right" width=55% style=padding:10px>

    STR: 10...(+0)... FORT: +2
    DEX: 12...(+1)... REF: +2
    CON: 12...(+1)... WILL: +4
    INT: 16...(+3)... HP: 20 (+3)
    WIS: 10...(+0)... BAB: +2
    CHA: 15...(+2)... AC: 10 (–1)

    Skill Points: +5 per Lvl

    Spell Inventory (open)

    0 Level
    1st Level
    2nd Level
    Mending: Makes minor repairs on an object.

    Read Magic: Read scrolls and spellbooks.

    Mage Hand: 5-pound telekinesis.

    Ghost Sound: Illusory sounds.

    Touch of Fatigue: Touch attack fatigues target.

    Message: Whispered conversation at distance.
    Alarm: Wards an area for 2 hours/level.

    True Strike: +20 on your next attack roll.

    Comprehend Languages: Understand all spoken and written languages.
    Rope Trick: Up to 8 creatures hide in extradimensional space.

    SKILLS + FEATS (open)

    Dragon Disciple: When Arcana Knowledge Rank 8 reached, becomes Bronze Dragon Disciple[/TD]

    Spellcraft (Int +3).......................Use Magic Device +2 5 +2
    Craft (Int +3) 1
    Bluff (Cha +2).............................Diplomacy, Intimidate, Sleight of Hand, Disguise +2 5
    Concentration (Con +1) 5
    Knowledge - History (Int +3) 2
    Knowledge - Arcana (Int +3)..........Spellcraft +2 5
    Profession (Wis +0) 1
    Listen (Wis +0) 2
    Search (Int +3) 2
    Spot (Wis +0) 3
    Knowledge - Nature (Int +3) 1
    Knowledge - Religion (Int +3) 1
    Knowledge - Planes (Int +3) 1
    Decipher Script (Int +3) 1
    Use Magic Device (Cha +2) 1 +2
    Heal (Wis +0) 4
    Diplomacy (Cha +2) 0 +2
    Intimidate (Cha +2) 0 +2
    Sleight of Hand (Dex +1) 0 +2
    Disguise (Cha +2) 0 +2
    Languages: Common, Elven, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

    Proficiencies: Longsword, Shortsword, Rapier, Longbow, Composite Longbow, Shortbow, Composite Shortbow, Handaxe, all Simple Weapons

    Jungle Elf: +2 Dexterity, –2 Constitution; immune to sleep spells/similar magical effects; +2 racial bonus on saving throws against enchantment spells/effects; low-light vision; +2 racial bonus on Listen/Search/Spot checks; +2 racial bonus on History Knowledge checks; no ability to notice secret or concealed doors by passing within 5 feet

    Wart the Toad (Familiar): +3 hit points

    Feats: Endurance, Diehard
    Special: Summon Familiar
    Flaws: Vulnerable

    Spells per day: 6x L0, 6x L1, 3x L2
    Spells known: 6x L0, 3x L1, 1x L2

    EQUIPMENT (open)

    MONEY: 191 gp 99 sp

    On person (32/33 lb) Gnarl (98/200 lb)
    1x Explorer's Outfit

    1x Boots of Stomping

    2x Potion of Cure Light Wounds

    2x Spiked Gauntlet

    1x Longsword

    1x Composite Longbow

    40x Arrows

    1x Everburning Torch

    3x Tindertwig

    1x Magnifying Glass

    1x Masterwork Tool

    1x Waterskin

    1x Spell Component Pouch

    1x Scroll of Misdirection

    1x Scroll of Burning Hands

    1x Scroll of Spectral Hand

    1x Elixir of Sneaking

    1x Bone Whistle

    2x Trail Rations

    250ft Silk Rope

    1x Bedroll

    25ft Chain

    1x Superior Quality Lock

    1x Masterwork Manacles

    Canine Companion (open)


    Type: Riding Dog
    Species: African Wild Dog
    HP: 13
    Initiative: +2
    Speed: 40 ft
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Attack: Grapple: +1/+3 Full: 1d6+3
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1
    Feats: Alertness, Track

  9. That additional stat point only applies to the folks that reached the new level from the prior game right? Not for new characters?
  10. Um I am down for this. IF its still open I started playing DnD with friends RL last night, so I have a very very very basic understanding of things.

    The Guide link to help us with things is not working Asmo v.v
  11. Added it to Wisdom.
  12. I couldn't find the rules for this anywhere. So I'll just say yes. You can all add 1 Ability point for being at Level 4.

    Really? Maybe you have to join the group to see the link.
  13. Do I need an invite for that group then?
  14. Right, apps are now closed. But anyone who's posted in this thread already is welcome to put up a character sheet.

    That gives us a maximum of 10, which is manageable.

    Our first session will be this Sunday, starting as early as humanly possible and ending at 8pm CST at the latest.

    Let me know when/if you can make it.
  15. I can easily make Sunday.
  16. SHIT Sunday? I go to the rl DnD thing that day v.v
  17. If we start as early as possible I should be able to make it. I'll probably have to drop when my second D&D group plays.
  18. Okay, when can you start?
  19. I can start by 12 P.M. Central.