Ruin of the Bloodmoon (DND 3.5e) OOC

Discussion in 'ROLEPLAY GRAVEYARD' started by PattyPixie, Feb 24, 2010.

  1. Ruin of the Bloodmoon
    Dungeons and Dragons
    Forgotten Realms: Faerun


    Bad times have fallen upon the land of Faerun. Crime is more prevalent, no one is safe, and many heroes have gone missing.

    However, an anonymous employer in Harrowdale has called for a group of heroes to come and break the curse that has been put on him. He warns that the journey for the cure will be perilous and long. It will take you from the shores of the Moonsea to the forests of Chult. You may live...or you may die. However, the reward received will be very great; more than any one man could imagine.

    Now, the choice is yours. Will you take the challenge that could save a man? Or would you rather stay home and let him die?


    Right then. I know a few of you have been waiting for this for a while. lol.

    This is going to be a very laid back campaign with some lolcharacters and lolevents. I'm a pretty new DM and I just want it to be chill.

    Got it Memorized?


    Now that that is out of the way, time for my rules:
    -LEVEL 6. (Please LA accordingly)
    -As for characters, you may use Faerun races. No crazy shit.
    -Talk to me about starting weapons and armor AFTER I have approved your character. You may PM me or catch me in the cbox.
    -NO CRAZY SHIT. For real. If I don't have the book that it's in, I'm not approving it. Here's what I have.
    Show Spoiler

    Players Handbook 3.5
    DMG 1 & 2
    Arms and Equipment guide
    Magic of Incarnum
    Deities and Demigods
    MM 1, 2, & 3
    Savage Species
    Book of Erotic Fantasy
    Unearthed Arcana
    Spell Compendium
    Tome of Magic
    Weapons of Legacy
    Forgotten Realms: Faerun (Campaign Setting)
    Races of Faerun
    Slaves of the Moon (guide to lycanthropes)


    If I don't recognize it, I'll ask you about it. And don't be all whiny and say "go download 'blah blah blah' book!" STFU. I don't care. Not gonna do it. Don't like my books? Don't join.
    -Stats: 36 point system. ^_^
    -Let's go for...7,500 starting gp.

    That's pretty much it, I think. Any questions, post them here or catch me in the Cbox. I'm a little nervous since it's my first campaign on here so, bear with me, okay?

    Steal a character sheet from one of the other DND OOCs ^_-
  2. Name: Tallin Derman
    Race: Human
    Class: Fighter
    Level: 6
    Alignment: NG
    Gender: Male

    Str: 18| +4
    Dex: 14 | +2
    Con: 14 | +2
    Int: 13 | +1
    Wis: 12 | +1
    Chr: 10 | +0
    (I used the 36 Point by system from the O.A. Character sheet and added my 1 point to Str. I hope that's okay. >.>)

    HP: 59
    (I took the max for first level and rolled for the other five. Let me know if you want to do this differently.)
    AC: 21
    BAB: +6/+1

    Fort: +7 | 2 | 5 | 0
    Ref: +4 | 2 | 2 | 0
    Will: +5 | 1 | 2 | 2

    Show Spoiler
    Exotic Weapon Prof.
    Weapon Focus: Bastard Swords
    Combat Expertise
    Weapon Specialization: Bastard Swords
    Stand Still
    Iron Will
    Improved Disarm
    Combat Reflexes

    Show Spoiler
    Climb: 4+6=10
    Jump: 4+6=10
    Swim: 4+6=10
    Intimidate: 0+6=6
    Ride: 2+6=8
    Sense Motive: 1+3=4
    Armor Check Penalty: -6

    Show Spoiler
    Weapon: Masterwork Bastard Sword
    Armor: Masterwork Platemail, Masterwork Large Metal Shield
    Misc: Bag of HoldingII(500 lbs)
    Flint and Steel
    Trail Rations(7)
    Bullseye Lantern

    gp: 317
  3. Code:
    Sengir Glide
    Male Human Scout 6
    Chaotic Good
    Deity: Eilistraee
    Strength 16 (+3) 
    Dexterity 16 (+3) 
    Constitution 14 (+2) 
    Intelligence 12 (+1) 
    Wisdom 14 (+2) 
    Charisma 10 (+0) 
    Size: Medium 
    Height: 6' 1" 
    Weight: 230 lb 
    Skin: Tan 
    Eyes: Green 
    Age: 21
    Hair: Dark Brown; Wavy; Stuble
    Total Hit Points: 45
    Speed: 40 feet [scout] 
    Armor Class: 17(18) = 10 +4 [chain shirt] (+1 [Two-weapon Defense]) +3 [dexterity] 
    Touch AC: 13
    Flat-footed: 14
    Initiative modifier: +4 = +3 [dexterity] +1 [scout] 
    Fortitude save: +5 = 2 [base] +2 [constitution] +1 [scout] 
    Reflex save: +8 = 5 [base] +3 [dexterity] 
    Will save: +4 = 2 [base] +2 [wisdom] 
    Attack (handheld): +7 = 4 [base] +3 [strength] 
    Attack (unarmed): +7 = 4 [base] +3 [strength] 
    Attack (missile): +7 = 4 [base] +3 [dexterity] 
    Grapple check: +7 = 4 [base] +3 [strength] 
    Light load: 76 lb. or less
    Medium load: 77-153 lb.
    Heavy load: 154-230 lb.
    Lift over head: 230 lb.
    Lift off ground: 460 lb.
    Push or drag: 1150 lb.
    Languages: Common, Undercommon, Chandathan
    2x Bastard Sword, Masterwork [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
    Chain shirt, Mythril [light; +4 AC; max dex +6; check penalty +0; 12.5 lb.] 
    Exotic Weapon Proficiency Weapon: Bastard Sword
    Quick Draw 
    Two-Weapon Fighting 
    Two-Weapon Defense 
    Oversized Two-Weapon Fighting 
    Skill Name Key
    Appraise Int 1 = +1 
    Balance Dex* 12 = +3 +9 
    Bluff Cha 0 = +0 
    Climb Str* 3 = +3 
    Concentration Con 2 = +2 
    Craft_1 Int 1 = +1 
    Craft_2 Int 1 = +1 
    Craft_3 Int 1 = +1 
    Diplomacy Cha 0 = +0 
    Disable Device Int 10 = +1 +9 
    Disguise Cha 0 = +0 
    Escape Artist Dex* 12 = +3 +9 
    Forgery Int 1 = +1 
    Gather Information Cha 0 = +0 
    Heal Wis 2 = +2 
    Hide Dex* 12 = +3 +9 
    Intimidate Cha 0 = +0 
    Jump Str* 7 = +3 +4 [speed 40] 
    Knowledge (dungeoneering) Int 4 = +1 +3 
    Knowledge (geography) Int 4 = +1 +3 
    Knowledge (nature) Int 6 = +1 +3 +2 [survival] 
    Listen Wis 11 = +2 +9 
    Move Silently Dex* 12 = +3 +9 
    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 3 = +3 
    Search Int 10 = +1 +9 
    Sense Motive Wis 2 = +2 
    Spot Wis 11 = +2 +9 
    Survival Wis 11 = +2 +9 
    Swim Str** 3 = +3 
    Use Rope Dex 3 = +3 
    * = check penalty for wearing armor
    Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
    Search >=5 ranks gives +2 on survival checks while tracking.
    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)
    Core class from "Complete Adventurer"
    Armor class bonuses after moving are not listed above.
    Level 1: Skirmish (+1d6), trapfinding
    Level 2: Battle fortitude +1, uncanny dodge
    Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
    Level 4: Bonus feat (already included)
    Level 5: Evasion, skirmish (+2d6, +2 AC)
    Level 6: Flawless stride
    Level 7: Skirmish (+2d6, +2 AC)
    Level 8: Camouflage, bonus feat (already included)
    Level 9: Skirmish (+3d6, +2 AC)
    Level 10: Blindsense 30 feet
    Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
    Level 12: Bonus feat (already included)
    Level 13: Skirmish (+4d6, +3 AC)
    Level 14: Hide in plain sight
    Level 15: Skirmish (+4d6, +4 AC)
    Level 16: Bonus feat
    Level 17: Skirmish (+5d6, +4 AC)
    Level 18: Free movement
    Level 19: Skirmish (+5d6, +5 AC)
    Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)
    Class HP rolled 
    Level 1: Scout 8 
    Level 2: Scout 7 
    Level 3: Scout 7 
    Level 4: Scout 5 +1 to dexterity 
    Level 5: Scout 1 
    Level 6: Scout 5 
    Sengir Glide's Equipment:
    Weapons / Armor / Shield (from above) 24.5 lb 
    Backpack   2 lb
    Bedroll   5 lb
    Blanket, winter x1   3 lb
    Flint and steel   0 lb
    Rations (1 day) x5   5 lb
    Rope (50', hempen) x1   10 lb
    Torches x3   3 lb
    Waterskins x1   4 lb
    Whetstone   1 lb
    5721 gp, 8 sp, 5 cp
    Total   57.5 lb 

    More about Sengir Glide:
    From Baldur's Gate, The Western Heartlands
    When Sengir was young, he'd spend most of his time in the taverns, listening to tales of the wild from passing Rangers and Scouts and the like. When he turned ten, he got the nerve up to ask a local guide(Ranger 6/Scout 6) to teach him how to be a tracker. After nearly 6 years of training, Sengir decided he was ready to venture out on his own. He had several good runs, and made a fair amount of gold through his services as a monster hunter and a wilderness guide.

    However, one day, he decided he'd try and make a name for himself by slaying a dragon by himself. However, while it was a young dragon, a mere wyrmling in fact, he proved no match for it. However, just before the young dragon was to deliver the finishing blow, a group of drow elves, all naked and carrying nothing more than a large sword, appeared and scared the beastie off, most of the dark elves following in pursuit. A few remained and carried Sengir back to their camp, where they tended to his wounds and explained who they were. They were followers of the goddess Eilistraee, a Chaotic Good drow deity, who sought to return her people to the light. They went on to explain that they were on their annual High Hunt, and the dragon happened to be their warm-up. Later on they'd hunt an older, middle-aged dragon. After Sengir recovered, he joined up with the drow for several years, and became a devout follower of Eilistraee. Nowadays, he offers his services to those in need, and proclaims the name of Eilistraee to those he helps. And in accordance with the rights and rituals of his goddess, once a year he rejoins his drow brethren for the High Hunt.
  4. Name: Lucien Fords

    Race: Human
    Class: Wizard (Transmutor)
    Level: 6
    Alignment: Neutral Good
    Gender: Male

    Str: 8 | -1
    Dex: 14 | +2
    Con: 14 | +2
    Int: 18 | +4
    Wis: 14 | +2
    Chr: 10 | +0

    HP: 32

    AC: 12

    Encumberance with backpack: Heavy
    Encumberance without backpack: Light (2lbs to spare)

    BAB: +3 (-1 to hit, D6-1 dmg, Bludgeoning)

    Fort: +6 [Base 2, Con 2, Rat 2]
    Ref: +4 [Base 2, Dex 2]
    Will: +5 [Base 5, Wis 2]

    Feats / Abilities:

    Show Spoiler
    Spells: Transmutation specialist, Gave up Evocation and Necromancy
    Scribe Scroll
    Magical Aptitude
    Run (150ft without backpack, 80ft with)

    Languages: Common, Draconic, Dwarven, Gnomish, Undercommon.

    Show Spoiler
    Appraise +11 (5, 4, 2)
    Balance +2 (0, 2)
    Bluff 2 (2, 0)
    Climb +1 (2, -1)
    Concentration +7 (5, 2)
    Decipher Script +11 (5, 4, 2)
    Diplomacy 0 (0, 0)
    Disguise 0 (0, 0)
    Escape Artist +2 (0, 2)
    Forgery 5 (1, 4)
    Gather Information 0 (0, 0)
    Handle Animal 0 (0, 0)
    Heal +2 (0, 2)
    Hide +5 (3, 2)
    Intimidate 0 (0, 0)
    Jump -1 (0, -1)
    Knowledge (Arcana) +9 (5, 4)
    Listen +2 (0, 2)
    Move Silently +6 (4, 2)
    Perform 0 (0, 0)
    Ride +2 (0, 2)
    Search +2 (0, 2)
    Sense Motive +2 (0, 2)
    Sleight of Hand +4 (2, 2)
    Spellcraft +11 (5, 2, +2 school, +2 synergy)
    Spot +2 (0, 2)
    Survival +2 (0, 2)
    Swim -1 (0, -1)
    Tumble +2 (0, 2)
    Use Magic Device +6/+10 (2, 4, +4 synergy bonus with scrolls)
    Use Rope +2 (0, 2)

    Equipment: [On body / In backpack]
    Show Spoiler
    Explorer's Outfit (8lbs)
    Quarterstaff (4lbs)
    Brass Key (1lbs)
    Copper wire (1lbs)
    Spell Component Pouch (2lbs)
    Spellbook with Scroll of Discern Location transcribed(3lbs)
    Waterskin (4lbs)
    Gold Pouch with 80gp (1lbs)
    Flint & Steel (0lbs)

    BACKPACK WITH: (2lbs)
    Everburning Torch x3 (3lbs)
    Flask of Alchemist's Fire x3 (3lbs)
    Tanglefoot Bag (4lbs)
    Thunderstone x5 (5lbs)
    Hourglass (1lbs)
    Magnifying Glass
    Merchant's Scales (1lbs)
    Jar of Spiders (1lbs)
    Bag of pork rinds (1lbs)
    Bag of cat fur (1lbs)
    Jar of Grasshopper legs (1lbs)
    Bag of sand (1lbs)
    Bottle of Pearl & Owl Feather Wine (10 doses) (1lbs)
    Divining Crystal (1lbs)
    Ink Vial, Pen + Paper (1lbs)
    Tent (20lbs)
    Spyglass (1lbs)
    Small Mirror (1lbs)
    Bullseye Lantern (3lbs)
    Chalk x10 (1lbs)
    Scroll Case
    Candles x10 (1lbs)
    Winter Blanket (10lbs)

    0-Level Spellz: (5/day, all in book, sacrificed Abj & Con)
    Show Spoiler
    Resistance: Subject gains +1 on saving throws.
    Acid Splash: Orb deals 1d3 acid damage.
    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Disrupt Undead: Deals 1d6 damage to one undead.
    Touch of Fatigue: Touch attack fatigues target.
    Mage Hand: 5-pound telekinesis.
    Mending: Makes minor repairs on an object.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.
    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Prestidigitation: Performs minor tricks.

    1st-Level Spellz: (4/day, 9 in book)
    Show Spoiler
    Expeditious Retreat
    Ray of Enfeeblement
    Protection from Evil

    2nd-Level Spellz: (4/day, 2 in book)
    Show Spoiler
    Spider Climb
    Cat's Grace

    3rd-Level Spellz: (3/day, 2 in book)
    Show Spoiler

    Familiar (Rat)
    Show Spoiler
    Mr Tumbridge
    BAB: +5
    Saves: Fort+2 Ref+4 Wil+6
    Improved evasion, Share spells, Empathic link, Deliver touch spells, Speak with master
    Wears a small cloak (used for Resistance spell)
    Show Spoiler
  5. Name: Joff Sywing
    Race: Human
    Class: Fighter
    Level: 6
    Alignment: Chaotic Neutral
    Gender: Male
    Languages: Common, Relantaur, Thorass

    Str 15 (+2)
    Dex 16 (+3)
    Con 12 (+1)
    Int 14 (+2)
    Wis 10 (+0)
    Cha 14 (+2)


    AC: 17 [Chain shirt+4, +3 Dex]

    Base Attack: 8 [6+2 Str] / 3 [1+2 Str]
    Rapier, Masterwork D6 +2 Str [18-20/x2] +1 attack rolls
    Short Sword, Masterwork D6 +1 Str [19-20/x2] +1 attack rolls
    Dagger D4 +2 Str [19-20/x2]
    Bolas D4+2 Str [x2] 10ft range increment
    Unarmed D3 +2 Str

    Fort: 6 [5, +1 Con]
    Ref: 5 [2, +3 Dex]
    Will: 2 [2, +0 Wis]

    Show Spoiler
    Simple Weapon Proficiency
    Martial Weapon Proficiency
    Combat Expertise
    Improved Disarm
    Improved Trip
    Improved Feint
    Combat Reflexes
    Two-Weapon Fighting
    Exotic Weapon Proficiency [Bolas]

    Show Spoiler
    Balance 4 [2 Rank, +3 Dex, -1 Arm]
    Bluff 7 [5 Rank, +2 Cha]
    Climb 3 [2 Rank, +2 Str, -1 Arm]
    Craft, Weaponsmithing 2 [+2 Int]
    Diplomacy 4 [+2 Cha, +2 Bluff]
    Disguise 4 [+2 Bluff, +2 Cha]
    Escape Artist 2 [+3 Dex, -1 Arm]
    Gather Info 4 [2 Rank, +2 Cha]
    Handle Animal 2 [+2 Cha]
    Hide 2 [+3 Dex, -1 Arm]
    Intimidate 6 [2 Rank, +2 Cha, +2 Bluff]
    Jump 2 [1 Rank, +2 Str, -1 Arm]
    Knowledge, Geography 3 [1 Rank, +2 Int]
    Listen 0
    Move Silently 2 [+3 Dex, -1 Arm]
    Profession, Bounty Hunter 2 [2 Rank]
    Ride 4 [1 Rank, +3 Dex]
    Search 2 [+2 Int]
    Sense Motive 3 [3 Rank]
    Spot 1 [1 Rank]
    Sleight of Hand 5 [1 Rank, +3 Dex, +2 Bluff, -1 Arm]
    Survival 2 [2 Rank]
    Swim 1 [+2 Str, -1 Arm]
    Tumble 3 [1 Rank, +3 Dex, -1 Arm]
    Use Rope 3 [+3 Dex]

    Show Spoiler
    Warhorse, light 150gp
    Saddle, riding 10gp [25lb]
    Saddle Bags 4gp [8lb]

    On Person:
    Explorers Outfit 10gp 8lb
    Chain Shirt, Mastercraft 250gp 25lb
    Rapier, Masterwork 320gp 2lb
    Short Sword, Masterwork 310gp 2lb
    Bolas, 2-ball 5gp 2lb
    Dagger x2 4gp 2lb [in each boots, right dagger Blue Whinnis]
    Smugglers Boots 10gp 1lb [Hidden Dagger and vial compartment]
    Blue Whinnis 2x vials 240gp [On 1x dagger, in sheath, in boot]
    Hat, Broad-Brimmed 8gp
    Thunderstone x3 90gp 3lb
    Manacles, Masterwork 50gp 2lb
    Lock, Good 80gp 1lb
    Pouch 1gp .5lb
    Signal Whistle 8sp [around neck]

    In Backpack 2gp 2lb:
    Rope of Climbing 3000gp 3lb [60ft]
    Sparker x2 4gp [10 uses each]
    Smokestick x2 40gp 1lb
    Tindertwig 2/5 2gp
    Sunrod 2/5 4gp 2lb
    Oil of Taggit x2 vials 180gp
    Pass without a trace, Potion 1/2 50gp
    Cure Moderate Wounds, Potion 300gp
    Invisability, Potion 300gp

    In Saddle Bags:
    Bedroll 1sp 5lb
    Scroll Case 1gp .5lb
    Chalk x5 5cp
    Fish Hook x2 2sp
    Inkpen 1sp
    Ink (1oz Vial) 8gp
    Grappling Hook 1gp 4lb
    Silk Rope 50ft 10gp 5lb
    Mirror, Steel 10gp 5lb
    Paper, Sheet 4sp
    Sack 1sp .5lb
    Soap 5sp 1lb
    Trail Rations x6 3gp 6lb
    Tindertwig 3/5 3gp
    Water Skin 1gp 4lb
    Antitoxin Vial 50gp
    Sunrod 3/5 6gp 3lb
    Pass without a trace, Potion 2/2 50gp
    Cure Light Wounds, Potion x2 100gp
    Horse Feed x5 25cp 50lb

    Spent: 5641 gp, 5sp [Remaining: 185 Pp, 8Gp, 5Sp]
    Light Load 56.5 [C], Saddle bags 92lb [Total 147.5 Lb]
  6. ----Saved for a Tiefling Rogue-----

    Name: Kerberos (Kerby) Drust


    Class: Rogue
    Level: 5
    Alignment: Chaotic Neutral
    Gender: Male
    Age: 25
    Height: 5'10"
    Weight: 120
    Eyes: Change according to mood. Red: Mad/Fighting. White: Calm/Relaxing

    Str: 8 | -1
    Dex: 18 | +4
    Con: 14 | +2
    Int: 14 | +2
    Wis: 12 | +1
    Chr: 12 | +1

    HP: 46

    AC: 18

    Encumberance with backpack: Heavy
    Encumberance without backpack: Medium

    BAB: +4

    Fort: +4 [Base 2, Con 2]
    Ref: +9 [Base 5, Dex 4]
    Will: +3 [Base 2, Wis 1]

    Feats / Abilities:
    Show Spoiler

    Racial Feats:
    Improved Energy Resistance- +5 resistance to Electricity
    Planetouched Animal Affinity- +4 handle animal (fox)

    Chosen Feats:
    Point Blank Shot

    Show Spoiler
    Appraise +2 (0,2)
    Balance +9 (5,4)
    Bluff +1 (0,1)
    Climb +4 (5,-1)
    Concentration +2 (0,2)
    Craft (Weaponsmithing) +7 (5,2)
    Decipher Script +2 (0,2)
    Diplomacy +1 (0,1)
    Disguise +6 (5,1)
    Escape Artist +9 (5,4)
    Forgery +7 (5,2)
    Gather Information +6 (5,1)
    Handle Animal +10 (5,1,4)
    Heal +1 (0,1)
    Hide +9 (5,4)
    Intimidate +1 (0,1)
    Jump +4 (5,-1)
    Knowledge (Local) +7 (5,2)
    Listen +8 (5,1,2)
    Move Silently +9 (5,4)
    Perform (Act) +1 (0,1)
    Ride +4 (0,4)
    Search +7 (5,2)
    Sense Motive +6 (5,1)
    Sleight of Hand +9 (5,4)
    Spot +8 (5,1,2)
    Survival +6 (5,1)
    Swim -1 (0,-1)
    Tumble +9 (5,4)
    Use Magic Device +1 (0,1)
    Use Rope +4 (0,4)

    Equipment: [On body / In backpack]
    Show Spoiler
    Explorer's Outfit (8lbs)
    Chain Shirt (25lbs)
    Gold Pouch with 6904gp (1lbs)
    Hand Crossbow (2lbs)
    Kukri (2lbs)
    Katar (Punching Dagger) (1lbs)

    BACKPACK WITH: (2lbs)
    Bedroll (5lbs)
    Thieves tools-Masterwork (2lbs)
    Light Repeating Crossbow (6lbs)
    10 5-bolt Clips (10 lbs)
    10 sets of bolts for hand crossbow (10 lbs)
    Steel Mirror (1/2 lbs)

    Show Spoiler

    Small Animal
    Hit Dice: 1d8–1 (3 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
    Base Attack/Grapple: +0/–6
    Attack: Bite +4 melee (1d4–2)
    Full Attack: Bite +4 melee (1d4–2)
    Space/Reach: 5 ft./5 ft.
    Special Qualities: Low-light vision, scent
    Saves: Fort +1, Ref +5, Will +1
    Abilities: Str 6, Dex 17, Con 8, Int 2, Wis 13, Cha 6
    Skills: Hide +9*, Listen +4, Spot +4
    Feats: Alertness, Weapon Finesse (Bite)

    When Kerby was born, his mother, a Succubus, abandoned him in a nearby village near the border of Thay and Aglarond. A young couple took him in, despite his already growing horns and tail.

    He was a rowdy child as he was growing up, as most Tieflings are. His foster parents were very patient and understanding, disciplining him when he was bad and praising him when he was good.

    As he grew older, he realized what he was and vowed to overcome his "bad blood". Saying farewell to his family, he set out to try and do some long as it benefited him.

    About a year into his travels, he came across a small, fox pup with blood red fur. His first instinct was to kill it, but he came to realize that raising the pup could calm him, and make him more compassionate. He named the pup Lilith, and they have been together since.

    He saw the advertisement for heroes and decided to go for it. This could be the thing needed to redeem himself.
  7. ~WIP~​

    Name: Ada Rynar
    Race: Werewolf (natural, Human)
    Cleric Of Mystra
    Neutral Good

    Show Spoiler
    AC:17 (+2 natural, +4 Armor,+1 shield)
    Fort: (+3 Base)
    Ref: (+1 base)
    Will: (+3 base)
    Turn Attempts/day: 0/6
    Spells used:
    0: /4
    1: /3+1
    2: /2+1

    Domains: Spell, Magic
    "Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magical device, if you are also a wizard, actual wizard levels and these effective levels stack."
    "You get a +2 bonus on Concentration and Spellcraft checks"

    Domain/Initiate Of Mystra spells:
    Show Spoiler

    1-Mage Armor, Magic Aura
    2-Silence, Identify, Spell Shield,
    3-Anyspell, Dispel Magic, Anyspell*
    4-Rary's Mnemonic Enhancer, Imbue with Spell Ability,
    5-Break Enchantment, Spell Resistance, Spell Phylactery
    6-Anyspell (Greater), Antimagic Field, Anyspell (greater)*, Spellmantle
    7-Limited Wish, Spell Turning, Holy Star
    8-Antimagic Field, Protection from spells,
    9-Mordenkainen's Disjunction, Mage's disjunction

    *spells marked with an asterisk can be prepared as normal cleric spells

    Stats:(+2 wis from werewolf)(human form)
    Show Spoiler

    Show Spoiler
    Track (werewolf)
    Iron will (werewolf)
    Divine Metamagic: Maximize Spell (takes 4 turn attempts)
    Divine Metamagic: Ocular Spell (takes 3 turn attempts per spell)
    Initiate Of Mystra

    Common, Elven, Celestial, Abyssal, Infernal

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    Knowledge (religion) 6 (+2 bonus to turn attempts)
    Knowledge (arcana) 6
    Concentration 6 (+2 from domain)
    Tumble 3 (cc)
    Spellcraft 4
    Heal 4
    Diplomacy 4

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    Eternal Wand Of Lesser Vigor: Cl 1, item level 4, 820GP. Usable twice a day. Grants fast healing 1 to the target for 11 rounds, touch range.
    Everlasting Rations:350gp. 2lbs. Creates enough food for one medium creature each morning.
    Spell Component Pouch 5gp, 2lb
    Holy Symbol, Silver 25 gp, 1lb
    Healer's Kit 50 gp 1lb
    Mithral Chain Shirt:+4 to AC, 12.5 lbs, 1,100gp
    Light Mithral Shield: 1009gp, +1 AC, 3lbs.
    Adamantine Dagger: 3002GP, 1lb 1d4 damage, +1 to hit, 19-20 crit range.
    Tent 10 gp 20 lb.
    Waterskin 1 gp 4 lb.
    Backpack 2gp 2lb

    Bedroll 1 sp 5lb


    Backstory: Ada is the child of a human mother and a werewolf father. He taught her what she knows of lycanthropy, but he was too busy wandering the countryside and avoiding capture to teach her much. Her control was still incomplete when he stopped showing up. As it is she's more impulsive and violent when in hybrid or wolf forms, and consciously avoids changing shape, for fear of losing control of herself.

    Ada joined up with the Mystran church not long after, since it was clear to her that housewifery and lycanthropy do not mix. It was mostly out of a quest for knowledge on her condition, and also a genuine interest in the art of magic. She's been with the chruch for a while, and is going to the "adventurers needed" opportunity because it's in her area, and if anything world-shattering is happening she has a duty to help out.
  8. Name: Grr-din-und
    Race: Flind (MM3, page 62)
    Gender: Male
    Alignment: True Neutral
    Deity: Kossuth
    Class: Druid
    Languages: Common, Gnoll, Druidic
    Level: 4

    Str: 14 | +2
    Dex: 11 | +0
    Con: 20 | +5
    Int: 8 | -1
    Wis: 18 | +4
    Cha: 15 | +2

    HP: 65, DR 2/-
    BAB: +4
    AC: 17 | 10 | 5 | 2
    Fort: +12 | 7 | 5 | 0
    Ref: +3| 1 | 2 | 0
    Will: +8 | 4 | 4 | 0

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    Hair: Brown
    Eyes: Blue
    Fur: Yellow/Brown
    Height: 6'1"
    Weight: 267lbs.

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    Racial Traits:
    +6 Strength, +2 Dexterity, +4 Constitution.
    Medium size.
    A flind’s base land speed is 30 feet.
    Darkvision out to 60 feet.
    Racial Hit Dice: A flind begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
    Racial Skills: A flind’s humanoid levels give it skill points equal to 5 × (2 + Int modifi er, minimum 1). Its class skills are Listen and Spot. Flinds gain a +2 racial bonus on Charisma-based checks made to influence gnolls.
    Racial Feats: A flind’s humanoid levels give it one feat.
    Weapon Familiarity: Flinds treat flindbars as martial weapons rather than exotic weapons.
    +2 natural armor bonus.

    Class Features:
    Animal Companion: Hyena "Hee-hee"
    Nature Sense
    Wild Empathy
    Woodland Stride
    Trackless Step
    Resist Nature's Lure

    Improved Toughness (Complete Warrior)
    Toughness (Core)
    Roll with It (Savage Species)
    Augment Healing (Complete Divine)

    Listen (Wis): +6 | 4 | 2 | 0
    Spot (Wis): +7 | 4 | 3 | 0
    Concentration (Con): +5 | 5 | 0 | 0
    Craft (Int): -1 | -1 | 0 | 0
    Diplomacy (Cha): +3 | 2 | 1 | 0
    Handle Animal (Cha): -1 | -1 | 0 | 0
    Heal (Wis): +8 | 4 | 4 | 0
    Knowledge (nature) (Int): +4 | -1 | 3 | 2
    Profession: Gladiator (Wis): +5 | 4 | 1 | 0
    Ride (Dex): +0 | 0 | 0 | 0
    Spellcraft (Int): -1 | -1 | 0 | 0
    Survival (Wis): +9 | 4 | 3 | 2
    Swim (Str): +0 | 2 | 0 | -2

    Equipment: 336
    Masterwork Spear (+1 attack, 1d8dmg, x3 crit)
    Dragonhide Hide Armor (+3 AC, +4 Max Dex, -3 Check Penalty)
    Explorer's Outfit
    Spell Component Pouch
    Winter Blanket
    Hooded Lantern
    Small Steel Mirror
    Empty Sack (6)
    Waterskin (1)
    Rations, Trail (6)
    Scroll of Bull's Strength (2)
    Scroll of Eagle's Splendor (1)
    Scroll of Remove Paralysis (2)
    Scroll of Speak with Plants (1)
    Scroll of Spider Climb (2)
    Potion of Cure Moderate Wounds (8)

    Spells: 5/4/3
    Cure Minor Wounds**. Create Water*, Flare*

    Cure Light Wounds ***, Jump*

    Flame Blade**, Heat Metal*

    Flinds are better than gnolls. Flinds know this. Gnolls know this. Humans, Elves, Dwarves, Halflings, Gnomes, and Orcs... do not know this. Grr was just a pup when adventurers obliterated his tribe and attacked his village. For no real reason other than they were there, and had stuff. Maybe it was justified by how gnolls and flinds attack settlements of the other races often, using captured individuals as slaves and food... but it doesn't really matter now. They're all dead.

    The adventurers decided to make a bit more money off the deal, selling the pups of the tribe to a fighting arena. Gnolls and Flinds are strong, and make excellent fighters. They grew up, learned to fight and die for the entertainment of other races. Grr was among them. Grr was not the strongest - he was not the smartest - he was simply the toughest... and the most perceptive. He slaughtered his brothers, sisters, and cousins for the enjoyment of the crowd. He killed starving beasts, slaves, criminals, and all manner of beings in the ring.

    At the time, he enjoyed it. Eventually, however, he began to resent it. Fighting and killing, day after day, only stopping to sleep... eating only the most foul remains - often, he ate his cellmates, or the fallen foes he had slain. He quickly began to hate it.

    Another group of adventurers came. They began to free the slaves. When they saw Grr, they quarreled over letting him go. Eventually, the one in shining armor opened the gate... Grr was confused at first... then realized they were offering him freedom.

    Exalted, he embraced the armored man, before fleeing into the wilds. He has since returned... embracing nature-worship and the powers of the gods (Kossuth in particular) over the demon-worship of his old dead tribe. He has killed so much, he has embraced the healing arts as his own, choosing to fight in self-defense... and wonders if he can find a place among another tribe... maybe one more long-lived than his last.

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    Size/Type: Medium Animal
    Hit Dice: 21
    Initiative: +2
    Speed: 50 ft.(10 squares)
    Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
    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: Trip
    Special Qualities: Low-light vision, Scent, Link, Share Spells
    Saves: Fort +5, Ref +5, Will +1
    Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
    Skills: Hide +3*, Listen +6, Spot +4
    Feats: Alertness
  9. Name: Fang
    Race: Human
    Class: Ranger 2 / Fighter 4
    Age: 21
    Alignment: CN
    Deity: Waukeen
    Level: 6
    Languages: Common, Damaran, Chondathan
    Race: Damaran
    Home Region: Impiltur (Lyrabar )

    Fang stands five feet, ten inches tall, with a whiplash build and long black hair gathered into a loose braid. His tawny skin is crisscrossed with an erratic web of pale lines and blotches; old scars that will never fade. His face is marred by a long scar that passes from his left temple, behind one ice-blue eye, and across his mouth, which it pulls apart in a perpetual scowl that exposes a canine. He wears a Toal (A square brass coin with a hole though the center from Waterdeep) on a leather thong at all times.

    STR: 13 | +1
    DEX: 18 | +4
    CON:14 | +2
    INT: 12 | +1
    WIS: 12 | +1
    CHA: 14 | +2

    HP: 41(2d8+4d10+12)
    AC: 19 (10+5AC+4DEX)
    Fort: +9 | +7 | +2
    Ref: +8 | +4 | +4
    Will: +2 | +1 | +1
    BAB: +6/+1

    Class Features
    Favored Enemy (Human) +2
    Wild Empathy
    Combat Style (Two-Weapon Fighting)

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    Weapon Finesse
    Weapon Focus (Handaxe)
    Weapon Specialisation (Handaxe)
    Track [Ranger Class Bonus]
    Two-Weapon Defense
    Spring Attack

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    Handle Animal +4|2|+2
    Hide +13|9|+4
    Move Silently +13|9|+4
    Intimidate +11|9|+2
    Use Rope +9|5|+4
    Heal +5|4|+1
    Survival +10|9|+1

    History & Personality
    Fang is a Dockrat. That is, he grew up in the Docks district of Lyrabar in Impiltur. The son of a cheap whore, a day he didn’t steal something was a day he didn’t eat. For most of his childhood he survived by swiping food and trinkets from the marketplace. When an angry merchant scarred his face, however, he found that he had a problem. There were few enough Dockrats with Illuskan eyes, and his scar would only make it that much easier for the guard to pick him out.

    His intimidating new look, however, along with his increasingly irritable nature, quickly provided him with a solution. First dock-gang leaders, then less scrupulous merchants began to pay him to provide ‘muscle.’ Then, when he killed a drunken adventurer in self-defense, he saw an opportunity and seized it; stripping the man of his gear, he left Lyrabar with no intention of returning.

    Fang has had very little training, formal or informal; the majority of his skills are self-taught or learned through observation. He is slow to trust and generally disinclined to forgive, although he is usually willing to forget the whole deal as long as it can be ‘balanced.’ Since he generally, works by himself or with people he does not know, he tries to be as self-sufficient as possible.

    As far as religion is concerned, he follows Waukeen; a world where no child is forced into the life of a Dockrat is something he would love to see. He also regularly offers tribute to Jergal and Kelemvor – death, he has found, is the only constant in the world. He fully expects to die violently, and he intends to drag his killer’s soul screaming into the afterlife with him.

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    Explorer’s Outfit [8lb]
    Mithral Breastplate (+5 AC, +5 Max Dex, Armor Check Penalty -1)[15lb](4.2k G)
    Handaxe (Masterwork Mundane Crystal)[3lb] (306G)
    Handaxe (Masterwork Hizagkuur) [3lb](1506G)
    Throwing Axe (Silvered) [2lb](28G)
    Potion Belt [1lb](1G)
    Bandolier [0.5lb]{2.5lb}(5S)

    Subtotal: [33.5lb]{35.5lb}

    Pack, Framed [2lb]{42.5lb}(50G)

    Total Weight: [35.5lb]{75lb}

    Stowed (Combat Accessible)
    [Potion Belt]
    Cure Light Wounds potion x5 [-](50G/ea)
    Antitoxin [-](50G)
    [Total Carried Weight: 0lb]

    Chalk (2 pc)[-](1C/ea)
    Marbles [2lb](2S)
    Scentbreaker x2 [-](5G/ea)
    Antitoxin Capsules x4 [-](15G/ea)
    Cure Light Wounds potion [-](50G)
    Bone Dice [-]
    [Total Carried Weight: 2lb]

    Stowed (Non-Combat Accessible)
    Rope (Silk, 50 Ft)[5lb](10G)
    Grappling Hook, Collapsible [2lb](3G)
    Animal Training Kit [5lb](50G)
    Camouflage Kit [5lb](40G)
    Restful Candle x2 [1lb/ea](100G/ea)
    Insectbane Candle x5 [-](1S/ea)
    Hammock [2lb](1S)
    Bedroll [5lb](1S)
    Talis Deck [-](2S)
    Tent [10lb](5G)
    Mug, Tin [.5lb](4C)
    Waterskin [4lb] (1G)
    [Total Carried Weight: 40.5lb]

    549G, 5S, 2C in assorted currency, including:
    16 Shar Rings [49G (1 Ring = 3G)]
    1 Tayar [20G]
    2 Sayar [4S (1 Sayar = 2S)]
  10. Everyone is looking fantastic! ^_^

    Be looking for the IC tonight or tomorrow...depending on if I have to tutor or not. XP
  11. Hey all, I'm really sorry, but this is going to have to be postponed again.

    I'm really busy with school right now, including a pretty important essay that I have to write by the end of the week. Not to mention, I'm going on vacation for Spring Break so, I'm thinking the IC will have to wait until April. >_<

    I know you guys are tired of waiting and I really apologize for this.
  12. T____T

    I'll never love again.

    Patty, would you object to us running a prequel? Maybe a short dungeon crawl? It could explain how we've all met up... or maybe we have our memories wiped at the end of it? It could be good practice for our characters... and stop us all from crying... T__T
  13. If Patty doesn't have a problem with it, I think I could go for that....
  14. That sounds like a great idea, Asmo. Please dun cry. T___T

    I could join in on the prequel...I just don't have the time to run a full campaign right now.
  15. So how are we gonna do this?
  16. *wakes up again* WUDJA?

    Oh right... er... okay...

    So... the story of how we all met?

    I have a basic plot idea, based around the characters who don't yet have a reason to be looking for adventuring work. It's a simple 3-encounter quest...

    1. Lucien is on the run from his master's killers, who were after something in the antique's shop. The Thieves want to catch Lucien, so they enlist the help of Glide, Joff and Tallin and pay them as bounty hunters.

    While Lucien is running, he bumps into Grr and Kerby out in the wilderness. This is the same time that Glide, Joff and Tallin catch up with him. A fight almost breaks out, but instead the Thieves unleash a monster which is designed to kill everyone (including the bounty hunters, so they doesn't have to pay them).

    2. The heroes are forced to work together. Then, as the Thieves unleash more monsters, they go on the run and take sanctuary in a holy place where Ada and Prudii happen to be. In this place (a church, sacred ground, etc.), they make their final stand against the Thieves and their Monsters.

    3. Lucien reveals that what the Thieves were after was an artefact to remove a curse. Since everyone has now been in contact with the Thieves, they are all cursed too. The only way to save themselves is for Lucien to take them back to the antique's shop, which will be guarded by a final boss monster.

    We kill it, and we all end up in town ready to notice the advert for the main quest.

    Does that sound doable?
  17. Glide would only work as a bounty hunter if it meant helping someone, or eliminating an evil drow. More than likely, he'd probably be traveling with Grr and Kerby, do to a similar calling (Glide's calling being that of redeeming the Drow and converting them to CG). However, if me MUST be chasing/hunting something, he'd be doing it naked, equipped with a single bastard sword.

    ...DON'T LOOK AT ME LIKE THAT! It's what's demanded by his goddess...

    However, I will admit that it is my fault that this information was not previously provided...I'll get to work on my background now.
  18. So you're not gonna do anything unless it involves converting Drow?
  19. Not quite. That's just his 'mission', his main goal in life. He'll take jobs and such, but he isn't interested in blood money unless it comes from the death of someone evil.

    In the end, I'm just saying that the odds of him being one of the bounty hunters is slim.