Author Topic: A Tide of Flames: a d20 Dungeons & Dragons adventure
Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
14385_Drizzt<br>by RA Salvatore  (A&A)
Date Posted: 5/5 5:50am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: I can see you're going to fit in fine round here, Guitar. wink

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/5 7:13am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Lol@guitars post

"Let's go save these people from goblin raiders"!

Actually Zanaek would be that person. Demos proof! grin

 

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--Captain Hector Barbossa
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/5 8:47am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: Here's my updated sheet. I'll try to put something together about opinions on the group

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/5 8:57am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Approved by Saintheart




Name: Zanaek Grahorn [zahn-ach gray-horn]
Race: Human
Class: Cleric
Hit Dice: 1d8 +1 [Con]
Hitpoints: 60

Initiative: +4 = +2 [Dex] +2 [Feat]
Speed: 30 feet

AC: 19 = 10 +6 [elven chain] +2 [dexterity] +1 [shield] +0 [medium]
Touch AC: 13
Flat-Footed AC: 18

Base Attack: +4
Grapple: +5 [base + Str]
Attacks:
-- Handheld: +5 [base + Str]
-- Missle: +6 [base + Dex]
Damage:
-- Crossbow, light [1d8, crit 19-20/x2, range inc 80 ft., 4 lb., light, piercing]
-- Longsword [1d8, crit 19-20/x2, 4 lb., medium, slashing]
-- Shield, light [1d3, crit x2, 6 lb., light, bludgeon]
-- Dagger x 2 [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Face/Reach: 5x5, 5 ft
Special Attacks:
-- Turn Undead 3 + (+3) [Cha] + 2 (Knowledge) = 8x per day
Special Qualities: 0
Saves:
--Fortitude: 6 = 5 [base] +1 [constitution]
--Reflex: 4 = 2 [base] +2 [dexterity]
--Will: 9 = 5 [base] +4 [wisdom]

Abilities: [Base Score] + [Modifier]
--Strength: 12 (+1)
--Dexterity: 14 (+2)
--Consitution: 12 (+1)
--Intelligence: 12 (+1)
--Wisdom: 18 (+4)
--Charisma: 17 (+3)

Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
--Heal: (+4) + (+6) + (+2) = +12
--Spellcraft: (+4) + (+5) = +9
--Knowledge [Religion]: (+1) + (+6) = +7
--Diplomacy: (+3) + (+6) = +9
--Ride: (+2) + (+4) + (+2) = +8
--Perception: (+4) + (+0) + (+2) = +6
--Athletics: (+1) + (+0) + (+4) = +5

Feats:
--Armor Proficiency (All) - No armor check penalty on attack rolls, clerics receive this feat automatically.
--Augment Healing - Healing spells do +2 per spell level
--Blooded - +2 on initiative and spot checks, cannot be become shaken and ignores effects of shaken condition.
--Endurance - +4 to checks or saves to resist non-lethal damage, including Swim check, Constitution checks on continued running, forced march, holding breath, and starvation and thirst, Fortitude saves on hot and cold environments and suffocation. Can also sleep in light and medium armor without fatigue penalty.
--Spontaneous Healing - Swap out your spells for cure spells on your list
--Weapon Proficiency [Longsword] – granted by virtue of faith in Torm

Spells per day:
Level 0: 5
Level 1: 5 = 3 + 1 [Bonus Spell] + 1 [Domain]
Level 2: 5 = 3 + 1 [Bonus Spell] + 1 [Domain]
Level 3: 4 = 2 + 1 [Bonus Spell] + 1 [Domain]


Languages: Common, Chondathan, Goblinoid
Alignment: Lawful Good
Deity: Torm
Gender: Male
Age: 23
Height: 5'9"
Weight: 122 lbs

Equipment:

On Person

Handy Haversack (5 lbs)
-- Candle x2
-- Healer's Kit 10/10 (1 lbs)
-- Bag of Holding (15 lbs)
-- Grappling Hook w/ 50' hemp (14 lbs)
-- Lantern, hooded (2 lbs)
-- Oil (1 lbs)
-- Rations x 7 (7 lbs)
-- Torch x 2 (2 lbs)
-- Waterskin (4 lbs)
-- Holy Water (1 lbs)

Pouch x 2
-- Flint & Steel
-- Money
---- 6 gp
---- 1 sp
-- Signal Whistle

Crossbow (light) (4 lbs)
Longsword (4 lbs)
Shield, light steel (6 lbs)
Dagger x 2 (2 lbs)
Bolts, quiver of 10 x3 ( 3 lbs)
Elven Chain (20 lbs)
Holy Symbol (1 lbs)
Ring of Communication
Ring of Protection
Healing Belt (1 lbs)

Weight: 46 lbs

Not On Person

Military Saddle (30 lbs)

Weight: 30 lbs

Animal Companions:

Warhorse, light
-- Military Saddle

Appearance:


Torm's Symbol


Looks exactly like images above minus the helm and the Templar Cross is replaced with Torm's symbol above.

Personality: Zanaek Grahorn is a kind, simple and religious man. He will help those who are in need of healing and does not turn away even a dying enemy. It is of his opinion that kindness can turn even a diehard enemy into a friend, even if he's only a temporary ally. He is loyal to his cause and to those he calls friends. He has courage but he will not foolishly fight a battle that cannot be won. He will also protect those who cannot protect themselves, particularly innocent and unarmed civilians. He may not be a genius, but he has a lot of sense and wisdom to make up for his lack of intelligence.
Biography: Zanaek Grahorn is a healer and an explorer of a religious sect that follows the lesser deity, Torm; a god of loyalty, goodness, healing, protection, and strength. Zanaek grew up in a war torn region and has seen various acts of cruelty and hatred which eventually led him to studying under the clerics of Torm with a belief to protect and help those in need from the same cruelties and hatreds he had seen as a child. Zanaek soon discovered that he could do more than become a knight of his sect when he realized that he had been blessed with a keen ability to heal others as well as himself from injury either through divinity from his god or simply with his knowledge in herb lore.

--Zanaek is an orphan of war and had been given to the church of Torm. He had been part of a family of eight. He prefers not to talk about his childhood pre-Torm very much.

--Zanaek is a quiet man and often sits alone but won’t turn away a companion that wishes to sit with him.

--He sleeps in his armor whenever he’s not resting in a tavern room.

--He often includes some wisdom of Torm into his conversations, its his subtle way of preaching the faith of his god.

--He’s tried to turn Corrath and Alessandro away from thievery with little success but hasn’t given up yet. Though he admits that their skill in pick locking has proven useful in breaking into places they needed to get into.

--He spent some time away from the group to ask the priests in Amn to grant Lissa Mossgarde a resurrection and was pleased to find out some time later that they had granted his request.

 

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http://www.fanfiction.net/s/3635826/1/
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guitar_hero 
Registered: May '08
Date Posted: 5/5 9:30am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
CmdrMitthrawnuruodo posted:

--He’s tried to turn Corrath and Alessandro away from thievery with little success but hasn’t given up yet. Though he admits that their skill in pick locking has proven useful in breaking into places they needed to get into.



Actually, Alessandro doesn't go for much in the way of overt thievery, he's generally more along the lines of a con-man than an outright thief.

 

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DarthXan318 
Registered: Sep '02
13619_Padme
Date Posted: 5/5 9:50am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Con man is close enough to thief, morality-wise. tongue

guitar_hero posted:
Corrath: Corrath's a good time, but only as long as you've got the coin to keep her interested. She's a bit like those hangers-on, you know? When you've got top billing, they're right behind you, but if you've had a stinker of a show they'll bugger right off. Hard to tell what's going on in her head, sometimes. Gods help me the day we can't keep her paid.

laugh !

 

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guitar_hero 
Registered: May '08
Date Posted: 5/5 11:54am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
DarthXan318 posted:
Con man is close enough to thief, morality-wise. tongue


I gotta have something to feel superior about.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 12:14pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 12:24pm (4 edits total) Edited By: LightWarden
OOG: Now that I've had a chance to look at things, Zanaek needs some corrections.

-While your attacks and saves are correct, you might want to write your damage for your longsword as 1d8+1 just so we get your Strength bonus written down.
-Your AC is correct, but for the wrong reasons. Elven chain (being chain mail) grants a +5 armor bonus to AC, while you forgot to add your +1 deflection bonus from the ring of protection. Flat-footed AC is 17.
-You only have 6 uses of Turn Undead per day. The +2 bonus from Knowledge (religion) is for the actual Turn Undead checks themselves, not for additional uses (unless you have a certain magic item whose name I've forgotten).
-You're short two feats. Armor Proficiency, Weapon Proficiency (longsword) and Spontaneous Healing are things you can do by virtue of being a cleric of Torm. Taking the "Spontaneous Healing" feat from Complete Divine is sort of useless since you already turn undead (and thus can spontaneously convert spells into Cure spells), unless you somehow opted for the Spontaneous Domain ability to spontaneously cast spells from either the Protection or Healing domain.
-You should probably post a list of currently prepared spells, along with your DCs (14+spell level) and Caster level (6, but 7 in the case of Healing spells)

Expensive things:
-Ring of Communication: 2000 gp
-Elven Chain: 4000 gp
-Ring of Protection +1: 2000 gp
-Bag of Holding: 2500 gp
-Handy Harvesack: 2500 gp
-Healing Belt: 750 gp

That's at least 750 gp over the limit, not counting the random bits and pieces, so it's really probably closer to 1000 gp over the limit. Though if you turn your Elven chain into +1 Elven Chain and ditch the Ring of Protection, that should save you 1000 gp, keep your AC relatively the same and solve that financial issue (though Touch AC would become 12 instead of 13). Also, I'm not entirely certain of what happens when you stuff a bag of holding inside another bag of holding, though I suppose Saint can work that out.

Your skills are a bit wonky. For trained class skills, at 6th level you should have a rank of +9, cross-class trained skills are at +5, and skills usable at +3

--Heal: (+4) + (+9) + (+2) = +15
--Spellcraft: (+4) + (+9) = +13
--Knowledge [Religion]: (+1) + (+9) = +10
--Diplomacy: (+3) + (+9) = +12
--Ride: (+2) + (+4) + (+2) = +8
--Perception: (+4) + (+3) + (+2) = +9
--Athletics: (+1) + (+3) + (+0) = +4 (since I don't know where you got that +4 misc from)

And Yuul, once again you've forgotten to actually attach your character sheet.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 12:29pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Apparently, you can put a bag of holding inside another one without anything bad happening. I guess my house-rule wasn't needed after all.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Livi-Wan 
Registered: Sep '02
19977_Sevrance Tann
Date Posted: 5/5 12:37pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Okay, here is how Skadi looks at level six!

17, 16, 15, 13, 11, 14
Skadi (Sa'adi Adim)
Race: Human (Calishite)
Class: Cleric 1 (Variant from the SRD, substitutes Turn Undead for Smite Evil and Aura of Courage as a paladin)
Hit Dice: 6d8+24
HP: 78

Initiative: +1
Speed: 20 feet

AC: 10+8 armor +2 shield+1 Dex +2 Enhancement=23
Touch AC: 10
Flat-Footed AC: 17

Base Attack:+4
Grapple: +7
Attacks: +9 longsword, +7 Heavy Mace
Damage: 1d8+4 longsword, Heavy Mace 1d8+3
Face/Reach: 5x5, 5 ft
Special Attacks: Smite Evil 4/day (+2 Hit, +6+1d6 damage vs. evil, good-aligned), Spells
Special Qualities: Aura (Good, Law), Aura of Courage
Saves: Fort -9, Ref -4, Will - 10
Abilities: Str-16, Dex - 12, Con -16, Int -12, Wis -19, Cha -15

Skills: Diplomacy +11, Heal +15, Intimidate +11, Knowledge (religion) +10, Profession (sailor) +13, Spellcraft +13

Feats:
Improved Smite: From Complete Warrior, adds 1d6 damage to any evil target smote, weapon counts as good-aligned
Improved Toughness: From Complete Warrior, adds 1 HP per HD
Weapon Focus (heavy blades)*
Weapon Group Proficiency (heavy blades)*
Martial Study (Devoted Spirit- Crusader’s Strike): From Tome of Battle: Book of the Nine Swords, makes Intimidate a class skill and allows an attack as a standard action, once per encounter, that heals 1d6+1/2 level hit points (maximum 1d6+5)
Martial Stance (Devoted Spirit- Martial Spirit): From Tome of Battle: Book of Nine Swords, a stance adopted as a swift action. Upon each successful attack made while in this stance, Skadi or an ally within 30 feet (her choice with each attack) is healed 2 points of damage.
Extra Smiting: From Complete Warrior, adds 2 extra smites per day.

Languages: Alzhedo, Chondathan, Common,
Alignment: Lawful Good
Deity: Tyr
Gender: Female
Age: 46
Height: 5’11”
Weight: 150 lbs

+1 Platemail (2.5k)
+1 Longsword (2k)
+1 Heavy Steel Shield (1k)
Cloak of Resistance +1 (1k)
Ring of Communication (2k)
Belt of Healing (.75k)
Crystal of Return, Least (.3k)
Magic Bedroll (.5k)
Restful Crystal (.5k)
2450 gp
Heavy Mace
Backpack
Holy symbol (silver)
Healer’s Kit
Bedroll
Tent
Torch x3
Waterskin
Rations
Backpack

Weight: 67 lbs

Spells (5/5/5/4) DC (14+Level) Domains: Retribution, War Caster Level: 6
0: Detect Magic, Guidance, Light, Read Magic, Resistance
1: Divine Favor x 2, Conviction x2 (SpC), Shield of Faith (d)
2: Bull’s Strength x 2, Remove Paralysis, Spiritual Weapon (d), Zone of Truth
3: Chain of Eyes (SpC), Flame of Faith (SpC), Magic Circle Against Evil, Speak with Dead (d)

Appearance: Black curly hair streaked with grey, tan skin, dark brown eyes. Scar on her upper lip, and a chunk missing from her right earlobe. She has a large but very faded sunburst tattoo covering her upper right arm. She walks with a slight stoop from the days when she lived on a ship.
Personality: Brave, bossy, a bit set in her ways, can be very judgemental. Likes things to go the way she plans them to. Won’t back down from a fight. Unfortunately her definition of ‘fight’ is extremely loose.
Biography: When she was younger Skadi was a notorious pirate operating around the Sea of Fallen Stars. She was known for her skill at fighting and was renowned amongst other pirates for her drive and determination. However, during one raid Skadi's crew kidnapped a cleric of Tyr. While imprisoned in the ship, he started to teach Skadi about his religion and eventually she became certain that the life of a pirate was not for her any more, and that she should dedicate her life to Tyr.
Skadi helped him to escape and followed the cleric to an abbey where she decided to dedicate her life to Tyr. Her pirate fighting skills were not allowed to atrophy, but this time they were used for justice.
That was many years ago now, but Skadi has continued to faithfully follow the way of Tyr.

And because it's a good idea I'm totally stealing guitar-hero's bullet-points on what each character means to Skadi, in her own words.

Zanaek: He is an ally in the faith and I am sure he is a good man at heart. Anyone who chooses to follow the Gods cannot do much harm. However, he often seems to feel that he knows more about the cleric's way than I do. I'm not saying that I have things to learn- I know I do- I'm just not sure that I must learn them from him.

Ariel: Not the first winged elf I've seen, but the first I've spent any amount of time with. She has the courage to act for others weaker than her, which I admire, and the strength to make difficult decisions. She does seem to keep herself apart somewhat- I wonder if that's what comes with living so far above the ground.

Corrath: One of these days she will end up in a jail cell. I only hope that while I'm with her she does more good than harm. However, over the year she's proved that she's trustworthy- on the big issues, at least. Things do tend to go missing around her...

Alessandro: Speaking of jail cells, it's a miracle Allesandro isn't in one already. He certainly won't take good advice freely given, if you know what I mean. Sometimes when I'm talking I can feel him making faces. Tyr help him if I ever catch him at it.

Halden: Another one who thinks he knows best. Great Tyr, how did I end up with such a bull-headed group of individuals? Men, they just won't be led. Never mind that back in my day- Anyway. Halden is a nice enough fellow and reliable at least, which is more than can be said for some. His antics with Alessandro remind me of Omar and Anil sometimes.

Celbrandir: I trust him more than the other magic user. They are both mysterious characters, but mystery wears thin after a year. Celbrandir was there at the beginning, and he did not lie, kill or steal as some of the others did.

Naloth: Another mystery man. What is it with magic users and keeping to themselves? I hope that I can persuade them both to follow Tyr's way soon. I know for myself that there is no limit to how far one may fall and still be accepted back.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/5 1:31pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
LightWarden posted:
OOG: -Your AC is correct, but for the wrong reasons. Elven chain (being chain mail) grants a +5 armor bonus to AC, while you forgot to add your +1 deflection bonus from the ring of protection. Flat-footed AC is 17.


Okay. 0_o

LightWarden posted:
-You're short two feats. Armor Proficiency, Weapon Proficiency (longsword) and Spontaneous Healing are things you can do by virtue of being a cleric of Torm. Taking the "Spontaneous Healing" feat from Complete Divine is sort of useless since you already turn undead (and thus can spontaneously convert spells into Cure spells), unless you somehow opted for the Spontaneous Domain ability to spontaneously cast spells from either the Protection or Healing domain.


Okay I'll add two more feats then.

LightWarden posted:
-You should probably post a list of currently prepared spells, along with your DCs (14+spell level) and Caster level (6, but 7 in the case of Healing spells)


I will. I just havent decided on which ones to prepare since now I know I got the whole list.

LightWarden posted:
Expensive things:
-Ring of Communication: 2000 gp
-Elven Chain: 4000 gp
-Ring of Protection +1: 2000 gp
-Bag of Holding: 2500 gp
-Handy Haversack: 2500 gp
-Healing Belt: 750 gp

That's at least 750 gp over the limit, not counting the random bits and pieces, so it's really probably closer to 1000 gp over the limit. Though if you turn your Elven chain into +1 Elven Chain and ditch the Ring of Protection, that should save you 1000 gp, keep your AC relatively the same and solve that financial issue (though Touch AC would become 12 instead of 13). Also, I'm not entirely certain of what happens when you stuff a bag of holding inside another bag of holding, though I suppose Saint can work that out.


Actually the Handy Haversack is 2000gp, not 2500gp. So I'm 250 over the limit plus whatever the expenses are for the additional equipment. I'll just ditch the Bag of Holding since I still have like 50lbs+ of space left in the Handy Haversack

LightWarden posted:
Your skills are a bit wonky. For trained class skills, at 6th level you should have a rank of +9, cross-class trained skills are at +5, and skills usable at +3

--Heal: (+4) + (+9) + (+2) = +15
--Spellcraft: (+4) + (+9) = +13
--Knowledge [Religion]: (+1) + (+9) = +10
--Diplomacy: (+3) + (+9) = +12
--Ride: (+2) + (+4) + (+2) = +8
--Perception: (+4) + (+3) + (+2) = +9
--Athletics: (+1) + (+3) + (+0) = +4 (since I don't know where you got that +4 misc from)


Okaay. This is why I like 2nd Edition. Dont have to worry about skill points. Anyway the +4 comes from Endurance because it gives a +4 to Swim and since you guys merged swim with the others...

guitar_hero posted:
CmdrMitthrawnuruodo posted:

--He’s tried to turn Corrath and Alessandro away from thievery with little success but hasn’t given up yet. Though he admits that their skill in pick locking has proven useful in breaking into places they needed to get into.



Actually, Alessandro doesn't go for much in the way of overt thievery, he's generally more along the lines of a con-man than an outright thief.


A thief by any other name is still a thief and Zanaek will continue to get him to turn a new leaf. tongue

LightWarden posted:
OOG: Apparently, you can put a bag of holding inside another one without anything bad happening. I guess my house-rule wasn't needed after all.


Oh yes. But you can't open a dimension door inside a bag of holding. Funky things happen then.

 

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"Dyin' be the day worth livin' for!"
--Captain Hector Barbossa
PotC: Amuletum Angiti
http://www.fanfiction.net/s/3635826/1/
http://s12.gladiatus.com/game/c.php?uid=48046
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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 1:52pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Endurance just adds +4 to constitution checks to keep doing whatever you're doing (swimming, running, that sort of thing), not to determine how well you actually do it.

My mistake on the Handy Harvesack thing. Though if you're ditching the Bag of Holding, you'd have somewhere in the vicinity of 2000 gp left unspent, so you might want to consider the Amulet of Retributive Healing, which is 2k for an item that allows you to heal yourself for the same amount of damage as you heal others, 3/day.

For feats, Sacred Healing from Complete Divine is pretty useful, since it's fast healing 3 to every living creature within 30 feet for a number of rounds equal to 1+CHA modifier (or 4 in this case). Also, there's the healing touch reserve feat, if you want to get people to half hit points after a battle. Or you could go with some crossbow feats like point blank shot, precise shot, rapid reload or zen archery (wisdom bonus to ranged attacks).

As far as spells go, since you've got spontaneous healing, maybe some buff and utility spells might be good to prepare.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Ktala 
Registered: Sep '02
6289_A-Wing
Date Posted: 5/5 3:19pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Ariel Elandinai ("Arrowbreeze")

Much has changed in the year that Ariel has spent with the company of folks she found herself with. But still, nothing felt as wonderful, as their first gathering, when they had saved the mother and her children. From Alqidar's Crossing, she had retained a horn, which looked like some kind of dire boar tusk. She had purchased it to sound warnings if neessary, but found she liked the instrument, and began practicing with it, to become a decent player of the thing, and it provided her fond, if not sometimes frustrating memories of her first true campaign.

Later, after the battle of Cadeford where they had lost the dwarven warrior Keghammer, came something she could barely believe. As she traveled with the others, they came upon a dark forest, it was like places she had heard whispered about in the airie as a child. And there, she had found it. A crystal weapon, of her own people. The others thought it was but a trinket, as it looked delicate, and made of glass, but Ariel recognized it immediately. She wondered what of the Arvariel that might had been here before her. The rapier was beautiful, looked as light as a breeze, with gold writing around its crystaline hilt. She softly read the script, 'Saesa omentien lle', and nearly burst out laughing at it's translation. "Pleasure meeting you." Seems the prior owner had a sense of humor. So she came to named her regular rapier, Morsul, The Black Wind, and the crystal one, Sulcabedoo, the Windycliffes to remind her of home. Not long afterwards, the hafling Sadlebrook dissapeared from the group.

As the year wound down its days, they came upon other fabulious treasure, which made it easier for Ariel to carry the few things she now claimed as hers. She honed her archery and rapier skills. She stayed airborne as much as possible, finally claiming the skies as hers, when she received the ability to hover. Yes, she had much to be thankful, and sing praises to the winged mother come end of the year. When she is in WING mode, she tends to use the glass rapier. But if she is using her hat of disguises, and hiding her wings, she uses the other, so as not to stand out. She rather likes the ability to not the be 'BIG BIRD' of the group, only to suddenly appear later, wings in all. It also allowed her to deal more directly with the other elves in the party she was with. For while the other landers were polite, she enjoyed the chance to speak the home tounge to those Elf around her. And she was facinated by the Clerics and Mages, Clerics being quite well looked upon by her people. She love to listen to stories as she traveled as well, watching with a curious eye, as the party changed with the loss and growth of others, and how much their skills had changed, since they had first joined in combat. Other lessons came to her as well, such as why her people wore the belts that they did. After losing her weapons a few times, she quickly decided to adopt the belt system that others of her kind did, tying her rapiers to her belt so that she would not lose them. Also, as she travels, she has done her best to collect the most beautiful or unusual feathers from diffrent creatures as she can, for she knows she will need them soon enough.

She often takes to the skies at night, to avoid the gawks and stares of the locals when in town, but away from cities, the skies are hers to fly. Her horn, can often be heard in the distance, playing a gentle tune as she floats aloft in the clouds.



UPDATED CHARACTER SHEET:


Name: Ariel Elandinai ("Arrowbreeze")
Race: Winged Elf (Avariel)
Class: Figter/(Archer)
6th Level (4th level fgt stats)
Hit Dice: 1d10+1
67.5 +6x Con (rounded down)
HP= 73

Initiative: +6
Speed: 30 ft, fly 50ft

AC: 20 (21-buckler)
Base 10, +6 for Dex, +4 for chain, +1 for buckler
Touch AC: 16
Flat-Footed AC: 14

Base Attack: +4
Grapple: +7
Attack/Damage:
Dagger +7, 1d4+3 (19-20/x2)
Avariel Glass Rapier +9, 1d6+3 (18-20/x2)
Longbow +11, 1d8 (20/x3)
Bolas +10, 1d4+3 (20/x2)"

Face/Reach: 5x5, 5 ft
Special Attacks: Dive Attack
Special Qualities: Elf traits, Keen sight
Saves: Fort - +6, Ref - +7, Will - +3

Abilities:
Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

Skills:
Perception +9
Stealth +10
Heal +7
Perform (Wind Instruments) *Horn* +8
Sense Motive +7

Feats:
Weapons Focus - Rapier +1 attack
Weapons Focus - Longbow +1 attack
Tracking
Endurance +4 to certain saves
Point blank shot (+1 to attack and damage at less than 30 feet)
Fearless
=============================
Languages: Elven, Common, Auran, Draconic
Alignment: Chaotic Good
Deity: Aerdrie Faenya
Gender: Female
Age: 51 (Young mature)
Height: 5'11"
Weight: 110

WEAPONS:

Longbow 1d8
Sling 1d4
Dagger 1d4+3
Bolas 1d4+3
Rapier 1d6+3
masterwork rapier=+1 to attacks.

EQUIPMENT:
Flint and steel
Water/wine skin
rope, silk
torch
spyglass
caltrops 2lb bag
3 flasks oil
6 candles
2 torches
first aid/healers kit
2 smokesticks
arrows (60)
3 Bolas
2 Daggers
1 Sling - 20 bullets
Rations
Wooden buckler shield. +1 to armor.
HORN -
------------------------------
13 lb
1 Soap
5 Piton
1 Ink (1 oz. vial)
1 Inkpen
1 Hammer
2 Parchment (sheet)
1 Grappling hook
1 Case, map or scroll
1 Net
1 chalk -
1 Everburning torch
------------------------------------------
GOld= 141 Silver= 4 Copper=1 14lb.



==============================================


AVARIEL GLASS SWORD - 300gp
Mithral shirt - 1100gp
Handy Haversack- 2000gp
Magic bedroll 500gp
Hat of Disguise 1800gp
Universal solvent 50gp
Everlasting Rations: 350gp
Replenishing Skin: 1000gp
------------------------------
7100gp
Efficient Quiver 1800gp
+1 to weapon 2000gp (Rapier)
+1 to armor 1000gp (Mithral)
-------------------------------
11900gp
Potions 400gp
2 cure light wds, 1 cure moderate wds
---------------------------
Spent 12441gp
4si
1cp

One dagger and 2 rapiers are tied to her, on a belt with leather toggle loops, so she does not lose her weapon in flight. All other weapons are inside the Quiver

All of her other items fit into the haversack


Weight:
2 lbs for Quiver
5 lbs for Haversack

 

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KraytDragon90 
Registered: Apr '05
20919_Clone Commando
Date Posted: 5/5 3:25pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Name: Najos Kieran Feuer
Race: Half-Elf
Class: Shugenja
Hit Dice: 1D6/ 52
Initiative: 3
Speed: 30 Feet

AC: 18
Touch AC: 13
Flat-Footed AC: 15

Base Attack: +3
Grapple: +4
Attacks:
(+7) Masterwork Light Crossbow [1D8] (19-20/x2)
(+4) Short Sword [1D6] (19-20/x2)
Face/Reach: 5x5, 5 ft
Saves: Fort 4, Ref 5, Will 6
Abilities: Str 13, Dex 17 , Con 14, Int 15, Wis 12, Cha 17

Skills:
Perception +6,
Knowledge (Religion) +11
Spellcraft +12
Use Rope +9
Climb +8
Diplomacy +12
Heal +12

Feats: Armor Proficiency (Light), Fiery Burst, Rapid Reload (light), Storm Bolt
Languages: Common, Elven, Sylvan, Damaran, Chondathan
Alignment: Chaotic Good
Deity: Corellon Larethian
Gender: Male
Age: 25
Height: 5’ 10”
Weight: 130 lb

Spells per Day: 6/7/6/4 DC 13+Level, CL 6
0: Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Read Magic
1: Burning Hands, Disguise Self, Faerie Fire, Remove Fear, Shield of Faith
2: Barkskin, Produce Flame, Scent
3: Call Lighting, Lesser Restoration


Equipment:
Backpack
Ofuda
Waterskin
Flint and Steel
Candle
Spell Component Pouch
Belt Pouch
+1 Mithral Shirt (+5 AC) (2,100)
Masterwork Light Crossbow
Short Sword
Healing Belt (750)
Sandals of Sprinting (2,300)
Empowered Shardspell (Produce Flames) (3,000)
Bag of Holding Type I (2,500)
Spool of Endless Rope (2,000)
Weight: 43.3 lb



http://www.thetangledweb.net/ttw/addon.php?addon=Profiler&page=view_char&cid=11076&sid=acf8c67b7661b15245e64d480ead2010

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/5 3:48pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/5 4:38pm (3 edits total) Edited By: LightWarden
OOG: Ok, Ktala time.

-First off, since you're 4th level and not 6th level like everyone else, your HP should be 52.5+4xCon, or 60 total.
-If you're using a buckler while using a two handed weapon (such as a bow), the buckler doesn't grant its shield bonus, and you take a -1 penalty to attacks, just a warning.
-+1 Mithral Chain Shirt will add +1 to your AC, making it 21, or 22 with the buckler
-If you plan to be an archer, you may want a composite longbow instead of a regular bow, since that allows you to add your strength bonus to damage. A composite (+3) longbow costs 400 gp on its own, and allows you to add your full +3 Strength bonus to damage. It's useful for increasing your base damage.
-Since you're level 4, your skills are +7 for trained class skills, and +3 for trained cross-class skills, +2 for untrained skills.
Perception +9
Stealth +9
Heal +5
Perform (Wind Instruments) *Horn* +6
Sense Motive +5
-It's Weapon Focus (light blades) and Weapon Focus (bows), since you get more mileage out of it that way
-Track is kind of a useless feat without the survival skill.
-Endurance doesn't boost saves, just constitution checks for things like holding your breath or trying to keep running.
-If you're an archer, you may want Precise Shot, since that way you can aim at something your allies are fighting without actually injuring your allies. You might also want to consider Weapon Specialization (bows) to improve your damage with them by +2, and Improved Flight to get the ability to hover if you ever want to make more than one attack per round (because scout, you ain't).

 

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