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Fantasy A Tide of Flames: a d20 Dungeons & Dragons adventure

Discussion in 'Role Playing Forum' started by Saintheart, Feb 20, 2008.

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  1. Saintheart

    Saintheart Jedi Grand Master star 6

    Dec 16, 2000
    A Tide of Flames

    The dry hilltops danced with fire.

    Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered -- hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight . . . tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.

    "We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"

    One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.

    On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"

    The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience -- and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers -- to WAR!"

    The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.

    Welcome to the Forgotten Realms.

    This adventure is unlike most that you?ll see on these boards. It is a Dungeons & Dragons roleplaying adventure in the lands of the Forgotten Realms, using Wizards of the Coast?s d20 system, played out by successive posts on these boards, with provable dice rolls conducted online. What is envisioned is an epic adventure, where players will have the opportunity to both roleplay and advance their characters to greater and greater levels of power and culminating in a memorable climax. In short ... to becomes heroes.

    Your GM for this adventure is Saintheart, with demiurge assistance from LightWarden. PM either for details on anything in this campaign.

    1. GM?s word is law, as it always is.
    2. PM all character sheets for Saintheart or LightWarden?s approval before posting.
    3. We think it?s pretty hard to godmode where the outcome of your decisions are arbitrated by a dice, but don?t do it anyway.
    4. Don?t cheat your rolls -- whether combat or noncombat. We?ll be watching, m?kay?
    5. Obey the TOS otherwise.
    6. Have fun!

    Notes on Character Creation
    For those of you familiar with the D&D system and/or the d20 system, the starting level for your characters will be level 1. This is for the ?prologue? of the campaign which will show folks how the game works and iron out problems as
  2. Tog

    Tog Jedi Youngling star 2

    Jan 19, 2007
    YES!! I've been wanting something like this! I'm gonna go work on a CS.
    Saintheart likes this.
  3. Yuul_Shamar

    Yuul_Shamar Jedi Master star 4

    Nov 3, 2004
    I'm working on a cs to, probaly sorc.
    Saintheart likes this.
  4. Saintheart

    Saintheart Jedi Grand Master star 6

    Dec 16, 2000
    Important Note on Stat Generation:

    This applies to rolling your abilities. Most of the seasoned players of D&D will already know this, but in coming up with your primary abilities (Str, Dex, Con, Int, Wis, Cha) you roll them by coming up with a set of 6 4d6 results. You can then assign them between your stats as you see fit. For those who aren't familiar with d20, this means rolling four six-sided dice six times and discarding the lowest result on the 4 dice. :)

    Kindly don't cheat this part. If I start seeing arrays of 18, 18, 17, 16, 6, and 17 I've got a fair idea there's some shenanigans going on. :D

    Fun Link: Here's a [link=]map of the Forgotten Realms.[/link]
  5. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    And if your [link=]rolls[/link] suck, come to us and we'll work something out.

    Current Funds of the Company of the Crescent Flame

    3,597.48 gold.
    2,500.00 - Refund cost of Durin's Ki Straps
    1,500.00 - Refund cost of combining Durin's Amulet and Periapt
    - 100.00 - Celbrandir's eggshell
    - 3,000.00 - Evelios' harmonizing sword
    720.00 - Discovered in the ruined mansion
    5,217.48 gold remaining

    IOU from Morlin Coalhewer, Drellin's Ferry for 8,000 gold in services

    Action Point totals for all party members:
    Ariel: 6
    Corrath: 8
    Skadi: 7
    Zanaek: 8
    Evelios: 6
    Alessandro: 8
    Ragnar: 8
    Masc: 8

    Character Sheets for all party members

    Corrath Marktos
    Race: Half-elf
    Class: Rogue 7
    Hit Dice: 1d6+1
    HP: 51

    Initiative: +5
    Speed: 30ft (or 6 squares)

    AC: 22
    Touch AC: 16
    Flat-Footed AC: 22

    Base Attack: +5
    Grapple: +5
    - Melee +5
    - Dagger +6
    - Rapier +13
    - Ranged +11
    - +2 Rapier 1d6+2 (18-20/x2+4d6) ("Carduus Ex Dei")
    - +1 Short Sword (In Drop Sheath, with Crystal of Life Drinking affixed) 1d6+1 (20/x2+4d6) ("Bloodthirst")
    - Masterwork Shortbow 1d6 (20/x3+4d6)
    - Masterwork Dagger 1d4 (19-20/x2+4d6)
    NB: All attack rolls rise by +3 if Corrath is reduced to half hitpoints or less.
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    - Sneak Attack +4d6
    Special Qualities:
    - Trapfinding
    - Low-Light Vision (racial)
    - Evasion
    - Uncanny Dodge
    - Trap Sense +2
    - Fort 3 + 1 [Vest] = 4
    - Ref 10 + 1 [Vest] = 11
    - Will 2 + 1 [Vest] = 3 -- NB Saves vs. fear rise by +3 if Corrath is at half hitpoints or less.
    - Str 10 (0)
    - Dex 20 (+5)
    - Con 13 (+1)
    - Int 15 (+2)
    - Wis 10 (0)
    - Cha 13 (+1)

    Acrobatics +15
    Diplomacy +13
    Disable Device +14
    Deception +11
    Stealth +20
    Perception +11
    Thievery +15
    Use Magic Device +11
    Use Rope +15
    Linguistics +12
    Athletics +10

    Armor Proficiency (Light): (automatic)
    Telling Blow: Add sneak attack damage (+4d6) to every critical hit.
    Weapon Finesse: use Dex modifier instead of Str for attack rolls
    Weapon Focus (Light Blades): +1 attack rolls
    Two-Weapon Fighting: your penalties for fighting with two weapons are minimised. With a light weapon in the off hand, the penalties are -2/-2.

    Languages: Chondathan, Common, Elven, Sylvan, Illuskan
    Alignment: Chaotic Neutral
    Deity: Erevan Ilsere
    Gender: Female
    Age: 22
    Height: 5'3"
    Weight: 110lbs

    - +1 Blueshine Mithral Shirt +2 Stealth (competence) (10lb)
    -- Lesser Armor Crystal of Rubicund Frenzy: +3 on weapon damage rolls and saves against fear when its wearer is at half or fewer hitpoints.
    - Cloak of Elvenkind +5 Stealth (competence) (1lb)
    - Ring of Communication
    - Vest of Resistance +1 (+1 to all saves)
    - Sandals of Sprinting (3/day, add +30 feet to move speed until next turn.)
    - Ring of Protection +2
    - +2 Rapier w/ Least Crystal of Return (2lb) ("Carduus Ex Dei") (2lb)
    - Sleeve Blade (drops a Masterwork Dagger into the hand. DC 15 to spot, +5 to Sleight of Hand check to conceal its presence)
    * Currently holding a Masterwork Dagger 1d4+1, crit 19-20/x2+3d6(1lb)
    - Bracers of Quickstrike and Drop Sheath (Magical item: (1) drops a light weapon into the wearer's hand on command as a free actions, hides weapon from view and (2) allows +1 attack after full attack made in round. Does not stack with other ?+1 attack? effects, feats, or spells.)
    * Currently holding a +1 Short Sword with Least Crystal of Life-Drinking affixed.) ("Bloodthirst")
    ** Least Crystal of life-drinking (heal 1 hitpoint from each successful hit (maximum of 10 hitpoints healed)
    Saintheart likes this.
  6. Saintheart

    Saintheart Jedi Grand Master star 6

    Dec 16, 2000
    House Rules

    As you might guess, these are variations to the standard D&D rules we'll be using in this campaign, for those of you intimately familiar with the system. Heck, those of you not familiar with it might want to cast an eye over this list anyway and keep some of it in mind when you're generating characters. Most campaigns do have house rules of one kind or another. In no particular order, then:

    Ability enhancements:
    At every 4th level reached, you get to boost two ability stats by +1.

    Additional feats:
    Leaving aside any bonus feats you get as part of the character creation process, you get an additional feat at 1st level and then at every even level after that (2, 4, 6, 8, etc...)

    Critical Hits:
    No rolls to confirm critical hits, if it's a threat and it hits, it's a critical.

    Attacks of Opportunity:
    Do not exist and are not taken. Any feat which is directed solely to attacks of opportunity (whether improving yours or avoiding them) no longer needs to be taken and is not a prerequisite for any feat which would otherwise require it.

    Dodge Feat:
    Dodge feat gives a flat +1 Dodge bonus, no need to pick an opponent against whom the bonus applies.

    Casting spells in combat:
    If you're in meleƩ combat, and you try to cast a spell, you must make a Spellcraft check. Failure means you lose the spell. The rationale for this rule is that it's hard to concentrate when somebody is screaming and trying to hit you with a three-foot piece of sharpened steel.

    Charge is not the full round action of moving in a straight line. Instead, charging is a standard action where you move up to your movement rate in a straight line and make an attack at the end. So yes, you can move or perform a move-equivalent action before commencing a charge.

    Heighten Spell Feat:
    All magic users can Heighten their spells (as the metamagic feat) for free. If you want to amp up your spell and blow higher level slots, that's fine by us.

    Weapon Focus/Specialisation applies to the weapon group, not just the weapon.
    If a player selects weapon focus/specialization feats, it applies to the weapon group instead of just the weapon. This is so if you pick up a slightly larger sword you won't suddenly start sucking (metaphorically).

    For Druids, Shapeshifting replaces Wild Shape.
    This is the Shapeshifting rule, from the PHB II.

    Skill system:
    You don't have skill points as such. Instead, you're permitted to take a certain number of skills as learned when you create your character, according to the following table:

    Barbarian 4 + Int modifier
    Bard 6 + Int modifier
    Cleric 4 + Int modifier
    Druid 4 + Int modifier
    Fighter 4 + Int modifier
    Monk 4 + Int modifier
    Paladin 4 + Int modifier
    Ranger 6 + Int modifier
    Rogue 8 + Int modifier
    Sorcerer 4 + Int modifier
    Wizard 4 + Int modifier

    For each of the class skills you pick, your modifier is deemed as your character level plus three. For cross-class skills you pick, your modifer is deemed as your character level divided by 2 plus 3. So Conan the Librarian, a level 6 monk, with an intelligence of 18, can pick 8 skills that he's then deemed to have learned. 7 of them are skills which his class knows ("class skills"). The 8th skill is Riding, which is ordinarily the province of fighters (a "cross class skill"). For each of the class skills his modifier is +9 (level 6 + 3). On the other hand, for Ride, a cross-class skill, his modifier is +6 (level 6 divided by 2 + 3).

    You can use other skills which require no training, but if you haven't picked them as skills in the above list, your modifier for them is half of your current level. For example, Conan the Librarian has not learned anything about bluffing people, so his modifier is +3 (His level being 6, divided by 2).

    Just to restate that:
    [ul][li]For class skills you've learned, your modifier is your character level +3.[/li]
  7. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    Well, we've got Ktala on a ranged fighter, Sephy on a ranged ranger and Yuul on a sorcerer or something. Looks like the "Run Like Hell" World Tour is kicking off to a fine start.

    Anyways, I posted a large list of classes in the D20 discussion thread, so if there's a role you'd like to fill or a character idea you'd like to try, drop me a line and I can talk you through it.
  8. Saintheart

    Saintheart Jedi Grand Master star 6

    Dec 16, 2000
    Ladies and gents, the Brick has landed: Tog, with his slightly nutty Dwarven Fighter. :D

    Having said that, LightWarden makes a pretty good point which I want to re-emphasise: it's sounding more and more like the party may well wind up a group of "back liners" ... which is not much good where there isn't anyone available to take the front line. I don't plan to tell people they need X number of fighters, Y number of clerics or anything like that, but bear in mind balanced parties tend to do better than a phalanx of archers. If weaknesses in any one of the healing, magic, meat shield, or camping departments cause death all round, that's not the GM's fault, or really something that should be his responsibility. You have been warned.
  9. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    I'd highly recommend some sort of divine magic user.
  10. DarthXan318

    DarthXan318 Manager Emeritus star 6 VIP - Former Mod/RSA

    Sep 12, 2002
    In that case, I guess I'll play a Druid or something.

    [b][color=blue]Reference Maps[/b][/color]

    Drellin's Ferry:

    <img src="">

    1. - Guardposts.
    2. - The Village Green.
    3. - Town Speaker's House.
    4. - The Green Apple.
    5. - Morlin's Smithy.
    6. - Shrine of Lathander.
    7. - Sertieren the Wise's House.
    8. - The Old Toll House.
    10. - The Old Bridge Inn.
    11. - Jarrett's Sundries.
    12. - Delora's Livery Stable.
    16. - Gausler's Brewhouse.
    18. - Sterrel's Provisioning.
    19. - Avarthel's Grove (the Old Ones)

    Elsir Vale:

    <img src="">

    The Witchwood:

    <img src="">

    A) Dawn Way
    B) The Witch Trail
    C) Jorr's Cabin
    D) Blackwater Causeway (a bridge across Swift Creek)
    E) Vraath Keep
    F) The Old Forest Road
    G) An old trail
    H) The Twistusk Steading
    I) Skull Gorge Bridge
    J) The hills & mountains

    Wyrmlord Koth's map:

    <img src="">

    Starsong Hill:

    <img src="">

    1 - Sentry posts
    2 - Giant owl nests
    3 - Guest tents
    4 - The Speaker's House
    5 - The Temple
    6 - The Hall
    7 - A large tent >
    Saintheart likes this.
  11. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    Well, if we get a finesse rogue and some sort of divine caster with good physical abilities, then you can have three people on the front line, three on the back, and have most of the four major roles covered, especially if our ranged friends learn the value of teamwork and covering fire.
    Saintheart likes this.
  12. CmdrMitthrawnuruodo

    CmdrMitthrawnuruodo Force Ghost star 6

    Jul 1, 2000
    Action Point Rules Everyone should read this one. It's significant.
    Action points are (as the SW d20 players might guess) a bit like Force Points under the old West End Games d6 system: they are interventions by fate, the gods, Peewee Herman, whatever, to give you a slightly better chance at doing something crucial. All characters get Action Points

    Hero points!! My group abused those like you would not believe.

    Can we share these action points with another player to affect an important role? For example a player is dying, we've all tried to heal him with Cure wounds, medkits and potions but the die were just not nice. We have a 5% chance that the clerics god will grant him a request. To increase our chance of success we all added our "hero points" together, 10 the limit and 5% per point, so that the cleric would have a 55% chance to succeed. Sometimes it worked sometimes the character died.
    Saintheart likes this.
  13. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    I have no idea. Anyways, I'm helping someone build a war cleric, so we've got both divine magic and smiting power coming up.
    Saintheart likes this.
  14. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    Also, regarding equipment: I don't think we really care what sort of low level stuff you're buying right now with your 100 to 200 gp, since we'll be bumping it up later on and allowing for actual purchase of cool magic loot later.

    So for right now, just pick some items from [link=]here[/link] that aren't platemail (or special materials) and you'll be good for the demo.
    Saintheart likes this.
  15. SephyCloneNo15

    SephyCloneNo15 Jedi Knight star 5

    Apr 9, 2005
    Approved to participate in a game whose title always reminds me of "Through the Fire and the Flames" by Dragonforce

    Name: Simwar Saddlebrook
    Race: Halfling
    Class: Ranger
    Hit Dice: 1d8

    Initiative: +4 [Dex]
    Speed: 20 feet

    AC: 18=10+3 [studded]+4 [dexterity]+1 [small]
    Touch AC: 15
    Flat-Footed AC: 14
    Hitpoints: 24

    Base Attack: Handheld +2, Misile +6
    Grapple: -3
    Damage: Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing], Composite Shortbow [1d4, crit x3, range incr. 70 ft., 1 lb., piercing]
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    Special Qualities:
    *Fort: 6 = 2 [base] +3 [constitution] +1 [halfling]
    *Ref: 7 =2 [base] +4 [dexterity] +1 [halfling]
    *Will: -1 = 0 [base] -2 [wisdom] +1 [halfling]

    Abilities (and applicable modifiers):
    *Str 11 (0)
    *Dex 19 (+4)
    *Con 16 (+3)
    *Int 10 (0)
    *Wis 7 (-2)
    *Cha 12 (+1)

    Skills & modifiers: (Ability modifier) + (Skill modifier) + (Racial factors) = Total modifier
    *Use Rope: (+4) + (+4) + 0 = +8
    *Hide: (+4) + (+4) + (+4) = +12
    *Survival: (-2) + (+4) + 0 = +2
    *Move Silently: (+4) + (+4) + (+2) = +10
    *Knowledge (Nature): 0 + (+4) + 0 = +4
    *Knowledge (Geography): 0 + (+4) + 0 = +4

    -Any Listen check gets a +2 modifier (racial bonus).

    *Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
    *Track (free to Rangers): To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.
    *Wild Empathy: Can improve the attitude of an animal as if it were a Diplomacy check (1d20+Cha mod+Character level)
    *Alertness: You get a +2 bonus on all Listen checks and Spot checks.

    Favored Enemy: Humanoid (Goblinoid)
    Languages: Chondathan, Common, Halfling
    Alignment: Neutral Evil
    Deity: None
    Gender: Male
    Age: 30
    Height: 3'2"
    Weight: 37 lbs

    Equipment: Dagger, Arrows (quiver of 20)x5, Composite Shortbow, Studded Leather Armor
    Weight: 27 lb

    Appearance: By Halfling standards, Simwar is attractive. He has red hair and brown eyes and a few days' growth on his chin. If you think of a traditional 'prettyboy' and make him 2'-3' shorter, you've got Simwar.
    Personality: Simwar is all about self-preservation. He's a coward, and with enough wealth (hopefully accumulated in as few dangerous quests as possible) will be a hedonist. It's so easy to tempt him with the promise of money that most people who know him well enough are bored with every prank of that nature they could pull on him. However, money also brings out the less pleasant side of Simwar, as he'll think nothing of shooting you for that sack of gold you're carrying. Simwar can handle himself in nature very well, although he never does anything even close to relishing it.
    Biography: Simwar was born to good, traditional, Halfling parents who tried to teach their son the value of a hard day's work and other good Halfling values. They're not sure what went wrong. Simwar spent his childhood practicing for his adulthood, trying to gain as much while working as little as possible.
    Certain Halflings didn't approve of Simwar's cons, and knowing that if he ran from the bullies to his parents, he'd have them trying to 'set him straight' -by which they, of course, meant putting him to work in the shop- Simwar chose instead to skip town for a while, honing some ability with a bow so he could deal with the muscle that didn't wanna wait to be owned by him from far away. Eventually, he got it into his h
    Saintheart likes this.
  16. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    Folks, under the line that says "Hit Dice", it probably helps if you add the words "HP:" Or alternatively, just write your HP after your Hit Dice so it's "HD: # = ## HP"

    As mentioned earlier, for your very first level only, your hit die is MAXIMIZED and TRIPLED! Your Constitution bonus is not. In the case of our halfling friend here, he has 16 Constitution (a +3 bonus) and d8 HD. That means his Hit Point total is 27 (3x8 +3 Con bonus). Hurrah for not being squishy!

    Also folks, with two clerics, a fighter and a rogue with a melee weapon, we finally have a front line!
    Saintheart likes this.
  17. DarthXan318

    DarthXan318 Manager Emeritus star 6 VIP - Former Mod/RSA

    Sep 12, 2002
    Aand.. the rogue! Approved, etc. :D

    Name: Corrath Marktos
    Race: Half-elf
    Class: Rogue
    Hit Dice: 1d6+1 = 19hp

    Initiative: +3
    Speed: 30 feet

    AC: 16 = 10 + 3 [studded] + 3 [dexterity]
    Touch AC: 13
    Flat-Footed AC: 13

    Base Attack: +0
    Grapple: -1
    Attacks: -1 (melee), +3 (ranged)
    Damage: Rapier 1d6-1 (18-20/x2+1d6), Shortbow 1d6-1 (20/x3+1d6), Dagger 1d4 (19-20/x2+1d6)

    Face/Reach: 5x5, 5 ft
    Special Attacks: Sneak Attack +1d6
    Special Qualities: Trapfinding
    Saves: Fort -1, Ref -5, Will - 0
    Str 9 (-1)
    Dex 17 (+3)
    Con 13 (+1)
    Int 15 (+2)
    Wis 10 (0)
    Cha 13 (+1)

    Skills: Bluff +5, Diplomacy +7, Disable Device +6, Disguise +5, Hide +7, Move Silently +6, Open Lock +7, Search +7, Sleight of Hand +9, Tumble +7, Use Magic Device +5

    Feats: Telling Blow
    Languages: Chondathan, Common, Elven, Sylvan
    Alignment: Chaotic Neutral
    Deity: Erevan Ilsere
    Gender: Female
    Age: 21
    Height: 5'3"
    Weight: 110lbs

    Equipment: Dagger, rapier(2lb), shortbow(2lb) and arrows x20(3lb), studded armor (20lb), backpack (2lb), Thieves' tools (1lb), flint and steel
    Weight: 31lb

    Appearance: Corrath has slightly pointed ears, sharp features, pale skin tinged with blue due to her Moon Elf heritage, and wavy dark brown hair and bright green eyes from her human side. She's slenderly built and can look rather attractive if she cares to clean up to look the part - useful when conning people.
    Personality: First and foremost, Corrath is an individualist with precious little in the way of scruples. She's quite willing to steal, con or kill if there's something in it for her, although out of prudence she tries to avoid killing people if she can con them - it's a messy solution to a problem - but won't stand for anyone forcing her to do any of those things. Generally speaking, she's equally likely to kill someone for money as she is to steal things because they're pretty or help a friend with a long quest on a whim. She's able to handle herself in both cities and the wilds, although she is most comfortable in an urban environment.
    Biography: Corrath was born in a half-elven enclave in the Silver Marches. Both her parents were from half-elven stock and had her rather young, the unfortunate result of which her mother died in childbirth, for which her father never forgave her. He became an alcoholic and a mean drunk - to survive Corrath began to first steal from him, then other people. By her early teens she had become a rather accomplished thief and con artist (the wide-eyed innocent look fools many people, although usually not more than once) and it wasn't long before she left her father's house in Silverymoon to strike out on her own. She's city-hopped since then, finding work whenever she needs money, but mostly just out for adventure.
    Saintheart likes this.
  18. Yuul_Shamar

    Yuul_Shamar Jedi Master star 4

    Nov 3, 2004
    OOC: I am working on a cs but wont finish it for a few days to to feeling a bit under the weather.
    Saintheart likes this.
  19. Ktala

    Ktala Force Ghost star 6

    Sep 7, 2002
    Name: Ariel Elandinai ("Arrowbreeze")
    Race: Winged Elf (Avariel)
    Class: Figter/(Archer)
    Hit Dice: 1d10+1

    Initiative: +5 (on a 1d20 roll)
    Speed: 30 ft, fly 50

    AC: 17 (18 -buckler)
    Base 10, +5 for Dex, +2 for leather, +1 for buckler
    Touch AC: 15
    Flat-Footed AC: 12

    Base Attack: +1
    Grapple: +4
    Attacks: +4 melee, +6 ranged
    *melee attacks are at +4 each, 1d6+3 for the rapier, 1d4+3 for the dagger*

    Dagger 1d4+3 (19-20/x2)
    rapier 1d6+3 (18-20/x2)
    longbow 1d8 (20/x3)
    bolas 1d4+3(20/x2)"

    Face/Reach: 5x5, 5 ft
    Special Attacks: Dive Attack
    Special Qualities: Elf traits, Keen sight
    Saves: Fort - 3, Ref -5, Will -2

    Str 16, Dex 21, Con 13, Int 13, Wis 15, Cha 16
    Base Score:
    Str 16, Dex 17, Con 15, Int 11, Wis 13, Cha 16

    Skills (5): spot, listen, Move silent, heal, and Hide
    Spot +8,
    Listen +6,
    Move Silently +8,
    Heal +4
    Hide +8

    Fighter skills:
    Climb, craft, handle animal, intimidate, jump, ride, swim
    point blank shot, fearless

    Languages: Elvin, common, Auran
    Alignment: Chaotic Good
    Deity: Aerdrie Faenya
    Gender: Female
    Age: 50 (Young mature)
    Height: 5'11"
    Weight: 110

    Longbow 1d8
    Sling 1d4
    Dagger 1d4+3
    Bolas 1d4+3
    Rapier 1d6+3

    Flint and steel
    Water/wine skin
    rope, silk
    3 flasks oil
    6 candles
    2 torches
    first aid/healers kit
    2 smokesticks
    2 quiver of arrows (40)
    3 Bolas
    2 Daggers
    1 Sling - 20 bullets
    Wooden buckler shied. +1 to armor.

    Appearance: Large Emerald Green eyes, wavey dark black hair, pale skin. She is graceful and striking, standing as tall as most humans, though they appear even more fine-boned than their landborn elven kin. Their features are more chiseled, more angular, their eyes larger. Her wings, resembling those of an eagle are pure white, with touches of black on the longer wingtips.

    Personality: Ariel, like all of her kin LOVES to fly. She finds it annoying that she has to hide her wings, when dealing with the poor unfortunate land base creatures, but a necesary cost, if she wants to explore. She is deeply religious, and values freedom greatly, to the extent of rather killing off an enemy, than to keep them as prisoner, but she does understand the nessecity of it, even if she dosent agree with it. When she is alone, and at least once a day, she spends time, letting her wings breathe, and preening, cleaning, and taking care of them. She insepcts them closely, looking for damage, lose feathers, and anything else that needs taking care of. She likes mages who have mange to get past their handicaps...and she takes pride in learning the language of the other air creatures.

    Her mother was a cleric, while her father was a Talon, a warrior class. Raised with several other brothers and sisters, she wanted to know more of the lands past their airie. She started slowly, visitng the local group of elves, and getting use to buildings, which at first terrfied her. They were so small, not the huge structres of her home. Slowly, she adjusted to them. Soon, she became curious of other races. She figured that making new contact, might be useful, in case her people ever needed help again, so she is striking out, to see what this new group of grounders have to offer. Of course, a bit of new magic wouldnt hurt either.

    Her clothing includes sturdy boots, A green leather jerkin with openings in back, a pure white shirt, A small vest, gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). A lovely purple scarf, and a wide-brimmed hat she uses when she is in hiding near grounders. She favors light colors, but has taken a liking to a few bright colors as well.

    Saintheart likes this.

    PRENNTACULAR VIP star 6 VIP - Former Mod/RSA

    Dec 21, 2005
    I'm interested in joining, but I have no experience with d20 or danything. Would somebody be willing to help me out? Show me the ropes or somesuch?
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  21. CryoDragoon01

    CryoDragoon01 Jedi Knight

    Aug 19, 2007
    I'm interrested in joining, and will gladly take an up-close fighter persona which you seem to lack ;p

    The only thing where I'm stuck, however, much like the person above me (brothers in arms, man!), is that I have no idea how this D20 works... So an explanation might be nice (just PM me), but even a link to a GOOD website describing this system is acceptable too.

    So: see you in the game... I hope ^^

    Saintheart likes this.
  22. Tog

    Tog Jedi Youngling star 2

    Jan 19, 2007
    Gm Approved
    Name: Radok Keghammer
    Race: Shield Dwarf
    Class: Fighter
    Hit Dice: 1d10+2 Hitpoints: 32

    Initiative: +5 (+1 + +4 from Improved Initiative feat)
    Speed: 20 feet

    AC: 17
    Touch AC: 11
    Flat-Footed AC: 17

    Base Attack: 1
    Grapple: + 4 = 1 [base] + 3 [strength]
    Attacks: (handheld): + 4 = 1 [base] + 3 [strength]
    Attacks: (missile): + 2 = 1 [base] + 1 [dexterity]
    Attacks: (axes): +8 = 1 [base] + 3 [strength] + 1 [Weapon Focus]
    Damage: As per weapon used +3 [strength]
    Face/Reach: 5x5, 5 ft
    Special Attacks: None
    Special Qualities: None
    Fort 4 = 2 [base] + 2 [constitution],
    Ref 1 = 0 [base] + 1 [dexterity]
    Will 2 = 0 [base] + 2 [iron will feat]
    Abilities: Str 17(+3), Dex 12(+1) , Con 14(+2), Int 7(-2), Wis 10, Cha 10

    Jump: +7 [NB while in Halfplate, this is actually 0]
    Climb: +7 [NB while in Halfplate, this is actually 0]

    Racial abilities:
    Shield Dwarf
    + 2 constitution / -2 charisma (already included)
    Darkvision (see 60 feet in pitch-dark)
    Can move 20 feet even if in heavy armor
    Stonecunning ( + 2 on searching stone, intuit depth)
    +4 to avoid being bullrushed while standing on ground
    +2 racial bonus on saves vs. poison
    +2 racial bonus on saves vs. spells / spell-like abilities

    *Iron Will - +2 to Will saving throws (included)
    *Improved Initiative - +4 to Initiative rolls
    *Weapon Focus: Axes - +1 to attack rolls with axes

    Languages: Common, Damaran, Dwarven
    Alignment: Chaotic Neutral
    Deity: Haela Brightaxe (God of Chaotic Dwarven Warriors)
    Gender: Male
    Age: 152
    Height: 4' 6"
    Weight: 210 lb

    Equipment: Tent, bedroll, three torches, Small keg of Ale, water skin, spade, pack of dried meat, pipe and weed, steel and flint.
    Battle Axe [1d8, crit x3, 6 lb., one-handed, slashing]
    Greataxe [1d12, crit x3, 12 lb, two-handed, slashing]
    Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]
    Armor: Half-Plate.
    Weight: 163 lbs.

    Appearance: When he?s not covered by his Half-Plate armor, Radok?s fire red beard flows down from his face, his head is shaven bald (When he had hair he couldn?t fit his helmet on his head.) Numbers of scars line this dwarf?s body, showing the many fights the dwarf has been in. His skin is rough and tan, from his many travels where he doesn?t where his armor (every tried walking in armor with all that hair, ya chafe like hell) His eyes are dark-brown color.
    Personality: Insulting
    Brief Biography: Radok Keghammer was born in the dwarf town of Ironspur, located in Damara. Growing up he was always the town bully. His time in Damara is not something he likes to think about, durning a bar-fight at the local tavern he accidentally killed another dwarf. He fled from his home-land with only the clothes he had on his back and his greataxe, BloodReak. He made enough coin with orc ears to get out of Damara. He traveled south to Dilpur. He took a boat from there and landed in the warm southern lands of Chondath. He traveled west to Tethyr after that, the dwarf found him self quickly useful as a mercenary guard for trader caravans.
    Saintheart likes this.
  23. Livi-Wan

    Livi-Wan Jedi Master star 4

    Sep 29, 2002
    LightWarden Approved (Hell, he came up with most of it)

    Please be kind to the D&D n00b!

    17, 16, 15, 13, 11, 14
    Race: Human (Cali****e)
    Class: Cleric 1 (Variant from the SRD, substitutes Turn Undead for Smite Evil and Aura of Courage as a paladin)
    Hit Dice: 1d8+3
    HP: 27

    Initiative: +1
    Speed: 20 feet

    AC: 10+5 armor +2 shield+1 dodge=18
    Touch AC: 10
    Flat-Footed AC: 17

    Base Attack:+0
    Grapple: +2
    Attacks: +3 longsword, +2 Heavy Mace
    Damage: 1d8+2 longsword, Heavy Mace 1d8+2
    Face/Reach: 5x5, 5 ft
    Special Attacks: Smite Evil 1/day (+2 Hit, +1+1d6 damage vs. evil, good-aligned), Spells
    Special Qualities: Aura (Good, Law), Aura of Courage
    Saves: Fort -4, Ref -1, Will - 6
    Abilities: Str-15, Dex - 12, Con -14, Int -12, Wis -18, Cha -15

    Skills: 7 Concentration +6, Heal +8, Intimidate +5, Knowledge (religion) +5, Profession (sailor) +8, Spellcraft +5

    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 (longsword)*
    Weapon Proficiency (longsword)*

    Languages: Alzhedo, Chondathan, Common,
    Alignment: Lawful Good
    Deity: Tyr
    Gender: Female
    Age: 45
    Height: 1.8 metres
    Weight: 150 pounds

    Heavy Mace
    Heavy Wooden Shield
    Weight: 62 lbs

    Spells (3/3) DC (14+Level) Domains: Retribution, War
    0: Detect Magic, Light, Read Magic
    1: Divine Favorx2, Shield of Faith (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.

    Holy symbol (silver)
    Healer?s Kit
    Torch x3

    Hope that's all okay.

    Saintheart likes this.
  24. LightWarden

    LightWarden Jedi Grand Master star 4

    Oct 11, 2001
    Ok, folks here's the set-up so far:

    SephyCloneNo15: Simwar Saddlebrook, Halfling Ranger (ranged focus)
    DarthXan318: Corrath Marktos, Half-elf Rogue (melee focus)
    Ktala: Ariel Elandinai, Avariel Fighter (ranged focus)
    Tog: Radok Keghammer, Dwarf Fighter (melee focus)
    Livi-Wan: Skadi, Human Cleric (melee focus)

    We've also got CmdrMitthrawnuruodo working on a cleric of some kind, and Yuul_Shamar working on an arcanist of some kind (probably a sorcerer). For those of us who can't do math, this is a total of seven people. For reference, the average party is around 4, with six being a good number to have some back-up, and eight is about the limit before things go absolutely insane. Quite frankly, I'm surprised by the interest, and glad to see that high-fantasy adventure isn't dead to these boards. It's up to Saintheart to make the final call, but the numbers are probably going to lock at eight people, which may mean either making a final selection from all the characters posted, only keeping eight people active and on-screen at one time, or bumping people around to a wait list in case of party death or disappearances. Speaking of which, it is of vital importance that you POST REGULARLY. One of the drawbacks of D&D over a board is that combat can take forever if people don't get their act together. So if we're waiting for you to post your action, we will not be happy.

    With that said, I can help someone fill the remaining slot, since building characters is pretty quick when you know what you're doing. For a basic explanation of the system, go to the d20 discussion thread in the Resources Forum, go to the last page, then go back a page or two and start reading. Once you've done that, send me a concept via PM or IM (my contact information is on my profile page), and we'll get the stats for that.
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  25. CmdrMitthrawnuruodo

    CmdrMitthrawnuruodo Force Ghost star 6

    Jul 1, 2000
    I'm almost done with my CS, in fact I'm about to send Saintheart my final draft for him to look over and tweak. Anyway, my cleric is going to be primarily a healer with range as a combat focus. Every party has GOT to have a healer :)

    "First rule of D&D: Don't let the cleric die!" - D&D movie
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