D&D 3.5e group recruitment //full\\

Started by Combicon, December 24, 2008, 06:39:59 PM

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Combicon

Merrrrry Christmas one and all, to those who celebrate it, and to those who don't; Hello. : D

Anyway, as I'm sure you're aware by the title/subject that I'm starting a D&D 3.5 edition group game with me as the GM.

As I haven't GM'd before, you might have to put up with me getting a few things wrong, but hopefully that wont be much of a problem, so, if you see me doing something wrong, feel free to point it out. :3

Alright, well, I only have the core books, so, if you want something that's not on it, you might have to talk to me about it, and I might be willing to let it in. :P

The character creation would be the standard 4d6 drop creation style.

I've created the plot, and most of the starting location, the description of all places can be created as needed, so I just need some players.
Currently I've got goalt creating a character.

Anything I've missed out, just ask. :P

Mnemaxa

As a courtesy to new DM's, I provide these simple rules to help you muddle through the worst parts of beign a game master.  Everyone here so far has been very nice and cooperative, so these rules probably won't come into play, but they are good rules for all first time DM's. 

1: Your players will always come up with things you did not plan for or expect.  ALWAYS. 
Cure:  Let them run with it.  Be adaptable; if they avoid your plot, remember your plot, and have it progress without them or save it for later.  Let them have their heads, but keep in mind the consequences of their activities and what effects it may have on the plot you had in store for them.

2:  YOU ARE GOD/DESS.  What you say, goes.  Be careful in what you say, and remind your players you are new and learning, and that they may have to put up with revisions. 
Note that this is actually rule #2, because rule #1 is a constant of the universe.

3:  Take notes.  You don't need to flesh every single person they meet out, but it helps to give them some memorable quality, and jot down a name or two.  you can never tell when you might have a need for that random shopkeeper the players talked to one day while buying their supplies!

4: Make sure you understand the basic rules.  It's perfectly acceptable to make up a rule you need on the fly if you have to, but keep in mind the players will expect it to remain the same.  Just refer to number two up there.  Also, for rules games, +2 modifiers make a large difference if stacked up.  If you think they should have a chance to try something unusual but interesting that there isn't a rule for, add a +2 difficult modifier (or set the average DC of 10+ their level, whatever it may be), and let them try it.

5:  Have fun.  Don't let the rules preclude what the game is for.  It doesn't matter what edition, what style, what game system, if the players are having fun, then it's a good one.

I hope these help you in your travels; you can always PM me with questions if you have any, and I'll help if I can.

The Well of my Dreams is Poisoned; I draw off the Poison, which becomes the Ink of my Authorship, the Paint upon my Brush.

goalt

As you know, I'm in. If you need DMing help, I'm willing to help.
So, hey. Back now, and ready to write. Woo!
O&O

HairyHeretic

I'll second the rules advice. As a new DM, don't get hung up on the game rules. They're there to provide you with framework and structure. If they get in the way of having fun, toss them :)

And your players will surprise you. They're sneaksy buggers :)  I speak as both GM and player here. Don't try railroading a plot through if they start going off in a random direction .. get a few steps ahead and wing it.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

Elvenoff

I wish to join this adventure...

My character:
Galron

Male Human Ranger 1
Neutral Good
Representing Rob Gaddis

Strength    17   (+3)
Dexterity    15   (+2)
Constitution17   (+3)
Intelligence 13   (+1)
Wisdom    15   (+2)
Charisma    10   (+0)
   
Size:    Medium
Height: 6' 1"
Weight: 195 lb
Skin:    Tan
Eyes: Blue
Hair:    Black; Wavy; Light Beard
Total Hit Points: 11
Speed: 30 feet
Armor Class: 17 = 10 +4 [chain shirt] +1 [light wooden] +2 [dexterity]
Touch AC: 12
Flat-footed: 15

Initiative modifier:+2 = +2 [dexterity]
Fortitude save:+5 = 2 [base] +3 [constitution]
Reflex save:+4 = 2 [base] +2 [dexterity]
Will save:+2 = 0 [base] +2 [wisdom]

Attack (handheld):+4   = 1 [base] +3 [strength]
Attack (unarmed):+4   = 1 [base] +3 [strength]
Attack (missile):   +3   = 1 [base] +2 [dexterity]
Grapple check:   +4   = 1 [base] +3 [strength]

Languages:   Common Elven

Light Shield [1d3, crit x2., light, bludgeoning]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Chain shirt [light; +4 AC; max dex +4; check penalty -2; 25 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats:
Blind-fight   
Track[free to rangers]
Weapon Focus x1Weapon(s): longsword
Traits: Cautious,Easygoing
Appraise    Int    2 = +1 +1    
Balance    Dex*    3 = +2 +1    
Bluff            Cha    0 = +0
Climb    Str*    4 = +3 +1    
Concentration Con 3 = +3
Craft_1    Int    1 = +1
Craft_2    Int    1 = +1
Craft_3    Int    1 = +1
Diplomacy    Cha    0 = +0
Disable Device Int 2 =+1+1    
Disguise    Cha    0 = +0
Escape Artist Dex* 3 =+2 +1    
Forgery    Int    1 =+1
Gather Information Cha 2 = +0 +1 +1 [easygoing]
Handle Animal Cha 1 = +0 +1    
Heal    Wis    3 = +2+1    
Hide    Dex*    3 = +2+1    
Intimidate Cha -1 = +0-1 [easygoing]
Jump    Str* 4 = +3+1    
Knowledge (arcana) Int 2 = +1 +1    
Knowledge (dungeoneering)Int 2 = +1+1    
Knowledge (geography) Int 2 =    +1+1    
Knowledge (history) Int 1.5 = +1 +0.5    
Knowledge (nature) Int 2 = +1 +1    
Listen Wis    3 = +2+1    
Move Silently Dex* 4 =    +2 +2    
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 = +2+1    
Search Int 2 = +1 +1    
Sense Motive Wis 1 = +2-1 [easygoing]
Spot    Wis 3 = +2 +1    
Survival Wis 3 = +2 +1    
Swim Str** 4 = +3 +1    
Use Magic Device Cha    1 = +0+1    
Use Rope Dex 3 = +2+1    
* = check penalty for wearing armor
Cautious trait: +1 dodge bonus on AC when fighting defensively; -1 saves vs. fear

Human:

    * 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)

Ranger:

    * Favored enemies

    * Track as bonus feat (already included)
* Combat Style
* Endurance
* Wild empathy (roll level + charisma bonus)
* Endurance (level 3)
* Animal Companion (level 4)
* Woodland Stride (level 7)
* Swift Tracker (level 8)
* Evasion (level 9)
* Camouflage (level 13)
* Hide in Plain Sight (level 17)
* High wisdom gains bonus spells daily

Favored Enemies: * Dragons +2
Class: Ranger 1 HP 8
Galron's Equipment:
      Arrows (quiver of 20) x1
      Backpack
      Bedroll
      Blanket, winter x1
      Fishing net
      Flint and steel
      Grappling hook
      Hammer
      Pouch x2
      Rations (1 day) x3
      Rope (50', hempen) x1
      Sacks x1
      Sewing needle
      Soap
      Torches x2
      Waterskins x1
      Whetstone
      Healer kit

More about Galron:
Galron, born and raised in the city of Greyhawk. He worked with his father in the blacksmith shop till he turned to the age of decision making where he decided to explore the lands and find his fame and fortune as an adventurer.     

goalt

I see somebody else uses Pathguy's generator.
So, hey. Back now, and ready to write. Woo!
O&O

Tonalberry

I wouldn't mind joining in on this, if you don't mind?  It's been ages since I've played D&D, or any tabletop rpg for that matter, and my hands are itching to pick up the dice again.

Combicon

Sure. :D
Just create a character, make sure to put levels of skills and such. :P

Fragile Dreams

I want to join too although i've played only 2 and 3, mostly home made, custom rules. If i can't join because of that, then it's all good.

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Combicon

Yup, so far 3 people. : D
6 people would be ideal, but I dunno. :P

Zaer Darkwail

Hmmm, 5 is usual party size so 6 may be bit too much. But I have idea for old char concept (which never took of well as all games 'died' over time). But this asks DM approval ofc.

Anycase I have idea of twins, twins where other is aasimar and other is tiefling. I would prefer is one players play the other the twins while I play the other. Or GM could 'npc play' the other twin which is submissive from the two. Anycase if this starts from 1lvl is it possible allow +1 LA race whit just increased 'cap' for XP in next level (so they gain level when they get 3lvl XP cap while others reach 3lvl by that time).

If it is not okay to use +1 LA then would it be okay just use bloodline traits (from unearthed Arcana) to present the bloodlines what twins share. Also as add question would be class and PrC stuff but I want know first is this char concept workable (so do nto throw numbers or PrC questions before I know can I create twins or not), I want my 'twins' be active in the game both same time as part of the group but do not want control both.

Also what would be feel of the game? urban setting, dungeon, wilderness. Also how much there is social interaction (between npc and PC) and combat ratio in general? All good questions consider focus of the skills, feats and class concepts.

Fragile Dreams

#11
Here is my character i intend to play, i hope he's good enough to play. Thanks about letting me know about pathguy generator.

Byron "The Scarecrow" Theodor

Male Human Wizard 1
True Neutral
Representing Fragile Dreams

Strength    11   (+0)
Dexterity    13   (+1)
Constitution    12   (+1)
Intelligence    18   (+4)
Wisdom    16   (+3)
Charisma    8   (-1)
   
Size:    Medium
Height:    6' 0"
Weight:    180 lb
Eyes:    Blue
Hair:    Black
Skin:    Pale

Total Hit Points: 5

Speed: 30 feet

Armor Class: 11 = 10 + 1 [dexterity]

      Touch AC: 11
      Flat-footed: 10

Initiative modifier:   + 1   = + 1 [dexterity]
Fortitude save:   + 1   = 0 [base] + 1 [constitution]
Reflex save:   + 1   = 0 [base] + 1 [dexterity]
Will save:   + 5   = 2 [base] + 3 [wisdom]
Attack (handheld):   + 0   = 0 [base]
Attack (missile):   + 1   = 0 [base] + 1 [dexterity]
Grapple check:   + 0   = 0 [base]

Light load: 38 lb. or less
Medium load: 39-76 lb.
Heavy load: 77-115 lb.
Lift over head: 115 lb.
Lift off ground: 230 lb.
Push or drag: 575 lb.

Languages:   Common Draconic Dwarven Elven Sylvan

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Raven familiar
Generalist Specialised
Feats:

      Combat Casting   
      Spell Penetration   

Skill Name   
Appraise     Int       6 =  +4 + 2 [raven]
Balance     Dex*    1 =  +1
Bluff             Cha    -1 =  -1
Climb       Str*     0 = +0
Concentration    Con     5 =+1 + 4    
Craft_1    Int     4 =+4
Craft_2    Int     4 =+4
Craft_3    Int     4 =+4
Diplomacy     Cha     1 =-1+ 2    
Disguise      Cha  -1 =-1
Escape Artist    Dex*     1 =  +1
Forgery      Int     4 = +4
Gather Information  Cha    -1 = -1
Heal     Wis     3 =+3
Hide        Dex*     1 =+1
Intimidate    Cha    -1 =-1
Jump        Str*     0 =+0
Knowledge (arcana)    Int     8 =+4 + 4    
Knowledge (history)    Int     6 =+4 + 2    
Knowledge (nobility)    Int     6 =+4 + 2    
Listen    Wis     3 =+3
Move Silently    Dex*     1 =+1
Perform_1               Cha   -1 =-1
Perform_2               Cha    -1 =-1
Perform_3               Cha    -1 =-1
Perform_4               Cha    -1 =-1
Perform_5               Cha    -1 =-1
Ride                       Dex     1 =+1
Search               Int     4 =+4
Sense Motive       Wis     3 =+3
Spellcraft               Int     8 =+4              + 4    
Spot                   Wis     3 =+3
Survival               Wis     3 =+3
Swim               Str**     0 =+0
Use Rope               Dex     1 =+1
      
* = check penalty for wearing armor

If the familiar is within reach, + 2 on spot and listen ("alertness").

Human

    * 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)

Sorcerer

    * Familiar / Alertness, etc.

    * Can know only limited numbers of spells

   Class    HP rolled    
Level 1:    Wizard    4    

   
Byron "The Scarecrow" Theodor's Equipment:
Weapons / Armor / Shield (from above)       8 lb
Crossbow bolts (quiver of 10) x10             10 lb
Backpack                                               2 lb
Bedroll                                                   5 lb
Blanket, winter x2                                    6 lb
Candle                                                  
Canvas (10 x 10)                                     1 lb
Case (for map or scroll)                             1 lb
Chalk
Chest                                                   25 lb
Ink vial
Ink pen
Lantern (hooded)                                     2 lb
Paper sheets x10
Parchment sheets x10
Rations (1 day) x5                                    5 lb
Sealing wax                                             1 lb
Signet ring
Hourglass                                                1 lb
Spell component pouch                              2 lb
Spellbook x1                                            3 lb
_____
Total                                                    72 lb   


More about Byron "The Scarecrow" Theodor:
Byron from his birth was ugly, so ugly even his parents couldnt look at him.
Being mocked by every person in his hometown, even from his father who gave him the nickname the "Scarecrow"
because he used Byron as an actual scarecrow on his fields. Byron didn't go to school but in his free time
he studied on his own, he learned a lot from his mother who was a teacher in a younger age.
What he didn't know was that he was destined for something greater than a simple scarecrow.

One day while he was standing in the middle of the field a charriot stopped and some people took Scarecrow
somewhere to tell him he is destined from a prophecy to be "the Hand".
A person possesing such magic as no one possesed in the world to protect the king from the forces of Death God.
But such magic came with a price, everytime he used this magic, depending of the potency
and the kind of the spell, he would lose a part from his life, for example every time he used a minor spell
again and again his life was getting shorter, plus has some side-effects(list below). Accepting his new position the Scarecrow, must first obtain enough experience through the world before standing next to his King.

List of Spellcasting side-effects
0 level spells: Skin itching (lasts 30 mins)
1 level spells: Random minimum pains (40 mins)
2 level spells: Rising heartbeat rate (lasts 10 mins)
3 level spells: Random wounds
4 level spells: Unstoppable bleeding. (lasts 10 mins)
5 level spells: Spasms (last 15 mins)
6 level spells: Can't breath (duration depends on treatment)
7 level spells: Temporary blindness (lasts 1 hour)
8 level spells: Headaches (last 1 hour)
9 level spells: All the above. (last a full hour)

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Combicon

Seems good; maybe I'm just not reading it correctly, but I can't see any level of skills. :P

Fragile Dreams

yeah i know...that's because copy-paste sucks! :S

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Mnemaxa

The levels  of the skills is actually the first number in his listings, rather than the last, as a total modify for his skill, if your referring to Fragile Dream's posting. ^_^

The Well of my Dreams is Poisoned; I draw off the Poison, which becomes the Ink of my Authorship, the Paint upon my Brush.

Zaer Darkwail

Ok, here is my char (I like use myth weaver online charsheet). Below are stats rolls made by using elliquiy one;

http://www.myth-weavers.com/sheets/view.php?id=99117

Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 3, 4, 6, 4,
Total: 14
------------
Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 6, 2, 5, 6,
Total: 17
------------
Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 1, 6, 3, 4,
Total: 13
------------
Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 6, 3, 5, 4,
Total: 15
------------
Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 4, 6, 4, 5,
Total: 15
------------
Roll Result: Zaer Darkwail rolled: 4d6, keeping 3 dice
Comment: Valars stats
Result: 2, 2, 6, 1,
Total: 10

The American Patriot

#16
HI there... I'd like to play if there's still some room. :)

Lord Christian, Nobleman: adult Human male Noble 1 (1st Level). Init: +2 (+2 Dex, +0 Misc.); Spd: 30ft.; AC: +12/ (+2 Dex, +0 Equipment); HP: 8; Atk: +0, +1 unarmed (punch/kick/head butt, 1d3+1, x2), +1 unarmed (gauntlet, 1d3+1, x2), +1 melee (dagger, 2d4+1, 19-20/x2), +1 melee (short sword, 1d6+1, 19-20/x2), +1 melee (long sword, 1d8+1, x2), +1 melee (bastard sword, 1d10+1, 19-20/x2), +1 melee (scimitar, 1d6+1, 18-20/x2), +1 melee (quarterstaff, 1d6+1, x2), +1 melee (handaxe, 1d6+1, x3), +1 melee (sap, 1d6+1), +1 melee (rapier, 1d6+1, 18-20/x2), +1 melee (light hammer, 1d4+0, x2), +1 melee (light mace, 1d6+0, x2), +1 melee (club, 1d6+0, x2), +2 ranged (Javelin, 1d6, x2), +2 ranged (sling, 1d4+1, x2), +2 ranged (hand crossbow, 1d4+1, 19-20/x2), +2 ranged (light repeating crossbow, 1d8+1, 19-20/x2), +2 ranged (throwing axe, 1d6+0, x2), +2 ranged (short bow, 1d6, x3), +2 ranged (longbow, 1d8, x3), +2 ranged (composite longbow, 1d8, x3), +2 ranged (composite short bow, 1d6, x3), +2 ranged (light crossbow, 1d8, 19-20/x2), +2 ranged (heavy crossbow, 1d10, 19-20/x2), +2 ranged (light crossbow, 1d6, 19-20/x2); SQ: Title (Lord, heir to the title Baron), Rank Hath its Privileges, Wealth; SV: Fort +2, Ref +2, Will +4; Sz: Medium; Attr: Str 12 (+1), Dex 15 (+2), Con 14 (+2), Int 16 (+3), Wis 15 (+2), Cha 17 (+3).
Skills: Bluff +8 (+3 Cha, +3 ranks, +2 misc.), Climb +2 (+1 Str, +1 ranks), Craft: <> +4 (+3 Int, +1 ranks), Decipher Script +4 (+3 Int, +1 ranks), Diplomacy +8 (+3 Cha, +3 ranks, +2 misc.), Gather Information +4 (+3 Cha, +1 ranks), Innuendo +4 (+2 Wis, +2 ranks), Intimidate +8 (+3 Cha, +3 ranks, +2 misc.), Jump +2 (+1 Str, +1 ranks), Knowledge: Etiquette +4 (+3 Int, +1 ranks), Knowledge: History +4 (+3 Int, +1 ranks), Knowledge: Local +4 (+3 Int, +1 ranks), Knowledge: Nobility & Royalty +4 (+3 Int, +1 ranks), Knowledge: Tactics +4 (+3 Int, +1 ranks), Knowledge: Heraldry +4 (+3 Int, +1 ranks), Listen +4 (+2 Wis, +2 ranks), Move Silently +2 (+2 Dex, +00 ranks), Profession: Nobleman +4 (+2 Wis, +2 ranks), Ride +4 (+2 Dex, +2 ranks), Search +4 (+3 Int, +1 ranks), Sense Motive +6 (+2 Wis, +2 ranks, +2 misc.), Spot +6 (+2 Wis, +4 ranks), Survival +4 (+2 Wis, +2 ranks),Swim +2 (+1 Str, +1 ranks), Use Rope +2 (+2 Dex, +00 ranks).
Languages: Common (native), Elven (fluent), Dwarven (fluent), Giant (speak-only), Draconic (speak-only)
Feats: Armor Proficiency (light, medium), Martial Weapons Proficiency (melee, ranged),  Negotiator Persuasive, Shield Proficiency, Simple Weapons Proficiency.

i'll get his gear written up soon as i can find the gear list to start purchaing his stuff. :)


I think i'll reuse this picture of my Archmage Hadrian for my character until i can get a drawing of him done...

"Do you have any idea how we are talking about here? We are talking about the 'Butcher of Keiv'... The 'Cakemaker of Keiv' could kick all of our asses, and we are talking about the 'BUTCHER of Kevi'... Does that tell you anything?"

Story of the Accident... https://elliquiy.com/forums/index.php?topic=29000.0

goalt

Am I going to be the only female party member?  :P

Tara Eidle
Female Human Conjuror 1
Chaotic Good
Representing Mari (Goalt)
Strength   16   (+3)
Dexterity   18   (+4)
Constitution   17   (+3)
Intelligence   18   (+4)
Wisdom   16   (+3)
Charisma   14   (+2)
   Size:   Medium
Height:   5' 6"
Weight:   190 lb
Skin:   Light
Eyes:   Green
Hair:   Dark Brown; Straight

Specialty: Conjuration
Gave up: Evocation Necromancy
Total Hit Points: 10 [includes toad bonus]
Speed: 30 feet
Armor Class: 17 = 10 +4 [dexterity] +3 [wisdom]
Touch AC: 17
Flat-footed: 13
Initiative modifier:   +4   = +4 [dexterity]
Fortitude save:   +3   = 0 [base] +3 [constitution]
Reflex save:   +4   = 0 [base] +4 [dexterity]
Will save:   +5   = 2 [base] +3 [wisdom]
Attack (handheld):   +3   = 0 [base] +3 [strength]
Attack (unarmed):   +3   = 0 [base] +3 [strength]
Attack (missile):   +4   = 0 [base] +4 [dexterity]
Grapple check:   +3   = 0 [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 Draconic Dwarven Elven Goblin
Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
Light Crossbow [1d8, crit 19-20/x2, range 80 ft, 4 lb, piercing]

Toad familiar
Feats:

Exotic Weapon Proficiency   Weapon: Bastard Sword
Skyclad   Wis to AC and +1 to spot and listen when unclothed [homebrew, see dandwiki.com]
Scribe Scroll   [free to wizard]

Skills:
Appraise= +4 [int]
Balance= +4 [dex]
Bluff= +4=   +2[int]+2[ranks]
Climb   = +3   [str]   
Concentration=7 = +3[con]+4[ranks]
Decipher Script=8 = +4[int] +4[ranks]
Diplomacy=4 = +2[cha]+2[ranks]   
Disguise= +2 [cha]
Escape Artist = +4 [dex]
Forgery= +4[int]
Gather Information = +2[cha]      
Heal = +3[wis]   
Hide = +4[dex]   
Intimidate= +2[cha]   
Jump= +3[str]
Knowledge (arcana)=8 = +4[int]+4   [ranks]
Listen   =4 =    +3[wis]+1[skyclad]
Move Silently = +4[dex]
Perform (any)=+2[cha]   
Ride=+4[dex]
Search = +4 [int]
Sense Motive = +3[wis]
Spellcraft=8 = +4[int]+4[ranks]
Spot=4 = +3[wis]+1[skyclad]
Survival= +3[wis]
Swim=+3[str]   
Use Magic Device   =4 =+2[cha]+2[ranks]
Use Rope=+4[dex]      
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Conjuror spells: 4 (3+1) per day
All 0-level wizard spells except Evocation and Necromancy Spells

First-level Conjuror spells: 3 (1+1+1) per day
Mage Armor, Summon Monster 1, Grease, Enlarge Person, Silent Image, Charm Person, Color Spray

Human:
•   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)
Wizard (Conjuror):
•   Familiar / Alertness, etc.

•   Bonus Feats (already included)

•   High intelligence gains bonus spells daily

•   Specialist gets 1 extra conjuration spell/level/day


   Class   HP rolled   
Level 1:   Conjuror   4   



Tara Eidle's Equipment:
Bastard Sword, Light Crossbow, 20 crossbow bolts, backpack, spell component pouch, spellbook, waterskin, manacles with simple lock

Robert
Toad familiar: Str 1 Dex 12 Con 11 Int 6 Wis 14 Chr 4; Hit points: 5; Initiative +1 \(dex); Speed 5 ft.; AC: 16 (+4 size, +1 dex, +1 level); Fort +2, Ref +3, Will +4, Hide +21, Listen +5, Spot +5 Alertness feat when in arm's reach; improved evasion; share spells; empathic link;
More about Tara Eidle:
So, hey. Back now, and ready to write. Woo!
O&O

Tonalberry

Since I'm not seeing a cleric listed yet, I'll go ahead and play one.  So here he is.


Name: Cyan Desarri
Race/Class: Level 1 Human Cleric of Heironeous
Alignment: Lawful Good
Domains: War, Good

Stats
Strength: 15
Constitution: 15
Dexterity: 15
Intelligence: 14
Wisdom: 17
Charisma: 15

HP, AC, and Saves
HP: 10   AC: 16
Fort: +4   Ref: +2   Will: +5

Skills               Ranks + Ability + Misc. = Total
Concentration          2 + 4 = 6
Diplomacy               2 + 4 = 6
Heal                       3 + 4 = 7
Knowledge(religion)   2 + 4 = 6
Spellcraft                2 + 4 = 6

Feats
1st Lvl: Combat Casting
Human: Dodge
War Domain: Martial Weapon Proficiency: Longsword
War Domain: Weapon Focus: Longsword

Combat Stats
B.a.B: +0
Melee: +2 (+3 with longsword)
Ranged: +2

Equipment
Longsword
Scale Mail
Backpack
Bedroll
Flint and Steel
Belt Pouch
1 week of trail rations
50 ft. of silk rope
1 lb of soap
1 waterskin
5 sunrods
Silver holy symbol
60 gp and 9 sp left

Spells
0 - 3
1 - 1 + 1 domain + 1 bonus = 3

RubySlippers

#19
What no Rogue?  :o

I got that covered.

Stat Rolls Rolled IN ORDER, hell real people can't decide generally what they are good at or not now can they.

invisiblecastle.com/stats/view/19375/


So Serina has:

Str 15
Dex 13
Con 10
Int 15
Wis 10
Cha 17

(without any racial modifiers)

Hummmm is strong, a bit above average is agility and the like, average Con, is smart, average wisdom and really nice charms. Not bad. Playing to her strengths and since she has to be the party Rogue I will go for a classic JOAT (jack of all trades) 1 Rank to start in EVERY class skill and put extra in some that she can use or may need splashing in here or there. Most important ones should get at least a small bonus.

I'll go for a human so I get the extra Feat and Skill Points, its a classic JOAT race choice. Have the character in ASAP.



Combicon


Combicon

No more applicants for now except those who have posted to say they are creating characters.

Zaer Darkwail

Ok, hey Laoidh, would you be okay if you would be tiefling? I know you like play human but I have a 'twin sister' mentioned in background and thinked she could be rogue :). Or is any other player willing play tiefling? Any class will do so long it has some way or other related to mercenary/war/military stuff (even bard yes, they can work as negotiators but druid is quite bit a stretch).

goalt

I,on the other hand, rather liked having another human female. >.> <.<
So, hey. Back now, and ready to write. Woo!
O&O

RubySlippers

Sorry a JOAT rogue screams Human, but a twin sister could be a non-identical twin if the mother had relations with another man at the same time of conception her sister could be a human. Different sperm in a different egg.