| (B)eware (O)f (G)nomes A traditional style Dungeons and Dragons campaign based in a world spawned by none other than the devious mind of morty |

01-17-2007, 05:01 AM
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Established Member
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 8
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Character Sheets (dont post here)
Name: Hugart Ulnas Lion-Killer III
Race: Half-Oger
Class: Paladin (5)
Ht: 8'4"
Wt: 370
Language: Giant, Common
Color: Greenish Grey skin, Black Hair, Grey eyes w/ white pupils
Darkvision 60ft.
Spd, 45ft
STR: 19
DEX: 10
CON: 14
INT: 15
WIS: 12
CHA: 7
HP: 80 [5d10 Paladin +2d8 Ogre +14 Constitution
AC: 18 [10 +2 Leather Armour -1 large AC +4 N.Armor +1 magic deflection bonus +1 WIS +1 Monk]
Base Attack +5, Grapple +12, Throw +3, Kick 1d12+5, Knee/Punch 1d8+2
Equipment: Leather Armour, Blessed Waterskin, Heavy Hide Boots (+1AC, +1/+1 weapon)
Heirloom: "Aura of Awe" - any enemy attacking Hugart must make a Will save vs. [15 - enemy's HD]. If they fail, the difference is taken off their initiative roll; the full amount the first round, one less the next, and continuing until the counter is reduced to 0.
Racial & Class Features:
Bonus Human Feat
Bonus Human Skill
"Stonefoot" - Initiative -2, Grapple +5, Movespeed 45ft/sec but run 3x movespeed
Not proficient w/ weapons or shields, can wear only light armor
Slow Learner (max skill level = character level)
Calculate AC as per level 5 monk
Nature Sense (+2 Survival/Knowledge(nature))
Skills: Survival 5(9), Knowledge(nature)5(9), Handle Animal5(4), Heal5(6), Intimidate5(3/9)
Feats: Human Lineage, Tough Companion (lion)
morty's notes: leather armour (can't wear studded), boosted weight to 370 (the average 6'6" person weighs 270), granted feat: Stonefoot
Last edited by nubz; 05-15-2007 at 02:14 PM.
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01-22-2007, 02:46 AM
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Established Member
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 8
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Name: J'heil "Jerome" Falconne
Race: Chromatic Blue elf
Class: Knight of the planes (5)
Ht: Average
Wt: Average?
Language: Common, Elven, Sylvan
Color: Blue?
Low Light Vision 60ft
Spd, 30ft
STR: 16
DEX: 17
CON: 12
INT: 12
WIS: 10
CHA: 17
HP: 55 [5d10 Paladin +5 Constitution]
AC: 23 [10 +10 plate +3 Dex]
Armour Check -3
Saves:
Fort +6 Ref +5 Will +2
Base Attack +5, Greatsword +10 [2d6+7], Unarmed -1 (A.C. penalty)
Equipment:
Heirloom: +3/+1 Greatsword, +2 Platemail (you), +1 Elven Chainmail (your horse)
Racial & Class Features:
immune to fear and charms, chance to see hidden doors won't really work cuz its mostly wilderness and you're not a druid or ranger, elf eyes, elf ears.
skills:
Diplomacy 8(11), knowledge - nobility 8(9), Know - planes 4(5), concentration 8(9). ride 4(9)
Feats:
power attack
Nymph's kiss
Weapon Focus (Unseelie Greatsword)
Weapon Finesse (Unseelie Greatsword)
Weapon Specialization (Unseelie Greatsword)
Armour Specialization (Unseelie Platemail)
morty's notes: finish paladin's mount character sheet
Paladin's Mount, Heavy Warhorse.
Warhorse, Heavy
Size/Type: Large Animal
Hit Dice: 6d8+18 (51 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 22 (-1 size, +1 Dex, +8 natural, +4 Chain), touch 10, flat-footed 21
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +6 melee (1d6+4) and bite +2 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, see below
Saves: Fort +8, Ref +5, Will +6
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Listen +5, Spot +4
Feats: Endurance, Run, Diehard
Empathic Link (Su)
The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells
At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have. In this case its only the Reflex Save
Saddle, Military
A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Last edited by nubz; 05-13-2007 at 11:47 PM.
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04-13-2007, 10:32 AM
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Established Member
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
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Cain: Cidendarius "Cid" Bush-troder
Str: 14 (16 -2 str)
Dex: 20 (18 +2race)
Con: 8 (7+1 level)
Int: 17
Wis: 15
Cha: 17
Fort: +7 Reflex: +10 Will: +10
HP: 5(d8-1) = 35.
AC: 18 [10 + 1 (small) + 5 (DEX)+ 2 (Leather) + 1 (Buckler)]
Armour: Leather[8lbs], A wooden buckler [check-1,4lbs]
Weapons:
Scimitar [1d6+3, 18-20x2, 4lbs, +7 tohit]
Darts x12 [1d4, range 20ft, +10tohit](four caried by each mount), and a longspear (heirloom, often used as improvised lance)
All items scaled for small character.
Skills:
Ride, Handle Animal, heal, diplomacy, sense motive(cc)
Sense Motive is not a class skill for any of your classes... so you only have 4 ranks in it. The others have 8.
Feats:
Mounted Combat, Great Fortitude, Combat Casting, Iron Will, Combat Reflexes, Lightning Reflexes, Weapon finesse, ride by attack
Languages:
Common, Halfling, Druid. dwarven, elven, gnome.
well, basically, the kit is a combination of druid/sorceror/paladin.
Steam:
the paladin grants you a white coyote. He brings you the gifts of the Ride skill and the Mounted Combat and Great Fortitude feats. As a paladin's mount, he has improved evasion, you can cast shared spells, and he (not you) has an Aura of Courage. Charisma is his primary ability.
Smoke:
the sorceror grants you a black coyote. He brings you the gifts of the Spellcraft skill and the Combat Casting and Iron Will feats. As a familiar, he gains improved evasion, can cast 'touch' range spells for you (if you touch him and pass the spell on), and has a higher spell resistance than a normal coyote would. Intelligence is his primary ability.
Fire:
The druid grants you a fiery red coyote. She brings you the gifts of the Animal Empathy skill and the feats of Combat Reflexes and Lightning Reflexes. Being the only one of the three that isn't from another plane of existence, she does not have improved evasion, has no spellcasting properties, and there's nothing magical about her. HOWEVER, she can speak to other animals of her kind, and has the usual abilites available to a druid. For example, she, NOT YOU, has nature sense, woodland stride, Trackless step, and resist nature's lure. She's also the only one you can really count on to track by scent. Wisdom is her primary ability.
For weaknesses... you are illiterate, are limited to the druidic weapons/armour, and cannot turn/rebuke undead (you can cast calm animals instead, same number of times per day. Also, you're a halfling, so the height/weight restrictions apply. Add to that a paladin's code of conduct and honour, and you're kinda stifled.
Between the four of you, you have what I decided to call "tireless stride". What with switching mounts at regular intervals and jogging along with the pack, your movespeed is 40feet/round, not the usual 20ft for a halfling. You can carry this speed for ten hours per day without having to do a constitution check. Your ride skill and mounted combat apply to all three, but if you get further mounted feats (archery, ride-by, etc) they will only occur on the first coyote.
Your spell list is shortened... you cannot cast Detect Poison, Detect Undead, Magic Weapon, or Read Magic. Also, instead of Bless Weapon you get Magic Fang.
>ALSO<
The book says that a level 5 character should be allowed to start with 9,000gp worth of equipment. Since I'm not allowing you to go to the blacksmith and get a full set of spiked platemail (except Larrin did hehehe) I added the gnome gypsys. They will follow you around, buying and selling wares like the travelling merchants we all know and love. The better the goods you sell them (I'll roll for how much they earn between villages) the better the goods they have to sell you.
Last edited by nubz; 04-19-2007 at 01:57 AM.
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04-22-2007, 02:05 AM
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Established Member
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 8
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Name: Vlad "the impaler"
Race: Human
STR:15 DEX:13 CON:11 INT:10 WIS:12 CHA:14
Equipment:
Pilum [1d4,critx5,range 15ft]
Bastard Sword [1d10,crit19-20x2,range 5 feet if you're lucky]
Masterwork Hide [+4AC, check-2]
Story:
Vlad was your average cattle farmer / butcher / tanner / tailor / armourer, had two of the finest plowhorses you'd ever see, and near twenty head of cattle. He had good soil and fresh water running right through his land. Mind you, that was until that day he woke up on the wrong side of the bed.
If you have a weak stomach, don't ask how many cows died to suit those steeds with Masterwork Hide
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05-13-2007, 01:59 PM
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Established Member
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Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 8
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Orks:
As described but as follows:
Orkboys:
Shortspear instead of Falchion
Orkeye:
Movespeed 40ft, Run x5, No Light Sensitivity, one eye. No Falchion, carries 2 javelins.
Nukka:
Move 40ft, Trade Alertness for Power Attack, Initiative +7, 15hp, Greatclub [1d8+11, +3 to hit]
Leads 1d8 orkboys.
BiggaNukka:
Str +2, Con +2, Movespeed 15ft, 50hp, Fleshbiter [1d4+8 nonlethal, Threat15ft] increases to +10 to elves.
Leads a crew of 2d4+6 orkboys and 1d3 Nukkas.
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