From Forge to Claw
Current Date:
27th of Therendor, 998YK
Once again the guild is called upon by Lady Elyadren. A urgent mission awaits!
OOC (LP)
Current Game Thread:
Message Interrupted (LP)
Prior Game Thread:
Sideplot - Infestation (LP)
Combat Over!
Map is edited after each round. Warning! Map edits are not displayed as new posts.
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Init
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Damage Taken
| Enhancements
| Afflictions
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Zazi
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24
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2
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Rage +4 STR, +4 CON, +2 Will Save (4rds)
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Rage -2 AC
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Vhaja
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14
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+2 Damage (24 rnds)
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Gorth
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12
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6
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Rowelliam
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3+
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3
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Tyi
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3-
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4
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fast healing 1 (8 rds), readying
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Characters:
Gorth (LP) Action Points: 6
Rowelliam (LP) Action Points: 6
Tyi Ko'rrin (LP) Action Points: 5
Zazi (LP) Action Points: 3
Party Loot (LP)
- At first level you have 5 action points. Each time you attain a
new level you gain a fresh supply of action points equal to 5 + 1/2 your
character level, rounded down. Any unspent action points that you
didn't spend at your previous level are lost.
- You may spend an action point to add a d6 to the result of an
attack roll, skill check, ability check, level check, or a saving throw.
- You may spend 2 action points to gain another use of a class
feature that has limited uses per day. Examples: bardic music, rage,
smite evil.
- An artificer may spend an action point to imbue an infusion in one
round, even if its casting time is normally longer than one round.
- You may spend 1 action point to stabilize when dying.
- You can only spend action points once in a round. However, you can spend more than one action point in a single instance. Example: Spending 2 action pts. to gain another use of bardic music. You cannot, as an example, spend an action pt. on a tumble check and then on an attack roll.
- You may spend an action point to an improve an die roll that has already been made, provided that the GM has not told you whether the result would be successful or not.
- Action points cannot normally be used to improve a damage roll.
- You cannot spend an action point for an roll after you making any determination about it's effect, success, or failure. Examples: You cannot spend an action point for an attack roll after you've rolled damage for that attack. You cannot spend an action point for an attack roll after you have rolled miss chance. You cannot spend an action point on a spell penetration roll after you have rolled for spell failure.
- Exception to the above - Since I will usually tell you the DCs of any saving throws that you need to make, you must include your action point in that die roll. For saves, you can not spend after the roll has been made.
Certain feats change the amount of action points gained, it's die type, and may even provide new ways to use your action points.
Don't be too stingy with your action points! You get plenty and you can't save them up. Best to spend them all before your next level provides you with a whole new supply.
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Category: Character
Klem Neransten Mongrelfolk - Humanoid (human) (Races of Destiny, page 97) Level 1 Fighter / NG / 5 AP
STR 14 +2 DEX 14 +2 CON 17 +3 INT 10 0 WIS 13 +1 CHA 10 0
HP: 13 AC: 16 (10+5(Chainmail)+2(Dex)-1(Flaw)) FlatFooted/Touch: 14 / 11 For/Ref/Wil: 5/2/1 BAB: 1 Speed: 30 (20 in armor) Deity: Dol Arrah
Attacks: Halberd (+4, 1d10+3), x3 Short Bow +20 arrows (+3, 1d6), x3
Armor: Chainmail (AC + 5, -5 armor check, max dex +2, speed 20)
Feats: Weapon Focus - Halberd Power Attack (B)Athletic - (attributed to his unique form and time spent climbing the city. People don't really like having him around, so he gets completely out of the way) (B)Action Boost - (Everything taken into perspective, he's a pretty lucky guy. He typically stays positive and finds a way to get his job done, even when it seems not likely) (F)Vulnerable - (His combat skills are still wanting; he mainly fights petty criminals, and lacks the true combat training to stand toe-to-toe with soldiers and the like)
Skills: (Number in parentheses is outside of armor) Climb 4 (9) Diplomacy 0 Disguise 0 Escape Artist -3 (2) Gather Information 0 Handle Animal 0 Hide 1 (6) Intimidate 4 Jump -2 (3) Listen 3 Move Silently -2 (3) Ride 2 Search 0 Sense Motive 1 Sleight of Hand 1 (6) Spot 2 Survival 2 Swim -6 (4) Use Rope 2
Other gear: Inside backpack: bedroll, flint and steel, waterskin, hempen rope
Racial benefits Low Light Emulate Race (for Use Magic Device checks) Sound Imitation (mimic any voice or sound heard, listener Will Save 16) Immune to Sleep Diffuse Blood (+2 racial on saving throws for spells with race components) +1 Racial on saves against enchantment/illusion
Backstory Klem doesn't know who he is. He woke up 2 years ago in a chapel of The Sovereign Host in the city of Sharn. He'd been found in the wreckage of a plundered caravan, barely alive. No other members of the caravan survived, and no one at the caravan's last stop knew anything about the strange half-breed. Klem took his names from the priest and assistant who coaxed him back to health.
To help pay back the church, Klem took on small jobs with the church and the district. He quickly gained a reputation as always willing to do hard jobs, especially when blood is involved. He works routinely with the local adventurer's guild, handling the less glamorous, but less competitive jobs. He saves his reward money for books on dragons, a seemingly innocent fascination of his. Klem is tragically shy except when it comes to a fight. He wields the halberd, the noble weapon of Dal Arrah. If he's not going to be fighting, he prefers to let others steer the conversations.
Though the people of his district treat him well enough, he is an outsider and can never stay long. No one feels comfortable around him, and who could blame them? His appearance borders on hideous. His arms and legs are too long, each ending in long, thin fingers and toes. His torso is short and barrel shaped, lending to the strangeness of his long arms. His face is a mixmash of various species: pointed elven ears; a large, dwarven nose; small, beady green eyes; thin black hair; and a large, square jaw filled with jagged, uneven teeth not unlike a dog's. As a benefit, he is a fantastic climber and swimmer when not weighed down by his armor. He frequently spends his personal time climbing the buildings around Sharn (and may be the reason for a rumor or two of monsters on rooftops).
Klem hides the truth of his shyness from everyone. In his heart, he believes that he is not of this world, and not even male. For the first several weeks after he regained consciousness, he was in a state of shock due to his male, human body. Though the years have passed, his feelings on the matter have not changed, often to his irritation. Every night when he sleeps, he dreams he is back in his large, reptilian, female form, her wings batting the sky with proud ease. When he discovered that the form he dreams of is a dragon, he immediately began researching the mysterious race, though he is much better suited to fighting than studying. As such, all he's picked up are a few fairy tales and creation stories. For Klem, dragons are an impossible dream.
Klem is Neutral Good, and he idolizes the Knight-errants and paladins that seem to personify the best of life. If he cannot be a dragon, he endeavors to be one of those shining beacons of justice and good. He attributes his rather good luck to his optimism and good nature.
Post Reply
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cobaltvector
 Dungeonkeeper
2/20/2012 2:41:01 PM
PostID: 418393
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Looks good but I have to apologize for an error on the recruitment page/introductory information. The campaign starts at 1st level rather than 5th. I copy/pasted the information from another game that I ran here a while back.
A minor problem with your character is that Eberron does not use the same deities as the stock D&D setting. Your background will have to be altered a bit to fit the setting. Pelor does not exist, but the Sovereign Host is a good fit. The Host is not a single deity, but rather a pantheon of several gods usually worshiped together rather than separately (but not always). The faith is the most common on the continent and widely practiced in Sharn.
Dragons hold a unique role in Eberron. First of all, dragons are tied to the creation myth of Eberron. It is believed that three progenitor dragons (Siberys, Eberron, Kyber) created the world of Eberron in a titanic struggle. Siberys became the luminescent band of specks that appears in the sky above. Eberron became the earth. Kyber was forced deep beneath the surface of the earth and comprises the labyrinthine caverns that snake their way below the surface of the planet. Each progenitor dragon is also associate with a crystal that is used in the creation of magical devices. Siberys crystals fall from the sky during meteor showers, Eberron crystals are found just below the surface, while Kyber crystals are only gathered from deep mines.
There are also the dragonmarks. Strange symbols that appear both on the terrain and occasionally on people (although only on Core races, never on any other race nor variants of the Core races). Many dragons believe that these marks are part of a great Prophecy, although they seldom reveal what the prophecy might be saying. Occasionally a dragon may choose a creature to investigate a specific portion of the prophecy for them.
Dragons are a rare sight. The vast majority are found on the continent of Argonnessen, a land that seldom tolerates visitors. As such, many think that dragons are simply creatures of myth. The majority dragons that exist in lands outside Argonnessen are barbaric in comparison, have no connection to the greater draconic culture, nor interest in the draconic prophecy.
The draconic gods are all but unknown to non-dragons, but dragons themselves are occasionally worshiped as gods, usually in the form of Totemic Worship however a relatively new religious movement (where shugenjas take the role of priests) is slowly growing. This faith believes that dragons a nearly divine, and that by emulating them they too can achieve divinity. Worshiping Bahamut does not fit with the setting, however offering prayers to the dragons and/or seeking the greater mysteries of the draconic prophecy is.
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cobaltvector
 Dungeonkeeper
2/20/2012 7:56:22 PM
PostID: 418404
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We're using the point buy system from the
DMG with 32 points instead of the standard 25. From my math you've got 7 more points to spend.
Stat Before racial Adj
| Cost |
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Racial Adj
|
Stat after Racial Adj |
| STR | 14 | 6pts |
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|
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STR | 14 |
| DEX | 10 | 2pts |
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DEX | 10 |
| CON | 12 | 4pts |
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CON
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+4
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CON | 16 |
| INT | 12 | 4pts |
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INT
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-2
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INT | 10 |
| WIS | 13 | 5pts |
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|
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WIS | 13 |
| CHA | 12 | 4pts |
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CHA
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-4
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CHA | 8 |
Final Cost:
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25
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For Easy Reference:
ABILITY SCORE POINT COSTS
| Ability Score | Point Cost |
| Ability Score | Point Cost |
| 9 | 1 | 14 | 6 |
| 10 | 2 | 15 | 8 |
| 11 | 3 | 16 | 10 |
12
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4
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17
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13
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| 13 | 5 | 18 | 16 |
You also get a Free Background Feat. You may select any feat without an "!" from the list here: Introductory Information (LP). You can select a Background Feat with an "!" only if you take a flaw from Unearthed Arcana
You can gain an additional Background Feat by selecting a flaw. This feat can be with or without an "!" after the name.
You must still meet the qualifications for any background
feat taken.
The Feats listed under the Crystal Keep heading come from a variety of
WotC sources if you recognize the same from a book in your collection
its probably identical.
You should be able to post a reply now.
This post last edited on 2/20/2012 8:01:45 PM
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TikTak
2/21/2012 3:01:11 AM
PostID: 418408
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Take three! I wasn't going to use any background feats (simply put, he doesn't have much of a background, since he only remembers the last two years), but I think this could be more fun.
This post last edited on 2/22/2012 2:17:54 AM
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cobaltvector
 Dungeonkeeper
5/22/2012 8:45:40 PM
PostID: 422812
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Role-playing notes:
Klem has kept quiet and been somewhat nervous throughout the course of the game. He sees himself as more of a follower, rather than a leader and torn when the actions of his fellow guild members go against his own beliefs.
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cobaltvector
 Dungeonkeeper
10/23/2012 10:11:27 PM
PostID: 429275
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Decapitated by Saber, 17th of Therendor, 998YK.
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