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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This Character is an NPC
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Category: Character
Name: Cathbadh Race: Human Class: Druid Alignment: Chaotic Neutral Eyes: Dark brown Hair: Shaggy red hair, nearly shoulder length Age: 18 Height: 6'4 Weight: 140
Str: 12 Dex: 14 Con: 13 Int: 9 Wis: 18 Cha: 8
BAB: 0 HP: 9 AC: 12
Fort: 3 Ref: 2 Will: 6
Init: 2
Languages: Common, Druidic
Weapons: Quaterstaff Armor: Leather Other: Traveler's outfit
Feats: Combat Casting Eschew Materials Greensinger Initiative
Skills: Concentration 5 Heal 8 Survival 8 Move Silently 4 Bluff 0 Hide 0 Perform 0
Animal companion: Hawk
Size/Type: Tiny Animal Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. fly 60 ft. Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/–10 Attack: Talons +5 melee (1d4–2) Full Attack: Talons +5 melee (1d4–2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +2, Ref +5, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon FinesseB
Luas' Tricks: 1. Attack 2. Attack (creatures of all types) 3. Down 4. Come 5. Seek 6. Stay 7. Heel
Spells prepared: Lvl 0: Guidance, Cure Wounds x2 Lvl 1: Magic Stone, Magic Fang
Gold: 39gp
Action Points: 5
History: Tall and thin, with unfocused eyes that suggests his thoughts are anywhere but on the present situation, Cathbadh doesnt look particularly intimidating. Infact he looks almost wimpy. His very pale skin and blank expression doesnt help. However it was his unfocused eyes, that always made him seem deep in thought that drew the interest of Setanta, a lone wandering druid, to this strange boy standing alone in a forest. Setanta had been surprised by the fact that not only did his eyes seem too mature for his age, but that the 5 year old Cathbadh had supposedly been abandoned in the middle of nowhere. The druid decided to take the quite boy under his wing, and so Cathbadh followed Setanta on his various travels. Setanta tried multiple times to discover why Cathbadh had been abandoned, but he would instantly go quiet whenever asked. Eventually he gave up trying, and as time past, even Cathbadh himself began to forget his childhood years. Setanta would tell Cathbadh the names of the plants and animals of creatures they encountered on their travels, but had never considered instructing him in the ways of a druid untill one day, when Cathbad was in his teens, he asked Setanta himself. After the initial shock, Setanta realised that the boy was actually quite suited to his way of life; he had wisdom that was uncommen for his age, he had developed respect for nature, and was capable of surving from only the land itself. Setanta decided to take him to the Green Singers, the Sect he had originally belonged to before he had left for reasons that he had never explained to Cathbadh. When they eventually arrived, Setanta bid him farewell and departed. The Sect accepted Cathbadh, though they were skeptical at first as they expected Cathbadh to just get up and leave like his mentor, and friend of many years, had. However, he was a quick learner and they eventually grew to accept him. While training to become a druid, he formed a bond with a young hawk who seemed to live in the forest near to the sect. He decided to call the hawk "Luas", the druidic word for speed, as he was often amazed by how fast it could fly. Soon after Cathbadh was finnaly considered a fully fledged druid, he heard of the death of Setanta. He left the Green Singers, much to their displeasure, and set out to find out what exactly had happened to the man he considered his father. After traveling for a great time, he eventually came to the city of Sharn, where he heard that Setanta had simply died of old age. lingFee at a loss, and not wanting to return to the Green Singers, he decided to find a place to sleep for the night. It was then that he happened to bumped into Bodik and Farik, who convinced him to join their guild.
Post Reply
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cobaltvector
 Dungeonkeeper
3/2/2012 5:30:24 PM
PostID: 418892
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Looks good so far. You can either roll 2d4 and multiply by 10 to determine your starting gold or take the average of 50gp.
Are you intending on taking an Animal Companion or are going switch that out for alternate class feature?
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cobaltvector
 Dungeonkeeper
3/2/2012 6:12:34 PM
PostID: 418893
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Information that could be useful for your character's concept:
Most (but not all) of the Druids in Eberron belong to a Druidic Sect. While each follow the guidance of the Greatpine Druid Oalian, each sect has their own guiding philosophy.
The Wardens of the Wood: They are the largest of the modern Druidic sects. They serve as Oalian's eyes and ears and maintain the balance between the wilds and the civilized world. The Wardens also strive to destroy fiends, undead, aberrations and other creatures that they see as unnatural. When it comes to natural dangers such as dire animals and other deadly predators, they prefer to let them live in peace and away from civilization.
The Ashbound: The Ashbound believe that civilization is a corrupting force, one that must be either driven back or destroyed before it can do lasting harm. The Ashbound are known for using violence, though some moderates seek to convince others of their misdeeds through discussion rather than destruction. The Ashbound see the use of Arcane Magic as a vile an unnatural act.
The Children of Winter: While outsiders believe that the Children of Winter worship death and decay, this is not actually the case. Instead the Children of Winter embrace death as part of the natural order. They believe that disease and blight play a vital role in the cycle of life by weeding out the weak and infirm. The Children of Winter also believe that civilization has drawn people away from this natural cycle, allowing the weak to survive, and that nature will not allow this to continue. The Children of Winter wait for the coming plague that will cull the weak and bring forth a new spring. Children of Winter can be of any non-good alignment.
The Gatekeepers: The Gatekeepers date back before Oalian, when the Dragon Vvaraak called upon them to serve as Eberron's champions. The Gatekeepers where the first line of defense against the other-planar daelkyr and it was the Gatekeepers that sealed the gates to the daelkyr's home plane of Xoriat thousands of years ago. Today the Gatekeepers are a shadow of their former selves - clinging to it's duties and trying to maintain the ancient seals. The Gatekeepers seek to defend nature against the unnatural and abhor abberations.
The Green Singers: Green Singer have a close connection to the fey and maintain the connections between Eberron and the plane of Thelanis where the Faerie Court is held. They are often chaotic and hold no special agenda.
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Anonymous
3/3/2012 9:52:17 AM
PostID: 418912
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I'll take 50gp, but im not sure what I can replace with animal companion. Also is studded leather restricted for druids?
Edit: Is there anything else im missing? (apart from armor)
This post last edited on 3/3/2012 12:31:44 PM
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cobaltvector
 Dungeonkeeper
3/3/2012 3:35:10 PM
PostID: 418932
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Druids cannot normally wear studded leather. There are other armors that are not listed in the SRD that a druid can wear, but the price for such items put them out of the reach of starting characters.
There are class variants out there that replace class features such as animal companion with other features, but if you don't have access to such sources it's better to stay away from them. The Druidic Avenger is an example of a Class Variant. If you are interested in this variant remember that you can't cast spells while raging.
Animal Companion is a good class feature. As you advance in level you can swap out your companion for a different one, so there is no penalty for selecting one now if you choose to stick with the "default" druid.
You'll need to select the spells that you will have memorized at the start of the game.
I'm giving every character one extra "Background" feat which is selected from the list found here: Introductory Information (LP). I'm going to recommend that you take Greensinger Initiate and I'll wave the flaw requirement for taking it as your background feat.
Greensinger Initiate: You have embraced the druidic traditions of the Greensingers, a chaotic Eldeen Reaches sect with close ties to the fey.
Prerequisites: Ability to spontaneously cast summon nature's ally.
Benefit: Add Bluff, Hide, and Perform to your class skills. In addition you can cast the following spells as if they were on the Druid spell list at the indicated spell level.
1st level: Charm Person 2nd level: Daze Monster 3rd level: Displacement 4th Level: Charm Monster 5th Level: Hold Monster 6th Level: Cat's Grace, Mass 7th Level: Ethereal Jaunt 8th Level: Charm Monster, Mass 9th Level: Etheralness
This post last edited on 3/3/2012 3:49:11 PM
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Anonymous
3/3/2012 3:47:59 PM
PostID: 418934
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Ok, is there anything else i have to do?
This post last edited on 3/3/2012 4:52:47 PM
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cobaltvector
 Dungeonkeeper
3/3/2012 7:29:03 PM
PostID: 418943
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You should have one extra 1st level spell per day because of your high Wisdom. Other than that, your character looks good.
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Anonymous
3/4/2012 7:33:50 AM
PostID: 418969
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thanks I'll add the spell now
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cobaltvector
 Dungeonkeeper
5/3/2012 9:07:41 PM
PostID: 421921
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Something I forgot about.
At 5th level a Druid can perform the purification ritual of his sect. The ritual is not a feat, its simply a extra benefit of being a 5th level druid. Anyone, even non-druid can participate in the ritual if they meet the rituals prerequisite. The ritual has no cost, but druids refuse to perform this ritual on anyone who does not share their beliefs and druids cannot be compelled to do so in any fashion. Any druid that performs this ritual on a unworthy character loses his spellcasting ability along with the ability to perform rituals until she undergoes atonement. The ritual requires 1 hour of uninterrupted meditation. It also requires a DC 15 Concentration check by each participant to take effect on that character. Failure means the ritual can not affect that character for 30 days. Success means that the ritual effect last a number of days equal to that character's level.
Ritual of the Timeless Soul Prerequisite: Chaotic alignment Benefit: You are immune to the harmful effects of flowing time due to planar travel. Time "lost" due to planar effects never catches up to you. If you deal damage to any fey that has not already attacked you or one of your allies, this benefit ends.
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cobaltvector
 Dungeonkeeper
6/6/2012 6:43:51 PM
PostID: 423290
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I completely neglected asking what tricks your companion knows. Luas has 7 trick slots. Go ahead and fill them all, no skill checks necessary. See the OOC (LP) thread.
Recommended: 1. Attack 2. Attack - (creatures of all types) 3. Down 4. Come 5. Seek 6. Stay 7. Heel
That covers everything that Luas has done up to now.
This post last edited on 6/6/2012 7:29:30 PM
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cobaltvector
 Dungeonkeeper
6/28/2012 8:44:43 PM
PostID: 423901
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NPC'ed Cathbadh.
He memorized/cast 3 cure minors to heal Luas and memorized/cast a lesser vigor to heal Klem. The remaining spell slot he left open (it can be filled in 15 minutes).
Spells prepared: Lvl 0: Cure minor wounds x3 Lvl 1: Lesser Vigor, ???????
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