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cobaltvector
 Dungeonkeeper
4/11/2012 11:32:18 PM
PostID: 420560
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You have full control of this character page, so you should be able to post your character by using the Edit Document button. You can also rename the character by using the Action: pull down (Select rename this topic).
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Garrett
4/12/2012 5:55:21 AM
PostID: 420574
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Female Half-Elf Druid 1 Neutral Good
Strength 16 (+3) Dexterity 16 (+3) Constitution 10 (+0) Intelligence 8 (-1) Wisdom 16 (+3) Charisma 8 (-1)
Size: Medium Height: 5'10" Weight: 145 lb Skin: Light Eyes: Green Hair: Light Brown Wavy
Total Hit Points: 8
Speed: 30 feet
Armor Class: 15 = 10 +2 [leather] +3 [dexterity]
Touch AC: 13 Flat-footed: 12
Initiative modifier: +3 = +3 [dexterity] Fortitude save: +2 = 2 [base] Reflex save: +3 = 0 [base] +3 [dexterity] Will save: +5 = 2 [base] +3 [wisdom] Attack (handheld): +3 = 0 [base] +3 [strength] Attack (unarmed): +3 = 0 [base] +3 [strength] Attack (missile): +3 = 0 [base] +3 [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 Druidic Elven
Dagger x4 [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Spear [1d8, crit x3, range incr 20 ft., 6 lb., two-handed, piercing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Feats:
Martial Weapon Proficiency Weapon: Composite Longbow
Traits:
Abrasive: (+1 on Intimidate, -1 on Diplomacy and Bluff) Farsighted: (+1 on Spot, -1 on Search)
Action Points: 6 (lifetime)
Appraise Int -1 = -1
Balance Dex* 3 = +3
Bluff Cha -2 = -1 -1 [abrasive]
Climb Str* 3 = +3
Concentration Con 0 = +0
Craft_1 Int -1 = -1
Craft_2 Int -1 = -1
Craft_3 Int -1 = -1
Diplomacy Cha 0 = -1 +2 [half-elf] -1 [abrasive]
Disguise Cha -1 = -1
Escape Artist Dex* 3 = +3
Forgery Int -1 = -1
Gather Info Cha 1 = -1 +2 [half-elf]
Handle Animal Cha 1 = -1 +2
Heal Wis 3 = +3
Hide Dex* 3 = +3
Intimidate Cha 0 = -1 +1 [abrasive]
Jump Str* 3 = +3
Know (nature) Int 5 = -1 +4 +2 [druid]
Listen Wis 4 = +3 +1 [half-elf]
Move Silently Dex* 3 = +3
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 5 = +3 +2
Search Int -2 = -1 -2 [farsighted] +1 [half-elf]
Sense Motive Wis 3 = +3
Spot Wis 9 = +3 +4 +1 [farsighted] +1 [half-elf]
Survival Wis 5 = +3 +2 [druid]
Swim Str** 3 = +3
Use Rope Dex 3 = +3
* = check penalty for wearing armor.
Zero-level Druid spells: 3 per day
Light: Object shines like a torch. Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60 ft.
First-level Druid spells: 2 (1+1) per day
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Speak with Animals: You can communicate with animals.
Half-Elf:
Immune to magical sleep.
+2 racial bonus on saves vs. enchantments.
Low-light vision.
+1 racial bonus on listen, search, and spot checks.
+2 racial bonus on diplomacy and gather information checks.
Druid:
Spontaneous Casting (summon nature's ally). (Wolf)
Animal Companion
Wild Empathy
+2 on Knowledge (nature) and Survival (already included)
Woodland Stride (level 2)
Trackless Step (level 3)
Resist Nature's Lure (level 4)
Wild Shape (level 5)
Venom Immunity (level 9)
A Thousand Faces (level 13)
Timeless Body (level 15)
High wisdom gains bonus spells daily.
Lunia Silverkin's Equipment:
Weapons / Armor / Shield (from above) Arrows (quiver of 20) x1 Backpack Bedroll Blanket, winter x2 Canvas (10 x 10) Case (for map or scroll) Chalk Flint and steel Ink vial Ink pen Parchment sheets x4 Pouch x2 Rations (1 day) x7 Rope (50', hempen) x1 Sacks x2 Soap Waterskins x2 Holly and mistletoe Spell component pouch
Total: 73 lbs
Animal Companion: Horse (heavy)
Large Animal
Hit dice 3d8+6 (19 hit points)
Initiative +1 (Dex)
Speed 50 feet
AC: 13 ( -1 large +1 Dex +3 natural)
Attacks: 2 hooves +3 melee;
Damage 1d6+2 (hoof);
Special Qualities: Scent
Saves: Fort +5; Ref +4; Will +2
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6; Spot +6;
Link, share spells
Bonus tricks: 1 (Attack)
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Garrett
4/12/2012 6:41:29 AM
PostID: 420577
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Let me know if I overspent, or over-calculated anything.
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cobaltvector
 Dungeonkeeper
4/12/2012 11:56:34 AM
PostID: 420586
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Druids only start with 2d4x10 gp (50 gp average). Your weapons and armor alone are 30gp over the maximum gold amount you could roll. Even after including 20 extra gold for the party's latest acquisitions, you are way over budget.
This post last edited on 4/16/2012 12:05:23 PM
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cobaltvector
 Dungeonkeeper
4/16/2012 12:30:30 PM
PostID: 420882
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Expenditure Breakdown:
Item
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Cost
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Weight
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Dagger x4
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8.00
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4.00
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Spear
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2.00
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6.00
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Composite Longbow
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100.00
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3.00
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Leather Armor
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10.00
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15.00
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Backpack
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2.00
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2.00
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Bedroll
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0.10
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5.00
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Rations x7
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3.50
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7.00
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Rope (50' Hemp)
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1.00
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10.00
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Waterskins x2
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2.00
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8.00
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Flint & Steel
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1.00
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Belt Pouch x2
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1.00
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1.00
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Arrows (20)
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1.00
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3.00
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Blanket x2
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1.00
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6.00
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Map/Scroll Case
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2.00
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1.00
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Chalk
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0.01
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Ink Vial
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8.00
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Ink Pen
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0.10
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Parchment x4
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0.80
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Sack x2
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1.00
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1.00
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Soap
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0.50
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1.00
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Spell Component Pouch
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-
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2.00
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Holy and Mistletoe
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-
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Total
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145.01
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75.00
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Average Starting Gold For A Druid
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50.00
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Gold that Party has Earned
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20.00
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Over By..
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75.01
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cobaltvector
 Dungeonkeeper
4/16/2012 12:53:58 PM
PostID: 420886
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Did you consider playing a pure Elf instead of a Half-Elf?
Pure Elves are automatically proficient with Composite Longbows.
The stat adjustments also line up in your favor. Point-wise, the bonus for Dex more than makes up for the penalty to Con.
Cost for a 16 Dex for a Half-Elf:
10
Cost for an Elf: 6
Cost for a 10 Con for a Half-Elf
2
Cost for an Elf : 4
Totals:
Half-Elf
12pts Elf:
10pts
By playing an Elf you save 2 stat points that can be spent raising your
Charisma or Intelligence 2 points or spent raising your Con 1 pt.
This post last edited on 4/16/2012 1:02:15 PM
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Garrett
4/29/2012 12:06:08 PM
PostID: 421637
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Okay I guess I have to get rid of the Compound longbow.
And yeah I will go elf, and put my points into Int.
Just curious why I have not been receiving any game updates... was I kicked out or something?
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cobaltvector
 Dungeonkeeper
4/29/2012 1:55:16 PM
PostID: 421645
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Nope. I don't know why you haven't been getting updates.
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cobaltvector
 Dungeonkeeper
4/29/2012 6:38:22 PM
PostID: 421649
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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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cobaltvector
 Dungeonkeeper
4/30/2012 2:29:18 PM
PostID: 421690
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Pain.. A mind numbing pain unlike anything you have ever felt before. It wracks your whole body.
Few druid choose to live in Karrnath. The nation's decision to bolster it's ranks with the undead does not sit well with those that hear nature's call. It is an abomination.
You grew near the Icewood forest on a blasted, barren plain. Few Karrn's venture near the place. It is inhospitable, food scarce and the ground is frozen most of the year so very little can be grown. The Icewood provides little shelter, for only the foolhardy enter it for very long. Yet that is where your companion wolf ran of to and where you followed.
You found your wolf near a strange stone, a crystalline shard no bigger than your finger. Your wolf was panting, and crying out in pain. As you approached your companion the shard began to shed a dark-blue light.
Pain wracks your body as you fall unconscious.
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cobaltvector
 Dungeonkeeper
5/2/2012 8:54:35 PM
PostID: 421827
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Rushed things a bit, but Lunia is now in the game and Artemus has permanently left. I left her covered up from the neck down so you'll need to better describe her when she is cleared from the tissue remains of the 'mass'.
You'll probably have some questions:
1. Yes, your Wolf is with you. He's covered by the fleshy remains of the husk and is unconscious but is otherwise unharmed. 2. No, you are not Artemus. Artemus has been dissolved completely by the Husk and is now lying in a pool of protoplasm surrounding you. You don't have any of his memories, and his equipment, except for a recently activated Sunrod, is all gone. 3. Yes, you remember the crystal shard you discovered in the Icewood. 4. No, you don't have any idea what just happened. 5. Yes, you are conscious starting at the end of the post.
I decided to use Lunia's introduction into the party as a foreshadowing event for an adventure I might run following the completion of all of the published one I had already planned for.
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Garrett
5/3/2012 5:37:22 AM
PostID: 421838
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Okay, sounds cool. :)
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Garrett
5/3/2012 5:48:07 AM
PostID: 421839
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I would like to be a member of The Wardens of the Wood.
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cobaltvector
 Dungeonkeeper
5/3/2012 8:58:10 PM
PostID: 421919
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There are some feats specifically that you might consider taking in the future. I'll let you swap out your current background feat for Warden Initiate if you would like (it's not required). Ignore the ! if it has one on my background feat list.
Warden Initiate: Prereq: Ability to spontaneously cast summon nature's ally.
Benefits: 1. You gain a +2 deflection bonus while fighting in a forest. 2. Add Climb and Jump to your list of class skills. 3. Treat the following spells as if on the Druid Class list at the indicated spell level: 1st level: Protection from evil 2nd level: Detect Thoughts 3rd level: Displacement 4th level: Locate Creature 5th level: Hold Monster 6th level: Repulsion 7th level: Banishment 8th level: Screen 9th level: Hold Monster, Mass
Lest I forget (Need to mention this to Cathbadh as well):
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 Woodland Bond Prerequisite: Non-evil alignment Benefit: You don't take any penalties on Tumble or Move Silently checks made in areas of undergrowth, and you treat such squares as if they are normal terrain rather than difficult. Heavy undergrowth, as well as other forms of difficult terrain affect you normally. If you deal damage to an animal or plant that has not already dealt damage to you or one of your allies, this benefit ends immediately.
This post last edited on 5/3/2012 9:08:25 PM
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Corkman
 Courageous Warrior
6/2/2012 10:05:49 AM
PostID: 423135
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I'LL try the best I can. I'm not too famikliar with the Eberon setting so bear with me if I'm a little slow with some things. "A man's got to know his limitations!" Inspector Harry Callahan
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cobaltvector
 Dungeonkeeper
6/2/2012 10:47:52 AM
PostID: 423136
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Most of my players aren't to familiar with the setting. I provide links in my posts whenever I reference something Eberron Specific.
Be certain to click on the How to use Action Points button in the Game Panel and read the information.
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Corkman
 Courageous Warrior
6/3/2012 2:20:02 PM
PostID: 423177
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OK, good to know.
SO, I'm in this fight now correct and just waiting for my initiative to come up? "A man's got to know his limitations!" Inspector Harry Callahan
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cobaltvector
 Dungeonkeeper
6/3/2012 8:08:24 PM
PostID: 423188
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Yes. Lunia rolled a 12 for her initiative. Go ahead an post your action for this round.
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