Verik Vancaskerkin

Bowmaster Sol's page

Organized Play Member. 5 posts (172 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.


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Yay! I'm quite excited. I'll go about creating that alias. ^_^
May we endure together!


Ha! I had myself a good laugh. I read "flurry" as "fury" and put "furry". >< Yeah. That would be intimidating for a whole other reason. =)

It does make sense Rahger would need to put a rank in Linguistics to better understand orders and the situation he is in. The level 4 increase is put on Int. I figured being exposed to "modern" society made him a bit smarter. It might go elsewhere if I change my mind last minute.

I will have that stat block updated showing the changes and correcting those pesky misspellings. ^_^ ;

Rahger:

Rahger
M Halfling Brawler 4
CN Small Humanoid
Perception +5; Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 19, touch 16, flat-footed 13 (+3 armor, +4 dex, +1 size, +1 dodge)
HP 36 (1d10 +2, half 3d10 +3)
Fort +7, Ref +9, Will +2 (or +4 vs fear)

--------------------
OFFENSE
--------------------

Speed 20 ft.
Melee : Unarmed Attack + 10 ( +4 dex, +1 size, + 4 BAB, +1 feat)
Unarmed Damage (1d6 +5 / x2) (+2 str, +2 feat, +1 trait)
Ranged : Sling Attack + 9 ( +4 dex, +1 size, +4 BAB)
Sling Damage ( 1d3 + 2 / x2) 50 ft. (+2 str)
Special Attacks : Brawler's Flurry
Wild Talent : Create Sound

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 8, Wis 9, Cha 16
Base Atk +4; CMB +5 (+6 vs sunder); CMD 19 (20 against sunder)

Traits
1:Auspicious Tattoo : +1 trait bonus on Will saves

2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks

Feats

Weapon Finesse, Improved Unarmed Strike,
Weapon Focus (Unarmed), Weapon Specialization (Unarmed)

Skills:

Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Climb + 8 ( +2 str, +3 class, +2 racial, +1 rank)
Escape Artist + 8 (+4 dex, +3 class, +1 rank)
Handle Animal + 7 (+ 3 cha, + 3 class, +1 rank)
Intimidate + 10 (+3 cha, + 3 class, +4 rank)
Linguistics + 0 ( - 1 int, + 1 rank)
Perception + 5 (-1 wis, +3 class, + 2 racial, +1 rank)
Ride + 8 (+4 dex, + 3 class, +1 rank)
Stealth +9 (+4 dex, + 4 size , +1 rank)

Racial Modifiers:
-2 Str, + 2 Dex, + 2 Cha
Size: +1 size bonus to AC, attack rolls, a-1 to CMB and CMD, and a +4 to Stealth
Fearless: +2 vs fear
Halfling Luck: +1 to all save throws
Sure-Footed: +2 Acrobatics and Climb
Weapon Familiarity: Sling and "halfling" keyword proficient
Keen Senses: +2 Perception

Languages: Halfling (literate), Common (literate?)

Favored Class : Brawler (skill rank x 3)

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==

==Worn/Equipped==
Small Waterskin 1 CP 2 lb
Small Hot Weather Outfit 0 CP 2lbs
Small Masterwork Hide Shirt 170 CP 9 lbs
Sling 0CP 0 lbs
Sling Bullets (40) 2 LB 10 lbs
Backpack 2 CP 2 lbs.
Belt Pouch 1 CP 1/4 lb
Psionic Tattoos (16) 800 CP 0 lbs
- (2) Biofeedback
- (1) Bite of the Wolf
- (2) Chameleon
- (2) Compression
- (2) Empty Mind
- (1) Foxhole
- (2) Deflect Missile
- (1) Absorb Weapon
- (2) Inevitable Strike
==Pouch==
+3 Shard (Climb)(2) 100 CP 0 lbs
+3 Shard (Acrobatics)(2) 100 CP 0 lbs
+3 Shard (Ride)(1) 50 CP 0 lbs
==Backpack==
Rations (3) 1 CP 5 LB 3 lbs

Carrying Capacity: (0-58 / 59-116/ 117-175) lbs

Current Weight Carried: 25.25 lbs

Money: 74 Ceramic Pieces 3 Lead Beads


Submitting a Human Fighter that focuses on bows and is decent in melee. I will work on the backstory in a bit.

wealth: 5d6 ⇒ (5, 1, 4, 1, 2) = 13 x 10 = 130g

Terry Sol:

Bowmaster Sol
M Human Fighter 1
NG Medium Humanoid
Perception + 0; Init +4
--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 11 (1d10 +1)
Fort +4, Ref +4, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee : Heavy Flail Attack +4 ( +3 str, + 1 BAB )
Heavy Flail Damage +3 ( +3 str) trip, disarm
Sap Attack +4 (+3 str, +1 BAB)
Sap Damage +3 (+3 str) nonlethal

Ranged : Longbow +6 ( +4 dex, +1 BAB, +1 feat) 100 ft.
Longbow +4 ( +4 dex)
Special Attacks : none

--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 13, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 18

Traits
River Lander :
You were raised in a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the sword lords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes.

Benefit: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Feats

Point-Blank Shot
Rapid Shot
Weapon Focus (Longbow)

Skills:

Climb + 6 ( +3 str, +3 class, +1 rank, -1 armor)
Stealth + 8 (+ 4 dex, +3 class, + 1 trait, + 1 rank, -1 armor)
Survival +4 ( + 3 class, + 1 rank)

Racial Modifiers:
+ 2 Dex
Bonus Feat: Humans select one additonal feat at level 1
Skills: Humans gain an additional skill rank at level 1
and whenever they gain a level

Languages: Common,

Favored Class : Fighter

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==

==Worn/Equipped==
Soldier's Uniform 0 GP 5lbs
Studded Leather armor 25 GP 20lbs
Sap 1 GP 2lbs
Heavy Flail 15GP 10lbs
Longbow 75 GP 3lbs
Arrows (60) 3GP 9lbs
==Backpack==
1 Fishing Net 4GP 5lbs
2 Torches 2 CP 2 lbs
3 Rations 1 GP 5 SP 1.5 lbs
1 Bedroll 1 SP 5lbs
1 Blanket 5 SP 3lbs
1 Soap 1 CP 1/2 lb
1 Flint and Steel 1GP 0lbs

Carrying Capacity: (0-76/ 77-153/ 154-230) lbs

Current Weight Carried: 68 lbs

Money: 1 Gold Piece 8 Silver Pieces 7 Copper Pieces


Wild Talent: 1d100 ⇒ 5

Haha. The 3rd character rolled with Create Sound. ><

Here is my submission: Rahger the Halfling Brawler.

Rahger:
Rahger
M Halfling Brawler 4
CN Small Humanoid
Perception +5; Init +3
Hero Points 1
--------------------
DEFENSE
--------------------

AC 19, touch 16, flat-footed 13 (+3 armor, +4 dex, +1 size, +1 dodge)
HP 36 (12 [d10+2] at level one and 8 [half d10+3] for levels 2-4)
Fort +7, Ref +9, Will +2 (or +4 vs fear)

--------------------
OFFENSE
--------------------

Speed 20 ft.
Melee : Unarmed Attack + 10 ( +4 dex, +1 size, + 4 BAB, +1 feat)
Unarmed Damage (1d6 +5 / x2) (+2 str, +2 feat, +1 trait)
Ranged : Sling Attack + 9 ( +4 dex, +1 size, +4 BAB)
Sling Damage ( 1d3 + 2 / x2) 50 ft. (+2 str)
Special Attacks : brawler's furry

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 8, Wis 9, Cha 16
Base Atk +4; CMB +5 (+6 vs sunder); CMD 19 (20 against sunder)

Traits
1:Auspicious Tattoo : +1 trait bonus on Will saves

2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks

Feats

Weapon Finesse, Improved Unarmed Strike,
Weapon Focus (Unarmed), Weapon Specialization (Unarmed)

Skills:

Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Climb + 8 ( +2 str, +3 class, +2 racial, +1 rank)
Escape Artist + 8 (+4 dex, +3 class, +1 rank)
Handle Animal + 7 (+ 3 cha, + 3 class, +1 rank)
Intimidate + 10 (+3 cha, + 3 class, +4 rank)
Percetion + 5 (-1 wis, +3 class, + 2 racial, +1 rank)
Ride + 8 (+4 dex, + 3 class, +1 rank)
Stealth +10 (+4 dex, + 4 size , +2 rank)

Racial Modifiers:
-2 Str, + 2 Dex, + 2 Cha
Size: +1 size bonus to AC, attack rolls, a-1 to CMB and CMD, and a +4 to Stealth
Fearless: +2 vs fear
Halfling Luck: +1 to all save throws
Sure-Footed: +2 Acrobatics and Climb
Weapon Familiarity: Sling and "halfling" keyword proficient
Keen Senses: +2 Perception

Languages: Common, Halfling

Favored Class : Brawler (skill rank x 3)

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==
+3 Shard (5) 450 CP 0 lbs

==Worn/Equipped==

Small Masterwork Hide Shirt 170 CP 9 lbs
Sling 0CP )lbs
Sling Bullets (40) 2 *P 10 lbs
Backpack 2 CP 2 lbs.
Psionic Tattoos (16) 800 CP 0 lbs
- (2) Biofeedback
- (1) Bite of the Wolf
- (2) Chameleon
- (2) Compression
- (2) Empty Mind
- (1) Foxhole
- (2) Deflect Missile
- (1) Absorb Weapon
- (2) Inevitable Strike
==Backpack==

Carrying Capacity: (0-58 / 59-116/ 117-175) lbs

Current Weight Carried: 21 lbs

Money: 77 Ceramic Pieces 8 Lead Beads

As a brawler, I didn't know what to spend on other than armor, so I splurged on tattoos. Fits his character as Rahger is one of the savage halflings that was caught and forced to fight for entertainment in the arenas. I will probably equip him with some bare necessities later on, but I pictured him having very little.


dotting for interest. I really enjoy the harsh setting of Dark Sun, so I'm very interested. I will admit I am still putting this profile together and haven't PBP a d20 game before. However, I do play irl games with friends, so I am familiar with the game mechanics.

I am thinking of rolling a savage halfing brawler. Back story will have to do with being captured and forced to fight in the arena. I'm hoping to complete my character submission by the day's end.



My Savage Tide game currently running in the Melbourne CBD on Wednesday evenings is in need of another player or 2. We are currently at level 11.

If you want more information, please feel free to email me at stitchentyme (at) lycos (dot) com


Male Undead Clown

ACT 1 : Heroes

In 5 different parts of the City of Kings Port, five very similar notes are delivered...

Dear Sir/Madam,

It has come to the attention of House Galstaff that you may be looking for work.
If such is the case, please come to Galstaff Manor in the noble quarter by 11am this morning. Your efforts are sure to be amply rewarded.

Simon Rutledge
Seneschal, Galstaff Manor.

Looking up to the clock tower in the centre of town after finishing the note, you can see that it is just after 10.


Male Undead Clown

This is the Discussion thread for Evernight 3.5e.

The following rules will be used for character creation:

32 Point Buy stats.
Core Books (PHB 3.5, DMG) - no monstrous races
Spell Compedium, Players Handbook 2 and all 7 Complete Books are also available for use.
House rule: Open Lock is considered a subset of Disable Device. Spellcraft is considered a subset of Knowledge(Arcana) for arcane magic and Knowledge(Religion) for divine magic, attempts to identify across magic types, ie. Kn(Arcana) attempting to identify a divine spell, suffer a -5 penalty.

For those of you who wish to have a taste of the savage worlds system, your character may choose 1 Major Hinderance or 2 Minor Hinderances to gain access to a single bonus chosen from the list below.

Minor Hinderances

Spoiler:

Anemic - -4 on all saves versus Poisons, Disease and Envornmental Effects (such as extreme cold)
Big Mouth - -5 on all Bluff and Diplomacy checks
Code of Honor - Paladin-like code of ethics (not available to any classes capable of casting divine spells)
Habit(Minor) - Annoying habit gives -2 to all CHA based checks
Impatient - May never delay or ready an action.
Obese - Character is severely overweight +1 Natural Armor, -10' move
speed. May not gain Brawny.
Pacifist(minor) - Will only fight in self defence.
Phobia(minor) - -2 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)

Major Hinerances

Spoiler:

Bad Eyes - -4 on all Attacks and visual skill checks concerning a creature or object more than 5' away.
Bad Luck - Automatically fail on all rolls of 2 as well as 1
Elderly - Start 1 age bracket higher(-1 STR DEX and CON, +1 INT WIS and CHA)
Habit(Major) - Heavily addicted, fatigued if deprived of habit for more than 24 hours, Fortitude save every 24 hours thereafter to avoid exhaustion.
Heroic - Cannot say no to a call for help.
Pacifist(Major) - Will not fight any living creature under any circumstance.
Phobia(Major) - -4 on all attacks, saves and checks when in the presence of your phobia chosen from the following list: (Blood, Darkness, Death, Enclosed Spaces, Heights, Insects, Magic, Rats, Reptiles or Water)
Young - -6 Points with which to purchase ability points on creation, count as 1 size category smaller whenever beneficial.

Bonus Abilities

Spoiler:

-- Requiremants listed in brackets if needed () --
Arcane Resistance - +2 to armor class and on saves vs magical effects.
Attractive (CHA 15) - +4 on all CHA based checks.
Beastmaster (Animal Companion or Familiar) - Add 2 to your effective level when determining advancement of your animal companion or familiar.
Brawny (STR 13, CON 13) - +4 to STR when determining carrying capacity, +1 Natural Armor.
Common Bond - All assist checks give a +3 bonus instead of a +2.
Danger Sense - +4 bonus on spot and listen checks to detect an ambush/danger.
Dead Shot (DEX 15) - +1 to all ranged attack critical multipliers.
Giant Killer - +4 on attack and damage rolls against larger opponents.
McGyver - +5 on Craft checks to improvise temporary items, +2 on Disable device.
Quick (DEX 13) - Reroll initiative check when rolling 7 or less on a d20(unmodified)
Rapid Recharge - Halve the amount of sleep required each day for the purposes of spell preparation.
Rich - Triple starting funds.
Scholar (INT 15) - Choose 2 Knowledge skills to be class skills and gain +2 on all checks with either.
Tough as Nails (CON 15) - 20% chance to stabilize each round when dying. Gain an additional hit point when healed while dying.


The Nation of Valusia was a bright and shining jewel. The great race wars were long over, the people were free, and true evil had been scattered to the dark bowels of the world.

The King of Valusia sat upon his throne and ruled his peaceful kingdom and its honest citizens with a firm yet fair grip.

The future of Valusia was bright.

Until they came.

And the light went out forever...

------------------------------------------------------------------------

This is a game converted from another system (namely Savage Worlds) into D&D 3.5e. Depending on how many signups I get I will run either 1 or 2 groups.