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
AC 19, touch 16, flat-footed 13 (+3 armor, +4 dex, +1 size, +1 dodge)
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Speed 20 ft.
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Traits
2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks Feats Weapon Finesse, Improved Unarmed Strike,
Skills: Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Racial Modifiers:
Languages: Halfling (literate), Common (literate?) Favored Class : Brawler (skill rank x 3) --------------------
==Worn/Equipped==
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)
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Speed 30 ft.
Ranged : Longbow +6 ( +4 dex, +1 BAB, +1 feat) 100 ft.
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Traits
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
Skills: Climb + 6 ( +3 str, +3 class, +1 rank, -1 armor)
Racial Modifiers:
Languages: Common, Favored Class : Fighter --------------------
==Worn/Equipped==
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)
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Speed 20 ft.
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Traits
2: Heavy Hitter : +1 trait bonus on damage rolls with unarmed attacks Feats Weapon Finesse, Improved Unarmed Strike,
Skills: Acrobatics + 10 (+4 dex, +3 class, +2 racial, +1 rank)
Racial Modifiers:
Languages: Common, Halfling Favored Class : Brawler (skill rank x 3) --------------------
==Worn/Equipped== Small Masterwork Hide Shirt 170 CP 9 lbs
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.
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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.
Simon Rutledge
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.
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. |