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Almerin
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Filthy Thief Q/A

This is the Q/A for the game "You Filthy Little Thief!", a short adventure in Audalis.






The players are:


Reralae - Ocyari the Rogue - 6000 XP
Suicidolt - Percifeer the Sorceress - 7340 XP
Sibelius - Miran the Illusionist - 7340 XP
Jozan1 - Beinsel the Bard - 6800 XP
Utan - Paomallen the Cleric - 6000 XP
Philosopher - Llammoth the Rogue - 7340 XP
Kuriosaki - Dai Lung the Monk - 6000 XP


Any interest in participating in this should be posted in the recruitment thread. Lurkers are always welcome.

Group Treasure:
-empty-

I hope we'll have a great experience together!

Posted on 2007-11-28 at 15:34:26.
Edited on 2008-09-06 at 14:22:48 by Almerin

Almerin
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Character 1 - Ocyari

Ocyari (pronounced oh-see-ar-ee)
Class: Rogue 4 Race: Human (Young)
Align: Chaotic Good Age: 10 Small Female 3' 40 lbs
green eyes, brunette hair, tan complexion

Str- 8 (-1)
Dex- 20 (+5)
Con- 8 (-1)
Int- 14 (+2)
Wis- 10 (0)
Cha- 11 (0)

XP: 6 000
HP: 8/8
AC: [18] = 2 + 0 + 5 + 1 + 0 + 0 + 0 Touch: 15 Flat-footed: 13
Speed: 20ft
Initiative: +5
Saves:
Fort: -1 (0 - 1)
Refl: 13 (8 + 5)
Will: 1 (1 + 0)

BAB: 1
Grapple: -4

Attack:

| Short bow | +6 | 1d4-1 | 20/x3 |
| 60 ft | piercing | 40 arrows |

| Dagger | 0 | 1d3-1 | 19-20/x2 |
| 10 ft | slashing/piercing | |

Armor:

| Leather Armour | Light | +2 | +6 |
| 0 | 10% | 20ft | 7.5lb | |

Other:
Mastercraft Thieves' Tools 2lb
Belt Pouch 0.125lb
Mirror, Small Steel, 0.5lb
4 Trail Rations 1lb
Waterskin 1lb
Healing Pendant -

Total: 1.5 weapons + 3 ammo + 7.5 armor + 4.625 others + 1 coins = 17.625 lbs
Loads: 19.5-light 39.75-medium 60-heavy 60-overhead 120-pick 300-drag

CP: SP: GP: 51 PP:

Skills:
points: 10 + 1 (Human)
Balance: +7 (+5 dex, +2 synergy)
Disable Device: +11 (+2 int, +7 ranks, +2 mastercraft tools)
Escape Artist: +12 (+5 dex, +7 ranks)
Hide: +16 (+5 dex, +7 ranks, +4 small)
Jump: +10 (-1 str, +7 ranks, +2 synergy, +2 acrobatic)
Listen: +7 (+7 ranks)
Move Silently: +12 (+5 dex, +7 ranks)
Open Lock: +14 (+5 dex, +7 ranks, +2 mastercraft tools)
Search: +9 (+2 int, +7 ranks)
Sleight of Hand: +12 (+5 dex, +7 ranks)
Spot: +7 (+7 ranks)
Tumble: +16 (+5 dex, +7 ranks, +2 synergy, +2 acrobatic)

Feats:
Acrobatic (1st)
Point Blank Shot (Human)
Precise Shot (3rd)

Special Abilities:
Sneak Attack +2d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge

Languages:
Common, Sylvan

Appearance/Background
Ocyari is a young girl who commonly wears her long brown hair tied back in a braided ponytail, and at first glance, doesn't appear very threatening at all. However, the mischievous glint in her green eyes is enough to make some people wonder. Renowned as the cookie-snatcher of the orphanage, Ocyari has proven herself to be quite the troublemaker. No matter where Ormander and the others hide the cookie jar and even if they put a lock on it, it is inevitably plundered by Ocyari. However, even though she has proven herself a handful in many situations, Ocyari only does it for fun... and the one cookie (she doesn't take the whole jar, although she may misplace it on purpose). In the end, she has a strong heart, and looks after the others. This is why she has slid away from the orphanage, to find the others she knows are in pursuit of the real thief, and to lend her own, even if small, hand in aid.

Posted on 2007-11-28 at 15:34:59.
Edited on 2008-07-27 at 19:49:31 by Almerin

Almerin
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Character 2 - Percifeer

Name: Percifeer ?
Race: Human
Sex: female
Skin: black
Hair: black
Eyes: hazel
Weight: 134
Height: 5'3"
Age: 22
Birthday: Spring

Class: Sorcerer 4
Alignment: Chaotic Neutral

stats:
Str 8
Dex 18
Con 10
Int 10
Wis 8
Cha 19

saves:
Fort: 1 + Con
Ref: 1 + Dex
Will: 4 + Wis

AC: 14 (18 w mage armor)

combat:
BASE ATTACK +2

light crossbow 2+Dex to hit, d8 to damage (+1 to both within 30ft)

skills: *2+Int+1*

Concentration 7 + Con
Knowledge (arcana) 5 + Int
Knowledge (planes)* 1 + Int
Spellcraft 7 + Int
Spot* 0 + Wis + 3inShadow
* means cross-class

languages:
Common
Draconic

feats:
Eschew Materials
Point Blank Shot
Precise Shot
Quick Draw

items:
Backpack+quick-release clasp (back)
Light Crossbow (R hip).....4 lbs
10 bolts-quiver (back).....1 lb
winter bedroll (backp)......5 lbs
1 waterskin (backp).........4 lbs
1 Large Sack (carried).....1/2 lb
wand of summon monster I
Bag of Holding-1 (chest)....15 lbs
10 days Rations (backp).....10 lbs
20 days Rations (bag)......(20 lbs)
3 waterskins (bag).........(12 lbs)
150 ft silk rope (bag).....(15 lbs)
flint & steel (backp).......0 lbs
flint & steel (bag)........(0 lbs)
10 pieces-chalk (bag).....(0 lbs)
pouch-10 oil rags (bag)....(4 lbs)
Disguise kit (bag).........(8 lbs)
Tent (bag).................(10 lbs)
Healer's Kit (bag).........(1 lb)
CLOTHES
2 Cold Weather (bag).....(14 lbs)
2 Traveler's (bag).......(10 lbs)
1 Traveler's (worn)......5 lbs

Current Load: 45.5 (26 w/o backp)

Light Load: 26 lbs
Medium Load: 53 lbs
Max Load: 80 lbs
Lift off Ground: 160 lbs
Drag/Push: 400 lbs

Bag: up to 250 lbs/30 cubic ft
current: 94 lbs + coinage

familiar:
Owl
Stats: as in MM

Spells Known:
6,3,1
0-Detect Magic
0-Read Magic
0-Light
0-Mending
0-Acid Splash
0-Mage Hand
1-Mage Armor
1-Mount
1-True Strike
2-Summon Monster II

Spells per Day:
6+1,6+1,3+1,+1

character description:
Percifeer does not know her last name, as she grew up in the orphanage. She was a bit haughty, and tended to get into fights with her fellow orphans on a regular basis. Despite her size, her unusual powers gave her a huge advantage and she tended to win those fights. She did some strange things in the early days of the orphanage, which may well have been the reason Ormander sent money to allow future orphans to study magic. When she left the orphanage to go out on her own (people don't adopt bullies), she found her knew powers opened a whole new world. She made a bit of money running errands for the higher wizards, but found herself more eager to get out and find more strange knowledge. It was this desire that drove her to study the planes and planar creatures. These creatures were more powerful than anyone she had met, which was quite a feat. She studied ways to summon them to fight alongside her. Ultimately, she became clostorophobic, said her goodbyes and moved on. When she was packing to leave, one of the wizards who had taken a liking to her gave her a small gift. It was an amulet that he explained would protect her from harm. She has studied it, to understand it, and knows it is powerful and not something to take lightly. She found, in her journey, she could gain access to massive towers where she could learn strange techniques for creating small sticks called wands that could harness her power and allow her to expend massive amounts at one time. The concept was amazing to her. She spent a great deal of time studying under these 'crafters' and found their techniques fascinating. They could make all kinds of impressive things. She found a wizard there who was closer to her age than many of the older ones. Unlike her powers (which she had come to know as sorcery rather than wizardry) his were not as inherent and had to be studied. She and he spent a lot of time testing each others' strengths and weaknesses in mock battles. It wasn't
long before they fell in love. His name was Cristophika. She spent a lot of time with him during her time in this tower, until one day when she recieved a letter from Ormander requesting her return. She made it known that she would come back some day to the tower, but she was delighted to get out and adventure for a time. It was Cristophika who did not take it well. He refused to leave, and didn't want her to leave either. It took all the finessing she could muster to leave him on even reasonably good terms. He was in tears when she said goodbye, and she had trouble handling it. She turned to leave when he called out to her, and rushed over, tears still streaming down his face. He gave her his most prized possession, a small bag that, he explained, would allow her to carry all of the things she found on her adventure. She could tell he was making hints, but wasn't certain what the hints were. Certainly, she knew well enough to be sure to bring him back souvenirs from her travels. She just wasn't sure what it was he wanted. She was taught, at length, to call herself an 'archer' to avoid detection as a magic user. This has paid off during her travel to the orphanage, and she holds that bit of advice dear to her heart, mostly because it came from Cristophika.

MONEY
1894 gp
8 silver
10 copper
*in bag of holding*

Posted on 2007-11-28 at 15:35:18.
Edited on 2007-12-08 at 21:15:08 by Almerin

Almerin
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Character 3 - Miran

Miran
Class: Swashbuckler/Illusionist (1/3) Race: Human
Align: Chao Good Age: 21 Male 5'10" 126 lbs
blue-green eyes, black hair, peach complexion
----------------------------------------------------------------------------------------------------------------------
Str- 10 (0)
Dex- 16 (+3)
Con- 10 (0)
Int- 17 (+3)
Wis- 8 (-1)
Cha- 12 (+1)

XP: 6 000
HP: 21/21 AC: [13] = 0 + 0 + 3 + 0+ 0 + 0 + 0 Touch: 13 Flat-footed: 10
Speed: 6 space/30 ft
Initiative: +3
Saves:
Fort: 3 (3 + 0)
Reflex: 4 (1 + 3)
Will: 2 (3 + -1)

BAB: 2
Grapple: 2

Attack:

| Rapier +1 | +6 | 1d6+1 | 18-20/x2 |
| - | piercing | |

| Dagger | +5 | 1d4 | 19-20/x2 |
| 10 ft | slashing/piercing | x5 ammo|

Armor:


Other:
Spell Component Pouch 2 lbs
Spellbook (21/100) 3 lbs
Ink & Pen -
Pearl of Power

Total: 7 weapons + 0 ammo + 0 armor + 5 others + 13 coins = 27 lbs (153 total)
Loads: 33-light 66-medium 100-heavy 100-overhead 200-pick 500-drag

CP: SP: 9 GP: 640 PP:

Skills:
points: Swash. 8 / Wiz. 6

Balance 12 = 3 + 7 + 2
Bluff 7 = 1 + 6
Climb
Concentration* 7 = 0 + 7
Craft
Decipher Script*
Diplomacy 3 = 1 + 0 + 2
Escape Artist 9 = 3 + 6
Jump 9 = 0 + 7 + 2
Knowledge*
Profession
Sense Motive 3 = -1 + 4
Spellcraft*
Swim
Tumble 12 = 3 + 7 + 2
Use Rope 7 = 3 + 4 + (2)-(Bindings)


Feats:
Combat Expertise (1st)
Improved Feint (Human)
Spell Focus (3rd)

Special Abilities:
(Swashbuckler)
Weapon Finesse
(Wizard)
Scribe Scroll
Summon Familiar

Languages:
Common, Draconic, Giant, Elven

Magic:
Base Spell Save: 13 (+1 Illus)
School: Illusion | Conjuration/Necromancy
Level Spells Save DC Spells/day
0 9 13 4 + Illus
1 8 14 2 + 1 + Illus
2 2 15 1 + 1 + Illus

Spells

Cantrips:
Ghost Sound* Silent Portal
Light* Ray of Frost*
Read Magic Detect Magic*
Dancing Lights Open/Close*
Flare

1st:
Silent Image* Ventriloquism*
Disguise Self Shield*
True Strike Magic Missile*
Feather Fall Charm Person

2nd:
Invisibility* Bladeweave**

Appearance
Miran wears his black hair in a single braid which runs long to his mid-upper back and is otherwise clean-shaven. His sea-green eyes watch his world with amusement and he delights at oddities and wonders that may entertain him. He wears a dark blue, wide sleeved tunic and black breeches. He has a belt which accentuates his lithe, thin frame, with attatched weapon, much like himself, thin and elegant, by his side. As a note of completion, a nice purple cloak with hood down, rests just around his shoulders and down his back.


Posted on 2007-11-28 at 15:35:31.
Edited on 2008-02-09 at 22:58:45 by Almerin

Almerin
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Character 4 - Beinsel

Name: Beinsel Venthriea
Class and Level: Bard/4
Race: Human
Alignment: NG
Deity: Shinara
Size: M

Description:
Age: 26
Gender: M
Height: 5'9
Weight: 148 lbs
Eye Color: Green
Hair: Black
Skin: pale


Ability Scores:
STR 12 +1
DEX 14 +2
CON 10 +0
INT 12 +1
WIS 9 -1
CHA 16 +3 (18 +4)

Vital Statistics:
HP 16

Experience:6,000 /10,000

AC: 16 (+2 dex, +4 chain sh)
Touch: 13
Flat footed: 15

Initiative +2
Speed 30 ft.

Saving Throws:
Fort +3
Ref +6
Will +3

Combat:
Base Attack Bonus +3
Grapple +4

Attack 1: Rapier
Attack Bonus: +6
Damage: 1d6+1
Critical: 18-20
Type: piercing

Attack 2: Dagger
Attack bonus: +5
Damage: 1d4+1
Critical: 19-20
Type: Piercing/Slashing

Attack 3: Dart
Attack bonus: +5
Damage: 1d4+1
Critical: 20
Type: Piercing
Ammo: 20
Range: 20 ft.

Attack 4: -

Skills: (add +1 to all CHA based skills when having lute on body)
Appraise (int) - 0+1 = +1
Balance (dex) - 2+2 = +4
Bluff (cha) - 5+3 = +8
Climb (str) - 0+1 = +1
Concentration (con) - 7+0 = +7
Craft (int) - 0+1 = +1
Decipher Script (int) - 0+1 = +1
Diplomacy (cha) - 7+3 = +10
Disguise (cha) - 0+3 = +3
Escape Artist (dex) - 0+2 = +2
Gather Information (cha) - 7+3 = +10
Hide (dex) - 7+2 = +9
Jump (str) - 0+1 = +1
Knowledge (int) - 0+1 = +1
Listen (wis) - 3-1 = +2
Move Silently (dex) - 7+2 = +9
Perfom (cha) - 7+3 = +10
Profession (wis) - 0-1 = -1
Sense Motive (wis) - 2-1 = +1
Sleight of Hand (dex) - 6+3 = +9
Speak Language (n/a) - 0+0 = +0
Spellcraft (int) - 0+1 = +1
Swim (str) - 0+1 = +1
Tumble (dex) - 6+3 = +9
Use Magic Device (cha) - 0+3 = +3

Feats:
Weapon Finesse
Great Fortitude
Weapon focus ( rapier )

Special Abilities:
Bardic Music
(c)Bardic Knowledge
(c)Contersong
(c)Fascinate
(c)Inspire courage +1
(c)Inspire Competence
(r) Extra Feat
(r) Extra Skill points

Languages:
Common
Gnome

Gear:
Lute of Charisma +2
Entertainers Outfit
Mithril Shirt
Rapier
Daggers (3)
Rations (3)
Water skins (3)
Darts (20)
Caltrops
Thunderstone (4)
Tanglefoot bag (3)

Money:
Copper: 10
Silver: 9
Gold: 5
Platinum: 1

Spells:
Lvl 0: Detect magic, Mage hand, Lullaby, Mending, Read magic, Ghost Sound
Lvl 1: Cure Light Wounds, Sleep, Charm Person
Lvl 2: Cure moderate Wounds, invisibility

Spells Per Day:
0 - 3
1 - 3
2 - 1

Posted on 2007-11-28 at 15:35:45.
Edited on 2008-03-22 at 15:06:17 by Almerin

Almerin
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Character 5 - Paomallen

Name: Paomallen Vinestrider
Sex: Male
Race: Half-Sylvan
Class: Clr 4
AL: NG
HD 4d8+4(Con + Toughness x2),

hp 37
Str 12 +1
Dex 12 +1
Con 12 +1
Int 10 +0
Wis 16 +3
Cha 10 +0

HP: 37
Init +1,

Fort +5
Refl +2
Will +7

Spd 20 (med. encumbr)
AC:19 (Flatfooted:18 Touch:11),

Base Attacks: +4 melee, +4 ranged
Heavy Mace: +4 ( 1d8+1 )
Sling: +4 ( 1d4 )
Unarmed: +4 ( 1d3+1 )

SQ:
Immunity to Sleep Effects (Ex)
Low-light Vision (Ex)
+2 Saves vs. Enchantment Spells/Effects

RF:
Elven Blood

Skills:
Concentration +8 (Con + Ranks),
Heal +12 (Wis + Ranks + Domain),
Listen +4 (Wis),
Search +1 (Int),
Sense Motive +3 (Wis),
Spot +4 (Wis),
Swim -14 (encumbr + Str),
Wilderness Lore +3 (Wis)

Feats:
Armor Proficiency: Heavy, Medium, Light,
Shield Proficiency,
Simple Weapon Proficiency,
Toughness x2.

Diety: Lysora/Lissentoria (Sacred Mother, Reverent Lady of Spirits)
Fellowship: League of Wayfarers

Domains:
Healing, Protection

Granted Powers:
All heal spells gain +1/die,
Cast Cure Light Wounds 1/day,
Cast Slow Poison 1/day

Spells Prepared (Clr 5/4/3):
@ 0 - Cure Minor Wounds x2, Light, Mending, Read Magic
@ 1st - Cure Light Wounds (d), Cure Light Wounds, Divine Favor, Magic Weapon, Shield of Faith
@ 2nd - Shield Other (d), Cure Moderate Wounds x2, Sound Burst.

Possessions:
Weapons: Heavy Mace; Sling (2); Sling Bullets, sling (20, 10 carried)
Armor: Splint Mail +2 (NSA).
Mount: Light Warhorse, Riding Saddle, Bit/Bridle, Saddlebags
Goods: Healer`s kit, Silver Holy Symbol (Rose), Traveler`s outfit, Trail Rations (5 days), Backpack, Bedroll, Flint/Steel, Belt Pouch, Sack, Torch (, Waterskin, Antitoxin (2 vials)
Magic: Potion -- Shield of Faith +4.
Wealth: Coin: 3 pp, 7 gp, 10 sp, 2 cp,
---------- Tiger eye turquoise (5x10gp ea)

The five-five half-syl with the white-blond hair and pale blue eyes smiled as he entered the gates to Drefast. Prominently displaying the silver rose holy symbol medallion of his faith on the breast of his well-cared-for splint mail, he led his light warhorse to the gate, payed his entry, and continued into the city. Over his shoulder he carried a heavy star-bladed mace, the only visible weapon he carried.

Pao knew growing up that he was different. Most of the children at the orphanage had a live-and-let-live-we're-all-in-this-together philosophy and left him alone. But there was still a small sontingent of bullies, enough to consider themselves the defenders of humanity, into which they felt he didn't fit. At first he was beaten quite often, but even he noticed that he healed quickly and seemed to "bounce back" all the stronger. When the number of losses he suffered began to lessen to the point that the bullies seldom won, they gave up and found another target. But the desire had been instilled in Pao to become a warrior, one to defend those who could not defend themselves. He said as much to Headmaster Ormander on his "day of majority", 60 days before he was to be released from the orphanage for training in a profession chosen by the Headmaster.

At his statement, Headmaster Ormander simply said, "Very well, so noted. But first I will send you to a place where you can see what happens to those who fight for the sake of fighting. You will go to the Temple of Lysora to begin your training, and from there you will go to where you feel youi belong."

That answer satisfied Pao's desire, and so he went. He found, thereafter, that the cloistered life of spiritualism and healing was much to his suiting, and that he, as a priest, would also be able to defend those he healed or ministered to. So with that welcome change to his path in life, Pao became an acolyte of the Reverent Lady of Spirits, Lysora. On his release from his status as study-student to freeman-acolyte, he joined a lesser-known fellowship of the Faith, that of the League of Wayfarers. These followers dedicated themselves to aiding those worshippers (and others) as traveling priests. In his travels, Pao found employment as a bouncer at a few taverns, a castle guard (for a short time), and even a temple-bound priest (to see if he liked it -- he didn't).

Then came the missive from Headmaster Ormander asking for aid. Pao actually ahd to think at first, to determine whether or not he owed anything to the headmaster, and decided that the man had actually sent Pao to become what he was, albeit not what he had wanted to be at first. One debt to be paid, and now was the time. So Pao has arrived back in Drefast, and is heading to the orphanage to begin a new chapter in his life ...

Posted on 2007-11-28 at 15:35:58.
Edited on 2008-07-25 at 19:17:39 by Almerin

Almerin
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2880 Posts


Character 6 - Llammoth

Name: Llammoth
Class and Level: Rogue Level 4
Race: Half-Orc
Alignment: Lawful Good
Deity: Falloes
Size: Medium
Age: 17
Gender: Female
Height: 4’7’’
Weight: 114 lbs
Eyes: Honey Brown
Hair: Jet Black
Skin: Taupe

Description

Though Llammoth shares her lineage with the Orcs, many say that her mother must have been a Sylvari, or perhaps even a Fae. Regardless of the truth in this matter, she is truly a wonder of the world. She is short, and relatively petite. Her muscle mass is larger than an average girl of her size, but it is endearing, lean and lacking the masculine nature of the orc that even most females possess. Her skin is a creamy pastel, and her eyes are a golden brown. Her ink black hair is a strong contrast, and yet an amazing match to her other eccentric qualities. Her face still shows signs of her mixed breed, and the ferocity is still present in the crown of her brow… however the thinly bridged nose, with the flattened nostrils is a flattering combination with her full lips. Her tusks are nowhere near as full as they ought to be, and thus, her small jaw is not as jutting as it could be.

Vital Statistics

STR 12
DEX 12
CON 10
INT 14
WIS 10
CHA 15

HP 21
AC 15 (Touch 11) (Flat-footed 14)
Initiative 1
Speed 30 ft

Saving Throws

FORT 1
REF 5
WILL 1

Base Attack Bonus 3

Feats

Combat Expertise
Improved Feint

Special Abilities

Darkvision
Orc Blood
Sneak Attack (2d6)
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge

Languages Spoken

Common
Orcish
Draconic
Elven

Skills:
Balance 6 (Dex 1, Ranks 3, Synergy 2)
Bluff 9 (Cha 2, Ranks 7)
Climb 2 (Str 1, Ranks 1)
Diplomacy 12 (Cha 2, Ranks 6, Synergy 4)
Disable Device 4 (Int 2, Ranks 2)
Disguise 5* (Cha 2, Ranks 1, Synergy 2)*synergy only counts
when being observed
Escape Artist 4 (Dex 1, Ranks 3)
Gather Information 7 (Cha 2, Ranks 3, Synergy 2)
Hide 3 (Dex 1, Ranks 2)
Intimidate 10 (Cha 2, Ranks 6, Synergy 2)
Jump 8 (Str 1, Ranks 5, Synergy 2)
Knowledge (local) 7 ((Int 2, Ranks 5)
Listen 3 (Ranks 3)
Move Silently 3 (Dex 1, Ranks 2)
Open lock 4 (Dex 1, Ranks 3)
Profession (advisor) 1 (Ranks 1)
Search 5 (Int 2, Ranks 3)
Sense Motive 5 (Ranks 5)
Spot 3 (Ranks 3)
Swim 2 (Str 1, Ranks 1)
Tumble 8 (Dex 1, Ranks 5, Synergy 2)

Gear

Primary Weapon - Shortspear (Attack Bonus 4, Damage 1d6 +1 (+1 STR)

Armor - Studded Leather +1 (AC Bonus 4 (Armor 3, Enhancement 1)

Other Possessions
Backpack
-Bag of Holding I
--Bedroll
--Winter Blanket
--Small Steel Mirror
--Masterwork thief tools
--Courtier’s outfit (+50 gp worth of jewellery)
--Potion of Cure Light Wounds x 3
--Potion of Invisibility
--Elixir of Sneaking
--Elixir of Hiding
--Quaal’s feather token (bird)
Explorer’s outfit (usually what she wears)
-Belt Pouch

Total Weight Carried 3 lbs

Money

181 gp
4 sp

Posted on 2007-11-28 at 15:39:17.
Edited on 2008-02-09 at 00:06:48 by Almerin

Almerin
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2880 Posts


Character 7 - Dai Lung

Dai Lung,
Female Human Mnk4,
HD 4d8,
hp 27,
AL LN
Height: 4' 8",
Weight: 91#,
Hair: Black,
Eyes: Hazel,
Skin: Pale

STR 16 (+3),
DEX 14 (+2),
CON 10 (+0),
INT 10 (+0),
WIS 14 (+2),
CHA 9 (-1)

Init +2, Fort +4, Ref +6, Will +6

Spd 40
AC:14 (Flatfooted:12 Touch:14)
Base Attacks: +6 melee, +5 ranged (w/Two-Weapon Fighting)
+6 (1d8+3, Unarmed),
+5/+1 (1d6+3, 1d6+1, Nunchaku - Two-Weaons and Weapon Focus),
+4/+0 (1d6+3, 1d6+1, Siangham - Two Weapons),
+4/+0 (1d6+3/1d6+3, Quarterstaff - as Double),
+6 (1d6+4, Quarterstaff),
+5 (1d4, Sling)

Skills:
Balance +11,
Climb +10,
Escape Artist +9,
Jump +9,
Move Silently +7,
Tumble +7.

Feats:
Combat Reflexes,
Deflect Arrows,
Improved Unarmed Strike,
Stunning Fist,
Two-Weapon Fighting,
Weapon Focus: Nunchaku

Class Features:
Deflect Arrows
Evasion
Decisive Blow (PHB II, Replaces Flurry of Blows, see below)
Monk Fast Movement
Monk Weapon Proficiencies
Slow Fall (20')
Still Mind
Stunning Attack (4/day)
Unarmed Strike
Wisdom Bonus to AC (+2)

DECISIVE STRIKE (Ex) [PHB II, page 51:
Flurry of Blows can be exciting to use -- just look at all the attack rolls you can make -- but, in practice, it can lead to a flurry of misses. The Decisive strike alternatie class feature turns your typical combat maneuver from a whirl of action into a methodical and devastating attack.

Level: 1st,

Replaces: If you select this class feature, you do not gain Flurry of Blows (or any later improvements to that class feature).

Benefits: As a full-round action, you can make one attack with an unarmed strike, or a special monk weapon, using your highest bonus but taking a -2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other atttack you make before the start of your next turn). If you use this strike t deliver a Stunning Attack, increase the save DC to resist the stun by +2. This is an extraordinary ability.
At 5th level, the penalty on the attack lessens to -1, and at 9th level it disappears.
At 11th level, you can make two attacks when using this class feature, though no more than one attack can target a single crature. Both attacks use your highest base attack bonus.

[[Player's note on the above Feat: As I understand it, "any other attacks you make before the start f your next turn" would include attacks of opportunity, no?. And also attacks using Two-Weapon Fighting? If not, I can live with it for just the ability to deal "automatic" double damage on a successful hit without rolling a 19-20. And I see the full-round action requirement as the necessary time to focus in order to place the blow to a debilitating area on the opponent ... Additionally, I believe the feat cannot be used with the quarterstaff or sling, because they are not considered "special monk weapons", as is the nunchaku and sianham she carries.]]

Possessions:
Coin: 16 pp, 12 gp, 2 sp, 4 cp

Mount: Light Horse (no tack or gear, she rides bareback using a rope loop on the neck to guide the animal)

Weapons: Nunchaku (2); Quarterstaff, Sling (w/20 bullets), Siangham (2)

Goods: Tent, Monk`s Outfit (worn), Magnifying Glass, Trail Rations (5 days), Winter Blanket (2), Canvas (9' x 9'), Canvas (3' x 3'), Flint/Steel, Belt Pouch (carried), Rope, silk (2 @ 50 ft. each); Hemp Rope (50 ft. cut into 10-ft.segments), Waterskin, Torch (6, bundled in the smaller canvas) .

Magic: Bag of holding (Type II: 25# full, 500# and 70 cu. ft. capacity)
[{what won't fit in her belt pouch will be in this item, tied with a
loop of hemp rope to carry on a shoulder when not in her hand]]

She is just over four and a half feet tall, small for a human, but she is not self-conscious about her height. Nor does she over-compensate to prove herself, unless it deals with testing her skills, which are considerable. Her youthful looks, height, slimness, and fair skin have led many to perceive her as a mere child. She sees no reason to correct that impression unless threatened. So confident is she of her abilites that she haunts the darker corners of cities as much as those of decent repute, with no fear. No fool, she, to accept just any old challenge. Combat for the sake of "fun" or "entertainment" is effort wasted. She can, and has, walked away from a fight for various reasons: disparate numbers, alcohol-laden taunts, insults that don't have the desired effect on her, and others.

The colors she wears are quite noticeable, for the cloth of her garments are the bright orange of the morning sun and they are bound at the extremities and joints with soft, black leather bands and black sashes of cotton. She is aware that, most times, the goading is as much because of her appearance as it is because of the weaponry she carries, visible and accessible. In one hand is her staff. Tucked into her waist-sash, at the small of her back are a pair of nunchakus. Bound to the outside of each lower-leg is a sheath holding a siangham. If she can't close to melee range, she is not above pulling a sling and a few bullets out of her belt pouch.

As a child in the orphanage, she was named Teresa Lofton. When she was but six years old, and at her own persistent requests, Teresa was taken to the temple to ask if they would accept her. But only after much discussion before-hand. Teresa was afraid at the time that she would be denied because of her size, but this was the only enclave within a thousand miles. And this was all she so desperately wanted. Although even she could not say why. The monks did not refuse her, for they indicated that she was of the correct and proper age to begin their training. They also were of the opinion that for Teresa to recognize this for herself and be so determined to act on that belief was an indication of greatness in the making. It was such a trait that made most monks remain, happily, at the monastery to continue learning and to teach others. She stayed. She learned. And she didn't fail. Currently she is simply "taking a sabbatical", on a well-deserved vacation from the rigors of her training. She has not forecasted to return to the Temple until she feels her skills are lacking or she sees something new that she feels she needs to learn.

Now the name no longer has any meaning for her, for she is no longer Teresa Lofton, she is Dai Lung (die-loong), meaning "small dragon". Her new name is both a reference to her preferred method of combat, and also the name given her by the monks at the Temple of the Cloud. Even small dragons, she is quick to point out, are dangerous if threatened to the point where instincts take over.

Posted on 2007-11-30 at 00:36:25.
Edited on 2008-09-06 at 14:21:42 by Almerin

stryke
Resident
Karma: 16/11
245 Posts


attribute point and other adjustment

could i have the extra point on strength and can i take away the feat of cleave and add heavy armour proficiency

Posted on 2007-11-30 at 08:11:51.

Almerin
Typing Furiously
RDI Staff
Karma: 175/19
2880 Posts


Additional Information

Any information on the Audalis setting can be found here:

Everything on Audalis

Information on Drannon, the empire we'll be having this adventure in can be found through this link:
Everything on Drannon

Please remember that races are named differently. Keep your posts accurate. Dwarves are Khords, Elves are Sylvari, etc etc.


About the Orphanage:
The Orphanage we speak of is one of many in Drefast. It is located in a quite filthy neighbourhood, unhindered by authorities and questions.

A man named Ormander Galios took over the orphanage from a group of Falloes’ clerics after they had neglected their duties, distracted as they were by other influences. In fact, they were happy to hand over the misfits and unwanted children to somebody else. Under Ormander’s rule, the orphanage bloomed up, at least for the kids.

Although he was a man of honour, Ormander did not have the wealth to provide proper care and education. All he wanted for them was a better life than he himself had been given. That’s why he started training them in the arts that he knew best: thievery.

Yes, the children of the orphanage had to help earn the coin that would give them food, but Ormander wasn’t dressed in Dickensian greed. He sparsely used whatever money came in, and used a portion of the savings to restore and redecorate the old building they lived in. Soon, the orphanage was a home of warmth and comfort; a place where children could find shelter. In later days, Ormandor hired craftsmen, warriors and mages, to teach the children a trade, or the ways of weapons and magic.

Children do not trade the orphanage for actual families, unless a child specifically wants to. Most choose to stay at the orphanage until they are old enough to leave and get a job. Many ex-orphans still donate regularly to Ormandor’s cause, and nobody ever forgets what has been given to them: a loving family that cares, even if the world doesn’t.


The Tides of Magic:
In the Audalis campaign setting, magic works slightly different, which can result in either better or slightly less powerful spells.

Results translated to 3.5 d&d:
- Tide is normal: no effect.

- Tide is rising: will save vs magical effects +1, spell damage at +1 per die

- Tide is at peak: Spells function at one level higher than normal (along with will save bonus)

- Tide is falling: will save vs magical effects -1, damage done by spells is at -1 per die(though never less than 1 on any die),

- Tide is at neap: spell DC -1, plus above penalties

Read more about the Tides of Magic.


Drefast Map:



The Low Crime areas are where most visitors spend their time. The High Crime areas are shunned by most inhabitants of Drefast and visitors.


Posted on 2007-11-30 at 16:06:07.
Edited on 2008-09-14 at 10:36:08 by Almerin

Ayrn
RDInn Diplomat +3
RDI Staff
Karma: 114/12
1658 Posts


I am... I am...

I'm currently torn between a couple concepts...

I've got a Halfling Monk [Sleeping Tiger variant] 2 / Swordsage 2 guy running through my head...

AND...

A Human Crusader 1 / Cleric 3 ... seeing as noone has picked up a bandaid character yet, and Drakar was talking about bringing a fighter to the table too.

I'm looking to finish my guy up today or tomorrow.

Later

Posted on 2007-11-30 at 16:23:23.

suicidolt
RDI Fixture
Karma: 44/13
612 Posts


Almerin!

You got my sheet right except for two things. Weight issues caused me to ditch the mace, so that combat info is irrelevant, and my extra feat (quick draw) isn't listed).

- Sui

Posted on 2007-11-30 at 17:26:02.

Grugg
Three Years Old
RDI Staff
Karma: 329/190
5846 Posts


asdf

GRAGH!


I`ll be able to make character this weekend.


Sorry about the delay.

Posted on 2007-11-30 at 18:17:12.

Almerin
Typing Furiously
RDI Staff
Karma: 175/19
2880 Posts


ok

changes have been made, Sui.

Vorrioch's charry has been put up. I ruled that once you are a soldier, you still have to pay for citizenship. I'm sure Drannese burocracy would want it that way. They probably deduct it from your payment or something.

Ayrn, I don't know what you're making, but a cleric would be welcome. Not just for patching up.

Grugg, don't worry, I know you and your methods

Posted on 2007-11-30 at 21:55:23.
Edited on 2007-11-30 at 21:59:25 by Almerin

Vorrioch
Chaotic Hungry
Karma: 38/6
406 Posts


Suggestion

Stryke, you might want to take the Two-Weapon Fighting proficiency for your ugrosh.

The attack roll penalties ( -4/ -8 ) might be a bit steep otherwise. :-/

Posted on 2007-11-30 at 23:27:41.
Edited on 2007-11-30 at 23:28:28 by Vorrioch

   
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