Rania, swords sorcery ans shadow (d20 OOC)

kittenofdeath

*Confused screeching*
Joined
Jun 27, 2007
Posts
9,628
This is going to be a DnD thread, a restart of one I did a while ago that failed for a number of reasons (turns out dnd threads are hard, who knew?) but I know what went wrong and I'm confident I can stop it from nosediving the way it did last time.

So, any takers? You don't need to know much about the game mechanics of dungeons and dragons, most of that stuff we're just going to skip over for convenience and keep it fun and simple, so really, if you like fantasy settings and think you can play a decent and balanced character (though I don't mind the occasional slip here and there)

I'll be posting more information as I write it up, so stay tuned.
 
Well, here are my characters:

Varthes Dalson

Neutral Good Human Ranger 5/ Marshal 1

Str 12
Dex 20
Con 14
Wis 14
Int 12
Cha 16

HP 39

Initiative +5

AC 22 Touch 17 Flat-footed 17

Saves: Fort +10 Ref +11 Will +7

Attack: +1 Rapier +11 1d6+2 18-20 crit
Full Attack: +1 Rapier +9 1d6+2 and +1 Throwing ax +9 1d4+2
Ranged Attack: Longbow +10 1d8 x3 crit

Feats: Two-weapon Fighting, Endurance, Track, Weapon Fineness, Skill Focus (Diplomacy), Luck of Heroes, Combat Reflexes, Expert Tactician (+2 attack and damage for me and allies against anyone I strike with attack of opportunity), Mentor (1 ally gains +1 moral bonus on saves)

Skills:
Spot +10
Listen +10
Hide +14
Move Silently +14
Survival +10
Climb +10
Jump +10
Diplomacy +8
Sense Motive +7
Perform (Oratory) +4
Knowledge (Arcana) +2
Knowledge (Nature) +5

Special:
Arcane Hunter
Favored Enemy Arcanists +4
Favored Enemy Magic Beasts +2
Champion of the Wild: Bonus Feats
Distracting Attack: Enemies struck are considered flanked until next turn or hit.
Miner Auras:
-Master of Tactics: +3 damage when flanking to all allies in 30ft and self.
Spiritual Connection: Speak with Animals or Speak with Plants 3/day

Equipment: +1 Rapier, +1 Throwing Ax, Longbow, Arrows x20, Dagger, +1 Mithril Chain Shirt, Vest of Resistance +1, Gloves of Dexterity +2, Ring of Protection +1, Potions of Cure Light Wounds x3, Pack, Bedroll, Belt pouch, Flint and steel, Trail Rations x2, Waterskin, Torches x3, Sack, Silk Rope 50ft, Grappling Hook, 26gp, 7sp, 7cp

Background: Varthes grew up in a small village on the edge of a large forest. He spent a good portion of his youth amongst the trees. He learned many of the secrets of the woodlands and even studied the power of nature at the feet of several fey creatures. Eventually Varthes grew tired of his small place in the world. He left his home and has spent the last three years traveling. Mercenary work and adventuring were profitable, but did not get him any closer to power or prestige. In the tame lands and established kingdoms, there just was not room for a man that wanted to carve out his destiny. That is why Varthes decided to hop on an airship to the newly discovered continent. Surely this was a place where he could carve out a name for himself.

Appearance: Varthes stands confidently and self-assured, projecting an aura of command and control. His frame is broad shouldered with muscles that are wiry and compact. His blond hair is trimmed in close to keep out of his eyes and not be a handhold for enemies. His eyes are the light blue of the endless sky. His clean shaven face projects charm and optimism. On his left hip is a rapier with an elaborate hand guard. On his right hip is a balanced throwing ax. He wears a polished mithral chain shirt over a white jerkin. Over that is a leather hunters vest with a leaf design etched into it. He wears brown breeches made of tanned deer hide. Well made gloves with white runes adorn his hands. His cloths are practical and well made. They are meant to be stylish in addition to effective. He always has his travel satchel at his side, ready to go at a moment’s notice.

Personality: Varthes is very focused. He has a goal of creating his own woodland kingdom, or at the very least barony. He knows that he has to start out small and is willing to work his way up. While generally polite and friendly, Varthes expects things done his way and can be very domineering. He is just as likely to make demands as requests. He is a natural leader and steps forward to take the reigns when possible. While he certainly enjoys working around and with people, he is quite capable of functioning on his own. He likes to sneak off to quiet, natural places to commune with the world, drawing on it for strength and inspiration. Despite his ambitions and demanding personality, he is still a fair person. He honors his word and does not like to see others treated unfairly. He is willing to let what he cannot stop pass, but will take whatever opportunity presents itself to inflict what he sees as justice on those that have avoided it for to long.



Tala

Aasimar Spirit Shaman 4/Disciple of Sila

Str 10 Con 12 Dex 14 Int 10 Wis 16 Cha 21

HP 31 Cold, Electric, and Acid Resistance 5

Saves Total Base Ability Magic
Fort +8 +6 +1 +1
Ref +4 +1 +2 +1
Will +10 +6 +3 +1

AC 18 Touch 12 Flat-footed 16

Attacks:
Melee +3
Ranged +5

Skills:
Spot +7
Listen +7
Concentration +9
Sexual Prowess +22 (+24 with females)
Survival +6
Diplomacy +13 (+15 with females)
Bluff +9 (+11 with females)
Ability only:
Hide +2
Move Silent +2
Sense Motive +3
Gather Information +8 (+10 with females)
Intimidate +8 (+10 with females)
Disguise +8 (+18 with Disguise Self and +10 with females and +20 combined)

Sex Tricks: Dexterous Lover, Easy to Read, Masturbation Focus, Greedy Lover, Talk Dirty, Oral Sex Focus, Smooth Lover

Feats:
Alertness (Bonus)
Sexual Training: +2 on con checks to continue sex
Seductive (Females): +2 on Cha checks with females

Racial Traits:
Outsider (Native)
Daylight 1/day

Class Features:
Spirit Guide: Minx (Playful, Seductive)
Wild Empathy +9
Chastise Spirits 8/day, Range all spirits in 30ft, 4d6 damage, DC 19 Will save for half, a spirit is any elemental, fey, or incorporeal or astral creature.
Detect Spirits at will
Blessing of the Spirits: As Protection from Evil but applies only to spirits.
Pleasure Domain: Pleasing touch 1/day heals 5HP and removes fatigue
Disguise Self 1/day, caster level 1
*Pheromones: She continually has the spell cast. Any living creature within 10ft must make a DC 17 Will save or become more friendlier, granting her a +5 on Diplomacy, Bluff, and Handle Animal Checks.

Spells:
Caster Level 5 Save DC 15+Level
Note: Can changed spells known each day.
Note: Domain spells are marked *
0: 6/day- Detect Magic, Flare, Guidance
1: 7/day+1- Cure Light Wounds, Shillelagh, Entangle, Vision of Exquisite Pleasure*
2: 5/day+1-Pheremones (Casts it at the beginning of the day so is down a slot, casts it again as needed), Suggestion*
3: 3/day+1-Call Lightning, Orgasmic Vibrations*

Equipment: Cloak of Resistance +1, +1 Studded Leather Armor, +1 Buckler, Circlet of Persuasion, Gnomish Kama Sutra, Quaal’s Feather Token Whip, Featherfall Token, Potion of Eagles Splendor, Scrolls of Cure Light Wounds x4, Shortbow, Arrows x20, Dagger, Club, Bedroll, Backpack, Waterskin, Trail rations x2, Flint and Steel, Sex Toy kit, Glass Dildo x2, Double Dildo, Clamps, Ball Gag, Masterwork Condom x3, Superior Pessary x3, 90gp, 3 sp

Appearance: Tala is tall and curvaceous. Her breasts are full and her hips have a gentle roll. Her skin is porcelain white with a slight sheen to it. Her long, flowing hair is the color of pure silver. Her golden eyes have an unnaturally intense, piercing glare. She does not where any makeup except some paint on her lips to bring out their red color. She wears dark leather armor with metal studs. It is from fitting to her breasts and hips, but a little open in the front to show off some of her tone belly. The arm comes up over her shoulders and has covers that slide down the outside of her thighs. A silver circlet adorns her head. A white rabbit fur cloak with lightly glowing runes is draped over her shoulders. She cares a shortbow and a wooden club. The club has to large knots at the top and anyone that looks at it close will realize that it has a phallic shape to it.

Personality: Although her appearance is intense, Tala is quite friendly. She is extremely flirty, though she understands when it is not appropriate. She is known to have a very dirty mouth at times. She is driven to help those in need. She is very curious about all things sexual and hopes to find the artifact called the Book of Erotic Fantasy.

Sexually, she tends to prefer women. She finds there forms more pleasing. She likes to flirt and tease until she finds someone that she wants to bed. Casual sex is not an issue to her. While her flirting might be slow and seductive, once in the throws of passion she often becomes a wild woman enveloped in the pleasure.

Bio: Tala was raised in a primitive, tribal society. Her people worship many different spirits. She was descended from a line that had once mingled with high spirits from the celestial plane. When she came of age she was tested and founded to have a deep connection to the spirits. She was trained as a shaman until she was 21. On her twenty first birthday she was sent out into the world to gain greater understanding of the spirits.

As she explored, Tala discovered a great affinity for sexual spirits and learned a great deal from them. She discovered her spirit patron Sila, a high spirit of lust, sex, and femininity. She explored the world as she increased in knowledge, power, and sexual prowess. Recently she had a vision from the spirit world. It was unclear what the vision meant, but it did direct her to the new land of Rania and gave her a clear impression of who to seek out. She does not know why Sila has directed her there, but she is certain it will be worth her while.
 
lookin good feral, if we ever get enough players to start the ic then feel free to post
 
My character is like an evil guy, not pure evil but pretty self centered and stuff.
 
Because evil evil characters suck. They make the game less fun for everyone else. Usually everyone else has to work their characters around the evil one because it is considered being a jackass if you kill them for being a nuisance.

Admittedly I'm biased against evil characters because I've played with and been annoyed with a lot of them.
 
yeah thats what I thought, closet racist.

thanks anyway, I don't think I'll be playing any games with YOU.
 
theres nothing wrong with evil characters, as long as everyone is evil, but when the thread is focused on the good guys, evil characters seem somewhat out of place and mess up the thread for everyone else

you could play a mean or bad character, but not an evil one
 
Hello there! I played in a previous DnD thread with you guys. I'd love to join this if you were okay with it. My character was called Lilianne, and I could use her again. Sorry I stopped participating in that other thread - it just seemed to be inactive for a while.
 
http://fc06.deviantart.com/fs42/f/2009/138/2/6/Aphashia__Lizardman_Warrior_by_Shinsen.jpg

Kratash Marshwyrm
Male Lizard Folk Reptilian Humanoid 2 / Fighter 3
Chaotic Neutral
Representing Drakkwall


Strength 20 (+5) (+1 by Gauntlets of Ogre Strength)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 14 (+2)
Size: Medium
Height: 7' 0"
Weight: 430 lb
Hide: Green
Eyes: Red
Measurements: 16 Inches Long, 4 Inches Thick

Total Hit Points: 43

Speed: 20 feet [armor]

Armor Class: 24 = 10 +7 [b+2 reastplate] +2 [dexterity] +5 [lizard folk]

Touch AC: 14
Flat-footed: 22
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +6 = 3 [base] +3 [constitution]
Reflex save: +6 = 4 [base] +2 [dexterity]
Will save: +1 = 1 [base]
Attack (handheld): +8 = 4 [base] +4 [strength]
Attack (unarmed): +8 = 4 [base] +4 [strength]
Attack (missile): +6 = 4 [base] +2 [dexterity]
Grapple check: +12 = 4 [base] +4 [strength] +4 [improved grapple]

+1 or +2 added when using magic weapons.

Light load:116 lb. or less
Medium load:117-233 lb.
Heavy load:234-350 lb.
Lift over head:350 lb.
Lift off ground:700 lb.
Push or drag:1750 lb.


Languages: Celestial Common Draconic Orc


Masterwork Punching Dagger [1d4, +1 Attack, crit x3, 1 lb., light, piercing or slashing] 300

Flaming Spike Gauntlet [1d4+2, +2 Attack, 1d6 Fire Damage, crit x2, 1 lb, light, piercing] 8300

Spiked Armor [1d6, crit x2., light, piercing]

+1 Halberd [1d10+2, +2 Attack, crit x3, 12 lb., two-handed, piercing or slashing] 2300 gp

Masterwork Composite Longbow [1d8, +1 Attack, crit x3, range incr. 100 ft., 3 lb, piercing] 300

+1 Breastplate [medium; +6 AC; max dex +3; check penalty -4; 30 lb.] 1150 gp

Bag of Tricks, Grey [Summon Animal Trick Bag] 900 gp

Total 13250

Feats:

Improved Unarmed Strike
Improved Grapple
Quick Draw
Rapid Reload

Skills

Appraise Int 2 = +1 +1
Balance Dex* 8 = +2 +2 +4 [lizardfolk]
Bluff Cha 2 = +2
Climb Str* 6 = +4 +2
Concentration Con 3 = +3
Craft_1 Int 5 = +1 +4
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 3 = +2 +1
Handle Animal Cha 4 = +2 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 4 = +2 +2
Jump Str* 4 = +4 +2 +4 [lizardfolk] -6 [speed 20]
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform_1 Cha 2 = +2
Perform_2 Cha 2 = +2
Perform_3 Cha 2 = +2
Perform_4 Cha 2 = +2
Perform_5 Cha 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 10 = +4 +2 +4 [lizardfolk]
Use Rope Dex 3 = +2 +1


* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.


Lizard Folk:


+2 strength / +2 constitution / -2 intelligence (already included)

(Consider -6 charisma to replace the Level adjustment +1.)

+4 on jump, swim, and balance (tails) (already included)

May claw/claw 1d4+ strength bonus x2 (multiattack), plus bite at -5 to hit 1d4+half strength bonus

Darkvision (see 60 feet in pitch-dark)

Level adjustment +1

Ask referee whether natural armor increases with level

Fighter:

Bonus Feats (already included)

Kratash Marshwyrm's Equipment:

Weapons / Armor / Shield (from above) 48 lb
Arrows (quiver of 20) x10 30 lb
Backpack 2 lb
Bedroll 5 lb
Blanket, winter x1 3 lb
Block and tackle 5 lb
Fishhook -
Fishing net 5 lb
Flint and steel -
Grappling hook 4 lb
Hammer 2 lb
Pitons x1 1 lb
Pot 10 lb
Rations (1 day) x10 10 lb
Rope (50', hempen) x1 10 lb
Signal whistle -
Spade / shovel 8 lb
Spyglass 1 lb
Torches x2 2 lb
Waterskins x10 10 lb
Whetstone 1 lb

Total: 157 lb

Personality: A domenant person, he doesn't care for laws, order, chaos or the likes, he only fight to survive, to live and to find his way home or a new home. He hates slavery, having been one for ten years, not counting the two he spent as a husband for the halforc amazon, and will do his best to release the slaves, peacefully or not. He will make deals and take jobs, if they are profitable for himself, he is a survivor and looks after himself then others, but that doesn't mean he won't lend a claw now and then, favours and debts are jsut as valuable as gold and jewels.

Background: Born in the swamps is Kratash Marshwyrm a hard raised person, raised for his first ten years of life in the marshes Kratash was a strong warrior, battling rival tribes and enemies who sought to kill his tribe. But at his tenth winter a group of organized soldiers from a foreign land came and attacked the tribe's village, many died but the lizardfolk put the invaders on the run, but they took many with them as prisoners, among the Kratash. It was a slaver group hunting for monsters and beasts to put in the colloseums in the lands. He was pitted agaisnt several monsters and warriors, but he prevailed over all and learned many things. He had also a relation with a celestial female who taught him to speak Celestial and Common, but she was freed later on after only two years in their relation.

Later on he fought a half-orc amazon contestant, he defeated her but as the colloseum didn't like contestants to die too often he let her live, much to his displeasure as she brought him from the colloseum and spent two years with her as a servant/husband. She did teach him orcish and a little about the ways of crafting, but then she died from mummy rot when fighting a horde of undeads and Kratash foudn himself free. Taking to the road the completely lost Lizardfolk is now doing odd end jobs as an adventurer, trying to find his way home to the marshes, or find himself a new home. During these travels he sneaked onboard a ship that took him to the land of Rania and now he's even more lost.
 
Last edited:
Just realised I will be away for a week. But hopefully I can join in next week.
 
mkay drakwall, looks good at a glance, few problems though, but thats my fault cause i forgot to post the profile requirements and restrictions.

Stats
all stats start at 8, then you have 36 points to distribute as you please (not including the stat point from 4th level)

Cash
you have 14000, and you cant carry more than 500, spend it well

LA's
no level adjustments above +3

Story
Rainia is an island continent, cut off from the land you come from by the dead sea, its inhabited by horrible monsters that make sea travel imposible, however in the past 60 years, airships were reinvented from lost magics and technology, up until then Rainia was only in the storys of the old times, but now people can travel there freely

thats all i remember about them right now, but on the subject of level adjustments, kratash should be a level 3 fighter, from the +1 LA, but if you wanna take the hit to charisma im cool with it, though i should warn you, your charisma score is also your mesure of physical beauty, so dont expect to many barmaids to give you their room key if you know what i mean.

and good to have you aboard bronda, if we do start the rp before you get back im sure we can find a way to work you in to the story
 
Also, I would hope that measurement thing is for his tail or he is going to be dragging on the ground.
 
Also, I would hope that measurement thing is for his tail or he is going to be dragging on the ground.

it would also be physicaly imposible for him to got most of that in anything, not to mention the bloodflow complications

but who the hell cares
 
Not sure how much gold I just spent, cannot find a good list of magic items with prices. << But I have edited it so he's level 5, has 36 points, with the racial changes and the bonus from level 4 and I changed his backgroudn a little, stating how he sneaked onto a shi pand found himself in Rania.
 
Hmmm not sure if I got it completely right but I think I got it pretty good.
 
not quite, the spiked gauntlet is allot more (its effectively a +2 bonus due to flaming, so 8000) and you need to include the price of the item, and the masterwork cost (300gp for weapons, 150gp for armor) and i dont think you can enchant armor spikes, just the armor they're on
 
I kinda dropped out from the last thread, since, well, it was usually dead for weeks, but also because it seemed a bit confusing as we had like a dozen players all doing their own things at the same time. I couldn't keep track of what was happening, anyway.

If we could limit the number of players to, say, 4-5 this time around, I'd love to give this another shot. I liked my character so much it seems like such a waste to not be able to play her :)
 
Yes, I think that limiting the players would be a very good idea.

I've got a ranger/marshal for stealth and combat and a spirit shaman for healing. I can nix the shaman if need be.

Darkwall has a fighter to be the bruiser.

If jen jumps in with her bard then we have a buffer and face.

That is 3 to 4 characters. I think one more would be more than enough for a game and that we should leave it at that.
 
Back
Top