The War in the Deep - Forgotten Realms Campaign

Drakkwall

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Jun 14, 2006
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Through the lands of Faerun is one of the most famous regions the Frozen North, home to many of the dangerous creatures that roams the lands and the skies. There lies the city of Neverwinter, the Jewel of the North, having lived through many struggles in its existence the city has a sense of veteran like skills when it comes to survival, combat, honor and loyalty.

And yet darkness threatens to engulf Neverwinter once more, raiding parties of orcs have become more and more regular near the Old Owl's Well, the closest water source for many day's traveling in the mountains, making it important for Neverwinter and the orcs in the mountains. And yet the orcs have become too many, too tactical and too well equiped for being simple raiding parties. Something else is guiding the orcs of the mountains and it is becoming a danger to the trading caravans Neverwinter send through the passages of the mountains past Old Owl's Well.

And yet the orcs are not the only dangers nowadays, there are rumors of shadowy elves assassinating merchants, nobles and high ranking officers within the walls of Neverwinter itself, disappearing like a ghastly whisper, leaving only the symbol of a spider behind.

But the quest to solve this mystery begins not in Neverwinter but in the village of Rockroot Haven, in the tavern/inn known as the Dragon's Hoard. This is where the tale begins, where YOUR tale begins, and may it be told for ages to come.


HTML:
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Level:[/b]
[b]Stastistics:[/b]
[i]-Health Points:[/i]
[i]-Armor Class:[/i]
[i]-Attack Bonus-[/i]
[u]Attack (handheld):[/u]
[u]Attack (unarmed):[/u]
[u]Attack (missile):[/u]
[u]Grapple check:[/u]
[b]Attributes:[/b]
[i]-Strength =[/i]
[i]-Constitution =[/i]
[i]-Dexterity =[/i]
[i]-Intelligense =[/i]
[i]-Wisedom =[/i]
[i]-Charisma =[/i]
[b]Weight Limit:[/b]
[I]Light load:[/I]
[I]Medium load:[/I]
[I]Heavy load:[/I]
[I]Lift over head:[/I]
[I]Lift off ground:[/I]
[I]Push or drag:[/I]
[b]Saving Throws:[/b]
[i]-Will =[/i]
[i]-Reflex =[/i]
[i]-Fortitude =[/i]
[b]Skills:[/b]
[b]Feats:[/b]
[B]Equipment:[/B]
[B]Languages:[/B]
[b]Spells:[/b]
[b]Companion/Familiar:[/b]
[b]Appearance:[/b]
[b]Background:[/b]



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http://fc40.deviantart.com/fs19/f/2007/226/7/3/War_Troll_by_RalphHorsley.jpg

Name: Bareuk Stonefist
Gender: Male
Age: 25
Race: Troll
Class: Fighter
Level: 2
Stastistics:
-Health Points: 24 (Only gains 12 hp per level, and without Constitution bonus added)
-Armor Class: 21 (Flat Footed: 13) (Touch: 15)
-Attack Bonus- +8 melee +7 ranged
Attack (handheld): +8 = 2 [base] +7 [strength] -1 [large]
Attack (unarmed): +8 = 2 [base] +7 [strength] -1 [large]
Attack (missile): +7 = 2 [base] +6 [dexterity] -1 [large]
Grapple check: +19 = 2 [base] +7 [strength] +4 [large] +4 [Improved Grapple]
Attributes:
-Strength = 24
-Constitution = 22
-Dexterity = 22
-Intelligense = 14
-Wisedom = 14
-Charisma = 12
Weight Limit:
Light load: 466lb. or less
Medium load: 467-932 lb.
Heavy load: 933-1400 lb.
Lift over head: 1400 lb.
Lift off ground: 2800 lb.
Push or drag: 7000 lb.
Speed: 20 Feet
Saving Throws:
-Will = +3 (+2)
-Reflex = +8 (+2)
-Fortitude = +10 (+2)
Skills:
+1 - Handle Animal, Perform, Disguise, Diplomancy, Use Magic Device, Bluff.
+2 - Hide, Spellcraft, Spot, Knowledge, Heal, Forgery, Spot, Decipher Script, Search, Sense Motive, Survival, Appraise.
+3 - Gather Information.
+4 - Listen.
+5 -
+6 - Craft, Ride, Use Rope, Escape Artist, Open Lock, Sleight of Hand, Tumble, Concentration, Balance.
+7 - Jump, Climb, Swim.
+8 - Intimidate (+4 item bonus)
+9 -
+10 -
Feats:
Troll: +6 strength, +4 dexterity, +6 constitution, -4 intelligence, -2 wisdom, -4 charisma (already included)
Monstrous humanoid type.
Darkvision: 40 feet in darkness
Level adjustment: +2
Natural Weapons: 2 claws (1d6) and 1 bite (1d6)
Rend: If a creature with this special attack (extraordinary) hits with the specified natural attack, it latches onto the opponent's body and tears the flesh. A rend attack deals damage equal to the creature's natural attack + 1,5 times its Str modifier. The creature's descriptive text gives the exact amount.
Regeneration: +2
Bad Temper: If successfully taunted, Taunt Vs Will, will Bareuk go into berserk and attack the taunted in a fit of blind rage.

Scent: (This special quality (extraordinary) allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.)

10% extra damage from fire and acid

Improved Grapple: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Improved Unarmed Strike: You are considered to be armed even when unarmed, that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can d eal lethal or nonlethal damage, at your option.

Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

(LV 3 choice) Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Equipment:

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

Frost Fang Glaive [1d10, +1 Enchantment Bonus, 1d10 Cold, crit x3, 10 lb., one-handed, slashing]

Greatclub [1d10, crit x2, 8 lb, one-handed, bludgeoning]

Sword of Surt the Fire Giant [2d6, 2d6 Fire Damage, +1 Masterwork, crit 19-20/x2, 8 lb., one-handed, slashing]

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

War Troll Leather Armor [light; +2 AC; +2 Save Rolls, +4 Intimidate; max dex +6; check penalty 0; 15 lb.]

44 lb - Weapons / Armor / Shield

30lb - Arrows (quiver of 20) x10
2lb - Backpack
5lb - Bedroll
6lb - Blanket, winter x2
5lb - Crowbar
200lb - Firewood (1 day) x10
- Fishhook
5lb - Fishing net
3lb - Flasks x2
- Flint and steel
4lb - Grappling hook
2lb - Hammer
2lb - Lantern (hooded)
1lb - Mug
10lb - Oil flasks x10
10lb - Pick
10lb - Pot
1lb - Pouch x1
10lb - Rations (1 day) x10
20lb - Rope (50', hempen) x2
1lb - Sacks x1
- Sewing needle
- Signal whistle
8lb - Spade / shovel
1lb - Spyglass
20lb - Tent
4lb - Torches x4
80lb - Waterskins x10
1lb - Whetstone
5lb - Artisan tools
5lb - Climber's kit

455 lb. in Total

Languages: Common, Draconic, Dwarven, Giant, Gnoll, Goblin, Orc, Undercommon.
Spells: None
Companion/Familiar: None
Background: Bareuk is an enigma even among his own kindred, he has no taste for the flesh of intelligent beings, saying it taste like rotten pig brain. He is rather intelligent but has not much use for his wide arrange of languages with his lack of grammar and big words, but that's to be excepted as he speaks languages very well especially for a troll, and that says a lot abotu his specie's speech abilities.

The troll likes to battle but he prefers for the battle to have some reasonable purpose, like defending others, defending yourself, raiding monster lairs and the likes, not getting people rushing into his lair in the middle of the night trying to kill him for just being a troll. But he cannot blame them with the reputation his kin has with the intelligent species, and that is something that makes times harsh for trolls like himself, no matter how rare they are.

Having enough of the raids on his lair he took up a backpack on his back, some leather armor and weapons he has scavenged from people attempting to kill him time to time, and decided to leave his home in the Old Owl's Well area. And thus his quest to find a more friendly place to live in began, but it woudl be a harsh journey. He had a big deal of trouble trying to show others that he was not a troll attempting to kill travelers or such things, it was very hard to try to talk reasons with the greycloaks, the military of Neverwinter, which were guarding the Old Owl's Well that he was not there to cause trouble.

In the end he had to perform a collection of quests for the greycloaks to get passage, he cut down the orcish clan Gorgeshkull and presented the chieftan's head on a pike. The sword spider queen who had settled down in a cave nto far from the well was the next target and soon he came back with her bloody carcass over his shoulder. Then he had to defend the camp against a raiding party of orcs and ogres, he took them all on and blood sprayed over the ground for over an hour before the rest of the raiders fleed in terror, leaving a blood covered Bareuk standing in the middle of a sea of corpses. And lastly he had to find the supposed gold mine located in the mountains, it had been a last ditch attempt by the superiors of the greycloaks to keep him from getting passage, after two days he found the mines hidden behind a large boulder which had blocked them decades ago. After clearing out the undeads which had infiltrated the mines he went back to the Old Owl's Well and was finally granted passage by the grey cloaks, and given a strange medal with the Eye of Neverwinter on it, stating it was a medallion that would help him if he ever needed the aid of Neverwinter.

Now he is in the Dragon's Hoard, attempting to have a nice calm evening with beer, food, a warm bed and women, all that is a a luxury to a troll, Though that last part would be hard as not many females were interested in a troll like himself, though some said that the wart like bumps on his cock made the sex very enjoyable.

A small piece of information about a fighter's starter feats.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

And that's it.

I am pretty open minded to what kind of race, class and ability scores you have, but I do not wish to see base ability scores, the scores you get from the dice roll or the ability chart, to be above 18, additional scores like racial points and the likes are not included in that as you can see with my troll character.

EDITED: I have changed the structure of my troll character to make it more fair and to make it possible to rp him in a level 3 campaign, well I hope sp.
 
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We will begin with level 3 and with 900 gold to buy basic equipment, one magic item free of choice, though it is limited to what you can use, and addition class items given for each class, but the weapons you choose must be a +1 masterwork or +1 enchantment bonus on it.

Wizards/Sorcerers/Bards will be allowed to learn 2 extra level 1 spells and 1 extra level 2 spell, bards are given one free magical instruments (+10 perform, +2 Diplomacy, +2 Bluff, +2 Appraise, +2 Gather Information).

Druids will be given one extra level 1 spell slot and level 2 spell slot.

Monks will be given an addition magical item, a pair of magical gloves/gauntlets with +2 enchantment bonus along with 1d6 damage, the type of damage is your own choice.

Rangers will be given two quivers filled with twenty exploding arrows, they will also have the alchemy craft knowledge to make such arrows, but have to roll craft alchemy to make it without failure.

Rogues will be given ten bottles of poison, what kind is up to the Rogue, along with a choice of either an Thief Cloak (+10 Hide, +5 Open Lock) or a Ring of the Leaping Thief (+10 Jump, +5 Open Lock).

Barbarians/Fighters are given a weapon of choice with an +1 enchantment bonus along with an additional 1d6 type damage of free choice, but if they choose a weapon with the base magic item then they are given a Ring of Strength (+1 Strength).

Cleric/Paladin are given a blessed weapon in the shape of their deity's weapon of choice. (+1 enchantment bonus, 1d6 Divine Damage, +5 Attack Bonus Against Undead/Evil/Feys/Infernal/Outsiders/Elementals/Shadows, -5 Against Celestials/Planars/Good/Constructs) or a Ring of Goodwill (+10 diplomacy, +10 Appraise, +10 Gather Information, +10 Heal, -10 Intimidate, -10 Bluff).

Additional Starter classes will have to be shown their templates, informations, level tablet and so on before I decide what to give them as a class bonus item.

Links to good sties with information on D&D, Dungeons and Dragon.

http://srd.dndonlinegames.com/home.html

http://www.d20srd.org/

http://www.darkshire.net/~jhkim/rpg/srd/srd_revised_html/index.html

www().()path()guy().()com (remove the (), path guy's won't show on the site for some reason.)
 
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This is a 3.5 Edition rp, not the new 4th edition, as I am more experienced with the old 3.5 system will I use it.
 
I shall make a rogue for the story if that's okay with you? I'll just need a few days to piece her together.

What level are we starting the characters on? I think I either missed that part or...it wasn't placed.
 
Sounds perfect, be sure to post the character once you have finished with her.
 
Notice: You will roll your stats on your own, find a dice roller and roll 3d6 dices until you get the numbers you want, or you can roll them in real life if you want to.

And remember that this rp will be so that you post your actions, and posts the bonus points you have on the skill you use when making that action, and I will roll it, add the bonuses and show you how your action went. For example.

RP GUY #1: As I look across the tavern and sees the hot elf waitress winking at me I walk over and attempt to sway her with my charming skills. "Hey baby, wanna know how much of an half-orc I am below the belt?"

RP GUY #1 Rolls for Charisma, which has a -1 score because he is an orc warrior with 9 in charisma. He rolls 12, add -1 and it is 11.

DM Drakkwall, who is me, decides wether the charisma roll suceeds or faisl depending on the DC, Dice Challenge, the tavern wench has, considering an elf do not like orc or half-orcs very well and even if she's a tavern waitress so is she probably not going to sleep with everybody who asks he so do I think it is a dc 15, which means RP GUY #1 fails and I play otu the action like this.

DM: The tavern waitress glares at the half-orc warrior and slaps him hard on the cheek before walking off with a huff. You failed to get the waitress to bed you but you gained +1 skill points in Stupid Pick Up Lines.
 
I'd like to join if you will have me...

Here's my character:

Name: Aeria Hunter
Gender: Female
Age: 23
Race: Human
Class: Ranger
Level: 3
Stastistics:
-Health Points: 30
-Armor Class: 10 [base] + 4 [Dex] + 3 [Studded Leather Armor] = 17, 13 flat footed, 14 touch
-Attack Bonus-
Attack (handheld): +3 [base] +4 [Weapon Finesse if applicable] +1 [Weapon Focus if applicable] = +4 - +8
Attack (unarmed): +3 [base] +1 [Str] = +4
Attack (missile): +3 [base] + 4 [Dex] = +7
Grapple check: +3 [base] +1 [Str] = +4
Attributes:
-Strength = 13 (+1)
-Constitution = 15 (+2)
-Dexterity = 18 (+4)
-Intelligence = 13 (+1)
-Wisdom = 16 (+3)
-Charisma = 9 (-1)
Weight Limit:
Light load: 50 lb. or less
Medium load: 51 - 100 lb.
Heavy load: 101 - 150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.
Saving Throws:
-Will = +1 [base] +3 [Wis] = +4
-Reflex = +3 [base] +4 [Dex] = +7
-Fortitude = +3 [base] +2 [Con] = +5
Skills: (ranks and attribute bonuses combined)
-1 - Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Search
+0 -
+1 - Appraise, Craft Alchemy, Forgery, Swim
+2 - Concentration
+3 - Sense Motive
+4 - Balance, Escape Artist, Use Rope
+5 - Climb, Jump
+6 -
+7 - Heal
+8 - Hide, Move Silently, Ride
+9 - Knowledge (nature), Listen, Survival
+10 - Spot
Feats:
Endurance
Track
Two-Weapon Fighting
Two-Weapon Defense
Weapon Finesse
Weapon Focus (Short Sword)
Favored Enemy: Giant (+2)
Other traits: Farsighted (+1 Spot, -2 Search)
Equipment:

Keen Short Sword + 3 [1d6+3, crit 17-20/x2, 1lb., light, piercing]
Masterwork Dagger [1d4+1, crit 19-20/x2, range inc 10ft., 1lb., light, piercing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Studded Leather Armor [light, +3AC, max dex +5, check penalty -1, 20lb.]

25 lb. weapons and armor

6 lb. Arrows (quiver of 20, exploding) x2
2 lb. Backpack
5 lb. Bedroll
3 lb. Blanket, winter x1
Chalk
2 lb. Flasks x1
Flint and steel
1 lb. Mirror
1 lb. Pouch x1
10 lb. Rope (50', hempen) x1
1 lb. Soap
2 lb. Torches x2
4 lb. Waterskins x1
1 lb. Whetstone

_____
63 lb. total

Languages: Common, Giant
Spells:
Companion/Familiar:
Appearance: http://i114.photobucket.com/albums/n258/Forbidden_Memories808/Girl%20Pictures/gw_ranger.jpg
Aeria is of normal height and weight for a young human woman. If asked about her measures she would guess that she is 5'7" at roughly 130 lb (well, she probably would rather tell the inquirer to get lost anyway). She has a slender and muscular build, especially her calves show that she spends a lot of time hiking in the wilderness. Her skin has the tan of someone who is seldomly indoors and her wavy dark brown hair is either restrained in a wild pony tail or peeks out from under her hood, a few meddlesome strands always hanging into her face. Nonetheless and in spite of her being a ranger she has kept herself a good portion of a girl's vanity, so a small mirror and a bar of soap can always be found in her backpack.
Aeria has green eyes that always seem to scan the horizon (at least when she is in the wilderness). Alas she has developed a slight farsightedness which impedes her visual skills at close quarters.

Background:
Aeria comes from a small village between Neverwinter and Old Owl Well. Her father was a hunter (hence the last name), her mother died when giving birth to her younger brother. As soon as Aeria was old enough she accompanied her father on his hunts and learned a lot about animals, nature and - obviously - hunting from him. The three of them had a rather good living until her father was attacked by a troll one day when he was checking on a few traps he had set. He managed to escape but his right leg was severely injured. His limping ended his hunter career immediately. Aeria took his place as bread-earner of the family and from that day on held a silent grudge against trolls and all their giant kin.

Now that her brother is old enough to take care of their aging father she left her village in search of freedom and adventure. Her love of nature and being outside had always been an expression of her yearning for freedom and liberty. She loves to stride through woods and hills for days or weeks without seeing another intelligent being. Therefor her social skills have deteriorated a bit over time and she is not the best with words. Her occasional grumpiness however does not mean that she wouldn't defend those she cares for with her life if need be.
 
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Lovely character, you can reroll your ability scores if you want to, I can even give yo ua suggestion. Roll five six sided dices, 5d6, keep the three highest scores you get and roll that seven times, and keep the six highest, that way you get a good deal of choices for your scores. and you can reroll more then once, I suggest you rol lthis five times and pick the combinations you thin kfits yoru character the best.
 
Oh and since she's a ranger I think she should have some kind of ranged weapon, longbow, cross bow or the likes, the explosive weapon do not need to be arrows, it can be bolts, shurikens, darts and other things.

Oh and an image of you character would be nice.
 
I too kthe libery to copy the link to a nice dice roller, and I also made two stat rolls for you, you can choose one of the two, or make your own rolls if you prefer, I am just offering some help and assistance.

http://www.wizards.com/dnd/dice/dice.htm

Roll One:
16
17
14
12
10
15

Roll Two:
9
13
18
16
13
15
 
Thanks, I took your second suggestion and edited my character sheet above. I'm ready to start though we could use a few extra players, couldn't we?
 
We need mroe players, I have some people who are preparign characters, but I am hoping to gather a nice even number of rpers, 4-8 or so, including myself.
 
Oh and before I forget, the free magic item you get to pick in the beginning, if you pick a weapon then it is not limited to simple +1 enchantment/masterwork item, you can add some kind of magical damage, an extra feat, abiltiy score or similar. I have done so to the magical item of my troll character, given him a masterwork greatsword with +2d6 fire damage. Notice that such things as damage bonues, as fire, cold, acid, lightning and so on, are limtied to 4d4, 1d10, 2d6 and 2d8 dices. Yo ucan only pick the damage you get with your weapon, as with a greatsword that has a damage hit of 2d6, I can pick a damage bonus of 1d6 or 2d6, if it's weapo nthat does 1d10 damage, it is the same but I can only pick a 1d10 damage bonus.
 
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Name: Targ
Gender: Male
Age: 25
Race: Feral Human (Monstrous Humanoid (Human))
Class: Druidic Avenger
Level: 2
Statistics:
-Health Points: 22
-Armor Class: 24 (+6 nat, +2 Dex, +5 Wis, +1 luck) T 18 FF 22 (Rage AC 26 T 20 FF 22)
-Speed- 50ft
-Attack Bonus-
Attack (handheld): +8 2 claws 1d8+7
Attack (handheld): Raging +8 3 claws 1d8+1d8+9
Attack (unarmed): +7 punch 1d3+6 subdual
Attack (missile): +4 Sling 1d4+6
Grapple check: +7 (Improved Grab)
Attributes:
-Strength = 22 (+6)
-Constitution = 16 (+3)
-Dexterity = 14 (+2)
-Intelligence = 10 (+0)
-Wisdom = 20 (+5)
-Charisma = 10 (+0)
Weight Limit:
Light load: 173lbs
Medium load: 174–346lbs
Heavy load: 347–520lbs
Lift over head: 520lbs
Lift off ground: 1,040lbs
Push or drag: 2,600lbs
Saving Throws:
-Will = +9
-Reflex = +3 (Rage +5)
-Fortitude = +7
Skills:
Spot +10
Listen +10
Survival +12
Concentration +7
Knowledge (Nature) +3
Handle Animal +6
Hide +2
Move Silently +2
Jump +14
Climb +6
Swim +6
Sense Motive +5
Intimidate +6 (+12 raging)
Diplomacy -1
Bluff -1
Gather Information -1
Feats:
Luck of Heroes (B) (+1 Luck to AC & Saves)
Track
Extra Rage (B) (Rage 2 extra times per day)
Special:
Bonus 1st level spell slot
Nature Sense
Wild Empathy +1
Woodland Stride
Improved Grab
Darkvision 60ft
Fast Healing 2
Whirling Frenzy: 3/day +4 Str, +2 dodge to AC & Ref, extra attack by taking -2, Immune to Fear, lasts 9 rounds
Fast Movement as a barbarian and monk
AC bonus as a monk
Favored Enemy (Orcs) +2
Trait: Uncivilized
Equipment:
Potions
Cure Light Wounds x3
Shield x3
Protection from Evil
Sling
20 Masterwork Sling Bullets
Dagger
Darts x10
Necklace of Natural Weapons +1 Brash Berserker (Bonus Item, Enchants claws +1, Rage 3 rounds longer and while doing so extra 1d8 damage and immune to fear)
Feather Fall Token (Feather Fall once then consumed)
Brute Gauntlets (3 charges per day, +2 on Str checks and damage for each charge spent)
Holly and Mistletoe
Bedroll
Sack
Belt Pouch
Flint & Steel
Waterskin
Trail Rations x4
Silk Rope 50ft
Grappling Hook
Alchemist’s Fire x2
Tanglefoot Bag
35gp
8sp
Total encumbrance: 40lbs
Languages:
Common
Druidic
Spells:
Save DC 15+L
0: Guidance, Detect Magic, Create Water, Purify Food and Drink
1: Longstrider, Pass Without Trace, Obscuring Mist, Faerie Fire, Entangle
Appearance:
Targ is on the tall side of average for most humans. However, there is something distinctly not entirely human. His skin is bronzed leather that can turn aside a weapon strike as well as any armor. Despite his great strength, he is not bulky and muscle bound. Instead his form is compact and tone. Under his tough hide is corded muscle that looks like it was formed from liquid steel as it rolls under his skin. His head is covered in a wild main of blond hair that has darkened to an almost brown color. His face is chiseled and weathered. His green eyes have an animal appearance as they dart about constantly scanning his surrounding. When his lips are pulled back in a feral smile, angry growl, or savage roar they reveal that his canines have sharpened into fangs. His large hands have turned into talons with his nails hooking into razor keen claws.

His cloths add to his bestial appearance. He does not wear any armor, instead relying on his natural resilience and uncanny awareness and reflexes to protect him. His cloths, though in good repair, are weather worn and often covered in road dirt. He wears as simple jerkin and leather vest with a pair of dark britches. He does not wear shoes or boots unless absolutely necessary. He wears a pair of black leather gauntlets with metal studs and open fingers that extend half way up his forearms. He keeps a satchel with provisions slung over his shoulder. The only weapons on his person are a sling hung from his belt and some darts strapped to his thigh.
Background:
Targ was born Targon Hail on a small farm in the Vast. He spent the first fifteen years of his life there with his family. That came to an end when the community was attacked by orc raiders. Targon was among those taken. He spent the next three years as an orc slave until he was the only member from his community left. Determined to survive, he strangled two guards and escaped into the wild. He survived for four years in the wilds. While he was there he lived like a savage and grew close to nature until he had become something not quite human.

Eventually, Targ was able to make his way back to his home village. When he returned after seven years and transformed, he was hardly recognizable to his family. Try as he might, he could not adjust to being home. Within the year he had left. He spent three years wandering until he arrived in Neverwinter.
Special Note:
This character uses the Druidic Avenger, alternate druid class features, and whirling frenzy variant of rage from Unearthed Arcana. The Feral template is from Savage Species.
 
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Give information about your feats and the magic items you picked, I'd like to say that you have made an impressive character, what kind if magic items did you pick as you free magic item for this feral human druidic avenger?

Oh and notice that all spellcasters receive one extra spell slot when they unlock a new set of spell levels, once all spell levels have been unlocked you gain an extra spell slot every 2nd level.

And give some details about your spells.
 
Hmmmm we stil lned some more characters. Anyone who knows someone who might be interested? Meanwhile I will prepare the started post of the IC thread, I will posti t once we hsve enough players.
 
Hey, guys- Late entry to the party, but I have an idea for a lovely but chaotic Sorceress...For my 'free magic item', I'd like something protective, though. Leaving it to the DM to assign; And I'm hoping there's plenty of chances for my heroine to fall afoul of humanoids, and use her susbtantial feminine wiles. ^_^

Valenica von Edefelt

Female Human Sorcerer 3

Chaotic Neutral

Representing iridium248

Strength 9 (-1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 11 (+0)
Charisma 17 (+3)

Size: Medium
Height: 5' 9"
Weight: 135 lb
Skin: Pale
Eyes: Dark Brown
Hair: Black; Straight

Total Hit Points: 27
Speed: 30 feet
Armor Class: 14 = 10 +2 [dexterity] +2 [Amulet] (1/point DR)

Touch AC: 14
Flat-footed: 12
Initiative modifier: +4 = +2 [dexterity] +2 [Amulet Of Safety]

Fortitude save: +3 = 1 [base] +1 [constitution] + 1 [Amulet]
Reflex save: +4 = 1 [base] +2 [dexterity] + 1 [Amulet]
Will save: +4 = 3 [base] + 1 [Amulet]

Attack (handheld): +0 = 1 [base] -1 [strength]
Attack (unarmed): +0 = 1 [base] -1 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +0 = 1 [base] -1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 30 lb. or less
31-60 lb.
61-90 lb.
90 lb.
180 lb.
450 lb.

Languages: Common Draconic Goblin

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

No familiar yet

Feats:
Combat Casting
Persuasive
Spell Penetration

Traits:

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 2 = +2
Bluff Cha 9 = +3 +4 +2 [persuasive]
Climb Str* -1 = -1
Concentration Con 7 = +1 +6
Craft_1 Int 2 = +2
Craft_2 Int 2 = +2
Craft_3 Int 2 = +2
Diplomacy Cha 6 = +3 +3
Disguise Cha 3 = +3
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha 5 = +3 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 5 = +3 +2 [persuasive]
Jump Str* -1 = -1
Knowledge (arcana) Int 8 = +2 +6
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 2 = +2
Search Int 2 = +2
Sense Motive Wis 0 = +0
Spellcraft Int 8 = +2 +4 +2 [Knowledge, arcane]
Spot Wis 2 = +0 +2 (Amulet)
Survival Wis 0 = +0
Swim Str** -1 = -1
Use Rope Dex 2 = +2
 = check penalty for wearing armor
 Zero-level Sorcerer spells: 6 per day

Known:
• Detect Magic
• Read Magic:
• Ray of Frost:
• Light:
• Message:

First-level Sorcerer spells: 7 (5+1+1) per day

Magic Missile
Charm Person
Mage Armor

EXTRA:
Sleep
Summon Monster I

Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
Sorcerer:
• Familiar / Alertness, etc.
• Can know only limited numbers of spells
• High charisma gains bonus spells daily

Magic Items:
Wand Of Cure Light Wounds (750 GP)
Scroll Of Scorching Ray (150 GP)
Amulet of Safety: +2 AC, +1 All Save Rolls, 1 Point Damage Reduction, +2 Spot and +2 Initiative.

Class HP rolled
Level 1: Sorcerer 4
Level 2: Sorcerer 3
Level 3: Sorcerer 3

Valenica's Equipment:
5 lb
15 lb
2 lb
5 lb
1 lb
4 lb

3 lb
4 lb
2 lb
3 lb
_____
44 lb

Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x3
Backpack
Bedroll
Mirror
Rations (1 day) x4
Signet ring
Torches x3
Waterskins x1
Spell component pouch
Spellbook x1

Total

Hmmmm...I couldn't find a *good* picture, but there's one of Midnight in the old D&D Hall Of Heroes sourcebook. Failing that, how about this?

http://img9.imageshack.us/my.php?image=valenciaaf1.png

Appearance:

The sorceress Valencia is a tall, raven-haired beauty, with a full, lush body that tells of a soft upbringing; She wears a flowing black gown, a little worn now, yet still durable and enduring, with long slits up the sides for mobility. Her brown eyes are wide, and often twinkling with mischief or excitement- While the rigors of an adventurer's life is often hard on her, she tries her best to look nothing less than stunning; She's lovely, and she knows it, often playing to her looks for the best advantage.

Besides the whole 'unabashed seductress' thing, Valenica is actually quite pleasant, once you get to know her; She's a true free spirit, with little care, and lives more-or-less day to day, as fortune favors her.

Background:

Valenica is a graduate of the Luxan Arcane Academy- Or would have been, if her life hadn't taken a different turn. Trained to be a wizard, she was quite surprised when her sorcerer powers manifested...Effectively removing the need for careful, boring study and years of flipping through ancient texts. She promptly cashed in her study term, and set off on the nearest ship for adventure and profit...

Unfortunately, that didn't work *too* well. Her money's running out fast, and she's currently stuck in Neverwinter, hoping to raise enough gold for a ship to say, Amn- Still, there's word of an upcoming adventure, and she's interested...And bored enough to try!
 
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Interesting character, and it gave me time to figure out something I forgot to mention, ylou do not need to rol lfor HP, you have your HP at max, so your sorcerer gets 8 hp per level and +1 for the constitution bonus, so you got 27 hp.
And did anyone take the time to read the psot where I explained that the magic item you pick can have more the enchantment and masterwork weapon bonus? You can pick a set of elemental damage, sonic, lightning, fire, cold and so on, or choose a simple on-hit effect like sleep, confusion and so on. But regular items with +1 enchantment bonuses doesn't seem to fit very well with the characters who are level 3.
heck if your items is armor or a magic item you can add other special effect that might help your character, like for example +2 AC, /5 Piercing damage, it means it reduces 5 points of damage from a piercing attack liek spear ,arrow and so on, or maybe even a spell bonus slot for you to use, but rememb er that if yo uwant to have spells on your item there can only be oen spell and you can only have a set number of charges, then you have to recharge it.

Oh and Iridium, the rp begins in the village of Rockroot Haven, not the city of Neverwinter.
 
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Ah, I'll correct it. Feel free to provide the item for me; I'd take something like a, hmmm- Either something that provides a consistent attack for me- Valenica's no good in melee, though...Or a protective item.
 
Consistent attack?

The protective item is easier as I am not sure what consistent means.

Amulet of Safety: +2 AC, +1 All Save Rolls, 1 Point Damage Reduction, +2 Spot and +2 Initiative.

I made it a bit more powerful as sorcerers and other magic users are more well versed in magic and can add some little extra things to their starter magic item.
 
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