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  1. - Top - End - #1
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Grab a character or create your own.

    Caramon Majere. CR 5
    Male civilized Human 5th level Fighter
    Lawful good Medium humanoid

    Init +0 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common.
    AC 17, touch 10, flat-footed 17
    hp 42 (5d10+15)
    Saves: Fort +7, Ref +1, Will +1.
    Spd 20 ft. (+1 Chain mail); base 30 ft.
    Attack: Melee mwk longsword +11 (1d8+6/19-20) or
    Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
    or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
    Base Atk +5; Grp +9
    Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
    Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
    Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
    Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
    Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
    composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
    flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
    belt pouch containing coins (30 cp, 20 sp, 80 gp, 10 pp)

    Raistlin Majere. CR 5
    Male civilized Human 5th level Wizard
    Neutral Medium humanoid

    War of the Lance (Spellcasting Prodigy feat)
    Init +3; Senses Listen +1, Spot +1
    Languages Abanasinian, Common, Elven, Magius, Solamnic.
    AC 16, touch 16, flat-footed 13
    hp 10 (5d4-5)
    Saves: Fort +0, Ref +4, Will +5
    Spd 30 ft.
    Attack: Melee staff of Magius +3 (1d6+1) or
    Melee dagger of Magius +4 (1d4+2/19-20) or
    Ranged heavy crossbow +5 (1d10/19-20)
    Base Atk +2; Grp +1
    Wizard Spells prepared (CL 5th, +1 melee touch, +5 ranged touch)
    3rd-deep slumber (DC 18), slow (DC 17)
    2nd-darkness, detect thoughts (DC 16), web (DC 16)
    1st-charm person (DC 16), comprehend languages, identify, sleep (DC 16)
    0- detect magic, ghost sound (DC 14), prestidigitation, read magic.
    Abilities Str 9, Dex 16, Con 9, Int 18, Wis 12, Cha 10
    SQ moon magic
    Feats Brew Potion, Magical Aptitude, Scribe Scroll, Spell Focus (enchantment),
    Spellcasting Prodigy
    Skills Concentration 6/+5, Decipher Script 2/+6, Heal 2/+3, Knowledge (arcana) 8/+12, Knowledge (history) 5/+9, Profession (herbalist) 5/+6, Search 1/+5, Sleight of Hand 3/+6, Spellcraft 8/+16
    Possessions dagger of Magius, staff of Magius, heavy crossbow, 20 bolts, red robes, herbalist's supplies, scrolls, ink, writing supplies, spellbook, backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (10 cp, 40 sp, 90 gp, 20 pp)
    Spellbook prepared spells plus 0- all common and unnamed; 1- burning hands, floating disk, magic missile; 2- mirror image, see invisibility; 3- arcane sight.
    Moon Magic (Su) For the purposes of this adventure, Raistlin will benefit from the effects of Lunitari's moon phases. He has passed the Test of High Sorcery and will be able to take levels in the Wizard of High Sorcery prestige class once he has acquired sufficient experience (or survives to Chapter Two: Flame) but for the time being his only benefits from passing the Test are the Staff or Magius and moon magic.

    Goldmoon. CR 5
    Female nomadic human heathen 5th level Cleric
    Lawful Good Medium humanoid

    War of the Lance (Charming feat)
    Init +2; Senses Listen +3, Spot +3
    Languages Abanasinian, Common, Plainsfolk.
    AC 15, touch 12, flat-footed 13
    hp 29 (5d8+5)
    Saves: Fort +5, Ref +3, Will +9.
    Spd 30 ft.
    Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
    Ranged +1 sling +6 (1d4+2)
    Base Atk +3; Grp +4.
    Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
    Feats Charming, Iron Will, Weapon Focus (quarterstaff)
    Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
    Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
    Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
    Special Actions turn undead 6/day (+3, 2d6+8, 5th)
    Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
    Deity: Mishakal. Domains: Good, Healing
    SQ spontaneous casting (cure spells)
    Blue Crystal Staff the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
    The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
    The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
    The following powers drain 4 charges from the staff: continual flame, cure poison.
    The following powers drain 6 charges from the staff: remove blindness/deafness, remove curse, remove disease.
    The following powers drain 8 charges from the staff: cure critical wounds, restoration.
    The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
    The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
    Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
    By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
    Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
    If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid
    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10)
    Fort +8, Ref +7, Will +3.
    Spd 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp). ,
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    Grp +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid
    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15)
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 120 gp, 40 pp)

    Tanis Half-Elven. CR 5
    Male Half-elf 5th level Fighter
    Neutral Good Medium humanoid (elf)
    War of the Lance (Quick-Thinking feat)
    Init +5; Senses elvensight (darkvision 30 ft., low-light vision); Listen +3, Spot +5
    Languages Common, Goblin, Elven, Camptalk
    AC 17, touch 13, flat-footed 14
    hp 33 (5d10+5)
    Immune sleep
    Saves Fort +5, Ref +4, Will +2 (+4 against enchantment spells)
    Spd 30 ft..
    Attacks Melee +1 longsword +9 (1d8+4/19-20) or Ranged mwk composite longbow (Str 16) +10 (1d8+3/3) or Ranged mwk composite longbow (Str 16) +8/+8 (1d8+3/3) with Rapid Shot
    Base Atk +5; Grp +8
    Atk Options Point Blank Shot
    Abilities Str 16, Dex 17, Con 12, Int 12, Wis 13, Cha 15
    Feats Alertness, Point Blank Shot, Quick-Thinking, Rapid Shot, Weapon Focus (longbow)
    Skills Craft (bowyer) 2/+3, Diplomacy 3/+7, Gather Information 0/+4, Listen 0/+3, Search 3/+5, Spot 2/+7, Survival 3/+4
    Possessions +2 leather armor, +1 longsword, mwk composite longbow (Str 16) with 20 arrows, daggers (3), backpack, bedroll, rations (2 days), waterskin, belt pouch containing coins (10 cp, 30 sp, 110 gp, 30 pp)

    Flint Fireforge CR 5
    Male Hill Dwarf Fighter 4/Master 1
    Neutral Good Medium humanoid
    War of the Lance (master class, Stubborn feat)
    Init +0; Senses Listen +1, Spot +3
    Languages Common, Dwarven, Goblin
    AC 14, touch 10, flat-footed 14; +4 dodge bonus against giants
    hp 42 (4d10+1d8+20)
    Resist +2 save against spells and spell-like effects, stability (+4 against bull rush and trip)
    Saves Fort +8 (+10 against poison), Ref +1, Will+5
    Spd 20 ft.
    Attack Melee +1 handaxe +9 (1d6+4/3) or Melee dagger +7 (1d4+3/19-20) or Ranged dagger +4 (1d4+3/19-20) or Ranged heavy crossbow +4 (1d10/19-20)
    Base Atk +4; Grp +7
    Atk Options Cleave, Power Atk
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ knack, primary focus (Craft), stonecunning
    Feats Cleave, Power Attack, Skill Focus (Craft [Blacksmithing]), Stubborn, Weapon Focus (handaxe)
    Skills Appraise 6/+6 (+8 relating to stone or metal, +10 blacksmithing), Craft (blacksmithing) 6/+13, Intimidate 4/+7, Knowledge (local) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Spot 2/+3
    Possessions mwk studded leather armor, light wooden shield, +1 handaxe, daggers (3), heavy crossbow, bolts (20), backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 130 gp, 20 pp)

    Tasslehoff Burrfoot CR 5
    Male Kender 5th level Rogue
    Neutral Good Small humanoid
    War of the Lance (Improved Taunt feat)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Goblin, Kenderspeak
    AC 16, touch 14, flat-footed 13; uncanny dodge
    hp 29 (5d8+10)
    Immune fear
    Saves Fort +3, Ref +7, Will +0
    Spd 30 ft.
    Attack Melee +1 hoopak +6 (1d4+2) as club or Melee.+1 dagger +6 (1d3+2) or
    Ranged +1 hoopak +8 (1d3+2) as sling
    Base Atk +3; Grp +0
    Atk Options sneak attack +3d6
    Special Actions Taunt
    Abilities Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 13
    SQ trap sense +2, trapfinding
    Feats Improved Initiative, Improved Taunt
    Skills Bluff 6/+7. (+11 with taunt), Climb 6/+7, Decipher Script 6/+7, Hide 8/+15, Listen 8/+7, Move Silently 8/+11, Open Lock 8/+13, Search 8/+9, Sleight of Hand 8/+15, Spot 6/+7
    Possessions leather armor, +1 hoopak with 10 sling bullets, +1 dagger, mwk thieves' tools,, pouches, various map and scroll cases, backpack bedroll, waterskin, rations (2 days), beld pouch containing coins (20 cp, 30 sp, 140 gp, 20 pp)
    Last edited by Tom Kalbfus; 2019-09-28 at 09:25 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Nov 2013
    Location
    Australia
    Gender
    Male

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I have tried this adventure once or twice in the distant past, and it has never progressed beyond the first encounter. I would be keen to try again, especially with pregen characters, so there are no optimisation level differences.

    I will apply for the role of Raistlin, the first fantasy character I ever really enjoyed.

  3. - Top - End - #3
    Ogre in the Playground
     
    DruidGuy

    Join Date
    Mar 2017
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    UK
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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I'll try:


    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid
    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10)
    Fort +8, Ref +7, Will +3.
    Spd 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp). ,
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    Grp +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  4. - Top - End - #4
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by paradox26 View Post
    I have tried this adventure once or twice in the distant past, and it has never progressed beyond the first encounter. I would be keen to try again, especially with pregen characters, so there are no optimisation level differences.

    I will apply for the role of Raistlin, the first fantasy character I ever really enjoyed.
    You got him.

  5. - Top - End - #5
    Dwarf in the Playground
     
    PaladinGuy

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    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by JbeJ275 View Post
    I'll try:


    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid
    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10)
    Fort +8, Ref +7, Will +3.
    Spd 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp). ,
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    Grp +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10
    Okay, you've got Riverwind.
    Still up for grabs is Caramon, Tanis, Sturm, Tasselhoff, Goldmoon, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Last edited by Tom Kalbfus; 2019-09-28 at 12:12 PM.

  6. - Top - End - #6
    Titan in the Playground
     
    igordragonian's Avatar

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    Jul 2014

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I would really like to play, my only issue, that english isn't my first launguage, and my skill with 3.5 fu is average minus..
    It's like it's gonna be epic, and I don't want to spoil it to anyone.
    Bazzilion legions of thanks to his highness Emperor Ing for the awesome avatar!

    Who want to join some freeform Naruto Rp?
    http://www.giantitp.com/forums/showt...ound-ITP-OOC-1

  7. - Top - End - #7
    Ogre in the Playground
     
    Zombie

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I'd like to take gold moon if possible.

  8. - Top - End - #8
    Dwarf in the Playground
     
    PaladinGuy

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    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by igordragonian View Post
    I would really like to play, my only issue, that english isn't my first launguage, and my skill with 3.5 fu is average minus..
    It's like it's gonna be epic, and I don't want to spoil it to anyone.
    No problem, just describe your character's actions, but first pick a character.

  9. - Top - End - #9
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Auranghzeb View Post
    I'd like to take gold moon if possible.
    Okay, you got Goldmoon
    Still up for grabs is Caramon, Tanis, Sturm, Tasselhoff, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Auranghzed = Goldmoon
    Last edited by Tom Kalbfus; 2019-09-28 at 03:05 PM.

  10. - Top - End - #10
    Titan in the Playground
     
    igordragonian's Avatar

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid
    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15)
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 120 gp, 40 pp)
    ok, thank you!
    Bazzilion legions of thanks to his highness Emperor Ing for the awesome avatar!

    Who want to join some freeform Naruto Rp?
    http://www.giantitp.com/forums/showt...ound-ITP-OOC-1

  11. - Top - End - #11
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by igordragonian View Post
    ok, thank you!
    Sturm Brightblade is yours.
    Still up for grabs is Caramon, Tanis, Tasselhoff, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Auranghzed = Goldmoon
    Igordragonian = Sturm

  12. - Top - End - #12
    Dwarf in the Playground
     
    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Tom Kalbfus View Post
    Sturm Brightblade is yours.
    Still up for grabs is Caramon, Tanis, Tasselhoff, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Auranghzed = Goldmoon
    Igordragonian = Sturm
    I have set up the game just go to the Ongoing game section with the thread the same name as this one and describe your character's actions, basically what he wants to do, but not the results, then we go to the die rolling section to resolve what happens by rolling dice. I have set up the ongoing Play-By-Post Thread and the Die rolling threads in their respective sections. We can start whenever your ready, we have four players, so we can start now, the other four characters who are not played can either be temporary NPCs as played by me, or each player can get a secondary character to run temporarily, until someone shows up to take one of those secondary characters as his own.

    Paradox26, since you have Raistlin, you can operate Cameron as your temporary secondary character until another player shows up to play him. JbeJ275 and Auranghzed, Riverwind and Goldmoon are often paired together, so the characters you get to operate as secondaries if you wish are Tasselhoff or Flint, your choice between the two of you, if you wish. Igordragonian, since you play Sturm, you can have Tanis as your secondary, since they are friends.

    The game starts out with three combat encounters which occur simultaneously. In the Ongoing play section, I describe which characters are where, if your characters are in a combat situation you participate in it, whichever combat situation gets resolved in the fewest number of combat rounds is the first to arrive at the Inn, and this is where the party meets up after adventuring seperatly in different parts of the world looking for signs of the return of the True gods and their clerics. To sum it up, they found nothing, so they are all coming to the Inn of the Last Home to discuss their situation, and thus start the adventure.
    Last edited by Tom Kalbfus; 2019-09-28 at 07:53 PM.

  13. - Top - End - #13
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    PirateGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Tom Kalbfus View Post
    Paradox26, since you have Raistlin, you can operate Cameron as your temporary secondary character until another player shows up to play him.
    Nonsense! I could not let my brother go out into the world without my strong arm to protect his back while he works his magicks! I shall play Cameron!

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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Captain Jak View Post
    Nonsense! I could not let my brother go out into the world without my strong arm to protect his back while he works his magicks! I shall play Cameron!
    Sounds good, we got three characters left.
    Still up for grabs is Tanis, Tasselhoff, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Auranghzed = Goldmoon
    Igordragonian = Sturm
    Captain Jak24174328 = Caramon.
    (I misspelled it before, sorry. Caramon is the correct spelling.
    The shape of the word is similar to Cameron, which is familiar because that is the guy who produced the movie Titanic, but it is Caramon, not Cameron.)
    Last edited by Tom Kalbfus; 2019-09-28 at 10:03 PM.

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    PirateGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Yes, I always do that myself. Caramon!

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    DruidGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I don't mind which secondary character I get, but for now I'll roll for Tasslehof
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Sound good and well!
    Can we get a link?
    Bazzilion legions of thanks to his highness Emperor Ing for the awesome avatar!

    Who want to join some freeform Naruto Rp?
    http://www.giantitp.com/forums/showt...ound-ITP-OOC-1

  18. - Top - End - #18
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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Tom Kalbfus View Post
    Sounds good, we got three characters left.
    Still up for grabs is Tanis, Tasselhoff, and Flint.
    Paradox26 = Raistlin
    JbeJ275 = Riverwind
    Auranghzed = Goldmoon
    Igordragonian = Sturm
    Captain Jak24174328 = Caramon.
    (I misspelled it before, sorry. Caramon is the correct spelling.
    The shape of the word is similar to Cameron, which is familiar because that is the guy who produced the movie Titanic, but it is Caramon, not Cameron.)
    Onto the backstories
    Goldmoon (Auranghzed)
    I am the princess of the Que-Shu tribe. Riverwind is my guardian and my betrothee. We seek to discover the nature and use of this staff that Riverwind found.
    Some months ago. Riverwind went to my father and asked for my hand. Father had another marriage in mind for me, and he demanded that Riverwind prove his worth by bringing back the magic of the Forsaken Lands.
    For Months I received no wore of Riverwind. Then he returned, bearing this staff. Father thought he had rid himself of Riverwind, and in his anger he declared the staff worthless and ordered the villagers to stone Riverwind. As the stones fell upon him. I ran to his side. At that moment the staff blazed with a blue light and we found ourselves on the plains far west of the village. We do not know how to work the staff. We cannot return to our village until we can control the staff's power. I even wrote a song about it on the way over here.


    Riverwind (JbeJ275)
    I am a warrior of the Que-Shu tribe. I have loved Goldmoon for many 5urns of the Sun.
    I remember little of what happened to me after I reach3d the Forsaken Lands. Everything seems as if in a dark dream. A black swamp, a well, a shining lady, and a leather-winged creature of pure evil. How much of this is real and how much is madness, I cannot say.
    Months later, I somehow returned to Que-Shu, bleeding, crazed with fever and visions. I presented the staff, but the village council scorned it. Somehow the staff saved us from the stoning, but we don't know how.


    Raistlin (Paradox26)
    At the Tower of High Sorcery, I passed great tests set by the spirits of long dead sages and wizards. The tests tried me greatly and almost broke me. Now I see the World through hourglass eyes that show many things that I cannot speak of. Much of my health is gone, yet the magical powers that I possess may prove to be more valuable than good health.
    As we departed the towers, I heard the voice of an ancient mage say to me alone, "Use well your powers, for the time is nigh when your strength is needed in the struggle to rebalance the World.


    Caramon (Captain Jak24174328)
    My brother Raistlin and I also wandered over the Kharolis Mountains, but we journeyed to the southwest, beyond the realms of the elves. We searxhed for the fabled Tower of High Sorcery. Deep in dark, eery mists that always seem to cover the land, we found that mysterious tower. Raistlin endured great hardship within, and he changed greatly since we last gathered together, he speaks little of his experience within the tower.

    Sturm (Igordragonian)
    I visited the northern lands when I crossed the sea in the company of our friend Kitiara. Once over the sea, we parted company, she went west and I ventured east. Though I searched for a holy man, I also sought my borthright.
    For you see, I know only that my mother fled the northlands when I was young, she carried all my dead father had left her, his sword and his ring, from these I know that he was once knight of Solamnia. So I journeyed to take my father's place in that good and just order, but I discovered that the Solamnic Knights have fallen into disfavor with the people of the north, and I could find no members of the order, thus my past remains a mystery.


    Tasslehoff (JbeJ275 secondary character)
    I've almost forgotten where I've been. I meant to make maps, but there was so much to see. I never found the time. To the north and west the World has changed mor3 than our lands. A sea now lies to the north where old maps show plains before the Cataclysm. Where the Empire of Ergoth once stood, naught is left but a couple of islands.
    So now I get back to Solace expecting to sleep for a few weeks, and itsa dump! Some holy types called Peekers or Seekers or something are trying to take control of everything. I'm all for packing up and heading out again!

  19. - Top - End - #19
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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by igordragonian View Post
    Sound good and well!
    Can we get a link?
    Here is the link:
    http://www.giantitp.com/forums/showt...9#post24174659

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    RedWizardGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I just saw your IC post. I posted at the same time, so I already had a dice roll in my post. I put it into a spoiler, so it wouldn't disrupt the flow of the game. In future I will post in the proper dice roll thread.

    Is it also possible to get an OOC thread to talk in, so we don't fill up this recruitment thread with chat?

  21. - Top - End - #21
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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by paradox26 View Post
    I just saw your IC post. I posted at the same time, so I already had a dice roll in my post. I put it into a spoiler, so it wouldn't disrupt the flow of the game. In future I will post in the proper dice roll thread.

    Is it also possible to get an OOC thread to talk in, so we don't fill up this recruitment thread with chat?
    You can talk in the dice rolling thread, it is a place to roll dice, but it is also a good place for out of character game related chat. We are in the middle of combat right now, the foes just made their attacks in round one, so now I'm waiting for the player characters to state their actions there, do all the game mechanic there and when the round;s done we translate that to narrative in the IC thread, that is the finished product, the dice roller thread is the rough draft, that is how I look at it.

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    igordragonian's Avatar

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    sorry had hectic irl, now I'll reply
    Bazzilion legions of thanks to his highness Emperor Ing for the awesome avatar!

    Who want to join some freeform Naruto Rp?
    http://www.giantitp.com/forums/showt...ound-ITP-OOC-1

  23. - Top - End - #23
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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    So are you dropping or not? I am still recruiting new players even as we continue playing. I have finished describing our three combats which are finished. There is still some role playing to do in character if you are interested, otherwise shall i say your characters are up for grab? I will continue to play Tanis until someone claims him.

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    flat_footed's Avatar

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by Tom Kalbfus View Post
    So are you dropping or not? I am still recruiting new players even as we continue playing. I have finished describing our three combats which are finished. There is still some role playing to do in character if you are interested, otherwise shall i say your characters are up for grab? I will continue to play Tanis until someone claims him.
    I can't pass up this chance, sounds like too much fun! I'll grab Tanis.
    Spoiler: Quotes
    Show
    Quote Originally Posted by Ramsus View Post
    The start is a pretty good starting point.
    Quote Originally Posted by Kish View Post
    flat_footed, you saved London, you know.
    Quote Originally Posted by Xihirli View Post
    Under my leadership, the Illuminati immediately emerged victorious.

    Extended Signature

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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Quote Originally Posted by flat_footed View Post
    I can't pass up this chance, sounds like too much fun! I'll grab Tanis.
    Sounds good, you can peruse the in character section to catch up on what happened up to now.

  26. - Top - End - #26
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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    I found a map and added a grid to it.

    Wilderness Map
    https://www.deviantart.com/thomasbow...0%3A1570204536
    1 hex = 1 mile

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    PaladinGuy

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    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    We have some characters that are up for grabs, these are


    Caramon Majere. CR 5
    Male civilized Human 5th level Fighter
    Lawful good Medium humanoid

    Init +0 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common.
    AC 17, touch 10, flat-footed 17
    hp 42 (5d10+15) wounds 11
    Saves: Fort +7, Ref +1, Will +1.
    Speed 20 ft. (+1 Chain mail); base 30 ft.
    Attack: Melee mwk longsword +11 (1d8+6/19-20) or
    Melee dagger +9 (1d4+4/19-20) or Melee unarmed strike +9 (1d3+4/19-20)
    or Ranged composite Longbow (Str 19) +5 (1d8+4/19-20)
    Base Atk +5; Grp +9
    Atk Options Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack
    Abilities Str 19, Dex 11, Con 17, Int 12, Wis 11, Cha 15.
    Feats Cleave, Improved Bull Rush, Improved Unarmed Strike, Power Attack,
    Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Intimidate 8/+10, Ride 8/+8, Search 3/+4, Spot 2/+2, Survival 3/+3
    Possessions +1 chainmail, light steel shield, masterwork longsword, dagger,
    composite longbow (Str 19), 20 arrows, backpack, waterskin, whetstone, bedroll,
    flint and steel, oil (1-pint flask), trail rations (1 day), trail rations (1 day),
    belt pouch containing coins (30 cp, 20 sp, 80 gp, 10 pp)

    Goldmoon. CR 5
    Female nomadic human heathen 5th level Cleric
    Lawful Good Medium humanoid

    War of the Lance (Charming feat)
    Init[/b] +2; Senses Listen +3, Spot +3
    Languages Abanasinian, Common, Plainsfolk.
    AC 15, touch 12, flat-footed 13
    hp 29 (5 HD) wounds 13
    Saves Fort +5, Ref +3, Will +9.
    Speed 30 ft.
    Attack: Melee Blue Crystal Staff +7 (1d6+3-) or
    Ranged +1 sling +6 (1d4+2)
    Base Atk +3; Grp +4.
    Abilities Str 12. Dex 14, Con 12, Int 12, Wis 17, Cha 17
    [B ]Feats[/b] Charming, Iron Will, Weapon Focus (quarterstaff)
    Skills Bluff 0/+5, Concentration 2/+3, Diplomacy 6/+11, Heal 6/+9, Knowledge (religion) 6/+7, Perform (lute) 2/+5, Sense Motive 2/+5, Survival 2/+5
    Possessions +1 leather armor, +1 sling and 10 sling bullets, Blue Crystal Staff, healer's kit, mwk lute, waterskin, blanket.
    Heathen Cleric Goldmoon begins play as a heathen cleric with no clerical powers, which means she cannot channel positive energy, access clerical domains, turn undead, or cast clerical spells. She does count as a cleric of Mishakal for the purpose of accessing the power of the Blue Crystal Staff. When she studies the Disks of Mishakal, she will gain access to the following abilities:
    Special Actions turn undead 6/day (+3, 2d6+8, 5th)
    Cleric Spells Prepared (CL 5th, +4 melee, +5 ranged touch)
    Deity: Mishakal. Domains: Good, Healing
    SQ spontaneous casting (cure spells)
    Blue Crystal Staff[/i] the staff holds 20 charges, when it is fully charged. It regains charges at a rate of 1 charge per day, although when it is placed within the open hands of the statue of Mishakal in Xak Tsaroth it automatically regains full charges (this can only be done once per day).
    The wielder of the blue crystal staff can use the following powers of the staff without expending any charges: cure minor wounds, detect poison.
    The following powers drain 2 charges from the staff: command, cure light wounds, remove fear.
    The following powers drain 4 charges from the staff: continual flame, cure poison.
    The following powers drain 6 charges from the staff: remove blindness/deafness[/i, remove curse, remove disease.
    The following powers drain 8 charges from the staff: cure critical wounds, restoration.
    The following powers drain 10 charges from the staff and can be used only by a Cleric of Mishakal wielding the staff: raise dead, regeneration.
    The following powers drain 14 charges from the staff and can be used only by a Cleric of Mishakal: greater restoration, resurrection.
    Besides its ability to heal, the staff can also be used in combat, since the goddess Mishakal understands that sometimes evil must be confronted directly. If wielded by a character of good alignment, the blue crystal staff functions as a +2 quarterstaff in combat. In the hands of a cleric of Mishakal, the blue crystal staff becomes a +5 holy quarterstaff, dealing an additional +2d6 points of holy (good) damage against creatures of evil alignment..
    By expending 2 charges (as a free action) during combat, the wielder of the blue crystal staff can automatically deal double damage (triple damage on a critical strike). By expending 4 charges, the wielder can choose to deal triple damage (quadruple damage on a critical strike). This ability can be used as many times during a single day as charges allow; however it may be used only once upon an individual opponent. If this ability of the blue crystal staff is used, the staff cannot be used to heal for 1 hour per charge expended to deal additional damage.
    Once per day, the staff may teleport without error, but it is the staff, not the wielder, that activates the power and chooses the location (at the DM's discretion), unless the wielder is a cleric of Mishakal. Also once per day, the staff may be used to automatically deflect the breath weapon of any dragon, protecting a 10-foot radius around its wielder and preventing any damage to the wielder.
    If a character of a non-good alignment attempts to wield the blue crystal staff, she suffers 2d6 points of holy (good) damage every round, and cannot make use of the staff's powers.

    Riverwind. CR 5
    Male nomadic Human Barbarian 3/Ranger 2
    Neutral Good Medium humanoid

    Init +7; Senses Listen +9, Spot +7
    Languages Abanasinian, Common, Plainsfolk.
    AC 17, touch 13, flat-footed 14; uncanny dodge
    hp 37 (3d12+2d8+10) wounds 3
    Save: Fort +8, Ref +7, Will +3.
    Speed 40 ft.
    Attack Melee +1 keen longsword +8 (1d8+5/17-20) and mwk kukri +7 (1d4+2/18-20) or Ranged mwk composite longbow (Str 18) +8 (1d8+4/3)
    Base Atk +5; Grp +9
    Special Actions combat style (two-weapon), favored enemy animals+2, rage 1/day (7 rounds)
    Abilities Str 18, Dex 16, Con 14, Int 13, Wis 14, Cha 11
    SQ trap sense +1, wild empathy +2
    Feats Alertness, Improved Initiative, Lightning Reflexes, Track, Two-Weapon Fighting
    Skills Climb 4/+8, Handle Animal 3/+3, Intimidate 6/+6, Jump 4/+8, Knowledge (nature) 5/+8, Listen 5/+9, Move Silently 5/+8, Profession (herder) 5/+7, Search 3/+4, Spot 3/+7, Survival 5/+7 (+9 above-ground), Swim 4/+8
    Possessions +2 leather armor, +1 keen longsword, mwk kukri, mwk composite longbow (Str 18) with 20 arrows, backpack, bedroll, flint & steel, hooded lantern, 1 flask of oil, [/u]waterskin, rations (2 days), belt pouch containing (20 cp, 10 sp, 85 gp, 10 pp).[/U]
    Rage (Ex) When Riverwind rages, his statistics change as follows AC 15, touch 11, flat-footed 12, hp 83 (3d12+2d8+10), Saves Fort +10, Will+4
    Melee +1 keen longsword +10 (1d8+7/17-20) and mwk kukri +9 (1d4+3/18-20)
    [B]Grp
    +11
    Abilities Str 22, Con 18
    Skills Climb +10, Jump +10, Swim +10

    Sturm Brightblade
    Male civilized Human 5th level Fighter
    Lawful Good humanoid

    War of the Lance (Brightblade)
    Init +1; Senses Listen +1, Spot +1
    Languages Abanasinian. Common, Solamnic.
    AC 19, touch 10, flat-footed 19
    hp 40 (5d10+15) wounds 4
    Resist Honor-bound
    Saves Fort +7, Ref +2, Will +2.
    Spd 20 ft. (mwk half-plate); base 30 ft.
    Attack Melee Brightblade +11 (1d10+7/19-20) or Melee dagger +8 (1d4+3/19-20)
    Base Atk +5; Grp +8
    Atk Options Combat Expertise, Power Attack.
    Abilities Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
    Feats Combat Expertise, Exotic Weapon Proficiency (bastard sword), Honor-bound, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
    Skills Diplomacy 4/+5, Handle Animal 6/+7, Knowledge (nobility and royalty) 4/+6, Ride 6/+9, Search 2/+4, Sense Motive 2/+3, Swim 4/-7 (with armor check penalty)
    Possessions mwk half-plate, heavy steel shield, Brightblade, dagger, signet ring, backpack, bedroll, waterskin, flint & steel, hooded lamp, flask of oil, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 120 gp, 40 pp)

    Flint Fireforge CR 5
    Male Hill Dwarf Fighter 4/Master 1
    Neutral Good Medium humanoid

    War of the Lance (master class, Stubborn feat)
    Init +0; Senses Listen +1, Spot +3
    Languages Common, Dwarven, Goblin
    AC 14, touch 10, flat-footed 14; +4 dodge bonus against giants
    hp 42 (4d10+1d8+20) wounds 15
    Resist +2 save against spells and spell-like effects, stability (+4 against bull rush and trip)
    Saves Fort +8 (+10 against poison), Ref +1, Will+5
    Spd 20 ft.
    Attack Melee +1 handaxe +9 (1d6+4/3) or Melee dagger +7 (1d4+3/19-20) or Ranged dagger +4 (1d4+3/19-20) or Ranged heavy crossbow +4 (1d10/19-20)
    Base Atk +4; Grp +7
    Atk Options Cleave, Power Atk
    Abilities Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 13
    SQ knack, primary focus (Craft), stonecunning
    Feats Cleave, Power Attack, Skill Focus (Craft [Blacksmithing]), Stubborn, Weapon Focus (handaxe)
    Skills Appraise 6/+6 (+8 relating to stone or metal, +10 blacksmithing), Craft (blacksmithing) 6/+13, Intimidate 4/+7, Knowledge (local) 2/+2, Search 0/+0 (+2 to notice unusual stonework), Spot 2/+3
    Possessions mwk studded leather armor, light wooden shield, +1 handaxe, daggers (3), heavy crossbow, bolts (20), backpack, bedroll, waterskin, rations (2 days), belt pouch containing coins (40 cp, 30 sp, 130 gp, 20 pp)

    Tasslehoff Burrfoot CR 5
    Male Kender 5th level Rogue
    Neutral Good Small humanoid

    War of the Lance (Improved Taunt feat)
    Init +7; Senses Listen +7, Spot +7
    Languages Common, Goblin, Kenderspeak
    AC 16, touch 14, flat-footed 13; uncanny dodge
    hp 29 (5d8+10) wounds 8
    Immune fear
    Saves Fort +3, Ref +7, Will +0
    Spd 30 ft.
    Attack Melee +1 hoopak +6 (1d4+2) as club or Melee.+1 dagger +6 (1d3+2) or
    Ranged +1 hoopak +8 (1d3+2) as sling
    Base Atk +3; Grp +0
    Atk Options sneak attack +3d6
    Special Actions Taunt
    Abilities Str 13, Dex 16, Con 14, Int 12, Wis 9, Cha 13
    SQ trap sense +2, trapfinding
    Feats Improved Initiative, Improved Taunt
    Skills Bluff 6/+7. (+11 with taunt), Climb 6/+7, Decipher Script 6/+7, Hide 8/+15, Listen 8/+7, Move Silently 8/+11, Open Lock 8/+13, Search 8/+9, Sleight of Hand 8/+15, Spot 6/+7
    Possessions leather armor, +1 hoopak with 10 sling bullets, +1 dagger, mwk thieves' tools,, pouches, various map and scroll cases, backpack bedroll, waterskin, rations (2 days), beld pouch containing coins (20 cp, 30 sp, 140 gp, 20 pp)

    Camille
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 140 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)

    Kennerly
    Female civilized Human 5th level Bard
    Chaotic Good Medium humanoid
    Init +2 Senses Listen +0, Spot +2
    Languages Abanasinian, Camptalk, Common
    AC 16, touch 12. Flat-footed 14
    hp 25 (5d8+5) wounds 0
    Saves Fort +2, Ref +6, Will +3
    Speed 30 ft. (Masterwork studded leather armor); base 30 ft.
    Attack Melee Masterwork Longsword +4 (1d8/19-20) or Ranged Masterwork Composite Longbow (Str 10) (1d8/x3)
    Base Atk +3; Grp +3
    Attack Options Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, lnspire competance, Spells 4/5/3: 1st: Feather fall, Sleep, Charm Person, Comprehend Languages, Expeditious retreat, Disguise Self 2nd Enthrall, Hold Person, Invisibility, Mirror Image 3rd Charm Monster, Daylight, Dispacement
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 9, Cha 17
    Feats Alertness. Mounted Combat, Mounted Archery
    Skills Balance 5/+7, Bluff 5/+8, Climb 5/+7, Disable Device 4/+6, Gather Information 4/+7, Handle Animal 4/+5, Hide 4/+6, Listen 2/+3, Move Silently 4/+6, Perform (Harp) 5/ +8, Open Lock 4/+4, Ride 4/+4, Spot 2/+2. Swim 2/+2. Tumble 2/+4.
    Possessions amulet of natural armor +1, Masterwork composite longbow, 20 arrows, Masterwork longsword, Masterwork studded leather armor, harp, belt pouch, 140 pp (Outside: Heavy Horse, Masterwork studded leather barding, Riding saddle, bit and bridle, saddlebags, waterskin, rations (2 days), hooded lantern, 2 flasks of oil, flint and steel, thieves tools. rope silk (50 ft.)

  28. - Top - End - #28
    Dwarf in the Playground
     
    PaladinGuy

    Join Date
    Jul 2019

    Default Re: Dragons of Autumn Twilight: Dragonlance D&D 3.5

    Still recruiting new players.

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