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 Text Based D&D Campaign, The First

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Cendiwen-Sen-Seton
First Year
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Posts : 76
Join date : 2011-04-08
Age : 30
Location : Tuscaloosa

PostSubject: Text Based D&D Campaign, The First   Fri Apr 15, 2011 1:14 am

Text Based D&D Campaign, The First
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Cendiwen-Sen-Seton
First Year
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Posts : 76
Join date : 2011-04-08
Age : 30
Location : Tuscaloosa

PostSubject: Ceridwen Bio   Fri Apr 15, 2011 1:15 am

Ceridwen
Female Eladrin Druid
Level 1
Good
Representing Hillary
Strength 11 (+0)
Constitution 10 (+0)
Dexterity 10 (+0)
Intelligence 16 (+3)
Wisdom 16 (+3)
Charisma 16 (+3)
Height: 5' 7"
Weight: 165 lb
Skin: Light
Eyes: Blue
Hair: Light Brown Straight

Maximum Hit Points: 22
Bloodied: 11
Surge Value: 5
Surges / Day: 7

Size: Medium
Speed: 7 squares [includes druid predator bonus]
Vision: Low-light
Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +0 = + 0 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +0 = + 0 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +3 = + 3 [charisma]
Armor Class: 16 = 10 + 3 [intelligence] + 3 [Leather +1]
Fortitude Defense: 10 = 10
Reflex Defense: 14 = 10 + 1 [druid] + 3 [intelligence]
Will Defense: 15 = 10 + 1 [Eladrin] + 1 [druid] + 3 [wisdom]
If your campaign uses the fixed-enhancement bonus system [PH2/Dark Sun], level 1 characters get +0 on attack/damage (0d6 extra damage on a critical hit) and +0 on all defenses. These bonuses do not stack with magic items.
Armor: Leather +1 (15 lb)

Shield: None
Attacks:
Unarmed Melee: +0 [base strength attack] vs AC; damage 1[W]=1d4
Quarterstaff: +2 vs AC [0 strength attack] [+2 proficiency]; damage 1[W]=1d8 4 lb (Staff)
Call of the Beast [see online revision] +3i [base wisdom attack] vs will
Swarming Locusts +3i [base wisdom attack] vs reflex
Cull the Herd +3i bf [base wisdom attack] vs will
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
bf Beast-form power.
At this level, expertise gives +1 on all attacks using a polearm.
Base Saving throw: d20 vs 10
Encumberance 4e Normal Load:Heavy Load:Maximum Drag Load 110 lb.220 lb.550 lb.
Encumberance 3.5 Light load:Medium load:Heavy load:Lift over head:Lift off ground:Push or drag: 38 lb. or less39-76 lb.77-115 lb.115 lb.230 lb.575 lb.

Languages: Common; Elven;
Rituals Known:
Skills:
Acrobatics: +0 = 0 [dexterity]
Arcana: +10 = 3 [intelligence] + 2 [Eladrin] +5 [class training]
Athletics: +0 = 0 [strength]
Bluff: +3 = 3 [charisma]
Diplomacy: +8 = 3 [charisma] +5 [class training]
Dungeoneering: +3 = 3 [wisdom]
Endurance: +5 = 0 [constitution] +5 [class training]
Heal: +3 = 3 [wisdom]
History: +5 = 3 [intelligence] + 2 [Eladrin]
Insight: +3 = 3 [wisdom]
Intimidate: +3 = 3 [charisma]
Nature: +8 = 3 [wisdom] +5 [class training]
Perception: +8 = 3 [wisdom] +5 [eladrin education]
Religion: +3 = 3 [intelligence]
Stealth: +0 = 0 [dexterity]
Streetwise: +3 = 3 [charisma]
Thievery: +0 = 0 [dexterity]
Feats:
Weapon Expertise -- Polearm [PH2] [see online revision]
At-Will:
Melee Basic Attack: By weapon, damage 1[W] [standard action]
Ranged Basic Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +0 [base strength attack] vs fortitude [standard action]
Grab: +0 [base strength attack] vs reflex [standard action]
Move grabbed target: +0 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Wild Shape [Druid][minor action][no shield benefit as per revision]
Call of the Beast [Level 1] [see online revision]
Swarming Locusts [Level 1]
Other Standard Actions: Administer a potion; Aid another [revised: skill check vs. 10+level/2, success helps +2, failure hurts -1]; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics); half of a Double Move (if taken in place of a standard action)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision), Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Actions: Readied action
Other Opportunity Actions: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Fey Step [Eladrin][move action]
Cull the Herd [Level 1]
Daily Powers:
Eladrin
· +2 Intelligence, +2 Dexterity or Charisma (already included; you chose Charisma.)
· +2 Arcana, +2 History
· Eladrin Education (already included)
· Eladrin Will (+1 on will defense, +5 vs charms)
· Fey Origin
· Trance
· Fey Step
Druid
· This druid chose the Predator primal aspect.
· Balance of Nature
· Ritual Casting -- [bonus feat, not listed above; the ritual book can take most any form]
· Wild Shape [no shield benefit as per revision]

Ceridwen's Equipment:
19 lb2 lb5 lb1 lb10 lb10 lb2 lb4 lb3 lb_____56 lb Weapons / Armor / Shield (from above)BackpackBedrollFlint and steelPouch (belt) x1Rations (1 day) x10Rope (50', hempen) x1Sunrods x2Waterskins x1Ritual book x1Ritual componentsTotal
Magic items:
Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:
Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Ceridwen:
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ithilian
Meatsuit
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Join date : 2011-04-11

PostSubject: OK..OK..Ok..you need equiptment   Mon Apr 18, 2011 11:32 am

This one is easy. Consult an offical DM equipment list for prices. you will have 6000 starting gold. go ye forth and buys the shinys. you will need stuff so buy it. just keep it lvl 1 you will have no invt restictions or a limit to missle type weapons. treat them as if you have a neverending quiver.
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