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 Post subject: MERLANCE's Campaign Reference Thread
PostPosted: Thu Apr 26, 2012 4:51 pm 
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Joined: Mon Dec 22, 2003 4:22 am
Posts: 1982
Location: Stranded on the Black Isle
Title: Sorceror Supreme
An online version of the 3.5E Core Rules is found here

Setting: "Basic" Ravenloft setting - not all setting rules apply

HP on level up: Roll, or take average if its better than what you rolled.

Forgotten Realms Pantheon

NPC's of note:

Klara the serving girl (Human Com 1: 11 18 15 17 15 15) Listen 4+2+2, Spot 4+2+2, Profession: serving wench 4+2, Sleight of hand(cc) 2+4+3, Diplomacy (cc) 2+2, Tumble(cc) 2+2. Alertness, skill focus (sleight of hand), 6hp, ab +0 AC 14
Dietrich the innkeeper (Old Dwarf F2/Ex1: 9 8 15 14 13 14) Ride 5-1. Craft (stonemason) 5+3+2, Climb 5-1, Profession (Innkeeper) 6+2+3, Listen 3+2. Axe focus (variant), weapon focus (blunderbuss), Endurance, skill focus prof (innkeeper) 26hp, ab +2 AC 9
Mr Smith (Venerable Human Pal 3: 12 10 5 14 20 16) Ride 6-1, Diplomacy 6+3, Heal 6+5, Weapon Focus Greatsword, Monkey Grip, Mounted Combat 12hp, ab +3 AC 10
Trudy (gnome Bard 1: 9 16 16 10 9 14) 9hp, ab m-1, r+3 AC 17
Kurt Smith (Human Pal1/Monk1: 17 13 17 9 13 11) Listen 4+1, Tumble 4+1, Spot 4+1, Knowledge Religion 4-1, Ride 2+1, Ascetic Knight, Improved Grapple 19hp, ab +4 AC 12
Mohawk (Orc Barb 1: 12 15 11 7 9 15) Spot 4+1 Listen 4+1, Shaky(flaw), Two weapon fighting, Exotic weapon proficiency (double sword) 12(14)hp, ab +0/+0 (+2/+2) AC 12
Rolf (Hum com 1: 12 10 13 9 11 8) Craft: carpenter 4-1, profession: laborer 4+0, skill focus: craft, toughness, Endurance 8hp, ab+1 AC 10
Anne or Lig (Hum Nec 1: 13 10 8 15 12 18) Kno: arcana 4+2, religion 4+2, the planes 4+2, concentration 4+0, spellcraft 4+2. Pathetic(flaw -2 con), Unreactive (-6 init). Corpsecrafter, Nonverbal spellcasting, Bolster Resistance, Hardened flesh, Scribe Scroll. Skeletal Minion Variant, Focused specialization variant, enhanced undead variant, prohibited schools: conjuration, illusion, enchantment AB m+1 r+0 hp 3 ac 10 Spells: (2+2/0+1+2): Disrupt undead x2, resistance, light, chill touch, cause fear, ray of enfeeblement
Anne or Lig: (War 1: 21 17 - - 10 1), Improved Initiative ab +5, hp 16 AC 21



Typical Fresh Zombie

Size/Type:----------------- Medium Undead
Hit Dice:-------------------- 2d12 (13 hp)
Initiative:----------------- +3
Speed:--------------------- 60 ft. (12 squares)
Armor Class:------------- 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple:-- +1/+3
Attack:-------------------- Bite +3 melee (1d6+2 plus Infection) Or with weapon +3 melee
Full Attack:--------------- Bite +3 melee (1d6+2 plus Infection) Or with weapon +3 melee
Space/Reach:------------- 5 ft./5 ft.
Special Attacks:---------- Infection
Special Qualities:-------- Darkvision 60 ft., undead traits, Reanimation, ?
Saves:--------------------- Fort +0, Ref -1, Will +3
Abilities:------------------- Str 15, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1
Skills:---------------------- Listen +?, Spot+?
Feats:--------------------- Improved Initiative, ?
Environment:------------ Any
Organization:------------ Solitary, pair, Horde (1-100000)
Challenge Rating:------- 1.5
Treasure:----------------- Standard
Alignment:--------------- Always evil
Advancement:------------ ?
Level Adjustment:------- —


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 Post subject: Re: MERLANCE's Campaign Reference Thread
PostPosted: Wed May 09, 2012 3:08 pm 
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Joined: Thu Jan 08, 2004 10:46 am
Posts: 5116
Location: I, cat loon
Title: Oh my giant of Lannister
My preliminary character sheet. I'll update it as I become more certain about the various aspects.

My horrid butchery of a portrait:
Image
Name: Konrad Velovich
Class and Level: Psion (Telepath) 1
XP - 0/1.000
Race: Human
Alignment: TN
Deity: N/A
Size: medium

Appearance:
Age: 60
Gender: male
Height: 1,80 m
Weight: 60 kg
Eyes: amber
Hair: grey
Skin: fair

Ability Scores:
Strength: 8 -1
Dexterity: 8 -1
Constitution: 10 +0
Intelligence: 19 +4
Wisdom: 16 +3
Charisma: 16 +3

Hit Points: 4 (1d4 + CON)

Defenses:
Armor Class: 9
Touch AC: 9
Flat Footed AC: 9

Other:
Speed: 30
SR: -
DR: -
Initiative: -1

Attack Bonus:
Base Attack Bonus: 0
Melee Attack Bonus: -1
Ranged Attack Bonus: -1

Saving throws:
Fortitude: 0
Reflex: -1
Will: +5

Skills:
Bluff (Cha) = 10 (4+3+3)
Concentration (Con) = 4 (4+0)
Diplomacy (Cha) = 10 (4+3+3)
Knowledge (Psionics) (Int) = 8 (4+4)
Psicraft (Int) = 8 (4+4)
Sense Motive (Wis) = 7 (4+3)
(CC) Autohypnosis (Wis) = 5 (2+3)

Feats:
Alertness (+2 to Listen and Spot; through psicrystal)
Narrow Mind (+4 to Concentration to get psionically focused)
Psicrystal Affinity (Obtain a psicrystal)
- Improved psicrystal (second personality, treat manifester level as 1 higher for crystal abilities)

Languages:
Common
Celestial
Draconic
Infernal
Sylvan

Power Points:
4 (2+2 bonus)

Powers:
Charm, psionic
Mind Thrust
Telempathic Projection

Gear: (Went with average starting cash, 75 gp)
Psicrystal, lying and friendly personality
* (+3 to bluff and diplomacy)
* Self-propulsion ability currently inactive. Attached to a chain, and worn like an amulet.

Cash: 3 gold, 5 silver

Wielding:
* Quarterstaff (1d6, bludgeoning) 4lb
Wearing:
* Explorer's Outfit, 8lb

Mule (Petr Petrovich Petrovich) carries:
(Loads: 0-230 light/231-460 medium/461-690 heavy)
* Pack Saddle, 20 lb
* Cold Weather Outfit, 7lb
* Hooded Lantern, 2lb
* 10x pints of oil, 10lb
* 50ft Hemp Rope, 10lb
* 10ft Pole, 8lb
* 10x Trail Rations, 10lb
* Waterskin, 4lb
* 8 Chunks of Cheese, 4lb
* 10x days worth of feed for the mule, 100lb
* 2 sq. yards of silk, (guessing it's 1lb/each) 2lb
* Ginger, 1lb
* Pepper, 1lb
Total load: 179lb

_________________
I do bugger-all, but that's OK;
I sleep all night, and I read all day!


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 Post subject: Re: MERLANCE's Campaign Reference Thread
PostPosted: Wed May 16, 2012 1:58 am 
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Joined: Mon May 03, 2004 9:39 am
Posts: 5049
Location: Australia
Name: Gorth (no family name known)
Class and Level: Rogue 2
XP - 1975/3000
Race: Human
Alignment:
Deity:
Size: medium

Appearance:
Age: 32
Gender: male
Height: 1,85 m
Weight: 85 kg
Eyes: Greenish
Hair: Was Dark blonde
Skin: Was Fair

Ability Scores:
Strength: 10 +0
Dexterity: 15 +2
Constitution: 15 +2
Intelligence: 17 +3
Wisdom: 15 +2
Charisma: 5 -3

Hit Points:
14 (2D6 + 2*2 Con bonus)

Defenses:
Armor Class: 10 (base) + 2 (leather) + 2 (dex bonus)
Touch AC: 10 (base) +2 (dex)
Flat Footed AC: 10 (base) + 2 (leather) (until level 4, after which uncanny dodge may negate the penalty)

Other:
Speed: 30ft
SR:
DR:
Initiative: 2
Carrying capacity (light/medium/heavy) <=33 lbs, 34-66 lbs, 67-100 lbs

Attack Bonus:
Base Attack Bonus: 1
Melee Attack Bonus:0
Ranged Attack Bonus: 2(+1 within 30 feet) (Dex bonus) (+1 additional when shooting at stuff less than 30 feet away from Point Blank Feat)

Saving throws:
Fortitude: 2 (0 + 2) (Con bonus)
Reflex: 5 (3 + 2) (Dex bonus)
Will: 2 (0 + 2) (Wis bonus)

Skills :
(starting points = (8 + int bonus) * 4 (+4 additional 4 race bonus) = 48 (+12 skill points per rogue level afterwards)

Balance (Dex) = 7 (5+2)
Climb (Str) = 5 (5+0)
Disable Device (Int) = 8 (5+3)
Hide (Dex) = 9 (5+2+2) (2 from stealthy feat)
Jump (Str) = 5 (5+0)
Listen (Wis) = 7 (5+2)
Move Silently (Dex) = 9 (5+2+2) (2 from stealthy feat)
Open Lock (Dex) = 7 (5+2)
Search (Int) = 8 (5+3)
Spot (Wis) = 7 (5+2)
Tumble (Dex) = 7 (5+2)
Use Rope (Dex) = 7 (5+2)

Feats:
Point blank shot (+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet)
Stealthy (+2 bonus on all Hide checks and Move Silently checks)

Rogue Special Abilities:
Sneak Attack 1d6
Trapfinding
Evasion

Languages:
Common
Dwarven
Elven
Undercommon

Cash: 114 gold, 9 silver, 9 copper

Gear:
Flint and steel 1gp
Grappling hook 1gp 4lb
Torch 1cp 1lb

Wielding:
Dagger 2gp 1d4 19-20/×2 1lb
Rapier 20gp 1d6 18-20/×2 2lb
Shortbow 30gp 1d6 ×3 60 ft. 2lb
--Arrows (20) 1gp 3lb
--(currently: 16)

Wearing:
* Facial bandages, 1lb
Leather Armour 10gb, armour bonus 2, no penalties, 15lb

Total weight 30lb

Background:
Spent first years of his childhood growing up in a small hamlet in some unknown place. One day unknown perpetrators torched the cottage and killed the rest of young Gorth's family. Gorth saved himself from the fire by jumping through a window, although he got badly burnt in the process. The rest of the villagers shunned Gorth after that, whether it was the disfiguring scars or some knowledge of the arsonists true nature made them avoid him is not known. Gorth took to wear wrappings, covering the scars and spent the next many years avoiding people. Getting good at that, he now sells his skills as unseen observer, investigator and scout to highest bidder. He still has an unreasoning fear of fire and tend to avoid places and situations where he could get burnt. Snowballs are your friend, fireballs are not.

_________________
A dyslexic walks into a bra...


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 Post subject: Re: MERLANCE's Campaign Reference Thread
PostPosted: Fri May 25, 2012 9:06 pm 
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Joined: Sat Dec 20, 2003 2:29 pm
Posts: 14045
Name: Josef Vetem
Class and Level: Fighter 2
XP - 1718/3000
Race: Human
Alignment: NG
Deity: N/A
Size: Medium

Appearance:
Age: 25
Gender: Male
Height: 6'1"
Weight: 190
Eyes: Blue
Hair: Light Brown
Skin: Fair

Ability Scores:
Strength: 15 +2
Dexterity: 17 +3
Constitution: 18 +4
Intelligence: 14 +2
Wisdom: 11 +0
Charisma: 13 +1

Hit Points: 27 (1d10+CON)

Defenses:
Armor Class: 18[19] (10+3+4+1[2])
Touch AC: 14 (10+3+1)
Flat Footed AC: 14 (10+4)

Other:
Speed: 30
SR:
DR:
Initiative: +3
Carry Weight: (L) 66 lbs or less (M) 67-133 lbs (H) 134-200 lbs

Attack Bonus:
Base Attack Bonus: +2
Melee Attack Bonus: +4 2 Base + 2 Str
Ranged Attack Bonus: +5 2 Base + 3 Dex

Main hand - MW Sabre - (s)1d4+1 (m)1d6+1 18-20/×2 (type) Slashing
Off hand - MW Dagger - (s)1d3+1 (m)1d4+1 19-20/×2 (type) Piercing/Slashing
Light Crossbow - (s)1d6 (m)1d8 19-20/×2 80 ft. (type) Piercing

Attacks:
Sabre & Dagger: +4/+4 for 1d6+3/1d4+2
Light Crossbow: +5 for 1d8

Saving throws:
Fortitude: +7 (3+4 Con)
Reflex: +3 (0+3 Dex)
Will: +0

Skills:
Bluff (Cha) = 2 (1+1)
Climb (Str) = 4 (2+2)
Handle Animal (Cha) = 3 (2+1)
Heal (Wis) = 3 (3+0)
Intimidate (Cha) = 6 (5+1)
Jump (Str) = 3 (1+2)
Ride (Dex) = 5 (2+3)
Swim (Str) = 4 (2+2)
Survival (Wis) = 1 (1+0)

Feats:
Two-Weapon Fighting
Two-Weapon Defence (+1 shield bonus, +2 fighting defensively)
Weapon Focus - Sabre
Weapon Focus - Dagger

Languages:
Common, Elven, Goblin, Pirate Talk... Arrr!

Gear:
* Backpack 2gp 2lbs
* Flint and steel 1gp
* Grappling hook 1gp 4lbs
* Torch 1cp 1lb
* 50ft Hemp Rope 1gp 10lbs
* 10x Trail Rations 10lbs
* Waterskin 1gp 4lbs
* Whetstone 2cp 1lb

Party Items carried:

* potion mirror image (cl 3)
* potion of cure light wounds (cl 1)
* tindertwig
* antivenom
* healers kit
* thunderstone x2

Wielding:
MW Sabre ?gp 1d4+1/1d6+1 18-20/x2 4lbs (special blade for sea captain - MW and Dwarven Craftsmanship - Platinum Dwarven rune for courage - 12 hardness, 15hp +2 saves)
MW Dagger ?gp 1d3+1/1d4+1 19-20/x2 1lb
Light Crossbow 35gp 1d6 1d8 19-20/×2 80 ft 4lbs

Ammo: 45 Crossbow bolts

Wearing:
Chain Shirt 100gp AC 4 MaxDex 4 ACP -2 25lbs

Total Weight:

Money: 26 gp 9 sp 7 cp

Background: Born and raised in a port city, Josef had an appreciation for the sea but no interest in the life of a sailor and shipboard squalor. Josef's work for his family's textile business, part delivery boy, part guard, has seen him pick up a variety of skills useful for travelling. Despite the largely peaceful and content life, he does yearn for some adventure and excitement before deciding whether or not to follow his parent's wishes of settling down, starting a family of his own and taking over the family business.


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 Post subject: Re: MERLANCE's Campaign Reference Thread
PostPosted: Thu Jun 21, 2012 5:23 pm 
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Joined: Tue Jan 13, 2004 11:27 pm
Posts: 3185
Location: City of the lost ship industry
Title: Mr Biased Grumpus
Name: Aradeius Fharghalan
Class and Level: Cleric 2
XP 1375/3000
Race: Human
Alignment: Lawful Neutral
Diety: Helm
Size: Medium

Appearance: A rather dull, boring man with short, very black hair down to his ears, some scares upon torso shows of a life of battle. Nothing out of the average but looks pretty large with his 94 kilos spent out upon only 1:82 meter. Often sun burnt skin cause of a life on the road, guarding caravans through his order among the Helmite.
Age: 31
Gender: Male
Height: 1:81
Weight: 94 kilo
Eyes: Green
Hair: Raven Black
Skin: Lightly tanned

Stats
STR: 16 (+ 3)
DEX: 10
CON: 16 (+ 3)
INT: 12 (+ 1)
WIS: 15 (+ 2)
CHR: 8 (- 1)

HP: 21

Defenses AC 17
Base AC 10
Armor + 5
Dex +/- 0
Shield + 2

Speed: 30 (20 cause of armor, scale mail)
DR: 0
SR: 0
Init: +/- 0
Carry weight: ?

Attack bonus:
Base attack + 1
Melee attack + 3
Ranged attack +/- 0

Main hand: MW Longsword AB +4/dmg 1d8+4/19-20 X2/slashing
Off hand: heavy wooden shield + 2 AC

Saving Throws
Fort + 6
Ref +/- 0
will + 7

Skills
Concentration (Con) 7 (4+3)
Diplomacy (Cha) 3 (4 -1)
Heal (Wis) 5 (3+2)
Knowledge (Int) (religion) 4 (3+1)
Craft (Int) 4 (3+1)

Feats
Iron will
Martial weapon prof

Languages
Common
Heavily accented elven

Spellcasting

Level-------------0----1---2---3---4---5---6---7---8---9
Spells per day--4----3-------------------------------------
Domains--------------1-------------------------------------

Spells
Cleric Spells List
Domains - Law & Protection
Usual Memorization:
L0c Guidance x2, Resistance, Read Magic
L1c Bless x2, Hide from Undead
L1d Sanctuary

Gear
MW Longsword +1 hit +1 damage 4lb
Shortspear +1d6 X2, 3lb
Scale mail +5/+2, 2ft, 30lb
Shield, heavy wooden, AC 2, 10 lb
Holy symbol (of helm), silver, 1lb
Torch 3 + 7 (anyone in need? will toss eitherwise the last 7, weights to much!) 3 + 7 lb
Waterskin 4lb
Bedroll 5lb
Backpack 2lb
Flint and steel

Wearing: Scalemail, Heavy wooden shield, Longsword, Shortspear

Total Weight:

Background: Aradeius, Ara for short was once a mere soldier, fighting for lords over useless land or forests already owned by other races, for example elfs, where he mutinied and learned some elven. He never enjoyed taking coin for fighting others who taken coin, especially not when it included murdering or burning down innocent and their homes. He saw corruption in the eye of the leaders. He got tired of being their extended hand, burning and pillaging or guarding corrupted merchants who aimed to frame or murder their competition. But he knew not what else to do. It was then he stumbled upon a book of religions. He had never before took an liking to grow deeper into the lore and background, the history of the gods. He knew they where many and he knew some like Tymora was the halfling god of luck or that Waukeen had a part of Atkhatla in Amn named after her. And being in Amn she must be a goddess of trading. But this book would prove to be the source to him redeeming himself or so he call it. One of the old merchants in a caravan, that he did like the company of would read to him while they both sat on the carriage of what stood in the book. It had the story of Helm and his dogma. Hearing of this, Ara had found his faith, both in religion and life.

He would turn to Helm! This was fitting for him. He had never enjoyed the anarchy of bandits or others, seeking their own free will or making their own laws. But he would become a helmite, he would guard the weak and be the Enforcer, the protector and not the guardian or enforce of the corrupt nobles or sinister noblemen.


Coin
Gold: 17 Silver: 8 Copper: 8


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 Post subject: Re: MERLANCE's Campaign Reference Thread
PostPosted: Wed Dec 19, 2012 3:02 am 
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Joined: Sat Dec 20, 2003 2:29 pm
Posts: 14045
Name: Zati
Class and Level: Mage 1
XP - 343/1000
Race: Human
Alignment: CG
Deity: N/A
Size: Medium

Appearance:
Age: 24
Gender: Female
Height: 5'3"
Weight: 120
Eyes: Hazel
Hair: Light Brown
Skin: Fair

Ability Scores:
Strength: 10 +0
Dexterity: 17 +3
Constitution: 15 +2
Intelligence: 18 +4
Wisdom: 11 +0
Charisma: 12 +1

Hit Points: 6 (1d4+CON)

Defenses:
Armor Class: 13 (10+3)
Touch AC:
Flat Footed AC:

Other:
Speed: 30
SR:
DR:
Initiative: +3
Carry Weight:

Attack Bonus:
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Attacks:
Quarter Staff for 1d6
Light Crossbow +3 for 1d8

Wielding:
Quarter Staff - (s) 1d4 (m) 1d6 x2 (type) Bludgeoning
Light Cross Bow - (s)1d6 (m)1d8 19-20/×2 80 ft. (type) Piercing

Ammo:
50 bolts

Saving throws:
Fortitude: +2 (0 +2 Con)
Reflex: +3 (0 +3 Dex)
Will: +2 (2 +0 Wis)

Spell Casting

Known Spells:
Level 0 - All 0 level spells -
Level 1 - Burning Hands, Colour Spray, Feather Fall, Identify, Mage Armour, Magic Missile, Magic Weapon, Protection from Evil

Commonly Memorised:
Level 0 - Acid Splash x2, Ghost Sound
Level 1 - Burning Hands, Protection from Evil

Spells per day

Level-------------0----1---2---3---4---5---6---7---8---9
Spells per day--3----1----------------------------------
Int Bonus-------------1---1---1---1----------------------

Skills:

Concentration (Con) = 6 (4+2)
Decipher Script (Int) = 6 (2+4)
Diplomacy (Cha) = 2 (1+1)
Intimidate (Cha) = 2 (1+1)
Knowledge - Arcana (Int) = 8 (4+4)
Heal (Wis) = 1 (1+0)
Hide (Dex) = 4 (1+3)
Move Silently (Dex) = 4 (1+3)
Spellcraft (Int) = 8 (4+4)

Feats:

Spell Focus (Evocation) - +1 to the Difficulty Class for saving throws
Scribe Scroll
Spell Penetration - +2 bonus on caster level checks (1d20 + caster level)
Summon Familiar

Languages:
Common, Elven, Dwarven, Goblin, Orcish

Gear:
* Backpack 2gp 2lbs
* Flint and steel 1gp
* Torch 1cp 1lb
* 50ft Hemp Rope 1gp 10lbs
* 10x Trail Rations 10lbs
* Waterskin 1gp 4lbs

Special Items:
Magic Weapon scroll x3

Wearing: Knee high black leather boots, dark grey hooded robes with a dark purple sash. Several small pouches hanging from the sash and two larger pouches slung over her shoulders.

Total Weight:

Money: 75 gp sp cp

Background: Prior to the zombie attack, she was a shop clerk in a weapons shop. She wanted to study magic, her parents didn't want her to so after an argument about her life being her own, she left her small village and travelled to the port city to study the arcane arts. It was while there she started working at the weapons shop and living there as well with the family that owned it.


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