Okay we're doin D&D again for real this time
Posted by ©na Dec 05 2011 05:14 GMT in ©na
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Now I'll be able to host sessions regularly, so I figured we should give it another go.

Playing: 3.5e

Using: Fantasy Grounds II (v2.6.3 if it matters.)

Member of Diginet Army steam group a plus

Stick with human-like races (elves, dwarves, humans, etc.) and any monstrous humanoids (if it is humanoid and

     a monster, but not called a monstrous humanoid in whatever book you're reading play it anyway)

Avoid anything with a level modifier of more than +1. +2s MIGHT be accepted

Unearthed Arcana and everything in it is banned, with the exception of any races that may be detailed in it

Racist as *crag* setting, don't expect monstrous humanoids to use their charisma bonuses for anything other than

     intimidate rolls

At character creation of a monstrous humanoid, choose any of the races detailed in the Player's Handbook.

You can assume the form of a member of the chosen race (ALWAYS the same form) as an at-will ability (free

     action). While in this form all modifiers, with the exception of INT and WIS, are set to +0. You also can not cast

     spells while in that form.


Replies:

im up for it will make sheet soon

Reply by weedlord bonerhitler Dec 05 2011 05:20 GMT

Can't *crag*ing post this so here is a god damn google docs.

http://docs.google.com/document/d/1PGQhQUJTKuMx0S2sPMKlcycAJu7ECXUBKuKEyHtVANo/edit

Chose Artificer since I figured we'd have a vizard.

Reply by Popple Dec 09 2011 15:22 GMT
Approved
Approved so hard
Reply by ©na Dec 09 2011 23:37 GMT
heroforge character sheet here: http://www.mediafire.com/?8yzt2dpca4fpaq1
I tried to get it just like uploaded here but it didnt work out sorry
Reply by weedlord bonerhitler Dec 11 2011 07:00 GMT

That's a *crag*ing massive cluster*crag*, and I can't even read your damn backstory

Reply by ©na Dec 11 2011 19:38 GMT

 

Okay *crag* it I will abbreviate it here.

Narrclumss (Clan name: Stiffening Bone): Male Catfolk Bard1||; CR 1;
Medium Humanoid;
HD 1d6+2; hp 8;
Init +4; Spd 40 ft/x4;
AC 18 (+3 armor, +4 dex, +1 natural), touch 14, flat-footed 14;
Base Atk/Grapple +0/+1;
Full Atk +1 One-handed  (1d6+1;19-20/x2) Whip-dagger;
SA&SQ ;
AL CN; SV Fort +2, Ref +6, Will +3;
Str 13 (+1), Dex 19 (+4), Con 15 (+2), Int 17 (+3), Wis 12 (+1), Cha 20 (+5);;
Skills: Diplomacy¹ +9, Gather Information¹ +7, Hide¹ +5, Knowledge (arcana) +4, Knowledge (arch & eng) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Perform (Singing) +9, Perform (Percussion) +9, Spellcraft +7, Use Magic Device +9;
Feats: Melodic Casting(CM 44);

     Racial Abilities:
× Dexterity+4, Charisma+2
× Base land speed of 40 feet.
× +1 Natural Armor bonus.
× Low-Light Vision
× +2 racial bonus on Listen and Move Silently checks.
× Favored Class: Ranger

Class Abilities:
× You can cast bard spells while wearing light armor without incurring 
the normal arcane spell failure chance.
× Bardic Knowledge(Ex): You possess a special Knowledge skill for stray 
bits of trivia. This Knowledge check is 1d20+4 
× Bardic Music: Performances can create varied magical effects 1 times 
per day.
   × Fascinate(Sp): You can fascinate 1 creature(s) within 90 feet. If 
you beat their Will save with a Perform check, they will listen quietly 
for up to 1 round(s).
   × Inspire Courage(Su): While singing; all allies who can hear you gain 
a +1 morale bonus to saving throws against charm and fear effects; and a 
+1 morale bonus to attack and weapon damage rolls. The effect lasts as 
long as you sing plus 5 rounds.
× SpellBreaker Song: You can interfere with spells that have a verbal 
component. One use of you'r bardic music ability make ennemy spellcasters 
within 30 feet to take a 20% spell failure. You can maintain this song 
for 3 rounds.

Backstory: Basically http://en.wikipedia.org/wiki/Sweet_Sweetback's_Baadasssss_Song#Plotbut in the D&D setting and with more prostitution and barding and the black people are cat people make sense? also some other shit thats unimportant.

Reply by weedlord bonerhitler Dec 12 2011 00:04 GMT

Screencapping this took forever.

Bio: Born in the arid nation of Arushiza, Morgan was born and raised in a small village, far from any economically advanced settlement. Life in Azania was dificult for the common people, and Morgan became used to famine and drought. As his life continued, he could no longer bear the struugles of living in a rural village, so he fled to the capital city of the nation.

Unfortunatly, city life was just as hard as rural life, as Morgan now had to compete with others in a metropolis crushed by population pressure and crime. By the time he was 24 years of age, he decided the only way to break free of his low caste was through deceit and trickery, skills which he had great confidence in.

Morgan's attire and apperance would quickly change to be that of an aristocrat as his wealth grew, though he would also become incredibly greedy and in fact criminal, moving from conning others to burglary and intimidation. As his greedy behavior continued, Morgan would deem Arushiza to be a poor choice for making money, so he began traveling the land to find more places to strike rich.

Reply by Tails Doll Dec 12 2011 23:57 GMT

docs.google.com/document/pub?id=1UYEwVtBnCXWmiC1H2ZOF5BLhrPrEq1AfQzsRkQE5Utc

Reply by Brem Dec 13 2011 00:20 GMT
Your backstory better be damn good if you still think you're playing a Modron
Reply by ©na Dec 13 2011 04:12 GMT
@TD: Numbers/Feats and all that check out, backstory is good enough, I suppose. Approved
Reply by ©na Dec 14 2011 00:11 GMT
Toryg
Male Half-Orc Barbarian 1
Chaotic Good
Representing Rave
Strength 20 (+5)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 9 (-1)
Wisdom 10 (+0)
Charisma 7 (-2)
Size: Medium
Height: 6' 5"
Weight: 430 lb
Skin: Gray
Eyes: Light Brown
Hair: Black Straight; Average Beard
Total Hit Points: 15
Speed: 30 feet [armor] [barbarian]
Armor Class: 15 = 10 +4 [scale] +1 [dexterity]
Touch AC: 11
Flat-footed: 14
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +3 = 0 [base] +1 [dexterity] +2 [lightning reflexes]
Will save: +0 = 0 [base]
Attack (handheld): +6 = 1 [base] +5 [strength]
Attack (unarmed): +6 = 1 [base] +5 [strength]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +6 = 1 [base] +5 [strength]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 133 lb. or less
134-266 lb.
267-400 lb.
400 lb.
800 lb.
2000 lb.
Languages: Common Orc
War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
Feats:
Lightning Reflexes
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int -1 = -1
Balance Dex* 1 = +1
Bluff Cha -2 = -2
Climb Str* 7 = +5 +2
Concentration Con 3 = +3
Craft_1 Int -1 = -1
Craft_2 Int -1 = -1
Craft_3 Int -1 = -1
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 1 = +1
Forgery Int -1 = -1
Gather Information Cha -2 = -2
Heal Wis 0 = +0
Hide Dex* 1 = +1
Intimidate Cha 2 = -2 +4
Jump Str* 9 = +5 +4
Listen Wis 0 = +0
Move Silently Dex* 1 = +1
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex 1 = +1
Search Int -1 = -1
Sense Motive Wis 0 = +0
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 7 = +5 +2
Use Rope Dex 1 = +1
* = check penalty for wearing armor
Half-Orc:
• +2 strength / -2 intelligence / -2 charisma (already included)
• Darkvision (see 60 feet in pitch-dark)
Barbarian:
• Illiteracy (2 skill points to learn to read)
• Rage
• Fast Movement (already included)
• Uncanny Dodge (level 2)
• Trap Sense (level 3)
• Improved Uncanny Dodge (level 5)
• Damage Reduction 1/- (level 7)
• Damage Reduction 2/- (level 10)
• Greater Rage (level 11)
• Damage Reduction 3/- (level 13)
• Indominitable Will (level 14)
• Damage Reduction 4/- (level 16)
• Tireless Rage (level 17)
• Damage Reduction 5/- (level 19)
• Mighty Rage (level 20)
This barbarian cannot yet read/write.
Class HP rolled
Level 1: Barbarian 12

Toryg's Equipment:
35 lb
2 lb
5 lb
2 lb
2 lb
20 lb
4 lb
_____
70 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Lantern (hooded)
Rations (1 day) x2
Tent
Waterskins x1
Total
More about Toryg:
Toryg awoke in the middle of a cage. He looked around and saw his brethren bloody and beaten. He was like “*crag* that shit” and grabbed a loose rod near the outside of his prison. He used it to pry open the bars to his cell and began to run. A group of humans ran after him but he escaped into the forest. As the party of 6 searched the forest for their product they were slowly killed off by the mighty hands of Toryg. He *crag*ing crushed their skulls with his hands. WITH HIS HANDS. He picked off a variety of items off of his victims and began his long journey to kill more shit. WITH HIS HANDS. And the war hammer, but mostly his hands.
Reply by RaveRaze Dec 14 2011 23:19 GMT
docs.google.com/document/pub?id=1YFuFodBH63xAAF4f8JYdkOP1QGXhtcW98RN2N6SPp8M new sheet
Reply by Brem Dec 16 2011 21:40 GMT
Everyone's characters check out, I just need (new) backstories from Flav, Rave, and Brem.
Reply by ©na Dec 16 2011 22:27 GMT
backstory haiku docs.google.com/document/pub?id=1NqrLMBNVnnuyI1xdCyVVIVat4ZUgZ_qbj4L4MPnEUEo
Reply by Brem Dec 23 2011 02:23 GMT
Eh, I can tell what the deal with your character is, and that is an interesting way of doing things. Approved.
Rave, most definitely needs a new backstory. Flav, at least copy+paste and replace words.
Reply by ©na Dec 23 2011 17:45 GMT
Change of plans, can't be done tonight. Sorry. At least it gives you guys (FLAV, RAVE) more time to get backstories
Reply by ©na Dec 23 2011 23:35 GMT
26th fine for everyone?
Reply by ©na Dec 24 2011 17:21 GMT
Unless I *crag* shit up again then tomorrow night definitely for sure
Fantasy Grounds II
68.35.190.107
pass is digi
Reply by ©na Dec 30 2011 05:21 GMT

Final sheet minus backstory:

 

  Narrclumss (Stiffening Bone): Male Catfolk Brd1||; CR 1;
Medium Humanoid;
HD 1d6+2; hp 8;
Init +4; Spd 40 ft/x4;
AC 18 (+3 armor, +4 dex, +1 natural), touch 14, flat-footed 14;
Base Atk/Grapple +0/+1;
Full Atk +1 One-handed  (1d6+1;19-20/x2) Whip-dagger;
SA&SQ ;
AL CN; SV Fort +2, Ref +6, Will +3;
Str 13 (+1), Dex 19 (+4), Con 15 (+2), Int 17 (+3), Wis 12 (+1), Cha 20 (+5);;
Skills: Diplomacy¹ +9, Gather Information¹ +7, Hide¹ +5, Knowledge (arcana) +4, Knowledge (arch & eng) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Perform (Singing) +9, Perform (Percussion) +9, Spellcraft +7, Use Magic Device +9;
Skill Tricks: ;
Traits: ;
Flaws: ;
Maneuvers and Stances: ;
Feats: Melodic Casting(CM 44);
Grafts: 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

 

 

 

Racial Abilities:
× Dexterity+4, Charisma+2
× Base land speed of 40 feet.
× +1 Natural Armor bonus.
× Low-Light Vision
× +2 racial bonus on Listen and Move Silently checks.
× Favored Class: Ranger

Class Abilities:
× You can cast bard spells while wearing light armor without incurring
the normal arcane spell failure chance.
× Bardic Knowledge(Ex): You possess a special Knowledge skill for stray
bits of trivia. This Knowledge check is 1d20+4
× Bardic Music: Performances can create varied magical effects 1 times
per day.
   × Fascinate(Sp): You can fascinate 1 creature(s) within 90 feet. If
you beat their Will save with a Perform check, they will listen quietly
for up to 1 round(s).
   × Inspire Courage(Su): While singing; all allies who can hear you gain
a +1 morale bonus to saving throws against charm and fear effects; and a
+1 morale bonus to attack and weapon damage rolls. The effect lasts as
long as you sing plus 5 rounds.
× SpellBreaker Song: You can interfere with spells that have a verbal
component. One use of you'r bardic music ability make ennemy spellcasters
within 30 feet to take a 20% spell failure. You can maintain this song
for 3 rounds.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reply by weedlord bonerhitler Dec 31 2011 02:36 GMT
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