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Ironhide G1

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The Kingdom of Jozan is threatened by a new peril. High in the mountains, evil has not been idle. Towns have been burned, people missing or slain, and confusion. Sages debate what it may be- a dragon? A demon? The King has sent a call for brave adventurers to find and put a stop to this evil. Who will answer the call? Who will step up to fight this new peril?

Dungeons & Dragons I-The Awakening

Welcome to the Dungeons & Dragons® Roleplaying Game, the game that defines the genre and has set the standard for fantasy roleplaying for more than 30 years. D&D® is a game of your imagination in which you participate in thrilling adventures and dangerous quests by taking on the role of a hero—a character you create. Your character might be a strong fighter or a clever rogue, a devout cleric or a powerful wizard. With a few trusted allies at your side, you explore ruins and monster-filled dungeons in search of treasure. The game offers endless possibilities and a multitude of choices—more choices than even the most sophisticated computer game, because you can do whatever you can imagine.

IRC: #Dungeons

Before we begin, if you haven't already, take a glance through the Player's Handbook of version 3.5. Even if you can't read the whole thing(which I don't expect), at least skim over it and see what it is like, but importantly the first couple chapter. See playing games below- Important: You don’t have to memorize this book to play the game. Once you understand the basics, start playing!. A PDF file of the handbook can be found here:

Player's Handbook 3.5

So here is a bit of exposition, taken from the player's handbook:

THE D&D GAME
The D&D game is a fantasy game of your imagination. It’s part acting, part storytelling, part social interaction, part war game, and part dice rolling. You and your friends create characters that develop and grow with each adventure they complete. One player is the Dungeon Master (DM). The DM controls the monsters and enemies, narrates the action, referees the game, and sets up the adventures. Together, the Dungeon Master and the players make the game come alive. This Player’s Handbook has all the rules players need to create characters, select equipment, and engage in combat with a variety of supernatural and mythical foes. The Dungeon Master’s Guide, available separately, provides the DM with advice, guidelines, and everything he or she needs to create challenges, adventures, and full-fledged D&D campaigns, including sections on prestige classes, magic items, and character rewards. The Monster Manual, available separately, contains material that players and DMs alike will find useful. With hundreds of monsters to populate all levels of dungeons, this tome also includes monster creation rules, information on playing monsters as characters, details on monster tactics, and powered-up versions of standard creatures. Together, these three volumes comprise the core rules for the Dungeons & Dragons game.

THREE DIMENSIONS
The Dungeons & Dragons game is a game of imagination, but it is also a game of tactics and strategy. Miniatures and a battle grid provide the best way to visualize the action. Miniatures, representing characters and monsters in the game, can be purchased from most hobby shops. The Dungeon Master’s Guide includes a paper battle grid. More durable versions may be purchased separately. The game assumes the use of miniatures and a battle grid, and the rules are written from this perspective.

CHARACTERS
Your characters star in the adventures you play, just like the heroes of a book or movie. As a player, you create a character using the rules in this book. Your character might be a savage barbarian from the frozen wastes or a clever rogue with a quick wit and a quicker blade. You might be a deadly archer trained in survival techniques or a wizard who has mastered the arcane arts. As your character participates in adventures, he or she gains experience and becomes more powerful.

ADVENTURES
Your character is an adventurer, a hero who sets out on epic quests for fortune and glory. Other characters join your adventuring party to explore dungeons and battle monsters such as the terrible dragon or the carnivorous troll. These quests unfold as stories created by the actions your characters perform and the situations your DM presents. A Dungeons & Dragons adventure features plenty of action, exciting combat, terrifying monsters, epic challenges, and all kinds of mysteries to uncover. What lies at the heart of the dungeons? What waits around the next corner or behind the next door? Playing the roles of your characters, you and your friends face the dangers and explore a world of medieval fantasy. One adventure might play out in a single game session; another might stretch across several sessions of play. A session lasts as long as you and your friends want to play, from a couple of hours to an all day affair. The game can be stopped at any time and picked up wherever you left off when everyone gets back together. Every adventure is different, every quest unique. Your character might explore ancient ruins guarded by devious traps or loot the tomb of a long-forgotten wizard. You might sneak into a castle to spy on an enemy or face the life-draining touch of an undead creature. Anything is possible in a Dungeons & Dragons game, and your character can try to do anything you can imagine.

Table of Contents of the OP:

Post 2- PLAYING THE GAME- most important, please read this
Post 3-Character Creation, see Post 6 too
Post 4- List of Races, Classes and Alignments
Post 5-Campaign Setting
Post 6- Reserved for other stuff, particularly sign ups

Some Rules: WIP
1. The DM's word is law in game. No exceptions.

2.There will be a minimum of 3 players and a maximum of 6 players.

3. Remeber, while the DM's final say, you can do anything you want to with you character as long as it follows the rules and/or it harms or abuses the game- this is up to the DM's discretion.
 
Playing the Game

Dungeons & Dragons uses a core mechanic to resolve all actions in the game. This central game rule keeps play fast and intuitive. The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task (such as attacking a monster or using a skill), you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a target number. If the result equals or exceeds the target number (set by the DM or given in the rules), your character succeeds. If the result is lower than the target number, you fail.

THE RULES Important: You don’t have to memorize this book to play the game. Once you understand the basics, start playing! Use this book as reference during play. When in doubt, stick to the basics, keep playing, and have fun. One part of the book you may end up referring to frequently, at least for a while, is the glossary that begins on page 304. Here’s where you’ll find definitions of the terms we use in the rules and information on how a character is affected by certain conditions (such as being stunned). If you come across a term you’re not familiar with and you want to know more, look it up in the glossary (and also check the index, of course).

WHAT YOU NEED TO PLAY Your group needs these items to play D&D. The Player’s Handbook, Dungeon Master’s Guide, and Monster Manual revised core rulebooks. (All players might want to have their own copies of the books.) A copy of the character sheet at the back of this book for each player. A battle grid. The Dungeon Master’s Guide contains one. Miniatures to represent each character and the monsters that challenge them. A set of dice for each player. A set of dice includes at least one four-sided die (d4), four six-sided dice (d6), one eight-sided die (d8), two ten-sided dice (d10), one twelve-sided die (d12), and one twenty-sided die (d20). Pencils, scrap paper, and graph paper to keep notes and to map the locations your characters will explore.

DICE We describe dice rolls with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of dice to use. Any number after that indicates a quantity that is added or subtracted from the result. Some examples include: 1d8: One eight-sided die, generating a number from 1 to 8. This is the amount of damage a longsword deals. 1d8+2: One eight-sided die plus 2, generating a number from 3 to 10. A character with a +2 Strength bonus deals this amount of damage when using a longsword. 2d4+2: Two four-sided dice plus 2, resulting in a number from 4 to 10. This is the amount of damage a 3rd-level wizard deals with a magic missile spell. d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different-colored tensided dice. One color (designated before you roll) is the tens digit. The other is the ones digit. A roll of 7 and 1, for example, give you a result of 71. Two 0s represents 100. Some percentile show the tens digit in tens (00, 10, 20, etc.) and the ones digit in ones (0, 1, 2, etc.). In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. Important! Not every action requires a die roll. Roll dice in combat and other dramatic situations when success is never a certainty. The d20 is used to determine whether or not your character succeeds at an action. The other dice are used to determine what happens after you succeed. Players should roll dice openly so that everyone can see the results. The DM may make some rolls in secret to build suspense and maintain mystery.

WHAT CHARACTERS CAN DO A character can try to do anything you can imagine, just as long as it fits the scene the DM describes. Depending on the situation, your character might want to listen at a door, search an area, bargain with a shopkeeper, talk to an ally, jump across a pit, move, use an item, or attack an opponent. Characters accomplish tasks by making skill checks, ability checks, or attack rolls, using the core mechanic. Skill Checks To make a skill check, roll a d20 and add your character’s skill modifier. Compare the result to the Difficulty Class (DC) of the task at hand. An unopposed skill check’s success depends on your result compared to a DC set by the DM or the skill’s description (see Chapter 4). An opposed skill check’s success depends on your result compared to the result of the character opposing your action. The opponent’s check might be made using the same skill or a different skill, as set forth in the skill’s description. Ability Checks Ability checks are used when a character doesn’t have any ranks in a skill and tries to use that skill untrained. (Some skills, however, can’t be used untrained.) Ability checks are also used to determine success when no skill applies. To make an ability check, roll a d20 and add your character’s modifier for the appropriate ability. Attack Rolls To attack an opponent, roll a d20 and add your character’s attack bonus. If the result equals or exceeds the opponent’s Armor Class (AC), the attack succeeds. On a successful attack, roll the dice indicated for the weapon you used to determine how much damage your attack deals. Damage reduces hit points (hp). When all of a character’s hit points are gone, the character falls unconscious and is dying. (See Chapter 8: Combat for details.) A critical hit deals more damage. If you roll a natural 20 on an attack roll, you threaten a critical hit. Roll again to confirm it. If the second attack roll is successful, then the critical hit is confirmed and you deal more damage (see page 140 for more information).

THE COMBAT ROUND Combat is played in round. Each round represents 6 seconds in the game world, regardless of how long it takes to play out the round. Combat starts with initiative checks to determine the order of play for the entire battle. There are three types of actions: standard actions, move actions, and full-round actions. In a round, you can do one of these four things: Take a standard action and then a move action; take a move action and then a standard action; take two move actions; or perform a full-round action. (See Chapter 8: Combat for details.)

THE PLAYER’S ROLE As a player, you use this handbook to create and run a character. Your character is an adventurer, part of a team that regularly delves into dungeons and battles monsters. Play wherever everyone feels comfortable and there’s a place to set the battle grid and miniatures, roll the dice, and spread out your books and character sheets. The DM sets each scene and describes the action. It’s your job to decide what your character is like, how he or she relates to the other adventurers, and act accordingly. You can play a serious paladin or a wisecracking rogue, a reckless barbarian or a cautious wizard. With your character in mind, respond to each situation as it comes up. Sometimes combat is called for, but other situation might be solved through magic, negotiation, or judicious skill use. Also consider how you respond. Do you narrate your characters action (“Tordek moves to the doorway and attacks the bugbear”) or speak as your character (“I move to the doorway and take a mighty swing at the monster”)? Either method is fine, and you can even vary your approach to match the situation. D&D is a social experience as well as an imaginative one. Be creative, be daring, and be true to your character… and most of all, have fun!
 
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Character Creation

Review Chapters 1 through 5, then follow these steps to create a 1stlevel character. You need a photocopy of the character sheet, a pencil, scrap paper, and four 6-sided dice (or an online generator approved by DM)

ROLL ABILITY SCORES Roll your character’s six ability scores. Determine each one by rolling four six-sided dice, ignoring the lowest die roll, and totaling the other three. Record your six results on scrap paper. See Chapter 1 (beginning on the next page) for more details.

CHOOSE YOUR CLASS AND RACE Choose your class and race at the same time, because some races are better suited to certain classes. The classes, detailed in Chapter 3, are barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each class description includes a “Races” section that provides some advice. The Races, described in Chapter 2, are human, dwarf, elf, gnome, halflings, half-elf, and half-orc. Write your class and race selections on your character sheet.

ASSIGN AND ADJUST ABILITY SCORES Now that you know your character’s class and race, take the ability scores you rolled earlier and assign each to one of the six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Adjust these scores up or down, according to your race, as indicated on Table 2–1: Racial Ability Adjustments (page 12). Put high scores in abilities that support your class selection. Each class description includes an “Abilities” section that provides some advice. For each ability score, record the character’s modifier, as indicated on Table 1–1: Ability Modifiers and Bonus Spells (page 8). Ability modifiers adjust many die rolls in the game, including attack rolls, damage rolls, skill checks, and saving throws. Record your adjusted ability scores and their modifiers on your character sheet.

REVIEW THE STARTING PACKAGE There is at least one starting package at the end of each class description. Look at the class’s starting package. It offers a fast way to complete the next several steps of character creation. If you like the feat, skills, and equipment listed there, record this information on your character sheet. Otherwise, use this information as a guide and make your own decisions.

RECORD RACIAL AND CLASS FEATURES Your character’s race and class provide certain features. Most of these are automatic, but some involve making choices and thinking ahead about upcoming character creation steps. Feel free to look ahead or to backtrack and do something over if you need to.

SELECT SKILLS Your character’s class and Intelligence modifier determine how many skill points you have to buy skills (see page 62). Skills are measured in ranks. Each rank adds +1 to skill checks made using a specific skill. At 1st level, you can buy as many as 4 ranks in a class skill (a skill on your class’s list of class skills) for 4 skill points, or as many as 2 ranks in a cross-class skill (a skill from another class’s list of class skills) for the same cost. (You get more out of purchasing class skills.) Buying skills goes faster if you spend 4 skill points (your maximum) on every skill you buy, as we’ve done in the starting packages. Once you’ve selected your skills, determine the skill modifier for each one. To do this, add the skill ranks to the ability modifier associated with the skill and record it on your character sheet. Table 4–2: Skills (page 63) lists all the skills in the game and indicates which skills are class skills for which classes.

SELECT A FEAT Each 1st-level character starts with a feat. Table 5–1: Feats (page 90) lists all feats, their prerequisites (if any), and a brief description.

REVIEW DESCRIPTION CHAPTER Look over Chapter 6: Description. It helps you detail your character. You can this now or wait until later.

SELECT EQUIPMENT Use the equipment from your class’s starting package, or randomly determine your starting gold (see page 111) and buy your own gear piece by piece, using the information in Chapter 7: Equipment.

RECORD COMBAT NUMBERS Determine these statistics and record them on your character sheet. Hit Points: Your hit points (hp) determine how hard your character is to kill. At 1st level, wizards and sorcerers get 4 hp; rogues and bards get 6 hp; clerics, druids, monks, and rangers get 8 hp; fighters and paladins get 10 hp; and barbarians get 12 hp. To this number, add you character’s Constitution modifier. Armor Class: Your Armor Class (AC) determines how hard your character is to hit. Add the following numbers together to get your AC: 10 + your armor bonus + your shield bonus + your size modifier + your Dexterity modifier. Initiative: Your character’s initiative modifier equals your Dexterity modifier. The Improved Initiative feat provides an additional modifier if you select it. Attack Bonuses: Your class determines your base attack bonus. To determine your melee attack bonus for when you get into closecombat fights, add your Strength modifier to your base attack bonus. To determine your ranged attack bonus for when you attack from a distance, add your Dexterity modifier to your base attack bonus. Saving Throws: Your class determines your base saving throw bonuses. To these numbers, add your Constitution modifier to get your Fortitude save, your Dexterity modifier to get your Reflex save, and your Wisdom modifier to get your Will save.

DETAILS, DETAILS, DETAILS Now choose a name for your character, determine the character’s gender, choose an alignment, decide the character’s age and appearance, and so on. Chapter 6: Description can help with this. There’s no need to develop your character completely. With your DM’s permission, you can always add or even change details as you play and as get a better feel for your character.
 
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3.5 Main available classes, races and alignments:

Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

Human
Elf
Half-Elf
Dwarf
Halfling
Gnome

For Alignments, you can have one of each list( but you can be neutral neutral, aka "true neutral"):

Good
Neutral
Evil

Lawful
Neutral
Chaotic
 
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World Background-WIP

Maps of the Continent of Draco
1904042_260819100744159_192135446_n.jpg
IkCcNU6.jpg
OzGGDAT.jpg

Brown: Road. Black Dot- City

Brief Descriptions of Countries and areas:

Kingdom of Reynolds: main human kingdom; your typical human kingdom from D&D

Kingdom of Manus: longtime enemies of Reynolds; typical human Kingdoms.

Principality of Vittla: a joint federation of human cities and Dwarven colonies in the Gold Mountains.

Emerald Kingdom: High Elvish Kingdom

Caliphate of Selzar: desert human Muslim/Arabian based culture.

More WIP

Changes from regular D&D for campaign world.

-Elves are immortal(Tolkien Elves woot woot) unless killed.
-Half-Elves can choose between long life or living immortally.
-Drows can see in sunlight
 
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Sign ups(check details in above post for more details):

Character Name:
Class:
Race:
Age:
Sex:
Alignment:
Level: 1

Bio

You will need to make character sheet if you are going to play, but use this as the preliminary sign up
 
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Feel Free to Start Signing Up! Will add details to map and world while these go on. You dont even need your bios yet!

But SIGN UPS ARE OPEN
 
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Character Name: Ilmarinen
Class: Cleric
Race: Dwarf
Age: 40
Sex: M
Alignment: NG
Level: 1

Bio:

Coming soon. tm

This is without splatbooks, right?

edit; Also what time would the game be going on?
 
im going for the same Character from previous Game that got Trainwrecked
Character Name: Gorkan
Class: Warrior
Race: Human
Age: 22
Sex: Male
Alignment:Neutral
Level: 1
Character Sheet:
Strength: 17 Mod: +3
Dexterity: 13 Mod: +1
Constitution: 16 Mod: +3
Intelligence: 12 Mod: +1
Wisdom: 11 Mod: +0
Charisma: 15 Mod: +2
Skills:

bluff 6
handle animal 4
intimidate= 8
ride = 3
survival = 2

Equipment:

Greatsword 2d6 (1)
Shortbow 1d6 (1)
Chain shirt +4 (1)

Feats/Specials:

armor proficiency light
armor proficiency medium
armor proficiency heavy
blind fight
iron will
martial weapon proficiency
persuasive
shield proficiency
simple weapon proficiency
tower shield proficiency

Gold:0

Languages:

Common
Elven
Backstory:
Gorkan Comes from Military Family. His Father being Captain in Army. He wanted his son to follow in his footsteps. but Gorkan didnt quite have discpline to join army so he set off to make his own luck.Gorkan is already on road for few months and gained bit of experience in bandit hunting.

Gorkan is quiet snarky and cant hold his mounth. he is however creative and inteligent and while not Genius he more than makes for it by his physical traits. Gorkan is quite friendly.
 
Still too busy to commit to this, but I'm reading eagerly. Plus I'm rusty with this newfangled 3.5 edition.
 
All right, it has taken me too long, but the first wave for the World Background is already made. It is a WIP. Feel free to start making bios and finishing up sign ups

NOTE: PLEASE PAY ATTENTION TO THE CHANGES MADE TO RACES FOR THIS GAME, ESPECIALLY IF YOU ARE AN ELF! WILL SOON BE POSTING DIFFERENT TYPES OF ELVES AND CHANGES(like High, Wood, etc.)

Also, never hesitate to PM me any question, comment, concern, complaint you have about this game. I want to help. Thank you!
 
In


My character sheet will come later, It's on my computer somewhere.
 
Character Name: Jaen the Bastard
Class: Fighter
Race: Human
Age: 24
Sex: Male
Alignment: Lawful Neutral
Level: 1

DmrGazN.png

Jaen Landsgrove


Jaen Landsgrove, otherwise known by the nickname “The Bastard” was born a Count in the Kingdom of Manus, Fracias Landsgrove and a Maid that worked in the castle. Fracias was not happy in his marriage, part of the reasoning was that his wife was sterile and was unable to bear children. His wife was also a bit of an old hag, so you couldn't blame him for wanting to sleep around, and he did so, and one evening, in his bed chamber, a night of passion gave way to Jaen. Fracias' wife was not to happy about the the child. However, she died in a suspicious accident latter, so she was not an issue. Fracias tried to legitimize Jaen, and was mildly successful at it.

Jaen was raised like any Nobleman would raise his son, and was trained in weaponry, history, and geography, but most importantly the customs of the noble class. At the age of nineteen however, tragedy struck, and Fracias was found murdered. The funeral was a few days later and he vowed to find whomever was responsible.

A few weeks after the funeral, the Fracias' will was found, and in it, made Jaen the head of the House of Landsgrove, giving him the family fortune and all the lands that they controlled. However, the other noble families of the Kingdom of Manus objected, as they desired the Landsgrove fortune and lands. The king, who disliked Fracias (the Great Grandfather of the King of Manus gave the House of Landsgrove the Countship in gratitude for heroic acts.) declared that because Jaen was a bastard of the king, he was disqualified from succession, and that the lands were forfeit. Jaen, not liking this decision, declared that his city (the City of Redoric in the north of the country) was an independent kingdom. He then proceeded raised up garrison to defend his city from being reclaimed from the kingdom, and when the unified armies of the Noble Houses showed up, there was a bloody battle between those loyal to Jaen, and the armies of The Kingdom of Manus. When it was over, The Kingdom of Manus claimed victory, however Jaen had fled the city.

Jaen fled with nothing but a pouch of gold and the clothes on his back, and crossed the border of to the Kingdom of Reynolds (which he hates and would rather be back in the Kingdom of Manus, however if he were to return, he would be executed) and started work as a Mercenary. He one day hopes to raise an army and retake his fief, or maybe, take the Kingdom of Manus for himself. Until that day however, he will have to work for the right to one day call himself. King Jaen of Manus.

Strength = 12
Dexterity = 12
Constitution = 14
Intelligence = 12
Wisdom = 11
Charisma = 14

Climb - 2
Craft - 1
Disguise - 2
Forgery - 2
Handle Animal - 1
Intimidate - 2
Jump - 2
Knowledge Geography - 1
Knowledge History - 1
Knowledge Nobility - 1 (Requesting If I could add more and increase it to 4 or 5, as it directly relates to my character's backstory)
Ride - 1
Swim - 1

Armor Proficiency Light/Medium/Heavy - One Point in Each
Combat Reflexes - 1 (Class Bonus Feat)
Deceitful - 1
Martial Weapons Proficiency - 1
Shield Proficiency - 1
Simple Weapon Proficiency - 1
Tower Shield Proficiency - 1
Toughness - 1
(I created this character awhile ago on http://dnd3rd.sourceforge.net/ , and it said I had a enough points to take all these, so...)
 
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((Eh why not, IN))
Character Name: Ceolfre
Class: Wizard
Race: Human
Age: 29
Sex: Male
Alignment: True Neutral
Level 1
Bio: Born in Northern Vittla, Ceolfre spent much of his early years assisting mages and other scholars, most of whom came back from expeditions to the Ancient Lands in search of lost relics and forgotten lore. Eventually he found himself to unusually skilled in magic, though he was relatively slow to how his skills due the fact he seemed more suited to be an archivist than a tomb raider. However when word came that work for "skilled adventures" was available in the kingdom of Raynolds, he saw this as an opportunity. Using what money he had, he purchased an moderate amount of supplies and join the first caravan headed west. Now he seeks to acquire new knowledge and record his own discoveries in his travels.

While undoubtedly intelligent, Ceolfre is somewhat absent-minded and single focused in pursuit for knowledge. While this has made him somewhat morally ambiguous he is still very skilled. While to most it appears he is inattentive, in fact the opposite is true and he reportedly very good and information gathering.

HP:4
Strength:12+1
Dexterity:11
Constitution:11
Intelligence:16+3
Wisdom:12+1
Charisma: 11
Fortitude:0+0
Reflex:0+0
Will:2+1
Initiative:0+0
Melee:0+1
Range:0+0
Armor:10

appraise 1 + 3 = 4
craft(alchemy) 1 + 3 = 4
decipher script 1 + 3 = 4
disable device 1 + 3 = 4
gather information 3 + 0 = 3
knowledge arcana 2 + 3 = 5
knowledge history 2 + 3 = 5
knowledge religion 1 + 3 = 4
knowledge planes 1 + 3 = 4
listen 1 + 1 = 2
search 3 + 3 = 6
spellcraft 4 + 3 = 7
use magic device 4 + 0 = 4

investigator
magical aptitude
Summon familiar
Scribe scroll

Quarterstaff 1d6 (1)
Longsword 1d8 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Chalk (10) (2)
Ink (1)
Inkpen (1)
Paper (14)
Vial (3)
Waterskin 4lb (1)
Alchemist's fire 1lb (1)
Acid flask 1lb (1)
Spell component pouch 2lb (1)
Spell book 3lb (1)
Explorer's outfit 8lb (1)
15gp

Celestial
Common
Draconic
Infernal

Comprehend Languages -- Div -- 1
Identify -- Div -- 1
Hypnotism -- Ench -- 1
Cause Fear -- Necro -- 1
 
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((Bio Up, just look at my old post))


((Also is it okay to create locations on the map that have not been defined yet, as my bio created a city in the Northern Part of The Kingdom of Manus, I hope this is okay. ))
 
((Its fine, but I won't place it on the map. But its good.))
 
Character Name: Zylstaer
Class: Rogue
Race: Elf
Age: 125
Sex: Male
Alignment: Chaotic Good
Level: 1

Bio: Doing it later.

Few changes on the char, but I finally got everything done :)

Strength 13 (+1)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 11 (0)
Charisma 13 (+1)

balance 4 + 5 = 9
bluff 4 + 1 = 5
disable device 2 + 2 = 4
hide 4 + 5 = 9
knowledge local 1 + 2 = 3
knowlege nature 1 + 2 = 3
knowledge planes 1 + 2 = 3
listen 6 + 0 = 6
move silently 4 + 5 = 9
search 2 + 2 = 4
sense motive 2 + 0 = 2
spot 6 + 0 = 6
tumble 4 + 5 = 9
use magic device 2 + 1 = 3
use rope 1 + 5 = 6
Immune to sleep

armor proficiency light
simple weapon proficiency
two weapon fighting
Sneak attack
Trapfinding

Longsword 1d8 (1)
Rapier 1d6 (1)
Shortbow, composite 1d6 (1)
Arrows (20) (2)
Leather +2 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Bottle (1)
Flint/steel (1)
Grappling hook 4lb (1)
Rations 1lb (7)
Rope (50ft) 5lb (1)
Soap 1lb (1)
Waterskin 4lb (1)
Explorer's outfit 8lb (1)

Common
Elven
Gnoll
Orc

Zylstaer was born in Emerald Kingdom, raised by his elven parents. He had a normal childhood in the woods, but he liked to be his own. He still played with his friends and fellow elves, but he also liked to hide and watch elves secretly.


On his way to adulthood he wanted to see the world, not just woods. First he made short trips outside the kingdom and then longer ones. One day he was wandering in the Orc Lands when he saw a man getting attacked by five orcs, first he watched the battle in the shadows. He really impressed of the man’s fighting with two swords and dodging all the attacks, but five orcs were still too much for him. Then Zylstaer decided to help the man, aim carefully with his shortbow at orc and dropping it. Man got hit hard and falled into ground and three orc surrounded him, Zylstaer charged againts them killing one them by suprise. The other two turned againts him and attacked, he managed to survive the attacks, but it came clear that longer the fight last the more dead he would be. He got little wounds all over his body, when suddenly one of the orc fell down dead and man standing behind him. They finished last orc together, soon after that man fell again. Zylstaer inspected the man and found critical wound on him, so he carried him to safer place and treated him wounds. Wounds healed slowly and they had time to talk and become friends, the man told him he was assassin rogue and he was returning from his last mission when got caught by orcs. Zylstaer was impressed and fascinated by him, so he asked would he teach Zylstaer to become rogue. Man first refused and later agreed, so they began training together.


The man died few years later, but he managed to teach Zylstaer. He traveled back Emerald Kingdom and said farewells to his parents and friends, told them he wanted to adventure and seek out the world.


Years past and one day Zylstaer found himself and in the city Reynolds of Kingdom of Reynolds...
 
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I'll just link my character sheet here. I don't want to make anybody else to use it but if you wish there is a good online character sheet site.


Ilmarinen was born as the first child in a smiths family in the dwarven colony in the Frost Mountains. His family was well known as great smiths and as he was born on under the North Star, the star of greatness in dwarven society, he was named after the first of all the ironworkers. He had a happy upbringing and his parents had many more children. Ilmarinen started his smith training quite early, at the age of 15 and by the age of 30 became quite proficient at metal working for someone that young. At the age of 35 his father sent him out to the wider world to perfect his craft and complete his apprenticeship at another masters forge.

So Ilmarinen left with a heavy heart leaving behind his younger siblings and parents, in the colony which had started to thrive due to the recent peacefulness with the Elves. The Dwarves had been forced to make some concessions on lumber harvesting but as they yielded so did the Elves in allowing the Dwarves to move caravans and vital supplies through their land. As he spent time learning at an elven smith, who kept on mumbling something about the Trees and Jewels, he ended up on plans for a great mill, that produced flour, salt and gold out of thin air. He talked with his master who gave him leave and sent his father a letter on his son leaving to work on a project.

Ilmarinen traveled far until he reached the human kingdoms, where he hoped that he would find the first clues to this wonderous mill.

Also we seem to have lost CC.