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Posted: Sat May 26, 2018 8:08 am
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Whether you post your character's information here or link to a character sheet is up to you. I'll also post the native elf subraces here. What's written here doesn't replace high elf stats unless it obviously does, as in changes in racial modifiers and such.
~Marsh Elves - Native elves of the Ravalice Territory whose homeland became a swamp when they angered a nature deity and got their ancient forest flooded.
Favored Class: Ranger. Living in a swamp his far easier when one does not have to wade up to their emeies. Bows are all the rage with these elves.
Racial Modifiers: +2 Constitution, -2 Dexterity. Agility isn't very useful when one lives in two foot deep water. The hardy constitution of these elves keeps them from suffereing from the diseases that brew in their homeland.
Marsh Elves get +5 to Swim and do not suffer double their armor check penalty when using their swim skill. They only use one times their armor check penalty for this.
Marsh Elves get a +5 Fortitude bonus vs. diseases.
Marsh Elves do not get the +2 to Listen that other elves do. Living amongst an orchestra of bugs had dulled their sense of hearing.
~Sky Elves - These elves are a lot less organized socially and a lot more individualistic than other elves. They tend to enjoy living in high altitudes or in large colonies on airships.
Favored Class; Any. Sky Elves are a varied bunch, and are known to take on numerous professions. even Sky Elf Paladins aren't that uncommon.
Sky Elves add ten feet to their flight movement speed whenever they have the means to fly, such as a Magic Carpet or the Fly spell. They do not have the ability to fly on their own.
Sky Elves get a +5 bonus to Reflex saves against anything that involves movement - balancing, performing, and dodging for example. DM has final say on what qualifies.
Sky Elves do not get low-light vision that other evles enjoy. Keen eyesight isn't all that useful in the open space of the sky.
~Star Elves - These elves have a bad reputation of being evil sorcerers and summoners of dark entities. As outcasts of other races' societies, Star Elves tend to stick together.
Racial Modifiers: +2 Wisdom, -2 Constitution. Bad rep aside, Star Elves tend to be a bit more level-headed than the other native elves of Pariyl.
Star Elves can choose one of the following languages as an automatic language: Celestial, Infernal, Abyssal.
Star Elves get a +5 bonus to level checks against spell resistance.
Star Elves do not get the weapon proficiencies that other elves enjoy. They prefer their spells, potions, and magic items over swordsmanship and archery.
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Posted: Sun Jun 03, 2018 10:42 am
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Here's an example of a character sheet written out on a post for those of you who can't find/don't want to look for an online character sheet to link to. The reason for this character to have multiclassed twice is to show why the second line is supposed to be short for a level 1 character - you need that room in case you want to multiclass or decide to take a prestige class later on.
Name: Nathaniel Ironbrand Gender: Male Race: Human Class: Wizard 1/Fighter 1/Dragon Disciple 1 Deity: Boccob Age: 35 Height: 6'1" Weight: 185 Alignment: Lawful Neutral Hair: Short, light brown Eyes: Deep blue Size: Medium Speed: 20' STR: 10 (0) hp: 23 Hit Die; 2d10+d4 Init +1 DEX: 14 (+2) AC: 16 (touch 12, flat-foot 14) CON: 12 (+1) DR: 0/- SR 0 INT: 15 (+2) Fort: 5 (1+4+0) WIS: 13 (+1) Ref: 2 (2+0+0) CHA: 8 (-1) Will: 5 (1+4+0) longsword: +0, d8+0, 19-20/x2 light crossbow: +2, d8+0, 19/20/x2 scalemail: AC +4, MD +3, CP -4, SF 25%
Racial Features:
Feats: Eschew Materials, Scribe Scrolls(class), Power Strike, Cleave, Dodge
Class Features: Spells, familiar, Draconic Aura +1 (power), totem dragon (brass)
Languages: Common, Draconic, Infernal
Skills: Climb 2(2), Concentration 5(4), Jump 2(2), Knowledge (arcana) 5(4), Knowledge (the planes) 5(4), Spellcraft 5(4), Survival 5(4)
Posessions: standard adventurer's kit (I don't feel like writing it out just for an example character)
Wealth: 19cf, 37sf, 648gf, 25pf
Carrying Capacity: 33 light, 66 medium, 100 heavy
Experience/To Next Level: 3000/6000
EDIT: I wanted to space that first part out a bit, but apparently Gaia isn't a fan of that. Welp.
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Posted: Mon Jun 04, 2018 4:11 am
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Posted: Mon Jun 04, 2018 9:15 pm
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Posted: Mon Jun 04, 2018 11:45 pm
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Posted: Fri Jun 15, 2018 4:58 pm
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Name: Tharaee Stormleaf Level: 1 Class: War-priest Race: Marsh Elf Align: Neutral Good Size: Medium Age: 125 Height: 4ft 10in Weight: 120lb Deity: Serenity -------------------------------- Languages: Common,Elven 15 : Hit Points 19 : Armor Class 11 : Touch 18 : Flat-footed
5 : Fortitude 1 : Reflex 5 : Will
3 : Initiative 20 : Speed
0 : Base Attack Bonus -------------------------------- 16 (3) : Strength 13 (1) : Dexterity 16 (3) : Constitution 16 (3) : Intelligence 16 (3) : Wisdom 15 (2) : Charisma -------------------------------- Class Skills: 2+Int* 7 : (Str)Climb 3 : (Int)Craft 2 : (Cha)Diplomacy 2 : (Cha)Handle Animal 7 : (Wis)Heal Rank+1 2 : (Cha)Intimidate 3 : (Int)Knowledge;Engi 7 : (Int)Knowledge;Reli Rank+1 3 : (Wis)Profession 2 : (Dex)Ride 3 : (wis)Sense Motive 7 : (Int)Spellcraft Rank+1 7 : (Wis)Survival Rank+1 12 : (Str)Swim Race+5, Rank+1
-------------------------------- Racial: --2 Dexterity, +2 Intelligence, +2 Constitution
-Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
-Desert Runner: +4 Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
-Fleet-Footed: +2 Initiative, Bonus feat; Run
-+5 Fortitude vs Disease
Class: -Armor Heavy,Shields, Martial weapons -Spells -Focus Weapon -Sacred Weapon: 1d6 -Aura: Good
Blessings: 3/day -Protection --Improved Defenses: +1 to saving throws and AC, 1 minute -War --War Mind: Touched Ally chooses; +10 Speed, +1 Dodge, +1 Attack, +1 Saving throws. Effects last for 1 minute, and can be changed at the start it's turn.
Feats: -Run -Weapon Focus: Shortspear -Toughness
------------------------------- Attack: -(4)Shortspear; +4, 1d6+3, x2, 3lb. Range 20ft -Dagger +3, 1d4+3 19-20x2, 1lb. Range 10ft
Gear: -Heavy Wooden Shield; +2AC, -2ACP -Four-Mirror Armor ; +6AC, 2MD,-5ACP, 20 speed, 45lb
Possessions: -Backpack -Belt pouch -Bedroll -Flint & Steal -Hemp Rope(50ft) -Sunrods(2) -Trail Rations(x10) -Waterskin -Traveler's Outfit -Holy symbol, wooden.
Gold 18 -------------------------------- Spells Level 0: 3s/d DC13
Cure Minor Inflict Minor Resistance
Level 1: 1+1s/d DC14
Divine Favor Inflict Light Wounds
--------------------------------
Eight times the winter snows have graced her feet, since she stepped of the ship that carried her from her homeland. And while those years have left a lasting legacy on her mind, her thoughts now turn the back to the life she left behind, not so long ago.
She never knew her mother, so instead of learning all the things an elven woman should know, her youth was spent training side by side with her father's men, and helping the priests at the temples with various duties. When it came time to play; she was always with the boys of her village.
Though, when the suiters started to call, she petitioning the church of Seldarine to let her be part of an expedition to explore their new surroundings. "To gauge the threats of this new world against, the Ferelein peoples", were the words she used, and they were true, but not the whole truth; the idea of dating and marriage scared her. It has been that way since her youth. She was willing to stare down a bandit, as others ran for cover, or face a day of starvation, so another could eat, but, being tied to another... And the gods must of seen that too, as a week later, Tharaee was on a ship bound for the new world.
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Posted: Mon Jun 25, 2018 5:08 am
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