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Full Name: Merrick Renard Kelner
Race: Human
Class/Level: Hunter of the Dead/3
Gender: Male
Size: Medium
Age: Adult (30)
HP: 21
Inventory:
Steel Hand and a Half sword (Damage 1d10, 6lbs)
Medium Light shield (Damage 1d3, 10hp, 6lbs)
Backpack (2lbs)
Belt w/ pouch (1 lbs)
Rations (1lb)
Waterskin (4lb full)
Silk rope (5lb)
Torch (1lb, 20x20 ft)
Flint and Steel
Steel Breastplate (30lbs, 10 hardness, 25 hp) (Comes with a helmet and greaves)
Maximum Dex Bonus:+3
Armor Check Penalty:–4
Arcane Spell Failure Chance:25%
Hardness:10
Special Abilities: Able to turn undead
Scar of Unlife: The character must have lost one level or had an ability score point drained by an undead creature. Even if the loss is later offset by magic, this is the scar of unlife that all hunters of the dead carry.
True Death: Undead slain by a hunter of the dead either by melee attacks or spells, can never rise again as undead. They are forever destroyed.
Hit die: d8
Alignment: Lawful Good
Deity: Ragathiel
Languages: Undercommon, common
STR: 15
DEX: 15 +2
CON: 11
INT: 10 +2
WIS: 13
CHA: 15
Class Features:
Detect Undead: At will, a hunter of the dead can use detect undead as if casting the spell of the same name.
Spurn Death's Touch: Merrick applies his Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves.
Spells:
Daylight: The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).
Cure Moderate Wounds: This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10)
Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Darkvision: The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Skills:
Concentration (CON)
Heal (WIS)
Knowledge (religion) (INT)
Search (INT)
Ride (DEX)
Profession (WIS)
Will this suffice?
Race: Human
Class/Level: Hunter of the Dead/3
Gender: Male
Size: Medium
Age: Adult (30)
HP: 21
Inventory:
Steel Hand and a Half sword (Damage 1d10, 6lbs)
Medium Light shield (Damage 1d3, 10hp, 6lbs)
Backpack (2lbs)
Belt w/ pouch (1 lbs)
Rations (1lb)
Waterskin (4lb full)
Silk rope (5lb)
Torch (1lb, 20x20 ft)
Flint and Steel
Steel Breastplate (30lbs, 10 hardness, 25 hp) (Comes with a helmet and greaves)
Maximum Dex Bonus:+3
Armor Check Penalty:–4
Arcane Spell Failure Chance:25%
Hardness:10
Special Abilities: Able to turn undead
Scar of Unlife: The character must have lost one level or had an ability score point drained by an undead creature. Even if the loss is later offset by magic, this is the scar of unlife that all hunters of the dead carry.
True Death: Undead slain by a hunter of the dead either by melee attacks or spells, can never rise again as undead. They are forever destroyed.
Hit die: d8
Alignment: Lawful Good
Deity: Ragathiel
Languages: Undercommon, common
STR: 15
DEX: 15 +2
CON: 11
INT: 10 +2
WIS: 13
CHA: 15
Class Features:
Detect Undead: At will, a hunter of the dead can use detect undead as if casting the spell of the same name.
Spurn Death's Touch: Merrick applies his Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves.
Spells:
Daylight: The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).
Cure Moderate Wounds: This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10)
Bull's Strength: The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Darkvision: The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Skills:
Concentration (CON)
Heal (WIS)
Knowledge (religion) (INT)
Search (INT)
Ride (DEX)
Profession (WIS)
Will this suffice?
Absolutely!
One more idea. What if the Dragonkin Sorcerer... has no problem with humans. I kind of hate how regardless of the sorcerers species, they always want to wipe out humans and nothing else, even the sorcerers that ARE human. It might be an interesting plot twist if humans weren't a main target.
well, I am ready to start whenever, if you need my input let me know.
And so it begins!
And I don't believe I've had that problem with sorcerers. To me, that sounds strange and foreign, but I haven't had the same experiences as you have. My sorcerers only develop problems with certain races (usually dwarves), that slight them too often. Varies by game, of course, as no game plays the same.
I'm currently playing the newest adventure path, Strange Aeons, and am playing a vampiric bloodline sorceress. I don't think there'll be many human enemies, honestly.
And I don't believe I've had that problem with sorcerers. To me, that sounds strange and foreign, but I haven't had the same experiences as you have. My sorcerers only develop problems with certain races (usually dwarves), that slight them too often. Varies by game, of course, as no game plays the same.
I'm currently playing the newest adventure path, Strange Aeons, and am playing a vampiric bloodline sorceress. I don't think there'll be many human enemies, honestly.
Sounds awesome Miss. Wish I could find a solid group near me.
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