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  #46  
Old 08-15-2019, 11:32 PM
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  #47  
Old 08-15-2019, 11:49 PM
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  #48  
Old 08-16-2019, 01:12 AM
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  #49  
Old 08-16-2019, 08:24 AM
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Renlo the Magnificent
right-aligned image

Name: Renlo the Magnificent

Age: 18

Race: Goblin

Regional Feat: Artist (You gain a +2 bonus on all Perform checks and on checks with one Craft skill that involves art, such as calligraphy, painting, sculpture, o r weaving. In addition, i f you h ave the b ardic music ability, you may use it three additional times per day. For example, a 3rd-level bard with this feat could use her bardic music ability six times per day.)

Gender: Male

Alignment: Neutral GoodNeutral Good

Class Build: Bard 1





Feats and Features:

Armor Light Armor Light

Bard Weapon Proficiency Bard Weapon Proficiency

Simple Weapon Proficiency Simple Weapon Proficiency

Shield Proficiency Shield Proficiency

Bardic KnackBardic Knack (PHB II, Page 35)

Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.

The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.

Level: 1st
Replaces: If you select this class feature, you do not gain bardic knowledge.
Benefit: When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.
Bardic Knack

Bardic MusicBardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Bardic Music

CountersongCountersong (Su):

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Countersong

FascinateFascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Fascinate

Inspire CourageInspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Courage

Hidden TalentYour latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic feats, metapsionic feats, and psionic item creation feats. If you have or take a class that grants power points, the power points gained from Hidden Talent are added to your total power point reserve. (Demoralize: Demoralize
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Mental and olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.)
Hidden Talent


Appearance: Renlo is average size for a being of his size standing just under 3 and a half feet in height and weighing a whopping 40 pounds. The little hair he does have is dark in color and sparse. He has the typical sharp teeth and off colored green skin of his kind as well. What makes Renlo stand out is his what some would call garish garments designed to draw attention.

Personal Info
Goals:
 


Backstory:
 


Personality:
 


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Last edited by JaredSyn; 08-16-2019 at 03:01 PM.
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  #50  
Old 08-16-2019, 11:59 PM
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I will be reviewing all applications and will be making my selection Sunday night. Thank you for all the amazing characters that are on here.
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  #51  
Old 08-18-2019, 09:53 AM
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Name: Gunter Silvermane

Race: Human/Half Minotaur

Age: 18

Class: Cloistered Cleric

Role: Melee and Caster

Planned Progression: Cloistered Cleric 1, Duskblade 19

Appearance: A towering 8ft tall man beast of brown fur and armor. His horns protrude from his head and curve sideways and towards his snout. There is little to see of his human side except for the eyes. His armor is emblazoned with Lathander’s symbol Sunrise made of rose, red, and yellow gems. His blue eyes blaze out from under his head piece. He carries a very large Great sword on his back next to his long bow.

Basic Background: Gunter does not know where or when he was born. He can only assume somewhere near Caleah where he was left at a church of Lathander. He was left to perish because whomever his parents were thought he was monster. An abomination of human and beast.
Luckily, for him the priest that found him had mercy and kept him alive. He was raised an orphan with the church. They raised him as one of their own, with obvious differences. He had a voracious appetite to learn whether it was clerical, martial or magical studies. He studied hard and played harder sometimes to the detriment of others. They realized he needed to spread his wings so to speak.
On his 18th birthday it was time for him to explore the world and learn more than what was taught in a book or from his peers and masters. He was sent out into Shalm under the guise to spread the word of Lathander, but the priests knew it was to find his true destiny.

Last edited by Clawsome; 08-18-2019 at 10:03 AM.
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  #52  
Old 08-18-2019, 05:52 PM
Auron3991 Auron3991 is offline
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  #53  
Old 08-18-2019, 10:56 PM
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After a long time of pouring over every character sheets, the decision has been made. I have reached out to those who I have selected. This was a very hard choice and took a long time. All the characters were amazing! Thank you for your interest in the game.
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  #54  
Old 08-19-2019, 12:54 PM
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Can I still apply today? I know it is well after your deadline.
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  #55  
Old 08-19-2019, 03:09 PM
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I have already selected the characters for the game.
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  #56  
Old 12-06-2019, 01:47 PM
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I am looking for a player or two to join in on our game. We are about to get into a big fight and need some extra power. Feel free to ask any questions you have. Character creation rules are on the first page.
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  #57  
Old 12-06-2019, 02:25 PM
WideningGyre WideningGyre is offline
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Quote:
Originally Posted by Mack View Post
I am looking for a player or two to join in on our game. We are about to get into a big fight and need some extra power. Feel free to ask any questions you have. Character creation rules are on the first page.
  • Would you be willing to comment on the basic class mix/roles of the existing party? Stepping on toes is never fun.
  • Any guidance for how quickly advancement is planned, broadly speaking? Really, this is just me asking if I should be worried about prestige classes and capstones and all that jazz.
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  #58  
Old 12-06-2019, 04:37 PM
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Here is the current party breakdown
 


I plan on quick advancement. You will gain the first few levels quickly in the story.
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  #59  
Old 12-10-2019, 01:05 PM
WideningGyre WideningGyre is offline
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Sorry for the delay. I was really tempted to take a shot at an abjurer build I've been mulling for years, but that's a pretty caster-heavy party already. Sometimes, it's nice to have a friend who hits things. Accordingly:

BasicsName: Spire
Race: Half-Giant [Expanded Psionics Handbook, or the SRD]
Age: 19
Class: Fighter 1 (Dungeoncrasher ACF) [Dungeonscape]
Role: Low-AC, moderate-to-high-damage melee; at 3+, physical control
Intended Progression: Fighter (Dungeoncrasher) 6 / Psychic Warrior 2 / War Mind 10 / XX 2?

BackgroundAt best, Spire looks on first impression like a gladiator. At worst, like some sort of thug. And to be sure, his grandfather had come down out of the hills to fight in the pits, or so he was told in childhood stories. But Shalm is a different place now than it used to be; the fighting pits are closed (or at least the public ones are). The land is peaceful and even crime is kept largely in check.

But there are whispers of dark tidings on the horizon. Spire has felt it too, an unease settling across the land. It would be easy for someone of his innate potential to take advantage of a darkening of the land. But Spire isn't so cruel or callous. The lifespan of his people is short by the standards of many other races, and he'd rather leave his mark on the world as a hero than a villain... even if the sound of crunching his enemies into the walls is a rather satisfying one. In general, he's honest, friendly, and more insightful than might be expected. He has an oddly upbeat fatalism; he lives by the sword and fully expects to die by it as well, but seems satisfied by the idea of such a fate, so long as he's made a bit of a difference, and left the world better than how he found it.

Also, while he's certainly not going to be mistaken for a brilliant thinker, Spire is literate and has made a surprising effort to study his people's past. He suspects that once, long ago, they were far more psionically capable. In quiet times, he dreams of recreating such an art, blending the powers of the mind with the powers of steel. But if that is to come to pass, it will be a long time coming. For now, he is bigger and stronger than those around him, and that's talent enough.

AppearanceOne thing about Spire is what everyone notices. He's big: just under 8 feet tall and near to 400 pounds. Aside from his size, he wears his black hair long, braided back into a horsetail. His brown eyes contrast little with his tanned skin.

More often than not, he's dressed for battle. It's not that he's looking for fights, necessarily. But they do seem to find him. Besides, it's easier to get an armorsmith to accommodate him than it is a high-fashion tailor. He doesn't get many high-society dinner invites anyway. Capping off his typical garb is an oversized length of chain, the links adorned with razor-sharp barbs. Dangerous to use, but more dangerous to face, and impossibly unwieldy for someone of standard human build, Spire wears it like a belt when there's no cause to bloody its points.
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  #60  
Old 12-10-2019, 06:48 PM
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@mack are you still looking? I would love to play some 3.5 D&D! My concept would be:

Horashimor

Alignment: NG
Age: 161
Race: Gnome
Class: Sorcerer
Level: ?
Stats: STR 9 DEX 9 CON 13 INT 11 WIS 13 CHA 19

Background: Raised by Gnomes and friends with many Halflings, Horashimor does not like cities. He as Agoraphobia and hates crowds. He likes to be alone, but realizes that if he ever wants to become better, he should have friends. Thus he has joined up with the party to do so. He values thinking and laughing. He enjoys drinking mead and is somewhat of a budding alcoholic. He wants to eventually have a family, but many Gnomes shun him as a Sorcerer, thinking that he should have been an Illusionist.
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