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Shining Force Central Forums > General Chatter > Shining Force: The Chaos War Part II

Posted by: TheUnknownMarine Thu Jun 30, 2005 7:55 am
((I've had prior approval from TTG for a while on this.)) : "This is... This is terrible... Things have gone so wrong... But there's still time! Plenty of reading left to do! But... Why am I in the book? It... It must be a coincedence..." : "Oh, hello. I'm sorry. My name's Simone. I was in the middle of reading this book... It's really long. I'm pretty far into it, but I guess you can read it with me if you like. What's your name?"
Guardiana is in flames, its queen corrupted and led astray. Several of the heroes of old lay slain, others are corrupted or are desperately trying to rally the forces of good.
The Castle of the Ancients has risen from its watery grave and disgorged an ancient army of undead armed with their millenium old weapons of power.
Western Rune is in chaos as cults and monsters ravage the lands with the capital of the Runic Alliance ruined and the Army in complete disarray. Loyalists to Queen Anri have invaded and taken Alterone and appear to be planning yet more conquests in the name of their monarch.
And across the sea, in Cypress, there is no word from the mainland save vague reports that Queen Anri has gone power mad and is seizing some of the neighboring lands.
However, the Prince and his companions who left some time ago to put a stop to the monster raids plaguing the fair land have not yet returned...
But all is not lost. Heroes are being gathered to find the lost Prince...
Shining Force: The Chaos War
Cypress Campaign: Siege of the Strife Lords
As with the first part, SF CW 2 will conform to 3E rules. Please create a character of third level or equivalent. All heroes will have received a message at some point directing them to Cypress Castle, Cypress' capital. The message might promise glory, riches, fame, knowledge, or simply appeal to the bearer's good nature, but it will always be tailored to the individual. All characters will start in Cypress.
I know several players are returning, so I will let them post their characters. That will give a good example of what to do with no effort on my part.
There is no intro music this time because Grom's music site's SF CD section won't work. Bugging him to fix this would be great.

Posted by: VoxPVoxD Thu Jun 30, 2005 8:43 am
Name: Zook Jimbeddo Bollynock Frenkalter Steamwhistle Aleslosh Alignment: Chaotic Good Description: A remarkably simian gnome, standing about 3 and a half feet in height. He was fascinated by mechanical things a a child, and dedicated his life to their study, refinement and creation. Zook was enticed by the summons; the opportunity to see technology in action always went hand in hand wiht mortal danger. Zook is good-natured but incredibly eccentric and independent. Has a very dark sense of humor, and a high, screeching maniac cackle. Zook constructs firearms and is proficient in their use.
History: Born and raised in the Cypress Mountains, Zook led a typical gnome's life. But, Zook was never enticed by more traditional gnomely pursuits. He had no patience for magic or gemwork, so he spent time in the libraries and forges and laboratories of his home, studying the art of engineering.
He studied the great treatises on the subjects of mechanics and engineering; he learned how to craft workable parts from raw materials, both metallic and alchemical; he tested again and again the laws of physics and aerodynamics.
By the age of 50, he had completed his extensive training and was ready to garner his experience from the wider world. For 3 years no golden opportunity presented itself, and Zook was resigned to hone his marksman skills on the birds that made a home on the next mountain over. When the call to Cypress came, Zook was more than eager. In fact, his eagerness drove him to jury-rig some other promising adventurers out of going (he was sure they'd stop limping in a few days).

Posted by: Aldur Thu Jun 30, 2005 4:23 pm
It's not Grom's. The music and stuff put there isn't done by him, I believe he hosts it just. Name:Amelios Adelhyde Alignment: Chaotic Good Bio: Was a temple priest to who tended to travel around various cities, acting as a go-between for The various temples of Mitula. He knows something of the ways of travelling, and being a half elf tends to get on well with everyone. He was raised in an orphanage and entered the priesthood at a young age, learning much. He's a devouted person and answered the call, feeling it his duty to help protect the kingdom.
**
So yeah, my sheet is text based, so next time I catch you on AIM TUM I 'll send it.

Posted by: Kaihaku Thu Jun 30, 2005 4:41 pm
Name: Cedric the hammer Race: Human Class: Paladin Lv. 3 Age: 27 Apperance: A tall noble looking human with reddish browh hair and a short beard. He seems to radiate confidence and strength.
History: A Holy Knight in the service of the Goddess Mitula, Cedric has become known as the Hammer for his choice in weaponry. Despite his blunt choice of weaponry, Cedric is far from tactless and has often defeated enemies that if faced with brute force would have resulted in his defeat. His reasons for becoming a Knight are not well know, what is known is that he is driven by an inner fire to protect the weak and innocent from those who would harm them.
18 STR + 4
10 DEX + 0
14 CON + 2
14 INT + 2
11 WIS + 0
18 CHA + 4
HP: 26
AC: 10 + Armor + Shield + Dex + Size + Misc : 10 + 6 + 2 + 0 = 18
Initiative: 0
Speed: 20 ft armored, 30 ft unarmored
Base Attack: 3
Melee: 3 + 4 = 7
Ranged: 3 + 0 = 3
Fort: 3 + 2 + 4 = 9
Reflex: 1 + 0 + 4 = 5
Will: 1 + 1 + 4 = 6
Weapons:
Magical Warsledge +1: (9, 1d10 + 5, 20 : x3)
1d10 + 1, x3 critical, Bludgeoning, 10 lb
Armor:
Splint Mail: + 6 AC, Max Dex + 0, Armor Check - 7, ASF 40%, Speed 20, 45 lb
Buckler: +1 AC, - - - - - -, Armor Check - 1, ASF 5%, - - - - - - -, 5 lb
Buckler: +1 AC, - - - - - -, Armor Check - 1, ASF 5%, - - - - - - -, 5 lb
Gear:
Gaunlet, locked 10 lb
Holy Symbol, Silver 1lb
Traveler's Outfit 5 lb
-Pouch, Belt 1 lb
Flint and Steel -
-Mule and Pack
Hammer 2 lb
Trail Rations (5) 5 lb
Soap 1lb
Tent 20 lb
Manacles 2 lb
Blanket, Winter 3 lb
Bedroll 5 lb
Lamp, Common 1lb
Oil (1 pint flask) 1lb
Oil (1 pint flask) 1lb
Waterskin 4 lb
Silk Rope 5 lb
Bell
Money:
GP: 33
SP: 2
CP: 5
Skills: (2 + Int per level / Max Ranks 6)
Concentration CON: 5 + 2 = 7
Diplomacy CHA: 6 + 4 = 10
Handle Animal CHA: 4 = 4
Heal WIS: 1 + 1 = 2
Knowledge(Religion) INT: 2 + 2 = 4
Knowledge(Nobility) INT: 1 + 2 = 3
Sense Motive WIS: 6 + 1 = 7
Ride DEX: 6 + 0 = 6
[CC] Perform(Sing) CHA: 1 + 4 = 5
Special Abilities:
Paladin:
Weapon and Armor Proficiency: Simple/Martial Weapons, All Armor, All Sheilds
Detect Evil: At will.
Divine Grace: Charisma Bonus to all saves.
Lay on Hands: Charisma Bonus * Level = Amount healed each day. (12/12)
Divine Health: Immune to all Disease
Aura of Courage: Immune to fear, +4 Morale to allies against fear
Smite Evil: CHA added to attack bonus, level added to damage, once a day.
Human:
+ 4 Skill Points
+1 Feat
Feats:
Power Attack (Take up to your base attack bonus off of your attack roll and add it to your damage roll.)
Combat Expertise(Take up to 5 off of your attack roll and add it to your AC.)
Weapon Focus(Warsledge)
Spells: None

Posted by: Dark Maiden Thu Jun 30, 2005 6:09 pm
Ok, here I am! I did state to TUM that I will be a half elven Monk, but I will post my statistics when I get home. I have most of it already done with the exception of two things. How much money do we start with, and what system are we using for ability scores? 4d6, 5d6, or point buy?

Posted by: Rusty Thu Jun 30, 2005 6:11 pm
I'll post my charrie later. Note that I am signing up.

Posted by: Nightmare Thu Jun 30, 2005 7:09 pm
I'm also signing up... I'm just really lazy and don't feel like putting any effort in right now... so this'll be edited in the near future.

Posted by: Rusty Thu Jun 30, 2005 7:13 pm
I hope you're not lazy and actually put forth effort into the game, then. lol

Posted by: Nightmare Thu Jun 30, 2005 7:17 pm
Not to worry, Knight'll be on my ass every second he sees me on-line if I'm supposed to be doing something. (He pestered me for over a week just to join this... which was over a month ago IIRC)

Posted by: Aldur Thu Jun 30, 2005 7:19 pm
While I invited myself. And pestered Knight endlessly on the rules.. Hehehe.

Posted by: TheUnknownMarine Thu Jun 30, 2005 7:44 pm
Rules addendum: I can't remember what I told everyone the starting gold was at, so I am redeclaring that it's 900. You may purchase more equipment accordingly.

Posted by: Aldur Thu Jun 30, 2005 8:22 pm
I see. Incidentally Knight told me 2700. XD

Posted by: TheUnknownMarine Thu Jun 30, 2005 8:41 pm

QUOTE (Aldur @ Thu Jun 30, 2005 8:22 pm)
I see. Incidentally Knight told me 2700. XD

Fudge it. Fine. Take your 2,700 gold. Happy now???
Next time I'm getting the damn starting money posted in concrete...
EDIT: This is the link to the SRD rules for those of you without the books.
http://www.d20srd.org/

Posted by: Dark Maiden Thu Jun 30, 2005 8:54 pm
*Dismembers Aldur* Leave our GM alone! 900 is more than fair! *Grumbles* Whiner

Posted by: Damas Heretic Thu Jun 30, 2005 9:34 pm
I was told about the rpg here and thought it might be interesting so if I'm permitted to join I'd like to play an elven sorcerer.

Posted by: VoxPVoxD Thu Jun 30, 2005 9:39 pm

QUOTE (Dark Maiden @ Thu Jun 30, 2005 3:54 pm)
*Dismembers Aldur* Leave our GM alone! 900 is more than fair! *Grumbles* Whiner

Don't look at him, dismember Knight.
Or, you know, cast Inflict Serious Wounds on him.

Posted by: Century Thu Jun 30, 2005 9:51 pm
Yeh, I'm gonna have a chat with Kev again before I sign up. Since I don't know what's going on, yet he recruited me and stuff...

Posted by: TheUnknownMarine Thu Jun 30, 2005 9:56 pm

QUOTE (Damas Heretic @ Thu Jun 30, 2005 9:34 pm)
I was told about the rpg here and thought it might be interesting so if I'm permitted to join I'd like to play an elven sorcerer.

Do you know how to play D&D? Also, have you ever RPed on a board before?

Posted by: Twitch Thu Jun 30, 2005 10:03 pm
Count me in, seeing as how I have time not choked up with Nuke school crap. Character to come shortly assuming slots are still open.

Posted by: Arcdragnbreth Thu Jun 30, 2005 10:35 pm
I'm here, I'm here... Not going to have my spot taken. Char sheet will be up sometime in the next day or so. EDIT: And here it is... =======================================================
Ashathel is a jolly man, who delights in learning despite the fact he sometimes misses the idea of things. Originally a Wizard, he soon discovered he didn't quite enjoy it as much as he thought he would, and returned to his home. Finding that his brother, Faralon, was preparing to set out as well, Ashathel chose to leave again as well - though this time, as a Swashbuckler.
Name: Ashathel Faesaen
Race: Elf
Class: Level 2 Wizard / Level 1 Swashbuckler
Alignment: Chaotic Good
Size: Medium
Age: 148
Gender: Male
Height: 4'11"
Weight: 170 lbs
Eyes: Blue
Hair: Blonde
Skin: Pink
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 23
AC: 15
INIT: 1d20 + 4
FORT: +2
REF: +4
WILL: 0
Base Attack Bonus: + 2
HD: d10
Base Movement: 30
=== Abilities ===
STR: 13 (+1)
DEX: 18 (+4)
CON: 15 (+2)
INT: 18 (+4)
WIS: 11 (+0)
CHA: 11 (+0)
=== Skills ===
(W) Concentration (Con): +4
(W) Decipher Script (Int): +1
(W) Knowledge: Arcana (Int): +1
(W) Knowledge: Architecture (Int): +1
(W) Knowledge: Dungeoneering (Int): +1
(W) Knowledge: Geography (Int): +1
(W) Knowledge: History (Int): +1
(W) Knowledge: Local (Int): +1
(W) Knowledge: Nature (Int): +1
(W) Knowledge: Nobility (Int): +1
(W) Knowledge: Religion (Int): +1
(W) Knowledge: The Planes (Int): +1
(W) Spellcraft (int): +1
($) Craft (Int): +0
($) Profession (Wis): +0
(S) Balance (Dex): +2
(S) Bluff (Cha): +2
(S) Climb (Str):
(S) Diplomacy (Cha): +2
(S) Escape Artist (Dex): +2
(S) Jump (Str):
(S) Sense Motive: +1
(S) Swim (Str):
(S) Tumble (Dex): +2
(S) Use Rope (Dex):
(O) Perform: Dance (Cha): +2
(O) Perform: Sing (Cha): +2
=== Feats ===
(O) Power Attack
(O) Simple Weapon Proficiency
(O) Martial Weapon Proficiency
(O) Light Armor Proficiency
(O) Weapon Focus: Rapier
(O) Weapon Finesse
=== Languages ===
(O) Elven
(O) Common
(O) Draconic
=== Spells ===
<} Slots {>
(O) Lvl. 0: 4
(O) Lvl. 1: 2
<} Spells {>
[] Level 0
(O) All
[]Level 1
(O) Protection from Evil
(O) Shield
(O) Magic Missile
(O) True Strike
(O) Expeditious Retreat
(O) Mage Armor
(O) Shocking Grasp
(O) Enlarge Person
(O) Color Spray
(O) Sleep
=== Weapons ===
(O) Mwk Rapier +1 {1d6 dmg, 18-20/x2 crit, 2lbs}
(O) M. Mwk Comp. S-bow +3 {1d6+3 dmg. X3 crit, 2lbs}
=== Armor ===
(O) Mwk Chain Shirt {AC + 3, MAXDEX + 4, CHKPEN - 1}
=== Shield ===
NONE
=== Inventory ===
(O) Arrows [20]
(O) Spell Component Pouch
(O) Ink and Quill
(O) Spellbook
=== Natural ===
(O) Darkvision (60ft)
(O) Automatic Search check on all secret/concealed doors
(O) Immune to magic sleep effects
(O) +2 save against enchantments

Posted by: Dark Maiden Thu Jun 30, 2005 10:54 pm
I was the one that told him *Raises hand* Eric is my...err...friend I will speak on his behalf and say that he roleplays well. Besides, I'm here to motivate him

Posted by: Critical Mass Thu Jun 30, 2005 10:58 pm
Anthro bat druid< feats probably Greenbound Summoning and Extend Spell< most money will probably go into Creeping Cold material components> I"ll edit in the rest when I have time (and the books) to flesh it out>

Posted by: Damas Heretic Thu Jun 30, 2005 11:10 pm
well I played dnd once that was quite a long while ago though and I've rp'd in a forum before just not dnd style

Posted by: TheUnknownMarine Thu Jun 30, 2005 11:38 pm
http://www.geocities.com/big_carl_myradon/SF_world/racial_levels.htm That's the link for the SF races.

Posted by: Aldur Fri Jul 01, 2005 12:03 am

QUOTE (Dark Maiden @ Thu Jun 30, 2005 7:54 pm)
*Dismembers Aldur* Leave our GM alone! 900 is more than fair! *Grumbles* Whiner

Excuse me? Learn to gauge what people say. Not one word in my post implied whining. ^^ And it ended with "XD" I was just being informative.

Posted by: Knight_019 Fri Jul 01, 2005 12:05 am

QUOTE (TheUnknownMarine @ Thu Jun 30, 2005 3:41 pm)
Fudge it. Fine. Take your 2,700 gold. Happy now??? Next time I'm getting the damn starting money posted in concrete... EDIT: This is the link to the SRD rules for those of you without the books. http://www.d20srd.org/

QUOTE ("AIM CONVERSATION BETWEEN KNIGHT AND TUM")
Session Start (Knight00019:TheUnknownMarine): Thu Jun 02 20:06:23 2005 Knight00019: What's starting gear for the next incarnation of SFCW? TheUnknownMarine: Third level Knight00019: k

QUOTE ("SRD")
Wealth by Level 3rd: 2700 gp

So nyah
So, for the introduction of my character, here it goes.
Merkass, the Archer/Skill Monkey extraordinaire!
In his early days, Merkass had lead an average life among the Catfolk. He had beliefs no different than any of his peers, and he had spent his childhood wandering the plains of Cypress, looking to increase his hunting prowess so he might one day become as stealthy as the leaders of the Pouncing Lion clan. Always, he paid homage to the spirits of the hunt and travel, hoping that they would allow his luck to flourish in both his stalking of game and his toussles with peers. As he aged further, he began to keep a collection of sentimental trinkets on his person. On scrutinously close observation, one might notices the small bulges in his pockets or that not all the hair of his mane is his own. Pieces of fletching from lucky arrows, hairs of formidable beasts, and small, marked stones from sacred or sentimental locations might all be found on his person. His most recent trinket, however, has brought him on the path of adventure and into the land of the more civilized races
A few years ago, while Merkass was still a young teenager, he and a group of friends overseen by some of the elders were out practicing a routine skirmish. On the edge of the horizon, a few shambling creatures were spotted. At first glance, they seemed like easy targets, and so the young group of teenagers made a move across the plains to engage these new targets. As they closed in, they soon discovered that these were no form of wild beast or natural creature. Instead, these shambling monstrosities were a group of undead soldiers, slowing pacing their way across the plains. A few of Merkass' friends felt that their sloth-like pace would make them easy targets, though Merkass warned otherwise, and that their elders should be consulted. The first blow from the undead marked his words to be the wiser course of action. Jerrar went down first, and the undead creature lumbered over his felled body and began to slowly tear into his tough flesh. The sight would scar Merkass forever, watching as the gangrenous, humanoid creature began to strip flesh chunk by chunk and peel by peel with no intent beyond doing so. In anger, another of his friends lashed out with his dagger, pouncing from a distance away. Unprepared as the undead was, the blow from the dagger lodged in the top center portion of its back seemed to have little effect on it. It followed by swing around and backhanding his other friend and sending him flying so it may finish its experimenting. Some began to flee, others still felt they could hold their own. Merkass, however, ran as fast as he could toward the elders to report the events. The elders were shocked, not having heard reports of undead or other similar monstrosities in years. Merkass was sent in to the Catfolk village to warn the others, while the elders who had been watching them made their way to assist whatever young ones may be left.
Within a few minutes, the ever eager Catfolk tribe was ready and on the move, out to investigate what had happened. Instead, carnage was found. The elders were badly wounded, and some tens more undead seemed to be coming. The three undead creatures that had begun lay dead, but the numbers of his friends laying nearby were more. The undead that had been stabbed had apparently broken the blade from its tough skin, and marking this day Merkass took the hilt as a trinket to always keep with him. Merkass had been told to stay back and observe, for even though he was young and may be in danger, he may learn from the experience of his elders. In the end, the undead were finished from the hit and run tactics and distance abilities of his Catfolk people, though a number had been killed or severely injured on his side as well. His parents had done well, and he had something to be proud of, as they were always proud of his successes. Moreso, his parents had come out alive, as some others hadn't, so he could be considered lucky as well. Even so, those that hadn't made it, such as those of his friends who had foolishly stayed back, left an emptiness inside him that left him wanting to rid such evil, unnatural creatures from the world. Within a short amount of time, Merkass would pass into adulthood, and this memory would bring him into the realm of the more civilized races and the service of the kingdom of Cypress.
In Cypress he would learn about the teachings of Mitula, which would cause him to say prayers to her as well as the spirits that had guided him through his life. Various stones and items would be collected in Cypress, but none would be as powerful as the one he had collected on that day.

Posted by: Dark Maiden Fri Jul 01, 2005 1:11 am
Sorry Aldur, but I'm not in a good mood today. Hot over here, and I'm cranky. Sorry

Posted by: Aldur Fri Jul 01, 2005 1:49 am
Always hot where you are I'm sure. No worries. XD

Posted by: DragonmasterDon1 Fri Jul 01, 2005 3:43 am
I think I'm done with the exception of two things - looking up the possibility of buying more spells to scribe into my spellbook and I need to get statistics for my familiar. Isyndel Rhoe'wyn Alignment: Lawful Good Class: Wizard Race: Elf
Sex: Female
Age: 46
Exp: 3000/6000
Gold: 1315 GP, 8 SP
Background/Physical Description: (Work in Progress)
Isyndel was born in a secluded forest village in Cypress named Brodaleaf. The people of her village spent a great deal of time delving into the secrets of the arcane, and naturally Isyndel's training reflects this. Like many elves she is quite fond of her homeland and of her people and not particularly fond of many outsiders, though in her travels she has found herself able to deal with them despite their shortcomings. A bit snobby, perhaps even haughty, but she means well.
Her skin is white; her features delicate. Thick azure locks fall beyond her shoulders and gentle blue eyes suit her well even when she's frowning upon someone or something. She bears an ornate robe that has been precisely stitched for her wear: it's lavender; the hood falls behind a backpack that she carries, and bright silver stitchings trail down a v-shaped opening that ceases below the neckline just slightly above the first traces of her modest cleavage. The sleeves are bare until the edges where matching silver stitching resumes just above the wrist leaving plenty of freedom for wrist and hand movement. A decorative belt about the waist also doubles as a holder for a belt pouch. The lower half of the robe is split below the thigh allowing a bit of leg to be exposed from the sides, and under it are nearly knee-high traveling boots.
Race: Elf (+2 DEX, -2 CON) [Average Mod in Parenthesis]
STR 10 (No Mod)
DEX 17 (+3)
CON 14 (+2)
INT 16 (+3)
WIS 12 (+1)
CHA 12 (+1)
HP: 15
AC: 13 (+1 from Bracers = 14)
Initiative: +3
Speed: 30 ft
Base Attack: +1
Melee: +1
Ranged: +1 (+3)
Fort: +1 (+2)
Reflex: +1 (+3)
Will: +3 (+1)
Weapons:
Light Masterwork Crossbow (335gp, SDmg1d6, MDmg1d8, crit 19-20/x2, Range80ft, 4lb, Piercing. +1 attack roll)
Bolts (Qty50, 5lbs, 5gp)
Armor:
Bracers of Armor + 1 (1000gp, +1 AC, 1lb)
Gear:
Backpack (2gp)
Spellbook (15gp, 3lb)
Component Pouch (5gp, 2lb)
Ink (8gp)
Inkpen (1sp)
Bedroll (1 sp, 5lb)
Paper (4sp)
Parchment (2sp)
Pouch, Belt (1gp)
Waterskin (1gp)
Skills: (2 + Int Modifier)
Listen (WIS) 2 + 1 (Racial Skill)
Search (INT) 2 + 3 (Racial Skill)
Spot (WIS) 2 + 1 (Racial Skill)
Move Silently (DEX) 3 + 3 (Familiar Bonus)
Concentration (CON) 6 + 2 (Class)
Knowledge(Arcana) (INT) 6 + 3 (Class, +2 to Spellcraft)
Spellcraft (INT) 6 + 3 + 2 (Class, bonus from Knowledge A)
Decipher Script (INT) 2 + 3 (Class)
Knowledge (Nature) (INT) 5 + 3 (Class, + 2 to aboveground Survival)
Knowledge (Geography) (INT) 5 + 3 (Class, +2 to avoid natural hazards or getting lost)
Feats:
Scribe Scroll (Wizard Feat)
Spell Penetration (+2 Bonus to Caster Level Checks - 1d20 + Caster level)
Greater Spell Penetration (+2 Bonus to Caster Level checks; stacks with SP)
Familiar: Cat
Master gains +3 on Move Silent check, Need to get Stats
Sleet is Isyndel's familiar; a black cat with dull yellowish eyes and a small tuft of white fur under her neck. She tends to be timid unless provoked; typically sitting and staring a short distance from Isyndel unless beckoned. She'd be a vicious hunter; seemingly wild and feral yet approachable and friendly towards Isyndel, of course.
Other Race Traits:
Immunity to Sleep
+2 Racial Save to Enchantment Spell/effects
Low-Light Vision (2x normal Human)
Taking Elf Wizard 1 as a Substitution Level
1 - Generalist Wizardry - One extra level 1 spell at start.
At each level, One extra spell of any spell level accessible (learn 3 spells instead of 2)
May also prepare one additional spell of highest spell level per day.
Can Scribe Scrolls.
Spell Levels - (Int Bonus adds 1 to Level 1, 2, and 3. GWiz allows one extra of highest spell level)
Level 0 - 4 = 4
Level 1 - 2 (+1) = 3
Level 2 - 1 (+2) = 3
Spells in Spellbook:
All Level 0
Prepared - Daze, Detect Magic, Resistance, Disrupt Undead
Level 1 -
Burning Hands (Prepared)
Charm Person
Mage Armor
Magic Missile (Prepared)
Protection from Evil
Sleep (Prepared)
Shocking Grasp
Ray of Enfeeblement
Level 2
Melf's Acid Arrow (Prepared)
Scorching Ray
Flaming Sphere
Mirror Image (Prepared)
Web (Prepared)

Posted by: FreedomJu Fri Jul 01, 2005 5:46 am
D&D newbie reporting in! Name: Van Akei Race: Human Class: Fighter Alignment: Neutral Good
Size: Medium
Age: 29
Gender: Male
Height: 5'9"
Weight: 162
Eyes: Brown
Hair: Dirty blonde
Skin: Light tan
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 31
AC: 17
INIT: 2
FORT: 5
REF: 3
WILL: 2
Base Attack Bonus: +3
HD: d10
Base Movement: 30
== Abilities ==
STR: 17 (+3)
DEX: 14 (+2)
CON: 14 (+2)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 11 (+0)
== Skills ==
Jump (6)
Craft (6)
Intimidate (6)
== Feats ==
Dodge
Power Attack
Cleave
Mobility
Spring Attack
== Languages ==
(O) Common
(0) Giant
== Spells ==
== Weapons ==
Masterwork Guisarme
== Armor ==
+1 Chain Mail
== Shield ==
== Natural ==
== Inventory ==
Lamp
Tent
Waterskin
3 chunks of cheese
3 chunks of meat
Backpack
671 GP
86 SP
While Van is a kind person at heart, he is willing to take up his blade to fight against what he deems wrong and unjust. For the most part he acts as he pleases, but sometimes he will do as others say if they are a type of person he can look up too. For the most part he is fairly quiet and reserved.

Posted by: Critical Mass Fri Jul 01, 2005 9:40 am
Name: Rhizor Eyeclone Race: Anthromorphic Bat Class: Druid Alignment: True Neutral Size: Small
Speed: Five foot land< fourty foot fly (average)
Age: Middle aged
Gender: Male
HP: Twentyseven
AC: Fifteen
Init: Plus two
Fort: Six
Ref: Three
Will: Ten
BAB: Three
Str: Eight
Dex: Fourteen
Con: Sixteen
Int: Fourteen
Wis: Twentyfour
Cha: Eleven
Skills: Later
Feats: Greenbound Summoning< Extend Spell
Languages: Common< Druidic< Auran< Terran
Spells: All kinds
Weapons: Small quarterstaff
Armor: Hide
Inventory: Creeping Cold mats< other stuff
This is a really rough draft and there may be mistakes> I"ll finish it up when I can use a keyboard that doesn"t suck ass>

Posted by: Rusty Fri Jul 01, 2005 4:55 pm
Name: Faralon Faesaen Class: Bard Race: Elf Alignment: Chaotic Neutral Size: Medium
Age: 37 years old (Roughly appearing 19)
Gender: Male
Height: 5'3
Weight: 135 lbs.
Eyes: Blue
Hair: Blonde
===
===
I'll also be sending TUM my notepad version, since that has a few things I couldn't quite fit on that sheet. It just doesn't look as pretty. lol

Posted by: TheUnknownMarine Fri Jul 01, 2005 6:12 pm
Those of you playing elves... A quick reminder. ELVES AGE DIFFERENTLY IN SHINING FORCE THAN IN NORMAL D&D. Elves age at half the rate of humans, meaning that you simply divide their age by two to get their approximate age. Edit: Replacement music since SFCD is not available:
http://www.fantasyanime.com/valhalla/ddsom_charselect.zip

Posted by: Wandering Dezorian Sun Jul 03, 2005 4:05 am
I'm in on this too. Stats posted later, but I'm a birdman merchant.

Posted by: Cyrus Sun Jul 03, 2005 5:19 am
I'm in, as always. Castor Male Minotaur Level 3 HD 2d8 + 10 (24) True Neutral
Brown Hair and Eyes
7' 4"
Str: 17+4=21 (+5)
Dex: 15+2=17 (+3)
Con: 17+2=19 (+4)
Int: 14-4=10 (+0)
Wis: 11 (+0)
Cha: 11 (+0)
Fort: 1(Base)+4(Con)=5
Ref: 3+3(Dex)=6
Will: 3+0(Wis)=3
AC= 10+5(armor)+2(Dex)+3(Natural)=20
Init: 2(dex)+0(Misc)=2
Base land speed: 30'
BAB= 2
Melee Attack bonus= 3+5(STR)+1(MWK Axe)=9
Ranged AB= 3+3(Dex)=6
Grapple= 3(BAB)+5(STR)+0(size)=8
Languages: Giant, Common
Weight allowance(lbs.): Light(153), Med(154-306), Heavy(307-460), Lift over Head(460
), Lift Off Ground (920), Push/Drag (2300)
Feats/SA: Power Attack
---
Gore attack: 1d6+Str normal/2d8 + 1 1/2Str while charging
Keen Senses: +1 to Spot, Search, and Listen
Darkvision 60'
Natural Cunning: Can't get lost
Skills: Craft(painting): 2(4ranks, cross-class)
Intimidate: 4(4ranks)
Listen: 1(SA)
Spot: 1(SA)
Search: 1(SA)
Comprehend Language: 1(2ranks, cross-class)
Equipment: +1 Great Axe, Chain Mail, Cloak, Traveler's Clothes, Trail Mix(4), Waterskin
Castor had always been an exceptional minotaur. He was always stronger than many of the other minotaurs his age, and was performing feats of strength even some elder minotaur were unable to complete. However, he was not interested in the sparring and training that proved a young one's place among his people. His life's calling was drawing...though, he had very little to work with, and his pursuits weren't understood by those around him, who wondered why he didn't join in with the raid on human settlements. Thinking a more advanced culture would understand him, the then naive minotaur made the grave mistake of entering a human settlement, and barely ran fast enough to escape the flying pitchforks and torches. He realized that he would be valued for his muscle only, and not for his mind, and made the much more prudent move of hiring himself as a "problem solver" for certain unsavories to keep a roof over his head and food on his table. In the 3 years he's lived near humans, he's gained quite the reputation as a 'man' who gets the job done, and doesn't ask questions, along with a warrant no one is stupid enough to actually collect. While he still makes paintings from time to time, he keeps them hidden away. Who would hire a bonecrusher with a sensitive side? He answers the letter from Cypress, coming to the city for the prospect of money...Maybe enough so that he'll never fight again.

Posted by: Kyosokun Sun Jul 03, 2005 7:36 pm
I'm in, posting from an Airport though, character is all but finished (just need Equip). I get home ETA 9-9:30, expect a post briefly after that.

Posted by: Dark Maiden Sun Jul 03, 2005 7:59 pm
Name: Kethra Stormwind Class: Monk Level: 3 Race: Half elven Gender: Female
Age: 27
Size: Medium
Alignment: Lawful Neutral
-Ability Scores-
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 12 (+1)
Hit Points: 28
Armor Class: 18 (+1 armor, +4 dexterity, +3 wisdom)
Initiative: +4 (+4 dexterity)
Base Attack Bonus: +2
Hit Die Type: d8
Speed: 40 feet
-Saving Throws-
Fortitude: +5 (+3 base, +2 constitution)
Reflex: +7 (+3 base, +4 dexterity)
Will: +6 (+3 base, +3 wisdom)
-Attack Bonuses-
Melee: +4 (+2 base, +2 strength)
Ranged: +6 (+2 base, +4 dexterity)
-Weapons-
Unarmed Strike: +4 to attack/1d6+2 damage/x2 critical/Deals bludgeoning damage
-Protective Items-
Bracers of Armor (+1): +1 armor bonus to armor class
-Skills-
Appraise +1 (+1 intelligence)
Balance +12 (6 ranks, +4 dexterity, +2 synergy bonus)
Bluff +1 (+1 charisma)
Climb +2 (+2 strength)
Concentration +2 (+2 constitution)
Diplomacy +3 (+1 charisma, +2 racial bonus)
Disguise +1 (+1 charisma)
Escape Artist +4 (+4 dexterity)
Forgery +1 (+1 intelligence)
Gather Information +3 (+1 charisma, +2 racial bonus)
Heal +3 (+3 wisdom)
Hide +10 (6 ranks, +4 dexterity)
Intimidate +1 (+1 charisma)
Jump +3 (1 rank, +2 strength)
Listen +4 (+3 wisdom, +1 racial bonus)
Move Silently +10 (6 ranks, +4 dexterity)
Perform +6 (5 ranks, +1 charisma)
Ride +4 (+4 dexterity)
Scry +1 (+1 intelligence)
Search +2 (+1 intelligence, +1 racial bonus)
Sense Motive +3 (+3 wisdom)
Spot +4 (+3 wisdom, +1 racial bonus)
Swim -2 (+2 strength, -4 for gear)
Use Rope +4 (+4 dexterity)
Wilderness Lore +3 (+3 wisdom)
-Racial Traits-
Immunity to magic sleep
+2 save vs. enchantment
Low-light vision
+2 to Diplomacy checks
+2 to Gather Information checks
+1 to Listen checks
+1 to Search checks
+1 to Spot checks
Elven Blood
Favored Class: Any
-Class Features-
Unarmed Strike
Stunning Attack
Evasion
Deflect Arrows
Still Mind
Monk Weapon Proficiencies
Fast Movement
Flurry of Blows
AC Bonus
-Feats-
Ambidexterity
Two Weapon Fighting
-Languages-
Common
Elven
Sylvan
-Gear-
Backpack (2 gp, 2 lbs)
Bedroll (1 sp, 5 lbs)
Flint and steel (1 gp, 0 lbs)
Lantern, hooded (7 gp, 2 lbs)
Oil flask (1 sp, 1 lb)
Oil flask (1 sp, 1 lb)
Oil flask (1 sp, 1 lb)
Pouch, belt ( 1 gp, 1 lb)
Rations (5 sp, 1 lb)
Sack (1 sp, .5 lb)
Soap (5 sp, 1 lb)
Waterskin (1 gp, 4 lbs)
Potion of cure moderate wounds (300 gp, 0 lb)
Potion of cure moderate wounds (300 gp, 0 lb)
Potion of cure moderate wounds (300 gp, 0 lb)
Potion of cure serious wounds (750 gp, 0 lb)
Bracers of armor +1 (1000 gp, 1 lb)
(Weight Carried: 20.5 lbs)
-Funds-
0 cp
5 sp
37 gp
0 pp
-----
Appearance: Kethra is a beautiful young woman; about 5’3”, with a slender but sensual and well toned body. Her silky soft and flowing honey blond hair reaches down to her rear, and is usually not tied back. She has crystal clear blue eyes that seem to pierce souls, and soft pale skin with no marks or scars that are easy to see or worth noting.
Personality: Kethra is generally kind hearted and good natured, with a strong desire to help others. She can be a little bit brash, however, and sometimes jumps into fights without thinking. She also cannot and will not stand for being insulted. Since she has only ever been around other monks, she becomes shy and mousy around strangers, especially cute men.
Background/History: Kethra was found on the door step of a monastery as an infant, so she does not know anything about who her real parents are. She started her training as a Monk at the mere age of three, and learned much more quickly than the other Monks ever thought possible. The somewhat brash half elf was willing to take on any challenge, and often got herself into trouble for it. Before she could become a full fledged Monk, she was put through an extreme test of skill, bravery, resourcefulness, and wisdom. Despite her normally brash behavior, she passed the test. Recently, she received an invitation to the castle of Cypress, a call of sorts for heroes. Being the kind person that she is, she said her goodbyes to the Monks in the monastery and set of for Cypress.

Posted by: synbios10101 Sun Jul 03, 2005 11:43 pm
Can somebody tell me how much points can I spent on my caracter.Thanks.

Posted by: Big Poppa Mon Jul 04, 2005 12:14 am

QUOTE (synbios10101 @ Sun Jul 03, 2005 3:43 pm)
Can somebody tell me how much points can I spent on my caracter.Thanks.

42

Posted by: Rusty Mon Jul 04, 2005 12:19 am
Scare...

Posted by: synbios10101 Mon Jul 04, 2005 12:47 pm

QUOTE (Big Poppa @ Mon Jul 04, 2005 12:14 am)
42

Right...
Anyway here is my character
EDIT-here I edited somethig
Name:Altaros
Class:Wizard
Race:Human
Alligment:Chaotic Neutral
Size:Medium
Age:22
Eyes:Green
Hair:Black
Abilities:
Streinght 9(-1)
Dexterity 12(+1)
Constitution 14(+2)
Intelligence 17(+3)
Wisdom 17(+3)
Charisma 14(+2)
Hit points 20
Armor class 14
Initiative 6
Base attack bonus +2
Die 6d
Saving throws:
Fortitude +4
Reflex +4
Will +7
Attack bonuses:
Melle +4
Ranged +2
Weapons:
The Life Staff- gives -2 to attack and +2 to defnse
The Shadow Rod- gives +4 to attack, -3 to defense, Can equip only one of these staff
Protective items:
Silk robe- gives +3 defense and +2 movement
Skills:
Appraise +3
Balance +6
Bluff +4
Climb+1
Concentration +11
Diplomacy +2
Disguise +5
Escape Artist +4
Forgery -2
Gather Information +13
Heal +8
Hide +6
Intimidate +2
Jump -3
Listen +2
Move Silently +1
Perform +7
Ride -1
Scry +2
Search +6
Sense Motive +3
Spot +5
Swim -2
Use Rope -1
Wilderness Lore +2
Feats:
Advanced staff fighting (gives +2 to attack when figthing with staffs,rods etc.)
Basic robe defense (gives +1 to defense when wearing robes,mantels etc.)
Languages:
Common
Draconic
Gear:
2 minor healing potion
1 healing potion
Speed:32 feet
I`ve posted bigraphy

Posted by: Aldur Mon Jul 04, 2005 12:55 pm
*snigger* Rapid Lightness Attack *chuckle* You just randomly picked and chose numbers didn't you?

Posted by: VoxPVoxD Mon Jul 04, 2005 1:06 pm

QUOTE (synbios10101 @ Mon Jul 04, 2005 7:47 am)
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Posted by: Rusty Mon Jul 04, 2005 6:41 pm
Vox...Wow. Just...wow. synbios10101, there are no mana points. Also, for ability scores, roll 4d6 and drop the lowest number for each. I know you pulled those scores out of your butt because humans CAN'T have 19 of ANYTHING to begin with. Re-reading your post more thoroughly (if at all), I also see you gave yourself loads of magical items and weapons that don't exist, and abilities that don't exist...On top of that, you made up a class and didn't even choose an alignment. If you're serious about joining this, I'd ask Marine for help.

Posted by: TheUnknownMarine Tue Jul 05, 2005 2:12 am
Scare was joking when he said 42. There are no mana points. Do you know how D&D works? PS: Vox, you have waaaaaaaaaaaaay too much time on your hands.

Posted by: Big Poppa Tue Jul 05, 2005 10:10 am
It's called a 1337 translater, duh. And 42 was sooo the right answer

Posted by: Grom Tue Jul 05, 2005 11:01 am

QUOTE (Aldur @ Thu Jun 30, 2005 4:23 pm)
It's not Grom's. The music and stuff put there isn't done by him, I believe he hosts it just.

I dont even host it, I just ripped the tracks from the games and gave em to some dood to host on his site.

Posted by: synbios10101 Tue Jul 05, 2005 1:30 pm
OK,OK sorry I didn`t know.I`ll fix that up and can you explain be about dice and all? And I knew Scare was joking. And about alligment, maybe the bioraphy will tell why it`s undesided Instead of Altaros I wrote All. Before All became Shadow Priest, he was first trained for a priest by a theacher Flangard, who teachs in the Life school of Deteroch, where the most renowed priests and palladins were taught in the ways of light magic.All never met his parents, he was founded near the school by Flangard (that`s how Flangard told him) who accepted him both as soon and a student, he rised him well and taught him to become a priest.All was by nature very curious boy, he always wanted to know more, to learn more, so he always went in front of other children both by magic skills and maturity.When he was older his ambicions were so great that he wanted to learn the most extreme and deepest secrets of the life magic, that were so hard to be understand and tamed even by the great teachers such as Flangard himself.But All didn`t care much about that.He was impressed by the magic of healing, recovering and above all the magic of ressurection.
One day when an army of undead lead by Fal`ndgar attacked the city of Yarwin, were the school of Deteroch is situated, many of the school`s teachers and masters joined the battle agains the undead.While All`s contemporaries were still studying the ways of magic, he was summoned to aid his teachers against undead becouse of his extrodinary skills.The battle was difficult and uncertain.There were losses on both sides.Other masters were astononished by his mana manipulation.He also was impressed by masters and their powers.He watched them as they cured mortal wounds, as they wereremoving the most terrifying curses, banishing undead with a power of light, but he didn`t want like all other chidren to become like those master one day, he wanted that power now, at the moment, or never, even tommorow could be too late.But one tought passed trough his head- what if…what if he wasn`t the student of Deteroch school,what if he was student of Ner`al, the school of death?Would he be impressed by the dark magic as he is with the light one?Or the only thing he wants is power.Form is of no importance…just more power, that is what matter, that had always matterd.Now he started looking at the undead he saw how necromancers rised souless creatures from the fallen ones.He wonderd maybe if he could teach how to rise those creatures, he could easily learn how to ressurect, how to bring back fallen one`s soul to his body.Light won that battle.
All started to lear the magic of darkness.When his teacher took a notice of that he warned him: “Mix of light and darkness is a powerful cocktail, but also a dangerous one.Only those with the strongest will are able to drink it without consequencess.I see you have a potencial, but you are still young, inexpirienced you should wait a bit more.”With much changig of mind he decided to agree with his teacher and stop with practicing of dark magic…for now.
Six months later he and his friend were conforted by Fal`ndgar`s necromancers.All`s friends tried to deafeat them by using the light magib, but they failrd.Necromances killed his friends, and left All alive.They sourronded him and prepeared a massive magic attack on him.All saw only one opprotunity, to back to the forgotten ways of necromancy, and to rise a souless creatures from his firend`s bodies, and defeat necromancers.And he did it.Souless skeletions rose instead his friends.He defeted necromacers, but skeletions turned on him.Luckily Flangard was nerbay and vanquished the skeletions.When All saw him he said: “See, my old man, how can I drink from that chalice fo yours!”.Flangard responded:”Yes, indeed.But some drops, as I saw, were to sour to taste.You won, but at what price?Souls of your friends now haunt between the planes?” “But I didn`t have other choice, I had to do that!”,responded All.”Did you?You could use power of light to banish them.” “My friends tried, and they failed…” “They, to be honest comparing to you knew nothing,you didn`t even think about using the light!I`m afraid you have already fallen to the dark side…”All run away.He didn`t care much for that conversation.He was more concernd why did those skeletions turned on him.”Maybe becouse I wasn`t skilled enough in dark magic?”he tought.So All continued on practicing dark ways of magic.The more he learned, the more one voice in his head began to summon him.One day, when one the voice was too strong, he decided to follow it.On his way he was conforted by his master, who told him to turn back untill it`s too late.But All didn`t listen, he used his dark arts against master, killed him and moved on.Finally the voice led him to the Ner`al, in front of the Fal `ndgar, who became All`s new master.Now All serevd the undead.As much he fought valliantly with humans, he fought against theme with same valor.And that`s how All became a shadow priest.
Two years later All was summoned into the ruined school of Stransmore by Fal`ndgar.But there he didn`t met only him, he also met his old master Flangard.”I killed you, you old man!”-angryly All replied.”That`s what you think, boy!This prooves that over these years, you learned nothing!Again you tought the darkness is only solution.You tought that dark spell you cast, which indeed was strong, could hurt me?Well you wronged.But let`s your new master explain you better.” Fal`ndgar begun: “When I became the master of this school, I started learnig the ways of dimensional magic.I read that if you find your good-self in parallel dimension and kill him you will gain all his streinghts.Flangard was my “better half”.But my spell backfired, instead of killing him it brought him to this dimension.With that I made a dimension disbalance.Now in order for balance to be returned some events occurred.First that mine and Flangard`s greatest streinghts became our greatest weaknesses and vice versa.So that`s why you couldn`t defeat Flangard, but if you tride with light spell of same streingth, well then…Anyway another event also occurred.Each time a disbalance is made, a being of pure magic is being created.That was you.That also says why Flangard didn`t tell you anything about your parents.It was becouse you didn`t have any.After that Flangard became master of Deteroch and took you to raise you hoping that you`ll becom a mighty disciple one day.”
All was confused. Then Flangard started:”Now is the time.Becouse of this great war which began now you have to choose which side will you serve.Will you go back to me and return to the light, or you will continue to serve your wicked master and the shadow?”
Instead of answering anything All just ran away.He tought: “What should I do?I tried both boths sides, but witch to choose good or evil, light or darkness?Which side to serve?But, why to serve them, why they don`t serve me?The power is that matter, it had always mattered..I don`t know it`s so complicated…
So All threw anything he new and decided to start from the beginning, to join this war and see where the destiny will lead him…

Posted by: Aldur Tue Jul 05, 2005 1:39 pm
You don't understand. EVERYONE in D&D has an alignment. It affects what classes and deities they worship.

Posted by: synbios10101 Tue Jul 05, 2005 1:46 pm
OK, then let it be Chaotic neutral...

Posted by: Aldur Tue Jul 05, 2005 1:49 pm
Also, your still using Illegal weapons and armour. AKA they don't exist. You'd need a Playerhandbook to make a proper character.

Posted by: synbios10101 Tue Jul 05, 2005 1:51 pm
Well somebody give me it, god damnit. I mean I would please a rulebook to be given to me... And is biography all right?

Posted by: Aldur Tue Jul 05, 2005 1:54 pm
TUM'll decide that. And you can buy them for a nice low price. The PHB I mean. Or try this. http://d20srd.org/index.htm

Posted by: synbios10101 Tue Jul 05, 2005 1:59 pm
Thanks, I PMed TUM to help me a bit... Oh I`m so embrassed this is my 2nd. RPG, so I don`t have much expirience and all, but I didn`t mean to make a prank about it or anything...

Posted by: Knight_019 Tue Jul 05, 2005 1:59 pm
Also, no books can be sent to you because the books themselves are the property of Wizards of the Coast and cannot be freely distributed. Only what is in the Open Gaming License and the extras provided by the Shining Force d20 site posted previously in this topic are part of the Open Game License and subject to free distribution.

Posted by: synbios10101 Tue Jul 05, 2005 2:24 pm
Hey I`ll have to go somewhere for a couple of days, so don`t think I quited or something, when I back, I`ll continue on fixig my character.

Posted by: Dark Maiden Tue Jul 05, 2005 5:41 pm
I just wanted to let you know TUM that Eric's character should be up soon. We are going over it together later as to make sure it is all correct. Thank you for your patience

Posted by: Aldur Tue Jul 05, 2005 7:24 pm
XD DM, seeing as the first one ain't finished yet it's not really patience per say...

Posted by: Dark Maiden Tue Jul 05, 2005 7:28 pm
Well, he has always been patient before

Posted by: Damas Heretic Tue Jul 05, 2005 7:34 pm
Well, here is my character, finally. I checked it over with Jessica to be sure it was ok, but if anything is wrong, please point it out Name: Damas Heretic Class: Sorcerer Level: 3 Race: Elven
Gender: Male
Age: 36
Size: Medium
Alignment: Neutral
-Ability Scores-
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 13 (+1)
Wisdom: 14 (+2)
Charisma: 17 (+3)
Hit Points: 16
Armor Class: 15 (+1 armor, +4 dexterity)
Initiative: +4 (+4 dexterity)
Base Attack Bonus: +1
Hit Die Type: d4
Speed: 30 feet
-Saving Throws-
Fortitude: +4 (+1 base, +1 constitution, +2 from familiar)
Reflex: +5 (+1 base, +4 dexterity)
Will: +5 (+3 base, +2 wisdom)
-Attack Bonuses-
Melee: +2 (+1 base, +1 strength)
Ranged: +5 (+1 base, +4 dexterity)
-Weapons-
Masterwork Dagger: +3 to attack/1d4+1 damage/19-20, x2 critical/10 foot range/Tiny weapon/Deals piercing damage
Masterwork Light Crossbow: +7 to attack/1d8 damage/19-20, x2 critical/80 foot range/Small weapon/Deals piercing damage
-Protective Items-
Bracers of Armor (+1): +1 armor bonus to armor class
-Skills-
Appraise +1 (+1 intelligence)
Balance +4 (+4 dexterity)
Bluff +3 (+3 charisma)
Climb +1 (+1 strength)
Concentration +7 (6 ranks, +1 constitution)
Diplomacy +3 (+3 charisma)
Disguise +3 (+3 charisma)
Escape Artist +4 (+4 dexterity)
Forgery +1 (+1 intelligence)
Gather Information +3 (+3 charisma)
Heal +2 (+2 wisdom)
Hide +4 (+4 dexterity)
Intimidate +3 (+3 charisma)
Jump +1 (+1 strength)
Knowledge: Arcana +7 (6 ranks, +1 intelligence)
Listen +4 (+2 wisdom, +2 racial bonus)
Move Silently +4 (+4 dexterity)
Perform +3 (+3 charisma)
Ride +4 (+4 dexterity)
Scry +7 (6 ranks, +1 intelligence)
Search +3 (+1 intelligence, +2 racial bonus)
Sense Motive +2 (+2 wisdom)
Spot +4 (+2 wisdom, +2 racial bonus)
Swim -5 (+1 strength, -6 for gear)
Use Rope +4 (+4 dexterity)
Wilderness Lore +2 (+2 wisdom)
-Racial Traits-
+2 Dexterity
-2 Constitution
Immunity to magic sleep
+2 save vs. enchantment
Low-light vision
Proficient with swords and bows
+2 to Listen checks
+2 to Search checks
+2 to Spot checks
Favored Class: Wizard
Special Search
-Class Features-
Simple Weapon Proficiency
-Feats-
Combat Casting
Toughness
-Languages-
Common
Draconic
Elven
-Gear-
Masterwork dagger (302 gp, 1 lb)
Masterwork light crossbow (335 gp, 6 lbs)
Case of masterwork crossbow bolts (70 gp, 1 lb)
Backpack (2 gp, 2 lbs)
Bedroll (1 sp, 5 lbs)
Flint and steel (1 gp, 0 lbs)
Lantern, hooded (7 gp, 2 lbs)
Oil flask (1 sp, 1 lb)
Oil flask (1 sp, 1 lb)
Oil flask (1 sp, 1 lb)
Pouch, belt ( 1 gp, 1 lb)
Rations (5 sp, 1 lb)
Sack (1 sp, .5 lb)
Soap (5 sp, 1 lb)
Waterskin (1 gp, 4 lbs)
Spell component pouch (5 gp, 3 lbs)
Potion of cure light wounds (50 gp, 0 lb)
Potion of cure light wounds (50 gp, 0 lb)
Potion of cure light wounds (50 gp, 0 lb)
Potion of cure light wounds (50 gp, 0 lb)
Potion of cure light wounds (50 gp, 0 lb)
Bracers of armor +1 (1000 gp, 1 lb)
(Weight Carried: 31.5 lbs)
-Funds-
0 cp
5 sp
15 gp
0 pp
-Spells-
Detect Magic (Lv 0)
Disrupt Undead (Lv 0)
Light (Lv 0)
Mage Hand (LV 0)
Read Magic (Lv 0)
Chill Touch (Lv 1)
Mage Armor (Lv 1)
Magic Missile (Lv 1)
-Spells per Day-
Lv 0: 6
Lv 1: 6
Familiar: Rat (+2 bonus to master’s fortitude saves)
-----
Appearance: Damas is a rather attractive young man; about 5’5” with a lean build. His long raven black hair reaches down to his waist, but is usually braided and only reaches the middle of his back then. He has bright ruby red eyes and soft pale skin. As far as anyone knows, he has no marks or tattoos.
Personality: Damas is rather quiet and a bit of a loner. He does not speak much unless he is spoken to first, and usually does not do anything without the promise of a reward or fame. His one weakness is beautiful women, and he tends to freeze up around them, which makes him look like an idiot at times.
Background/History: Work in progress.

Posted by: Knight_019 Wed Jul 06, 2005 1:22 am
http://magic19.homestead.com/sfd20.html ALL RACES EXCEPT BEASTMAN, ROBOT, ANTHROS, GOLEMS, AND DRAGONS ARE UP. PLEASE PICK SOMETHING THAT ISN'T AN ELF

Posted by: Aldur Wed Jul 06, 2005 1:51 am
I want to smite things. And have an angsty Bio. So no. >.>

Posted by: Critical Mass Wed Jul 06, 2005 2:00 am
Angst is so last year> It"s all about bastard cynicism now>

Posted by: Knight_019 Wed Jul 06, 2005 2:10 am
It's always been about bastard cynicism. Emo Teens just think it's about angstiness.

Posted by: Aldur Wed Jul 06, 2005 3:13 am
Changing to Kyantol. So I can be all high and stuff.

Posted by: Dark Maiden Wed Jul 06, 2005 8:14 pm
I cannot change the fact that Eric happens to like elves a lot. He was the only elf until our Wizard popped in

Posted by: Rusty Wed Jul 06, 2005 9:32 pm
Er, not so. Arc and I have planned to be elves since our first posts. I just didn't finish my character until a bit after Don. lol

Posted by: Twitch Wed Jul 06, 2005 10:26 pm
note to self: be a half-giant.

Posted by: Wandering Dezorian Wed Jul 06, 2005 10:41 pm
Name: Brand Race: Birdman Class: Level 3 Ranger Alignment: Chaotic Good Size: Medium
Age: 28
Gender: Male
Height: 6'7"
Weight: 154 lbs
Eyes: Gold
Feathers: Brown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 27
AC: 17 (Will vary often)
INIT: 1d20 + 2
FORT: +5
REF: +5
WILL: +2
Base Attack Bonus: + 3 (+5 melee, +5 ranged, +3/+3 two weapon)
HD: d8
Base Movement: 40 (40 fly)
Weight limits-
Light load (2-weapon fighting, flight) - 58 lbs
Medium load - 116 lbs
=== Abilities ===
Str- 14 (+2)
Dex- 15 (+2)
Con-15 (+2)
Wis-13 (+1)
Int-11 (0)
Cha-8 (-1)
=== Skills ===
Name - Ranks/Ability bonus{Racial modifiers} (Total modifier)
Hide - 6/+2 (+8)
Knowledge (geography) - 3/+0 (+3)
Listen - 6/+1 (+7)
Move silently - 6/+2 (+8)
Search - 1/+0 (+2)
Spot - 6/+1{+2} (+9)
Survival - 6/+1 (+7)
Profession (Merchant) - 2/+1 (+3)
Climb - 0/+2{+2} (+4)
Jump - 0/+2{+10} (+12)
=== Feats ===
Exotic Weapon - Two bladed sword
Two weapon defense (+1 shield bonus wielding 2 weapons, +2 if doing full defense)
Class feats-
Favored enemy - (+2 to most skills and weapon damage) (Abberration)
Track
Wild Empathy
Combat Style - 2-weapon fighting
=== Languages ===
(O) Common
(O) Birdman
=== Weapons ===
Sword (1700 gp) (1 head +1 enchanted) {1d8/1d8, 19-20/x2 crit, 10lbs}
Javelin x 3 (3 gp) {1d6,x3 crit, 30 ft increment, 2 lbs each}
Greatsword (100 gp) (Cold Iron) {2d6,19-20/x2 crit, 8lbs}
Longbow (75 gp) {1d8, x3 crit, 100 ft range increment, 3 lbs}
Arrows x100 (5 gp) {3lbs/20 arrows, 15 lbs total}
Quarterstaff (1d6/1d6, x2 crit, 4 lbs}
=== Armor ===
Chain shirt (100 gp) {+4 AC/-2 check, 25 lbs}
Leather armor (10 gp) {+2 AC/ no check, 15 lbs}
=== Shield ===
Tower Shield (30 gp) {+4 AC or total cover/-10 check, -2 on attacks, 45 lbs}
=== Inventory ===
(Note: All gear is normally stowed in the cart)
Backpack 2gp
Barrelx9 18gp
Bedroll .1gp
Blanket, winter x 3 1.5gp
Caltrops x3 3gp
Candle x10 .1gp
Case, map, x3 3gp
Fishing net 4gp
Flint and steel 1gp
Hammer .5gp
Lantern, hooded 7gp
Ink 8gp
Inkpen .1gp
Mirror 10gp
Oil x 5 .5gp
Parchment x 6 1.2gp
Trail Rations, x14 7gp
Sack x 12 1.2gp
Signal whistle 5gp
Sledge 1gp
Soap .5gp
Shovel 2gp
Tent 10gp
Torch x 12 .12gp
Waterskin x4 4gp
Whetstone x3 .06gp
Traveler's outfit 1gp
Explorer's outfit 10 gp
Cold weather outfit 8gp
Everburning torch 110gp
Antitoxin 50gp
Alchemist's fire x2 40gp
Smokestick x5 100gp
Sunrod x5 10gp
Cart - 15gp
Horse(Light) - 75 gp - Named Hardfoot.
Saddle, pack - 5 gp
Feed x14 - 7gp
55 gp, 10 sp, 12 cp in free coins.
=== Natural ===
Flight - 2 rounds per shot, 10 minutes total.
Dive attack, x2 damage w/ piercing weapon.
Glide - 20 ft forward per 5 ft down, 40 ft/turn.
Wind lord- Air spells at +1 caster level
Unerring direction - automatically know north
Low-light vision
=== Combat Kits ===
Brand will quickly abandon gear to suit his needs. Note that holding every weapon he owns, plus 20 arrows, plus chain shirt will put him at 55 lbs and able to fly. His tower shield will limit him to the ground at 90 lbs. The tower shield is equipped with quick releases, and is designed to be dropped at a moment's notice.
Tower Kit: (Used to close distance)
Tower Shield, Chain shirt
AC - Full cover
Can attack at -10, AC becomes 20 (10 + 2 dex + 4 armor + 4 shield)
No flight, all attacks, skills and saves at -10.
Ranged Kit: (No tower shield)
Ac: 16 (10 + 2 dex + 4 armor)
Melee Kit: (No tower shield, using double weapon)
Ac: 17
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Background: Having recently completed his tour of duty in the armed forces of his homeland by serving as an advance scout far north of Bedoe, and unready to return to a quiet life in the city of his birth, a city he hadn't seen for over a decade, Brand was siezed by a desire to see the world. Over the last year, the Birdman has made his way from town to town, slowly increasing his geographic knowledge of the world and learning his new chosen profession, as a merchant. The rarity of his race outside of his homeland combined with the years of solitude he spent as a scout have weakened his social ability, but he merely sees it as another challenge to overcome, and a rather entertaining one at that.
Appearance: Obviously, Brand's most striking characteristic is his birdman stature. He's powerfully built, with sweeping wings and soft brown feathers. Golden eyes survey the world with a mixture of confidence and wide-eyed wonder, and while he tries to wear clothing that fits into his surroundings in the when visiting a city, he never quite manages. He can often be found in towns, standing near the wagon that holds all his worldly possessions, with his horse Hardfoot muching contentedly away nearby. Easily visible as one of the few merchants wearing any armor at all, the birdman tries to restrict himself to a simple suit of leather armor in social situations after getting a rude welcoming when he arrived to one town in full combat gear. He carries a quarterstaff, obstensibly to aid his walking, though he's been seen to knock theives out cold with a quick flick of his wrist.
His full combat kit from his service lies in the bottom of his wagon, purchased with his savings and always clean and oiled. Twin swords hang in massive scabbards on his back, crossing just under his wings, with the ends poking up higher than his head, though both ends are covered completely in simple haversacks for some reason. Well-oiled armor and shields can also be found, along with his javelins and longbows for ranged attacks.

Posted by: Critical Mass Wed Jul 06, 2005 11:01 pm
Elves are lame with their below twentyfour primary casting stat

Posted by: Dark Maiden Thu Jul 07, 2005 12:27 am
I really wish people would stop dissing elves T.T Err, anyway, it doesn't really matter. no point fighting about it, right?

Posted by: Nightmare Thu Jul 07, 2005 3:32 am
Here we go If anything's wrong, blame Knight. And a bio's on it's way

Posted by: Knight_019 Thu Jul 07, 2005 4:58 am
http://magic19.homestead.com/sfd20.html RACES ARE NOW UPDATED ONLY GOLEMS, DRAGONS, AND ROBOTS DO NOT HAVE CLASS INFORMATION. EXPECT THEM TO COME SHORTLY.

Posted by: VoxPVoxD Thu Jul 07, 2005 5:23 am

QUOTE (Knight_019 @ Tue Jul 05, 2005 8:59 am)
Also, no books can be sent to you because the books themselves are the property of Wizards of the Coast and cannot be freely distributed. Only what is in the Open Gaming License and the extras provided by the Shining Force d20 site posted previously in this topic are part of the Open Game License and subject to free distribution.

Posted by: Critical Mass Thu Jul 07, 2005 8:03 am

QUOTE (Dark Maiden @ Thu Jul 07, 2005 12:27 am)
I really wish people would stop dissing elves T.T Err, anyway, it doesn't really matter. no point fighting about it, right?

Do elves get thirtyfour bonus spell levels per day? No?
I rest my case>

Posted by: Dark Maiden Thu Jul 07, 2005 12:53 pm
34 bonus spell levels a day? Pardon my french, but WTF? Please enlighten me... While I do not plan to change my race, perhaps Eric might if he sees the races available now

Posted by: Aldur Thu Jul 07, 2005 1:28 pm
CM's being a Antro Bat. I doubt your characters could have a loving relationship with one. XD

Posted by: Dark Maiden Thu Jul 07, 2005 1:31 pm
Well from the races that are up now, I cannot see any that would make for a better Sorcerer than an elf. It is the one class that can fit almost any race equally well, but agile races take a little edge off of the low hit points.

Posted by: VoxPVoxD Thu Jul 07, 2005 1:32 pm

QUOTE (Aldur @ Thu Jul 07, 2005 8:28 am)
CM's being a Antro Bat. I doubt your characters could have a loving relationship with one. XD

Don't tempt fate.

Posted by: Knight_019 Thu Jul 07, 2005 1:32 pm
Strange Antrhopomorphic Races are being left to players who have Savage Species and are experienced with the D&D system. Ones a player is likely to use are up at http://magic19.homestead.com/sfd20/races.html. The list is Catfolk (a la SFCD May), Ratfolk (Slade), and the other quintessential shining races (Birdmen, Werwolves, etc).
The race CM is talking about isn't playable anyway

Posted by: Dark Maiden Thu Jul 07, 2005 3:13 pm
Both Eric and I love cat folk, but it is bad to have spell casting characters with an ECL

Posted by: Rusty Thu Jul 07, 2005 6:55 pm
...No one take that out of context. Please.

Posted by: Big Poppa Thu Jul 07, 2005 7:04 pm
Okay I *THINK* I'm done. Kev said I didn't need to worry about non weapon gear, so, yeah.. If I screwed something up, someone tell me >_>;; Name: Aurik Sentol Char. Level: 3 Race: Human Alignment: Neutral/Good
Deity: Volcanon
HD: 1d8
Class: Cleric
Level: 3
Attributes/Mods:
Str: 13/1
Dex: 15/2
Con: 15/2
Int: 14/2
Wis: 16/3
Cha: 16/3
Stats:
Grapple: +3
Fort+:3
Ref:+1
Will+:3
AC: 19
Base attack Bonus:+2
Imitative: +2
HP: 27
Skill/Rank/Bonus:
Knowledge(Religion)/6/3
Spellcraft/6/2
Heal/6/3
Concentration/6/2
Spot/3/3
Racial and Class feats:
Spontaneous Casting
Turn Undead
Feats:
Combat Casting
Dodge
Extra Turning
Languages:
Common
Celestial
Abyssal
Spells:
Level 0-(4)
Level 1-(2+1)
Level 2-(2+1)
Domains:
Sun Domain
???
Gear:
Masterwork Morningstar (1d8+1) 308gp
Masterwork Breastplate (+5) 350gp
Masterwork Heavy Steel Shield (+2) 170gp
Backpack (2gp)
I want the OKAY before I go ahead with a bio >__>;;
Edit-- Need to find out Volcanon's other domains before I can toss my other domain up there.

Posted by: Wandering Dezorian Thu Jul 07, 2005 7:39 pm
Right, for those of you having trouble tracking our party right now Race Class (Sex) - Player - My interpretation of their bio Any bio beginning with Umm... means they haven't written one yet. Gnomish Tinker (M) - VoxPVoxD - Mad scientist with good intentions.
{Race Unknown} Priest (M) - Aldur - Steriotypical goody-goody.
Human Paladin (M) - Kaihaku - The knight with a brain.
Elven Wizard/Swashbuckler (M) - Arcdrgnbreth - Happy santa figure with fireballs.
Catfolk Ranger (M) - Knight 019 - Horrified wanderer with a grudge.
Elven Wizard (F) - DragonmasterDon1 - Product of an ivory (or ivy) tower.
Human Fighter (M) - FreedomJu - Idealistic fighter looking for a leader.
Anthro-bat {If allowed} Druid (M) - Critical Mass - Umm... He's a bat?
Elven Bard (M) - Rusty - Umm... He's a bard?
Minotaur (M) - Cyrus - Umm... He's big and hairy?
Half-elven Monk (F) - Dark Maiden - A 27 year-old teenager.
-Wizard? (?) - Synbios10101 - Umm... More later, after he figures this out.
Elven Sorcerer (M) - Damas Heretic - Shy, reactive spell-slinger with a weakness for women.
Birdman Ranger (M) - Wandering Dezorian - Ex-soldier with dreams of being a... merchant?
Werewolf (M) - Nightmare - Umm... he's not as hairy as the minotaur?
Human Cleric (M)- Big Poppa - Umm... I'm running out of things to say?
Totals-
Fighters - 6 {1 fighter, 1 paladin, 2 rangers, 1 minotaur, 1 werewolf}
Spellcasters - 6 {1 druid, 1 bard, 1 sorcerer, 3 wizards}
Healers - 3 {2 clerics, 1 druid}
Scouts - 4 {1 monk, 2 rangers, 1 werewolf}
Manueverable units - 4 {1 monk, 1 birdman, 1 werewolf, 1 catfolk}
- Note: 5 if a antro-bat is a valid race
Elves - 4 full, 1 half-elf.
Tinker - 1 (Not sure exactly what your skills are, but I have a feeling they'll surprise me)
First off, I'd note that we're heavy on artillery with our swarm of wizards. We have a moderate number of fighters, but the only two with races designed purely for fighting are our werewolf and minotaur. We only have 2 clerics at the moment.
What does this mean?
Tactics- We've got enough magical ability to neutralize enemy spellcasters, hopefully. Our fighter base can't stand toe-to-toe with some of the enemies we'll be facing, but we have much more manueverability than most sponges do, with three of our primary fighters having base speeds of 40. (Note: We just don't have the numbers to attack and protect our artillery at the same time) Our biggest weakness is the low proportion of clerics.
We'll need to make sure everyone has cure potions to make up for this, and save our healers for major emergencies. Maybe we should set up a fund for supplies? Our force is well designed for long-range magical artillery, for scouting and high-speed manuevers, and for anything where flexability is a must. We'll have to use our scouts, however, to make sure we never end up in a slug-fest with a swarm of fighters, and to avoid combat when our casters are low on spells, or we'll be in trouble.

Posted by: Dark Maiden Thu Jul 07, 2005 8:49 pm

QUOTE
Half-elven Monk (F) - Dark Maiden - A 27 year-old teenager.

Wh-aaaaat? That's not right at all Kethra is a kind and idealistic Monk that goes from Xena Warrior Princess, to shy and mousy around strangers, especially men

QUOTE
Elven Sorcerer (M) - Damas Heretic - Shy, reactive spell-slinger with a weakness for women.

Describes him perfectly.
So we have 16 people, eh? If more join, we need more Clerics

Posted by: Wandering Dezorian Thu Jul 07, 2005 9:26 pm

QUOTE (Dark Maiden @ Sun Jul 03, 2005 1:59 pm)
Kethra is generally kind hearted and good natured, with a strong desire to help others. (ie, idealistic) ...little bit brash... ...sometimes jumps into fights without thinking... ...cannot and will not stand for being insulted... ...becomes shy and mousy around strangers...
...especially cute men.

I don't know about the rest of you, but that describes nine tenths of the teenagers I've met, though some have more of some traits and less of the others.

Posted by: Rusty Thu Jul 07, 2005 9:31 pm
Plus, wouldn't a half-elf live longer than a human??

Posted by: Knight_019 Thu Jul 07, 2005 9:39 pm

QUOTE (Wandering Dezorian @ Thu Jul 07, 2005 2:39 pm)
We'll have to use our scouts, however, to make sure we never end up in a slug-fest with a swarm of fighters, and to avoid combat when our casters are low on spells, or we'll be in trouble.

You rang?

Posted by: synbios10101 Thu Jul 07, 2005 10:25 pm

QUOTE (Wandering Dezorian @ Thu Jul 07, 2005 7:39 pm)
-Wizard? (?) - Synbios10101 - Umm... More later, after he figures this out.

I`m definitly a male wizard, if TUM accepts me.

Posted by: Critical Mass Thu Jul 07, 2005 10:58 pm
When I brought it up to him TUM was fine with the anthrobat> I wouldn"t have posted it if I hadn"t asked him about it first< though if for some reason he wants to nix it I"m fine with that> As a druid though< at fifth level I suddenly become one of our best frontliners< scouts< and direct damagers>> and I can backup heal if we need it>

Posted by: Dark Maiden Fri Jul 08, 2005 12:45 am

QUOTE (Rusty @ Thu Jul 07, 2005 4:31 pm)
Plus, wouldn't a half-elf live longer than a human??

Elf age is human age x2. Half Elf is human age x1.5, according to TUM

Posted by: Aldur Fri Jul 08, 2005 12:47 am
So she's eighteen then?

Posted by: Critical Mass Fri Jul 08, 2005 1:37 am
New character concept developed. Consider this my official build entry. Feral Human Fighter 2 / Barbarian 3 / Soul Eater 4 / Thayan Gladiator 10 Currently: Name - Rhizor Eyclone AL - Neutral Evil
Class - Feral Fighter 2
Patron Diety - Shailtor
Race/Gender - Human Male
HD - 2D10
Attacks - 2 claws (1D8 + Str)
Skills:
Knowledge (Arcane) +1
Feats:
Alertness
Weapon Focus (Claw)
Toughness
Languages:
Common
Infernal
Equipment:
Full Plate
Regalia of Evil

Posted by: Twitch Fri Jul 08, 2005 3:08 am
Name: Gabriel Race: Half-Giant Class: Barb 2 Age: 25 human years Alignment: Chaotic Good
Languages: Common
Appearance: A tall, well muscled man, with shoulder length brown hair pulled into a topknot, with numerous claw and bite scars over his body
History: Abandoned by his parents on the steps of a mission, he grew up under the tutelage of a Cleric of Volcanon. He began to learn rudiments of Clerical training under his patron's watchful eye. One day, in his 13th year, the mission was attacked by raiders, his friends and everyone he knew as "family" killed. Turning his back on Volcanon, he left his old life behind, and became a drifter, forgetting almost everything of his former life, he wandered the areas of the continent aimlessly, living off the land and occasionally offering his brute strength to people in need.
STR: 20 + 5
DEX: 15 + 2
CON: 17 + 3
INT: 15 + 2
WIS: 15 + 2
CHA: 12 + 1
HP: 26
AC: 16
Initiative: +2
Speed: 40 ft. Base
Base Attack: +2
Melee: +7 (+1 MWK)
Range: +4
Fort: 3 + 3 + = 6
Reflex: 0 + 2 + = 2
Will: 0 + 2 + = 2
Weapons:
MWK Greatsword 2d6 19-20/x2
MWK Warhammer 1d8 x3
2 x Dagger 1d4 19-20/x2
Armor:
MWK Chain Shirt +4 +4 -1
Armor Spikes
Gear:
Traveller's Outfit
Backpack
7 x T. rations
Flint & Steel
Whetstone
Winter Blanket
Belt pouch
Signal Whistle
Waterskin
Money:
GP: 1770
SP:
CP:
Feats:
Illiteracy
Rage 1 / Day
Fast Movement
Power Attack
Uncanny Dodge
Skills: (6 = [4 + 2INT] per Level )
Climb(STR) +3
Craft [Weaponsmithing](INT) +5
Handle Animal(CHA) +3
Intimidate(CHA) +4
Jump(STR) +3
Listen(WIS) +3
Ride(DEX) +2
Survival(WIS) +4
Swim(STR) +3
Special Abilities:
Whenever a Half-Giant is subject to a size modifier or special size modifier for an opposed check, the Half-Giant is treated as one size larger if doing so is advantageous to him.
Half-Giants can make standing long jumps and high jumps as if they were running long jumps and high jumps. A Half-Giant can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on climb checks.
Half-Giants don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
+2 racial bonus on Sense Motive checks.
60' Darkvision

Posted by: Wandering Dezorian Fri Jul 08, 2005 3:36 am
CM- Two questions. First, what race are you? Second, you do realize that most of us are going to have to try and kill you early on, as an agent of evil? Especially the clerics.

Posted by: Knight_019 Fri Jul 08, 2005 5:15 am
I have the Divine Monk progression completed, but I'm going to wait for approval from some other people before making it available for use.

Posted by: Critical Mass Fri Jul 08, 2005 6:24 am

QUOTE (Wandering Dezorian @ Fri Jul 08, 2005 3:36 am)
CM- Two questions. First, what race are you? Second, you do realize that most of us are going to have to try and kill you early on, as an agent of evil? Especially the clerics.

Human with the Feral template. Because I'm totally serious about that post.

Posted by: TheUnknownMarine Fri Jul 08, 2005 7:50 am
Info for WD's strategy session: My own character will be a ninja.

Posted by: Cyrus Fri Jul 08, 2005 1:43 pm
If we're focusing on mobility, then I'm definitely taking Fighter once Minotaur is completed. The Dodge tree would really open up the range potential, and then, I can take Cleave and Great Cleave to add in some truly sickening power. Just a note, though: He doesn't get his 10' reach or his 40' Base land speed until level 6, when he reaches large size.

Posted by: VoxPVoxD Fri Jul 08, 2005 1:54 pm
You can chalk me up as ranged support, at least until I have access to some components.

Posted by: Dark Maiden Fri Jul 08, 2005 1:55 pm
Evil characters always become targets for the party

Posted by: TheUnknownMarine Fri Jul 08, 2005 10:49 pm
OK, I had Rusty lock the topic, but forgot to do the standard aftergame check for SFCW I. So I'll do it here instead. Questions for those of you who played SF CWI 1.) Did you enjoy the game? 2.) Anything you'd change? 3.) Anything you'd keep the same?
4.) General comments?
5.) How did the images and music work out for you?

Posted by: Rusty Fri Jul 08, 2005 11:10 pm
1. Aye, I did. 2. Not really anything I could think of. Most (or all?) of the problems derived from the players. (Lack of posting, though I'm guilty on that end at times, as well, for example.) Maybe including some SF items, but I see you're already on that with Knight's d20 page. Aaaand maybe add in gridlines for the map. (Maybe. That might make it harder to see, look ugly or just...be weird. But it might be beneficial, too.)
3. Pretty much all of it seemed good to me, so yeah.
4. I'm just sorry I went inactive in it multiple times. I also have to say that if you don't plan on staying in the next one, don't bother to sign up. I personally hate seeing so many sign ups and so little participation. But that's more geared, again, towards the players. I'd also like to say to the players that if they're not too familiar with D&D that they should stick by those that are. Knight helped me get back into the game and helped me through it the whole time when I got stuck (which happened a lot XD), so kudos to him.
5. They worked nicely. Just maybe add gridlines to the battle maps, like I said above. (Again, that depends on how annoying it makes the map look and such.) Nice choice of music and the like.

Posted by: Knight_019 Fri Jul 08, 2005 11:12 pm

QUOTE
1.) Did you enjoy the game?

Hell yes... now if there were only a sequel....

QUOTE
2.) Anything you'd change?

Discussed this with you before, but just add a bit more on the out-of-battle challenge side and better maps. Towns seemed more like downtime than anything and there was only one instance where we had to deal with a trap (I actually took care of it). Also, when I say "better" maps I mean something more standardized. Figuring out distances was a pain in the ass that required me to do actual math . Using a grid would be awesome so that people (ie: me) don't have to copy/paste battle sprites that should be about uniform to figure out how far away things are and also try and guess if something is/isn't somewhere because it's half-in a square and half-out

QUOTE
3.) Anything you'd keep the same?

Everything else. This rocked.

QUOTE
4.) General comments?

Come here for an extended period of time so I can play an IRL game with you. Or get me there.

QUOTE
5.) How did the images and music work out for you?

I enjoyed it so much I attempted it myself a few times

Posted by: Cyrus Sat Jul 09, 2005 3:34 am
1) What little I was involved in, I enjoyed. Just wish I had stayed in for more of the trip. 2) More interesting battle scenarios. And, like everyone else said, include a grid. Not knowing how far I need to go before I reach an enemy makes combat kind of clumsy. Not much else I can say...
3) Most everythng else.
4) I can't really give comments, as I really didn't participate as I'd like to have.
5) Images were fine, and so was the music.

Posted by: Knight_019 Sat Jul 09, 2005 3:39 am
Yes, if you sign up, get picked, and then suddenly stop showing up in the thread I will hunt you down, kill you, and eat your children, all with a spork.

Posted by: Nightmare Sat Jul 09, 2005 4:13 am
Ok, I'll finally stop being lazy and actally post this bio, It's pretty crappy, but I've alwas sucked at these things. Laika had always been restless growing up, he had always wanted to be out wandering the woods or out on a hunt. Preferably the latter, as he loved the feeling of acomplishment any time something had fell prey to him.
It was this feeling that had lead him towards Cyprus, as he had been promised a plethora of creatures to fall to his feet (and for a good cause too).
I'm far too tired to think of anything better right now... but as a reveiw (not that you actually need one for those two paragraphs), I'm basically playing a blood thirsty were-wolf.

Posted by: Critical Mass Sat Jul 09, 2005 5:03 am

QUOTE (Dark Maiden @ Fri Jul 08, 2005 1:55 pm)
Evil characters always become targets for the party

Your soul is mine!

Posted by: TheUnknownMarine Sat Jul 09, 2005 6:21 am
All characters save for synbios and CM's evil joke character accepted. So post your bio Scare.

Posted by: Critical Mass Sat Jul 09, 2005 6:23 am
I'm glad someone got the joke. How's the druid?

Posted by: Arcdragnbreth Sat Jul 09, 2005 6:48 am
Of course we got the joke... we told you so when you posted it. Silly CM... 1.) Did you enjoy the game? I'd say so. I wouldn't be itching for the sequel otherwise. 2.) Anything you'd change?
For battle, just the organization of the maps. For non-battle interaction... nothing really, as that's more of what the players make it.
3.) Anything you'd keep the same?
Anything that I didn't say needed changing.
4.) General comments?
I had a good time; glad to see a Shining-themed game in RPGG.
5.) How did the images and music work out for you?
Worked out fine. Keep 'em coming!

Posted by: Dark Maiden Sat Jul 09, 2005 7:13 pm

QUOTE
1.) Did you enjoy the game?

Yes I did. The plot was great and getting to be involved in some heavy roleplaying has helped me out, I think.

QUOTE
2.) Anything you'd change?

The only problem I really had was the maps, which were not clear enough. Perhaps a grid map would work best.

QUOTE
3.) Anything you'd keep the same?

Pretty much everything I didn't have a problem with. i just hope to see players around a little more, though I understand life gets in the way sometimes.

QUOTE
4.) General comments?

None at the moment...

QUOTE
5.) How did the images and music work out for you?

The images and music were great! Keep it up.

Posted by: Century Sat Jul 09, 2005 9:39 pm
Name: Elias Soarwing Race: Birdman Class: Wizard Age: 18 Level: 3
Str: 10 (+0)
Dex: 14 (+2)
Con: 13 (+1)
Int: 16 (+3)
Wis: 12 (+1)
Cha: 8 (-1)
HP: 12/12
AC: 13 [10 + 2 (Dex) + 1 (Other)]
Init: +6 [+2 Dex, +4 Imp. Init.]
Speed: 40' land, 40' glide (light), 40' flight (light, 1 round, avg. man.)
Money: 1,343
Exp: 3,000
BAB: +1
Melee: +1
Ranged: +3 (+ranged pen.)
Fort: +2 [(+1) + (+1)]
Reflex: +3 [(+1) + (+2)]
Will: +4 [(+3) + (+1)]
Weapons: Darkwood Shortspear Dam: 1d8 Crit: x3
Armour: None
Other: Bracers of Armour +1, Component Pouch, Spellbook
Skills:
Balance: 1
Concentration: 6
Jump: 12
Knowledge (Arcana): 3
Knowledge (Geography): 4
Spellcraft: 5
Spot: 4
Wilderness Lore: 1
Feats:
Scribe Scroll (Bonus)
Improved Initiative (+4 Bonus)
Simple Weapon Proficiency
Features:
Languages: Common, Birdman
Low-light vision: Double distance in low light
Unerring direction: Know where north is on Material plane.
Skills: +2 racial bonus on Spot and Climb. +10 racial bonus on Jump.
Spells:
Level 0: All
Level 1: Shield, Mage Armour, Lesser Blaze, Sleep, Magic Missile, Ray of Enfeeblement, Comprehend Languages, Identify.
Level 2: Lesser Freeze, Blur.
Spells per day:
0th (4): Ray of Frost, Detect Magic, Open/Close, Read Magic
1st (3): Mage Armour, Magic Missile, Lesser Blaze
2nd (2): Lesser Freeze (x2)
Biography
I'll do this later!

Posted by: Wandering Dezorian Sun Jul 10, 2005 12:00 am
1.) Did you enjoy the game? Yes. 2.) Anything you'd change? Race issues. Sorry for saying this, but whoever designed the origianl shiningforce d20 races had no concept of balance. Some races had enormous stat bonuses (Ranging from +4 to +8 or +10, if I remember) without any penalties or drawbacks, save for few skills and racial levels. Given the pure hack-n-slash style of gameplay, skills were rarely if ever used, from what I could see, and in my opinion, the high speed and massive combat bonuses from racial levels far outweighed the unique features of normal levels, so there were no real downsides to these races.
Other races, as I'm sure you've all heard me whine about, had nothing at all to offer, specifically the dragon, the golem, and the robot. Knight's rewrite seems to keep things a bit more in balance, (save for the dragonman, who seems a bit overpowerful... +8 str at a cost of only 2 levels? An energy attack and immunity for one more level?), so I don't think this will be an issue.
Also, as I mentioned above, non-combat skills have very little use in this game. I was only involved in the last half of the game, and refused to read earlier parts to avoid having OOC knowledge Solomon wouldn't have, but when I played, we were either in combat, or restocking in a town. This is a valid game-play style, but again, it might be a nice change of pace to have one or two places in the next rp where skills rather than swords are the necessary asset.
3.) Anything you'd keep the same?
In battle posts by the DM were detailed and left no-one feeling useless or unimportant, including those of us who really were useless and unimportant. Nice background story as well, though given the number of players who put stock into knowledge points, it might be an idea to set aside some rumors and facts about our enemies and artifacts that can only be found by successful knowledge checks.
4.) General comments?
Overall, a well run game, and one I enjoyed. It's worth noting that this is the only successfully run non-freeform rp I've seen here in the last two years. Also a very good use of maps.
5.) How did the images and music work out for you?
Music- I'll admit it, if sheepishly. I didn't listen to any of the files.
Images- Overall, very, very good. You stuck with 5' grids, which made tactics much easier, and took the time to make new maps for every battle. This gave the game a dimension that I haven't seen in many forum RPs. Sprite sizes varied, which sometimes made it difficult to see exactly how many 5' steps there were between them, but that's a minor issue. One thing I'll note for TUM- The tiles from in-game don't match up with what I wrote the program for, which is why the maps looked a bit off. If you're still using the one I sent you, I can send you a modded version which should have the right tile sizes.
The only thing I'll note was that it was sometimes hard to tell what sprite went with which character, and several times I tried to attack allies, or ignored enemies, because of the sprite. One option would be to border enemy sprites with red, and allied sprites with green or blue, to differentiate between them. Another idea would be to post a legend in the first post of every battle, showing the sprite and then what creature it's tied to.
Final comments: Very, very well done. You spent time on this one, and it shows. I'm really looking forward to the next one.

Posted by: Kaihaku Sun Jul 10, 2005 1:00 pm
1.) Did you enjoy the game? It was most enjoyable. By far, the best use of the D20 system that I’ve seen used on a forum. Well done, Marine. 2.) Anything you'd change? I agree with the need for grids or some method of determining location. This is more for players than the GM but the town time for character development that was allotted seemed unused by most players. I’d like to see more of the players put a greater emphasis on character development in personality rather than just in stats. That said, I want more character development time and an anime style bath scene….then again with so few female characters it would be lacking in humor. As stated before, I agree that more freedom in choices by the force would be good and unusual battle locations. Also, I think that different battle objections would make the game more enjoyable not merely kill all the enemies but survive on the retreat, hold off attackers for blah blah rounds, sieges, building to building city combat…etc. Extra work for you and it was great already, merely expressing my desires.
3.) Anything you'd keep the same?
As always, I enjoy how big of a role you allow the players to take and how you play off of biographies (Felix’s crystal, Iv’s father). Overall, I’d keep most things the same.
4.) General comments?
Excellent, definitely one of the best heavy number RPGs I’ve seen carried out. Very good. The story is one I look forward to completing.
5.) How did the images and music work out for you?
The images added a great deal and were worth the wait. I downloaded a few of the songs but after awhile the download time was too much and I began ignoring them.
As requested, here is a better background for Cedric.
In-depth Background
The Merchant of Thames had three children, two boys and a girl. However, while the rest of the family was in good health, the second born son was a sickly youth. Slowly, his health worsened until he was on the verge of death. The Priest and healers of the village did their utmost to heal him but were unable to. Finally, his mother fell to her knees proclaiming that if the Gods would save her son she would devote him to them. It was then that a Priestess of Mitula past through the village and healed the boy. The boy was not only restored to health but it was as if he had never been ill. The Merchant, overjoyed, offered her amble offerings but she merely smiled and went on her way. His wife remembered her desperate oath and began teaching the boy for a future in the clergy.
When the boy turned fifteen, he was taken to a Temple of Mitula to begin his training. The elders of the Temple soon divined that the boy had another calling than a simple Priest and he was instead taught the ways of a Holy Knight. During his training, he served as an escort of priests on their journeys across the land and from them learned much of the world. Once his training was completed, he set out alone to right wrongs and carry out the will of Mitula.
Cedric, for that was the name of the boy, has vanquished many a dark foe and righted many a wrong with cunning and wisdom. What he lacks in experience in makes up for in determination and forethought.
People
During his training, Cedric became close friends with Palmar, a Cleric of Mitula. Palmar was always nervous and bumbling but meant well.
Cedric’s mother, Frieda, and father, Oates, still live in Thames where they continue to act as the town’s merchants. Both are strong and kind people who seek to help others when they can however they are also cunning and refuse to be taken advantage and have no qualms about taking advantage of those who can afford it and deserve it.
His sister Corliss works closely with her parents as a traveling merchant with Thames her home base. She is stubborn and bold, less softened by time than her parents and always willing to take a risk.
His older brother Ardolph was always a strong lad and despised the work of his parents. Longing for something greater, he became a soldier of some renown now stationed at Fort Gundoll. While a good soul, Ardolph is arrogant and hates to he bested at anything.
Cedric is also well known to a small number of random people who he has aided over the years.

Posted by: Big Poppa Sun Jul 10, 2005 10:18 pm
Bio added >_> Changes in Bold Name: Aurik Sentol Char. Level: 3 Race: Human
Age: 22
Alignment: Neutral/Good
Deity: Volcanon
HD: 1d8
Class: Cleric
Level: 3
Gold: 1870
Attributes/Mods:
Str: 13/1
Dex: 15/2
Con: 15/2
Int: 14/2
Wis: 16/3
Cha: 16/3
Stats:
Grapple: +3
Fort+:3
Ref:+1
Will+:3
AC: 19
Base attack Bonus:+2
Imitative: +2
HP: 27
Skill/Rank/Bonus:
Knowledge (Religion)/6/3
Spellcraft/6/2
Heal/6/3
Concentration/6/2
Spot/3/3
Racial and Class feats:
Spontaneous Casting
Turn Undead
Feats:
Combat Casting
Dodge
Extra Turning
Languages:
Common
Celestial
Abyssal
Spells:
Level 0-(4)
Level 1-(2+1)
Level 2-(2+1)
Domains:
Sun Domain
Healing Domain
Gear:
Masterwork Morningstar (1d8+1) 308gp
Masterwork Breastplate (+5) 350gp
Masterwork Heavy Steel Shield (+2) 170gp
Backpack (2gp)
Bio:
Aurik never was anything special. He played by the rules, and didn’t complain often. He was just a really simple person for his age. That is, up until he was about 9. At 9, his father lost his job and resorted to drinking. In his drunken rages, Dezmon, Aurik’s father, would beat his wife, Lyndis. After working up the courage, Aurik asked his mother Lyndis why his father would do such a thing. She would simply tell him that his father had become possessed by a devil. Feeling beside himself, he joined the church in order to try and find a way to help exorcize the demon from Dezmon. His father, however, left a month after he had lost his job in search of other work. Aurik pledged that when his father returned, Aurik would save him. It wasn’t until around his 19h birthday that Dezmoned returned. At his first opportunity, Aurik tried to confront his father, but upon doing so, his mother told him the truth about what really had happened. Angry and distraught, Aurik returned to the church. Having devoted more than half his life to it, he vowed to continue said work in the name of Volcanon. Soon after revealing the truth to Aurik, Lyndis left with Dezmon, and have not been heard from since.

Posted by: Kaihaku Sun Jul 10, 2005 10:46 pm
I forgot... I did have some other things that I wanted to mention about SFCW 1. First, I'm still annoyed that Felix was unable to save his attackers early on. Having one of them melt or whatever it was seemed a bit much to me. Second, I think you did an excellent job balancing leveling up and playing. You leveled us up fast enough that it felt like we were growing but slow enough that it wasn't the focus of the game. It was a vast improvement over how TH2 turned out.

Posted by: Knight_019 Sun Jul 10, 2005 11:21 pm
FAO: ALL TUM probably would have mentioned this if he had been thinking about it, but I'd like to point you all to my sig (and the sigs of some past SFCWers). Please include, as I have, your Character Name, current HP total, and max HP total. It keeps everyone in the game knowledgeable as to how injured you are, which is good for healers, the DM, and your allies to know. If your healer doesn't know you're injured, you're not getting healed. The DM should always be aware of such things, and if your allies know that you're badly wounded they can come defend you, administer a a potion, or some other beneficial action.

Posted by: Critical Mass Mon Jul 11, 2005 3:27 am
Name: Rhizor Eyclone Race: Anthro Bat Class: Druid 3 AL: True Neutral Size: Small
Speed: 5 ft land, 40 ft fly (average)
Age: 38
Gender: Male
HP: 27
AC: 15 (10 +1 size +2 armor +2 dex)
Init: +2
Fort: +6
Ref: +3
Will: +10
BAB: +3
Str: 8
Dex: 14
Con: 16
Int: 14
Wis: 24
Cha: 11
Skills:
Knowledge (Nature) +8
Concentration +9
Handle Animal +6
Survival +9
Listen +17
Spot +17
Autohypnosis +8
Craft (Pottery) +4
Feats:
Greenbound Summoning
Fell Drain
Languages:
Common
Druidic
Terran
Auran
Spells Prepared:
0 - Light, Light, Detect Magic, Guidance
1 - Calm Animals, Shillelagh, Shillelagh, Entangle
2 - Briar Web, Creeping Cold, Creeping Cold
Equipment: Medium club, 40 small darts, small leather armor, 10 small clay vials full of water, holly and mistletoe, spell component pouch, healer's kit, artisan's pottery tools, wand of vigor, Qual's feather token (tree), 1325gp
Ten minute bio:
Though Rhizor was born and raised in Guardania, he's lived nearby Cypress for the past 9 years. He was originally a druid of relatively high importance in Guardania; though his powers never reached especially high levels, he served as a spiritual and knowledgable cornerstone for his Circle. However, as young people often do, Rhizor began questioning things... things like why certain magics were off limits, why certain thoughts were taboo. Knowing how the Circle would react to such questions Rhizor kept them to himself, but they only festered more and more in his mind. Eventually he began experimenting on his own, practicing the so-called "forbidden" spells and researching the so-called "dark" arts... and eventually he was found out. Make no mistake, he was radical certainly, but he was no heretic. He did not dabble in true evil in the same way a Cleric can channel negative energy with an Inflict spell without being evil. But it didn't matter to them.. it didn't matter to any of them. Rhizor was outcast, shamed, and eventually made his way to Cypress where he settled down in relative annonyminity, continuing his research but secluding himself from the rest of the world. Until now.

Posted by: Krosserwolf Tue Jul 12, 2005 1:03 am
I would really like to do this i just have no clue how to do it. I would like to be a healer so i can help you guys out because in SFCW1 you guys ran really low. If you guys can please help me out in making the character then i know to actually play. I just havent ever made a character. I really want to do this.

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