Bloodsong House Rules

In this thread, I have posted the rules specific to my D&D campaign.

This sounds complicated, but with PaladinGC, EonOmega, and myself aboard, we're happy to accomodate newbies.

The campaign has also been split in two, so no need to worry about it being full.

..::[CHARACTER CREATION]::..
Gestalt
Starting level: 3
Point buy 28
"Complete" supplements allowed
Ninjas allowed, but no other Oriental things
No Psionic
No Savage
No Outsiders or Planetouched
No Celestial or Infernal
No Dragons
Absolutely no "Vow" feats
No Traits
Custom Flaws may be used, but only if you ask first.
Custom Curses are acceptable.
Created Spells are acceptable only in-game.

All characters are assumed to start with a scabbard, a Martial weapon if the character can use it, a Simple weapon if desired, a backpack, a bedroll, and enough food to last the first day, which shall be spent in a town.

Find your class' starting Gold, and multiply it by three: This is your starting Gold. You may buy armor and other simple items before starting.

The alignment restriction on Bards has been released.
The alignment restriction on Rangers has been released.
The good/evil alignment restriction on Paladins has been released; the Law/Chaos has not.
Monks may be half of a gestalt class, but their alignments have not been released.

..::[MECHANIAL CHANGES]::..
The direction that you are facing will not come into play at all, except when Flanked, or turning a blind corner, or in a low-visibility environment.

Touch spells may be used as Attacks of Opportunity and do not provoke an Attack of Opportunity, if a successful Concentration check is made.

Prestige Classes are taken by request only and their "RP prerequesites" such as tests and lessons from masters will be enforced.

All dumb beasts and most beasts with animal intelligence (3 or below) have no alignment.

Sneak Attacks don't stack with Full Attacks.

..::[WHAT TO EXPECT]::..
Lots of Diplomacy, tough fights, Gathering Information, and Bards.
Chaotic Good and Lawful Evil.
Some Evil characters who are on your side.
A bad-ass BBEG.
Little or no traps, dungeon crawling, or hordes.
No interplanar travel.
Divine intervention as plot points ONLY.
Almost exclusively Human civilization.
Random encounters.
A DM who needs to consult others because of his poor grasp of DMing skills.

..::[BACKGROUND INFO]::..
One group will take place hundreds of years prior to the other. They are the heroes of myth and legend, whereas the other group is discovering their legacy.

Central Plains: Urban area, almost completely human. Other races are treated as foreigners. Half-breeds are hated here.

Mountain: Encampments and tunnels that shelter exotic civilizations. Drow, Gnomes, and Dwarves are found here.

Eastern Forest: Elves come from here. Of course.

Coastal: A port town, populated by dark-skinned Humans, a fair population of civilized Orcs. Fairly tolerant compared to the Central Plains.

Nomadic: Mostly Orcs, with scattered humans.

Countryside: Largely human, but more accepting of immigrant races. Has a fair-sized Halfling population.

..::[THE STORY SO FAR]::..
Hundreds of years ago, a war tore the continent apart. Legend has it that the war was started when an angry god instigated anger between the Southern nomads and the Northwestern encampments. Records of those years have been lost, but to this day, the nomadic Orcs, who must have come out on the bottom of the conflict, and the urban Humans, still maintain a deep-seated hatred for each other.

Only oral tradition remains of these "Dark Ages" of evil and violence. Collectively, these tales are referred to as the Bloodsong.

Now, hatred is again starting to flow through the blood of the people of Iana. Reportedly unprovoked raids on the capital city of Cimmarion have been met with pre-emptive strikes against any Nomadic tribe venturing too close to human civilization. Orcs living among humans are tolerated... barely. Even the peaceful Elves are starting to become suspect to the humans in this new age of paranoia.

Coming from every walk of life and from every corner of Iana, a young, uncorrupted group of adventurers has found themselves drawn to a certain place, a place rich with ghosts, songs, and history. A place where the Bloodsong is about to begin anew.


..::[MAP OF IANA]::..
Not to scale. At all.
"Metagaming" knowledge may go here if I see fit putting it here, such as quest locations that the characters know of, but do not know the exact location of.


[ ][M][M][M][M][M][M]
[ ][ ][ ][ ][ ][ ][F]
[O][ ][ ][ ][ ][ ][F]
[O][ ][ ][P][ ][ ][F]
[O][ ][X][ ][ ][ ][F]
[O][ ][C][C][C][ ][F]
[ ][ ][C][C][C][ ][F]
M for Mountains
O for Coast (oceanfront)
C for Countryside
P for Plains
F for Forest
X
(Hmm... So you're making a DnD style RPG that'll be played out here, I take it? Sorry, there wasn't quite a lot of explanation and I was sort of hoping someone else would ask a question before I did. You know, avoid looking ridiculous and all that. Looks like I'm taking that fall after all.

I'd love to create a character under this kind of system and play some DnD. I'm no expert though, and there's a few things I'd like to clear up before I create my character.

1. Gestalt? The term is unfamiliar to me. Clarification?

2. I'm assuming we also start out with a set of clothing? That wasn't exactly mentioned in your starting list, but I'm going to hope so. Do we start with any amount of money? Such as the amounts mentioned in the PHB? I'm going to hope we start with a selection of items from the PHB as well, or that we'll be outfitted shortly after. As level 3 characters, I'd assume the former. But that's enough assumption out of me.

3. Lastly, I'd like to check on races from the 'Races' sets, Races of Stone, Races of the Wild, etc, and their uses here, as well as the selection of classes from the PHB2, Knights, Dragon Shamans, Beguilers and Dusk Blades. While I myself have no intention of using them, I figure it'll help clear things up for other possible players. Perhaps a set limit on what books can be used would be appropriate rather than a list of what we can't use?

Enough. I think that's it for me. I'll edit this post with my character after you respond, should you allow it. I'd also be happy to help with things as a DM, although my experiences are quite limited. My library is only 10 books, so my grasp of the entire DnD spectrum is a smidge limited. None-the-less, my limited skills are at your disposal.)
Chat Room for more information.
Here, check the name gestalt in his post for a link that I'll add.
NONSTANDARD POINT BUY TECHNIQUE

All abilities start at 8. Take 28 points to spread out among all abilities.

Ability Score Point Costs
Legend: Ability Score : Point Cost

9 : 1 point
10 : 2 points
11 : 3 points
12 : 4 points
13: 5 points
14: 6 points
15: 8 points
16: 10 points
17: 13 points
18: 15 points

For example, you would have to spend 6 points to get an ability score of 14. After you bought it, you would only have 22 points left from your 28 points to buy the rest of your ability scores.

GOT IT MEMORIZED?
Backstory added!
Well, here goes nothing. I figure this should do for a char bio/signup deal for now. It's pretty crummy looking and there's a lot to it, but it's just the standard stuff you'd see on a Sheet, just not so well organized. I'm going to get it down on one just to help myself, heh.

I'll say it now, this character will not be battle-awesome. She's mainly meant for the out of battle stuff or just odd situations. I think it'll be an interesting change of pace for me.

I still can't believe I'm crossplaying though. This is a first time for me, in a serious matter at any rate, so I figure it'll be interesting to say the least. I also changed some of the things I'd mentioned earlier... sorry guys! Bard/Paladin just didn't sit with me when I thought about it. So, here she is.


Ilianna (Anna) Morgaude, 3 Bard/2 Fighter/1 Sorcerer

Basic Appearance

Female
Half Elf
Green Eyes
Chestnut Hair
Lightly Tanned
26 Years Old
5'1", 112 lbs
Neutral Good (NG)

Progression
1. Bard/Fighter
2. Bard/Fighter
3. Bard/Sorcerer

Base Statistics

Str - 10
Dex - 14
Con - 10
Int - 14
Wis - 10
Cha - 16

Health — 18

AC
Standard - 13
Flat-Footed - 10
Touch — 13

Speed — 30
Initiative - 2
Base Attack Bonus - 2

Saves
Fortitude — 4 (4 Base, 0 Con)
Reflex — 5 (3 Base, 2 Dex)
Will — 5 (5 Base, 0 Wis)

Attacks

Unarmed, 1d3, 20x2, Bludgeon
Shortspear, 1d6, 20x2, Pierce, 20 ft
Rapier, 1d6, 18-20x2, Pierce

Skills

48 Skill points

Appraise — 2 (Untrained, 2 Int)
Balance — 2 (Untrained, 2 Dex)
Bluff — 8 (5 Ranks, 3 Cha)
Climb — 0 (Untrained, 0 Str)
Concentration — 0 (Untrained, 0 Con)
Craft — 2 (Untrained, 2 Int)
Decipher Script — 3 (1 Rank, 2 Int)
Diplomacy — 16 (5 Ranks, 3 Cha, 2 Racial, 6 Synergy)
Disable Device — Unusuable (Untrained, 3 Int)
Disguise — 3 (Untrained, 3 Cha)
Escape Artist — 2 (Untrained, 2 Dex)
Forgery — Unusable (Untrained, 3 Int)
Gather Information — 7 (Untrained, 3 Cha, 2 Racial, 2 Synergy)
Handle Animal — Unusable (Untrained, 3 Cha)
Heal — 0 (Untrained, 0 Wis)
Hide — 2 (Untrained, 2 Dex)
Intimidate — 5 (Untrained, 3 Cha, 2 Synergy)
Jump — 0 (Untrained, 0 Str)
Knowledge (arcane) — 3 (1 Rank, 2 Int)
Knowledge (architecture and engineering) — 3 (1 Rank, 2 Int)
Knowledge (dungeoneering) — 3 (1 Rank, 2 Int)
Knowledge (geography) — 3 (1 Rank, 2 Int)
Knowledge (local) — 7 (5 Ranks, 2 Int)
Knowledge (history) — 7 (5 Ranks, 2 Int)
Knowledge (nature) — 3 (1 Rank, 2 Int)
Knowledge (nobility and royalty) — 7 (5 Ranks, 2 Int)
Knowledge (religion) — 3 (1 Rank, 2 Int)
Knowledge (the planes) — 3 (1 Rank, 2 Int)
Listen — 1 (Untrained, 0 Wis, 1 Racial)
Move Silently — 2 (Untrained, 2 Dex)
Open Lock — Unusable (Untrained, 2 Int)
Perform (Sing) — 9 (6 Ranks, 3 Cha)
Profession — Unusable (Untrained, 0 Wis)
Ride — 2 (Untrained, 2 Dex)
Search — 1 (Untrained, 0 Wis, 1 Racial)
Sense Motive — 5 (5 Ranks, 0 Wis)
Sleight of Hand — 4 (1 Rank, 2 Dex, 2 Synergy)
Spellcraft — 3 (1 Rank, 2 Int)
Spot — 1 (Untrained, 0 Wis, 1 Racial)
Survival — 0 (Untrained, 0 Wis)
Swim — 0 (Untrained, 0 Str)
Tumble — 5 (3 Rank, 2 Dex)
Use Magic Device — 3 (1 Rank, 2 Int)
Use Rope — (Untrained, 2 Dex)

Feats

Dodge
Improved Unarmed Strike
Deflect Arrows
Combat Expertise

Inventory

Rapier — 2 lb
Short Spear — 3 lb
1 Days Rations — 1 lb
Traveler's Outfit — 5 lb
Bedroll - 5 lb
Backpack - 2 lb
Scabbard - /

450 Gold

Special Abilities

Bardic Music
Countersong
Fascinate
Inspire Courage +1
Bardic Knowledge
Spells (Bard)
Spells (Sorcerer)
Summon Familiar

Proficiencies

All Simple and Martial Weapons
Light, Medium and Heavy Armor
All Shields

Spell List

3 Bard

3 Level 0 Spells a Day, 6 Spells Learned

Lullaby
Mage Hand
Mending
Open/Close
Prestidigitation
Summon Instrument

2 Level 1 Spells a Day, 3 Spells Learned

Charm Person
Disguise Self
Sleep

1 Sorcerer

5 Level 0 Spells a Day, 4 Spells Learned

Detect Magic
Flare
Light
Read Magic

4 Level 1 Spells a Day, 2 Spells Learned

Feather Fall
Hold Portal

Languages
Central
Draconic
Eastern
Elven

Weight Limits

Light — 33 or Less
Medium — 34 to 66
Heavy — 67 to 100

Currently Carried: 17 lb

Special Notes
Low-Light Vision
Immune to sleep spells and effects
+2 Save against Enchantments
Elven Blood
WARNING: TOTAL D&D NEWBIE

(Name in the works): Human: 3 Druid/ 3 Enforcer (Neutral/Lawful Paladin)
Alignment: Neutral/Lawful (duh)

Stats:
HP: 31
Str: 10
Dex: 10
Con: 14
Int: 10
Wis: 14
Cha: 16

Saves:
Fort: 7
Ref: 3
Will: 7

Feats:
Leadership?
Animal Affinity?
Combat Casting?

...And... I have no idea where to go from here. ;~;
Marroar Songsteel
Male Elf Cleric 3 / Wizard 3
Chaotic Good
Representing Marco
Strength 11 (+0)
Dexterity 12 (+1)
Constitution 11 (+0)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 14 (+2)
Size: Medium
Height: 5' 9"
Weight: 125 lb
Skin: Pale
Eyes: Green
Hair: Dark Brown; Beardless

Gestalt combination: Cleric Wizard
Domains: Fire Knowledge
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 16
Speed: 30 feet
Armor Class: 11 = 10 +1 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]
Fortitude save: +3 = 3 [base]
Reflex save: +2 = 1 [base] +1 [dexterity]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +2 = 2 [base]
Attack (unarmed): +2 = 2 [base]
Attack (missile): +3 = 2 [base] +1 [dexterity]
Grapple check: +2 = 2 [base]
Light load: 38lbs. or less
Medium load: 39-76
Heavy load: 77-115
Lift over head: 115
Lift off ground: 230
Push or drag:
Languages: Common Elven (? 1 more)
No familiar yet
Feats:
Improved Counterspell
Improved Initiative
Scribe Scroll [free to wizard]
Traits:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1
Balance Dex* 3 = +3
Bluff Cha 7 = +3 +4
Climb Str* 0 = +0
Concentration Con 0 = +0
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 3 = +3
Disguise Cha 3 = +3
Escape Artist Dex* 3 = +3
Forgery Int 1 = +1
Gather Information Cha 3 = +3
Heal Wis 3 = +3
Hide Dex* 3 = +3
Intimidate Cha 3 = +3
Jump Str* 0 = +0
Knowledge (arcana) Int 7 = +1 +6
Listen Wis 5 = +3 +2 [elf]
Move Silently Dex* 3 = +3
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Ride Dex 3 = +3
Search Int 3 = +1 +2 [elf]
Sense Motive Wis 3 = +3
Spellcraft Int 9 = +1 +6 +2 [Knowledge, arcane]
Spot Wis 5 = +3 +2 [elf]
Survival Wis 3 = +3
Swim Str** 0 = +0
Tumble Dex* 4 = +3 +1
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Zero-level Cleric spells: 4 per day


First-level Cleric spells: 3 (2+1) per day +1 from a domain:

Second-level Cleric spells: 2 (1+1) per day +1 from a domain:

Zero-level Wizard spells: 4 per day

First-level Wizard spells: 3 (2+1) per day

Second-level Wizard spells: 1 per day

Elf:
• +2 dexterity / -2 constitution (already included)
• Immune to magical sleep
• +2 racial bonus to saves vs. enchantments
• Low-light vision
• Proficient with longsword, rapier, longbow && shortbow
• +2 racial bonus on listen, search, and spot checks
• Notice secret doors
Cleric:
• Alignment Aura
• Spontaneous Casting (heal)
• Turn Undead (6x/day)
• High wisdom gains bonus spells daily
• Domain choices give additional abilities
Wizard
• Familiar / Alertness, etc.
• Bonus Feats (already included)
• High intelligence gains bonus spells daily

Class HP rolled
Level 1: Gestalt 8
Level 2: Gestalt 5
Level 3: Gestalt 3



Marroar Songsteel's Equipment:
Flail 1d6(S) 1d8(M) X2(Critical) 5Lb.
Shortspear 1d4 1d6 3lb.
Bedroll 5lb.
Backpack 2lb.
Scholar's Clothes 6lb.
21 lb
2 lb
3 lb
_____
26 lb Weapons / Armor / Shield (from above)
Spell component pouch
Spellbook x1

Total
More about Marroar Songsteel:

((Tell me if I miss something please))
Maya Darkholme, 3 Rogue/3 Ranger
Chaotic/Neutral

Basic Appearance

Female
Halfling
Gray Eyes
White Hair
Darkened Skin Color
26 Years Old
2'9", 25 lbs

Base Statistics
Str - 10 - 2 = 8
Dex - 16 + 2 = 18
Con - 10
Int - 14
Wis - 10
Cha - 14

Health — 21 ( 8/8, 3/8, 8/8 )

AC
Standard - 15
Flat-Footed - 11
Touch — 15

Speed — 20
Base Attack Bonus - 3

Saves
Fortitude — 4 (3 Base, 0 Con, 1 Race)
Reflex — 8 (3 Base, 4 Dex, 1 Race)
Will — 2 (1 Base, 0 Wis, 1 Race)

Attacks
Unarmed, 1d2, 20x2, Bludgeon
Composite Longbow, 1d6, 20x3, Pierce, 110 ft

Skills
60 Skill points

Appraise - 2 (Untrained, 2 Int)
Balance - 6 (Untrained, 4 Dex, 2 Synergy)
Bluff - 6 (4 Ranks, 2 Cha)
Climb - 1 (Untrained, -1 Str, 2 Race)
Concentration - 0 (Untrained, 0 Con)
Craft - 2 (Untrained, 2 Int)
Decipher Script - 2 (Untrained, 2 Int)
Diplomacy - 4 (Untrained, 2 Int, 2 Synergy)
Disable Device - 2 (Untrained, 2 Int)
Disguise - 8 (4 Ranks, 2 Cha, 2 Synergy)
Escape Artist - 10 (6 Ranks, 4 Dex)
Forgery - 2 (Untrained, 2 Int)
Gather Information - 6 (4 Ranks, 2 Cha)
Handle Animal - 2 (Untrained, 2 Cha)
Heal - 0 (Untrained, 0 Wis)
Hide - 14 (6 Ranks, 4 Dex, 4 Size)
Intimidate - 4 (Untrained, 2 Cha, 2 Synergy)
Jump - 3 (Untrained, -1 Str, 2 Race, 2 Synergy)
Knowledge (Local) - 2 (Untrained, 2 Int)
Knowledge (Dungeoneering) - 2 (Untrained, 2 Int)
Knowledge (Geography) - 6 (4 Ranks, 2 Int)
Knowledge (Nature) - 2 (Untrained, 2 Int)
Listen - 7 (5 Ranks, 0 Wis, 2 Race)
Move Silently - 12 (6 Ranks, 4 Dex, 2 Race)
Open Lock - 10 (6 Ranks, 4 Dex)
Perform (Dance) - 8 (6 Ranks, 2 Cha)
Perform (Others) - 2 (Untrained, 2 Cha)
Profession - 0 (Untrained, 0 Wis)
Ride - 4 (Untrained, 4 Dex)
Search - 2 (Untrained, 2 Int)
Sense Motive - 0 (Untrained, 0 Wis)
Sleight of Hand - 12 (6 Ranks, 4 Dex, 2 Synergy)
Spot - 3 (3 Ranks, 0 Wis)
Survival - 0 (Untrained, 0 Wis)
Swim - -1 (Untrained, -1 Str)
Tumble - 5 (1 Rank, 4 Dex)
Use Magic Device - 2 (Untrained, 2 Cha)
Use Rope - 4 (Untrained, 4 Dex)

Feats
Track (Ranger level 1 - Track)
Rapid Shot (Ranger level 2 - Combat Style, Archery)
Endurance (Ranger level 3 - Endurance)
Dodge (Level 1)
Combat Reflexes (Level 3)

Inventory
Longbow, composite — 3 lb
Arrows (20) - 3 lb
1 Days Rations — 1 lb
Traveler's Outfit — 5 lb
Bedroll - 5 lb
Backpack - 2 lb
Scabbard - /

479 Gold

Special Abilities
Ranger
- Favored Enemy
Humanoid (human)
- Wild Empathy

Rogue
- Sneak Attack
+2d6
- Trapfinding
- Evasion
- Trap Sense
+1

Languages
Common
Halfling
Dwarven
Gnome

Weight Limits
Light — Up to 20 Ib.
Medium — 21 - 40 Ib.
Heavy — 41 - 60 Ib.

Currently Carried: 22 lb

Special Notes
+2 Save against Fear
Halfling blood
Size: Small
Cry. Fixed it to reflect my silly Druid anti-metal vow. DX

---

Marquez Baelin
Figher/Druid
True Neutral
3rd level

HP: 26
Hit die: d10

AC: 17
Touch: 13
Flat-footed: 14
Armour check: -2

Initiative: +3
Speed: 30 ft

Str: 12 [+1]
Dex: 16 [+3]
Con: 14 [+2]
Int: 10 [+0]
Wis: 12 [+1]
Cha: 10 [+0]

Base attack: +3

Fortitude: +5 (base +3, ability +2)
Reflex: +4 (base +1, ability +3)
Will: +4 (base +3, ability +1)

Melee: +4 (base +3, Str mod +1)
Ranged: +6 (base +3, Dex mod +3)

Short sword, "Summer": attack bonus +2, damage 1d6+2, critical 19-20/x2, sunburst carved into blade
Short sword, "Winter": attack bonus +2, damage 1d6+2, critical 19-20/x2, snowflake carved into blade
Shorbow, "Solstice": attack bonus +6, damage 1d8+3, critical x3, range 70ft

Leather armour: armour bonus +2, max Dex +6, check 0, speed 30ft
Large wooden shield: armour bonus +2, check -2

Concentration +7
Diplomacy +4
Listen +3
Move Silently +1
Search +3
Spot +3
Handle Animal +3

Feats:
(Fighter Feats: Quick Draw, Two-Weapon Fighting)
Toughness
Two-Weapon Fighting
Dodge
Quick Draw
Endurance
Diehard

Class Abilities:
Woodland stride (no damage through naturally damaging terrain, i.e. brambles)
Trackless step (can't be tracked through natural terrain)
Nature sense (identify plants, animals perfectly)

Spells:
0: create water (6 gallons), light (30 minutes), purify food and drink (3 cu. feet), resistance (1 min)
1: summon nature's ally I (3 rounds, dire rat), produce flame (1d6+3, touch or thrown, 3 minutes), entangle (40 ft. radius, 3 minutes, -2 to attack, -4 to Dex, can't move)
2: flaming sphere (3ft sphere, 3 rounds, 30ft speed, 2d6 fire damage, move-action to direct)

Stuff:

Backpack (1 cu. ft)
--bedroll
--waterskin (1/2 gallon)
--hemp rope (50 ft)
--torch x2
--1 loaf of bread
--1 hunk of cheese
--1 chunk of meat
--1 pitcher of wine
--1/2 gallon ale
Belt pouch x2 (2/5 cu. ft.)
--flint+steel
--small steel mirror
Hides and leathers (clothes)
40 shortbow arrows

328 gp, 2 sp, 3 cp

Spell saves:
0 level: 11 DC
1 level: 12 DC
2 level: 13 DC

Marquez is a little over twenty years old, and is perhaps five foot ten. She still looks young, although she is more often dirty or dusty than clean. She rather dislikes baths of any sort, and would prefer to avoid them together. As she has spent almost all of her life out of doors, she is fit and quite thin.

Marquez's hair is a light brownish-blond. She cuts it herself, and the result is hair that is roughly cropped and chin-length. It is often infested with twigs and leaves that she refuses to comb out. Her skin is heavily tanned by long exposure to the sun. Her eyes are a very clear blue in colour. She walks straight and slightly on the balls of her feet, like a hunter, but rarely moves with any kind of haste.

At some point in her life, Marquez sustained an encounter with a small but vicious lion. She won the battle, and now wears the lion's pelt like a cape. Its still-clawed front paws are tied together around her neck to support the entire cape, which reaches down to her knees. The back legs are missing from the pelt, but the tufted tail remains. Although she took off the head, the brown mane still sits around her shoulders like a furry collar. The pelt is large enough to pull almost completely around herself like a conventional cloak.

Marquez wears a partially rusted chain shirt underneath a single-sleeved leather overshirt. Other bits of hide are tied to her bare arm like makeshift sleeves. There is a large lizardskin belt around her waist, and a smaller one around her shield wrist. Marquez also wears a skirt made of hide that once reached to her ankles, but is now so ripped and frayed that it only goes as far as her knees. The back paws of the lion pelt cape that she wears are tied to the top of her sandaled feet.

Marquez's short swords and shortbow came from the corpse of an unlucky traveller that she found a pack of wolves feasting upon. The wolves turned on her as soon as she approached, and one charged forward to attack. She sustained a deep bite on her right hand—a scar that she still carries—before her then-fledgling magical abilities unleashed a spell on the young wolf. The beast immediately changed its outlook on her, and chased the other wolves away. When the wolf attempted to follow her home after she had recovered the weapons, she realized that it wouldn't leave, and decided to take it in as a friend rather than a pet. Marquez named the wolf "Fish", for a reason that only she can fathom, and often asks his advice or opinion. Her shield is made of heartwood from a lightning-split tree, adorned with a set of antlers from a young stag that was Fish's first kill with her.

Marquez seems to have a laid-back approach to life. She doesn't worry much about anything. She doesn't go so far as to believe in destiny, but he accepts that most things happen for a reason, and many of those reasons are impossible for mere mortals to change. She is not at all religious. She regards nature as the closest thing to a god, and sees it as the ultimate leveller of man. In nature, everyone is equal; Marquez treats people in that exact vein. She will show precisely the same amount of respect to everyone, whether they are a stableboy or a king. She will never attacked unless she is provoked, or if Fish lashes out first, because of how deeply she trusts his judgement. She can be a bit slow to catch on to tangents that require higher levels of thought than typically required. Marquez is also a heavy drinker, and has the ability to hold very large amounts of alcohol. The only thing that she seems competitive in are drinking contests, in which she is highly skilled.

SUMMARY:
Character sheet coming as soon as I find the Swashbuckler's progression.

BASICS

Seth "Random" Thyria
Chaotic Evil
Male Elf

Dark hair
Light-tan skin
Dark eyes
98 years old
Thin beard, usually shaven
5'2" and 110 lbs

[HIT DICE]

1: Swash/Bard 10
2: Swash/Bard 8
3: Swash/Bard 5

--------------------------------------------

Str 9 (-1)
Dex 16 (+3)
Con 10 ( 0)
Int 14 (+2)
Wis 8 (-1)
Cha 16 (+3)

<[ARMOR]>
10+[3 dex]+[2 armor]+[x other]=15

Leather Armor, 2 AC, max dex 6, 0 check penalty, spell fail 10

(2/20), no speed restrictions

<[ATTACKS]>
Unarmed 1d2 x2
3 [BAB] -1 [Str] = 2

Rapier 1d6 18-20 x2
3 [BAB] +3 [Dex] = 6

Sling 1d4 x2, range 50
3 [BAB] +3 [Dex] = 6

<[FEATS]>
Weapon Finesse
Quick Draw

<[NOTES]>
Immune to Sleep
Notices Secret Doors
Low-light vision
+2 save vs enchantment

<[SPELLS KNOWN]>
Cantrips: Detect Magic, Message, Light, Lullaby, Prestigiditation, Summon Instrument.

1st level: Undetectable Alignment, Expeditious Retreat, Charm Person

<[SPELLS PER DAY]>
Bonuses included
4 lvl 0
2 lvl 1

<[LOAD]>
Backpack (2)
Bedroll (5)
1 day's rations (1)
Rapier (2)
Sling (0)
Sling bullets x10 (5)
Leather armor (15)
----------------------
30

MAX: 30/60/90

<[LANGUAGES]>
Central
Eastern
Countryside
Jonathan Crotalines

Summary
Male Half-Elf Male Half-Elf Druid/Monk(Gestalt) 3
Lawful Neutral
Representing Zanzo

Size: Medium
Height: 5' 9"
Weight: 195 lb
Eyes: Blue
Hair: White
Skin: Pale

Strength 14 (+2)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 12 (+1)


Total Hit Points: 30
Speed: 40 feet
Armor Class: 15
Atks: Unarmed Damage: 1d6 +2 [strength]
Sling [1d4, Crit×2, 50 ft., 0 lb., Bludgeoning]
-20 Bullets [10lbs.]

Attack (handheld): + 4 = 2 [base] + 2 [strength]
Flurry of Blows: + 2/ + 2 [includes strength modifier]
Attack (missile): + 3 = 2 [base] + 1 [dexterity]
Grapple check: + 8 = 2 [base] + 2 [strength] +4 [Improved Grapple(Additonal note: Does not provoke AoO when making a touch attack to start a grapple]

Fortitude save: + 4
Reflex save: + 4
Will save: + 5

Feats

Combat Casting
Quick Draw
Improved Grapple [monk]
Improved Unarmed Strike [monk]
Deflect Arrows [monk]

Zero-level Druid spells: 4 per day
First-level Druid spells: 3 (2 + 1) per day
Second-level Druid spells: 2 (1 + 1) per day

Johnathan's Equipment:

Backpack (2)
Bedroll (5)
1 day's rations (1)
Sling (0)
Sling bullets x20 (10)

18 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch

Monay: 150GP


Spells

http://www.d20srd.org/srd/spellLists/druid...evelDruidSpells


Vertigo
Level: 1
HP: 21

Summary
Atk: +4 (1d4 plus poison)
Full atk: +4 (1d4 plus poison)
Poison: 1d6 Con
-Fort DC: 11
Base Attack/Grapple: +2/+6
Speed: 20ft.
Space/Reach: 10ft/5ft
Saves: Fort +3, Ref +6, Will +2
Length: 16ft.
Weight: 200lbs.






Full Info

Jonathan Crotalines
Male Half-Elf Male Half-Elf Druid/Monk(Gestalt) 3
Lawful Neutral
Representing Zanzo

Strength 14 (+2)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 12 (+1)

Size: Medium
Height: 5' 9"
Weight: 195 lb
Eyes: Blue
Hair: White
Skin: Pale

Total Hit Points: 30

Speed: 40 feet [monk]

Armor Class: 13 = 10 + 1 [dexterity] +2 [wisdom]
Touch AC: 13
Flat-footed: 11

Initiative modifier: + 5 = + 1 [dexterity]
Fear check: + 2 = + 2 [wisdom]
Horror check: + 2 = + 2 [wisdom]
Madness check: + 2 = + 2 [wisdom]
Fortitude save: + 4 = 3 [base] + 1 [constitution]
Reflex save: + 4 = 3 [base] + 1 [dexterity]
Will save: + 5 = 3 [base] + 2 [wisdom]
Attack (handheld): + 4 = 2 [base] + 2 [strength]
Flurry of Blows: + 2/ + 2 [includes strength modifier]
Attack (missile): + 3 = 2 [base] + 1 [dexterity]
Grapple check: + 8 = 2 [base] + 2 [strength] +4 [Improved Grapple(Additonal note: Does not provoke AoO when making a touch attack to start a grapple]

Light load: 76 lb. or less
Medium load: 77-153 lb
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.

Languages: Common, Druidic, Elven, Sylvan, Draconic

Unarmed Damage: 1d6 +2 [strength]

Sling [1d4, Crit×2, 50 ft., 0 lb., Bludgeoning]
-20 Bullets [10lbs.]

Feats

Combat Casting
Quick Draw
Improved Grapple [monk]
Improved Unarmed Strike [monk]
Deflect Arrows [monk]


Skills

Appraise (Int) 1 = +1
Balance (Dex*) 1 = +1
Bluff (Cha) 1 = +1
Climb (Str*) 5 = +2 + 3
Concentration (Con) 4 = +1 + 3
Craft_1 (Int) 1 = +1
Craft_2 (Int) 1 = +1
Craft_3 (Int) 1 = +1
Diplomacy (Cha) 7 = +1 + 4 + 2 [half-elf]
Disguise (Cha) 1 = +1
Escape Artist (Dex*) 1 = +1
Forgery (Int) 1 = +1
Gather Information (Cha) 3.5 = +1 + 0.5 + 2 [half-elf]
Handle Animal (Cha) 2 = +1 + 1
Heal (Wis) 5 = +2 + 3
Hide (Dex*) 1 = +1
Intimidate (Cha) 1 = +1
Jump (Str*) 9 = +2 + 3 + 4 [speed 40]
Knowledge (nature) (Int) 5 = +1 + 2 + 2 [druid]
Listen (Wis) 6 = +2 + 3 + 1 [half-elf]
Move Silently (Dex*) 3 = +1 + 2
Perform_1 (Cha) 1 = +1
Perform_2 (Cha) 1 = +1
Perform_3 (Cha) 1 = +1
Perform_4 (Cha) 1 = +1
Perform_5 (Cha) 1 = +1
Ride (Dex )3 = +1 + 2
Search (Int) 3.5 = +1+ 1.5 + 1 [half-elf]
Sense Motive (Wis) 3 = +2 + 1
Spellcraft (Int) 3 = +1 + 2
Spot (Wis) 6 = +2 + 3 + 1 [half-elf]
Survival (Wis) 7 = +2 +3 + 2 [druid]
Swim (Str**) 2 = +2
Use Rope (Dex) 1 = +1

* = check penalty for wearing armor

Zero-level Druid spells: 4 per day
First-level Druid spells: 3 (2 + 1) per day
Second-level Druid spells: 2 (1 + 1) per day

Half-Elf

* Immune to magical sleep
* + 2 racial bonus on saves vs. enchantments
* Low-light vision
* + 1 racial bonus on listen, search, and spot checks
* + 2 racial bonus on diplomacy and gather information checks

Druid

* Spontaneous Casting (summon nature's ally)
* Animal Companion
* + 2 on Knowledge (nature) and Survival (already included)
* Wild Empathy
* Woodland Stride (level 2)
* Trackless Step (level 3)
X Resist Nature's Lure (level 4)
X Wild Shape (level 5)
X Venom Immunity (level 9)
X A Thousand Faces (level 13)
X Timeless Body (level 15)
* High wisdom gains bonus spells daily


Monk

* AC Bonus for Wisdom
X AC Bonus for level (begins level 5)
* Flurry of Blows
* Unarmed Strike
* Evasion (level 2)
* Fast Movement (already included)
*(lv1,2), X(lv6) Bonus Feats (levels 1 2 & 6)
* Evasion (level 2)
* Fast Movement (level 3)
* Still Mind level 3)
X Ki Strike (level 4)
X Slow Fall (level 4)
X Purity of Body (level 5)
X Wholeness of Body (level 7)
X Improved Evasion (level 9)
X Diamond Body (level 11)
X Quivering Palm (level 15)
X Timeless Body (level 17)
X Tongue of Sun and Moon (level 17)
X Empty Body (level 19)
X Perfect Self (level 20)

Legend: *= Has obtained. X= Has not yet obtained.


Class HP rolled
Level 1: Monk 8
Level 2: Monk 5
Level 3: Monk 8


Johnathan's Equipment:

Backpack (2)
Bedroll (5)
1 day's rations (1)
Sling (0)
Sling bullets x20 (10)

18 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch

Money: 150GP


Spells

http://www.d20srd.org/srd/spellLists/druid...evelDruidSpells


Vertigo
Level: 1
Snake, Large Viper
Size/Type: Large Animal
Hit Dice: 3d8 (21 HP)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 2


Most, if not all of these stats were automated, so if anything is off, my bad.
HAY DM(s).

We gonna start or what now?
I just wanna lay a little advice if someone new shows up

Best, necromancy, combo, evar: Evil cleric/wizard specializing in necromancy

The special rule: Evil clerics CONTROL undead instead of turning
Well... I need a swashbuckler progression, and my Complete Warrior torrent is going at 4 kbps... and my computer's off right now, so...

Uh...
*makes something else for fun*

3 Ranger/ 3 Paladin
Alignment: Lawful/Good
Race: Human
Stats:
Hit: d10
Str: 14 (+2)
Dex: 10 (0)
Con: 14 (+2)
Int: 8 (-1)
Wis: 12 (+1)
Cha: 16 (+3)

Saves:
Fort: 3 + 2 + 3 = 8?
Ref: 3 + 3 = 6?
Will: 1 + 1 + 3 = 5?

Base: +3

Feats:
Endurance *
Track *
Two-Weapon Fighting *
Mounted Combat
Power Attack
Blind Fight

Coins: 450 gp
Oh God! I have to redo all of my stats! I didn't see the stupid point distribution thing and rolled for all of my stats! DX

This sucks...

EDIT: When you say no traits, what do you mean exactly? No racial traits? At all? O_o
No, there are things called Traits that are both good and bad, like "Slow" or "Saddleborn" or "Slippery."

Don't use them.
Desthin Haern
Monk/Ranger
Lawful Neutral
3rd level

HP: 21
Hit die: d8

AC: 16
Touch: 16
Flat-footed: 13
Armour check: 0

Initiative: +3
Speed: 40 ft

Str: 8 [-1]
Dex: 16 [+3]
Con: 14 [+2]
Int: 10 [+0]
Wis: 16 [+3]
Cha: 10 [+0]

Base attack: +3

Fortitude: +3 (base +3, ability +0)
Reflex: +6 (base +3, ability +3)
Will: +6 (base +3, ability +3)

Melee: +6 (base +3, Dex mod +3)
Ranged: +6 (base +3, Dex mod +3)


Skills:

Appraise = +2

Balance = +10

Bluff = -1

Climb = 4

Concentration = 2

Diplomacy = +5

Disguise =-1

Escape Artist = +8

Forgery = +2

Gather Information = -1

Heal Wis = +3

Hide = +8

Intimidate = -1

Jump = +5

Listen = +8

Move Silently = +8

Perform (Dance) = +2


Ride = +3

Search = +2

Sense Motive = +4

Spot = +3

Survival = +6

Swim = +2

Tumble = +9

Use Rope = +3



Feats:
Dodge
TWF
Weapon Finesse
Combat Reflexes
Stunning Fist

Class Abilities:

Monk Abilities:
AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Greater Flurry

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus Feat

At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ranger Abilities:
Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).


At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track

A ranger gains Track as a bonus feat.
Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Stuff:
1 Backpack
1 Waterskin [Fine Wine] [5.5 lbs.]
1 Waterskin [Ale] [5 lbs.]
2 Extra Monk's Clothes.
1 Flint & Steel [0 lbs.]
1 50 Foot Silk ropes [5 lbs.]
1 Bottle of Fine Wine [1.5 lbs.]

24 lbs [Light Load]


89 gp, 35 sp, 20 cp. [Extra spent on drink, room, board and such.]