Bloodsong House Rules

Wooga, finish up (RoboTek, Pally, Eon and I can help you if you need) before I have a satisfactory head count and you're in.

Paladin? RoboTek pointed something out to me.

How the hell are you a double-Cleric? He can't find "Priest/Priestess" anywhere, and both of your spell progressions seem strange.
I'm pretty sure I'm done now Kazu. So I'll post in the rollcall now, alright, you can delete the post if you don't like it.
Faldor (SpaceMonkeySteve)
Gestalt3(Sor3/Rog3)
Elven, Chaotic Neutral
Medium-Size
175 Years Old, 5'3", 145 lbs.
Brown Eyes, Brown Hair, Pale Complexion

STR: 11 (0)
DEX: 18 (+4)
CON: 11 (0)
INT: 10 (0)
WIS: 10 (0)
CHA: 14 (+2)

HP: 15
AC: 14 (Touch: 14, Flat Footed: 10)
SPD: 30 ft.
INT: +4
DR: -/-
SR: 0

BAB: +2
GRP: +2
FRT: +1
RFX: +7
WIL: +3

Weapons/Armor
Primary Melee Weapon: Rapier (M, Piercing, 2lbs) ATK: +6, DMG: 1d6+4, CRIT: 18-20/x2
Secondary Melee Weapon: Dagger (S, Piercing/Slashing, 1lb) ATK: +2, DMG: 1d4, CRIT: 19-20/x2, RNG: 10ft
Primary Ranged Weapon: Composite Shortbow (M, Piercing, 2lbs) ATK: +6, DMG: 1d6, CRIT: x2, RNG: 70ft

Skills (Max Ranks: 6 Class, 3 Cross-Class)
Balance: +12
Bluff: +8
Diplomacy: +10
Disguise: +4
Escape Artist: +4
Gather Information: +2
Hide: +4
Intimidate: +4
Jump: +2
Listen: +2
Move Silently +10
Open Lock +12
Ride: +4
Search: +2
Spot: +2
Sleight of Hand: +12
Tumble: +10
Use Rope: +4

Feats/Racial/Class Abilities
Low-Light Vision
Sleep Immunity
Sneak Attack (+2d6)
Trapfinding
Evasion
Trap Sense +1
Weapon Finesse (Rapier)
Point Blank Shot

Languages
Common
Elven

Spells
Spell Save Mod: +2
Arcane Spell Failure: 0%
Spells Per Day
Level 0(DC: 12): 6
Level 1(DC: 13): 6
Level 2(DC: 14): -(1)
Level 3(DC: 15): -
Level 4(DC: 16): -
Level 5(DC: 17): -
Level 6(DC: 18): -
Level 7(DC: 19): -
Level 8(DC: 20): -
Level 9(DC: 21): -
Spells Known
Level 0: Resistance(ABJUR): Subject gains +1 to Saving Throws. Acid Splash(CONJ): Orb deals 1d3 Acid Damage. Ray of Frost(EVOC): Ray deals 1d3 Cold Damage. Touch of Fatigue(NECRO): Touch Attack Fatigues target. Prestidigitation(UNIV): Performs minor tricks.
Level 1: Mage Armor(CONJ): Gives subject +4 Armor Bonus. True Strike(DIV): +20 on your next Attack Roll. Shocking Grasp(EVOC): Touch delivers 1d6/level Electricity Damage (Max 5d6).
Level 2: -
Level 3: -
Level 4: -
Level 5: -
Level 6: -
Level 7: -
Level 8: -
Level 9: -

Equipment
(Light Load: 0-38lbs, Medium Load: 39-76lbs, Heavy Load: 77-115lbs, Lift Over Head: 115lbs, Lift Off Ground: 230lbs, Drag Or Push: 575lbs)
Backpack x1
Traveler's Outfit x1
Signet Ring x1
Bedroll x1
Masterwork Thieves Tools x1
Spell Component Pouch x1
Belt Pouch x1
Scabbard x1
Quiver x1
Arrows x20
Waterskin x1
Trail Rations x1
Money: PP: 0, GP: 37, SP: 0, CP: 0
Alright, since it was decided that Priest was unacceptable, I will be starting from scratch.

You will probably need to start the game without me as I am going to be busy with college and work until the week's end. Since I prefer to create RP-centric as opposed to stat-centric characters, this will take a while. When my character is finished, I can be added into one of the parties without fuss or bother. It may even give you a plot point or two, who knows?

I'll join when I can.
Basic Data
Name: Aria "Winter" Naimion (Diamondbreeze)
Class: Sorceress / Favored Soul
Level: 3
Race: Gray Elf (Highlander)
Size: Medium
Gender: Female
Alignment: Neutral Good
Religion / Patron Deity: Bahamut


Character Description:
Height: 5' 2"
Weight: 85 Lbs.
Age: 152 (Equates to approximately 21 years of age for a Human.)
Hair Color: Silver-white (as snow)
Hair Style: Straight. Mid-back. Down. Angel-fine.
Eye Color: Frosted Violet.


Ability Mods and Stats:
HP = 21
STR = 9
DEX = 10
CON = 10
INT = 16
WIS = 10
CHA = 17
Speed: 30
Initiative Mod = +0
Base Attack Bonus = +2

Weapons:
Heavy Pick (Dmg: 1d6 P, Crit: x4)
Stiletto (Dmg: 1d4 P, Crit: 19-20/x2)

Saving Throws:
Fortitude = 3
Reflex = 6
Will = 6

Armor Class:
AC = 10
Touch AC = 10
Flat Footed AC = 10


Skills: (42 Points @ 6/3)
Appraise = 3
-Bluff = 3
-Concentration = 6
-Craft (Alchemy) = 3
-Diplomacy = 11
Disguise = 3
Gather Information = 3
-Heal = 6
Intimidate = 3
Knowledge (Arcana) = 11
Knowledge (Religion) = 11
Listen = 2
Search = 4
-Sense Motive = 6
-Spellcraft = 11
Spot = 2



Features:
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.



Class Abilities:
- Summon Familiar
- Favored Weapon Proficiency: Heavy Pick
- Favored Weapon Focus: Heavy Pick
- Light Armor Proficiency
- Medium Armor Proficiency
- Shield Proficiency
- Faith Healing +0/Auto 10
- Knowledge Specialty: Religion
- Exalted Presence +2 (Bahamut)
- Magical Affinity +3 (Celestial)

Feats:
Insightful Reflexes
Force of Personality


Gear: ( 27.5 / 30 )
Winter's Outfit (5 lbs.) (+5 Fort Vs Heat/Cold exposure. Water Resistant.)
--Sling (x2) (-- lbs.)
--Spell Component Pouch (2 lbs.)
--Money Pouch (? lb.)
Heavy Pick (6 lbs.)
Stiletto (x2) (1 lb. Each)
Winter's Travel Case (4 lbs.)
*General Storage
--Trail Rations (x3) (1 lb. Each)
--Waterskin (Empty) (1/2 lb.)
*Secondary Compartment
--Winter's Outfit (5 lbs.) (+5 Fort Vs Heat/Cold exposure. Water Resistant.)
--Sling (x2) (-- lbs.)
*Padded Storage & Potions
--(empty)
*Scrolls, Maps, & Wands
--(empty)

Currency: (20 Gold)
Platinum = 1
Gold = 9
Silver = 9
Copper = 10

Carrying Capacity:
Currently used = 21.5 lbs.
Light @ 30 lbs. or less
Medium @ 31-60 lbs.
Heavy @ 61-90 lbs.


Languages:
Elven
Plains
Draconic
Celestial
Orc

Background: Unknown to you.

Personality: Also unknown to you.

Spell Allocation Table: (SPD/SK)

Sorceress
Level 0: 6/5
Level 1: 6/3

Favored Soul:
Level 0: 6/5
Level 1: 6/4

Spells Known:

Sorceress:

Level 0:
Mage Hand
Ray of Frost
Message
Prestidigitation
Mending

Level 1:
Lesser Cold Orb (2d8)
Mage Armor
Expeditious Retreat

Favored Soul:

Level 0:
Create Water
Light
Detect Magic
Resistance
Purify Food and Drink

Level 1:
Cure Light Wounds
Detect Alignment
Comprehend Languages
Nimbus of Light
Too many Druids. Too many Rangers.

No Paladins? Sweet.


Basic Data
Name: Marco Judgejoy
Class: 'Non-Spellcasting Paladin'/Fighter
Level: 3/3
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful/Good
Religion / Patron Deity: Bahamut
Height: 5'10''
Weight: 168 lb
Age: 22

Character Description:
Bleached blond locks extending to his shoulders. Light blue sparkling eyes. A dapper complexion, along with an unstoppably bright smile.

Yea. Right. That's his other 12 brothers.

Marco himself has shocks of silver amongst a bed of black hair, which he has repeated attempted to dye to match his siblings. He is, however, of powerful and tall build. Lankier than the usual fighter, he carries with him the demeanor of an ironwood sapling, powerful yet with deep reserves of untapped potential.

Due to his unfortunant circumstances, all that could give away his noble birth is the gold Signet ring on his left hand, an opal set deep into the ring.

Marco isn't ugly, persay. He isn't swoon-worthy material, but what keeps people away is his overbearing confidence. He is currently experimenting with a mustache, and only too aware that his strange silver hair isn't bound only to the ones on his head.

Without much in the world for himself, Marco set out to carve his own path, trusting in his own size and power to carry him through. His training with the Paladin Order of the Dawn has been spotty at best--his martial skills are of a high-calibur, and his knowledge of noble life is unchecked. However, from birth he was plagued with what modern physicians would label ADD, and currently... well, it's a miracle he can read.

But what he can read, he has taken to heart. Believing that he must play a crucial role in the fight against the evils of lawless chaos, Marco was only too eagar to accept a joke assignment--to singlehandedly smite the orc legion that plagued the human borders. The assignment was kept ambiguous--there was no mention of what would happen after the reckoning, nor who would be in charge of maintaining order later.

His peers laughed at his leaving back. However, what they didn't realize is that under the mask of gullibility, Marco had realized a very true fact--vanquishing the orcs, regardless of the means, was the fastest way to power, glory, and riches beyond his wildest dreams.

With only his weapons and armor, Marco begins his crusade with an eagar heart. After all, the very gods of the world are behind him. What does he have to fear?

Ability Mods and Stats:
HP = 33
STR = 14 (2)
DEX = 12 (1)
CON = 14 (2)
INT = 10 (0)
WIS = 10 (0)
CHA = 14 (2)
Base Speed: 30
Initiative Mod = +1
Grapple Mod = +5
Base Attack Bonus = +3

Weapons:
Rapier: 1 hand, 1d6, 18-20, x2
Lance: 2 hand, 1d8, x3

Saving Throws:
Fortitude = 3 + 2 + 2 = 7
Reflex = 1 + 1 + 2 = 4
Will = 1 + 0 + 2 = 3

Armor Class:
AC = 21
Touch AC = 11
Flat Footed AC = 20


Skills: (12 Points @ 6/3)
(Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), Concentration (Con), Diplomacy (Cha) Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis) )

Str (+2):
Climb
Jump
Swim: 6

Con (+2):
Concentration

Dex (+1):
Ride: 1

Wis (+0):
Sense Motive: 6

Cha (+2):
Bluff
Diplomacy (+2 Synergy)
Disguise
Gather Information
Handle Animal:
Intimidate
Perform
Use Magic Device
OTHER:
Knowledge (Nobility) (Int): 5

Class Abilities:
Paladin:
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su)
Divine Grace (Su)
Lay on Hands (Su)
Aura of Courage (Su)
Divine Health (Ex)
Domain: Protection: Protective Ward — As a Standard Action, you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to(Paladin level — 2). The effect fades if not used in 1 hour. Usable once per day. (Level 4)

Fighter: Additional Fighter Feats



Feats: (1 + 1 + 1 + 2)
Weapon Focus (Lance)
Endurance
Diehard
Power Attack*
Cleave *

*Fighter Feats

Gear: (450 gp)
Banded mail: 250 gp; 35 lb
Tower Shield: 30 gp; 45 lb (engraved with Bahamut's symbol, a Star above a Milky Nebula)
Gauntlet, locked: 8 gp; 5 lb
Rapier: 20 gp; 2 lb
Lance: (free); 10 lb
Backpack: (free); 2 lb
Bedroll: (free); 5 lb
Explorer's outfit: 10 gp; 8 lb
Signet Ring: 5 gp;
Silver Holy Symbol: 25 gp; 1 lb
Left over: 9 pp, 9 gp, 9 sp, 12 cp


Carrying Capacity:
Currently used = 113 lb
Light @ 58 lb. or less
Medium @ 59-116 lb.
Heavy @ 117-175 lb.

Languages:
Central
Coastal

Background:

Marco was born under a strange sign. There are rumors that he is the result of sexual frustration and a foreign diplomat. Others claim that his father insulted the gods a week before his birth.

Still others just think he had it coming from a past life.

Even though his father was the Earl of Tunsburry, having thirteen children meant that Marco saw very little of the estate. Having lived with this all his life, he was blessed and cursed:

Blessed, in that none of his brothers saw him as a viable threat, and left him alone to pursue his career as a holy warrior.

Cursed, in that through their squabbling, his brothers had ursurped his share of his father's estate when he returned for the funeral.

Marco, unable to comprehend the legality of the will his brothers presented him, was forced to accept his fate. Surprisingly to his brothers, he left on fairly good terms--no bloodshed, no anger.

They thought he had gone truely daft.

Little did they know that Marco had bigger dreams than merely a share of the fiefdom...

Personality:
Marco is supremely confident. If he doesn't know something, he trusts his gut--after all, he has had good luck thus far. Trusting the divine to guide him to his task in life, he only looks to where the heathens roam--for only by showing their wrongs can he guide them to the light.

Spells Known:

(none yet)
I'm still curious as to why EN is using Druid-restricted equipment...
I think the Druid-equipment restriction applies even in Gestalt. At least, that's what the d20 said. ^_^;
His armor is druid restricted, but I think that is it. I know that they start with scimitar proficiency, so I would doubt short sword would be prohibited.
Okay, she told me she changed it.
Short swords are restricted too. that list of starting proficencies is pretty much the only non-restricted stuff.

Now, if they were made of ironwood, then I think short sword would be okay...
No, no, Steve.

Druids have a restriction on metal ARMOR. I think weapons are fine.
Oh, quick question.

Who can find me the complete info on Cavalier Prestige Class? I found some basic info in the Emerald Keep, but I'd like more complete info.

EDIT: Thanks Robo!

Another thing: Will we be facing the undead?
As I'm sure you can all already tell, I've started! Adventurer party, figure out your Gather Information modifiers and post them.

Your current motivations are of little consequence; you'll soon have a better one.
I think I was confusing it with 3.0 rules, which is the rules I used for my original Druid. Oh well.

Kazu, which group am I in?
You didn't post in Roll Call...

but do so right now, please; you should go to Adventurers.
I thought I had. *checks*

Oh. Oops. My bad.
Oh.

And can I get some things changed?

Paladin => Paladin Variant (Non-Spellcasting) (Complete Warrior, page 13)

Changes:
No Spells
'Non-Spellcasting Paladin' Class Abilities:
Blessed Weapon(CWar p13) — Weapons wielded by the Non-Spellcasting Paladin are treated as 'Good' for purposes of overcoming Damage Reduction. (Level 6)
Divine Might(CWar p13) — As a Standard Action, gain a +4 bonus to Strength, Wisdom, -or- Charisma for 1 minute per Class level. Usable 1/day. (Level 11)
Tend to Mount(CWar p13) — You may use your Lay on Hand to help your Mount:
- convert 1hp of healing into 5hp for your mount;
- convert 1hp of healing into 1 point of ability damage restored
- convert 5hp of healing to remove one of the following: Blindness, Confusion, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded,
Insanity, Nauseated, Sickened, Stunned, or Poisoned. (Level 13)
Holy Sword 1/day (Same as spell) (Level 16)


Also:
Described in (DR328 p90)
In place of the ability to Turn Undead at 3rd level, a Paladin can select one Domain granted by his/her Patron Deity. The Paladin receives no additional spells, but gains the Special Ability listed below.

Domain: Protection: Protective Ward — As a Standard Action, you may grant yourself or an ally a Resistance bonus on his/her next saving throws equal to(Paladin level — 2). The effect fades if not used in 1 hour. Usable once per day.

One thing, you guys.

I know that RERN trains you to post walls-of-text, but it really does not add to this RP. I am in no way discouraging long posts, but I am discouraging unneccecarily long posts.

You can talk all you want, and you can describe all you want, but I would greatly prefer if you didn't spend much time with your interior monolouge or other such things that tend to extend your post without getting anything done.

Thank you.
Just thought I'd warn you guys, since this was the most general Bloodsong thread I could find, that I might not be all too active until sometime next week. I'll try to keep up as best as I can though, anyways.

Demon, Wooga,you guys aren't going to turn me into a pack-mule just because you both have high charisma, are you buddies? XD