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Month: September Year: 2016 Season: Fall _____________
Recently more villains have been entering into the fray even the playing field for villains against neutrals but there are still a surplus more of heroes than villains. Though the villains are certainly putting up a fight to further themselves very quickly.
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| | 3 Realms Sign Ups/Rule Book | |
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Hellbreaker3 Skilled Poster
Posts : 323 Points : 3410 Reputation : 7 Join date : 2016-01-14 Location : Riding ze shoopuf!!
| Subject: Re: 3 Realms Sign Ups/Rule Book Sat Apr 02, 2016 8:55 pm | |
| Character Name: Amias "Ammi" Steele Home Realm: Middle Realm Alignment: NA/Neutral good Height: 5'4 Weight: 120 Gender: Male Age: 16 Looks Descriptions:Red hair and green eyes. He's built wiry, and wears semitypical Paladin gear, though of high quality. His lower area is clad in tough boots(with mystical symbols carved into them) and pants, both dark brown, and on the top he's clad in a long, robe like coat, the colors being (very) light grey and blue, decorated in holy symbols. .Over that he wears a Paladin Breastplate, with the symbol of his profession on one side of the chest, and the symbol of his family on the other side. Class: Paladin Lv4 Level: 4 EXP: 6,000 ____________________________________ Max HP: 17 AC:9 Status Ability | Total | Mod | Base | Other | STR | +4 | 9 | 10 | -- | DEX | +4 | 9 | 10 | -- | CON | +6 | 13 | 10 | -- | INT | +4 | 9 | 10 | -- | WIS | +4 | 9 | 10 | -- | CHA | +6 | 12 | 10 | -- |
Saving Throws Throws | Total | | Ability Mod | | Base Saves | Fortitude | 10 | = | 6 | + | 4 | Reflex | 5 | = | 4 | + | 1 | Will | 5 | = | 4 | + | 1 |
Other | Total | | Str Mod | | Size Mod | | Misc Mod | Grapple | 4 | = | 4 | + | 0 | + | |
| Total | | Str Mod | | Size Mod | | Misc Mod | Melee Attack Bonus | 4 | = | 4 | + | 0 | + | |
| Total | | Dex Mod | | Size Mod | | Misc Mod | Ranged Attack Bonus | 4 | = | 4 | + | 0 | + | |
____________________________________ Feats: - Spoiler:
TRACK: You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
RUN: You are fleet of foot. Benefit: When running, you move five times your normal speed (if wearing medium, light or no armor and carrying no more than a medium load) or 4 times normal speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. Normal: You move four times your speed while running (if wearing light medium or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
POWER ATTACK: You can make exceptionally powerful melee attacks. Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats.
COMBAT EXPERTISE: You are trained at using your combat skill for defense as well as offense. Prerequisite: Int 13. Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. Special: A fighter may select Combat Expertise as one of his fighter bonus feats.
Class Abilities: - Spoiler:
#1 Aura of Good, Detect Evil, Smite Evil once a day. #2 Divine Grace, Lay on Hands #3 Aura of Courage, Divine Health #4 Turn Undead
Skills: - Spoiler:
Concentration Lv1 Diplomacy Lv2 Heal Lv3 Knowledge (nobility and royalty) Lv2 Knowledge (religion) Lv3 Profession Lv1: Oratory Ride Lv1 Sense Motive Lv4
Spells: - Spoiler:
Create Water Level: Clr 0, Drd 0, Pal 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Bless Level: Clr 1, Pal 1 Casting Time: 1 standard action Range: 50 ft. Area: The caster and all allies within a 50- ft. burst, centered on the caster Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless) Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
Bless Weapon Level: Pal 1 Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Spell Resistance: No This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
________________________________________________ Weapons: 2 foot yatagan sword:2d4 with a crit of 20 x2,high quality clockwork, 6 shot revolver:1d6 with a crit of 19-20 x3. Activating the clockwork allows him to empty it's catridge in machine gun style fashion. Armor:Paladin Breastplate(+5 Armor). Inventory: 1 pair of 7 League boots, which enhance his speed, grappling hook with rope, 3 torches, sacred writings, 2 packets of emergeny rations. Boots are on his feet, and most of rest is in his pack,except his torches,which are stowed safely in the saddle bags of his horse until he needs them. Money:200 gold, 2 copper
Last edited by Hellbreaker3 on Wed May 04, 2016 12:04 am; edited 9 times in total | |
| | | Pikazilla Civillian
Posts : 75 Points : 3119 Reputation : 0 Join date : 2016-01-16
| Subject: Re: 3 Realms Sign Ups/Rule Book Mon Apr 04, 2016 8:35 pm | |
| Level Roll: Use what ever you get - Pikazilla carried out 1 launched of one d4s :
Hit Die Roll: Change the number after the d to your class level then grab the same amount of die that you got in your lvl roll and add them up for your HP points.
- Pikazilla carried out 4 launched of one d8 :
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Stat Roll: Add up each set of 2, then if you are above 13 take 5 away. you then have your 6 numbers that you can add to your stats where you'd like.
- Spoiler:
- Pikazilla carried out 2 launched of one d10 :
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- Pikazilla carried out 2 launched of one d10 :
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- Pikazilla carried out 2 launched of one d10 :
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- Pikazilla carried out 2 launched of one d10 :
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- Pikazilla carried out 2 launched of one d10 :
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- Pikazilla carried out 2 launched of one d10 :
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Money Roll: You get 1 of everything you roll. (Brownish = Copper, Grey = Silver, Yellowish = Gold, Blueish = Platinum.)
- Pikazilla carried out 4 launched of one Money Roll :
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| | | Tannascurath Master poster
Posts : 3624 Points : -2147476748 Reputation : 31 Join date : 2012-08-08 Age : 27
| Subject: Re: 3 Realms Sign Ups/Rule Book Tue Apr 05, 2016 12:13 am | |
| The Maps The World Known/Confirmed In Existence Regions Territory Map Magic Realm -- Middle Realm --SP Realm | |
| | | Pikazilla Civillian
Posts : 75 Points : 3119 Reputation : 0 Join date : 2016-01-16
| Subject: Re: 3 Realms Sign Ups/Rule Book Mon Apr 25, 2016 6:41 pm | |
| WIP Character Name: James Adair Langhery Home Realm: Steam Punk Alignment: Neutral Good Height: 6 foot 1 Weight: The average for a fairly muscular teenager Gender: Male Age: 19 Looks Descriptions: See picture Class: Fighter lvl 2 Level: 2 EXP: 1000 ____________________________________ Max HP: 18 AC: Status Ability | Total | Mod | Base | Other | STR | 10 | -- | 10 | -- | DEX | 10 | -- | 10 | -- | CON | 10 | -- | 10 | -- | INT | 10 | -- | 10 | -- | WIS | 10 | -- | 10 | -- | CHA | 10 | -- | 10 | -- |
Saving Throws Throws | Total | | Ability Mod | | Base Saves | Fortitude | -- | = | (Con) | + | See Class Guide | Reflex | -- | = | (Dex) | + | -- | Will | -- | = | (Wis) | + | -- |
Other | Total | | Str Mod | | Size Mod | | Misc Mod | Grapple | | = | | + | | + | |
| Total | | Str Mod | | Size Mod | | Misc Mod | Melee Attack Bonus | | = | | + | | + | |
| Total | | Dex Mod | | Size Mod | | Misc Mod | Ranged Attack Bonus | | = | | + | | + | |
____________________________________ Feats: - Spoiler:
COMBAT REFLEXES: You can respond quickly and repeatedly to opponents who let their defenses down.
GREAT FORTITUDE: You are tougher than normal.
IMPROVED UNARMED STRIKE: You are skilled at fighting while unarmed.
TOUGHNESS: You are tougher than normal.
Class Abilities: - Spoiler:
Skills: - Spoiler:
Spells: - Spoiler:
________________________________________________ Weapons: Armor: Inventory: Money: 1 bronze, 2 silver, 1 gold | |
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