Javenloft
- Nemesio
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Re: Javenloft
No worries. I know you having a tough time with the technology.
Yah Javenloft will be in character stuff, like in character talk and description of what they are doing.
Javenloft OOC will be out of character talk like questions and dice rolling.
Yah Javenloft will be in character stuff, like in character talk and description of what they are doing.
Javenloft OOC will be out of character talk like questions and dice rolling.
Re: Javenloft
Also shit talking. Yeah Spring Training. Go Red Sox! Pepsi sux! Are we starting yet, or do the Kargat just hang me? etc.
- Nemesio
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Re: Javenloft
Almost ready!
Everybody has finished their characters for the most part.... Mike and Matt are just going over traits, but we can start. A couple of you guys give me the word and I'll write up the opening scene in this very Javenloft thread...... 
Re: Javenloft
I'll post Kamose tomorrow when I get outta work. Jay, If you wanna get it started I'm all for it.
- Nemesio
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Re: Javenloft
I thought I would repost Dimmer for ya bro since he was being buried and shit.
Dimmer
Male elf gunslinger (mechanist) 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7 (+1 to notice traps)
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 12 (HD 1d10+2)
Fort +2, Ref +6, Will +3; +2 vs. enchantment, +1 vs. spells and spell-like abilities
Immune sleep
OFFENSE
Speed 30 ft.
Melee short sword +1 (1d6+1)
Ranged double-barreled shotgun +4 (1d8+4)
Range 20 ft. (double-barreled shotgun)
Special Attacks engineering knowledge is power +1, point-blank shot, scattering shot
STATISTICS
Str 13, Dex 19, Con 14, Int 20, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot
Traits Elven Reflexes, Hedge Mage
Skills Acrobatics +8, Disable Device +9, Knowledge (arcana +6, engineering +9), Linguistics +6, Perception +7 (+1 to notice traps), Spellcraft +7 (+2 to identify magic items), Survival +5, Swim +5
Languages Common, Elven, 4 TBD
SQ arcane focus, deeds, elven magic, favored class: wizard, keen senses, grit, trapfinding
Gear leather, double-barreled shotgun (40 rounds), daggers (2), short sword, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 3 gp
SPECIAL ABILITIES
Arcane Focus: +2 racial bonus on concentration checks to cast arcane spells defensively.
Deeds: Matter Over Mind (Ex): As long as he has at least 1 grit point, he gains a +1 to Will saves vs. spells and spell-like abilities. At 5th level and every 5 levels thereafter, this bonus increases by one.
Quick Clear (Ex): As a standard action (or a move action for 1 grit point), he can remove the broken condition from a single firearm he is currently wielding, as long as it was gained by a misfire. He must have at least 1 grit point to perform this deed.
Elven Magic: +2 racial bonus on caster level checks vs. spell resistance. +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Engineering Knowledge is Power (Ex): As a swift action, increase the damage done by firearms by +1 for one round. For every 5 ranks of Knowledge (engineering), this bonus increases by +1, to a maximum of +5 at 20 ranks. By spending a grit point, he may double this bonus for one round.
Keen Senses: +2 racial bonus on Perception checks.
Grit: He has a grit point maximum equal to his Intelligence modifier and starts each day with his maximum grit points. He regains 1 grit point when he confirms a critical hit, except against a helpless or unaware creature or a creature that has fewer hit dice than half his character level. He regains 1 grit point when he reduces a creature to 0 hit points, except under the circumstances noted above or when destroying an unattended object.
Gun Training: When attacking with a double-barreled shotgun, he gains a bonus equal to his Dexterity modifier on damage rolls and, on a misfire, the misfire value of double-barreled shotguns only increases by 2 for him.
Trapfinding (Ex): +1 to Perception checks to notice traps and to Disable Device checks. He can disable magical traps.
Dimmer
Male elf gunslinger (mechanist) 1
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7 (+1 to notice traps)
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 12 (HD 1d10+2)
Fort +2, Ref +6, Will +3; +2 vs. enchantment, +1 vs. spells and spell-like abilities
Immune sleep
OFFENSE
Speed 30 ft.
Melee short sword +1 (1d6+1)
Ranged double-barreled shotgun +4 (1d8+4)
Range 20 ft. (double-barreled shotgun)
Special Attacks engineering knowledge is power +1, point-blank shot, scattering shot
STATISTICS
Str 13, Dex 19, Con 14, Int 20, Wis 13, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot
Traits Elven Reflexes, Hedge Mage
Skills Acrobatics +8, Disable Device +9, Knowledge (arcana +6, engineering +9), Linguistics +6, Perception +7 (+1 to notice traps), Spellcraft +7 (+2 to identify magic items), Survival +5, Swim +5
Languages Common, Elven, 4 TBD
SQ arcane focus, deeds, elven magic, favored class: wizard, keen senses, grit, trapfinding
Gear leather, double-barreled shotgun (40 rounds), daggers (2), short sword, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 3 gp
SPECIAL ABILITIES
Arcane Focus: +2 racial bonus on concentration checks to cast arcane spells defensively.
Deeds: Matter Over Mind (Ex): As long as he has at least 1 grit point, he gains a +1 to Will saves vs. spells and spell-like abilities. At 5th level and every 5 levels thereafter, this bonus increases by one.
Quick Clear (Ex): As a standard action (or a move action for 1 grit point), he can remove the broken condition from a single firearm he is currently wielding, as long as it was gained by a misfire. He must have at least 1 grit point to perform this deed.
Elven Magic: +2 racial bonus on caster level checks vs. spell resistance. +2 racial bonus on Spellcraft checks to identify the properties of magic items.
Engineering Knowledge is Power (Ex): As a swift action, increase the damage done by firearms by +1 for one round. For every 5 ranks of Knowledge (engineering), this bonus increases by +1, to a maximum of +5 at 20 ranks. By spending a grit point, he may double this bonus for one round.
Keen Senses: +2 racial bonus on Perception checks.
Grit: He has a grit point maximum equal to his Intelligence modifier and starts each day with his maximum grit points. He regains 1 grit point when he confirms a critical hit, except against a helpless or unaware creature or a creature that has fewer hit dice than half his character level. He regains 1 grit point when he reduces a creature to 0 hit points, except under the circumstances noted above or when destroying an unattended object.
Gun Training: When attacking with a double-barreled shotgun, he gains a bonus equal to his Dexterity modifier on damage rolls and, on a misfire, the misfire value of double-barreled shotguns only increases by 2 for him.
Trapfinding (Ex): +1 to Perception checks to notice traps and to Disable Device checks. He can disable magical traps.
- Zilfer
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Re: Javenloft
If you ever need to see Felix he's in a link in my signature just click it and it should take you straight to the sheet. 
- Nemesio
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Re: Javenloft
Oh I saw him bud...and he's kick ass.
not so good at direct melee like Grimm but compensating in so many ways. Frighteningly stealthy.
not so good at direct melee like Grimm but compensating in so many ways. Frighteningly stealthy.
Re: Javenloft
KAMOSE
Male human oracle 1
NG Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Special Attacks channel positive energy 9/day (DC 15, 1d6)
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, magic weapon
0 (at will)—create water, detect magic, ghost sound (DC 14), mage hand, purify food and drink, read magic
Mystery life
STATISTICS
Str 12, Dex 14, Con 15, Int 13, Wis 16, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channel
Skills Craft (embalming) +3, Diplomacy +8, Handle Animal +8, Heal +9, Knowledge (history) +5, Knowledge (religion) +5, Perception +3 [+5 to locate undead], Profession (mortician) +3, Sense Motive +7, Spellcraft +1, Survival +3
Traits Ghost Sight, Sacred Conduit
Languages Darkonese, Akiri
SQ oracle's curse (haunted), revelations (channel)
Gear healer's kit, holy symbol of Osiris (Kamose has no need for a spell focus but he is a devout follower of Osiris), mwk mortician's tools, quarterstaff, spell component pouch
SPECIAL ABILITIES
Ghost Sight (Ex) Kamose receives a +2 trait bonus to Perception checks when trying to locate undead, and he can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).
Haunted (Ex) Malevolent spirits follow Kamose wherever he goes, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from Kamose’s gear requires a standard action, unless it would normally take longer. Any item Kamose drops lands 10 feet away from him in a random direction.
Sacred Conduit (Ex) Whenever Kamose channels positive energy, he gain a +1 trait bonus to the save DC of his channeled positive energy.
Male human oracle 1
NG Medium humanoid (human)
Init +2; Senses Perception +3
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +2, Will +5
OFFENSE
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Special Attacks channel positive energy 9/day (DC 15, 1d6)
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, magic weapon
0 (at will)—create water, detect magic, ghost sound (DC 14), mage hand, purify food and drink, read magic
Mystery life
STATISTICS
Str 12, Dex 14, Con 15, Int 13, Wis 16, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Selective Channel
Skills Craft (embalming) +3, Diplomacy +8, Handle Animal +8, Heal +9, Knowledge (history) +5, Knowledge (religion) +5, Perception +3 [+5 to locate undead], Profession (mortician) +3, Sense Motive +7, Spellcraft +1, Survival +3
Traits Ghost Sight, Sacred Conduit
Languages Darkonese, Akiri
SQ oracle's curse (haunted), revelations (channel)
Gear healer's kit, holy symbol of Osiris (Kamose has no need for a spell focus but he is a devout follower of Osiris), mwk mortician's tools, quarterstaff, spell component pouch
SPECIAL ABILITIES
Ghost Sight (Ex) Kamose receives a +2 trait bonus to Perception checks when trying to locate undead, and he can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).
Haunted (Ex) Malevolent spirits follow Kamose wherever he goes, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from Kamose’s gear requires a standard action, unless it would normally take longer. Any item Kamose drops lands 10 feet away from him in a random direction.
Sacred Conduit (Ex) Whenever Kamose channels positive energy, he gain a +1 trait bonus to the save DC of his channeled positive energy.
- Nemesio
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Re: Javenloft
YAH PEPSI MATT!!!
Finally a cleric! Oh sorry oracle.
Finally a cleric! Oh sorry oracle.
Re: Javenloft
GRIMQUEST
Male human barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
DEFENSE
AC 12, touch 10, flat-footed 10 (-2 rage, +2 Dex, +2 armor)
hp 17 (1d12+5)
Fort +7, Ref +2, Will +3; +2 vs. poison and drugs, +4 vs. alcohol
OFFENSE
Speed 40 ft.
Melee mwk greataxe +9 (1d12+9/x3), or alchemical silver shortspear +7 (1d6+8), or alchemical silver dagger +7 (1d4+5/19-20), or beer mug +7 (1d4+6)
Ranged alchemical silver spear +3 (1d6+5), or beer mug +3 (1d4+6)
Special Attacks rage (7 rounds/day)
BASE STATISTICS
When not raging, Grimquest’s statistics are AC 14, touch 12, flat-footed 12; hp 15; Fort +5, Will+1; Melee mwk greataxe +7 (1d12+6/x3), or alchemical silver shortspear +5 (1d6+5), or alchemical silver dagger +5 (1d4+3/19-20), or beer mug +5 (1d4+4); Ranged alchemical silver spear +3 (1d6+3), or beer mug +3 (1d4+4); Str 18 Con 17; CMB +5; Skills Climb +4, Swim +4
STATISTICS
Str 22, Dex 14, Con 21, Int 14, Wis 13, Cha 12
Base Atk +1; CMB +7; CMD 19
Feats Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +6 [+10 jump], Climb +6, Craft (alchemy) +6, Craft (carpentry) +2, Craft (sculpture) +2, Craft (traps) +6, Craft (weapons) +6, Handle Animal +5, Knowledge (nature) +6, Perception +1, Profession (brewer) +2, Survival +5, Swim +6
Traits Humble Beginnings, Iron Liver
Languages Mordentish, Darkonese, Sylvan
SQ fast movement
Gear alchemical silver dagger, 3 alchemical silver shortspears, 6 beer mugs, carving knife, leather armor, mwk greataxe, mule (named Hard) and cart (filled with various alcoholic beverages), whetstone
SPECIAL ABILITIES
Humble Beginnings (Ex) Grimquest is treated as having the Catch Off-Guard feat when wielding a beer mug.
Male human barbarian 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
DEFENSE
AC 12, touch 10, flat-footed 10 (-2 rage, +2 Dex, +2 armor)
hp 17 (1d12+5)
Fort +7, Ref +2, Will +3; +2 vs. poison and drugs, +4 vs. alcohol
OFFENSE
Speed 40 ft.
Melee mwk greataxe +9 (1d12+9/x3), or alchemical silver shortspear +7 (1d6+8), or alchemical silver dagger +7 (1d4+5/19-20), or beer mug +7 (1d4+6)
Ranged alchemical silver spear +3 (1d6+5), or beer mug +3 (1d4+6)
Special Attacks rage (7 rounds/day)
BASE STATISTICS
When not raging, Grimquest’s statistics are AC 14, touch 12, flat-footed 12; hp 15; Fort +5, Will+1; Melee mwk greataxe +7 (1d12+6/x3), or alchemical silver shortspear +5 (1d6+5), or alchemical silver dagger +5 (1d4+3/19-20), or beer mug +5 (1d4+4); Ranged alchemical silver spear +3 (1d6+3), or beer mug +3 (1d4+4); Str 18 Con 17; CMB +5; Skills Climb +4, Swim +4
STATISTICS
Str 22, Dex 14, Con 21, Int 14, Wis 13, Cha 12
Base Atk +1; CMB +7; CMD 19
Feats Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +6 [+10 jump], Climb +6, Craft (alchemy) +6, Craft (carpentry) +2, Craft (sculpture) +2, Craft (traps) +6, Craft (weapons) +6, Handle Animal +5, Knowledge (nature) +6, Perception +1, Profession (brewer) +2, Survival +5, Swim +6
Traits Humble Beginnings, Iron Liver
Languages Mordentish, Darkonese, Sylvan
SQ fast movement
Gear alchemical silver dagger, 3 alchemical silver shortspears, 6 beer mugs, carving knife, leather armor, mwk greataxe, mule (named Hard) and cart (filled with various alcoholic beverages), whetstone
SPECIAL ABILITIES
Humble Beginnings (Ex) Grimquest is treated as having the Catch Off-Guard feat when wielding a beer mug.
Re: Javenloft
Sorry if I don't put my pc for everyone to see. My belief is the DM is the only who should see it. I'm just old fashioned that way 
- Zilfer
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Re: Javenloft
Old fashion? XD DM can always see and my tables never had a problem with sharing unless there was something to hide, which most of us just leave them well alone since it'd be metagaming taking it into account.
We don't tempt ourselfs so yes, hide your secrets guard them well.
Re: Javenloft
Hmmm.... Something to hide.... In Ravenloft I mean Javenloft... Sounds interesting.... Like in supernatural when dean comes back from Hell ... Upon our meeting I may have to toss u a silver coin or let u borrow my silver shaver, share a drink of holy water or accidantally spill one on you, share a meal heavy on the garlic seasoned with a hint wolvesbane and give u some cold iron silver ware for utensils. Just to be safe. Moohoohaha!
- Nemesio
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Re: Javenloft
Yes. Most of us have been playing D&D together for 27 years now, and we have always discussed our character creation with each other, so metagaming is pretty much unavoidable, as we also like playing it "old school".
In the immortal words of Dracula: “We are in Transylvania, and Transylvania is not England. Our ways are not your ways, and there shall be to you many strange things."
I like how you guys do it too. Surprises are always a good thing.
Once we get started it shouldn't make a difference though. There are plenty of surprises on my end!

In the immortal words of Dracula: “We are in Transylvania, and Transylvania is not England. Our ways are not your ways, and there shall be to you many strange things."
I like how you guys do it too. Surprises are always a good thing.
Last edited by Nemesio on Sat Mar 30, 2013 9:14 am, edited 2 times in total.
