D&D3.5 Roleplay Registry (Invite Only)
Technocratic Republics
17-08-2004, 20:47
(This thread is for OOC information regarding the game. Announcements, rules, specifications, questions, answers, character sheets, and the like will go here, while the game itself will be carried on another thread)
House Rules:
In order to make it simpler, I will avoid using House Rules as much as possible, at least for now. The following House Rules will be used from start:
-Experience Point Awards will be decreased to a 75% of the regular amounts (this to avoid leveling up too fast)
-Orc/Half-Orc characters are not allowed (orcs do not exist in the world we are going to use)
-Additional Cleric Domains are avaliable (listed below)
-Shadow Spells do not work (any spell with the [Shadow] descriptor is removed; this beauce the Plane of Shadows does not exist in the world we are going to use)
-The Sanity System, found on the Arcana Unearthed book, will be used (I will explain it later)
Basic Guidelines:
-Monster Characters -characters that use a monster as race, such as ogre- are allowed. However, only those found in the Monster Manual v3.5 are allowed, and with a Level Adjustment of maximum +1.
-Templates -half races placed on characters- are allowed, but only those found in the Monster Manual v3.5, with a Level Adjustment of maximum +1.
-All basic Prestige Classes -the ones found in the Dungeon Master's Guide- are allowed, and only those.
-New elements and special house rules may be introduced in the future to make the game better. Any change will be previously announced and discussed with the players.
Basic Game Information:
Classes/Prestige Classes I (http://www.opengamingfoundation.org/srd/srdbasiccharacterclassesi.rtf)
Classes/Prestige Classes II (http://www.opengamingfoundation.org/srd/srdbasiccharacterclassesii.rtf)
Races (http://www.opengamingfoundation.org/srd/srdbasiccharacterraces.rtf)
Feats (http://www.opengamingfoundation.org/srd/srdfeats.rtf)
Skills I (http://www.opengamingfoundation.org/srd/srdskillsi.rtf)
Skills II (http://www.opengamingfoundation.org/srd/srdskillsii.rtf)
Equipment I (http://www.opengamingfoundation.org/srd/SRDEquipmentI.rtf)
Equipment II (http://www.opengamingfoundation.org/srd/SRDEquipmentII.rtf)
Spell List I (http://www.opengamingfoundation.org/srd/srdspelli.rtf)
Spell List I (http://www.opengamingfoundation.org/srd/srdspellsii.rtf)
Spells A (http://www.opengamingfoundation.org/srd/srdspellsa.rtf)
Spells B (http://www.opengamingfoundation.org/srd/srdspellsb.rtf)
Spells C (http://www.opengamingfoundation.org/srd/srdspellsc.rtf)
Spells D (http://www.opengamingfoundation.org/srd/srdspellsd.rtf)
Spells E (http://www.opengamingfoundation.org/srd/srdspellse.rtf)
Spells F (http://www.opengamingfoundation.org/srd/srdspellsf.rtf)
Spells G (http://www.opengamingfoundation.org/srd/srdspellsg.rtf)
Spells H (http://www.opengamingfoundation.org/srd/srdspellsh.rtf)
Spells I (http://www.opengamingfoundation.org/srd/srdspellsi.rtf)
Spells J, K, L (http://www.opengamingfoundation.org/srd/srdspellsjkl.rtf)
Spells M (http://www.opengamingfoundation.org/srd/srdspellsm.rtf)
Spells N, O (http://www.opengamingfoundation.org/srd/srdspellsno.rtf)
Spells P (http://www.opengamingfoundation.org/srd/srdspellsp.rtf)
Spells Q, R (http://www.opengamingfoundation.org/srd/srdspellsqr.rtf)
Spells S (http://www.opengamingfoundation.org/srd/srdspellss.rtf)
Spells T (http://www.opengamingfoundation.org/srd/srdspellst.rtf)
Spells V, W, X, Y, Z (http://www.opengamingfoundation.org/srd/srdspellsuvwxyz.rtf)
System Reference Document Full (http://www.opengamingfoundation.org/srd.html)
Now, some basic information for Clerics:
Gods:
Ungoroth: Bestial, War
Symbol: A claw grasping a sword’s blade
Alignment: Chaotic-Neutral
Orophnol: Darkness, Trickery
Symbol: A hand with four fingers
Alignment: Neutral-Evil
Septhea: Celestial, Joy
Symbol: A pair of white wings
Alignment: Neutral-Good
Phoz: Herald, Luck
Symbol: A golden bell
Alignment: True Neutral
Vhor: Death, Chaos
Symbol: A misshapen humanoid skull
Alignment: Chaotic-Evil
Kharnoff: Plant, Animal
Symbol: A bear claw grasping a branch with leaves
Alignment: Chaotic-Neutral
Atthius: Knowledge, Law
Symbol: A thin hand holding a scroll
Alignment: Lawful-Neutral
Thilea: Corruption, Pleasure
Symbol: A broken mirror
Alignment: Lawful-Evil
Haradras: Magic, Knowledge
Symbol: A bottle surrounded in blue mist
Alignment: True Neutral
Arkhanas: Strenght, Endurance
Symbol: A hand pulling huge chains
Alignment: Neutral-Good
Jeriah: War, Glory
Symbol: A sword over a golden chalis
Alignment: Chaotic-Good
Kjellörn: Good, Healing
Symbol: A white flowing fountain
Alignment: Lawful-Good
Solmir: Greed, Protection
Symbol: A hand holding a dark-green orb
Alignment: Neutral-Evil
Karond: War, Community
Symbol: Two swords touching the end of a bigger third one
Alignment: Chaotic-Neutral
Innoc: Darkness, Sun
Symbol: A circle half-sun and half-moon
Alignment: True Neutral
Ghil: Fey, Luck
Symbol: A golden coin
Alignment: Chaotic-Good
Ghol: Fey, Trickery
Symbol: A golden key
Alignment: Chaotic-Neutral
Hushdathûr: Demonic, Destruction
Symbol: A red horn
Alignment: Chaotic-Evil
Gadrashphûr: Demonic, Evil
Symbol: A black horn
Alignment: Chaotic-Evil
Balashnaphêr: Demonic, Wrath
Symbol: A brown horn
Alignment: Chaotic-Evil
Shadzamêr: Demonic, Corruption
Symbol: A gray horn
Alignment: Chaotic-Evil
Hasthranshûr: Demonic, Pain
Symbol: A purple horn
Alignment: Chaotic-Evil
Pannaroth: Earth, Endurance
Symbol: A pair of pillars
Alignment: True Neutral
Verchondius: Fire, Strenght
Symbol: A red-hot iron forgehammer
Alignment: True Neutral
Merevar: Water, Healing
Symbol: A bowl of blue water
Alignment: True Neutral
Tiramonde: Air, Travel
Symbol: A perfectly straight arrow pointing upward
Alignment: True Neutral
New Domains:
(Basic domains found on Spell List I of the SRD, above)
(All the new spells that appear on this list will be given later)
Bestial Domain: Character gains the Scent extraordinary ability.
1. Magic Fang
2. Bull’s Strenght
3. Greater Magic Fang
4. Claws of the Savage
5. Charm Monster
6. Hold Monster
7. Whirlwind of Teeth
8. Spread of Savagery
9. Were-Doom
Celestial Domain: You gain the supernaturan ability to Smite Evil once per day. Add a +4 bonus to your melee attack roll and your cleric level to your damage. You must declare the smite before making the attack, and the attempt is wasted if the target is not evil.
1. Vision of Heaven
2. Consecrate
3. Blessed Sight
4. Lesser Planar Ally
5. Heavenly Lightning
6. Call Faithfull Servant
7. Heavenly Lightning Storm
8. Holy Aura
9. Gate
Community Domain: Use Calm Emotions as a spell-like ability once per day. Gain +2 competence bonus on Diplomacy checks.
1. Bless
2. Status
3. Prayer
4. Greater Status
5. Rary’s Telepathic Bond
6. Heroe’s Feast
7. Refuge
8. Sympathy
9. Mass Heal
Corruption Domain: Once per day, you can attack an object and ignore it’s hardness rating.
1. Doom
2. Blindness/Deafness
3. Contagion
4. Morality Undone
5. Feeblemind
6. Pox
7. Insanity
8. Befoul
9. Despoil
Demonic Domain: You gain a +1 divine bonus on attack and damage rolls for unnarmed strikes with natural weapons.
1. Demonflesh
2. Demoncall
3. Demon Wings
4. Dimensional Anchor
5. Lesser Planar Binding
6. Planar Binding
7. Fiendish Clarity
8. Utterdark
9. Gate
Endurance Domain: You can perform a feat of endurance, which is the supernatural ability to gain an enhancement bonus to your Constitution equal to one-half your level. Activating the ability is a free action, the power lasts 1 minute, and it is usable once per day.
1. Endure Elements
2. Bear’s Endurance
3. Refreshment
4. Sustain
5. Stoneskin
6. Mass Bear’s Endurance
7. Globe of Invulnerability
8. Spell Turning
9. Iron Body
Fey Domain: Gain +4 bonus on saving throws against the spell-like abilities of feys.
1. Faerie Fire
2. Charm Person
3. Inspired Aim
4. Blinding Beauty
5. Tree Side
6. Heroes’ Feast
7. Liveoak
8. Unearthly Beauty
9. Summon Nature’s Ally IX
Glory Domain: Turn Undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
1. Disrupt Undead
2. Glorious Raiment
3. Searing Light
4. Celestial Brilliance
5. Crown of Flame
6. Bolt of Glory
7. Sunbeam
8. Crown of Glory
9. Blinding Glory
Greed Domain: You gain a +2 competence bonus on Appraise, Open Lock, and Pick Pocket checks.
1. Cheat
2. Entice Gift
3. Knock
4. Emotion
5. Fabricate
6. Guards and Wards
7. Vanish
8. Phantasmal Thief
9. Sympathy
Herald Domain: Intimidate is a class skill. You gain a +2 sacred bonus on Diplomacy and Intimidate checks.
1. Comprehend Language
2. Enthrall
3. Tongues
4. Sending
5. Greater Command
6. Dream
7. Aspect of the Deity
8. Crown of Glory
9. Greater Aspect of the Deity
Joy Domain: You gain a +4 sacred bonus on Diplomacy checks.
1. Vision of Heaven
2. Elation
3. Distilled Joy
4. Good Hope
5. Chaav’s Laugh
6. Heroism, Greater
7. Starmantle
8. Sympathy
9. Otto’s Irresistible Dance
Pain Domain: You can convert damage you deal in one blow per day into healing yourself, up to one point of damage per level.
1. Angry Ache
2. Sadism
3. Wrack
4. Liquid Pain
5. Thousand Needles
6. Pox
7. Wave of Pain
8. Symbol
9. Eternity of Torture
Pleasure Domain: You are immune to any effect that damages or drains your Charisma.
1. Remove Fear
2. Lastai’s Caress
3. Heart’s Ease
4. Remove Fatigue
5. Eagle’s Splendor, Mass
6. Celestial Blood
7. Empyrean Ecstasy
8. Spread of Contentment
9. Sublime Revelry
Wrath Domain: Once per day, you make a free attack of opportunity against any opponent that damages you with a melee attack. This ability does not allow you to make more than one attack of opportunity in a round.
1. Doom
2. Energize Potion
3. Affliction
4. Radiant Shield
5. Righteous Might
6. Vengeance Halo
7. Righteous Smite
8. Last Judgment
9. Storm of Vengeance
(Details on the game context, such as starting enviroment and the like will be given once we are ready to start)
Technocratic Republics
17-08-2004, 21:47
(This is the base Character Sheet. Copy, fill, and then post it)
Character Name :
Character Race :
Character Class(es) :
Alignment :
Deity :
Gender :
Age :
Height :
Weight :
Eyes :
Hair :
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages :
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Strength :
Dexterity :
Constitution :
Intelligence :
Wisdom :
Charisma :
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Armor Class :
Flatfooted Armor Class :
Touch Armor Class :
Special Armor Class Notes :
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Hit Points :
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Save vs. Fortitude :
Save vs. Reflex :
Save vs. Will :
Special Save Notes :
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Initiative Modifier :
Base Attack Bonus :
Melee Attack Bonus :
Ranged Attack Bonus :
Special Combat Notes :
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Weapons :
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Skills :
Name/Total Mod (Ability) ** # Ranks taken
Appraise/x (Int) ** 0 ranks
Balance/x (Dex) ** 0 ranks
Bluff/x (Cha) ** 0 ranks
* Climb/x (Str) ** 0 ranks
Concentration/x (Con) ** 0 ranks
Craft/x (Int) ** 0 ranks
+ Decipher Script/x (Int) ** 0 ranks
Diplomacy/x (Cha) ** 0 ranks
+ Disable Device/x (Int) ** 0 ranks
Disguise/x (Cha) ** 0 ranks
* Escape Artist/x (Dex) ** 0 ranks
Forgery/x (Int) ** 0 ranks
Gather Information/x (Cha) ** 0 ranks
+ Handle Animal/x (Cha) ** 0 ranks
Heal/x (Wis) ** 0 ranks
* Hide/x (Dex) ** 0 ranks
Intimidate/x (Cha) ** 0 ranks
* Jump/x (Str) ** 0 ranks
+ Knowledge (all skills)/x (Int) ** 0 ranks
Listen/x (Wis) ** 0 ranks
* Move Silently/x (Dex) ** 0 ranks
+ Open Lock/x (Dex) ** 0 ranks
Perform/x (Cha) ** 0 ranks
+ Profession (all)/x (Wis) ** 0 ranks
Ride/x (Dex) ** 0 rank
Search/x (Int) ** 0 rank
Sense Motive/x (Wis) ** 0 ranks
+* Sleight of Hand/x (Dex) ** 0 ranks
+ Spellcraft/x (Int) ** 0 ranks
Spot/x (Wis) ** 0 rank
Survival/x (Wis) ** 0 ranks
Swim/x (Str) ** 0 rank
+* Tumble/x (Dex) ** 0 ranks
+ Use Magic Device/x (Cha) ** 0 ranks
Use Rope/x (Dex) ** 0 rank
* Armor Check Penalty Applies
** Cross Class Skill
+Cannot Use Unless Trained
(Remove any untrained or exclusive skills from your character sheet and mark any cross-class skills taken with an ** at the front. Then remove this line.)
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Feats :
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Racial and Class Skills, Abilities & Features :
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Equipment & Gear (include weight of individual items and total weight) :
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Money : ___PP ___GP ___SP ___CP
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Base Speed :
Normal Speed (including penalty for armor or encumbrance load) :
AC Penalty (for armor or encumbrance load, whichever figure is worse) :
Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) :
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Spells Known (Bards and Sorcerers) :
Domain Abilities and Bonus Spells (For Clerics) :
Spells Written in Spellbook (Wizards only) :
Spells Memorized (Default List for Clerics, Wizards, Druids, Rangers and Paladins) :
Number of Spells to Cast per Day (by Level) :
DC Modifier for Spellcasters (by Level) :
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Character History :
http://img.photobucket.com/albums/v258/Iuthia/Characters/Ranger.jpg
Character Name : Saemus Baelvan
Character Race : Wood Elf
Character Class(es) : Ranger
Alignment : True Nuetral
Deity :
Gender : Male
Age : 122
Height : 5'3"
Weight : 120lb
Eyes : Green
Hair : Copper Red
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages : Common, Elven
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Strength : 17 (+3)
Dexterity : 18 (+4)
Constitution : 14 (+2)
Intelligence : 7 (-2)
Wisdom : 15 (+2)
Charisma : 12 (+1)
-------------------------------------------------------
Armor Class : 18
Flatfooted Armor Class : 14
Touch Armor Class : 14
Special Armor Class Notes : AC - 17 when wielding bow.
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Hit Points : 10
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Save vs. Fortitude : 4
Save vs. Reflex : 6
Save vs. Will : 3
Special Save Notes : +2 racial saving throw bonus against enchantment spells or effects.
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Initiative Modifier : +4
Base Attack Bonus : +1
Melee Attack Bonus : +4
Ranged Attack Bonus : +5
Special Combat Notes : +1 to hit for shots within 30ft
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Weapons : Longsword, Hand Axe, Longbow, Longspear, Spiked Wooden Shield
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Skills : 16
Name/Total Mod (Ability)
* Climb/ +4 (Str) 1 rank
+ Handle Animal/ +2 (Cha) 1 rank
* Hide/ +5 (Dex) 1 rank
Listen/ +8 (Wis) 4 ranks
* Move Silently/ +5 (Dex) 1 ranks
Spot/ +8 (Wis) 4 ranks
Survival/ +6 (Wis) 4 ranks
Appraise/ -2 (Int) 0 ranks
Balance/ +4 (Dex) 0 ranks
Bluff/ +1 (Cha) 0 ranks
Concentration/ +2 (Con) 0 ranks
Craft/ -2 (Int) 0 ranks
Diplomacy/ +1 (Cha) 0 ranks
Disguise/ +1 (Cha) 0 ranks
* Escape Artist/ +4 (Dex) 0 ranks
Forgery/ -2 (Int) 0 ranks
Gather Information/ +1 (Cha) 0 ranks
Heal/ +2 (Wis) 0 ranks
Intimidate/ +1 (Cha) 0 ranks
* Jump/ +3 (Str) 0 ranks
Perform/ +1 (Cha) 0 ranks
Ride/ +4 (Dex) 0 rank
Search/ +0 (Int) 0 rank
Sense Motive/ +2 (Wis) 0 ranks
Swim/ +3 (Str) 0 ranks
Use Rope/ +4 (Dex) 0 rank
* Armor Check Penalty Applies
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Feats : Point Black Shot
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Racial and Class Skills, Abilities & Features : Favored enemy (Human), Track, Wild empathy, Low light vision, Immunity to magic sleep effects.
--------------------------------------------------------
Equipment & Gear:
Long Sword (4lb)
Hand Axe (3lb)
Long Spear (9lb)
Longbow (3lb)
Arrows - 60 (9lb)
Studded Leather (20lb)
Spiked Wooden Shield, light (10lb)
*Backpack (2lb)
*Bedroll (5lb)
Flint & Steel
*Tent (20lb)
Rope, silk (5lb)
Pouch, belt (0.5lb)
*Torchs - 3 (3lb)
Waterskin (4lb)
* (In Backpack)
Total Weight: 97.5lb (-30lb if backpack removed)
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Money : [0 PP] [1 GP] [8 SP] [7 CP]
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Base Speed: 30ft
Normal Speed (including penalty for armor or encumbrance load): 30ft
AC Penalty (for armor or encumbrance load, whichever figure is worse) : -1
Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +5
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Spells Memorized (Default List for Clerics, Wizards, Druids, Rangers and Paladins) : n/a
Number of Spells to Cast per Day (by Level): n/a
DC Modifier for Spellcasters (by Level): n/a
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Note: This character still needs work, but basically this is it unless you don't like it.
Background:
Saemus Baelvan’s life started out in the warm lands of Elenior where life was relaxed and peaceful for many of the people who lived in its pleasant woodland and by its beautiful beaches… truly it was a good land to raise a child and it was the place of Saemus’s birth. He was the first born of the local Uthuin tribe’s leader, Ellian Baelvan who had been trying for a child for some years now. Their son was to become a great guardian of the Uthuin forests and would learn the ways of the ranger, ensuring that criminal would be brought to justice. It was a good fate for the son of a strong leader like Ellian.
However, as young Saemus grew up, it grew clear that Saemus wasn’t as smart as others in his tribe; he had trouble with languages such as common and couldn’t learn many others. He spoke fluent elven as any elf could be expected, but his intelligence betrayed him with common. Saemus also seemed to take longer to learn vital skills and didn’t seem to pick up anything more about animals other then what he needed to know to survive… he couldn’t pick up the more subtle traits of the animals, only which ones to imitate when in the wild to survive. His parents realised he would make a reasonable ranger some day, but not a great one. Still they loved him dearly.
Many years after having Saemus, Tralia Ellian, his mother, was gifted with a second child and the village rejoiced as though they had done the first time. Koehma turned out to be more like the son they wanted; only she was their daughter. Every achievement she made along the way seemed to better Saemus’s efforts. Much time would then pass as each child grew up, learning about the ways of the Uthuin forests… Saemus trained under an experienced ranger who protected the local laws of the tribe and was a pillar of the community. Koehma, was not the first born, so her path lay a different way, when the local druid passed through on one of her infrequent trips she tested the girl and found she would make an excellent druid in time, an honour as high as being a ranger, if not more so.
Saemus grew tired of his sisters success, though he rarely ever got to see her, making it all the more frustrating as his parents would talk about her while she was gone, learning natures way. With time it was discussed that some of the villagers would travel out to help the Vol with their troublesome times, the perfect opportunity for Saemus to make a name for himself in other lands, away from his sisters success, Saemus Baelvan joined them in the quest to help however they can.
Taurenor
18-08-2004, 23:23
Character Name : Xenon the Valiant
Character Race : Human
Character Class(es) : Fighter
Alignment : Lawful Good
Deity :
Gender : Male
Age : 22
Height : 6'1"
Weight : 233
Eyes : Brown
Hair : Brown shoulder length
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages : Common, Elvish, Dwarf and Draconic
-------------------------------------------------------
Strength : 18
Dexterity : 14
Constitution : 16
Intelligence : 16
Wisdom : 10
Charisma : 6
-------------------------------------------------------
Armor Class : 16
Flatfooted Armor Class : 14
Touch Armor Class : 12
Special Armor Class Notes :
-------------------------------------------------------
Hit Points : 13
-------------------------------------------------------
Save vs. Fortitude : 5
Save vs. Reflex : 2
Save vs. Will : 0
Special Save Notes :
-------------------------------------------------------
Initiative Modifier : +2
Base Attack Bonus : +1
Melee Attack Bonus : +5
Ranged Attack Bonus : +3
Special Combat Notes :
-------------------------------------------------------
Weapons : Spiked Chain, Shortbow, Greatsword
-------------------------------------------------------
Skills :
Name/Total Mod (Ability) ** # Ranks taken
**Appraise/ +3 (Int) 0 ranks
**Balance/ +2 (Dex) 0 ranks
**Bluff/ -2 (Cha) 0 ranks
* Climb/ +8 (Str) 4 ranks
**Concentration/ +3 (Con) 0 ranks
Craft/ +7 (Int) 4 ranks (Weaponsmithing)
Craft/ +7 (Int) 4 ranks (Armorsmithing)
Craft/ +7 (Int) 4 ranks (Bowmaking)
**Diplomacy/ -2 (Cha) 0 ranks
**Disguise/ -2 (Cha) 0 ranks
* **Escape Artist/ +2 (Dex) 0 ranks
**Forgery/ +3 (Int) 0 ranks
**Gather Information/ -2 (Cha) 0 ranks
**Heal/ +0 (Wis) 0 ranks
* **Hide/ +2 (Dex) 0 ranks
Intimidate/ -2 (Cha) 0 ranks
* Jump/ +8 (Str) 4 ranks
**Listen/ +0 (Wis) 0 ranks
* **Move Silently/ +2 (Dex) 0 ranks
**Perform/ -2 (Cha) 0 ranks
Ride/ +6 (Dex) 4 rank
**Search/ +3 (Int) 0 rank
**Sense Motive/ +0 (Wis) 0 ranks
**Spot/ +0 (Wis) 0 rank
**Survival/ +0 (Wis) 0 ranks
* Swim/ +4 (Str) 0 rank
**Use Rope/ +2 (Dex) 0 rank
* Armor Check Penalty Applies
** Cross Class Skill
-------------------------------------------------------
Feats : Combat Expertise, Dodge, Exotic Weapon Proficiency (Spiked Chain)
-------------------------------------------------------
Racial and Class Skills, Abilities & Features :
-------------------------------------------------------
Equipment & Gear (include weight of individual items and total weight) :
Spiked Chain (10lb)
Shortbow (2lb)
Arrows - 60 (9lb)
Scale Mail (30lb)
Backpack (2lb)
*Bedroll (5lb)
Flint & Steel (-lb)
*Tent (20lb)
Waterskin (4lb)
*(M)Artisan Tools (5lb)
*Courtier's outfit (6lb)
Traveler's outfit (5lb)
* (In Backpack)
Total Weight: 98lb (-36lb if backpack removed)
-------------------------------------------------------
Money : [0 PP] [2 GP] [9 SP] [0 CP]
-------------------------------------------------------
Base Speed : 30ft
Normal Speed (including penalty for armor or encumbrance load) : 20ft
AC Penalty (for armor or encumbrance load, whichever figure is worse) : -4
Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +2
-------------------------------------------------------
Character History :
Xenon was born in a small artisan familly. His father was a skilled mason and did a lot of work on in the small town where they lived. His mother did small and little jobs whenever she could to earn some extra money. Of course his elder brother was destined to take over his father's job so Xenon was left with an unsure future. To counter this his father send him to schools and tried to teach him as much as they could, in the hopes he could one day study to become a wizard. Now Xenon didn't want this, he wanted to be a valiant knight and have his brave and courages deeds known through out the world. This of course caused tension between Xenon and his father, but his mother didn't care if he was a wizard or a knight, as long as her little boy was happy and able to take care of himself.
Now Xenon knew that if he ever wanted to become a knight he would need equipment and go to a big city where there might be a fighter academy, all of which required money. Since his father wasn't going to give him money to become a knight he went to the classes his father paid for and actually learned something, making his father beleive he finally got to his senses and decided to become a wizard like he wanted.
Xenon's brother in the mean time was jealous of Xenon. Xenon got to go and become a mage, where as he had to become a mason like his father and work with these boring rocks. So naturally he wasn't all to kind to Xenon and constantly bulied him into teaching him all that he learned.
At last the day arrived at which Xenon was to go to the wizard school and his father was proud to see his son dressed in robes. Xenon gladly took all the money his father offered him and quickly ran away and paid the first cart he came across to take him to the city, his father screaming and raging mad running after him.
Finally in the city Xenon felt he was free and on the path of becoming a famous knight. With the money his father had given him ,and he so gladly had taken, he went to a fighter academy and trained as best as he could under the teachers. He was glad that he often had to help out in the quarries, making him strong and hard, allowing him to easilly go through the academy.
After he finished the academy he thought he was firmly on his way to becoming a famous knight. One of which would inspire many children like himself to becoming a great knight as well. Not having to much money left after the academy he performed a few uneventful jobs to earn him some needed gold pieces. Jobs hardly fit for a famous knight as him.
He was a strange man when it came to any decision he made. One of which was training himself in the use of the spiked chain. All because no other famous knight had used the spiked chain as a weapon of choice. And the mule he rode on (for lack of money for a horse) he always refered to has a brilliant white steed. Sadly this 'steed' of his walked away one night while he was asleep. What made it worse was the fact that he kept his purse with all his money on the mule and was now without any. This forced him to walk to the nearest city, town or village in order to earn some money again to help him become a famous knight.
United Indiastan
20-08-2004, 12:41
Character Name : Apollyon Arnzipal
Character Race : Human
Character Class : Cleric
Alignment : Chaotic Good
Deity : Jeriah
Gender : Male
Age : 28
Height : 6'5"
Weight : 200lbs
Eyes : brown
Hair : black
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages :
Common
Celestial
-------------------------------------------------------
Strength : 16 (+3)
Dexterity : 11 (0)
Constitution : 15 (+2)
Intelligence : 11 (0)
Wisdom : 16 (+3)
Charisma : 13 (+1)
-------------------------------------------------------
Armor Class : 16
Flatfooted Armor Class : 16
Touch Armor Class : 10
-------------------------------------------------------
Hit Points : 10
-------------------------------------------------------
Save vs. Fortitude : +4
Save vs. Reflex: 0
Save vs. Will : +5
-------------------------------------------------------
Initiative Modifier : 0
Base Attack Bonus : 0
Melee Attack Bonus :+3
Ranged Attack Bonus : 0
-------------------------------------------------------
Weapons :
Longsword (D8, 19/20x2, Med, Slash, 4lbs)
-------------------------------------------------------
Skills :
Concentration/+4 (Con) ** 2 ranks
Heal/+4 (Wis) ** 2 ranks
Knowledge (arcana)/+1 (Int) ** 1 ranks
Knowledge (religion)/+2 (Int) ** 2 ranks
Spellcraft/+1 (Int) ** 1 ranks
**Spot/+4 (Wis) ** 1 rank
Speak Language: Celestial
-------------------------------------------------------
Feats :
Martial Weapons Proficiency (May use Martial Weapons)
Weapon Focus: Longsword (+1 Hit w/Longsword)
Improved Turning (Counts as one level higher when Turning)
Extra Turning (May turn an extra 4 times per day)
-------------------------------------------------------
Racial and Class Skills, Abilities & Features :
Extra Skill point per level
Turn/Rebuke Undead (8 times per day, +3 to roll)
-------------------------------------------------------
Equipment & Gear :
Chain shirt (25lbs)
Heavy steel shield (15lbs)
Longsword (4lbs)
Backpack (2lbs)
Bedroll (5lbs)
Winter blanket (3lbs)
Flint and steel (neg.)
Belt pouch (3lbs)
Rope(Hemp) (10lbs)
Torch x10 (10lbs)
Wooden Holy Symbol (neg)
Clerical vestments (6lbs)
44 lbs worn in combat
83 lbs travelling
Max load :
Light <77 lbs
Med. 77-153 lbs
Heavy: 154-230 lbs
Current load :
Combat, Light
Travelling, Medium
-------------------------------------------------------
Money : 0 PP 12 GP 4 SP 0 CP
-------------------------------------------------------
Base Speed : 30ft
Normal Speed : varies
Armour Check Penalty : -4
Maximum DEX Bonus : +4 normal, +3 non-combat
-------------------------------------------------------
Spells Known :
0 Level:
Cure Minor Wounds
Read Magic
Light
1st Level:
Cure Light Wounds
Bless
Domain Abilities and Spells :
War Domain
Spell: Magic Weapons
Ability: Grants extra Feats
Glory Domain
Spell: Disrupt Undead
Ability: +2 to Turn, +d6 to Turn damage
Spells Memorized :
Read Magic
Light X2
Bless x2
Magic Weapon (Domain)
Number of Spells to Cast per Day :
3 0-level
2 1st-level
1 Domain
DC Modifier for Spellcasters : DC 14
-------------------------------------------------------
Character History :
Apollyon was born in the town of Gristmark, a small walled town on Gernilov's northern frontier. Constantly at war with the non-human population, the town's people suffered hardship after hardship, and they raised their children from an early age to be strong of arm, and always ready to defend their homes. Apollyon's mother died when he was young, and his father was away on campaign, so in his early years he entered the service and care of the local War Temple of Jeriah, where he was trained to be a holy warrior. He served there untill he was eighteen, when he was assigned to the town's provincal army as a chaplain.
He served during with the army for nine years, and was present with the detachment of the Northern Army that was massacred at the Kine River Ambush. Seven hundred troops were killed when a number of regiments engaged in a running battle with Elvish raiders were ambushed at the Kine River ford. Apollyon had been a field chaplain for several years, and he helped a number of men escape death, though he was far from able to save them all. Since then, he's had a rather fiery dislike of demi-humans and has been, in the past, a supporter of the Inquisition.
Character Name : Celeste Saint'Homme
Character Race : Human
Character Class(es) : Fighter
Alignment : Lawful Good
Deity : Septhea
Gender : Female
Age : 18
Height : 5'3"
Weight : 120 pounds
Eyes : Blue
Hair : Blonde
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages :
Common
Elven
Celestial
-------------------------------------------------------
Strength : 16 (+3)
Dexterity : 16 (+3)
Constitution : 14 (+2)
Intelligence : 14 (+2)
Wisdom : 14 (+2)
Charisma : 17 (+3)
-------------------------------------------------------
Armor Class : 19
Flatfooted Armor Class : 16
Touch Armor Class : 13
Special Armor Class Notes :
Scale Armor, Large Steel shield
-------------------------------------------------------
Hit Points : 12
-------------------------------------------------------
Save vs. Fortitude : +4
Save vs. Reflex : +3
Save vs. Will : +2
Special Save Notes :
-------------------------------------------------------
Initiative Modifier : +3
Base Attack Bonus : +1
Melee Attack Bonus : +4
Ranged Attack Bonus : +4
Special Combat Notes :
-------------------------------------------------------
Weapons :
Longsword: Total Attack Bonus +5, damage 1d8+3, critical 19-20/X2. 4lb
Ranseur: Total Attack Bonus +4, damage 2d4+3, critical X3. 15lb
-------------------------------------------------------
Skills :
2+2Intmodx4+4=20
Name/Total Mod (Ability) ** # Ranks taken
Appraise/x (Int) ** 0 ranks
Balance/x (Dex) ** 0 ranks
Bluff/x (Cha) ** 0 ranks
* Climb/5 (Str) ** 2 ranks
Concentration/x (Con) ** 0 ranks
Craft/x (Int) ** 0 ranks
+ Decipher Script/x (Int) ** 0 ranks
Diplomacy/5 (Cha) ** 2 ranks
+ Disable Device/x (Int) ** 0 ranks
Disguise/x (Cha) ** 0 ranks
* Escape Artist/x (Dex) ** 0 ranks
Forgery/x (Int) ** 0 ranks
Gather Information/x (Cha) ** 0 ranks
+ Handle Animal/7 (Cha) ** 4 ranks
Heal/x (Wis) ** 0 ranks
* Hide/x (Dex) ** 0 ranks
Intimidate/x (Cha) ** 0 ranks
* Jump/7 (Str) ** 4 ranks
+ Knowledge (Nobility&Royalty)/x (Int) ** 0 ranks
Listen/x (Wis) ** 0 ranks
* Move Silently/x (Dex) ** 0 ranks
+ Open Lock/x (Dex) ** 0 ranks
Perform/x (Cha) ** 0 ranks
+ Profession (all)/x (Wis) ** 0 ranks
Ride/7 (Dex) ** 4 rank
Search/x (Int) ** 0 rank
Sense Motive/x (Wis) ** 0 ranks
+* Sleight of Hand/x (Dex) ** 0 ranks
+ Spellcraft/x (Int) ** 0 ranks
Spot/x (Wis) ** 0 rank
Survival/x (Wis) ** 0 ranks
Swim/5 (Str) ** 2 rank
+* Tumble/x (Dex) ** 0 ranks
+ Use Magic Device/x (Cha) ** 0 ranks
Use Rope/x (Dex) ** 0 rank
* Armor Check Penalty Applies
** Cross Class Skill
+Cannot Use Unless Trained
-------------------------------------------------------
Feats :
Weapon Focus (LongSword)
Dodge
Combat Expertise
-------------------------------------------------------
Racial and Class Skills, Abilities & Features :
-------------------------------------------------------
Equipment & Gear (include weight of individual items and total weight) :
Backpack 2g
Bedroll 1s
Blanket 5s
10 Candles 1s
Case 1g
10 flasks 3s
Flint 'n Steel 1g
Inkpen 1s
10 sheets of parchment 2g
Belt Pouch 1g
Soap (just a bit of it)
Waterskin 1g
2 torches 2c
Signet Ring 5g
2 Winter's Outifts 10g
3 Traveler's outfit 3g
-------------------------------------------------------
Money : ___PP __30_GP ___SP ___CP
-------------------------------------------------------
Base Speed : 30 ft.
Normal Speed (including penalty for armor or encumbrance load) : 20 ft.
AC Penalty (for armor or encumbrance load, whichever figure is worse) : -6
Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +3
-------------------------------------------------------
Spells Written in Spellbook (Wizards only) :
Number of Spells to Cast per Day (by Level) :
DC Modifier for Spellcasters (by Level) :
-------------------------------------------------------
Character History :
Celeste Saint'Homme was born from one of the most distinguished families in the Realm of Gernilov, at least until the Inquisition came...
Celeste's father, Ivan Saint'Homme, was one of the officers in the Gernilov's army, even as his family descended from foreigners that came to the icy kingdom centuries ago. His reputation as a charismatic and friendly troop leader earned him a good position amogst his peers, and he was able to meet Anastacia Kranilova, the daughter of one of the Granilov's lesser nobles, and also to earn her father's approval to marry her.
After a decade of happy marriage, in which Anastacia gave Ivan two sons, Mijail and Celeste, Ivan discovered the long hidden secret of the Kranilov...That they had dealings with the hidden resistance of the Zor, the elves that inhabited near the realms of the Granilov humans, due to old debts that the old noble family had with the ancestral elves. Years later, when the inquisition arrived and found the truth due to an unfortunate interrogation, both Anastacia and her father were find guilty and burned in the stake, to make an example of those who dealt with the Zor.
Ivan was spared for unknown reasons to him, probably to avoid a conflict with the common soldiers of the army that loved his charismatic commander, probably because Anastacia denied the involvement of her loved partner, but he never found out the true reason. After that incident he was left with two little kids, as Mijail was just 10 years old and Celeste 5, and he managed to forget about the strong and deep feeling of revenge growing inside his heart for the sake of the kids, and remained having a quiet life, sinking into alcohol when the sorrow was too big to bear. The kids grew knowing a different father than the one they used to know, a grim and sad man that was usually quiet and sobbing.
Years ago, after Mijail finally joined the army, uncapable to see the fall of his father year to year, that burden falling into the hands of Celeste, who watched as his father was removed from his title and from his position as officer, turning into a sad drunkard that wasted his remaining money in gambling and alcohol, hoping to forget the unforgettable.
Surviving thanks to the part of the soldier's wage that Mijail sent to them, those years were quite difficult for the young girl and her aged father, until finally she took the decision of joining her brother at the army, even if that meant to serve those who killed her mother and destroyed her family and her happiness. Finally she finalized her training and began to send part of her wage to her father, as his brother, now an ascending officer, also did.
Celeste, despite her troubled childhood, is a high-spirited and happy person, her personal charisma and good looks making her a loved partner for her team mates. Her martial skills are also apprecciated by them, although beneath her outside appearance are hidden the hatred and despise that she feels due to her personal experiences. That grim, hidden nature sometimes appear in the form of the righteous fury that overwhelms her in the mist of a physical encounter, but even then she's usually more worried about protecting those around her, probably a trait inherited by the years she spent taking care of her father all alone. As a troubled person, she usually hides in the middle of the night to cry for her hidden sorrow, but those are isolated spots in her usually happy and positive behavior. She's also a lover of falconry, a sport that she considers noble and high spirited, and after finding hidden books of elven lore in her father's alcove, developed a love for all elven things, as she secretly learned their language and their customs from the hidden scripts, including the diary of her mother, that teached her about the antique elven folk that were the friends of Anastacia, the Zor.
Warhaven
30-08-2004, 21:19
Looks good, Tell me, when you were making the Gods Did you Use the Book, Dieties and Demigods? It really Is nessacary for a well balanced God or Goddess. If you did not, I fear Your Gods maybe unbalanced. Plus it has some really cool Domains in there.
The Ctan
07-09-2004, 22:57
Updated Character Sheet
Character Name : Aoldu Issard Traiqskel
Character Race : Human
Character Class(es) : Sorcerer
Alignment : Chaotic Good
Deity : Jeriah
Gender :Male
Age :18
Height : 5'7"
Weight : 138 lbs
Eyes : Brown
Hair : Brown, close cropped
Character Level : 1
EXP Points Gained : 0
EXP Needed For Next Level : 1000
Known Languages : "Elven," Sisgardic, Arnic, Oth-Valâk
-------------------------------------------------------
Strength : 12 (+1)
Dexterity : 13 (+1)
Constitution : 9 (-1)
Intelligence : 16 (+3)
Wisdom : 6 (-2)
Charisma : 15 (+2)
-------------------------------------------------------
Armor Class : 11
Flatfooted Armor Class : 10
Touch Armor Class :11
Special Armor Class Notes :
-------------------------------------------------------
Hit Points : 6
-------------------------------------------------------
Save vs. Fortitude : -1
Save vs. Reflex : +1
Save vs. Will : 0
Special Save Notes :
-------------------------------------------------------
Initiative Modifier : +1
Base Attack Bonus : +0
Melee Attack Bonus : +1
Ranged Attack Bonus : +1
Special Combat Notes :
-------------------------------------------------------
Weapons :
Weapon : Dmg(M) : Critical : Range Increment : Weight : Type : Size
Dagger, silvered : 1d4+1 : 19-20/x2 : 10ft : 1lb : Piercing/Slashing : Tiny
Staff : 1d6+1/1d6+1 : x2 : - : 4lb : Bludgeoning : Large
-------------------------------------------------------
Skills :
Name/Total Mod (Ability) ** # Ranks taken
Appraise/6 (Int) ** 0 ranks (Int modifier, plus Familiar bonus)
Balance/-2 (Dex) ** 0 ranks
Bluff/4 (Cha) 0 ranks
* Climb/-2 (Str) ** 0 ranks
Concentration/4 (Con) 5 ranks
Craft/3 (Int) 0 ranks
Craft (Locksmithing) (Int) 3 ranks
+ Decipher Script/0 (Int) ** 0 ranks
Diplomacy/2 (Cha) ** 0 ranks
+ Disable Device/0 (Int) ** 0 ranks
Disguise/2 (Cha) ** 0 ranks
* Escape Artist/-2 (Dex) ** 0 ranks
Forgery/3 (Int) ** 0 ranks
Gather Information/2 (Cha) ** 0 ranks
+ Handle Animal/0 (Cha) ** 0 ranks
Heal/-2 (Wis) ** 0 ranks
* Hide/-2 (Dex) ** 0 ranks
Intimidate/2 (Cha) ** 0 ranks
* Jump/-2 (Str) ** 0 ranks
+ Knowledge (all skills)/x (Int) ** 0 ranks
Knowledge (arcana)/7 4 ranks
Listen/-2 (Wis) ** 0 ranks
* Move Silently/-2 (Dex) ** 0 ranks
+ Open Lock/0 (Dex) ** 0 ranks
Perform/2 (Cha) ** 0 ranks
+ Profession (all)/x (Wis) 0 ranks
+ Profession (Locksmith)/2 (Wis) 4 ranks
Ride/1 (Dex) ** 0 rank
Search/3 (Int) ** 0 rank
Sense Motive/-2 (Wis) ** 0 ranks
+* Sleight of Hand/0 (Dex) ** 0 ranks
+ Spellcraft/7 (Int) 4 ranks
Spot/-2 (Wis) ** 0 rank
Survival/-2 (Wis) ** 0 ranks
Swim/-8 (Str) ** 0 rank
+* Tumble/x (Dex) ** 0 ranks
+ Use Magic Device/x (Cha) ** 0 ranks
Use Rope/3 (Dex) ** 0 rank
* Armor Check Penalty Applies
** Cross Class Skill
+Cannot Use Unless Trained
-------------------------------------------------------
Feats :Spell penatration, Toughness.
-------------------------------------------------------
Racial and Class Skills, Abilities & Features :
-------------------------------------------------------
Equipment & Gear (include weight of individual items and total weight) :
ITEM : WT.
Weapon: Dagger, silvered : 1 lb.
Weapon: Quarterstaff : 4 lb.
Goods: Traveler's outfit : (5 lb.)
Goods: Backpack : 2 lb.
Goods: Blanket, winter : 3 lb.
Goods: Bedroll : 5 lb.
Goods: Bell : (0 lb.)
Goods: Candle : 0 lb.
Goods: Rations, trail (per day) : 1 lb. (*4)
Goods: Sealing wax : 1 lb.
Goods: Signet ring : 0 lb.
Goods: Rope, silk (50 ft.) : 5 lb.
Goods: Chalk, 1 piece : (0 lb.)
Goods: Flask : 0.25 lb.
Goods: Inkpen : 0 lb.
Goods: Ink (vial) : 0 lb.
Goods: Pouch, belt : 1 lb.
Goods: Pot, iron : (2 lb.)
Goods: Paper (sheet) : 0 lb. (*2)
Goods: Case, map or scroll : 0.5 lb.
Goods: Crowbar : 5 lb.
Goods: Candle : (0 lb.)
Goods: Tea leaves : 1 lb.
Goods: Tobacco : 1 lb.
Goods: Locksmith's tools : (5 lb.)
Goods: Musical instrument : (3 lb.)
Goods: Spell component pouch: 3lb.
Goods: Cold weather outfit : 7lb.
(Total, 43 lbs. Lightly encumbered. Just. )
-------------------------------------------------------
Money : 0PP 26GP 10SP 4CP
-------------------------------------------------------
Base Speed : 30
Normal Speed (including penalty for armor or encumbrance load) : 30
AC Penalty (for armor or encumbrance load, whichever figure is worse) : 0
Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +1
-------------------------------------------------------
Spells Known (Bards and Sorcerers) : 0th Level : Read Magic, Flare, Mage Hand, Arcane Mark. 1st Level: Charm Person, Mage Armour
Number of Spells to Cast per Day (by Level) : 5 0th level, 4 1st level
DC Modifier for Spellcasters (by Level) :
-------------------------------------------------------
Atal, Raven: None Animal, Raven ; CR 1/4; Tiny Animal ; HD 1/4d8 (Animal) ; hp 3;
Init + 2; Spd 20, 10, Fly, Average 40; AC 15; Atk --3 base melee, +4 base ranged; +4 ( 1d2-5, Claws );
AL N; SV Fort +2, Ref +4, Will +2; STR 1, DEX 15, CON 10, INT 1, WIS 14, CHA 6.
Skills: Hide + 10, Listen + 5, Spot + 5.
Feats: Weapon Finesse (claws).
-------------------------------------------------------
Character History : See below
The Ctan
15-09-2004, 16:17
Aoldu Issard Traiqskel can trace his lineage back to a gold dragon.
Or so he says.
If appropriately inebriated.
When his familiar isn’t listening, which is in itself a rare occurance.
There might be some truth in that, or the other claim that he occasionally makes, that he is the seventh son of a seventh son. That one tends to be made under somewhat more sober circumstances, and depending on local traditions, this is sometimes given some credence as the reason for the recent manifestation of his arcane powers. Certainly, his father, a talented locksmith, was a seventh child, and perhaps a seventh son.
However, the manifestation of his powers was completely unexpected by his family and home community. Despite training for his father’s profession (one of the only children to do so) he decided upon his seventeenth birthday, to avoid both the expectations and suspicions of his hometown of Thogothion, . This is a typical example of his impetuousness, and quite in character with his penchant for heading down a course of action without entirely thinking it through.
Since then, rather subconsciously, he acquired a raven companion, a wise black bird by the name – being a sorcerer’s familiar, it is quite able to speak – of Atal. If the pair come up with an intelligent, well thought out, plan, it’s probably his idea.
When not bluffing and fabricating tales, something he’s actually become rather adept at, the past few months of Aoldu’s life have been rather unremarkable, consisting of carefully arranged honing of skills, usually at the prompting of Atal, and occasional plying of the trades associated with sorcery, as well as the trade he was raised in. However, his finances aren’t as good as he would wish (the cause of this is, of course, ignoring Atal’s fiscal advice) and so, much to the bird’s annoyance, and to some degree, Aoldu’s delight, the path of “adventuring” looks to be on the cards.
Recently, Atal’s counsel has pushed Aoldu’s efforts towards what would be called the “enchantment” school of magic, as opposed to the more dramatic and pyrotechnic effects that he himself would have favoured.
I think it's time we start working out how available we all are for IRC roleplay... it's clear that we may have some trouble getting together without some form of organisation in this.
My availability is pretty straight forward given that I'm currently out of college and I have no job. So I'm free all week Monday to Sunday with little stopping me from RPing into the night (which would be evening in American time)
We know that some of use can only make it at certain times so we should find out when they can RP and organise when we are to have a session... pretty much as one would in a actual tabletop session.
Technocratic Republics
15-09-2004, 23:25
University keeps me a bit short of time, but I tend to have all weekends free. Asides from that, I have the following avaliability during the week:
(all times are equivalent to the US Eastern Coast time)
Monday: 3 PM - 5 PM; 8 PM ->
Tuesday: 2 PM - 6 PM; 8 PM ->
Wednesday: 2 PM - 5 PM; 8 PM ->
Thursday: 2 PM - 5 PM; 8 PM ->
Friday: 8 PM ->
Taurenor
16-09-2004, 06:52
I am available most of the time. But I have to go to bed at 00:00. Except on friday and saturday, then it can be a bit later. This is GMT+1, so 6 hour difference with the east coast.