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Old 25th August 2003, 03:51 AM   #1 (permalink)
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Living Enworld Judge Goblin Sharpshooter (Lvl 2)
(Record) Official Character Thread

If you are creating a new, 1st level character for the Living ENWorld campaign, please use the required standard character sheet, located here. Because much of this sheet is in CODE blocks, it's easiest to edit with a fixed width font (like the default font in Notepad, or 'Courier New'), instead of the ENWorld post editor.

LEW uses the 3.5 Core books (PHB, DMG, and MM) and the SRD rules. Also available for use are the approved proposals from LEW's own members, compiled in the Rules and Mechanics thread and the LEW Wiki. Feel free to propose new content in the Living ENWorld forum (original creations or open content), it will be reviewed by the community and voted on by the judges.

When creating your character, do not roll for ability scores. Instead, please use Standard Point Buy with 30 points. Hit points are max at first level, then 3/4 max after that (for d6 and d10 hit dice, first round down then round up every other level). For example, a 1st Rogue with 10 Con has 6 HP at level 1, 10 HP at level 2, and 15 HP at level 3.

Make a new post here in the Official Character Thread for each character you play. Remember that you may only have up to 3 active characters at a time.

Once you have posted your character sheet, you need to get your character approved. To be approved, please send the character judges an email containing the character's name, level, and a link to the character's post in this thread. Make sure to put 'LEW' in the subject line so that there is less chance that any of us will delete it as spam. The current Living ENWorld Character Judges are Boddynock (boddynocklew@gmail.com), covaithe (covaithe@googlemail.com), orsal (orsal@mail.com), Rae ArdGaoth (Rae.ArdGaoth@gmail.com), and Trouvere (trouvere.lew@googlemail.com). To keep everybody informed, make sure to 'Reply to All' when responding to approval emails.

In order to receive any experience points, a Living ENWorld character must be approved by at least two judges. When a character gains a level, the character must be re-approved by at least two judges before the character can receive any more experience points. To be re-approved, simply edit the post here with the new level and send us an email with a link to the updated character sheet. Unapproved characters will receive NO experience for adventuring before they are fully approved.

The List

This is the list of all of the characters the Judges have approved. All of these characters are good to go for Living ENWorld.


Active Characters:
Boddynock, covaithe, orsal, Rae ArdGaoth, and Trouvere, Living ENWorld Character Judges

Last edited by Living Enworld Judge; 20th November 2008 at 05:46 AM.. Reason: Updated list
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Old 25th August 2003, 07:28 AM   #2 (permalink)
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Sollir Lightfoot, male halfling Nec1: Small-size Humanoid (halfling); HD 1d4+2; hp 6; Init +4; Spd 20 ft; AC 15 (+4 Dex, +1 Size); Melee Dagger -1 (1d3-2, 19-20/x2); Touch Attack +5; Ranged Heavy Crossbow +5 (1d8, 19-20/x2); Touch Attack +5; SA spells; SQ halfling traits, summon familiar (weasel); AL LN; SV Fort +3, Ref +7, Will +2; Str 6, Dex 19, Con 14, Int 16, Wis 9, Cha 8.
Skills and Feats: Concentration +6, Knowledge (Arcana) +7, Knowledge (Religion) +7, Knowledge (The Planes) +7, Spellcraft +7; Scribe Scroll (B), Weapon Finesse (Touch).
SQ–Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.
Wizard Spells Prepared (3/3) (Abjuration and Enchantment banned):
0-Detect Magic, Touch of Fatigue (x2)
1-Color Spray, Mage Armor, Ray of Enfeeblement
Equipment: Dagger (S) (2 gold), Heavy Crossbow (S) (50 gold), 30 Arrows (3 gold), Scroll of Color Spray x2 (50 gold), Spell Component Pouch x2 (10 gold), 5 gold remaining.

Cesil, Weasel Familiar, Tiny Animal, Init +2, Move 20 ft./Climb 20 ft., AC 15 (+2 size, +2 dex, +1 natural), Bite +4 melee, 1d3-4 damage, SQ: Attach, SQ: Empathic Link, Improved Evasion, Scent, Share Spells Fort +2, Ref +4, Will +3, Str 3/Dex 15/Con 10/Int 6/Wis 12/Cha 5.
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
__________________
From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...

From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
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Old 25th August 2003, 07:30 AM   #3 (permalink)
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Code:
Name: Velbrik
Class: Bard
Race: Human
Size: Medium
Gender: Male
Alignment: N
Deity: None

Str: 14 +2 (6p)     Level: 3        XP: 4065
Dex: 12 +1 (4p)     BAB: +2         HP: 18 (3d6+3)
Con: 12 +1 (4p)     Grapple: +4     
Int: 14 +2 (6p)     Speed: 30'       
Wis: 12 +1 (4p)     Init: +1        
Cha: 14 +2 (6p)     ACP: -1

                  Base  Armor Shld  Dex  Size  Nat   Misc   Total
Armor:             10    +4   +0    +1    +0    +0    +1      16
Touch: 12              
Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                      1    +1          +2
Ref:                       3    +1          +4
Will:                      3    +1          +4

Weapon                  Attack   Damage     Critical
Longsword                 +4     1d8+3     19-20/x2
Shortbow, composite +2
  masterwork arrows       +4     1d6+2        20/x3
  mw silver arrows        +4     1d6+1        20/x3
  mw cold iron arrows     +4     1d6+2        20/x3

Languages: Common, Draconic, Goblin

Abilities: Bardic music (countersong, fascinate, inspire courage +1, inspire competence), 
bardic knowledge (+5)

Feats: Combat Expertise, Improved Feint, Improved Disarm

Skill Points: 52       Max Ranks: 6/3
Skills                   Ranks  Mod  Misc   Total
Bluff		        6        2           +8
Concentration           6        1           +7
Hide	                6        1           +7
Kn (arcana)             6        2           +8
Move Silently           6        1           +7
Perform (oratory)       6        2           +8
Sense Motive            6        1           +7
Sleight of Hand         6        1           +7
Use Magic Device        6        2           +8

*Cross-Class skill

Equipment:                      Cost   Weight
  Longsword                      30gp    4lb
  Shortbow, composite +2        225gp    2lb
    Arrows (masterwork) [14]      7gp    3lb
    Arrows, silver (mw) [20]      9gp    3lb
    Arrows, cold iron (mw) [20]  14gp    3lb
  Chain shirt (masterwork)      250gp   25lb
  Explorer's outfit              N/A     8lb
  Cloak of protection +1          -      2lb
  Backpack                        2gp    2lb
    Acid, flask [2]              20gp    2lb
    Alchemist's fire, flask      20gp    1lb
    Bedroll                       1gp    5lb
    Piece of chalk                1cp    N/A
    Flint and steel               1gp    N/A
    Trail rations [4]             2gp    4lb
    50' silk rope                 10gp   5lb
    Grappling hook                1gp    4lb
    Ink and inkpen              8.1gp    N/A
    Manacles (masterwork)        50gp    2lb
    Monk's Outfit                 N/A    2lb
    Signal whistle              0.8gp    N/A
    Small steel mirror           10gp  0.5lb
    Sunrod [4]                    8gp    4lb
    Waterskin                     1gp    4lb
    Whetstone                     2sp    1lb
    Winter Blanket                5sp    3lb
  Belt Pouch                      1gp 0.5lb
    Caltrops                      1gp   2lb
    Money (80% in gems)           N/A   N/A
  Spell Component Pouch           5gp   2lb
  Potion (cure light wounds) [3] 150gp  N/A
  Potion (sanctuary, CL4)    [1] 100gp  N/A
  Healing Salve (1d8)        [3]   -   N/A
  Wand of CLW (18c)                -   N/A      
  Scroll Case                    1gp  0.5lb
     20 sheets of paper           8gp  N/A
     Silence, scroll (arcane)    200gp  N/A

Money:  1748gp 4sp 7cp

Total Weight: 94.5 lbs.

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 58   116   175   350   875
Bard Spells Known: (6/3) 0th detect magic, light, mage hand, message, prestidigitation, read magic; 1st cure light wounds, hideous laughter, silent image; spells per day: (3/2); DC 12 + spell level.

Description: Velbrik is a moderately young human with a fair complexion and black hair that, when it reflects the light, shows a tint of dark green. He is of average build, although slightly shorter than average. On his lower cheek near the back of his jaw is a tiny curving birthmark of indeterminate shape. Velbrik wears a high-collared chain shirt under a loose navy blue cotton shirt and brown trousers, over which he wears a high-quality black cloak. A backpack, bulging in odd places, is slung over his back. In addition, Velbrik wears a battered sword-belt, strapped on the right of which is a longsword, the left holding two pouches and a few heavily-padded vials. Velbrik carries himself with a cocky air and speaks in a quiet, steady, and almost musical voice.

Experience History:
1575 XP from Uriel's Trek to the Vineyard.
810 XP/270 XP/510 XP from Uriel's To Delmon's Aid.
900 XP from Uriel's Feral Battle Royale.
__________________
Play-by-Post Characters
Velbrik is currently looking for Rivenblight's Castaway in Living ENWorld.

Last edited by WizWrm; 21st October 2004 at 07:01 AM..
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Old 25th August 2003, 05:26 PM   #4 (permalink)
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Arken Goblin Sharpshooter (Lvl 2)
Code:
Name: Felixandryr Tharvishan
Class: Wizard
Race: High Elf
Size: Medium
Gender: Male
Alignment: NG
Deity: Trade God

Str: 8  -1 (0p.)     Level: 3        XP: 3165
Dex: 16 +3 (6p.)     BAB: +1         HP: 10 (3d4+0)
Con: 10 +0 (4p.)     Grapple: +0     Dmg Red: -
Int: 16 +3 (10p.)     Speed: 30'      Spell Res: -
Wis: 12 +1 (4p.)     Init: +3        Spell Save: -
Cha: 14 +2 (6p.)     ACP: -X         Spell Fail: -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +3    +0    +0    +0    +3    13
Touch: 13              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      1    +0          +1
Ref:                       1    +3          +4
Will:                      3    +1          +4

Weapon                  Attack   Damage     Critical
Bow                     +3     1d8+0     x3
Rapier                     +0     1d6+0     18-20/x2


Languages: Common, Elven, Gnome, Draconic, Goblin

Abilities: Summon Familiar

Feats: Scribe Scroll, Extend Spell, Point Blank Shot.

Skill Points: 25       Max Ranks: 5/2.5
Skills                   Ranks  Mod  Misc  Total
Spellcraft                       5    +X          +X
Decipher script                       2    +X          +X
Concentration                       2    +X          +X
Craft (Alchemy)                       5    +X          +X
Profession (Artisan)                  2
Knowledge (arcana):                   5
Knowledge (religion):                 4

Equipment:               Cost  Weight
XXXX                     XXcp   XXlb
XXXX                     XXsp   XXlb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
Total Weight:XXlb      Money: XXgp XXsp XXcp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               XXX   XXX   XXX   XXX   XXX

Age: XX
Height: X'XX"
Weight: XXXlb
Eyes: XXXX
Hair: XXXX
Skin: XXXX
Appearance: XXXX

Background: XXXX

Equipment:
Artisan's Outfit
Traveller’s Outfit
Cleric's Vestments
Backpack
Caltrops
Scrollcase
Chalk x 5
Flint & Steel
Flask
Ink
Inkpen
Paper x 5
Belt Pouch
Sealing Wax
Signet Ring
Sunrod x 3
Artisans Tools
Holy symbol (wood)
Merchant's Scale
Spellbook

Weapons:
Longbow and 100 arrows
Rapier

Curiosities: Assorted oddities for sale to a total value of 35gp

For Example:
A beaded feather shimmering with rainbow colours: (5sp)
Pebbles that always feel warm to the touch: (2sp each)
A monkey's paw good luck charm: (1gp)
A pair of dice made from gold: (3gp)
A pack of cards of the finest artistry: (4gp)
A small bottle of extra-planar salt: (1gp)
etc. etc.

Spells:
0 level: all
1st level: Identify, Magic Missile, Enlarge Person, Silent Image, Expeditious Retreat, Disguise Self, Color Spray,Shield,Mage Armor,Mount, True Strike, Unseen Servant
2nd level: Fog Cloud, Scorching Ray, Rope Trick, Invisibility

Prepared:
0 level: detect magic x 2, prestidigitation,
1st level: Magic Missile, Enlarge Person, Silent Image
2nd Level: Fog Cloud, Scorching Ray

The God of Merchant's (if there is one ) has a strange clergy often seeming more mercenary then spiritual. The truth however is more complex; a god that has risen in popularity with the rise of greater wealth and luxury in society gives rise also to a doctrine more in tune with the demands of a modern society. Not for the follower of the benefactor god the simple rigidity of more staid religion rather they must aim to be keystones of the community not only spiritually but also economically. They must accumulate wealth so that their charity can be of more consequence.

Felixandryr is a typical follower of the faith in many ways. He believes in the good of society but also the freedom of the self and the right to build a good society from the top downwards. Ever the entrepreneur Felix (as friends know him) has selected the life of the adventurer as his mode of generating capital. He sees no interest for anyone in the wealth and magic of history rotting beneath the ground and would dearly like to reintegrate it into more useful enterprise. If he should make a pretty penny in the process then so much for the better. Raised in a family of magical artisans in a cosmopolitan city Felix tends towards very urban modes of thought in comparison to many elves raised in more arboreal surroundings yet still has great respect for elven tradition (even training in traditional racial weapons) and especially a love of magic both arcane and divine.

Apart from the glory and excitement offered by the life of an adventurer Felix is deeply committed to self-improvement particularly through education and knowledge. He entertains grand hopes of establishing universities, successful shops or guilds of adventurers. At times he even considers whether these three enterprises might not be capable of being married together.

His appearance is that of an urbanite and smartly dressed slender elf with light, styled hair. He favours clothes of grey, black and white with accents of colour or silver trim but are not overly ornamented. His personality is that of a dreamer, a joker, a playful scholar, and a ruthless businessman.


Character Portrait (only not as mean looking )

Last edited by Arken; 23rd December 2003 at 05:23 PM..
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Old 25th August 2003, 05:35 PM   #5 (permalink)
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Velmont Goblin Sharpshooter (Lvl 2)
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Code:
Name: Rinaldo di Senzio
Class: Rogue / Trader
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None

Str: 10     +0 (2p.)    Level: 6/5   XP: 55 182
Dex: 16(14) +3 (6p.)    BAB: +7      HP: 62 (11d6+11)
Con: 12     +1 (4p.)    Grapple: +7  Dmg Red: 0/-
Int: 15     +2 (10p.-1) Speed: 30'   Spell Res: 0
Wis: 12     +1 (2p.+2)  Init: +3     Spell Save: +0
Cha: 16     +3 (6p.+2)  ACP: 0       Spell Fail: 20%
                        Craft Points: 8650

	Base Armor Shld Dex Size Nat Misc Total
Armor: 	 10    +6   +2   +3  +0   +0  +2*  23
Touch: 	 15 		Flatfooted: 20
*+1 deflection from ring of protection
*+1 insight from dusty rose ioun stone

	Base Mod Misc Total
Fort:     3   +1  +2    +6
Ref:      6   +3  +2    +11
Will:     6   +1  +2    +9

Weapon 				Attack 	Damage 	Critical	Range
Rapier +1 of Shock 		+11/+6	1d6+1d6+1	18-20x2  	N/A
Sap		  		+10/+5	1d6   	   20x2  	N/A
Adamantine Dagger	  	+11/+6	1d4	19-20x2  	N/A
Adamantine Dagger, Thrown 	+11	1d4   	19-20x2  	 10
Crossbow 	  		+10	1d8   	19-20x2  	 80 

Languages: Ancient Medibarian, Common, Draconic, Dwarven, Elven, Orc, Goblin, Gnoll, Terran

Abilities: 
Trapfinding 
Sneak +3d6 
Evasion 
Trap Sense +2 
Uncanny dodge, 
Haggle (90%/120%)
Bargain (90%) 
Extra Language x5
Vigilant +4
Connected
Slippery Mind
Temperance

Feats: 
Negotiator 
Combat Expertise
Improved Feint 
Leadership
Weapon Finesse

Skill Points: 155* Max Ranks: 14/7
[48' + 12' + 12' + 12' + 12' + 10" + 10" + 10" + 9"* + 9" + 11']
*Int goes down from 16 to 15 at level 8.
'Rogue level
"Trader level

Skills 			Ranks  Mod Misc Total
Appraise 		 7 	2   	 +9	
Balance 		 5 	3   2 	 +10	  +2 syn from Tumble
Bluff 			14 	3 	 +17	
Decipher Script 	 7 	2 	  +9	
Diplomacy 		14 	3   6 	 +23	+2 syn from Bluff, +2 syn from Sense Motive, +2 from Negotiator
Disable Device 		11 	2   2	 +15	  +2 from masterwork Thieves' tools
Disguise 		 5 	3  12 	 +18/+20  +2 from Bluff when in character, +10 from hat of disguise
Gather Information 	10 	3 	 +13	
Intimidate 		 5 	3   2 	 +10	  +2 syn from Bluff
Knowledge(Arcana) 	 3 	2 	  +5	
Listen 			 8 	1   4	 +13	  +4 from Vigilant class ability
Open Lock 		11 	3   2	 +16	  +2 from masterwork Thieves' tools
Profession[Trader] 	14 	1 	 +15	
Search 			11 	2 	 +13 	
Sense Motive 		10 	1   6 	 +17	  +4 from Vigilant class ability, +2 from Negotiator
Sleight of Hands 	 6 	3   2 	 +11 	  +2 syn from bluff
Spot 			 8 	1   4	 +13 	  +4 from Vigilant class ability
Tumble 			 6 	3 	  +9  	

Equipment: 					Quantity Cost Weight	Sources
Traveler's Outfit 				1 		  -
Signet Ring 					1 		  -
Mithral Chain Shirt +2				1 		10.0
Buckler +1 					1 		 5.0 	Enchanted by Tenebrynn (The Crux of the Matter)
Rapier +1 of Shock				1 		 2.0 	Bought (The Crux of the Matter)
Dagger, Monemvassian Knight's adamantine	1 		 1.0	M4: Under the Volcano
Sap 						1 		 2.0 
Crossbow, Light 				1 		 4.0 
 Bolt						20 		 2.0
Handy Haversack					1 		 5.0	Bought (The Crux of the Matter)
Pouch, Belt 					1 		 0.5
Hat of Disguise 				1 		  -	A Merry Chase
Acrobat Immovable Rod 				1 		  -	A Merry Chase
Cloak of Resistance +2 				1 		 1.0
Dusty Rose Ioun Stone				1		  -	Loot of The Crux of the Matter
Gloves of Dexterity +2 				1 		  -
Ring of Protection +1 				1 		  -
Ring of Counterspelling 			1 		  -	Loot of The Crux of the Matter
  (Magic Missile)
  (5% chance to double the effect of the spell instead of counterspell it)
Lady's Shoes 					1		  -	Loot of The Crux of the Matter
  (Dimension Door range of 60' as a move action 5/day)

In handy Haversack: (Content weight: 18.5 lbs)
Potion of Cure Light Wounds 			2 		  -
Potion of Cure Moderate Wounds 			1 		  -
Thieve's Tools, mw 				1 		 2.0
Traveler's Outfit 				1 		 5.0
Cold Weather outfit 				1 		 7.0
Sealing Wax 					1 		 1.0
Ink, vial 					1 		  -
Inkpen 						1 		  -
Scroll Case 					1 		 0.5
Parchement 					7 		  -
Flint & Steel 					1 		  -
Candle 						10 		  -
Merchant Scale's 				1 		 1.0
Antitoxin 					1 		  -
Sunrod 						2 		 2.0 

Total Weight: 32.5lb Money: 1242gp 0sp 6cp
Left at the shop: 4000 gp

Light horse (Named: Wanderer) 			1 		 N/A
Riding Saddle 					1 		25.0 (on horse)
Bit and Bridle 					1 		 1.0 (on horse)
Saddlebag 					1 		 8.0 (on horse)

Horse's Equipement Weight: 34.0 lb 
Rinaldo Weight: 157.0 lb 
Rinaldo's Equipement Weight: 32.5 lb 
Poney's Total Weight: 223.5 lb (Medium Load)

Age: 24 (Became 6 years youger because of some Temporal Distortion)
Height: 5'8"
Weight: 157lb
Eyes: Deep Blue
Hair: Black
Skin: White/pink
Appearance: A mundane man with mundane clothing.

Background:Rinaldo di Senzio has always been a simple man, who had in heart the welfare of his family. He was a travelling merchant who walk the world to buy and sell spices. Sadly, his business hasn’t been faring in the last years, and he saw his economy going down, compromising the education of his children, two boys and a girl: Salvador, a 6-years-old boy who already dream of becoming wizard, just like her aunt Opale, Isabella a 4-years-old girl and Carlo, a 2-year-old boy.

He turned to his cousin Francisco di Senzio to find a way to correct the situation. His cousin’s business was going pretty well. Francisco is a smuggler who has many contacts in the thieves’ guild of the country and neighbouring nations. When Rinaldo came to him, he told him that he would help him. They discuss a lot and finally came to the decision that the trade of spice would never be something where Rinaldo could become rich, as some merchant houses are already controlling all the business.

It is at that moment that a solution appeared, suggested by Opale, Francisco’s wife. The adventuring business is raising, and adventurers are always seeking magical items to help them during there missions. If Rinaldo could start a business in Ororuss, it would allow him to take care of his family without problem, as the magical items have a tendency to value a lot.

But there is one major problem with that solution, it is to start a business, you need to have a great deal of money. A solution brought a problem… but there Francisco has made a suggestion, the best way to raise the money and to start his business, it is to go in adventure himself. The idea is not bad, but it brings two problems. First, Rinaldo needed some skills that would come useful to a group of adventurer, but Francisco told him he could teach him a few tricks he could find useful. The second, Rinaldo’s wife should learn nothing about it. And so Francisco and Opale promise to tell nothing to Rinaldo’s wife.

And so Rinaldo has headed to the Red Dragon Inn, one of his stop during his travel to sell his spices, knowing the chance to find some employment was good.

After some times of adventuring, he finally moved his family to Orussus. They found a small shop near the Red Dragon Inn who need some renovation but will become a nice shop. A few months after they have establish themselves, Valeria, Rinaldo's wife, have found the secret of Rinaldo. While the couple was doing there market, they met the Road Warden of Orususs, who spoke about the great job Rinaldo and his friends have done against the highwaymen. Valeria didn't react to the news until they came back home. After a serious quarrel and a few bruise, Rinaldo saw himself kick out of the family house.

XP:
Trek to Vinyard: 1575
A Merry Chase 1500, 917, 600, 1000
The Search for Goblin HQ: 1889, 3025
Attack on the Bandit Camp: 1469
M3: Assassin's Knot : 800, 4246, 825
M4: Under the Volcano: 1031, 1232, 900, 2472
The Crux of Matter 840, 1470, 1750, 750, 5, 800, 1000, 150, 360, 9250, 6400, 3500
Peregrinations of the Shard: 5450
Helping into magical item creation: - 24

Craft Points:
100

Income (in gp)
M3: Assassin's Knot : 3 615.43, 904.00, 1 830.20, 480.00
M4: Under the Vocano: 3252.43, 830.8

Others
Knight of Monemvassia
Owner of di Senzio's Magical Shop on Merchant Avenue in Orussus
Owner of di Senzio's Magical Shop in Monemvassia, a Monemvassian Estate

Cohort:
Hogarth Vradlik
Code:
Name: Hogarth Vradlik
Class: Cleric
Race: Human Wood Elf
Size: Medium
Gender: Male Female
Alignment: Lawful Neutral
Deity: Gundar (Artifice and Strength)

Str: 16     +3 (6p.)     Level: 9        XP: 36168
Dex: 14     +2 (4p.)     BAB: +6         HP: 77 (9d8+21)
Con: 14(12) +2 (6p.)     Grapple: +9     Dmg Red: 0/0
Int:  7     -2 (1p.)     Speed: 20'(30') Spell Res: 0
Wis: 19(17) +4 (8p.+2)   Init: +2        Spell Save: +0
Cha: 10( 8)  0 (0p.)     ACP: -7         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +10   +3    +1    +0    +1    +1    26
Touch: 12              Flatfooted: 25

                         Base   Mod  Misc  Total
Fort:                      6    +2          +8
Ref:                       3    +2          +5
Will:                      6    +4          +10

Weapon             	Attack	Damage	Critical   Range
Morningstar +1		+10/+5	1d8+4	   20x2    N/A
Dagger    		 +9/+4  1d4+3	19-20x2    N/A
Dagger, Thrown    	 +8	1d4+3	19-20x2    10ft
Crossbow, light		 +8	1d8	19-20x2    80ft

Languages: Common, Goblin, Terran

Abilities: 
Bonus Feat (Gained when he was human)
Bonus skill points (Lost after level 6 because of a temporal reincarnation)
Immunity to sleep
+2 racial saving throw bonus against enchantment spells or effects
Lowlight Vision
Weapon Proficiency: longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot

Turn Undead (3/day) (+2 to turn check, 2d6+10 damage, turn as a level 9th cleric).
Feat of Strenght (1/day)

Feats: 
Power Attack
Cleave
Improved Turning
Mercyful Spell
Toughness

Skill Points: 21       Max Ranks: 12/6
[8* + 2* + 2* + 2* + 2* + 2* + 1' + 1' + 1']
*Human bonus skill included. Int was 9.
'Wood elves penalty to Int included, so Int 7.

Skills                   Ranks  Mod  Misc  Total
Craft (Armorsmith)         5    -2     +4     +7
Heal                       7    +4            +11
Listen                     0    +4     +2     +6
Knowledge (Religion)       5    -2            +3
Search                     0    -2     +2     +0
Speak Language             2.0    
Spot                       0    +4     +2     +6

Domains:  
Artifice: +4 to Craft Skills, +1 level to creation spells
Strength: Feat of Strenght (+9 strenght for 1 round, 1/day)
Spontaneously casts cure spells
Spells:  
spells (6/5+1/5+1/4+1/3+1/1+1) 
0: Create Water, Detect Magic(x2), Guidance(x2), Read Magic
1: Bless, Command, Divine Favor, Doom, Shield of Faith, Animate Rope(D), 
2: Hold Person, Lesser Restoration, Resist Energy, Silence, Spiritual Hammer, Bull's Strength(D)
3: Create Food and Water, Dispel Magic, Prayer, Protection from Energy,  Magic Vestment(D)
4: Divine Power, Greater Magic Weapon, Sending, Spell Immunity(D)
5: Flame Strike, Righteous Might(D)

Equipment: 			     Quantity  	   Cost 	Weight
Full Plate Mail +2			1		  	50.0lb  Bought (The Crux of the Matter)
Heavy Steel Shield +1 			1  	  	   	15.0lb  Bought (The Crux of the Matter)
Morning Star +1				1   	   	   	 6.0lb  Bought (The Crux of the Matter)
Dagger					1   	   	   	 1.0lb
Crossbow, Light			 	1			 4.0lb
 Bolt					20			 2.0lb
Ring of Protection +1			1	  		  - lb  Bought (The Crux of the Matter)
Cloak of Resistance +1			1	  		  - lb  Bought (The Crux of the Matter)
Bracer of Health +2			1			  - lb  Bought (The Crux of the Matter)
Necklace				1			  - lb  Loot of The Crux of the Matter
  (+1 Natural Armor, +2 Wisdom and Charisma)

Backpack				1			 2.0lb
Rope, silk (50ft)			1			 5.0lb
Potion of CLW 				1			  - lb
Wand of Cure Light Wounds(22 charges) 	1			  - lb
Wand of Cure Light Wounds(50 charges) 	1			  - lb	Bought (The Crux of the Matter)

Pouch, belt			 	1  	  		 0.5lb

Scroll Case			  	1	  		 0.5lb
Scroll of Remove Fear			2	 		  - lb
Scroll of Remove Paralysis		1	 		  - lb
Scroll of Neutralize Poison		1	 		  - lb

Total Weight:86.0lb      Money: 1345gp  1sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                76   153   230   460   1150


Light horse (Named: Zephyr) 		1 	  	 	 N/A
Riding Saddle 				1 			25.0 (on horse)
Bit and Bridle 				1 			 1.0 (on horse)
Saddlebag 				1 			 8.0 (on horse)

Horse's Equipement Weight: 34.0 lb 
Hogarth Weight: 115.0 lb 
Hogarth's Equipement Weight: 86.0 lb 
Poney's Total Weight: 235.5 lb (Medium Load)

Age: 15 (Aged 4 years because of some Temporal Distortion, but returned to 15 years old because of the Deck of Many Thing.)
Height: 4' 10" (Previously 5' 5" when he was human)
Weight: 115 lbs (Previously 200 lb when he was human)
Eyes:  Green (Previously brown when he was human)
Hair:  Long straigth black (Previously black, thick curls when he was human)
Skin:  Pinish white. (Previously light brown when he was human)
Appearance: (Previously Hairy, short and very broad. Barrel chested when he was human)

Experience:
The Crux of Matter 600, 1050, 1250, 536, 3, 571, 714, 94, 225, 10275, 6400
Peregrinations of the Shard: 4450

Background: Hogarth was raised on the island called Centrum. He has been part of a isolated culture which worships Gundar. The care for an ancient temple created eons ago. The island has an active volcano, and is considered a power source for Gundar’s worshipers. There used to be many pilgrams in ages past. About 100 years ago, a young wandering dragon decided to make Centrum her home. She was not hostile towards the cult, and they lived in peace for many years, even helping each other on occasion. Relations soured as she brought a clan of goblins to the island to serve her. These goblins became pirates, bandits and raiders and grew in number under her direction. In time the dragon grew to despise the cult, as she grew and became obsessed with her own power. This did not please Gundar, who took a personal interest in his temple.

This past year, the dragon managed to mate and lay eggs. The eggs made her paranoid, and she sent her goblins to make war on the colony. Recently these goblins have destroyed the temple. Hogarth escaped, but is not aware of any other survivors. He knows now, from an ancient prophesy, that when the temple was profaned, Gundar would invoke the volcano to destroy its attackers. He knows the island will soon be inundated with lava.

Hogarth has learned to speak Goblin. Over the past century, the colony has had virtually no contact with the outside world. They speak only Terran amongst themselves.

After being saved by Rinaldo and his friends, he has been impress by the merchant courage and touch by his devotion to his friends. For these reasons, and also because his home island have been detroyed, and he doesn't know what await him on the other side of teh water, he has decided to follow the merchant in his adventures.
__________________
Living ENWorld
di Senzio's Magical Shop, the best place to buy and sell magical items in Orussus

Games
Player

Hyacinthe in Rowaini Musketeers
Aelek Wolfheart in Retaking of Forgehold
Rinaldo di Senzio in the Crux of the Matter (LEW)
Opale di Senzio in Hero's must rise (LEW)
Ridik Keita, in The Secret of Gemhold(LEW)
Kharas Mroranon, in Heart of Artifice (LEB)
Benedict Reynold in a Simple Job (LEB)
Haltash Novannah in W3: The Eidolon (LEB)
Trevor Tannen (L4W)


"Experience is that great thing that allow you to see a mistake when you do it again."

Last edited by Velmont; 24th August 2008 at 11:03 PM..
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Old 25th August 2003, 05:58 PM   #6 (permalink)
I aim to misbehave
 
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Keia Goblin Sharpshooter (Lvl 2)
Thurgan Hammer, Dwarven Smith

Code:
Name: Thurgan Hammer, Dwarven smith
Class: Rogue 2 / Fighter 2
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Antonidas the Drevin

Str: 16 +3 ( 8p. +1)  Level: 4        XP: 9,015
Dex: 14 +2 ( 6p.)     BAB: +3         HP: 36 (2d6+2d10+12)
Con: 16 +3 ( 6p. +2)  Grapple: +3     Dmg Red: -
Int: 14 +2 ( 6p.)     Speed: 20'      Spell Res: -
Wis:  8 -1 ( 0p.)     Init: +2        Spell Save: -
Cha: 10 +0 ( 4p. -2)  ACP: n/a        Spell Fail: -

              Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +2    +2                      19
Touch: 12              Flatfooted: 17

                         Base   Mod  Misc  Total
Fort:                  3    +3    +0    +6
Ref:                   3    +2    +0    +5
Will:                  0    -1    +0    -1

Save Conditionals:  +2 vs. poison, spells, and spell-like effects

Weapons:                Attack   Damage    Critical
Dwarven Waraxe +1           +8     1d10+4     19-20x2 [+1 Focus]
MW Dwarven Waraxe           +8     1d10+3     19-20x2 [+1 Focus, +1 MW]
Light Crossbow              +5     1d8+2      19-20x2 [+1 w/in 30’]

Damage Conditionals: +1d6 sneak attack

Languages: Common, Elven, Dwarven, Celestial

Abilities: Stonecunning, Darkvision, Stability, Sneak Attack 1d6, Trap-finding, Evasion

Feats: Power Attack, Weapon Focus (Dwarven Waraxe), Point blank shot, Alertness

Skill Points: 58       Max Ranks: 7/3.5
Skills:                  Ranks  Mod  Misc  Total
Appraise                      5     +2    *     +7 [+2 on stone and metal]
Climb                         1     +3          +4
Craft:
- Blacksmith                  6     +2   +2     +10 [Racial +2]
- Armor smith                 6     +2   +2     +10 [Racial +2]
- Weapon smith                6     +2   +2     +10 [Racial +2]
Disable Device                5     +2   +2     +9 [Circumstance (tools)]
Listen                        4     -1   +2     +5 [Alertness]
Open Lock                     5     +2   +2     +9 [Circumstance (tools)]
Ride                          1     +2   +0     +3 
Search                        5     +2   +0     +7
Spot                          7     -1   +2     +8 [Alertness]
Use Magical Device            7     +0   +0     +7 

Equipment:               Cost  Weight
Explorer's Outfit                0gp    0lb
Dwarven Waraxe +1            2,330gp    8lb
Masterwork Dwarven Waraxe      330gp    8lb
Mithral Chain Shirt +1           0gp 12.5lb (reward)
Owlbear cloak with Jeweled Brooch (worth 250gp) (reward)
Heavy Steel Shield              20gp   15lb
Light Crossbow                  35gp    4lb
Bolts (30)                       5gp    3lb
Wand of CLW (18 charges)       375gp    0lb
Wand of CLW (50 charges)       750gp    0lb
Healing Salve(from monks 1d8 2x) 0gp    0lb
Backpack                         2gp    2lb
-Potion of Cure Light Wounds    50gp    0lb
-MW Tools (Thieves)            100gp    2lb
-Tools (Thieves)                30gp    1lb
-Small Mirror                   10gp    0lb
-Whetstone                       2cp    1lb
-Silk Rope (50ft)               10gp    5lb
-Sack x2                         2sp    1lb
-Winter Blanket                  5sp    3lb
-Hammer                          1gp    2lb
-Waterskin                       1gp    4lb
-Medium cask (Dwarven ale)       2gp    5lb Est.
Total Weight:74.5 lbs             Money:  1,375gp  2sp  9cp

                       Lgt   Med   Hvy  Lift  Push
Max Weight:            76   153   230   460   1150

Craft Points: 1,000 pts

Age: 55
Height: 4'6"
Weight: 226lb
Eyes: Green
Hair: Brown, Braided, Heavy Beard
Skin: Tanned


Description:
Thurgan is somewhat tall for a dwarf and broad of shoulder. His dark brown hair is overly thick, including his beard. Both the beard and hair are braided to keep them from the work area. He is constantly dirty and his hands are quite calloused (though he can be surprising gentle when it is called for). Outside of work (something he doesn't see much of) Thurgan is partial to darker colors (browns, greys, blues, and the occasional burgundy) of clothing.

Background:
Thurgan comes from distinguished clan of crafters and smiths but how he found his way to be apprenticed to a human with poor work skills would require much more explanation than Thurgan is ready to give. However, it is known that Thurgan has toiled for almost eighteen years as an apprentice to Master Drewer, many years beyond the customary apprenticeship term. Thurgan runs the shop for Master Drewer, both opening and closing, as well as working at the forge on those orders which Drewer can't get to (which is almost 90% of all incoming orders). So working long hours for no credit (for all product must go out with Master Drewer's mark while Thurgan is an apprentice - though he has subtly marked the items with his mark as well, usually in a hidden area of the product) has made Thurgan a might bit surly . . . which is saying a lot (something Thurgan doesn't do much of).


Experience History:
1575 XP from Uriel's Trek to the Vineyard.
810 XP/270 XP/510 XP from Uriel's To Delmon's Aid.
700 XP from Uriel's Feral Smackdown Battle Royale
750 XP/2600 XP from Uriel's The Haunted Halls of Stonepike.
800xp / 800xp from IA: Thurgan and Krug


Updated for 4th:
Thurgan in his journey through the Halls of Stonepike had the company of several worthy fighters. As such Thurgan tried to use his other talents to assist the group. Working in the dwarven forge and climbing through crevices had bulked the already large muscles Thurgan had. [+1 increase in STR, 10 skill points: Appraise, Disable Device, Open Lock, Search, Spot x3, and Use Magical Device x3)


Updated for 3rd:
Again, Thurgan was tested in combat in the exploration of Delmon’s Tower and the journey into the monastery, making use of his crossbow frequently and needing to stay on his toes (trained as a fighter again, point blank shot, alertness). His need to climb an outer wall of the monastery improved his climbing skills, and he needed to stay sharp with his crafting skills [4 skill points: Climb, Craft Blacksmith, Armor smith, and Weapon smith)


Updated for 2nd:
Thurgan was tested in combat during the trek to the vineyard and he had always felt better with his war axe in his hand (trained as a fighter, weapon focus - waraxe). He exposure to the demons the others called horses made him realize that he needed some amount of skill with them, and he needed to stay sharp with his crafting skills [4 skill points: Ride, Craft Blacksmith, Armor smith, and Weapon smith)

Last edited by Keia; 18th October 2005 at 05:11 AM..
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Old 25th August 2003, 06:07 PM   #7 (permalink)
I'm a PBP machine!
 
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Join Date: Apr 2002
Location: Philadelphia
Posts: 6,134
Argent Silvermage Goblin Sharpshooter (Lvl 2)
Shariff Silvershields

SHARIFF SILVERSHIELDS
Halfling, 1st-Level Sorcerer/ 1st level Rogue
Small Humanoid (Halfling)
Hit Dice: 1d4+1d6 (8 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/–4
Attack: +0 melee (1d4/x2) or Sling +2 ranged (1d3/x2)
Full Attack: +0/-4 melee (1d4/x2) or Sling +2 ranged (1d3/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits, Magic, Sneak attack +1d6
Special Qualities: Halfling traits, Spells, Alertness from Familiar.
Saves: Fort +1, Ref +7, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 12, Wis 10, Cha 18
Skills: Climb +1, Hide +9, Jump +2, Listen +5, Spot +3, Move Silently +5, Armorsmith + 5, Concentration +4, Bluff +6, Disable Device +2, Decipher Script +2, Use Magic Device +6.
Feats: Spell Focus Abjuration, Trap finding
Alignment: Lawful Good

Halfling Traits (Ex): Halflings possess the following racial traits.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and
Slings.
+2 racial bonus on Listen checks.

Sorcerer Traits/Abilities:— Spells Cast per Day:
Cantrips: 5
1st Level: 4
Spells Known:
Cantrips: Daze, Mage Hand, Prestidigitation, and Arcane Mark.
1st Level: Shield, and Protection from Evil.
Familiar: Popgoes. (Ferret) See his info.

Equipment:
Backpack with waterskin, 1 days rations, Bedroll, Sack, Flint and Steel, Hooded Lantern, 5 pints of oil, Spell component Pouch, sling, 2 pouches of 10 stones each, Halfling sized quarterstaff.
70gp left.

Popgoes.
Tiny Magical Animal (Ferret) Familiar
Hit Points: 2 (Half masters normal rounded down)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (+2 size, +2 Dex, +1 natural armor), touch 14, flat-footed 13
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Familiar Benefits: Alertness, Improved Evasion, Share Spells, Empathic Link

Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
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Last edited by Argent Silvermage; 8th January 2004 at 06:30 AM..
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Old 25th August 2003, 07:04 PM   #8 (permalink)
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Posts: 848
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Code:
Name: Ewald Tain
Class: Fighter
Race: Half-Elf
Size: Medium
Gender: Male
Alignment: Lawful Good


Str: 15 +2 ( 8p.)     Level: 1        XP: 0
Dex: 13 +1 ( 5p.)     BAB: +1         HP: 10 (1d10)
Con: 10    ( 2p.)     Grapple: +3     Dmg Red: -
Int: 14 +2 ( 6p.)     Speed: 30'      Spell Res: -
Wis: 12 +1 ( 4p.)     Init: +1        Spell Save: -
Cha: 13 +1 ( 5p.)     ACP: -3         Spell Fail: -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +1    +1                      16
Touch: 11              Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                      2    +0          +2
Ref:                       0    +1          +1
Will:                      0    +1          +1

Weapon                  Attack   Damage     Critical
Unarmed                   +3     1d3+2         20x2 (subdual/normal)
Ranseur                   +2     2d4+2         20x3 (Reach, +2 disarm)
Longsword                 +3     1d8+1      19-20x2
Light Crossbow            +2     1d8        19-20x2

Languages: Common, Elven, Celestial, Halfling

Abilities: lowlight vision, immune to sleep, +2 save vs. enchantments

Feats: Combat Reflexes, Improved Unarmed Strike

Skill Points: 16       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Craft (Bowmaking)          4    +2          +6
Diplomacy (cc)             1    +1    +2    +4
Gather Information (cc)    1    +1    +2    +4
Intimidate                 4    +1          +5
Jump                       4    +2    -3    +3
Listen                     -    +1    +1    +2
Ride                       2    +2          +4
Search                     -    +2    +1    +3
Spot (cc)                  1    +1    +1    +3

Equipment:             Cost    Weight
Traveller's Outfit        1 gp      -
Chain Shirt             100 gp    25 lb
Buckler                  15 gp     5 lb
Necklace                 30 gp      -

Ranseur                  10 gp    12 lb
Longsword                15 gp     4 lb
Dagger                    2 gp     1 lb
Light Crossbow           35 gp     4 lb
-Bolts (30)               3 gp     3 lb

Backpack                  2 gp     2 lb
-Traveller's Outfit       1 gp     5 lb
-Bowmaking Tools          5 gp     5 lb
-Bedroll                  1 sp     5 lb
-Candle (5x)              5 cp      -
-Torch (5x)               5 cp     5 lb
-Flint and steel          1 gp      -
-Ink                      8 gp      -
-Inkpen (3x)              3 sp      -
-Scrollcase               1 gp   0.5 lb
--Parchment (10x)         2 gp      -
-Rope, Hempen (50 ft.)    1 gp    10 lb
-Rations (5 days)       3.5 gp     5 lb
-Empty Sack               1 sp     1 lb
-Soap                     5 sp     1 lb
-Waterskin                1 gp     4 lb
-Whetstone                2 cp      -
Belt Pouch                1 gp   0.5 lb
Total Weight:100lb     Money: 21gp  3sp  8cp