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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.
__________________ 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.
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.
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.
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.
Name: Rinaldo di Senzio
Class: Rogue / TraderRace: 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 TotalArmor: 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 TotalFort: 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
TemperanceFeats:
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.
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
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).
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..
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.
__________________ Looking forward to 4E!
Last edited by Argent Silvermage; 8th January 2004 at 06:30 AM..