Appearance:
Braidan has long natted brown hair. His clothes are torn and his skin and fur are splattered with mud. He has a circular scar covering most of the right
side of his neck he got from fighting a choker some years back.
Personality:
Braidan dislikes aprression feeling it unatural to force any creature to do things against their will. He believes freedom is the natural gift given to all
creatures. He believes in hard work and being compensated for that work whether in trade or in currency (although sometime the final product may be a reward
in its own right. He is short-fused and often grumpy.
Background:
Braiden was born in a hamlet deep in the Eldeen Reaches. He worked as a scout for his town and was known for his ability to report quickly about the goings
on in the forest that surrounded his home. His hamlet rested in a deep valley next to stream. The land was rich with game to hunt and the river seemed to
hold an endless supply of fish. This land was sought after by many shifter clans and eventually his town was over run by another. He was forced to work for
the hostile clan until he recently escaped. He is enroute now to the tavern so he can grow enough wealth and power to avenge his family's slaughter.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Mathew d'Cannith Living Eberron(Currently in 'The Lighting of Death') Links Living Eberron (Currently in 'A1: Lost Knowlegde of Arcanix') Braidan Living Eberron (Currently in 'Goblin's in the Cellar') Warren Pierce WD's 'Base of Operations
Appearance: Kael is an unremarkable-looking human of middling age. His white hair, short stature, and thin frame hardly inspire respect, and his usual bored look doesn't attract much notice. Still, if one looks closely, there is something about his stride and stance that bely an inner strength. His right hand is always wearing a glove, usually of a dark grey color, and he can often be seen absentmindedly rubbing it as if it bothered him.
Personality: Having worked as a lookout for a thieves' guild, Kael is always watching for danger. He seeks money and power, but he feels a measure of compassion for his fellow beings, even if he tries to hide it.
Background: As an orphan in Rhukaan Draal after the goblin takeover, Kael should have had a short and miserable existence. Instead, he was taken in by Darron Oran, the leader of a thieves' guild. Kael was a favorite of Darron's, and the guildmaster treated the young boy with kindness. For many years, Kael served the guild as lookout and support while other thieves carried out their missions. Soon after the war ended, however, the guild was ruthlessly beset by a rival guild. As defeat was imminent, Darron sent Kael away to Breland for his safety. Kael managed to cross the border without too much trouble, and made his way to Sharn where he now looks for work.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Name: Wrench
Class: Artificer 1 (Racial Sub) Starting Level: 1
Race: Warforged
Region of Origin: Breland
Size: Medium
Gender: Male Personality
Alignment: Lawful Neutral
Action Points: 5
Deity: None
Str: 12 +1 (04p.) Level: 1 XP: 0
Dex: 14 +2 (06p.) BAB: +0 HP: 8 (1d6+2)
Con: 12 +1 (04p.)+2 Race Grapple: +1 Craft Points: 20
Int: 17 +3 (13p.) Speed: 30' Stat Increases:Wis: 08 -1 (00p.)-2 Race Init: +2 Spell Save: +3
Cha: 14 +2 (06p.)-2 Race ACP: 5/5 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +2 +0 +0 +0 14
Touch: 12 Flatfooted: 12
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 +0 +2 --
Ref: +2 +0 +2 +0
Will: +0 +2 -2 --
Notes:Weapon Attack Damage Critical Range
Slam +1 1d4+1 x2 ------
Light X-Bow +2 1d8+0 19-20/x2 XXX ft
Notes:Languages: Common
Abilities: Infusions
Artificer Knowledge - 1d20+INT+Artificer Level against DC 15 to determine if an item is magic. Takes 1 Min. Cannot take 10 or 20. No retries on a single object.
Artisian Bonus - +2 on UMD checks for items which I can craft.
Infuse Self - From Racial Substitution - Infusions cast on self have a +1 Caster level bonus
Item Creation
Feats: Exceptional Artisian - 25% GP cost when crafting
Scribe Scroll
Armor Proficiency Light
Armor Proficiency Medium
Shield Proficiency
Simple Weapon Proficiency
Spells prepared (Save DC 13 + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX
Skill Points: (4+INT)x4 = 28 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Craft(Armor) 09 04 03 02(Mwk. Tools)
XXXXXXXX XX XX XX --
XXXXXXXX XX XX XX XX
XXXXXXXX XX XX XX XX
Notes:Equipment: Cost Weight
XXXXXXXX XXgp XXlb
XXXXXXXX XXgp XXlb
XXXXXXXX XXgp XXlb
XXXXXXXX XXgp XXlb
XXXXXXXX XXgp XXlb
XXXXXXXX XXgp XXlb
Total Weight:XXXlb Money: XXXgp Xsp Xcp
Lgt Med Hvy Lift PushMax Weight: XXX XXX XXX XXX XXX
Age:Height:Weight:Eyes:Hair:Skin:
Appearance:
Personality:
Background:
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
Last edited by AsmodeusLore; 31st August 2007 at 08:12 PM..
Name: Taran
Class: Cleric 3Starting Level:3
Race: Human
Region of Origin: Cyre
Size: Medium
Gender: Male
Alignment: L-N
Action Points: 6
Deity: Kol Korran(Charm and Travel)
Str: 13 +1 (5p.) Level: 3 XP: 3000
Dex: 12 +1 (4p.) BAB: +2 HP: 26 (3d8+6)
Con: 14 +2 (6p.) Grapple: +3 Craft Points: 100
Int: 10 0 (2p.) Speed: 20' Stat Increases:Wis: 16 +3 (10p.) Init: +1 Spell Save: XX
Cha: 14 +2(6p.) ACP: -6 Spell Fail: X%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +8 +1 +1 +X +X +X 20
Touch: 19 Flatfooted: 11
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +5 +3 +2 --
Ref: +2 +1 +1 +X
Will: +6 +3 +3 --
Notes:Weapon Attack Damage Critical Range
Silver Dagger +3 1d4 19-20/x2 20 ft
MWCold Iron Heavy Mace +4 1d8+1 x2
Javelins +3 1d6+1 x2 50 ft
Notes:Languages: Common,
Abilities: Turn undead 5/day
Feats: Improved Turning, Empower Turning, Augment healing
Spells prepared (Save DC 13 + spell level; 4/3+1/2+1): 0 - Detect magicx2, Detect poisonx2; 1st - Bless, Divine Favor, Command D:Charm Person 2: Hold Person, sound burst, D:calm emotions
Domains:Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills,
Charm :The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
[b]Spellbook/Spells Known:[/B
Psionic Powers (Save DC XX + Power level; Manifester Level XX)
Power Points: XX
Powers Known:
1st - XX, XX, XX;
Spell-Like/Psi-like Abilities: XXX
Skill Points: XX Max Ranks: X/X
Skills Total Ranks Mod Misc
Diplomacy +6 +4 +2
Concentration +6 +4 +2 --
heal +7 +4 +3 XX
Pro:Merchant +4 +1 +3 XX
Knowledge religion +5 +5 +0
Notes:Equipment: Cost Weight
MWCIHeavy Mace 324gp 8 lb
Holy Symbol - 1lb
Silver Dagger 22gp 2lb
MWFull Plate Mail 1650gp 45lb
2 sunrods 4gp 2lb
Backpack 2gp 2lb
Holy water 50 gp 1lb
Waterskin 1gp 4lb
Wand of cure Light wound 750 2lb
Spell components 5gp 2lb
Flint and steel 1 gp -
Beltpouch 1 gp 1/2 lb
MWLt steel shield 159gp 6 lb
cleric's vestments 5 gp 6lb
Scroll of Cure Light Wounds 25 gp 1lb
Total Weight:70.5lb Money: 1gp
Max Weight:Lgt33 Med 66Hvy 100Lift200 Push400
Age: 30
Height: 5'10
Weight: 200
Eyes: Green
Hair: Red
Skin: Pale
Appearance: your average tall rotund merchant with a constant smile andwry look in his eyes.
Personality: A rambuncious rowdy type who enjoys a good drink and a good time. he makes fortunes off of selling item good for warding off undead, trinkets and holy symbols and such. Seems to enjoy telling tall tales about the fierce undead that he has turned to dust. He generally just has a way with people
Background: Growing up in cyre he was trained by his father's minor merchant house how to live and die by the fortunes of Kol Korran. He traveled all over from Karnnath to Zilargo ,Eldeen Reaches to Q'barra and everywhere in between.
Then the mourning happened. Having a bit of a brave, or some would say foolish streak in him he rushed into his former country as quickly as possible, armed only with a heavy mace and the Iron will to find his family. However he was met by odd undead along the way. He was unable to stop them and felt inredibly ashamed and henceforth took up the cloth. He eventually did return to the mournland to recover his parents and sister and gave them a proper burial in New Cyre.
But he still needed to increase his fortunes. He decided to make himself into a sideshow. He traveled around destroying undead for practice and soon realized that people love to hear tales about such things and began peddling himself and his wares as being,undead repellent. He has since then made quite a fortune and began putting on shows where we destroys undead he has captured.
Logs
XP log:
3000 from character creation
Wealth and Craft log:
1 gp, 0 sp from starting equipment
Paid 0 for
Sold 0 for
Crafted 0 for
Dear adventurers,
Arcanix University in Aundair is seeking adventurers,preferably alumni of the University or wizards. We have an information recovery mission that needs performed in the vaults of our library. good reward available, great way to get your adventuring feet wet. Look forward to seeing you here. A Lightning rail leaves at 5 pm,transportation covered.
Dean August ir'Aundair aka Dean Grey.
Post-graduate affairs
Crowbar 2gp 5lb
MW Manacles 50gp 2lb
50' Silk Rope 10gp 5lb
Grapple Hook 1gp 4lb
Signal Whistle 8sp 0lb
x2 Sack 2sp 1lb
x4 Tanglefoot Bag 200gp 16lb
x2 Antitoxin 100gp 0lb
x3 Sun Rod 6gp 3lb
x2 Acid Flask 20gp 2lb
x2 Alchemist Fire 40gp 2lb
Total Weight:107.5lb Money: 184gp 0sp 0cp (3lbs)
Lgt Med Hvy Lift PushMax Weight:0-86 87-173 174-260 520 1300
Age: 32Height: 6'2"Weight: 220Eyes: Grey/BlueHair: BlackSkin: Brown
Appearance:
Looming tall, with large shoulders, this grizzled human warrior takes up a lot of space. Dull eyes
that have seen too much horror, and a smooshed face with a lattice work of scars on the cheeks
and jaw, sit under a simple conical helm. His large body encased in steel banded breastplate,
with a faded griffin emblazoned upon it, the man carries a veritable arsenal. Crossed upon his back,
a trident with a white ash stock and black iron head and a recurved longbow, while at his wide belt,
a throwing axe with a sharp head molded to look like a roaring lion's head and mane, and almost insignificant dagger. A few forlorn pouches are interspersed with the
weaponry, while a well worn and buldging backpack hangs with his main weapons, and lastly a
heavy wooden shield, banded in silver and with a bright central knob, etched with the bear's
head of Breland, is clutched tightly upon his left arm.
Personality:
A macabre sense of humor, this veteran of the Last War has little to say, though when his temper
is up, he is a terror to behold. Usually morose and could be considered a 'downer', the man's
bravery and loyalty far outweigh his dour attitude.
Background:
Born and Raised in Breland during the final years of the Last War, Wulfcyne got married young
and went off to the front right away. Receiving excellent training from the army, he somehow
survived the multitude of battles and horrors of the war, as did his wife and their two children.
After the war ended, Wulfcyne returned to his small town, hoping to live out his life in peace,
but the psycological scars of the war were very deep and he turned to the bottle to stave off
the rage and insanity that he knew resided within. His family life going down hill, the man
finally hit rock bottom when his family died in a housefire as he lay helpless and stone drunk
in an alley not 50' away. Since that day, he's not touched alcohol and has dedicated his remaining
days to taking on the most dangerous tasks.
Name:Mauulshen RhakaanClass: Marshal 3 / XXX X Starting Level: 1
Race: Hobgoblin
Region of Origin:DarguunSize: M
Gender: M
Alignment: Nuetral Good
Action Points: 6
Deity: Ancestor Worship (Domains: XXX, XXX)
Str:13 +1 XX (5p.) Level: 3 XP: 3000
Dex:16+3 XX (6p.) BAB: +2 HP: 29 (3d8+9)
Con:16+3 XX (6p.) Grapple: +3 Craft Points: XXXX
Int:12 +1 XX (4p.) Speed: 20' Stat Increases:Wis:10+0 XX (2p.) Init: +3 Spell Save: 0
Cha:16+3 XX (10p.) ACP: -4 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +2 +3 +X +X +X 21
Touch: 13 Flatfooted: 18
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +6 +3 +3 --
Ref: +4 +1 +3 +X
Will: +3 +3 +0 --
Notes:Weapon Attack Damage Critical Range
MW Spiked Chain +4 2d4+1 XX-XX/x2 10 ft
MW Flail +4 1d8+1 XX-XX/x2 ------
Crossbow, Light +6 1d8+X 19-20/x2 80 ft
Alchemist Flask +5 Varies XX-XX/X2 10 ft
Notes:Languages: Common, Goblin, Gnoll
Abilities:
Racial Traits:
+2 Dex, +2 Con
Base Speed: 30 ft
Darkvision 60'
+4 racial bonus on Move Silently checks
Class Abilities: (Most of this is for my own benefit so I don't need to constantly open the link to the excerpt)
Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.
Auras(Ex):The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.
Minor Aura(2 known): A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.
Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
Major Aura(1 known): Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
Motivate Care: (+1) Bonus to Armor Class.
Feats:
Darguun Mauler
Combat Reflexes
Skill Points: 30 Max Ranks: 6/3
Skills Total Ranks Mod Misc
Diplomacy +11 5 +3 +3 (Skill Focus: Diplomacy)
Survival +5 5 XX --
Bluff +7 4 +3 XX
Listen +4 4 XX XX
Spot +4 4 XX XX
Sense Motive +4 4 XX XX
Move Silently +4 1(cc) +3 +4/-4 (+4 Racial Bonus/ACP)
Hide +1 1(cc) +3 +1/-4 (Darkweave Bonus/ACP)
Notes:Equipment: Cost Weight
Breastplate +1 1350gp 30lb
MW Spiked Chain 325gp 10lb
MW Flail 308gp 5lb
Dagger, punching 2gp 1lb
MW Hv. Wood Shield 157gp 10lb
Crossbow, light 35gp 4lb
10 bolts, MW 70gp 1lb
Backpack 2gp 2lb
Winter Blanket 5sp 3lb
Great Cloak, Darkweave 105gp 0lb
Hobgoblin bone hair tie 0gp 0lb
Deneith Mercenary dress 0gp 0lb
uniform
Deep purple leathers 10gp 15lb
(stored)
Water skin 1gp 4lb
Bottle of Salasta 5gp 4lb
Deneith Brooch 75gp 0lb
Acidic Fire flask 30gp 1lb
Alchemist Frost flask 25gp 1lb
Alchemist Spark flask 25gp 1lb
3 flask pouches 3gp 1.5lb
Identity papers 5gp 0lb
w/ portrait
Traveling papers 2sp 0lb
Belt pouch 1gp .5lb
Concealed money belt 5gp .5lb
50' silk rope(stored) 10gp 5lb
Grappling hook(stored) 1gp 4lb
flint and steel 1gp 0lb
Total Weight:102.5lb Carried Weight:88.5 Money: 59gp 3sp Xcp
Lgt Med Hvy Lift PushMax Weight: 50 51-100 101-150 300 750
Age:28Height:6' 6"Weight:190Eyes:YellowHair:Long, dark greySkin:dark orange
Appearance:
Mauulshen is a lean, rangy hobgoblin with steady yellow eyes, a fierce hawk nose so blue it borders on black and the scarred, blued steel breastplate and greaves of a professional Deneith mercenary. A steel rounded bill cap with leather eye guard covers the top of his head, held on by a leather strap that runs under his lantern jaw. His iron grey hair, which is bound tight behind his neck with a piece of ancient yellowed bone falls down past his shoulders. His hands, warrior's hands, are not without scars. A Greatcloak, it's darkweave fabric black as night hangs from his shoulders down past the top of his hobnailed, sturdy Karnathi boots. The swinging spiked head of a flail can be seen hanging down from his belt and a case of crossbow bolts is strapped to his right thigh to go along with the light crossbow hanging from his pack next to a heavy wooden shield whose steel banded surface has seen much use.
Personality:
For a hobgoblin, Mauulshen is remarkably charismatic. His calm, strong force of presence leaves many opponents guessing and that is just what Mauulshen wants. He heard many stories about the glory and strength of the Empire of Dhakaan as he grew up and he is determined to show the Five Nations just how tough and militant a hobgoblin can be, while maintaining the ties he has built.
Background:
Disgusted by the dishonorable betrayal perpetrated by the Lhesh, Mauulshen never even contemplated breaking his contract with Deneith, for he believes the loyalty of the House of the Sentinel will be very useful when Dhakaani rise again to their place of prominence.
The stories of his family say that his ancient ancestor, Halruuk Rhakaan was a member of the last Hobgoblin Emperor's most elite fighting force, the Concordant Aegis. They were known for their unswerving focus, brilliant tactics and dedication to each other and the Empire. Mauulshen wears the vertebrae of his ancestor to remind him of the ideals he strives to follow. It was given to him by his parents before he left to serve under the Deneith banners at the age of 16, more than ten years ago. He served with distinction during the last part of the War, rising to the rank of Sergeant, but it was his capture and verbal interrogation of a captured Noble that earned him his post in Droaam. His ability to use words along with steel and his goblinoid nature were seen as useful qualities in an individual assigned to help weaken House Tharask's grip on the mercenary resources of the monster psuedo state. So far, he has been unable to do any real damage to that grip, but Mauulshen is not a creature of impatience. He knows an opportunity to add glory to the name of House Deneith will come soon enough and with glory will come power.
Logs
XP log:
XXXX from
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> CLASS Marshal HP: +8+3 (HD+CON+OTHER) SP: +20 (CLASS+INT+OTHER)
Diplomacy +4r, Survival +4r, Bluff +4r, Listen +4r, Spot +4
Feat: Darguun Mauler
Powers Known: Art of War minor aura L2 -> CLASS Marshal HP: +6+3 (HD+CON+OTHER) SP: +5 (CLASS+INT+OTHER)
Sense Motive +4r, Diplomacy +1r
Feat:
Powers Known: Motivate Care major aura L3 -> CLASS Marshal HP: +6+3 (HD+CON+OTHER) SP: +5 (CLASS+INT+OTHER)
Survival +1r, Move Silently +1r(2r/cross class) Hide +1r(2r/cross class)
Feat: Combat Reflexes
Powers Known: Master of Opportunity minor aura
Last edited by Sin Goodfellow; 26th October 2007 at 09:28 PM..
Reason: Revision for Approval
Name: Nuria Perrin D'Cannith
Class: Sorcerer 2 / XXX X Starting Level: 1
Race: Human
Region of Origin:Breland
Size: Medium
Gender: Female
Alignment: NG
Action Points: 6
Deity: XXX (Domains: XXX, XXX)
Str: 8 -1 (0p.) Level: 2 XP: 2550
Dex: 14 +2 (6p.) BAB: +1 HP: 15 (1d4+2) +4 from feats
Con: 14 +2 (6p.) Grapple: +0 Craft Points: XXXX
Int: 14 +2 (6p.) Speed: 30' Stat Increases:Wis: 10 +0 (2p.) Init: +2 Spell Save: XX
Cha: 17 +3 (13p.) ACP: -X Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 +0 +2 --
Ref: +2 +0 +2 +X
Will: +3 +3 +0 --
Notes: +2 on saves vs acid, sleep, and paralysis
Weapon Attack Damage Critical Range
Lt. Crossbow +3 1d8+0 19-20/x2 80 ft
Dagger +0 1d4-1 19-20/x2 10 ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
Notes:Languages: Common, Elven, Draconic, Gnome
Abilities:Feats: Draconic Heritage (Copper), Draconic Toughness
Spells prepared (Save DC XX + spell level; XX/XX): 0 - 4, 13; 1st - 2, 14
Domains:Spellbook/Spells Known:
0 - Detect Magic, Read Magic, Acid Splash, Prestidigitation, light
1st - Magic Missile, Color Spray, XX;
Spell-Like/Psi-like Abilities: XXX
Skill Points: 20 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Bluff 5 2 3 -- 1pts
Concentration 7 5 2 -- 4pts
Craft: Sewing 4 2 2 XX 2pts
Knowledge:
Aracana 7 5 2 XX 4pts
History 3 2cc 2 2pts
Nobility 3 2cc 2 2pts
Speak Language:Draconic 2cc 2pts
Spellcraft 9 5 2 2(synergy) 3pts
total 25pts
Notes:Equipment: Cost Weight
backpack 2gp 2lb
bedroll 1sp 1lb
spellpouch 5gp 1.5lb
beltpouch 1gp .5lb
waterskin 1gp 4lb
whetstone 2cp 1lb
10 candles 1sp 1lb
torch 1sp 1lb
lt. crossbow 35gp 4lb
dagger 2gp 1lb
ID papers w\portrait 5gp
travelling papers 2sp
3 rations 1.5gp 3lb
2 acidic fire flask 60gp 2lb
sewing needle
thread
Wand of Summon Monster I (75 charges)
Total Weight:22lb Money: 452gp 15sp 14cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 16
Height: 5'1"
Weight: 112 lb
Eyes: Bright Green
Hair: Copper
Skin: Tan
Appearance: Attractive in a wholesome way. She is short and of average build. Medium length copper colored hair, usually left loose. Her striking bright green eyes are usually what people notice first about her.
Nuria Tends to wear casual, yet finely made, clothes. Prefers to wear the colors white or green. Her normal travelling outfit consists of a white blouse, green leggings,
green leather boots, white long gloves, and a white cloak. She has a small tattoo of a copper dragon on her left upper arm.
Personality: Can be shy around strangers at first. Will defend her friends when they are threatened. She hates bullies and any others
that feel they need to push people around. She believes she was given her abilities for a reason. She is very inquisitive about everything
and will often ask questions to gain knowledge of things she has never seen. She is always polite and well mannered. Nuria respects her elders unless,
by their actions, they do not deserve her respect.
Background: Born and raised in Wroat. Nuria had a fairly normal childhood. Her mother runs a tailor shop and her father runs an alchemist shop.
Nuria worked as a seamstress at her mothers shop along with her eldest sister. Her brother and other sister work in her fathers alchemist shop.
She has two older sisters and an older brother. No one in her immediate family has developed a dragonmark. Nuria was tested just before her 14th birthday
to see if she would develop a dragonmark. When she turned 14, her sorceress powers began to manifest. It was decided to send her to Sharn to live with a distant aunt & uncle.
Nuria was tutored at the Cannith complex in Sharn. There she learned how to control her new abilities and began to research how these abilities came to be.
Based on tests run by the house as well as her own research, Nuria is convinced that one of her distant ancestors was a dragon. She has decided to adventure
as a way to not only repay the house for their hospitality, but to try to discover more about her heritage.
Logs
XP log:
XXXX from
Wealth and Craft log:
466 gp, 6 sp from
Paid 75 for sending
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L#1 -> CLASS Sorcerer HP: +10 (1d4+2+4 from feats) SP: +20 (2+2+1)x4 PP: +0 (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL Bluff 1 rank, Concentration 4 ranks, Craft Sewing 2 ranks, Knowledge Arcana 4 ranks, Knowledge History 2cc, Knowledge Nobility 2cc, Speak Language 2cc, Spellcraft 3 ranks.
Feat: FEAT(s) Draconic Heritage (copper), Draconic Toughness
Spells Known: 0 level: Read Magic, Detect Magic, Acid Splash, Prestidigitation
1st level: Magic Missile, Color Spray
Powers Known: POWER
Other: +2 on saves vs acid, sleep, and paralysis
Last edited by Graybeard; 27th May 2008 at 03:05 AM..
Reason: 2nd level
Name: Jezira Flame d'Deneith
Class: Cleric (3) Starting Level: 3
Race: Human
Region of Origin: Karrnath
Size: Medium
Gender: Female
Alignment: Lawful Good
Action Points: 6/8
Deity: Dol Arrah(Domains: Sun, War)
Str: 15 +2 (8p.) Level: 3 XP: 3600
Dex: 10 +0 (2p.) BAB: +2 HP: 26 (3d8+6)
Con: 14 +2 (6p.) Grapple: +4 Craft Points: XXXX
Int: 10 +0 (2p.) Speed: 20' Stat Increases: 0
Wis: 16 +3 (10p.)Init: +0 Spell Save: 13 + Lvl
Cha: 13 +1 (5p.) ACP: +0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +0 +0 +0 +0 +0 16
Touch: 10 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +5 +3 +2 +0
Ref: +1 +1 +0 +0
Will: +6 +3 +3 +0
Notes: None
Weapon Attack Damage Critical Range
Masterwork Halberd +6 1d10+3 20/x3
1 pt Power Attack +5 1d10+5 20/x3
2 pt Power Attack +4 1d10+7 20/x3
Light Crossbow +2 1d8 19-20/x2 80 ft.
Notes:Languages: Common
Abilities:
Turn Undead 4/day, Turning Check +3 (+1 Cha, +2 for ranks in Know/Religion)
Turning Damage 2d6+4
Domain (war) Free Proficiency & Weapon Focus (Halberd)
Domain (Sun) Greater Turning of Undead 1/day
Spells: 0th 4; 1st 3+1; 2nd 2+1. DC 13+Spell level
Spontaneous Casting of Cure Spells
Feats:
Weapon Proficiency & Focus Halberd; Free)
Least Dragonmark of Sentinel (+2 Sense Motive; Protection from Arrows 1/day)
Heroic Spirit (Extra Action Points per Level)
Power Attack
Spells prepared (Save DC 13 + spell level):
0 - 4. Detect Magic, Detect Poison, Light, Read Magic.
1st - 3+1. Divine Favour, Hide from Undead, Summon Monster I (Magic Weapon)
2nd - 2+1. Bull's Strength, Hold Person (Spiritual Weapon)Domains: Sun, War
Skill Points: XX Max Ranks: X/X
Skills Total Ranks Mod Misc
Concentration +8 6 +2
Know Religion +6 6 +0
Sense Motive +8 3.0 +3 +2
Notes: +2 on Sense Motive from Dragonmark
Equipment: Cost Weight
Banded Mail 250gp 35 lb
Masterwork Halberd 310gp 12 lb
Silver Holy Symbol 25gp 1 lb
Wand of Cure Light Wounds (50) 750gp -
Potion of Cure Moderate Wounds 300gp -
Light Crossbow 35 gp 4 lb
10 bolts 1 gp 1 lb
Flask of Holy Water 25 gp 1 lb
Scroll of Bull's Strength 150 gp -
Scroll of Lesser Restoration 150 gp -
Scroll of Zone of Truth 150 gp -
Backpack 2 gp 2 lb
Antitoxin Vial 50 gp -
Sunrod (2) 4 gp 2 lb
Total Weight:58 lb Money: 498gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 0-66 67-133 134-200 400 1,000
Age: 24 years old
Height: 5'1"
Weight: 115 lbs
Eyes: Brown
Hair: Black
Skin: Fair
Appearance: A short woman, with a muscular frame and dark black hair
that falls to her shoulders. Attractive, but in a plain way. She is quiet,
and speaks in a soft voice. Her dragonmark is on the inside of her left arm,
and she keeps the arm bare to expose the mark. Jezira sunburns easily.
Personality: Generally good-natured, although firm in her beliefs.
Believes strongly in helping others, and has a deep well of empathy. She hates
showing weakness of any sort, though. She's proud of Karrnath, but hates the use
of undead by the government, as well as the Blood of Vol in general. She likes
making jokes, but is generally seen as being stern, something that always bothers
her.
Jezira has a strong conflict of wills; one side of her wants to pursue a position
in house Deneith, while the other side is a loyal Karrn.
Background: A daughter of a Blademark in House Deneith, Jezira did her best
to distance herself from her house, feeling strongly that Deneith needs to form its
own nation. She attended Rekkenmark Academy, where she became a priestess of Dol
Arrah. Her faith caused her to question the use of undead in the Karnnathi army,
or, more specifically, how many soldiers were raised as undead against their will.
This opposition caused her a lot of trouble, and she was barred from serving in the
army because of her beliefs (and she was almost thrown in jail!) Meanwhile, her
house keeps her at arm's distance, because of her proud connections to Karrnath.
Jezira has decided to become a freelancer, and is now a blademark for house Deneith.
She wants to put Karrn behind her, and become a Sentinel, but still has to earn the
trust of a house that's unsure of her.
L2-> CLASS Cleric 2 HP: +8 (HD+CON+OTHER) SP: +3 (CLASS+INT+OTHER) PP: +None(Class+ATB+Other)
SKILL +RANKS, SKILL +RANKS
Add one rank to every skill.
Feat: None
L3 -> CLASS Cleric 3 HP: +8 (HD+CON+OTHER) SP: +3(CLASS+INT+OTHER)
SKILL +RANKS, SKILL +RANKS
Add one rank in each skill.
Feat: Power Attack.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Name: Justice
Class: Warforged Paladin 2 Starting Level: 2
Race: Warforged
Region of Origin: Cyre
Size: Medium
Gender: Male Personality
Alignment: Lawful Good
Action Points: 4/6
Deity: None (Domains: XXX, XXX)
Str: 15 +2 (8 p.) Level: 2 XP: 1600
Dex: 10 +0 (2 p.) BAB: +2 HP: 21 (2d10+4)
Con: 15 +2 (5 p.) Grapple: +4 Craft Points: 100
Int: 10 +0 (2 p.) Speed: 20' Stat Increases:Wis: 12 +1 (6 p.) Init: +0 Spell Save: XX
Cha: 14 +2 (10p.) ACP: -6 Spell Fail: 35%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +8 +2 +0 +0 +0 +0 20
Touch: 10 Flatfooted: 20
Spell Res: None
Dmg Red: 2/Adamantine
Total Base Mod MiscFort: +5 +3 +2 --
Ref: +0 +0 +0 +X
Will: +3 +0 +1 +2(Durable Will)
Notes:Weapon Attack Damage Critical Range
MW Longsword +5 1d8+2 19-20/x2 ------
Javelin +2 1d6+2 20/x2 30 ft
Slam +4 1d4+2 20/x2
Notes:Languages: Common
Abilities: Light Fortification (25%), Immunity to sleep effects, poison,
paralysis, disease, nausea, fatigue, exhaustion, sickened condition, energy drain
Aura of Good, Detect Evil, Smite Construct, Smite Evil 1/day
Durable Will, Repair Damage
Feats: Adamantine Body (1st)
Spells prepared (Save DC XX + spell level; XX/XX): 0 - XX, XX; 1st - XX, XX
Domains:Spellbook/Spells Known:
0 - XX, XX, XX;
1st - XX, XX, XX;
Spell-Like/Psi-like Abilities: Repair Damage--4 points per day, Detect Evil--at will
Skill Points: 10 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Craft (Armor) +4 4 +0 --
Diplomacy +4 2 +2 --
Know(Religion) +2 2 +0 --
Sense Motive +3 2 +1 --
Notes:Equipment: Cost Weight
MW Longsword 315gp 4 lb
MW Heavy Steel Shield 170gp 15lb
3 Javelins 3 gp 6 lb
MW Artisan's Tools 55gp 5 lb
Holy Symbol, Silver 25gp 1 lb
4 Sunrods 8 gp 4 lb
3 Oils of RLD 150gp --
Potion--Shield of Faith 50gp --
Whetstone 2 cp 1 lb
Everburning Torch 110gp 1 lb
Total 886.02 37lb
Total Weight:37lb Money: 13gp 8sp 8cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 5
Height: 6'8"
Weight: 330 lb
Eyes: White
Hair: None
Skin: Bright Metal and Shiny Wood
Appearance: Justice is an imposing figure of shiny metal and polished wood. Three javelins are strapped to his back, fanned out so that one is over each shoulder and the other is over his head. His shield holds the scratched-out crest of the Cyran army.
Personality: Justice easily grows weary of seeing the pain and suffering humanoids inflict on each other. He firmly believes that the only way to coexist with others is to behave in a just manner. Sadly, he is aware that others choose not to live by that code, and he tends to come across as judgemental as a result. He chooses to assess a situation carefully before acting, but then acting with strength and ferocity where its called for.
Background: Justice was commissioned by the army of Cyre during the last year of the war. He fought with a warforged infantry unit that was responsible for guarding a unit of war wizards. He watched the destruction those wizards through at the Brelish forces, and then the deaths they suffered on the Day of Mourning, and came to see the ironic truth their deaths represented. Destruction yields only destruction, and pain yields only pain. From this came his belief in the importance of Benevolent Justice.
Appearance: Kyra has long black hair that is wavy. Unlike other shifters, she leaves it to flow loose and unbraided. Her eyes are wide and bright revealing her curiosity and easily excited demanor. Her features are narrow and stark. Her canines are shown when she grins, which she does often. She dresses in a plain white robe as a symbol of her druidic religion. She has several earrings with raven feathers hanging from her ears.
Personality:
Kyra is very excitable. While devout in her faith to the ways of the druids, she longs to explore the world. She doesn't want to be constrained to one place for too long although she feels some guilt over leaving her family. She has a strong affiliation to birds and loves to catch them only to teach them a few tricks before releasing them into the wilderness again. She strongly reveres the freedom of animals to do as they wish.
Background:
Kyra was raised in the druidic tradition by her mother. The family has a long tradition of the first female of every line entering into the druid ways and provindg religious stability for the family. Kyra is the first of her family to leave the Reaches in search of something more. She has promised to return one day and tell stories of her travels. She left merely a simple note in druidic to her mother before setting out.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> CLASS Druid (Shifter-Variant) HP: +11 (HD+CON+OTHER) SP: +16 (CLASS+INT+OTHER) [Left out when not needed, also could simply be a new total instead of a bonus]
Handle Animal +4, Knowledge(Nature) +4, Concentration +4, Survival +4
Feat: Dreamsight Elite
Spells Known: SPELL
Powers Known: POWER
Other: Wild Empathy, Beast Spirit, Spontaneous Spell (Summon Nature's Ally)
Last edited by Jack of Tales; 4th February 2008 at 01:44 PM..
Weapon and Armor Proficiency:
Jack is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Jack is also proficient with the kama, nunchaku, sai, shuriken, and siangham.
When wearing armor, using a shield, or carrying a medium or heavy load, Jack loses his AC bonus, as well as his fast movement (+0ft.) and flurry of blows abilities.
Scout Abilities
Skirmish: Jack has +1d6 skirmish damage.
A scout can deal additional damage on all attacks she makes during any round in which she moves at least 10 feet. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four scout levels thereafter.
Ranged attacks can count as skirmishing only if the target is within 30 feet.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding:
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Ranger Abilities
Favored Enemy (Ex)Jack gains a +2 bonus against Constructs.
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track
A ranger gains Track as a bonus feat.
Wild Empathy (Ex)Jack rolls 1d20+1 on Wild Empathy checks.
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Monk Abilities
AC Bonus (Ex)Jack applies his Wisdom Bonus (+2) to AC.
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)Jack takes a -2 penalty on attack rolls when using his flurry.
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed StrikeJack's unarmed strike deals 1d6+1 damage.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Bonus FeatJack selected Stunning Fist as his MNK1 bonus feat.
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Appearance: Jack appears to be lean and relaxed.
Personality:
Background: Raised just outside of Sharn, Jack has a varied past, though he seldom talks about it.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> CLASS Scout (1) HP: +9 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(44): Balance +2, Climb +2, Craft (weaponsmithing) +4, Escape Artist +2, Hide +4, Jump +2, Knowledge (dungeoneering) +2, Knowledge (Geography) +2, Knowledge (Nature) +2, Listen +2, Move Silently +4, Ride +2, Search +2, Sense Motive +2, Spot +2, Survival +2, Swim +2, Tumble +2, Use Rope +2.
Feats: Improved Initiative, Combat Reflexes
Spells Known: None
Powers Known: None
Other: Skirmish +1d6, Trapfinding
L2 -> CLASS Ranger (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(9): Craft (Weaponsmithing) +1, Heal +5, Hide +1, Move Silently +1, Survival +1
Feat: Track (Ranger Bonus Feat)
Spells Known: SPELL
Powers Known: POWER
Other: Favored Enemy: Constructs +2, Track, Wild Empathy
L3 -> CLASS Monk (1) HP: +7 (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILLS +RANKS(7): Diplomacy +3, Knowledge (arcana) +2, Knowledge (religion) +2
Feats: Weapon Finesse (3rd), Stunning Fist (Monk Bonus Feat)
Spells Known: SPELL
Powers Known: POWER
Other: AC Bonus, Flurry of Blows, Unarmed Strike 1d6, Bonus Feat: Stunning Fist (1/day)
Name: Reveka ‘Scrapescale’
Class: Barbarian 1/Dragon shaman 1(Brass) Starting Level: 2
Race: Human
Region of Origin:: Argonessen
Size: medium
Gender: female
Alignment: CG
Action Points: 6 (at level 2)
Deity: dragon cult (Hazsuranni the brass wyrm)
Str: 17 (+3)(13 p.) Level: 2 XP: 2050
Dex: 14 (+2)(6 p.) BAB: +1 HP: 23 (d12+d10+4 CON)
Con: 14 (+2)(6 p.) Grapple: +4 Craft Points: n/a
Int: 10 (+0)(2p.) Speed: 30' Stat Increases: none yet
Wis: 8 (-1)(0 p.) Init: +2 Spell Save: n/a
Cha: 14 (+2)(6 p.) ACP: -4 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +0 +2 +0 +0 +0 17
Touch: 12 Flatfooted: 15
Notes: AC –2 while raging (AC 15, t10, ff13)
Dmg Red: None (unless using Toughness aura)
Total Base Mod MiscFort: +6 +4 +2 +0
Ref: +2 +0 +2 +0
Will: +1 +2 -1 +0
Notes:: fire resistance 5 (from Dragon totem feat); +2 Will saves while raging
Weapon Attack Damage Critical Range
MW greatsword +5 2d6+4 19-20/x2
Throwing ax (thrown) +3 1d6+3 20/x2 10 ft increment
Kukri +4 1d4+3 18-20/x2
Notes:While raging, add +2 to hit for melee attacks, and +2 damage (+3 for two-handed weapons)
Languages: Common, Argon, Draconic
Abilities: Auras: Toughness, vigor, presence (aura bonus +1); Rage (1x/day, lasts 7 rounds); fast movement (+10 feet); Literate (at level 2); Totem dragon (Brass); Fire resistance 5 (feat);
Feats: Endurance (level 1), Dragon totem (brass; racial bonus)
Spell-Like/Psi-like Abilities: n/a
Skill Points: 23 Max Ranks: 5/2.5
Skills Total Ranks Mod Misc
Bluff +2 +0r +2 --
Climb +5 +2r +3 (-4= +1 in armor)--
Gather information +3 +1r +2 XX
Intimidate +7 +5r +2 XX
Jump +4 +1r +3 (-4= +0 in armor)
Knowledge- local (Argonessen) +2 +2r/cc +0
Speak language +2 +2r/cc +n/a (Argon, Draconic)
Survival +4 +5r -1
Swim +4 +1r +3 (- encumbrance/armor, variable)
Notes:: Presence aura adds +1 to Bluff, Diplomacy, and Intimidate skills;
Equipment: Cost Weight
Breastplate 200 gp 30 lb
MW greatsword 350gp 8 lb
Arcane signet ring (Deneith- her father’s) 150gp 0 lb
Torc (brass and dragonscale) 50gp 1 lb
Identification papers (standard) 2 gp 0 lb
Throwing ax (x2) 16 gp 4 lb
Kukri 8gp 2 lb
Dagger (x2) 4 gp 2 lb (1 in pack)
Explorer’s outfit (x2) 20 gp 1free +8 lb in pack
Backpack 2 gp 2 lb (pack)
Waterskin 1 gp 4 lb (pack)
Sunrod (x6) 12 gp 1 lb (+5 lb pack)
Alchemist’s fire flask (x2) 40 gp 1 lb (+1 lb pack)
Trail rations (4 days) 2 gp 4 lb (pack)
Whetstone 2 cp 1 lb
Flint and steel 1gp 0 lb
Belt pouch 1 gp 0.5 lb
Sack (x2) 2 sp 1 lb (pack)
Rope (50 feet, silk) 10 gp 5 lb (pack)
Piton (x4) 4 sp 2 lb (pack)
Total Weight:50.32 base (83.32 with pack) lb Money: 80 gp, 3 sp, 8 cp
Lgt Med Hvy Lift PushMax Weight: 0-86 87-173 174-260 520 1300
Age: 21
Height: 5’10”
Weight: 175
Eyes: dark gold
Hair: black
Skin: red-bronze
Appearance: Reveka is an athletic young woman, with a rather exotic and striking appearance- she is not attractive in the traditional sense, but she has presence, and her looks are unusual enough to take the place of more ordinary beauty. She is tall and muscular, more toned than bulky. Her skin is a deep red-bronze, with a nearly metallic sheen in the right lighting, and her facial features are sharp and clearly defined, almost elvish in their severity. She wears her black-enameled breastplate nearly all the time, and carries a massive sword. Her clothing and jewelry have an exotic look as well- familiar to those few folk who have traveled as far as Argonessen. Tattoos in a startling variety of colors line both her hands and forearms, obviously meant to mimic the sinuous twining of dragonmarks. When she speaks, her voice is pleasant, but her accent is a bit odd.
Personality: Reveka is an almost aggressively confident young woman. She believes that the dragons (and in particular her patron) have given her great gifts- she has no fear in speaking her mind, and is willing to leap into battle without hesitation. She is also rather curious by nature- she especially loves to hear stories of new and interesting things or war stories and great heroes (of the past or present). She tries very hard to be brave, honest, and an a reliable friend- and has little patience for anyone who demonstrates a lack of such qualities. She knows that skill at arms is her best path to fortune, and trains and practices as often as possible- she especially likes to spar against weapons or fighting styles that are unfamiliar.
Background: Reveka was born on the isle of Seren. Her mother Rassavi was a powerful sorceress, and a member of the tribe’s Council of Dragonspeakers; Reveka’s father was a northerner, a warrior who washed up on the shore after a great storm. He bore the dragon’s mark and that, combined with his prowess as a warrior, earned him the acceptance of the tribe. He stayed with them for several months, and spent much of his time with the sorceress, telling her tales of his homeland far across the sea, where a great war had raged for more than his own lifetime. The sorceress was at first fascinated- in time her fascination turned to love. Perhaps, Gerard D’Deneith might have remained with the tribe- he might have even risen to the role of chief. But, it turned out, he was too valuable to his own house, and they sent an arcane extraction team to “rescue” him, whether he wanted to be rescued or not. So he returned to Khorvaire, leaving the sorceress despondent- and pregnant. She named her daughter Reveka, after the misheard name of Gerard’s own grandmother.
From the very beginning, Reveka seemed destined to be different- within months of her birsth, the tribe was visted by one of the great dragons, the Brass Wyrm Hazsuranni- this had happened from time to time before, for the dragons sometimes requested particular warriors to join the guardians of totem beach. This time was different, though, for the dragon ordered Rassavi to come to Totem Beach, with her daughter- such a “request” was unheard of, even to the most learned elders- but the will of the Scaled Lords could not be questioned. So reveka spent most of her youth on Argonessen- she played along the beach and watched the great heroes of the tribes, while her mother supported the guardians with her arcane abilities. From time to time,Hazsuranni or other dragons paid the guardians the great honor of a persoanl visit, and many of these visits included looking in on the guardians’ young mascot. In time Reveka began to grow, and as one might expect, she began to learn the warrior’s trade. The guardians made excellent teachers, and she was soona promising young swordswoman. Her mother also made sure to tutor Reveka in languages and the ways of her people- though the girl had no true amgical talents, she did have some supernatural gifts. Other shamans among the guardians ranks began to teach her their own rites, and found her to have great potential. Finally, though, Reveka had her coming-of-age ceremony, and was accepted by the tribes as a full adult- she was quite prepared to take her place among the ranks of Totem Beach’s warrior guardians. No more than aday after the ceremony, though, the Brass Wyrm returned, and demanded to speak with Reveka alone. Hazsuranni told the young woman that she must leave the Dragon Isle, and journey to the land across the sea where he father had come from. The dragon would not say why, only that it was important, and that Reveka would find the path to greatness there, or the way to death. If she managed to attain the powers which were her birthright, the dragons would welcome her back with great honor- until then she was forbidden to return. Reveka packed her things and said her goodbyes as quickly as she could, and she boarded the next ship to depart. Afetr a brief stop in her home village in Seren, she signed aboard a raiding ship and made the long, arduous journey to Khorvaire. Dream-visions led her to Sharn, and she went to the great city in search of clues to the mystery of her future- she has made her way as a warrior, since that is the only real trade she knows.
Name: Jehennady’aashta (aka Jehen the weasel)
Class: Beguiler 1/Warlock 2 Starting Level: 3
Race: Human
Region of Origin:: Breland (Wroat)
Size: medium
Gender: female
Alignment: chaotic good
Action Points: 6 (at level 3)
Deity: Sovereign Host
Str: 8 (-1)(0 p.) Level: 3 XP: 3000
Dex: 12 (+1)(4 p.) BAB: +1 HP: 18 (6 +2d6+3)
Con: 12 (+1)(4 p.) Grapple: +0 Craft Points: n/a
Int: 18 (+4)(16 p.) Speed: 20' (with pack) Stat Increases: none yet
Wis: 14 (+2)(6 p.) Init: +1 Spell Save: n/a
Cha: 11 (+0)(3 p.) ACP: -0 Spell Fail: n/a%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 10
Notes:+4 AC if Mage Armor is active (AC 15, t15, ff 14)
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +1 +0 +1 --
Ref: +1 +0 +1 +X
Will: +7 +5 +2 --
Notes:Weapon Attack Damage Critical Range
Rapier +0 1d6-1 18-20/x2 ------
Eldritch blast +2 touch 1d6+0 20/x2 60 ft (no increment)
Notes::
Languages: Common, Orcish, Gnomish, Draconic; +Goblin; +Dwarven
Abilities: Trapfinding, Ignore Spell Failure chance in light armor, proficient with light
armor, simple weapons and hand crossbow, rapier, shortbow, short sword; numerous spells
and spell-like abilities (see below)
Feats: Investigate (ECS, level 1); Education (level 1; racial bonus); Least
dragonmark (Finding- Identify; level 3);
Spells available (Save DC 14 + spell level; Beguiler CL 1): 0 - 5; 1st - 4
Spell-Like/Psi-like Abilities: Eldritch blast (at will, 60 foot range); warlock
invocations (CL 1: Beguiling Influence; at will; See the Unseen, at will); Detect Magic (at
will, CL 2) Identify (1x/day, CL 1; Least dragonmark);
Skill Points: 58 (44 beguiler +7+7 warlock) Max Ranks: 6/3
Skills Total Ranks Mod Misc
Appraise +5 1r +4 (INT) --
Bluff +6 (+12) 5r +1 (CHA), +6 invocation --
Concentration +2 1r +1 (CON) XX
Diplomacy +5 (+11) 2r +1 (CHA), +2 synergy, +6 invocation
Disable device +7 1r +4 (INT), +2 MW tools
Disguise +2 (+4) 1r +1 (CHA), (+2 synergy to stay in character)
Forgery +5 1r +4 (INT)
Gather information +3 2r +1 (CHA)
Intimidate +5 (+11) 2r +1 (CHA), +2 synergy, +6 invocation
Knowledge- arcana +11 6r +4 (INT), +1 education
Knowledge- geography +5 1r +4 (INT)
Knowledge- history +5 1r +4 (INT)
Knowledge- local +6 2r +4 (INT)
Knowledge- nobility +8 3r +4 (INT), +1 education
Knowledge- religion +5 1r +4 (INT)
Knowledge- the planes +5 1r +4 (INT)
Listen +3 1r +2 (WIS)
Open lock +4 1r +1 (DEX), +2 MW tools
Search +10 4r +4 (INT), +2 dragonmark
Sense motive +7 5r +2 (WIS)
Sleight of hand +4 1r +1 (DEX), +2 synergy
Speak language +2 2r +n/a
Spellcraft +12 6r +4 (INT) +2 synergy
Spot +4 2r +2 (WIS)
Use magical device +7 6r +1 (CHA)
Notes: Beguiling influence adds +6 to Bluff, Diplomacy, and Intimidate skills when in use;
Equipment: Cost Weight
Inquisitives kit (ECS) 300gp 4 lb (pack)
MW thieves tools 100gp 2 lb
Arcane signet ring (Tharashk) 150gp 0 lb
Rapier 20 gp 2 lb
Dagger (x2) 4 gp 1 lb +1 lb (pack)
Darkweave explorer’s outfit (x2) 220 gp 0(worn) +8 lb (pack)
Glamerweave courtier’s outfit 130 gp 6 lb (pck)
Misc. jewelry (for courtier’s garb) 100 gp 1lb (pack)
Eternal wand (Repair light damage) 820 gp 0.1 lb
Acidic fire (x2) 60 gp 1 lb +1 lb (pack)
Feather fall talisman (x2; Sharn CoT) 100 gp 0 lb
Spell component pouch (x2) 10 gp 2 lb +2 lb (pack)
Identity papers (standard) 2 gp 0 lb
Identity papers (with portrait) 5 gp 0.1 lb
Everbright lantern 212 gp 3 lb
Backpack 2 gp 2lb (pack)
Waterskin 1 gp 4 lb (pack)
Trail rations (x2 days) 1 gp 2 lb (pack)
Belt pouch 1 gp 0.5 lb
Flint and steel 1 gp 0 lb
Scroll case (x2) 2 gp 1 lb (pack)
Signal whistle 8 sp 0 lb
Small steel mirror 10 gp 0.5 lb
Chalk (x6, various colors) 6 cp 0 lb
Potion (CLW; x4) 200 gp 1 lb +1 lb (pack)
Potion (Endure elements, x2) 100 gp 0.5 lb +0.5 lb (pack)
Coins (24 pp, 27 gp, 11 sp, 4 cp) 1.3 lb
Total Weight:15 lb base + 33.5 lb pack= 48.5 lb total Money: 24 pp, 27gp,11sp, 4cp
Lgt Med Hvy Lift PushMax Weight: 0-26 27-53 54-80 160 400
Age: 21
Height: 5’0”
Weight: 108 lbs
Eyes: green
Hair: black
Skin: pale Caucasian
Appearance: Jehen, as she is most often called, is a small young human woman, both short and slender. She stands no more than five feet tall, and weighs just over 100 pounds. She has long wavy dark hair- a fall of soft black tresses that she typically wears unbound when relaxing, and ties into a single no-nonsense braid when on the job. She has a very pale, almost luminous complexion and big green eyes- at first glance she appears innocent, and almost fragile, but she walks with the same determined confidence as the toughest hunters in her House; that fresh-faced exterior conceals a sharp mind and nerves of steel.
While working or traveling, she tends to dress in simple, almost severe garb- typically plain trousers, knee-length soft boots, and a high-collared coat of darkweave fabric- in bad weather, she adds a long dark oilcloth coat, of the sort favored by mariners and airship crews. She also wears soft black gloves, and spectacles of smoke-tinted glass, those these are simply a decorative affectation. In general she disdains physical armaments, rarely carrying more than a light blade. While relaxing, she prefers to dress in loose, comfortable clothing- most often the soft shapeless robes of a scholar or wizard; when on her own time, she also almost always has a book in her hand. On rare occasion she will wear fancier or more formal garb- in such cases she usually opts for bright colored and stylish outfits.
Personality:Jehen has always been a curious and clever sort of person- she has a particular fascination with matters of the arcane. While this was originally just a very serious hobby, her more recent training and dvelopment have honed this interest into valuable skills- she is, for the moment, a rather valuable but specialized asset to House Tharashk. Jehen’s personality has two very distinct sides- on her own time she is quite different than when she is on a case. In both instances, though, she is very intelligent and inquisitive- she enjoys learning new things and solving intellectual challenges. When not officially working, she generally takes a fairly relaxed approach to her pursuit of knowledge- she reads a great deal, and sometimes indulges in classes or training when the opportunity arises. On duty, though, she is much more intensely focused. No detail or tangent escapes her attention, and she pursues each puzzle or assignment as fiercely as a terrier goes after a rat. While on an assignment, she tries to maintain a serious visage, and a somber attitude- she just wants the facts. And once she has those facts, she is remorseless in putting them together. While she keeps this sober façade in most situations, she can put it aside if the investigation calls for a less intense look- her social skills are growing rapidly, and she is able to assess and adapt to different types of interaction with uncanny ability; anyone who takes her at face value as a naïve young scholar is likely to be surprised. Coupled with her mundane and magical abilities, such gifts could lead to an exceptional career as an inquisitive- or to an early grave… Other members of her house have taken to calling her Jehen the Weasel, mostly for her fierce nature and small stature.
Background: Like most of those serving House Tharashk, Jehen is a seeker- in her case, she has chosen to specialize in arcane objects or information, rather than people or dragonshards. It is often rather easy to forget the human members of House Tharashk, when the half-orcs are so much more visible and well-known. But the House has many human members, including Jehen and her parents. She was born and raised in Wroat, Breland’s bustling capitol city. Her parents were rather distant members of the Aashta clan line, but possessed neither dragonmarks nor arcane abilities- though they had achieved a great deal of success with their mundane talents. They hoped their daughter would be an asset to the House, and arranged for her to have the best teachers available, in a variety of subjects. From the start, Jehen was an excellent student- her natural intelligence and curiousity proved to be great assets. She was particularly fascinated with arcane magic, and much of her early training focused on such matters- for while the House had specialized investigators in many areas of inquiry, there were not many wizards of note. Jehen turned to a particularly subtle style of magic, focused around illusion and trickery. She was taught a variety of other subjects as well, in an attempt to make her a well-rounded investigator.
In time she was sent to Sharn, to study at Morgrave University. Once there, her magical talents were honed even further, though her inquiries began to turn to darker paths. Her passion for the arcane consumed her time, and her other studies began to suffer. Finally, the House members who had sponsored her studies were forced to take action- they convinced her to take time off from her formal studies, to get a proper seasoning in the world outside the university. After some research, she left her student lodging and set out for the adventuring district of Cliffport, determined to find adventure and the sort of experience that her House patrons wanted her to find…
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> Beguiler 1 HP: +7 (d6+1 CON) SP: +44 (6 beguiler +4 INT +1 human= 11x4 base =44)
SKILLS/Ranks: Appraise +1; Bluff +3; Diplomacy +2; Disable device +1; Disguise +1; Forgery +1; Gather information +2; Intimidate +1; Knowledge- arcana +4; Knowledge- geography +1; Knowledge- history +1; Knowledge- local (Sharn) +1; Knowledge- local (Wroat) +1; Knowledge- nobility +2; Listen +1; Open lock +1; Search +4; Sense motive +3; Sleight of hand +1; Speak language +2; Spellcraft +4; Spot +2; Use magical device +4
Name: Humdar Hammerwing
Class: Rogue 3 Starting Level: 3
Race: Dwarven
Region of Origin: Mror Holds, later Sharn
Size: Medium
Gender: Male
Alignment: Chaotic Good
Action Points: 5
Deity: Onatar
Str: 14 +2 (06p.) Level: 3 XP: 3,000
Dex: 17 +3 (13p.) BAB: +2 HP: 24 (3d6+09)
Con: 16 +3 (06p.) Grapple: +4 Craft Points:Int: 14 +2 (06p.) Speed: 20' Stat Increases:Wis: 10 +0 (02p.) Init: +3 Spell Save:Cha: 6 -2 (00p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc
Total
Armor: 10 4 0 3 0 0 0 = 17 Total
Touch: 13 Flatfooted: 14
Spell Res: None
Dmg Red: None
Saves Total Base Mod MiscFort: +4 +1 +3 +0
Ref: +6 +3 +3 +0
Will: +1 +1 +0 +0
Notes:Weapon Attack Damage Critical Range
Master Work Short Sword +5 1d6+2 19-20/x2 ------
Master Work Mighty Composite +5 1d6+2 x3 110 ft
Short Bow
Cold Iron Light Mace +5 1d6+2 x2
Notes:Languages: Common, Dwarven, Goblin, Undercommon
Abilities: sneak attack +2d6, trap finding, evasion, trap sense +1
Feats: Stable Footing, Weapon Finesse (Short Sword)
Skill Points: 60 Max Ranks: 6/3
Skills Total Ranks Mod Misc
Move Silently 9 6 +3
Open Lock 9 6 +3
Disable Device 8 6 +2
Search 8 6 +2
Spot 6 6 +0
Listen 6 6 +0
Tumble 9 6 +3
Climb 8 6 +2
Hide 9 6 +3
Sense Motive 6 6 +0
Notes:Equipment: Cost Weight
MW Short Sword 312gp 2lb
MW Chain Shirt 250gp 25lb
MW Comp. Short Bow 512gp 2lb
Backpack 2gp 30lb (Full)
Heward's Handy Haversack1100gp 5lb
-Waterskin 1gp 4lb
-Everburning Torch 110gp 1lb
-Belt Pouch 1gp .5lb
-Flint and Steel 1gp --lb
-Hempen Rope 1gp 10lb
-Masterwork Thieves 100gp 11lb
Tools
-Bedroll 1sp 4lb
-6 Alchemist Fire 300gp 6lb
100 Arrows 5gp 15lb
-20 Arrows On Person
-Rest in Sack
Total Weight:54lb Money: 5gp 0sp 0cp
Lgt Med Hvy Lift Push Drag Max Weight:58 116 175 175 x2 Max x5 Max
Age: 105 Years
Height: 4'1
Weight: 150 lb
Eyes: Blue
Hair: Brown
Skin: Tan
Appearance:
Humdar looks like your average Dwarf. He has long brown hair that is usual to his race, which is tied in one long pony tail
and is braided with a gold clasp. He sports a massive, long beard which is laced with different beads to keep it tied. He
tucks the rest of it under his belt when he is working. He stands at 4'1, and weighs 150 lb. He is a little stockier then
most of his race, but doesn't mind. He is much tanner then most dwarves due to all his adventuring, and since he spends the
majority of his time above ground. He has blue eyes that are set deep within his dwarf skull. He wears modest clothing
but is known to spurge if the occasion calls for it. He enjoys wearing his pack and his tools on his belt.
Personality:
Humdar is a bit of a surly individual. He is often discontent and gripes about almost everything. He feels that if things
arn't just his way, that things need be re-evaluated. He doesn't worry about anyone most of the time, but if someone
needed help, he would be right there to fight and assist in anyway. Humdar is also mad about the fact that he is always
pulled away from what he deems "important work" such as drinking from his tankard or working with his traps. The dwarf also
doesn't make friends easily at all, and doesn't trust anyone unless they prove that he deserves his trust. The Last War drained
Humdar through and through. He feels that the fighting should have stopped a long time ago, and that it basically was all for not.
Humdar is also very hard to understand. He uses a mixed dialect of dwarven curse words and common adjectives. He is somewhat hard
to understand but if need be, he can speak quite nicely.
Overall, under all his surly demenor and agitated speech, he is a very nice and humble man who wishes to be accepted by
all who he adventures with, he just has a bad way of showing it.
Background:
Humdar was born, like most dwarves, in the Mror Holds. He was taught to read and write, since he belonged to a upstanding
family. His father was apart of the city guard and his mother was a seamstress. He never got along with the other children
and was often found playing by himself in a corner with some toy, taking it apart and reassembling it. After almost 60 years later
the young man found his way to the surface, the call of adventure beckoned him. He did not expect what he saw. His family had warned him
that he would find a great War going on, and he believed them, but did not expect what he saw.
For many years, Humdar travelled around Korhvaire. He was taught by many different tutors and became quite a successful young man. He
enjoyed the water and eventually found his way to the Lahazzar Principalities. There he made work as a fisherman, netting and selling
what he caught. The folk often discussed the massive structure called Dreadhold, which was run by his own kin. The high-security prison
often employed only artificers, but a few skilled rogues were allowed to set up their own traps. Humdar has been working there for the past
40 years, but is finally feeling the need to explore a bit more.
He is headed to Sharn, to explore and hopefully get into a bit of trouble.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
Advancement
L1 -> CLASS Fighter HP: +13 (HD+CON+OTHER) [Left out when not needed, also could simply be a new total instead of a bonus]
Jump +1, Climb +1, Ride +2
Feat: Weapon Focus (Greatsword)
Improved Initiative (Fighter)
Spells Known: SPELL
Powers Known: POWER
Other: Darkvision (Racial)
appearance
Kaz is a large, imposing figure. Standing a tall 6'4" and arms like tree trunks, Kaz is truly an impressive specimen of his race. His yellow eyes glow with a fierce intensity, while his yellowed teeth are broken from constant fighting during his upbringing. Kaz has long, dark gray hair, kept pulled back in a tight ponytail. His hair is in stark contrast to his reddish-orange skin, sporting numerous scars and other imperfections. Unfortunately for Kaz, he's rather slow and dimwitted, which precluded him from ever attaining any rank in his mercenary unit other than grunt. He was a great soldier, followed his leaders orders without question and fought the well trained, disciplined warrior he is. Kaz would still be with his company today if not for the murder of his captain and close friend. This act of deception infuriated Kaz, but he was unable to figure out the culprit and left out of frustration. He had remembered from his travels that the city of Sharn was a place where one of his talents could find work and put his skills to use. Kaz travelled there to start a new life and, hopefully, one day return to his former company and get the vengeance he desires.
Last edited by renau1g; 25th March 2008 at 01:31 AM..
Raekz Krusst - Professional Troubleshooter (Approved)
Code:
Name: Raekz Krusst
Class: Hexblade 1 Starting Level: 1
Race: Hobgoblin
Region of Origin: Darguun
Size: Medium
Gender: Male
Alignment: CN
Action Points: 5
Deity: None
Str: 16 +3 (10p.) Level: 1 XP: 0/1000
Dex: 16 +3 ( 6p.) BAB: +1 HP: 9/12 (1d10+2)
Con: 15 +2 ( 5p.) Grapple: +4 Craft Points: 0
Int: 14 +2 ( 6p.) Speed: 30' Stat Increases: 0
Wis: 8 -1 ( 0p.) Init: +3 Spell Save: 0
Cha: 14 +2 ( 6p.) ACP: -2 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +3 +0 +0 +0 17
Touch: 13 Flatfooted: 14
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +2 +0 +2 --
Ref: +3 +0 +3 --
Will: +1 +2 -1 --
Notes:Weapon Attack Damage Critical Range
Guisarme +4 2d4+4 20/x3 10ft reach
Dagger +4 1d4+3 19-20/x2 10 ft
Battleaxe +4 1d8+4 20/x3 -
Shortbow +4 1d6 20/x3 60 ft
Notes:Languages: Common, Goblin, Giant, Draconic
Abilities:
Darkvision 60ft
Hexblade's Curse: 1/day; 60ft; -2 penalty to attacks, saves, ability checks, skill checks, weapon damage; Will save DC 12
Feats:
Combat Expertise
Skill Points: 16 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Bluff 6 4 2 --
Diplomacy 6 4 2 --
Intimidate 6 4 2 XX
Move Silently 7 0 3 4 (hobgoblin)
Tumble 5 2 3 XX
Notes:
ACP: -2
Equipment: Cost Weight
Guisarme 9 gp 12 lb
Dagger 2 gp 1 lb
Battleaxe 10 gp 6 lb
Chain Shirt 100 gp 25 lb
Shortbow 30 gp 2 lb
Arrows x20 1 gp 3 lb
Backpack 2 gp 2 lb
Flint & Steel 1 gp - lb
Grappling Hook 1 gp 4 lb
Rope, Silk 10 gp 5 lb
Waterskin 1 gp 4 lb
Rations, Trail x2 1 gp 2 lb
Acid flask x2 20 gp 2 lb
Alchemist fire 20 gp 1 lb
Total Weight: 69 lb Money: 31.7 gp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 230 1150
Age: 25
Height: 6 ft
Weight: 250 lb
Eyes: Dark brown
Hair: Dark reddish brown
Skin: Dark orange
Appearance: Hobgoblin, muscled, and armed with a very visible guisarme, Raekz at once screams "Don't mess with me" to anyone who sees him. He's a little short though, for a hobgoblin.
Personality: Raekz lives for the day and himself, a mercenary through and through. Because of his height, he's endured a few jokes before. Personally, he's not bothered by the jokes, but he does enjoy using it as an excuse to growl at the joker. He is proud to be a Darguunian though.
Background: He is a Darguunian "expatriate".
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Craft Log:
172 craft days
In tavern from 3/24 to 6/4
Name: Kendra ir'Dennon
Class: Wizard (Specialist: Conjuror; Necromancy & Enchant Forbidden) 1
Starting Level: 1
Race: Human
Region of Origin:Aundair
Size: Medium
Gender: Female
Alignment: Lawful Neutral
Action Points: 5
Deity: Aureon
Str: 9 -1 ( 1p.) Level: 1 XP: 0
Dex: 16 +3 ( 10p.) BAB: +0 HP: 5 (1d4(4)+1)
Con: 12 +1 ( 4p.) Grapple: -1 Craft Points:
Int: 16 +3 ( 10p.) Speed: 30' Stat Increases:
Wis: 12 +1 ( 4p.) Init: +7 Spell Save:
Cha: 12 +1 ( 4p.) ACP: -0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc
Total
Armor: 10 +0 +0 +3 +0 +0 +0 13
Touch: 13 Flatfooted: 10
Spell Res: None
Dmg Red: None
Total Base Mod Misc
Fort: +1 +0 +1 --
Ref: +3 +0 +3 --
Will: +3 +2 +1 --
Weapon Attack Damage Critical Range
Club (walking stick) -1/+3 1d6-1 x2 10 ft
Light Crossbow +3 1d8 19-20/x2 80 ft
Dagger -1/+3 1d4-1 19-20/x2 10 ft
Notes:
Languages: Common, Draconic, Gnome, Elven
Abilities: Summon Familiar, Scribe Scroll
Feats: Improved Initiative, Skill Focus: Concentration
Spells: 0-3; 1-3 (1+1 INT + 1 Conj.)
Spells in Spellbook:
All 0 level spells except Enchantment and Necromancy
1st level (3+INT bonus): Grease, Mage Armor, Magic Missile, Mount, Obscuring Mist, Silent Image
Spells Prepared: Level 0 (DC 13): Acid Splash, Detect Magic, Whisper; Level 1 (DC 14): Grease, Magic Missile, Silent Image
Skill Points: 24 (4*(2 class +3 INT)+4 Racial) Max Ranks: 4/2
Ability Ranks Misc
Appraise 3 INT +3
Balance 3 DEX +3
Bluff 1 CHA +1
Climb -1 STR -1
Concentration* 8 CON +1 4 3 (Skill Focus: Conc.)
Craft* 3 INT +3
Decipher Script* 4 INT +3 1
Diplomacy 1 CHA +1
Disguise 1 CHA +1
Escape Artist 3 DEX +3
Forgery 3 INT +3
Gather Information 1 CHA +1
Handle Animal 2 CHA +1 1 (2 pts cc)
Heal 1 WIS +1
Hide 3 DEX +3
Intimidate 1 CHA +1
Jump -1 STR -1
Knowledge (arcana)* 7 INT +3 4
Knowledge (architect.)* 3 INT +3
Knowledge (geography)* 4 INT +3 1
Knowledge (history)* 5 INT +3 2
Knowledge (nobility)* 5 INT +3 2
Listen 1 WIS +1
Move Silently 3 DEX +3
Perform 1 CHA +1
Profession: Soldier* 3 WIS +1 2
Ride 4 DEX +3 1 (2 pts cc)
Search 3 INT +3
Sense Motive 1 WIS +1
Spellcraft* 9 INT +3 4 2 (Synergy: Knowl. Arc.)
Spot 1 WIS +1
Survival 1 WIS +1
Swim -1 STR -1
Use Rope 3 DEX +3
Notes:
Equipment: Cost Weight Location
Traveler's Outfit - - worn
2 Daggers 4 2 belt
Club (walking stick) 0 3 hand/back (looped on pack)
Light Crossbow 35 4 back
Quiver + 20 bolts 2 2 leg
Spell Component Pouch 5 2 belt
Scroll Case 1 0.5 belt
Scroll: Mount (CL 1) 25 0 case
Backpack 2 0.5 worn
Spellbook 0 3 pack
Bedroll 0.1 5 pack
Waterskin 1 1 pack
2 days rations 1 2 pack
Empty sack 0.1 0.5 pack
Ink 8 0 pack
Ink Pen 0.1 0 pack
Journal 10 1 pack
2 Sunrods 4 2 pack
(98.3 gold spent on initial equip; 28.5 lbs. total)
Cash on Hand: 21 gold, 7 silver
Lgt Med Hvy Lift Push
Max Weight: 30 60 90 180 450
Age: 22
Height: 5'4"
Weight: 110 lbs
Eyes: Blue
Hair: Jet Black
Skin: Pale
Appearance:
Kendra is a lightly built young woman with long black hair, usually tied back. She typically wears a dark blue shirt and breeches, travelworn, but of good quality, and good riding boots. These contrast sharply with the rough brown cloak she wears over them; some might recognize the cloak as an Aundairan "horse blanket," a garment issued to cavalry soldiers in the last war. She appears in generally good health, but walks with a noticeable limp and carries a brass-handled walking stick. She is not overbearing, but speaks as one who is accustomed to authority.
Personality:
Kendra is generally a little distant with strangers, but never rude. She opens up more when working with comrades, but feels it is part of her role as an aristocrat to maintain her dignity. When employed, she takes her commitments seriously and would never dishonor her house by walking away.
Background:
Kendra ir'Dennon was the youngest of three children, born to an estate in southern Aundair. As the war began to threaten their homestead, Kendra was shipped away to study in Fairhaven, eventually becoming a pupil at the University of Wynarn. She excelled in the study of the arcane arts, but her studies came to an abrupt end when disaster struck her family. Her oldest brother was killed, and her other brother, the new heir to Dennon, was badly injured and could not serve in the army. The family's commitments as vassals of Baron Vestlend demanded that they field an officer for his cavalry regiment, so Kendra packed up and enlisted.
She served honorably, using her magics to support the troops. She might eventually have been recruited to the Knights Arcane, but she was captured and her leg badly injured in battle with Thranish troops. After a month's imprisonment, she was ransomed back to Aundair as part of a prisoner exchange, and returned to her home to recover. To help her regain her mobility, Kendra's mother gave her daughter an old, brass-handled walking stick that had belonged to Kendra's grandfather. Even after the leg healed, Kendra kept the stick, it being one of the few heirlooms to survive the family's misfortunes.
The Day of Mourning struck before Kendra could return to action, and the war ended. So, she stayed home and tried to help her family rebuild. The Dennon estate had been destroyed by Thranish troops during the war, and the family were living in what had once been a servant's cottage. But while her brother proved a shrewd estate manager, and the leases the family dealt to sharecroppers were once again profitable in peacetime, the family's lot did not noticeably improve. The estate's income was barely adequate to service the crushing debt the family owed after so many bad years in the war, and it became increasingly clear that one bad harvest would destroy the family.
At the birth of her brother's first child, Kendra realized she had to take action. Her niece had been born in a cottage attended by a midwife, not a manor house attended by Jorasco. The family was on the brink of disaster. Kendra packed her kit and left home to seek her fortune, and rebuild the one her family had lost.
Advancement:
Spoiler:
L 1 CLASS Wizard 1 HP: +5 (4+1) SP: +24 (CLASS+INT+Human)
{Any suggestions on stuff i missed would be nice.}
Code:
Name: Experiment 354b
Class: Psion Shaper 1 Starting Level: 1
Race: Warforged
Region of Origin: ?
Size: Medium
Gender: Male
Alignment: Neutral
Action Points: 5
Deity: none
Str: 11 +0 (03p.) Level: 1 XP: 0000
Dex: 14 +2 (06p.) BAB: +0 HP: 10 (1d4+3+4)
Con: 16 +3 (06p.) Grapple: +0 Craft Points: 100
Int: 16 +3 (10p.) Speed: 30' Stat Increases:Wis: 10 +0 (04p.) Init: +2 Spell Save: ??
Cha: 10 +0 (04p.) ACP: -0 Spell Fail: 5%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +X +2 +X +X +X 14
Touch: 12 Flatfooted: 12
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +3 +0 +3 --
Ref: +2 +0 +2 +X
Will: +2 +2 +0 --
Notes:Weapon Attack Damage Critical Range
Slam +0 1d4+0 x2 ------
Sling +2 1d4 x2 50 ft
Ray power +2 See power 25 ft +5ft/2levels
Notes:Languages: Common.
Abilities:
Immune to Poison, Sleep, Paralysis, disease, nausea,
fatigue, exhaustion, sickened condition, and energy drain
Light Fortification (25% chance that a critical hit or
sneak attack does no extra damage)
Feats:
Psionic Body, Psionic Talent
Psionic Powers (Save DC 13 + Power level; Manifester Level 1)
Power Points: 5
Powers Known:
1st - Crystal Shard, Detect Psionics, Entangling Ectoplasm;
Skill Points: 20 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Craft(skulpting) 7 4(4) 3 --
Knowledge(psionics) 7 4(4) 3 --
Concentration 7 4(4) 3 XX
Psicraft 7 4(4) 3 XX
Use Psionic Device 4 4(4) 0
Notes:Equipment: Cost Weight
Backpack 2gp 2lb
Warforged Repair kit 50gp 1lb
Sling bullets(10) .1gp 5lb
Graphling hook 1gp 4lb
Rope(silk) 50ft 10gp 5lb
Pitions(5) .5gp 2.5lb
Sacks(3) .3gp 1.5lb
Shovel 2gp 8lb
Flint & Steel 1gp -lb
Sunrod(2) 4gp 4lb
Hooded cloke 1gp 5lb
total 71.9gp 38lb
Total Weight:38lb Money: 4gp 1sp 0cp
Lgt Med Hvy Lift PushMax Weight: 38 39-76 77-115 230 575
Age:Height: 6'6"
Weight: 302 lb
Eyes: Green
Hair: N/A
Skin: Stony
Appearance: The outer plating has a mostly stone look with occasional green crystals.
Personality:
Background:
During the Last War there were several hidden secret research and development facilities created. The location of these facilities was known only to a few wizards who would teleport in materials and personnel. These facility were generally built either far underground or in equally inaccessible locations. After the Treaty of Thronehold these facilities were shut down, sealed and the personnel sworn to silence about them.
One of these facilities was devoted to the psionic potential of Warforged. The day it was shut down several experimental Warforged were left abandoned within the facility.
These Warforged became concerned when the researchers did not return. With no way to follow they waited. After a time they wondered. Eventually some of tem desired to find out why they had been left behind. That day three left the facility. After some digging through rock they came to a natural cave system and resealed the hole behind them. For months they wandered through the caves, caves that were like a maze. In the end only one made it out, Experiment 354b.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> CLASS Psion 1 HP: +10 (HD+CON+OTHER) SP: +20 (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not
needed, also could simply be a new total instead of a bonus]
Craft(skulpting) +4, Knowledge(psionics) +4, Concentration +4, Psicraft +4, Use Psionic Device +4
Feat: Psionic Body, Psionic Talent
Powers Known: Crystal Shard, Detect Psionics, Entangling Ectoplasm
Other: OTHER NOTES
__________________ Silven Survivor
Upgrade>>College Graduate
Field Philosophy
Last edited by hornedturtle; 20th May 2008 at 01:10 AM..