Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk:
AC Bonus for Wisdom
AC Bonus for level (begins level 5)
Flurry of Blows
Unarmed Strike
Evasion (level 2)
Fast Movement (already included)
Bonus Feats (levels 1 2 & 6)
Evasion (level 2)
Fast Movement (level 3)
Still Mind level 3)
Ki Strike (level 4)
Slow Fall (level 4)
Purity of Body (level 5)
Wholeness of Body (level 7)
Improved Evasion (level 9)
Diamond Body (level 11)
Quivering Palm (level 15)
Timeless Body (level 17)
Tongue of Sun and Moon (level 17)
Empty Body (level 19)
Perfect Self (level 20)
Class Monk
HP rolled 10
Level 1
Leung's Equipment:
7 lb Weapons / Armor / Shield (from above)
5 lb Bedroll
3 lb Blanket, winter x1
1 lb Pouch x1
4 lb Waterskins x1
_____
20 lb Total
Also... 1 tin cup
herbs for tea
both in pouch
More about Leung:
Leung comes from a temple far to the east. His temple teaches that one may gain enlightenment through action, and that balance comes through those of a noble and pure heart fighting against the evils of the world. Thus he has been sent out as have many brothers before him to find his way.
Name: Michael Grannion
Class: Cleric 5/Ranger 1
Race: Human
Size: M
Gender: Male
Alignment: Lawful Neutral
Deity: Sela
Str: 14+2 (06p) Level:6 XP: 20,947
Dex: 10+0 (02p) BAB: +4 HP: 44(6d8+6)
Con: 13+1 (05p) Grapple: +6 Dmg Red: None
Int: 12+1 (03p)(+1 lvl 4) Speed: 20' Spell Res: None
Wis: 16+3 (10p) Init: +0 Spell Save: +3
Cha: 16+3 (04p)(+2pr,+2cl)ACP: -3 Spell Fail: None
profaneBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +0 +0 +1 +0 16 (+1 Insight)
Touch: 11 Flatfooted: 16
Base Mod Misc TotalFort: 6 +1 +4 +11 (+2
profane, +1 luck, +1 resistance)
Ref: 3 +0 +4 +7 (+2
profane, +1 luck, +1 resistance)
Will: 4 +3 +4 +11 (+2
profane, +1 luck, +1 resistance)
Weapon Attack Damage Critical
MW CI Warhammer +7 1d8+2 20x3
Kukri +6 1d4+2 18-20x2
Sling +4 1d4+2 20x2
Languages: Common,
Abilities:
Turn Undead (6x/day, +5 to turn, 2d6+8 hit dice affected)
Spontaneous Casting
Strength Domain
Community Domain
Favored enemy +2 (Undead)
Wild Empathy +4
Feats:
Martial Weapons Proficiency (Warhammer) (Bonus)
Power Attack (Human Level 1)
Craft Wondrous Item (Level 3)
Track (Ranger 1)
Divine Might (Level 6)
Skill Points: 34 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Craft: Jeweler 2 +1 +3 +6 (+1 luck, +2 MW tools) (2 ic cleric)
Concentration 6 +1 +1 +8 (+1 luck) (6 ic cleric)
Diplomacy 5 +3 +6 +14 (+1 luck, +3 cloak. +2 Community domain) (6 ic cleric)
Heal 4 +3 +3 +10 (+1 luck, +2 kit) (4 ic cleric)
Knowledge: Religion 7 +1 +1 +9 (+1 luck) (7 ic cleric)
Knowledge: Geography 1 +1 +1 +3 (+1 luck) (1 ic ranger)
Knowledge: Nature 1 +1 +1 +3 (+1 luck) (1 ic ranger)
Knowledge: Dungeoneering 1 +1 +1 +3 (+1 luck) (1 ic ranger)
Ride 2 +0 +1 +3 (+1 luck) (1 rank cc in cleric, 1 rank ic in ranger)
Survival 4 +3 +1 +8 (+1 luck) (4 ic ranger)
Michael's Personal Gear
Equipment: Cost Weight
MW CI Warhammer 324 gp 5lb (Grimm Smithy)
Kukri 8 gp 2lb (Grimm Smithy)
MW Small Shield 159 gp 6lb (Grimm Smithy)
MW Breastplate 350 gp 30lb (Grimm Smithy)
Dwimmerstone 0 gp 1lb (Found in Ashin's Commission)
Bag Of Holding III 3700 gp 35lb (Found in Ashin's Commission)
Commander's Cloak 4500 gp 1lb (Found in Ashin's Commission)
Sling 0 gp 0lb (Normal Purchase)
Flint and Steel 1 gp 0lb (Normal Purchase)
Everburning Torch 110 gp 1lb (Normal Purchase)
L2 Pearl of Power 2000 gp 0lb (Crafted, Level 5)
Total 10,902 gp 76lb
In Bag of Holding
Equipment: Cost Weight
Tent 10 gp 20lb (Normal Purchase)
Bedroll 0.1 gp 5lb (Normal Purchase)
Winter Blanket 0.5 gp 3lb (Normal Purchase)
20 days rations 10 gp 20lb (Normal Purchase)
Flint and Steel 1 gp 0lb (Normal Purchase)
10 torches 1 gp 10lb (Normal Purchase)
50 feet hemp rope 1 gp 10lb (Normal Purchase)
Hand Axe 6 gp 3lb (Normal Purchase)
2 waterskins 2 gp 8lb (Normal Purchase)
MW Jeweler's Tools 55 gp 5lb (Normal Purchase)
Climber's Kit 80 gp 5lb (Normal Purchase)
Crowbar 2 gp 5lb (Normal Purchase)
Block and Tackle 5 gp 5lb (Normal Purchase)
50 feet hemp rope 1 gp 10lb (Normal Purchase)
Iron Holy Symbol 25 gp 1lb (Normal Purchase)
Clerical Vestments 5 gp 6lb (Normal Purchase)
2 bags sling stones 0 gp 10lb (Normal Purchase)
Healers Kit 50 gp 1lb (Normal Purchase)
Augury Lots 25 gp 1lb (Normal Purchase)
3 Cones Incense 75 gp 1lb (Normal Purchase)
Chain Shirt 100 gp 25lb (Normal Purchase)
Total 205 gp 111lb of 1000 lb capacity
Mount (Light Warhorse -150 gp: Normal Purchase)
Equipment: Cost Weight
Bit and Bridle 2 gp 1lb (Normal Purchase)
Military Saddle 20 gp 30lb (Normal Purchase)
Michael 0 gp 175lb
Michael's Gear 10,902 gp 76lb
Total 282lb
In Purse
2882 gp
Craft Points
4409
The Dwimmerstone: As long as the possessor is in contact with solid ground
(floors or towers count here, but not flying or swimming), she receives a +1
luck bonus to saving throws, skill checks, and ability checks, a +1 insight
bonus to AC, and can Meld Into Stone 1/day.
If she is a Cleric with the Earth domain, she can Meld Into Stone 3/day
instead and can also Soften Earth and Stone 3/day as well. Additionally,
when taken to a place of great Earth Magic, this stone can be attuned to the
current possessor in order to awaken its true powers (which are unknown).
Michael gets some treasure
Cloak of the Beguiler (Commander): This type of cloak is often commissioned by
Medibarian nobles, who value it's protection and enhancements, but thanks to
numerous copies that were stolen and used by criminals and renegade mages, it
gained its more common nickname. The cloak offers the wearer a +1 resistance
bonus to all saving throws, a +2 enhancement bonus to Charisma, and a +3
competence bonus on all Charisma-based checks.
Michael gets some treasureLgt Med Hvy Lift PushMax Weight: 058 116 175 350 875
Age: 21
Height: 6'1"
Weight: 175lb
Eyes: Gray
Hair: Dishwater Blond
Skin: Farmers Tan
Appearance: Michael is a lean,weatherbeaten man with a few wrinkles around
his eyes left from when he carried some extra weight. His body is heavily scarred
from the teeth and claws of half a dozen encounters with things that tried to
bite his arms and stomach off.
A fringe of beard hangs below a firm jaw and a sour mouth.
His eyes are the cold unsympathetic gray of the rocks at the end of a man-killing
fall.
He moves comfortably under the weight of his armor -- like a man perfectly
prepared to overrun all the obstacles in his way or die trying.
Background: Michael Grannion was born to a large farming family in a
village so far out in the sticks the sun takes an extra two hours to get there
in the morning. A priest of Sela taught him his letters and that his strength was a gift that should be used to
help people.
When his father died and there turned out to be more farm than brothers, Michael
took holy orders with the church of Sela and went out on the road to protect the weak and help them to become strong.
He is aware this is a tall order.
In the course of his adventuring career, Michael has become bitterly aware that there is a distinction
between the right thing and the nice thing. Also, that most people don't recognize the distinction.
Edited 1831 6-7-05 Gladiator Mode
1. Remove Scale mail, all gear except for shield and weapons
2, Add Half Plate
Edited 1908 4-27-05
1. Corrected size, natural, and misc armor bonuses to +0
2. Corrected total cost of equipment.
3. Corrected line breaks,
4. Changed see to say in description.
Edit 00:10 9/24/05
Currently in Murder in the Pits.
Michael has 1000 gold in the bank waiting to buy his freedom.
He earned 325 exp defeating halfling gladiators in the arena.
He earned 300 exp forr defeating giant centepedes in a gladiatorial combat.
He has earned 400 exp for his time in the pits as of 9/23/05.
He is eligible for 2nd Level.
He is waiting for approval.
Edit 2030 9/28/20050
Added stats for level 2:
+7 HP (6 for the D8, +1 Con)
+3 Skill Points (Max rank in any class skill is 5 at L2)
BAB and to hit bonuses go up by +1
Fort and Will saves go up by +1
Edit 1143 11/12/05
Michael is leaving Murder in the Pits
He has 1000 gold on his person.
He has earned 100 xp for his time in the pits as of 11/12/05.
He has earned 450 XP for defeating Click and Clack, the evil gladiators.
Catchup Editing
Michael recieves 200 gold from Vanitri
Michael now earns 1200 gold.
Michael orders a MW breastplate at the 25% gladiatorial hero bonus, spending 262.50.
Michael orders a sap at the 25% gladiatorial hero bounus, spending .75
Michael tithes 120 gp, spending 120.
Michael earns 816.75 gp.
Michael prepares the following items for Ashin's Comission
Bedroll 0.1 5
Week Trail Rats 3.5 7
2 waterskins 2 8
Hooded Lantern 7 2
10 flasks oil 1 10
50' rope 1 10
10 pitons 1 5
Spade 2 8
Miners Pick 3 10
4 Holy Water 100 4
Pers Subtotal 120.6 69
5 sacks 2. 2.5
Riding Saddle 10 25
Saddlebags 4 8
Bridle 2 1
Horse Subtotal 139.1 105.5
Edited to catch up events from Ashin's Commission
Michael gains 4th level
+1 int
finds chain shirt, sword, symbol of amphousa, spider wand, gets CLW wand from Almayce
Takes level of ranger
(Gives Spider Wand to Almayce)
Recovers Cached Gear
Gains 3900 xp
Gains 5th level
Michael leaves Ashin's Commission
Gains 6420 xp
Michael gains 6th level (level 5 cleric)
Gains 6+1 hit points
Gains 4 skill points (2 knowledge: religion, 2 Craft: Jeweler)
Gains feat(Divine Might)
Michael loses almost all his stuffMichael gains some treasureMichael gets a magical kiss he doesn't wantMichael gets new weapons and armor
Crafts Level 2 Pearl of Power
2000 gp, 160 xp, 400 craft points (Corrected from 200)
Aborts Mega-Adventure
Gains 4542 xp
Last edited by ajanders; 13th March 2009 at 03:49 AM..
Reason: Aborting Mega-Adventure
Name: Vanitri Duskrider (Technicaly Vanitri Vallyrue, see background)
Class: Gypsy (Rogue 2/Ranger 3/Horizon Walker 5)
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Mongrel
Str: 14 +2 (5p.) Level: 10 XP: 46,343 / 55,000
Dex: 16 +3 (8p.) [20 +5] BAB: +9 HP: 68 (2d6+8d8+10)
Con: 12 +1 (4p.) Grapple: +11 Craft Points: 5430
Int: 14 +3 (6p.) [16 +3] Speed: 30' Rogue LV: 2
Wis: 10 +1 (2p.) [12 +1] Init: +5 Ranger LV: 3
Cha: 13 +2 (5p.) [15 +2] ACP: 0 H.Walker LV: 5
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +8 +0 +5 +0 +0 +0 23
Touch: 15 Flatfooted: 18
Special: Dodge +1 vs 1 Opponent, +4 dodge bonus vs some AoO, Light Armor Optimization (Already included)
Base Mod Misc TotalFort: 7 +1 +3 +11
Ref: 7 +5 +3 +15
Will: 2 +1 +3 +6
Notes: -1 vs fear & despair effects
Weapon Attack Damage Critical
Rapier MW +1 Shocking (TWF) +15(13) 1d6+3+1d6E 18-20x2
Short Sword MW (TWF) +15(13) 1d6+2(1) 19-20x2
Morning's Blade (TWF)* +15(13) 1d6+3(2) 19-20x2
Dagger (10') +14 1d4+2 19-20x2
MW Comp Longbow (+1 Str) (110') +15 1d8+1 20x3
Unarmed +14 1d3+2 NL 20x2
Special: +1 insight to attack and damage against arcane, desert, underground, plains, or forrest creatures.
*Bane vs Things Weak Against Sunlight (+2/+2d6)
Languages: Common, Halfling, Sylvan, Goblin, Draconic
Abilities:
Human Racial Abilities
- +1 SP per Level
- Bonus Feat: Mobility
Rogue Class Abilities
- Trapfinding
- +1d6 Sneak attack damage
- Evasion
Ranger Class Abilities
- Bonus FeatS: Track, Endurance
- Wild Empathy 3 lv + 2 Cha = +5
- Favored Enemy: Magical Beasts +2
-- bonus on Bluff, Listen, Sense Motive, Spot, and Survival check
-- bonus on weapon damage rolls
- Combat Style: Two Weapon Fighting
Horizon Walker Abilities
- Terrain Mastery: Arcane
-- +1 insight bonus to attacks and damage against arcane creatures
-- Detect Magic, Read Magic, and Prestidigitation once per day.
-- KN: Arcana and Spellcraft are Horizon Walker class skills.
- Desert Terrain Mastery
-- +1 Insight bonus to attacks and damage against desert creatures
-- Immune to Fatigue. If exhausted, is instead Fatigued.
- Forrest Terrain Mastery
-- +1 Insight bonus to attacks and damage against forrest creatures
-- +4 compitence bonus to Hide.
- Underground Terrain Mastery
-- +1 Insight bonus to attacks and damage against underground creatures
-- 60' Darkvision (120' if he has another source).
- Plains Terrain Mastery
-- +1 Insight bonus to attacks and damage against Plains creatures
-- +4 compitence bonus to Spot
Feat Abilities
- Dodge +1 vs 1 Opponent
- +4 dodge bonus vs some AoO
- Track
- Fight with -4/-4 or -2/-2 with light weapon in off hand
- Use Dexterity for "Finesse" weapons
- Light armor Max Dex increased by +1, and either -1 to the ACP, or +1 AC if ACP is already 0
- Cohort: Electra
- Followers: Freefolk Caravan.
Feats: Dodge, Mobility, Track, Two Weapon Fighting, Weapon Finesse, Endurance,
Light Armor Optimization, Leadership
Skill Points: 117 Max Ranks: 13/6.5
Skills Ranks Mod Misc Total
Appraise 0 +3 +3
Balance 3 +5 +2 +10
Bluff 5 +2 +7
Climb 1 +2 +3
Concentration 0 +1 +1
Decipher Script 2 +3 +5
Diplomacy 8 +2 +4 +14
Disable Device 2 +5 +7
Disguise 0 +2 (+2) +2(4)
Escape Artist 0 +5 +5
Forgery 0 +2 +2
Gather Information 4 +2 +6
Handle Animal 1 +2 +3
Heal 1 +1 +2
Hide 11 +5 +4 +20
Intimidate 0 +2 +2 +4
Jump 0 +2 +2 +4
Knowledge: Arcane 1 +3 +4
Knowledge: Dungeoneering 2 +3 +5
Knowledge: Geography 8 +3 +11
Knowledge: Local 2 +3 +5
Knowledge: Nature 5 +3 +2 +10
Knowledge: The Planes 1 +3 +4
Language 1
Listen 8 +1 +9
Move Silently 11 +5 +16
Open Lock 3 +5 +8
Perform: Dance 2 +2 +4
Ride 1 +5 +6
Search 3 +3 +6
Sense Motive 5 +1 +6
Sleight of Hand 3 +5 +2 +10
Spellcraft 1 +3 +4
Spot 8 +1 +4 +13
Survival 8 +1 (+2) +9(11)
Swim 0 +2 +2
Tumble 5 +5 +10
Use Magic Device 1 +2 +3
Use Rope 0 +5 +5
Equipment: Cost Weight
Mithril Chain Shirt +3 1100gp 12.5lb
Masterwork Rapier +1 Shocking 2320gp 2lb
Masterwork Short Sword 310gp 2lb
Morning's Blade** -gp 2lb
2 Daggers 4gp 2lb
MW Comp Longbow (Str +1) 500gp 3lb
20 Arrows 1gp 3lb
Necklace 16000gp -
-(+2 Int, Wis, Cha)
Cloak of Resistance +1 1000gp -
Bracelets of Dex +4 16000gp -
Handy Haversack 2000gp 5lb (Weight inside does not count against carrying limit)
-Bedroll 1sp 5lb
-25' Silk Rope 5gp 2.5lb
-Waterskin 1gp 4lb
-2 day(s) Trail Rations 1gp 2lb
-MW Thieves Tools 100gp 2lb
-5 Candles 5cp -
-Oil Flask 1sp 1lb
-Hooded Lantern 7gp 2lb
-Spellbook* 15gp 3lb (Contains all cantrips)
-Cure Light Potion 50gp -
-Flute** - -
-Ring of Sustinance 2500gp -
-- Cursed, addicting
In Haversack 21.5lb
Belt pouch 1gp .5lb
-2 Pitons 2sp 1lb
-5 Fishhooks 5cp -
-3 Chalk 3cp -
-Flint & steel 1gp -
-Cure Light Potion 50gp -lb
Light Warhorse 150gp Lots
-Stuff See Horse Entry
Total Weight:33lb Money: 62pp 5gp 1sp 6cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 825
Age: 20 (Physicaly, 15 due to magical oddness from Crux)
Height: 5'6"
Weight: 127lb
Eyes: Brown
Hair: Black
Skin: Ruddy
Rambler, Light Warhorse
Rambler Warhorse, Light (Large Animal) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 17, Dex 13, Con 17, Int 2, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run
[b]Carrying Capacity:[/] Light load is up to 260 pounds; a medium load, 261–520 pounds; and a heavy load, 521–720 pounds, and can drag 3,600 pounds
Short Sword +1 Bane vs Things Weak Against Sunlight
The blade gleams slightly as if struck by morning light.
Morning's Blade is Bane against anything that has Light Sensitivity or Light Vulnerability or anything like that--so Dark Elves, Orcs, Wraiths, Vampires, etc.
flute
An enchanted flute with mystical properties; the flute bears two symbols,
one is the sigil of the Magequeen and her royal family, and one of the freefolk.
Flute grants a +2 Luck bonus to all saves, but only for Vanitri,
and it will be lost or destroyed before he can ever give it away or sell it.
On the first card is a stately but not overly martial woman in plate armour with a winged helmet. She holds a cup as she approaches a stream. She bears a passing resemblance to Termina, though her medium colouring is somewhat different. OOC: The first card symbolises an ally. No in game terms mentioned by Rystil Arden
On the second card, which is reversed, is a majestic figure wearing princely headgear regarding the broad world from a height. He holds one wand and regards a globe, while another wand is nearby. OOC: The second card gives him a -1 penalty on saving throws against fear effects and despair effects.
The final card holds the Wheel of Fortune. It rotates eternally, bringing the great to naught and the humble to power, for a time. Descending on the left is an evil demonic creature; ascending is a canine-headed being. Yet with another turn of the Wheel, the ascendent will descend and the descendant will ascend. Resting atop the Wheel yet undisturbed by its rotations is a sphinx casually holding a sword. Four winged apocalyptic beings occupy the corners of the field.* OOC: The Wheel of Fortune is a major arcana--Vanitri gains a permanent +2 luck bonus on all saving throws and an appropriate clearly-fated-for-him item. The luck bonus is tied to the item--if he sells it or gives it away to someone else, the item will be lost or destroyed before he can complete the transaction. If the item is destroyed by this or any other means, the luck bonus also fades. This is his flute.
Appearance: If it weren’t for his trimmed goatee, Vanitri could easily be confused for a slightly bulky elf. His long flowing black hair drapes down two his shoulders, and is rarely pulled back. His long face is drawn and sharp, having a nearly elven quality to it. For a human, he is fairly lithe, and moves quite gracefully. His clothes are worn, but well cared for. His eyes often dart about, taking in his surroundings fully, but is warm smile and soft gaze can easily put anyone at ease.
Background:Note, it's pretty much all public, thought there is more.
Vanitri does not remember his real parents. He might know them, he’s not sure, but he knows who his true family is. Raised in the Freefolk* gypsy caravan, he has roamed the country far and wide, and was raised as a care free spirit. Those of the caravan were his family, and the family cared for all its members. He learned skills to help the caravan, in entertainment, running games of “chance”, and even going as far as directly lightening the pockets of the outsiders as his caravan passed through towns. However, he learned to be sure to never take anything essential, as these outsiders needed to live as well. Often, Vanitri would share some of what he would acquire with those less fortunate in the towns he visited, knowing that perhaps he might be one of the less fortunate at another time and place. While with the Caravan, Vanitri met Rosalynn Siannode. He formed a close bond with her, often teasingly calling her his "li'l sis". He would often look out for her, making sure she wasn't bothered too much by outsiders who got the wrong idea. He found that it was quite easy to help her work a crowd, getting extra willing and not so willing donations for her dancing and singing performances.
During a raid on the caravan by some goblins, Vanitri managed to get the attention of a small squad attacking Rosalynn's wagon, and drew them off. He angered them enough with his taunts and games that they chased him for a few days, bringing him quite far from his caravan. Once he had finally had lost them, he knew the caravan had moved on without him. Seizing the opportunity, he has set out to wander the world on his own for a while, and make his way living true to his Freefolk "heritage". Vanitri is a wander at heart, and seeks to adventure and explore for the experience. Perhaps in his wandering he might find even more people he might be able to call family. (Possibly more pending)
Vanitri has made a name for himself in Earling in the Pits, and is a known enough to occasionaly be recognised in Earling. He is in good standing with Petra, and her Master, as well as Mountain and Tiny, a pair of gladiators in the Pits.
Vanitri is a lifetime member of the Orussus Library.
Note, This section is public, but GMs wishing to use any of this should consult Rystil Arden. Laynie is off limits.
Vanitri is named after a legendary freefolk named Duskrider (his first name lost in legend, though some say it was also Vanitri) who out rode the night to stop the slaughter of many Freefolk. Legends of the era also speak of the Mage Queen’s Daughter who was taken by the Freefolk at the time, though there are some who think she simply chose to run off with them herself.
Vanitri attended the Academy of the Chromatic Order in order to help find a teacher for the orphan Laynie, who wandered into the Red Dragon Inn one day. At his entrance exams, he had visions hinting that he was in fact related to the original Duskrider, as well as Elayna Lyrue the Second, daughter to the legendary Mage Queen of Medibaria. In the vision, he relived the journey as Duskrider rescued the Mage Queen’s daughter from the, and then rode her to the freefolk camp to foil the Nesfylim (Drow) plot to have the camp killed and distract the Medibarian army. He also confronted some of his inner demons and was able to become a nicer person without feeling guilty for it. He also got a glimpse of the future, where he saw himself and 2 students fighting someone they called the Dark Lord. He finally got several scholarships, and attended the Academy under the Daryne house, and managed to get several scholarships, including The Daryne scholarship, a lesser Elayna Lyrue scholarship, the Anoura Valanise Scholarship, and a partial Elayna Valsice scholarship.
While at the Academy, he investigated some disappearance that he had linked to the Dark Lord with Elektra Planter (Lex) and Truman Kilner. Several students disappeared, including his roommate Dolder Vreemont, and Misha, an albino Nesfylim he made a brief friendship with. Eventually they located where the Dark Lord was operating out of (an old lab of Sice, one of the Academy founders), and they confronted the Dark Lord, who was Elayna Valsice, a woman who looked strangely like an older version of Laynie. She confirmed that Vanitri was indeed Vanitri Vallyrue (Potentially Lyrue, but unlikely), and they spoke once the others had been knocked unconscious. Professor Rayne Liore, the Daryne housemistress, came and interrupted Elayna and Vanitri, allowing Vanitri to gather the fallen and run, but he returned when Elayna called for help after Rayne had let loose some constructs. Vanitri defeated the constructs with Elayna’s help, and then she departed, leaving Laynie. Vanitri’s official version of the story is that Elayna was gone after he had defeated the creatures, which is simply omitting the truth.
*The Freefolk are a specific gypsy caravan (or group of caravans) and close followers of Mongrel in spirit. More details on the Freefolk can be found here .
Vanitri has 1000 gold in the bank waiting but accessable to him. Possibly to buy his freedom.
He earned 325 exp and won 350 gold gambling, after defeating a team of halflings.
He earned 300 exp and won 914 gold, 2 silver, 5 copper gambling, after defeating giant centepedes in a beast fight.
He earned 450 exp for a fight with 2 murderers.
He has earned 500 exp for his time in the pits (finished 11/12/05)
All told, Vanitri earned 1575 exp and 2264gp 2sp 5cp
Aquired - wo bottles of wine, a nicely etched buckler (not masterwork, but pretty) and a gilded dagger (also normal construction but materials worth approx an extra 20 gold)
Weapons and Armor ordered through Petra for a 25% discount.
Sold/Bought:
Sold: Rapier (10), Leather (5), Buckler (7.5), Short Bow (15), Bottle of Wine (5)
Bought: Mithril Chain Shirt (825), Masterwork Composite Longbow (STR +1) (375), Masterwork Rapier (240), Short Sword (7.5), 2 Cure Light Wounds potions (100)
Given: 200 gp to Ironwolf, Rosalynne, and Michael.
Money: 65gp 9sp 11cp
Earned: 2264gp 2sp 5cp
Spent: 1547gp 5sp
Sold: 42gp 5sp
Gifts: 600gp
Left: 224gp 11sp 16cp
Vanitri purchased a lifetime membership to the Orussus library, that allows him to take 1 adult visitor and any children. (100 gold)
Paid for half of 40 rations (10 gold)
Vanitri negotiated for Rambler with 110 gold, a cure light wounds potion, and a guilded dagger.
Vanitri found a spell book "of the Opal Princess", some kind of magical assistance stave, and a magical necklace. Stave sold for 2000 gold, the Necklace is +2 to Int, Cha, and Wis.
Vanitri learned of his namesake, and possable ancestor(s), Duskrider of the freefolk, and Princess Elayna Lyrue the Second, Shield of the Azure Dawn, Defender of the Throne, and Grand Duchess of Azrania, Daughter of the Great Mage Queen Elayna Lyrue of Medibaria
Vanitri faught and conqoured his inner demons, shifting alignment to CG(With CN tendancies)
Vanitri earned entry into the Accademy of the Chromatic Order (and 2900 XP)
Vanitri prepared to set off to stop the Dark Lord and earned 1850
Vanitri earned 5000 xp from the immediate aftermath of the Dark Lord battle.
Vanitri earned 4200
Vanitri earned a final 300
Vanitri sold his load of gems for a Handy Haversack and a Cloak of Resistance +1.
He then sold his thieves tools, Backpack and short sword, bought masterwork tools, and an +1 Enchantmant on his Rapier, as well as a Masterwork Shortsword. (Net change -2390 to 207 )
Approved by Knight Otu, awaiting Nimisgod's confirmation
Code:
Name: Ilion Daver
Gender: Male
Race: Human
Class: Fighter 1
Alignment: Neutral (Undecided)
Deity: No single deity, but does pay lip service to whichever is appropriate for the moment.
Str: 16 +3 (10p.) Level: 1 XP: 0
Dex: 14 +2 (6p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 (6p.) Grapple: +4 AC: 18 (+2 Dex, +4 Armour, +2 Shield)
Int: 10 +0 (2p.) Speed: 30' Touch AC: 12
Wis: 10 +0 (2p.) Init: +2 Flatfooted AC: 16
Cha: 12 +1 (4p.) ACP: -4
Saves Base Mod Other Total
Fort: 2 +2 +4
Ref: 0 +2 +2
Will: 0 +0 +0
Weapons Attack Damage Critical Range
Unarmed Attack +4 1d3+3 x2 -
Dagger +4 1d4+3 19-20/x2 10ft
Longsword +5 1d8+3 19-20/x2 -
Longbow +3 1d8 x3 100ft
Protective Items ACBonus MaxDex ACP
Chain Shirt +4 4 -2
Shield, Heavy Steel +2 - -2
Languages: Common
Abilities: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields
(including tower shields).
Feats: Endurance, Power Attack (Human Bonus), Weapon Focus (Longsword) (Fighter Bonus)
Craft Points: 100
Ale Fund: 32cp
Total Drunken Mastery: 1 Ale
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Modifer Other Total
Bluff (cc) 2 +1 +0 +3
Handle Animal 2 +1 +0 +3
Intimidate 4 +1 +0 +5
Ride 2 +2 +0 +4
Equipment Cost Weight
Arrows(20) 1gp 3lb
Backpack 2gp 2lb
-Bedroll 1sp 5lb
-Flint&Steel 1gp -
-Rations(5) 2gp5sp 5lb
-Torch(2) 2cp 2lb
-Waterskin 1gp 4lb
-Whetstone 2cp 1lb
Chain Shirt 100gp 25lb
Dagger 2gp 1lb
Longsword 15gp 4lb
Longbow 75gp 3lb
Pouch, belt 1gp 0.5lb
-19G 19gp 0.5lb
Shield, Heavy Steel 20gp 15lb
Traveler’s Outfit - -
Total Weight: 71lb
Lgt Med Hvy Lift Drag
Max Weight: 76 153 230 460 1150
Age: 19
Height: 5'10"
Weight: 175lb
Eyes: Brown
Hair: Black
Skin: Light Brown
Appearance:
Ilion Daver is an average looking man. He stands at 5'10" and weighs in at 175lbs. His black hair is allowed to grow long for weeks on end and then cut. However it never gets long enough to cover his brown eyes, to obscure his vision. Ilion stands out among the masses because of his skin which is light brown, hinting at some foreign ancestry. He usually wears his plain, somewhat travel-worn black cloak and his all purpose travelling boots. Ilion keeps his weaponry with him at all times. A longsword at his belt and a longbow on his back proclaim to all that he is trained in the ways of war. He always has his chainmail shirt on under the cloak and keeps the steel helm in his backpack when in town.
Background:
Ilion Daver is a descendant of Saban Daver, a merchant from a distant land (over the seas). The Daver family owns several businesses and are somewhat successful. Ilion is the firstborn son of Mara and Estor Daver, and therefore entitled to control of their business when they die.
Ilion, however, has other plans. He dropped his courses at the academy (who needs 'marketplace strategies' anyway?) and enlisted in local militia. He recieved enough training to join the standing army. After proving himself inadequate for officership Ilion quit the army and used his funds to purchase some of the equipment he liked when he had been training.
Ilion headed to Orussus because he had heard of the many opportunities that the Red Dragon Inn offered.
Sheet EDIT-zors:
Added Background.
Changed HP to proper starting amount.
Removed outfit from carried weight.
Changed Unarmed Attack to correct amount.
Ale Fund.
Total Drunkenness.
Partial Approval.
__________________ Currently Reading: Starship Troopers RPG Currently Running:The Long Sleep | OOC | Mission Roster Currently Playing: d20 Future/Modern, Risus, Wushu
Last edited by lonesoldier; 4th May 2005 at 07:09 AM..
Reason: Sent Email, Background, Sent E-mail
Name: Sunny Perriwinkle
Class: Wizard (Conjurer)
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath
Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 14 +2 (6p.) BAB: +0 HP: 7 (1d4+3)
Con: 16 +3 (10p.) Grapple: +2 Dmg Red: 0
Int: 14 +2 (6p.) Speed: 30' Spell Res: 0
Wis: 10 +0 (2p.) Init: +2 Spell Save: +3 (+4 conj.)
Cha: 8 -1 (0p.) Spell Fail: 15%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +2 +0 +0 +0 15
Touch: 12 Flatfooted: 12
Base Mod Misc TotalFort: 0 +3 +3
Ref: 0 +2 +2
Will: 2 +0 +2
Weapon Attack Damage Critical
Bastard Sword -5 2d8+3 19-20x2
Spiked Gauntlet -3 1d4+2 20x2
Dagger +1 1d4+2 19-20x2
Glaive -3 1d10+3 20x3
Languages: Common, Abyssal, Celestial
Abilities:
RACIAL (HUMAN)
· Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
· Human base land speed is 30 feet.
CLASS (WIZARD, Conjurer (banned are Enchantment, Necromancy)
· Arcane Spellcasting (Bonus Spells: Levels 1, 2)
· Spells Known:
0 - All Wizard Spells
1 - Enlarge Person, True Strike, Grease, SM-I, Color Spray
· Spells Prepared:
0:3 - Detect Magic, Ghost Sound, Prestidigitation
0:2+1 True Strike, True Strike, SM-I
Spell DC: Spell Level +2, Spell Level +3 (conjuration)
Feats: Scribe Scroll (bonus feat), Spell Focus (Conjuration), Augment Summoning
Skill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +3 +0 +7
Decipher Script 1 +2 +0 +3
Knowledge (Arcana) 2 +2 +0 +4
Knowledge (Architecture) 1 +2 +0 +3
Knowledge (Dungeoneering) 1 +2 +0 +3
Knowledge (The Planes) 3 +2 +0 +5
Listen* 1 +1 +0 +2
Spellcraft 4 +2 +0 +6
Spot* 1 +0 +0 +3
(Skills with a * are cross-class.)
Equipment: Cost Weight
Studded Leather 25 gp 20 lb
Explorer's Outfit 0 gp 0.0 lb
Spell Component Pouch 5 gp 2.0 lb
Wizard's Spellbook 0 gp 3.0 lb
Bastard Sword 70 gp 12.0lb
Dagger 2 gp 1.0 lb
Spiked Gauntlet 5 gp 1.0 lb
Glaive 8 gp 10 lb
Backpack 2 gp 2.0 lb
Chalk 1 cp 0.0 lb
Flask 3 cp 1.5 lb
Scroll Case 1 gp 0.5 lb
Total Weight:54lb Money: 1gp 9sp 4cp
[b]Lgt Med Hvy
Max Weight: 58 lb. 59-116 lb. 117-175 lb.
Age: 18
Height: 5'11"
Weight: 185lb
Eyes: Green
Hair: Blond/Red
Skin: White
Appearance:
Sunny is a tall, well-built man, with red hair that tends towards blond after a long summer of exposure to the, well, sun.
Sunny is quick with a smile, a helping hand, a joke, or a laugh -- although when he tells jokes, it's often HE that makes his audience laugh, rather than the joke.
In many ways, Sunny looks to be a not-very-bright member of the peasant class; one who managed to procure some armor and just might (possibly) have some skill with the ridiculously large sword he lugs around.
There isn't any real external indication of Sunny's deep interesting in arcane magic, not simply because Sunny has suppressed all typical trappings (robe, pointy hat, staff), but also because Sunny is rather embaressed about the whole business. His family is a family of warriors, from time immemorial. Books, dessicated bugs, black blood from a rabid boar -- all those these were seen as antithetical to everything "Perriwinklish."
Despite it all, however, Sunny perservered, and became what he now is: a very confused wizard.
Background:
(background coming)
[Edited to add appearance info, fix banned cantrips (wrong school), and swap out featherfall for grease.] [also edited to remove shield and add glaive, after judge's OK given]
Appearance: Small and almost childlike, she tends to instill a protective nature of those around her. She's slight but strong, her strength being both physical and emotional. Her brown hair is long, often left loose unless she finds it bothersome and then it's in one long braid. Her green eyes often sparkle with mischeif.
She wears leather armor, but over it is a simple pale green dress with darker green trim. It is worn, but cared for. She wears simple travlieing boots, but when she dances, she prefers to be barefoot. She also wears a string of violet beads with a purple glass rose pendant.
Background: Following the freefolk since she was orphaned at two years old, Rosalynn does not remember her human father, and barely remembers her elven mother. Her close friend Vanitri Duskrider, is the only person she even remotely trusts. Living by her wits and song, she learned under an old bard as part of the freefolk until the man died.
She's independent, slighly moody when not performing, but oftentimes she's sweet and quiet. She loves to dance and sing to other's music, but can play a flute as well. She often uses her "feminine wiles" to earn free meals and stays at an inn.
Recently, after an attack on the caravan, she realized that Vanitri was gone, and she too left, to search for him.
Rosalynn earned 1575 exp and 1000 gold, plus a gift of 200 gold.
Rosalynn purchased a Mithril Chain Shirt and a Masterwork Composite Mighty(Str +1) Short Bow at a 25% discount from Petra, for a total of 1162 gold, 5 silver.
She sold her leather and short bow for 20 gold, and purchased a cure light wounds potion for 50 gold.
Advancement:
Spoiler:
L2 -> BardHP: +4 (4) SP: +8 (6+2)
Knowledge: History +1, Perform: Sing +1, Bluff +2, Knowledge: Nobility +1, Sense Motive +2, Gather Info +1
New Spells: Lullaby (L0), Cure Light Wounds (L1), Hideous Laughter (L1)
Name: Elise "Radiant" Ellom
Class: Wizard(Abjurer) 2
Race: Human
Size: Med
Gender: Female
Alignment: Lawful Good
Deity: Russna
Str: 09 -1 (01p.) Level: 2 XP: 2400
Dex: 14 +2 (06p.) BAB: +1 HP: 11 (2d4+4)
Con: 14 +2 (06p.) Grapple: +0 Dmg Red: 0/0
Int: 17 +3 (13p.) Speed: 30' Spell Res: 00
Wis: 10 +0 (02p.) Init: +2 Spell Save: +3
Cha: 10 +0 (02p.) ACP: -0 Spell Fail: 00%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +2 +2
Will: 3 +0 +3
Weapon Attack Damage Critical
Cross bow, Light +3 1d8+0 19-20x2
Languages:
Common
Elven
Draconic
Gnomish
Abilities:
Summon Familar(Wizard)
Abjuration Specialization(Necromancy and Enchantment prohibited)
Feats:
Scribe Scroll (Wizard)
Spell Focus (Abjuration)(1st level feat)
Skill Focus(Spell Craft)(Human Bonus Feat)
Alertness(when in arms reach of familiar)
Skill Points: 30 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Concentration +07 5 +2
Craft(Glass) +07 4 +3
Know(History) +08 5 +3
Know(arcana) +08 5 +3
Know(Geography) +08 5 +3
Know(Local ) +04 1 +3
Listen +02 0 +0 +2
Spell Craft +11 5 +3 +3(+2 to learn abjuration spells)
Spot +02 0 +0 +2
Equipment: Cost Weight
Traveler's outfitx2 5lb(first set not against encumberance)
Purple pants suit created by Lord Valdor of Rhiem.
Signet ring -lb
Cross bow, light 8lb
Bolts(20) 2lb
1Water skin(full) 4lb
Case, map or scroll .5lb
Spell Book 3lb
Ink pen -lb
Parchment(2 sheets) -lb
Soap 1lb
coins 2.5lb
earrings -lb
Scroll Cases(3) 1.5lb
Scrolls(1 each for now)
Grease
Obscuring Mist
Burning Hands
Expedius Retreat
Jump
Reduce person
Enlarge person
Unseen Servant
Shocking Grasp
Total Weight: 27.5lb Money: 127gp 1sp 7cp
Lgt Med Hvy Lift PushMax Weight: 30lb 60lb 90lb 180lb 450lb
Spells Known
0-All but prohibited
1-Alarm, Endure Elements, Shield, Identify
Mage Armor, Magic Missle, Color Spray, Mount
Spells Normally Prepared
0- Detect Magic, Dancing Lights, Prestidigtation, Mending, resistance(4+specialization)
1- Alarm, Color Sprayx2, Mount(2+Int bonus+specialization)
Age: 17
Height: 5'6"
Weight: 144lb
Eyes: blue
Hair: Silver
Skin: light
Appearance:
Other than unnaturally colored hair, Elise is wholly unremarkable.
Pale skin from years at the academy, small rimmed black glasses
and small frame fail to portray her toughness. Her airy,
shy personality hide her dependability somewhat.
In fact, the first and sometimes only thing people notice is
her sightly over sized cloak. Given to her upon completion of the acadamy, her cloak is grey with orange trim, under which occationally flashes an array of rainbow colors. Earrings that glow with ever shifting Pastel colors
Background:
Elise has had a good life. From her early years in a small farming community in Medibaria, all the way to her years at the acadamy, all the way to the first steps of adventuring,
life has been good and it shows. Still young and ideallistic,
she's out to fight for the greater good. She's a recent graduate of the Acadamy of the Chromatic Order in Medibaria. Has reveled abit of anger over the rich, pretestious, male majority, beliving that they had it much easier. Possibly due to the constant compition as a child with her older brothers.
Unfinished while I learn more about the world.
Low Light
Improved Evasion
Emphathic Link
Share Spells
Weapon finesse
+3 Listen
+5 Spot
Named after a beutiful feathered maiden from Lasairs culture it was pointed out
by Sunny that in his culture that maiden was evil and raven-like and the name brings bad tidings (and ominous thunder and lightning)
The basic raven summoning ritual was use to summon Legeia
(All of the above is public info)
Tavern RDI VII
Spoiler:
Edit- Givin 25 gold by Lasair(PC)
Edit- Spent 100 gold for familier
Edit- Changed prepped spells and posted familiar stats
Bront's Festival of Halina
Spoiler:
Edit- Picked up 200 gold and 450 ep
Edit- Paid 9gp for some earrings
Edit- Gave 25 gold to Lasair(PC)
Edit- Recieved 136 gold, 1 silver, and 7 copper
Edit- Recieved 350 ep, 10gp
Edit- Payed 215gp for scrolls of Grease, Obscuring Mist, Burning Hands, Expedius Retreat, Jump, Reduce person, Enlarge person, Unseen Servant, and Shocking Grasp(and scroll cases)
*Picked this group up at a bargain price*
Edit- Recieved 300 ep, 20gp
Edit- Recived 350 ep, 10 gp
Edit- Recieved 400 ep
Appearance: Tandi d'Lune is a princess, but you wouldn't know it from the way she dresses. Her long black hair is usually done in a practical braid of some kind and her monk outfit is a very simple grey and black. Stuffed in her backpack is also a hooded black cloak that she wears when she is trying to be inconspicuous. Strapped to the side of this backpack is a waterskin and the bedroll she took from her home. Along different curves of her toned frame, daggers of various types are tied in sheaths. There is one in her right boot, one on each thigh, and one at her belt. There is another fifth dagger, but it hidden in her clothing. Her most striking feature, besides her noble beauty, is her ocean blue eyes. They stand out in stark contrast to her otherwise dark features.
Background: Tandi d'Lune was born Arumina yn-Sabil to the Harukan tribe of Sairundani. More specifically, born to one of the chieftains of said tribe. Her life began in near luxury. She enjoyed the spoils of royal life her entire childhood. Her favorite part though was hearing the stories of her travelling aunt who had seen the world, as it were. As she grew to understand the ways of the world, Arumina learned that when she reached the age of sixteen, she was to be wed to a man she did not know who belonged to one of the other tribes. This marriage was to strengthen the ties between the two tribes. Horrified at learning this, she sought her worldy aunt's help. It was explained to her that the only way to avoid this fate was to die or run away. Neither option sounded pleasant to Arumina, but her interest in her aunt's travels sparked a wanderlust in her. Arumina's aunt arranged for her to be 'kidnapped' by members of her church, the Hands of Russna.
This group was a sect of the church infamous for finding secrets others would rather have kept buried. This church trained Arumina to be one of them and provided her with a new name that she rather enjoys. They also provided her with a hoodname, one that would be used to secretly communicate with her superiors, Raven. Though Arumina would miss her parents in the coming years, the excitement of her new life helped to ease the transition. Eventually though, Arumina-turned-Tandi grew bored of hunting secrets that other people told her about. The fun and excitement was lost to her and it began to make her miss home that much more. Before packing up her things and deciding on how best to break the news to her father and mother of what happened, her aunt had a discussion with her. She told her to take her things and go to Orussus. There, her aunt said, Tandi would find a new life and new
excitement. Being on her own was what Tandi always wanted, and this was her chance. Spending her last few silvers on some food and water, Tandi left for Orussus.
Adventure Journal:
Immortality Awakens: Tandi begins her travels with a large group of folk to help end the suffering of a young girl named Alecto (Alyx), who was given a curse by a demon. Her father Zarindas gave us a ring to help find our way. Party: Cade and Alton, Scun, Anton, Somac, Rillian, Dagummit, A'Jardin, Vrina, Thurgan, Krug.
XP List:
725 from Immortality Awakens, by Rystil Arden, July 8, 2005
900 from Immortality Awakens, by Rystil Arden, Oct. 19, 2005
Level 1 to 2: Added 7 hit points, added +1 BAB, added Combat Reflexes and Evasion, added +1 to all saves, added 5 skill points (1 point each to listen, spot, tumble, jump and balance), also +2 synergy for Balance from Tumble.
2370 from Immortality Awakens, by Rystil Arden, June 23, 2006
Level 2 to 3: Added 7 hit points, added +1 BAB, added Still Mind, added +10ft speed, added 5 skill points, 1 each to listen, spot, tumble, Know (arcane) and know (religion), added Weapon Focus (unarmed combat).
300 from Immortality Awakens, by Rystil Arden, Sept. 1, 2006
750 from Immortality Awakens, by Rystil Arden, Oct. 28, 2006
200 from Showdown in the Forgotten Ruins, by Rystil Arden, Oct. 25, 2007
675 from Showdown in the Forgotten Ruins, by Rystil Arden, Dec. 1, 2007
__________________ - Shadow
"All around me are familiar faces, worn out places, worn out faces,
Bright and early for the daily races, going nowhere, going nowhere..."
-Mad World, Donnie Darko Soundtrack
Now playing:
Spoiler:
Tandi d'Lune in Immortality Awakens, in Living ENWorld Legionnaire Pyotr Kerenin in Wing and Sword, a D20 Modern Adventure OOC/ IC/ RG
Running Out of the Frying Pan, a d20 Star Wars Campaign IC/ OOC/ RG
My Druid's Grove Stats: S15 D15 C17 I13 W17 Ch11
Last edited by shadowbloodmoon; 5th December 2007 at 02:11 PM..
Reason: XP
Zook is a young gnome, but with an air of authority and maturity that gives him the demeanour of a grumpy old man. This, of course, could just be the smell from the collegium library. He is stern and unforgiving with a distaste for aloof and whimsical elves, mischievous halflings and regimentally ignorant dwarves. He is just about able to keep tactful around them for most of the time, as is apparent in the fact that some of his closest friends and colleagues are drawn from the affromentioned peoples. More than anything it is akin to a elf and dwarves casual jibes than spitefulness.
He takes his work very seriosuly within the collegium of Gliran and wears his metaphorical badge of position with great pride. It is quite often that he will spend whole days locked one of the colelgiums many libraries researching and practicing a speech he will have to make on behalf of his superiors. Strell has also taken an interest in politics as of late maily due to the fact that his superiors have hinted towards asking one of the collegium's representatives to infiltrate local government.
The grumpy old gnome finds most of his non-academic (or religous) comfort in talking with Sel Marn, a young dwarf (LN expert 3) who works at the local banking guild. he has taken the youngling a s brother of sorts and is very protective of him. His known family consists only of his two parents Bobnokin and Ellyjobel who run a general store nearby to the collegium. They are a kindly old pair, but a bit light in the mind and Zook only visits them once or twice a fortnight due to the fact that they bore him to tears.
Appearance: Zook is pale from his life of study; despite this, he is not clammy or pasty and (most likely due to his gnomish blood) maintains a relatively "warm" demeanour when convenient to his diplomatic missions. He dresses to suit his stature without being overly dramatic for the sake of drama: dark blues, blacks and the occasional bit of brown or purple. He is quite short even for a gnome and has a slightly hunched appearance which doesn't do alot for his stature. One thing that
Zook is particularly proud of are his impeccable teeth which have been filed and cleaned to crispy white perfection.
Background: Zook's parents are a dull old couple; Mother Ellyjobel and his father Zook (senior) run a small general store not far from his collegium apartment. (TBC)
__________________ Nothing is easier than to denounce the evildoer; nothing is more difficult than to understand him. - Fyodor Dostoevsky
Name: Cade Jenner
Class: Fighter
Race: Halfling
Size: Small
Gender: Male
Alignment: LG
Deity:Str: 15 +2 (10p.) Level: 4 XP: 8,295/10,000
Dex: 16 +3 (6p.) BAB: +4 HP: 40 (4d10+8)
Con: 14 +2 (6p.) Grapple: +2 Dmg Red: XX/XXXX
Int: 14 +2 (6p.) Speed: 20' Spell Res: XX
Wis: 8 -1 (0p.) Init: +3 Spell Save: +X
Cha: 10 +0 (2p.) ACP: 0 Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +3 +1 +0 +0 16
Touch: 14 Flatfooted: 13
Base Mod Misc TotalFort: 4 +2 +1 +7
Ref: 1 +3 +1 +5
Will: 1 -1 +1 +1
Weapon Attack Damage Critical
Lance +8 1d6+5* 20X3
Halbard +7 1d8+3 20X3
Warhammer +7 1d6+2 20X3
Dagger(10') +7(9) 1d3+2 19-20x2
Sling(50') +9 1d3+2 20X2
*A Lance does triple damage when charging on a mount, and can be used one handed on a mount. A Lance is a reach weapon.
**When charging on a mount, Cade does double damage (Except with lance, as noted above)
Languages: Common, Halfling, Goblin, Dwarven
Abilities:
Halfling Racial Abilities:
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus save vs fear
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
Feats: Mounted Combat, Ride-By-Attack, Spirited Charge, Weapon Focus: Lance, Weapon Specialization: Lance
Skill Points: 28 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Ride 7 +2 +2 +11
Handle Animal 7 +0 +7
Jump 2 +2 -4 +0
Climb 5 +2 +2 +9
Intimidate 5 +0 +5
Swim 2 +2 +4
Hide 0 +3 +4 +7
Move Silently 0 +3 +2 +5
Listen 0 -1 +2 +1
Equipment: Cost Weight
Riding Dog 150
Lance 10 5
Halbard 10 6
Warhammer 12 2.5
Dagger 2 0.5
Leather 10 7.5
Sling
20 Bullets 0.2
Bedroll 0.1 1.25
Backpack 5 0.5
Military Saddle 20
2 Days Trail Rations 1 0.5
Waterskin 1 1
Whetstone 0.02 1
Potion: CLW x 2 100 -
Total Weight:27.75lb Money: 5gp 6sp 8cp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 300 750
Age: 28
Height: 3'4"
Weight: 38lb
Eyes: brown
Hair: brown
Skin: tan
Appearance: Cade is fairly scruffy looking. He's HUGE... for a halfling, but is skilled and comfortable in a saddle. His leather armor is well worn but maintained, and his hair is rarely all in place. His brown locks and eyes don't make him stand out much as a halfling.
Background:
Cade grew up in a small Halfling village north of Orussus. His village has had constant problems with goblins raiding the field and attacking caravans. Cade had always admired the outriders of his village, and when he grew up, trained to become one. He trained his St Bernard Alton himself, and they have become close companions.
The goblins became bold at one point, and setup a blockade. The outriders gathered and planned an assault on the blockade. Cade charged in with the outriders, and spotted someone barking out orders. He managed to strike true with his lance, and felled the goblin in one blow. Disorganized and demoralized, the blockade broke, and the outriders mopped up several goblin warriors before they could hide.
Since then, the village has been peaceful, but Cade chose to set out hoping to find or learn something that might help his village the next time the goblins attack.
Alton Riding Dog(St. Bernard) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, Track Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds. Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Currently trying to help find a cure for a sick girl in Immortality Awakens.
Currently earned 8295 exp
Appearance: It's safe to say that Fang won't be winning any beauty contests, even orchish ones. His best features might be his low forehead, pig-like nose, lupine ears, and coarse black hair. His worst might be the jagged scar that runs from the right side of his mouth all the way to his missing ear. In regards to gear, Fang keeps his massive boar-cleaving greatsword across his back, and his javelins over his shoulder. He wears mustard yellow breeches, a sturdy belt, a blood red shirt and vest, and a black fur hooded cloak, all of which are quite dirty.
Background: Fang never knew which Orcs of the BoneStomper Tribe had spawned him. And so, when most of the Bonestomper adults were slaughtered in war, Fang felt little sadness. He did however feel digust for his people and the archaic way they lived. It wasn't long after that Fang decided to leave the Tribe. He didn't know where he'd go or what he'd do, but he went anyway. I guess deep down he felt something was missing... deep down he felt there just had to be more.
And with that, the story of Fang Flemflinger begins.
Abilities:
Racial:
+2 Dexterity, -2 Strength.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen 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.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven,
Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not
count when determining whether she takes an experience point penalty
for multiclassing.
Small:
As a Small creature, a halfling gains a +1 size bonus to Armor
Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide
checks, but uses smaller weapons than humans use, and lifting and
carrying limits are three-quarters of those of a Medium character.
Spoiler:
Class:
Sneak Attack +1d6, Trapfinding
Feats:
Deft Hands: +2 bonus on all Sleight of Hand checks and Use Rope checks.[/color]
[color=black]Skill Points: 40 Max Ranks: 4/2
Skill Attr Total Mod Ranks Misc
Appraise INT 2 2
Balance DEX 4 4
Bluff CHA 2 1 +1
Climb STR 6 0 +4 +2 (race)
Concentration CON 1 1
Craft (Trapmaking) INT 3 2 +1
Craft (Untrained) INT 2 2
Decipher Script INT 3 2 +1
Diplomacy CHA 2 1 +1
Disable Device INT 6 2 +4
Disguise CHA 2 1 +1
Escape Artist DEX 6 4 +2
Forgery INT 2 2
Gather Information CHA 2 1 +1
Heal WIS 0 0
Hide DEX 12 4 +4 +4 (size)
Intimidate CHA 1 1
Jump STR 2 0 +2 (race)
Listen WIS 6 0 +4 +2 (race)
Move Silently DEX 10 4 +4 +2 (race)
Open Lock DEX 8 4 +4
Profession (Scribe) INT 4 2 +2
Ride DEX 4 4
Search INT 2 2
Sense Motive WIS 0 0
Sleight of Hand DEX 6 4 +2 (feat)
Spot WIS 4 0 +4
Survival WIS 0 0
Swim STR 0 0
Use Magic Device CHA 3 1 +2
Use Rope DEX 6 4 +2 (feat)
1.0lbs 3.0gp
Total Weight:28.885lb
Lgt Med Hvy Lift PushMax Weight: 25 50 75 150 375
Money: 10gp 18sp 24cp
Age: 24
Height: 2'9"
Weight: 26lb
Eyes: Green
Hair: Black
Skin: Light
Desc
The thin young handsome halfling is clean and well kept. His black hair is smartly cut
with long sideburns closely trimmed and shaped. Bright green eyes seem to convey
some semblance of intelligence while his perpetual smile seems a little more than
genuine. His clothing is clean and well pressed.
Fingers on his right hand are stained lightly with ink and calloused where someone
would hold a pen. There is little doubt he is a genuine scribe. Upon his left hand on
the middle finger is a ring made for leaving an imprint in wax. It is a signet ring and
bears the initials SF.
Bio
Spoiler:
Stubs Fastergrabber or Studious Finescriber?
Either way there is much to do about this Smallman.
We should work our way back from present time.
Recently graduated...well...released...uh...not exactly that either. Let us just say
that he is still in debt to a Maester Scribe for an unfinished apprenticeship.
Who could blame a young Smallman after all?
Page after page and day after day of "Copy this" and "Copy that", "Copy faster
Mr. Smallman, the day is dwindling". Then of course the Maester expected the
spelling of the words to always be the same or it was "Pitch it in the fire" and "That'll
be another sheet of parchment for your tab Mr. Smallman."
The smirks on the face of the younger humans he apprenticed with still raise the
hair on the back of his neck. They were so smug while they poked fun at the older
smaller Smallman. BAH! It was enough to drive sane folk batty.
But the worst part by far, the absolute worst part is when the job was done and
the Maester collected the coin for the task. With a flash it vanished into a pocket
and in another the Maester would vanish into his private chambers. Not a coin shared
or praise offered. No Thanks no nothing. Only "faster faster Mr. Smallman."
But what should Stubs Fastergrabber really have expected.
He had showed up with an unnamed sponsor calling himself Studious Finescriber and
paying twice the normal amount for the first hundred days. The old Maester pulled
his beard in wonder.
"I will call you Studious Finescriber when that is what you are. Until then you will
be Mr. Smallman...understand Mr. Smallman?"
Of course there was the time that the Maester caught Stubs in his private chamber
poking about. Stubs insisted that the Maester had left the door wide open and that
he was only curious about how a real Maester Scribe lived. The Maester shook his
head in self-righteous pity and sat Stubs down to lecture him about right and wrong
and good and evil. He stopped just short of asking him for his real name but it was
clear that the Maester thought Stubs was trying to learn a trade and put a sordid
past behind him.
Stubs just sat there with eyes wide and pretended to appreciate the Maester's
words. He even made a pledge to do his best in his apprenticeship and to "never stray
from the path of righteousness."
The Maester soaked it up and sent him on his way as if Stubs was another of
the adolescent humans.
You See...
Stubs wasn't there to turn over a new leaf. Stubs was there to learn a trade
that would allow him to meet and move among people of wealth. Stubs was there
to develop a cover for a much more lucrative and less publicly acceptable business.
A business of criminal enterprise.
Stubs Fastergrabber was one of those kids that had 50 aunts and 50 uncles
growing up. It seemed that there were always people coming and people going,
people crying and people laughing, people living happily and people dying violently or
even disappearing without a trace. Anytime night and day, any day of any year.
Stubs was bright enough to read and write and had some little magnetism so he
was one of the offspring that had been chosen to learn a trade and play a role in
an attempt to make the extended family appear legitimate.
An apprenticeship was purchased for him with the alias Studious Finescriber but
the monotonous production work that the Maester though would teach him
responsibility weighed heavily upon a young Smallman raised in a much more
exciting lifestyle.
Stubs has decided to go against his family's wishes. Headstrong and carefree he
has decided that he is ready to leave the apprenticeship and be a player.
Name: Juliana Hayes
Class: Psychic Warrior 5/ Warmind 2
Race: Human
Size: Medium
Gender: Female
Alignment: LN
Deity:Str: 16 +3 (8p.) Level: 7 XP: 21,435/28,000
Dex: 13 +1 (5p.) BAB: +5 HP: 67/67 (2d10+5d8+7+14)
Con: 13 +1 (5p.) Grapple: +8 Craft Points: 1808
Int: 14 +2 (6p.) Speed: 20' PSP: 22/22
Wis: 16 +3 (6p.) Init: +1 Manifest Level: 5
Cha: 8 -1 (0p.) ACP: -5/0 Powers/Max: 7/2
Base Armor Shld Dex Size Nat Misc TotalArmor:Plate Mail 10 +9 (+2) +1 +0 +0 +0 20(22)
Armor:Chain Shirt 10 +4 (+2) +1 +0 +0 +0 15(17)
Touch: 11 Flatfooted: 19/14
Damage Reduction: 3/Adamantine (In plate)
[b]Notes[/]
- Force Screen +4/5 Shield Bonus if active
- Thicken Skin +1/2 Enhancement bonus if active
- Chain of defensive posture +2 Insight bonus if active
Base Mod Misc TotalFort: 7 +1 +8
Ref: 4 +1 +5
Will: 1 +3 +2 +6
Weapon Attack Damage Critical
MW Longsword +9 1d8+3 19-20x2
Greatsword +1 (2H) +9 2d6+5 19-20x2
MW Comp Longbow (110) +7 1d8+2 20x3
MW Glave (2H,Reach) +9 1d10+4 20x3
Short Sword +8 1d6+2 19-20x2
Dagger +8 1d4+3 19-20x2
Notes:
- +2/3 Damage with Offensive Prescience Active
- +2d6 with Psionic Weapon
Languages: Common, Elven, Dwarven
Abilities:
Human Racial Abilities (Bonus Feat, Bonus Skill Points)
Chain of personal superiority +2 (Insight Bonus to Strength and Constitution for 1 min 3/day)
Chain of defensive posture +2 (Insight Bonus to Armor Bonus for 1 min 3/day)
Psionic Powers:
1- Thicken Skin PW
1- Offensive Prescience PW
1- Force Screen PW
2- Body Adjustment PW
2- Hustle PW
1- Vigor WM
1- Expansion WM
Feats: Overchannel, Talented, Psionic Body, Psionic Weapon, Psicrystal,
Psionic Meditation, Psycrystal Containment
Skill Points: 50 Max Ranks: 10/5
Skills Ranks Mod Misc Total
Autohypnosis 6 +3 +2 +11
Craft: Armor 6 +2 +2 +10
KN: History(CC) 2 +2 +4
KN: Psionics 8 +2 +2 +12
Psicraft 4 +2 +2 +8
Concentrate 10 +1 +11
Craft: Weapon 6 +2 +2 +10
Craft: Bowmaking 6 +2 +2 +10
Spot 0 +3 (+2) +3(5)
Listen 0 +3 (+2) +3(5)
Equipment: Cost Weight
Adamantine Plate Mail +1 16500 50
MW Composite Longbow Mighty +2 600 3
Dagger 2 1
20 Arrows 1 3
Silvered Shortsword 30 2
MW Longsword 320 4
MW Glaive 308 10
MW Greatsword +1 2350 8
Darkwood Heavy Shield 257 5
Periapt of Wisdom +2 4000
Backpack 2 2 (Kept on Horse if with)
-Masterwork Artisan Tools 55 5
-4 Days Trail Rations 2 4
-2 Waterskins 2 8
-Mithril Shirt 1100 10 (Sleeps in this)
Total Weight:86/115lb Money: 30PP 18gp 8sp 19cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 20
Height: 5'11"
Weight: 158lb
Eyes: Green
Hair: Red
Skin: Fair
Dead Horse
Rebecca - Warhorse, Light (Large Animal)(Need to restat, gear right) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) (40' encumbered) Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Carrying Capacity: Light load is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds, and can drag 3,600 pounds
Code:
Equipment: Cost Weight
Light Chain Barding 400gp 50lb
Military Saddle 30gp 30lb (Effective 0)
-10 Rations 5gp 10lb
Saddlebags 4gp 8lb
-Feed, 5 days 5cp 50lb
-Masterwork Artisan Tools 55gp 5lb (only when with her)
-Chain Shirt 100gp 25lb (only when with her)
-Waterskins, 3 3gp 12lb
Weight without Rider - 80/110lb Weight With Rider - 378lb
Code:
Appearance:
Juliana is a shapely woman with fiery red hair, and emerald green eyes. Her hair drifts down just past her shoulders, and is usually worn loose, though she sometimes ties it back. Her deep green eyes are cold and she often looks like she’s sizing up anything she sees. Her chain shirt hugs her tightly, and her clothing is cut for few loose hangings. She walks with some grace, but carries herself like a confident warrior. Her flail and shield set for easy access when needed.
Background:
Juliana has always been viewed as inferior due to her sex. Men often underestimated her, especially when she insisted on playing with the boys. At a young age, she enjoyed wrestling and childish weapon play. She learned to size up her opponent and look to exploit an advantage. She had an innate understanding of conflict, and often bested the boys in their rough housing.
As she grew, she trained as a warrior. She was ridiculed and abused by the men she trained with, but she didn’t care, and she took it out on them on the field, where she continued to prove a superior opponent. She used her feminine charms to gain every advantage, from extra training to the occasional slip on the battle field. She learned to do more than simply attack and defend, but to look to create every advantage possible. She learned to trip her opponents with ease, and enjoys the look on their faces when she followed up with a quick attack.
Juliana learned quickly to not trust those around her. The boys often made sure she had faulty weapons, hoping to make her look foolish. As a result, Juliana began to craft her own weapons and armor. She became quite good at making them, and uses her own equipment almost exclusively.
She began to suspect her mind was well beyond the normal mind when she found herself mentally pushing her physical self beyond its normal limits. She was spotted by Katrina pushing herself in a training exercise, and was sought out immediately there after.
Katrina taught her about using her mind, her psychic self, to push her battle abilities beyond that of a normal human. She taught her the ways of war, and the ways of the psionic warrior. Katrina said her abilities might not be understood by normal men, but she must not let that dissuade her from perfecting them. Katrina tried to teach her the ways of the Warmind, but Juliana was not yet experienced or knowledgeable about the ways of the mind to understand her training.
Katrina told Juliana to seek out adventure in the city of Orussus, and return when she was better able to handle the training of the Warmind. So Katrina set off to Orussus to gain knowledge which had eluded her.
Construct Traits:
A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision. Psicrystal Granted Abilities:
- Alertness - Granted to Master if within arm's reach
- Improved Evasion - 1/2 or no damage on reflex save
- Personality - Resolved (+2 bonus on Will saves)
- Self-propulsion - Last 24 hours
- Share Powers
- Sighted - '40 radius
- Telepathic Link
- Deliver Touch Powers
- Telepathic Speach Skills:
A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened. A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.
She has earned 320 experience fighting some low down dirty rats.
She has earned 138 from her time on LLPN so far
She earned 675 sp in the finale of LLPN.
She has earned a total of 377 gold, 5 silver, and a cure light potion.
Time: January 4th through May 4th = 400 xp
She earned 100 xp Entering the Monastery
She earned 600 xp from personal combat
She earned 600 xp in The Race
Total=1700 (May 4th)
She earned 2225 XP for passing the first 2 trials of the kidnapping.
She earned 900 XP for passing the third trial and rescuing the 3 prisoners.
Final time/RP award of 62 XP
2105 XP awarded here
225 XP awarded [url=http://www.enworld.org/showpost.php?p=3909664&postcount=740]
-150 XP and 450 GP spent for Psychic Reformations to change Combat Expertise and Improved Trip into Overchannel and Talented.
GM Credits
2 Credits for 200 XP (At L2)on 5/14/05
10 Credits for 3,000 XP (At L6) on 11/25/07
Job
Craftsman (10/20/06 to...)
Pay as of 10/27, 5 GP, 6 CP
Pay as of 11/03. 5 GP, 6 CP
Pay as of 11/10. 5 GP, 6 CP
Pay as of 11/17. 5 GP, 6 CP
'07
Pay as of 12/1. 5 GP, 6 CP
Pay as of 12/8. 5 GP, 6 CP
Pay as of 12/15. 5 GP, 6 CP
Crafting on 12/15. 200 GP, -30 CP
Money towards Shop:
500 / 500 GP (Paid Off 11/25)
Gideon Redcloak - Human Sorcerer 1/Fighter 3 (Approved)
Code:
Name: Gideon Redcloak
Class: Sorcerer 1/Fighter 3
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Phyrah
Str: 16 +3 ( 8p.) Level: 4 XP: 6593
Dex: 13 +1 ( 5p.) BAB: +3 HP: 34 (1d4 + 3d10 + 8)
Con: 14 +2 ( 6p.) Grapple: +10 Dmg Red: 0/-
Int: 14 +2 ( 6p.) Speed: 20' Spell Res: --
Wis: 10 +0 ( 2p.) Init: +1 Spell Save: +0
Cha: 11 +0 ( 3p.) ACP: -6 Spell Fail: 40%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +1 +0 +0 +0 18
Touch: 11 Flatfooted: 17
Base Mod Misc TotalFort: 3 +2 +0 +5
Ref: 1 +1 +0 +2
Will: 3 +0 +0 +3
Weapon Attack Damage Critical
Bastard Sword MW +8 1d10+3 19-20x2
Bastard Sword, 2 handed +8 1d10+4 19-20x2
Dagger +6 1d4+3 19-20x2
Silver Longsword +6 1d8+2 19-20x2
Unarmed +6 1d3+3 20x2
Languages: Common, Draconic, Dwarven
Abilities: Summon Familiar,
Proficiency in Light, Medium, and Heavy Armor,
Proficiency with all shields (including Tower Shields),
Proficiency with all simple and martial weapons,
Arcane spells (5/3),
Spells Known (4/2):
0th-Level: Mending, Message, Prestidigitation, Read Magic
1st-Level: Endure Elements, True Strike
Feats: Improved Unarmed Strike (1st),
Improved Grapple (Human Bonus),
Exotic Weapon Proficiency[Bastard Sword] (Fighter Bonus (1st)),
Power Attack (3rd),
Weapon Focus[Bastard Sword] (Fighter Bonus (2nd))
Skill Points: 35 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Bluff(Cha) 0 +0 +0 +0
Concentration(Con) 4 +2 +0 +6
Craft(Int) 0 +2 +0 +2
Intimidate(Cha) 5 +0 +0 +5
Knowledge(Arcana)(Int) 7 +2 +0 +9 (3 ranks are cross-class)
Listen(Wis)(cc) 2 +0 +0 +2
Profession(Wis) 0 +0 +0 +0
Spellcraft(Int) 4 +2 +2 +8
Spot(Wis)(cc) 2 +0 +0 +2
Tumble(Dex)(cc) 2 +1 +0 +3
Equipment: Cost Weight
Mwk Cold Iron B. Sword 370gp 6lb
Silver Longsword 105gp 4lb
Heavy Wooden Shield 7gp 10lb
Dagger 2gp 1lb
Breastplate 200gp 30lb
Traveler's Outfit(free) --gp --lb
Belt Pouch 1gp 0.5lb
Whetstone 2cp 1lb
Flint and steel 1gp --lb
10 candles 1sp --lb
8 pieces of chalk 8cp --lb
Waterskin 1gp 4lb
Spell component pouch 5gp 2lb
Signet Ring 5gp --lb
Light Horse 75gp --lb
*Bit and Bridle 2gp 1lb
*Riding Saddle 10gp 25lb
*Saddlebags 4gp 8lb
*Backpack 2gp 2lb
*50ft. silk rope 10gp 5lb
*Bedroll 1sp 5lb
*Trail Rations(10) 5gp 10lb
* 56lbs. carried on horse.
*Items marked with an asterisk (*) are stowed in Gideon's saddlebags, or on his horse.
Total Weight:58.5lb Money: 55pp 2490gp 25sp 50cp
* 1pp and 2490gp are stored with Joe at the Red Dragon Inn
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 19
Height: 6'04"
Weight: 165lb
Eyes: Light Brown
Hair: Red
Skin: Pale
Spells Used Today:
0th-level: none
1st-level: none
Appearance: Gideon is a tall man, with a pale complexion, gold-brown eyes, and a fiery mane of red hair. He holds himself with a haughty air, though he seems to be unaware of it. His worn breastplate, scarred wooden shield, and hard look show that he's no stranger to the road, or a fight. In a backslung scabbard he carries a large bastard sword. Its pommel sports a snarling dragon head, poised to devour the blade. Draped across his back and almost looking out of place is a clean, brilliant red cloak.
Background: Gideon is a man in search of his past. His father left before he was born, and his mother died when he was 6. His mother was a kindly woman, somewhat practiced in the sorcerous arts. He had started to follow in her footsteps, but after her death he found that he just didn't have the patience for study. He found that any problem that he couldn't easily solve provoked his anger. After his mother's death, he passed into his uncle's care. His uncle told him of his father's deeds as a mighty warrior and adventurer. These stories appealed to something inside Gideon, and he found himself particularly relishing the portions of the stories referring to combat and treasure. When he was old enough, his uncle educated him in the warrior's art. Always did his uncle caution him that he must find balance in his strength and the reptilian anger coiled within him. When Gideon reached his 18th year, his uncle gave him a special gift. His father's old bastard sword. The grip felt cool and comfortable in Gideon's grasp, and he thanked his uncle for such a gift. Not long after, he bid his uncle goodbye. He left in search of answers to questions about his past and who his father was.
After a fruitless, year-long search, Gideon has decided to come to Orussus and the Red Dragon Inn in search of fortune and glory.
3/30/2006: Hired Hands: 1358 exp (Enough to go from 1st to 2nd level)
Coin
65 platinum
621 gold
8 silver
7 copper
as reward for Hired Hands
Gideon will sell his light crossbow and bolts for 18gp (half of 36gp), his leather armor for 5gp, and use the money to purchase himself a serviceable suit of Breastplate Armor, a heavy wooden shield, and will pay to have his father's old bastard sword repaired/blade replaced/refurbished (mechanically, he is selling his old sword for 17.5gp, and buying a masterwork cold iron bastard sword). He'll also purchase a light horse and tack.
To my understanding those should cost:
200gp (Breastplate)
7gp (Heavy Wooden Shield)
370gp (Masterwork Cold Iron Bastard Sword)
75gp (Light Horse)
2gp (Bit and bridle)
10gp (Riding saddle)
4gp (Saddlebags)
Second level added:
+9 hitpoints (3/4 of the max 10 (7 this time), +2 Con bonus)
Fighter Bonus feat (Exotic Weapon Proficiency[Bastard Sword])
1 rank in Intimidate
1 rank in Listen (Cross-class)
1 rank in Spot (Cross-class)
+1 base attack bonus
+2 base Fort save
Fighter class features
Quote:
Originally Posted by Rats in a Maze
2/26/2007: Rats in a Maze: 1810 exp (Enough to go from 2nd to 3rd level)
Third level added:
+10 hitpoints (3/4 of the max 10 (8 this time), +2 Con bonus)
Fighter Bonus feat (Weapon Focus[Bastard Sword])
3rd level feat (Power Attack)
2 ranks in Knowledge[Arcana] (Cross-class)
1 rank in Intimidate
+1 base attack bonus
+1 base Fort save
Quote:
Originally Posted by Rats in a Maze
11/24/2007: Rats in a Maze: 3425xp (Enough to go from 3rd to 4th level)
Fourth level added (3rd level of fighter):
+9 hitpoints (3/4 of the max 10 (7 this time), +2 Con bonus)
1 rank in Knowledge[Arcana] (Cross-class)
3 ranks in Intimidate
+1 base attack bonus
+1 base Ref save
+1 base Will save
+1 Strength (4th level ability boost)
__________________ Character(s) played in Living ENWorld: Gorefoot, gnomish halfling barbarian/ranger. Currently purging the gnolls and other nasties from The Tomb of Chaos. Deos Kirith, human wizard/cleric. Currently looking for some nefarious individuals who are holding a little girl for a Ransom for Retirement. Gideon Redcloak, human sorcerer/fighter. Currently with his companions investigating some goings on in Ravensdale like Rats in a Maze.
Last edited by IcyCool; 5th December 2007 at 08:53 PM..
Appearance:
As a man, Kerrz Yornbough appears by most means to be average. He is neither fit nor fat, neither short nor tall, neither green eyed nor brown, neither pale nor dark skinned. His rugged features are somewhat dull, and between his short-cropped black beard and the shaggy hair atop his head is framed a face scarred by time yet passed over by age. His manner of attire is loose and light, billowing and baggy, yet somewhat ragged -- the man would need a serious change of clothes and a shower before he could even pretend to pass for a noble. Background:
Born to a nomadic tribe of plainsmen on the western border of the state of Earling, Kerrz Yornbough was brought up to live freely as there was not much holding him back -- the plains held no great walls of stone made either by nature or by man. The tribe was forced to defend itself often from the unruly denizens of the plains, as well as the creatures of the nearby desert foraging into slightly more fertile lands for fresh food. Because of this martial nature, all of the tribe members were taught early to use their natural talents to defend themselves... and when natural talents failed, they were also taught to use the sweeping scimitar.
Kerrz's father tended to the animals, making sure their bridles and harnesses were well kept and that the animals themselves were well taken care of. Following in his father's footsteps (because it becomes so easy to get lost on the plains if you're not following someone's) Kerrz learned the talents himself.
However, as time went on, and the defensive sorties and counter-raids that defined the tribal life began to bore young Kerrz he came to a snap decision. He said a quick prayer to Grendath, patron of the foolish warrior, and went off to make his own foolish way in the world. He left the last ties that were locking him down and headed towards true freedom...
Code:
Money/XP LogMoney Gained:
240gp <---------- Initial Money
50gp <----------- Half of retainer for Bandit Investigation
Money Spent:
148gp 2sp 3cp <-- Initial Equipment
23gp <----------- 1/3rd of Horse Purchase
35sp <----------- 7 days rations
Experience Gained:
None
Last edited by Kerrz; 26th July 2005 at 12:55 AM..
Name: Valan Ceth
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: CN
Deity: Grendath
Str: 14 +2 (06p.) Level: 2 XP: 1903
Dex: 14 +2 (06p.) BAB: +1 HP: 14 (2d8+00)
Con: 10 +0 (02p.) Grapple: +3 Dmg Red: 0/0
Int: 14 +2 (06p.) Speed: 20' Spell Res: 0
Wis: 14 +2 (06p.) Init: +2 Spell Save: +2
Cha: 12 +1 (04p.) ACP: -7 Spell Fail: 00%
..................Base Armor Shld Dex Size Nat Misc TotalArmor:..........10....+5....+2....+2....+0....+0....+0....19
Touch: 12 Flatfooted: 15
.....................Base Mod Misc TotalFort:.................3.....+0..........+3
Ref:..................0.....+2..........+2
Will:.................3.....+2..........+5
Weapon Attack Damage Critical
Sickle......................+3......1d6+2........20x2
Languages:
Common
Celestial
Abilities:
Turn Undead
Luck Domain
Trickery Domain
Feats:
Combat expertise(first)
Imporoved trip(human)
Skill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Profession(Gambler)........5....+2..........+7
Know(Religion).............5....+2..........+7
Know(planes)...............5....+2..........+7
Bluff......................5....+1..........+6
Diplomacy..................5....+1..........+6
Spells Prep'd
0-Create Water, Detect Magic, Light, Prestidigitation, Guidance
1-Doom, Magic Weapon(Wis), Disguise Self(Domain), Divine Favor
Equipment: Cost WeightBeing worn:
Chainmail..................150gp...40lb
Travelers outfit............--gp....-lb
On Back:
Shield, Heavy Steel.........20gp ..15lb
Sheathed on Back of Sheild:
Sicle.......................6gp....2lb
On Neck:
Holy Symbol..................1gp....-lb
Backpack.....................2gp....2lb
Bedroll......................1sp....5lb
Flint and Steel..............1gp....-lb
Lantern, bullseye...........12gp....2lb
Oil x5.......................5sp....5lb
Waterskin....................1gp....4lb
Game Kit.....................5gp....5lb
198.6
Total Weight:80lb Money: 65pp 652gp 16sp 16cp
.................................Lgt Med Hvy Lift PushMax Weight: 58lb 116lb 175lb 350lb 875lb
Age: 21
Height: 5'9"
Weight: 160lb
Eyes: Green
Hair: Slick Black
Skin: Pale
Appearance:
A constant irritating smile, the first easiest thing to notice about Valan.
After that is a bit non descript, being defined by what he wears and his current expression.
Proudly desplays the sign of Grendath on necklace and sheild.
Background:
Will be given as given up in-game
(Unless a DM feels like making some up? Feel Free)
Edit: Recieved 50gp in up front payment
Edit: Payed 24 gp for joint ownership of a horse
Edit: Payed 3.5gp for rations and 1cp for an apple
Edit: Recieved 65pp, Payment from Hired Hands
Edit: Recieved 621 gold, 8 silver, and 7 copper. Payment from Hired Hands.
Edit: Recived 1125 Exp
Edit: Horse went to Kerrz
Edit: Lost 2 gold gambling(Take this lesson well kids, it doesn't pay to play Drow Highcard)
Edit: Won 9 gold gambling.(Take that as a lesson kids.) http://www.enworld.org/showpost.php?...postcount=1927
Edit: Hardest 300xp, I ever earned. Nocturn of Sorrow.
EDIT: HARDEST 479xp I've ever Earned from Nocturne.
Valan will try to trip +3 to touch with sickle. +6 opposed strength.(Imp Trip) If failure abounds drop sickle. If success is assured then Free attack with sickle +3 1d6+2.
Appearance:
Hammish isn't overly tall or thick, but he does have an athletic physique. He is also somewhat unkept; his
hair is long and shaggy, and his beard isn't groomed as often as it should be. Still, there is something
about him. Perhaps it is his green eyes, which carry the brightness of youth, but also the wisdom of age.
Or perhaps it is his youthful olive-toned skin that makes his so alluring. Whatever it is, there is no
mistaking the fact that he is handsome.
Hammish wears studded leather underneath his dark blue hooded cloak, and carries a longsword across his back,
along with his two javelins. He wears black riding boots, dark pants, and a simple shirt. He could easily
be mistaken for a ranger, where it not for the symbol of Hyrag (heavy mace and sunburst) on his shield. Background:
Hammish was born and raised on his parents small farm, but when he was 16 he witnessed his parents get
slaughtered by orcs. Fueled by that terrible event, Hammish dedicated his life to the bringing justice,
peace, and goodwill to the world. With this goal in mind, he sold off his entire inheritance and used
the money to buy equipment and pay for the necessary training. For two long years he was trained through
the church of Hyrag, and by the time he was done all he had left was the clothing and equipment on his
back, and his faithful steed 'Acorn'.
Last edited by Kishwa Dogteeth; 21st June 2005 at 08:40 PM..