Appearance: This young man has clearly spent some time on the road. He carries a well-worn lute, as well as a shortbow and a shortsword. He also has a longspear with him. He can often be found on a street corner singing a lively folk tune from one of a dozen culture, usually in its native tongue.
Background: Ragnikyr, the third son of a minor lord, was employed from a very young age as an interpreter and, eventually, negotiator. A couple of years ago he ran off with a halfling circus that visited his town. It broadened his horizons, and he picked up a few new skills here and there. He's since left the circus on amiable terms and is looking for further adventure.
Appearance & Personality: Ducane is young and short, but appears to be a bit too serious for his age. He dresses in loose and black clothing, and vears a long black vest over his clothes. He carries a curved bastard sword (Katana-like), which seems like it would be a little too big for him.
Ducane is still not quite sure what he wants from life, so he is concentrating on improving his fighting skills and general survival.
Background
Missing a beginning and other adventure descriptions at the moment.
Ducane made his way through a portal with his brother Zack Grimm, Ignatious O'Reilly, Charlarn of Phyrah, Opale di Senzio and Planus Anaid to the Astral Plane, in an effort to find... an apple tree. They made their way through two other planes before finally finding the tree, ate a single fruit from it each, and were sent back to the Red Dragon Inn, strengthened (Ducane gained +1 Inherent bonus to Strength).
During the journey, Ducane found some strange powers from within himself. These powers included summoning weapons from thin air, and the ability to walk on walls. Quite surprised and a bit worried about these strange powers, Ducane figured that visiting the planes had affected him somehow, and decided to seek knowledge when he got back to Orussus.
After asking a lot of questions and getting as many weird looks, Ducane finally found out that he had somehow managed to learn psionic powers by himself. Still somewhat confused, he tried to seek out somebody to teach him about these new, interesting powers and his options.
Ducane finally found somebody. A traveling elven War Mind, Moyashi Hari, was making his way through Orussus and spotted Ducane killing time (and causing a bit of a scene) by walking on walls. After a short conversation with the somewhat too formal and reserved elf (from Ducane's perspective), Ducane managed to get the elf to teach him a few things before he continued his travels somewhere.
Ducane was somewhat disappointed, as the training consisted more of meditation and talking than good, old-fashioned sparring, but since he figured out how to aid his offensive a bit, he was quite pleased.
Level-up Notes: War Mind level, +8 hp (7 from d10 + 1 from con), +1 bab (additional attack), +5 skill points (2 from class, 2 from intelligence, 1 from human, 5 ranks to Concentration), +2 fort and ref saves, chain of personal superiority ability, 2 power points from class, Precognition (Offensive) Psychic Warrior power (taken as War Mind power). War Mind training preqruisite in "Heroes Must Rise" adventure description in background (not actually played out, since adventure ended when the character returned to The Inn, but apparently should suffice).
Name: Eroin of the Ironwood Hand
Class: Monk
Race: Elf
Size: Medium
Gender: Female
Alignment: Lawful Neutral
Deity: --
Str: 12 +1 ( 4p.) Level: 1 XP: 535
Dex: 20 +5 (16p.) BAB: +0 HP: 8 (1d8)
Con: 10 +0 ( 4p.) Grapple: -2 Dmg Red:noneInt: 8 -1 ( 0p.) Speed: 30' Spell Res:noneWis: 14 +2 ( 6p.) Init: +5 Spell Save:noneCha: 8 -1 ( 0p.) ACP: 0 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +5 +0 +0 +2 17
Touch: 15 Flatfooted: 12
Base Mod Misc TotalFort: +2 +0 +0 +2
Ref: +2 +5 +0 +7
Will: +2 +2 +0 +4
Weapon Attack Damage Critical
Unarmed Strike (single) +1 1d6+1 20/x2
Unarmed Strike (flurry) -1/-1 1d6+1 (x2) 20/x2
Languages: Common, Elven
Abilities: Stunning Fist
Flurry of Blows
Improved Unarmed Strike
+2 racial bonus on saves vs enchantment
Immunity to magical sleep effects
Low-Light Vision
Elven Weapon Proficiency
+2 racial bonus on Listen, Search, and Spot checks
Secret door sensing
Feats: Stunning Fist (Monk)
Improved Unarmed Strike (Monk)
Track (1st level)
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Listen 2 +2 +2 +6
Search (cc) (4 SP used) 2 -1 +2 +3
Spot 2 +2 +2 +6
Survival (cc) (4 SP used) 2 +2 +4
Equipment: Cost Weight
Traveler's Clothes N/A
Backpack 2gp .5lb
3 candles 3cp
Flint and steel 1gp
4 trail rations 2gp 1lb
Waterskin (full) 1gp 1lb
Total Weight:2.5lb Money: 15gp 4sp 7cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 129
Height: 5'11"
Weight: 160 lb.
Eyes: Dark Green
Hair: Brown
Skin: Tan
50 XP awarded in Wreck Ashore
60 XP awarded in Wreck Ashore
350 XP awarded in Wreck Ashore
75 XP awarded in Wreck Ashore
Appearance: This young woman of extraordinary height wears an expression as though the weight of the world lay on her shoulders (whether this is truth or contrivance, can not be discerned). Her garb consists of a ratty-looking tunic, and bindings on her hands and feet. She speaks but rarely, and her features, though distraught, seem to belong to one thinks but rarely, and tends to react to situations without giving them proper thought.
Background: Eroin was raised in a druid encampment. Despite repeated attempts by the druids to mold her in their own image, she did not take to their training, having no talent with relating to animals, caring for plants, or working magic of any sort. One day, a wandering monk sought refuge in their encampment; the druids welcomed him, of course, being a friendly lot. The monk's discipline, and absolute reverence of order, struck a chord with Eroin, who became the monk's apprentice. After much traveling together, she parted ways with him, to see the world through her own eyes.
__________________
"Fear me, Theseus, for I am the mighty Minotaur!" ~The Monarch
Last edited by Zweihänder; 20th November 2005 at 07:51 PM..
Reason: not in code format, no background info, mistyped a few things
Name: Wilhelm Irontower
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Ayratha, the Lady of the Gauntlet
Str: 14 +2 (06p.) Level: 2 XP: 1575+675
Dex: 12 +1 (04p.) BAB: +1 HP: 17 (2d8+04)
Con: 14 +2 (06p.) Grapple: +3 Dmg Red: --/----
Int: 12 +1 (04p.) Speed: 20' Spell Res: --
Wis: 14 +2 (06p.) Init: +1 Spell Save: +2
Cha: 12 +1 (04p.) ACP: -5 Craft Points: 300
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +1 +0 +0 +0 17
Touch: 11 Flatfooted: 15
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +1 +1
Will: 2 +2 +4
Weapon Attack Damage Critical
Shortspear, Melee.........+3.....1d06+2.....20x2
Shortspear, Thrown........+2.....1d06+2.....20x2 range: 20'
Masterwork Morning Star....+4.....1d08+2.....20x2
Silver Dagger, Melee......+3.....1d04+1.....19-20x2
Silver Dagger, Thrown.....+2.....1d04+1.....19-20x2 range 10'
Masterwork Light Crossbow....+3.....1d08.......19-20x2 range 80'
Languages:
Common
Ignian
Abilities:
Racial
Base Speed: 30 Feet
Medium-size
Bonus Skill Points: 4 at 1st, 1 every additional level
Bonus Feat: see below
Favored Class: Any
Cleric
Aura: Moderate Lawful, Moderate Good
Divine Spellcasting (CL 1, spells per day 4/3+D)
Spontaneous Healing
Turn Undead: +3/2d6+5, 4/day
Fire Domain: Turn/Destroy Water Creatures and Rebuke/Command Fire Creatures, 4/day
Strength Domain: Feat of Strength (+2 enhancement bonus), 1/day
Feats:
Cleric: Light Armor Proficiency
Cleric: Medium Armor Proficiency
Cleric: Heavy Armor Proficiency
Cleric: Shield Proficiency
Cleric: Simple Weapon Proficiency
First Level: Endurance
Racial Bonus: Die Hard
Skill Points: 20 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Autohypnosis...............1/2..+2..........+2
Concentration..............5....+2..........+7
Diplomacy..................3....+1..........+4
Heal.......................1....+2..........+3
Jump.......................0....+2...-11...-9
Knowledge: History.........1....+1..........+2
Knowledge: Nobility........1/2..+1..........+1
Knowledge: Religion........5....+1..........+6
Knowledge: The Planes......1....+1..........+2
Listen.....................0....+2..........+2
Search.....................0....+1..........+1
Sense Motive...............0....+2..........+2
Spellcraft.................2....+1..........+3
Spot.......................0....+2..........+2
Swim.......................0....+2...-10...-8
Equipment: Cost Weight
Carried
Cold Iron Shortspear.....02gp...03lbs
Worn
Explorer's Outfit........--lb...--lb
Silver Holy Symbol.......25gp...01lb
Breastplate..........200gp...30lbs
Signet Ring..............05gp...--lb
Buckler..................15gp...05lbs
Belt Pouch...............01gp...1/2lb
Spell component Pouch....05gp...02lb
Flask of Oil (5).........05sp...05lbs
Silver Dagger............22gp...01lb
Masterwork Morning Star.............08gp...06lbs
Light Crossbow...........35gp...04lbs
20 Bolts.................02gp...02lb
10 Cold Iron Bolts.......02gp...01lb
MW Light Crossbow......335gp....04lbs
Wand of CLW (50)........750gp...--lbs
Backpack.................02gp...02lbs
Bedroll..................01sp...05lbs
Blanket, Winter..........05sp...03lbs
Hooded Lantern...........07gp...02lbs
Rations (10)..........5gp...10lbs
Waterskin................01gp...04lbs
Grappling Hook...........01gp...04lbs
Flint and Steel..........01gp...--lb
Silk Rope, knotted (50').10gp...05lb
Fishhook.................01sp...--lb
Total Weight:92.5lb Money: 43gp+115 05sp 80cp
Lgt Med Hvy Lift PushMax Weight: 058 116 175 350 875
Age: 20
Height: 5'5"
Weight: 155lb
Eyes: Jade with flecks of Gold
Hair: Dark Red
Skin: Lightly Tanned
Appearance:
Wilhelm Irontower is a short (5’5) but wiry human male. He has flowing, dark red hair and eyes like shards of jade with flecks of gold. His complexion is lightly tanned by the rigors of knight training, Ayrathan schooling and travel. While he is no stranger to wounds and hurt, he does not have many scars on his skin thanks to clerical magic. A silver medallion embossed with a pouring crucible serves as his holy symbol. This medallion hangs on a delicate silver chain, along with a signet ring that has his House’s own symbol. These are a personal reminder to Will of his own roots.
Will is usually dressed in soldier’s accoutrement. In this case, he has a steel breastplate to shield his torso from harm. Studded leather sleeves and a skirt protect his upper arms and upper legs. He wears normal clothing (a tunic, small clothes and trousers) beneath his armor. Atop the breastplate a tabard with his personal insignia: a forbidding tower that shelters a tongue of flame. His cloak and tabard are of the colors of autumn and rain. It is a tribute to his Church and his House, like his personal insignia.
On his feet, he wears boots of thick leather with hobnailed soles for traction. He wears thick leather gauntlets on his hands. Belted to his left forearm is a square buckler which is painted with the insignia of House Irontower: a dark, forbidding tower on a field of slate grey. He also has iron banded bracers on both forearms.
Also made of cold iron is the fire-blackened tip of the shortspear Wilhelm always carries with him. A bull-hide belt wraps tightly around his waist, holding his belt pouches. These contain spell components, flasks of lantern oil, his waterskin and some personal effects. Hanging from the belt is a wickedly spiked morning star, a quiver full of bolts with colored fletching and a finely-crafted light crossbow. Upon his back is a compact backpack with everything he needs to travel the world.
Description:
Wilhelm carries himself with noble decorum and respectful silence. He speaks as much as the next fellow, but he radiates an aura of iron patience that is decidedly from Irontower himself. Wilhelm prefers to converse with those his Goddess favors: men and women who test and are tested by fire (such as adventurers). He is not particularly prejudiced against other people, though he dislikes those who constantly avoid hardship (such as fops and cowards).
In a party of adventurers, Will prefers the front line or wherever is the most dangerous. He can be easily convinced to take safer positions, but by default he sticks to his warrior heritage. He volunteers for deadly tasks unless others are more qualified (rangers for scouting missions, for example).
He is generous with his Goddess’ magic, but is not so with evangelizing or lecturing. Will would rather let his actions speak for themselves and let those impressed by those actions seek his Goddess. He takes after most of the codes of Chivalry, except when dealing with blasphemers and heretics. Against these, he shows no mercy, staying his hand only when asked by his companions. Will’s iron patience is only broken by those who disrespect his beloved Ayratha and he will suffer no insult to her without just retribution.
Background:
Spoiler:
Part I: The Scion of Lord Irontower
Lord Torgrim Irontower was a mountain of man, in stature and in spirit. None could overthrow him and none could seduce him from his service to king and country. (Couldn't find a country that fits. Maybe Medibaria?)
This legendary hero has long since passed from the world. His rightful scions became known as House Irontower, a noble family in service to great kings of men as knights and protectors. This House was nigh legendary for the mettle of its warriors, mettle that can be traced to Lord Irontower himself.
Wilhelm was third born of the House’s main branch, a knight-in-training and a stalwart soul akin to his ancestor. He was not particularly strong or swift, nor was he cunning or charming. However, he was as true a man as could be born. He fully believed in his House’s principles of honor and goodness.
History shows that good men are often stricken by tragedy. This tale is not so different.
In his fifteenth summer, Wilhelm nearly met a treacherous end at his House’s enemies. His brothers and he were ambushed by assassins while on a routine patrol. Will’s brethren and guards fell to the arrows and poisons of his enemies even while he charged into their ranks.
Not a handspan of his body was free of wounds when the battle was over. Wilhelm stood victorious for a moment as watched his enemies flee the scene. He then collapsed and was thought dead, even by his own mind. But he was wrong.
He awoke three days hence, surprised to be still alive. Wilhelm Irontower was surrounded by the relieved faces of his kin. All of his brothers had survived the ambush, even though they were gravely wounded.
“You were at the brink of death” his sister, Fierra Irontower, told him. “And you would have been lost to us forever were it not for the appearance of a red-haired priestess who healed you and brought you to back from the edge of oblivion”
Wilhelm was awed by the tale of magical prowess. He felt that he owed the nameless cleric some sort of thanks. So, he visited the local Ayrathan enclave to find her. He was disappointed but not discouraged in his quest for knowledge. He questioned sages and perused tomes of lore to find out about his savior and her faith.
And thus did he learn about the Fire Sister and the Way of the Gauntlet. The more he learned about Ayratha, the greater the kindling of the flame of faith in his heart. A mere month after his awakening from Death’s edge, he went to his parents to announce a change in his destiny.
Sela was the typical divine patron of House Irontower. Furthermore, Wilhelm once aspired to become nothing more than a true knight. So Gregor and Clara Irontower were shocked to learn that their son decided on a new course in life: to become a priest of Ayratha.
They were an understanding and fair folk, however. Gregor Irontower gave him his due in inheritance. Clara Irontower secured him a place in an Ayrathan temple for training. Though, they loved him dearly and were sad to see him go, they also knew that Wilhelm was a stubborn man. Once rooted to a goal, Wilhelm would see it to its end or reach his own.
Part II: A secret love
In the temple of Ayratha, Wilhelm Irontower developed two reputations. He was respected as a hard worker, committed and motivated to learn and obey. His superiors, even the hard-hearted dwarven high priestess Zaena Hearthstone, knew that while he had no special talent of his own, he tried his best at everything he did. They all agreed that their goddess was pleased in the heart-fire of her newest follower.
However, most of the temple were also disturbed by Wilhelm’s intensity of purpose. While they knew of the near-tragedy that befell the scion of Irontower, no one could understand why he was so committed to his faith. Was this all a matter of gratitude? Was Wilhelm offering his life to Ayratha because he was saved by her magic? Had his near-death experience triggered some form of obsession?
Wilhelm, for his part, was silent on the matter though he was willing to speak of all other affairs of his life. He offered to grant all questioners his answer when he was ordained as an Ayrathan clergyman. He was content to excel at all the tasks given him and to meditate upon the mysteries that he had studied.
When that day finally came and went, he was asked by Zaena Hearthstone to explain himself. His answer caused more shock than laughter, more outrage than admiration.
“Ayratha saved my life on that fateful day.” said Wilhelm to a gathered assembly of the curious. “Learning about her has given me more to live for than anything I could have envisioned. She is the fire that burns in my very soul, fire that tempers, tests and strengthens”
Wilhelm swept his gaze over the assembly. “I love her. I would be at her side, if she would let me.”
The gathered clerics erupted with objections, requests for explanation and cries of blasphemy. Zaena rose up and spoke to him in heated tones, talking for the crowd. “You are a proud and ignorant fool! Who are you to presume that you are fit to become our Lady’s consort? She is a God! You are not only a simple mortal but her servant! Heresy!”
“Is it heresy to love one’s Goddess?” countered the calm Wilhelm. “Is it heresy to wish to be by her side? I say no”
He raised his hand before Zaena could speak further. “But you are right. I am not fit to be her consort. That is why I ask leave of this temple”
“What?! Are you implying that your training was inadequate? Are you insulting your superiors, cleric?”
“No, High Priestess. I merely wish to become more than I am. I wish to act upon the truth you uttered. In the spirit of our Lady’s philosophy, I seek change for the better. I will achieve this through the fires of hardship, battle and struggle. In the meantime, I will right wrongs in her name and bring my Goddess glory through my acts...”
The assembly was mute with disbelief. This way was not unknown to the Ayrathans but it was a path that few returned from.
“…And perhaps, one day, my Lady will see the jewel born of my hardships and smile upon me. I swear to do this or die trying. What say the temple leaders to my request?”
Zaena scowled but saw in Wilhelm the same bull-headed stubbornness that his parents saw in him. Despite her dislike of him, the Dwarf cleric also saw the good that would come of his journeying. His leaving the temple meant less trouble and anger for her. If he was a failure, he would descend into anonymity as a would-be hero. If he was successful, he would bring only glory to Ayratha and his instructors.
“On the behalf of the temple and on my authority as high priestess, you may leave this temple, Wilhelm Irontower. Bring glory to our Goddess.”
Wilhelm simply smiled knowingly as his plan came into fruition. He bade all he knew goodbye before the day’s end. Some clapped his back in support while others wished only his downfall. He had made friends and enemies in that temple and he would make many more in the world as the years passed.
In his mind, Will knew that truth of the matter. He knew that his detractors were only there to test his mettle. He knew that his path had many hardships to come. But most importantly, he knew who had rescued him from the brink of oblivion’s gate.
He had sworn that he would, one day, meet his Goddess again. And if she did not know his love for her, she would know then.
NPCS:
Gregor Irontower, Father (Human Paladin 6)
Clara Irontower, Mother (Human Aristocrat 6)
Marduc Irontower, Firstborn Child, Brother (Human Paladin 3)
Caellas Irontower, Second born Child, Brother (Human Fighter 4)
Fierra Irontower, Youngest Child, Sister (Human Aristocrat 4)
Zaena Hearthstone, Dwarf Cleric, High Priestess of local temple (Dwarf Cleric 7)
Adventure and Rewards Log
Spoiler:
Wreck Ashore (GM: Someone)
Will and his party are hired to investigate a missing shipment near the town of Seawell. They meet suspicious villagers and a strange lizardman both of which suffer from the depredations of brigands in the area. The party also discovers that the brigands are responsible for the disappearance of the shipment, through the misuse of a lighthouse. Once the ships are grounded by the devious plan, they are sacked and looted.
Will and his companions exterminate the evil brigands, though they have yet to find the mastermind of this scheme.
Kills: 1 Sorceress, 1 Brigand
XP: +1575
GP: +1265 GP
Other: MW Crossbow
Used 7 bolts, found 13
Bought a Wand of CLW -750 GP
Sold old Crossbow +17.5 GP (1/2 of 35 GP)
Sold Scalemail +25 GP (1/2 of 50 GP)
Sold MorningStar
Bought Breastplate -200 GP
Bought 10 days of Rations -10 GP
Bought Masterwork Morning Star -308 GP
Short and Sweet
Wilhelm and three other stalwart warriors are hired by a youth named Theo to investigate his attic. Whilst the attic did indeed contain dangers, perhaps the greatest danger of that house was its owner, a former Ranger and now an ancient woman but spry woman. She meant no harm though was well-capable of it if she wished. Fortunately, the adventure ended well with a bath and dinner. Little glory was had in this, but the succor rendered was reward enough for Wilhelm.
XP: +675
GP: +112
Level Up Log
Spoiler:
+7 HP
+1 BAB
+1 Fort and Will
1 more Orison and 1 more 1st level spell
Better chance to turn undead
2 ranks of Concentration, 2 of Know: Religion
Gained 200 craft points
Name: Mordik Stoutiron
Class: Rogue
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Neutral
Deity: none
Craft Points: 600
Str: 14 +2 (6p.) Level: 3 XP: 4185
Dex: 16 +3 (10p.) BAB: +2 HP: 21 (1d6/level +2/level)
Con: 15 +2 (5p.) Grapple: +0 Dmg Red: none
Int: 15 +2 (8p.) Speed: 20' Spell Res: none
Wis: 9 -1 (1p.) Init: +3 Spell Save: +2
Cha: 6 -2 (0p.) ACP: -0 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 12
Base Mod Misc TotalFort: 1 +2 +3
Ref: 3 +3 +6
Will: 1 -1 -0
Weapon Attack Damage Critical
Rapier +4 1d6+2 18-20x2
Light Mace +4 1d6+2 x2
Sling +5 1d4+2 x2
Hvy Crsbow +5 1d10 19-20x2 (120ft range)
Silvered Longsword +4 1d6+1 19-20x2
Unarmed +4 1d3+2(sub) x2
Sneak Attack Total: +2d6
Languages: Human, Dwarven, Goblin, Orc
Abilities:
• +2 Constitution, -2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or
penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this
speed even when wearing medium or heavy armor or when carrying a medium
or heavy load.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework
traps, new construction (even when built to match the old), unsafe stone
surfaces, shaky stone ceilings, and the like. Something that isn’t stone
but that is disguised as stone also counts as unusual stonework. A dwarf
who merely comes within 10 feet of unusual stonework can make a Search
check as if he were actively searching, and a dwarf can use the Search
skill to find stonework traps as a rogue can. A dwarf can also intuit
depth, sensing his approximate depth underground as naturally as a human
can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven
urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any
time a creature loses its Dexterity bonus (if any) to Armor Class, such
as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal
items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Weapon and Armor Proficiency: Rogues are proficient with all simple
weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
Rogues are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to
defend himself effectively from her attack, she can strike a vital spot
for extra damage.
• Trapfinding: Rogues (and only rogues) can use the Search skill to locate
traps when the task has a Difficulty Class higher than 20.
• Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Feats: Dodge, Mobility
Skill Points: 40 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 4 +2 +6
Disable Device 6 +2 +8
Escape Artist 5 +3 +8
Hide 6 +3 +9
Move Silently 6 +3 +9
Open Lock 6 +3 +9
Listen 6 -1 +5
Search 6 +2 +8
Spot 6 -1 +5
Use Rope 4 +2 +6
Perform(dance) 4 -2 +2
Craft(trapmaking) 2 +2 +4
Equipment: Cost Weight
Rapier 20gp 2lb
Light Mace 5gp 4lb
Sling --- ---
10xBullets 1sp 5lb
Leather Armor +1 ---- 15lb (gained in M3 Assassin's Knot)
Handy Haversack 2000gp 5lb
Bedroll 1sp 5lb
Sack 1sp 0.5lb
Flint&Steel 1gp ---
50' Hemp Rope 1gp 10lb
Grappling Hook 1gp 4lb
3xDay Trail Rations 1gp5sp 3lb
Masterwork ThvTools 100gp 2lb
Heavy Crossbow ---- 8lb (gained in M3 Assassin's Knot)
10xBolts ---- 1lb
items borrowed from:
http://www.enworld.org/showthread.ph...79#post3493879
1x CMW potion
1x CLW potion
Silvered Longsword
50' hemp rope
2x tents
2x waterskin
Total Weight:66.5lb(less with Haversack) Money: 437gp 84sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 45
Height: 4'6"
Weight: 170lb
Eyes: Brown
Hair: Brown
Skin: Tan
Appearance: Standing at 4 and a half feet tall, with brown hair, a
messy brown beard and dull brown eyes, Mordik looks a bit dissheveled
anytime you might happen to look at him. He has a deep scar on his face running
closely by his right eye, past his lips and a little under his mouth. He tends to wear dark brown
leather armor, with a rapier on one hip and a light mace on the other, with
bullets and sling in his pocket when adventuring.
Background: Mordik was abandoned as a child and grew up in a human
orphanage. He was picked on relentlessly as a child for being different.
When he was old enough, he moved to a dwarven city where he thought he
would fit in, however as he hadnt any of the social upbringing of a dwarf, he
had problems even integrating into Dwarven society. He became an adventurer
because he feels that he isnt welcome anywhere.
Abilities:
• +2 Constitution, -2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or
penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this
speed even when wearing medium or heavy armor or when carrying a medium
or heavy load.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search
checks to notice unusual stonework, such as sliding walls, stonework
traps, new construction (even when built to match the old), unsafe stone
surfaces, shaky stone ceilings, and the like. Something that isn’t stone
but that is disguised as stone also counts as unusual stonework. A dwarf
who merely comes within 10 feet of unusual stonework can make a Search
check as if he were actively searching, and a dwarf can use the Search
skill to find stonework traps as a rogue can. A dwarf can also intuit
depth, sensing his approximate depth underground as naturally as a human
can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven
urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any
time a creature loses its Dexterity bonus (if any) to Armor Class, such
as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal
items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Weapon and Armor Proficiency: Rogues are proficient with all simple
weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
Rogues are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to
defend himself effectively from her attack, she can strike a vital spot
for extra damage.
• Trapfinding: Rogues (and only rogues) can use the Search skill to locate
traps when the task has a Difficulty Class higher than 20.
• Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual
attacks with great agility. If she makes a successful Reflex saving throw against
an attack that normally deals half damage on a successful save, she instead
takes no damage. Evasion can be used only if the rogue is wearing light armor
or no armor. A helpless rogue does not gain the benefit of evasion.
Feats: Dodge
Skill Points: 40 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 4 +2 +6
Disable Device 5 +3 +8
Escape Artist 4 +3 +7
Hide 5 +3 +8
Move Silently 5 +3 +8
Open Lock 5 +3 +8
Listen 5 -1 +4
Search 5 +2 +7
Spot 5 -1 +4
Use Rope 4 +2 +6
Perform(Dance) 3 -2 +1
Total Weight:66.5lb(5lb with haversack) Money: 987g 84s 0c
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Age: 45
Height: 4'6"
Weight: 170lb
Eyes: Brown
Hair: Brown
Skin: Tan
Appearance: Standing at 4 and a half feet tall, with brown hair, a
messy brown beard and dull brown eyes, Mordik looks a bit dissheveled
anytime you might happen to look at him. He has a deep scar on his face running
closely by his right eye, past his lips and a little under his mouth. He tends to wear dark brown
leather armor, with a rapier on one hip and a light mace on the other, with
bullets and sling in his pocket when adventuring.
Background: Mordik was abandoned as a child and grew up in a human
orphanage. He was picked on relentlessly as a child for being different.
When he was old enough, he moved to a dwarven city where he thought he
would fit in, however as he hadnt any of the social upbringing of a dwarf, he
had problems even integrating into Dwarven society. He became an adventurer
because he feels that he isnt welcome anywhere.
Level up log(approved)
Spoiler:
gained 1450 xp from M3: Assassin's Knot which brings me from level 1 rogue to level 2 rogue
Changes are as follows:
+Evasion (level 2 rogue)
+4HP(+2 from con) total +6HP
(8+int mod) +10 skillpoints, arranged thusly:
+1 Disable Device, +1 Hide, +1 Move Silently, +1 Open Lock, +1 Listen, +1 Search, +1 Spot, +3 Perform(dance)
+1 Base Attack Bonus
+1 Reflex save
notes
gained 825 xp from M3: Assassin's Knot bringing me to 2275 xp. Also gained 3828g 75s
gains from after the crash
M4: Under the Volcano [Nimisgod judging] -CONCLUDED
M4: 1490 xp gained bringing Mordik to 3765 total, bringing him to level 3.
Gains in level 3:
gain feat Mobility
gain 5+2con= 7 hp
gain +1 BAB
gain Saves +1fort/+1will
Sneak attack +2d6, trap sense +1
gain 8 +2int = 10 skillpoints arranged thusly:
one in each of: Disable Device,Hide,Move Silently,Open Lock,Listen,Search,Spot,Perform(dance)
two in Craft (Trapmaking)
Name: Eanos
Class: Monk 6
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Ayratha
Str: 15 +2 **(6p.) Level: 6 XP: 19,089/21,000
Dex: 14 +2 (6p.) BAB: +4 HP: 33/44 (6d8+6)
Con: 12 +1 (4p.) Grapple: +6 Dmg Red: -
Int: 10 +0 (2p.) Speed: 50' Spell Res: -
Wis: 18 +4*(10p.) Init: +2 Spell Save: -
Cha: 10 +0 (2p.) ACP: -0 Spell Fail: -
** 4th level ability increase
* Periapt of Wisdom (+2)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +1 +0 +2 +0 +0 +6* 19
Touch: 18 Flatfooted: 17
* +4 Wis bonus, +1 Monk bonus, +1 Ring of Protection
Conditional: Deflect Arrows feat 1/round
Conditional: +1 vs. Dodge opponent
5 ranks Tumble: +3 fight defensive/+6 full defense
Base Mod Misc Total**Fort: 5 +1 +1* +7
Ref: 5 +2 +1* +8
Will: 5 +4 +1* +10
* Cloak of Resistance +1
** Still Mind: +2 save vs. enchantment spells / effects
** Purity of Body: immune to all disease (non-magic, non-supernatural)
Weapon Attack Damage Critical
Unarmed^..................+6.....1d8+2*........x2
Unarmed, flurry^........+5/+5....1d8+2*ea......x2
Kama......................+6.....1d6+2.........x2
Kama, flurry............+5/+5....1d6+2ea.......x2
Sai, melee................+6.....1d4+2.........x2
Sai, flurry.............+5/+5....1d4+2 ea......x2
Sai, thrown...............+6.....1d4+2.........x2, range 10'
MW sling..................+7.....1d4+2.........x2, range 50'
Ad dagger**...............+7.....1d4+2.........19-20/x2
Ad dagger, thrown.........+7.....1d4+2.........19-20/x2, range 10'
CI Siangham...............+6.....1d6+2.........x2
CI Siangham, flurry.....+5/+5....1d6+2 ea......x2
* Blow of Steel: spend 1 stunning fist for +1d6 dmg.
^ Unarmed attack is magic for purposes of bypassing DR
** Bypasses Hardness < 20 for sundering and attacking objects
Stunning Fist DC 17 Fort save (remain/total): 5/6
Languages: Common
Abilities:
--Human--
* Extra Feat (1st level)
* All languages available
* Extra Skill points (4 at 1st, 1 ea. level after)
* Any class favored
--Monk--
* Wisdom added to AC,
* Stunning Fist Fort DC 17 (10 + ½ character level +4 Wis)
* Flurry of Blows (extra attack for -1 penalty)
* Evasion (Successful Reflex save = no damage)
* Still Mind (+2 save vs. enchantment spells / effects)
* Unarmored speed bonus +20'
* Ki strike/magic (unarmed attack counts as magic vs. DR)
* Slow fall 30 ft. (within arm's reach of a wall)
* Purity of body (immune to all non-magical/non-supernatural disease)
* +1 AC bonus
Feats:
Alertness (Standard 1st)
Skill Focus: Sense Motive (Bonus Human)
Improved Unarmed Strike (Monk)
Stunning Fist (Bonus Monk 1st)
Deflect Arrows (Bonus Monk 2nd)
Blow of Steel (Standard 3rd)
Improved Trip (Bonus Monk 6th)
Dodge (Standard 6th)
Skill Points: 45 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
--Class--
Balance........(0 p.)......0....+2...+2*....+4
Diplomacy......(4 p.)......4....+0...+2'....+6
Jump...........(5 p.)......5....+2...+10*^..+17
Listen.........(9 p.)......9....+4...+2~....+15
Sense Motive...(5 p.)......5....+4...+3"....+12
Spot...........(9 p.)......9....+4...+2~....+15
Tumble.........(9 p.)......9....+2...+2**...+13
--Cross Class--
Intimidate.....(4 p.)......2....+0..........+2
* +2 Tumble Synergy
~ +2 Alertness Feat
" +3 Skill Focus
^ +8 Base Speed bonus
' +2 Sense Motive synergy
** +2 Jump synergy
Equipment: Cost Weight
--Carried / Worn--
Sai........................1gp....1lb
Kama.......................2gp....2lbs
Bracers of Armor +1........**.....1lb
Cloak of Resistance +1..1,000gp...1lb
Ring of Prot. +1........2,000gp...--
Periapt of Wis. +2......4,000gp...--
Explorer's Outfit..........--......--
Handy Haversack.........2,000gp...5lbs
--In Haversack (total weight 5lbs)--
Cold Iron Siangham.........6gp....1lb
Sai........................1gp....1lb
MW Sling..................300gp...--
Sling bullets (10)..........1sp...5lbs
Adamantine dagger*.........**.....1lb
Bedroll....................1sp....5lbs
Flint and steel............1gp.....--
Trail Rations (5 days).....2.5gp..5lbs
Torch x5...................5cp....5lbs
Waterskin..................1gp....4lbs
50' hemp rope..............**....10lbs
Potion CLW x2.............100gp...--
Potion CMW................300gp...--
Bear's End Potion..........**.....--
Silversheen..............250gp....--
(Total Haversack).................37lbs
Mount: Light Warhorse**
* Symbol of Monemvassian knighthood (inscribed with name)
** Adventure Treasure
Total Weight:10 lbs Money: 50pp 458gp 4sp 8cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 21
Height: 6'0"
Weight: 200lb
Eyes: Green
Hair: Black
Skin: Dark Tan
Appearance: With broad shoulders, thick corded muscle, a full beard (despite his youth), and less traditional attire for his class, Eanos looks more a woodsman than a monk. The sai strapped to each leg are the only outward sign of his training and preferred fighting techniques.
Eanos' right calf bears a small tattoo of a bird of prey on a field of fire, though he generally keeps this covered.
Background (public): Eanos was raised by the enigmatic monk Setirav in the Silverwood, though he wasn't born there. In fact, Eanos doesn't know where and to whom he was born; Setirav tells him he found the boy--barely old enough to walk--wandering the wood, dressed in rags. The only indication of where Eanos might come from is the small tattoo of a bird of prey on a field of fire, which the monk found on Eanos' right calf.
Setirav chose to raise the boy himself, as neither he nor the elves of the wood recognized the boy or symbol. At least, the monk told Eanos the elves knew nothing. While Setirav and the Silverwoods' nonhuman residents interacted fairly regularly, it was always in the elves' native tongue, a language the boy's master would not teach.
For this reason among others, Eanos came to believe that Setirav did, in fact, know something of his past, but that he was keeping this from him. Whether true or imagined, the secrets between the two eventually grew to be too much for Eanos, and he left his master to find his answers in the greater world. Eanos became a truth seeker. He looks for the truth of his past, the truth of his place in a grand scheme, the truths--hidden and exposed--of those around him. This calling has left him with little patience for liars, and he has developed a keen sense for recognizing them.
Fleet of Foot couriers (knight's estate)
Value if sold: 800gp Income while held: 40gp per month (collectable between adventures/in Orussus/Monemvassia)
Monemvassia's widest-known courier network, Fleet of Foot has a mid-sized compound on the outer edge of Monemvassia city. Here is a barracks for couriers in the city, as well as horses and other supplies the couriers might need. Couriers are stationed at most major businesses and government buildings, working in shifts so that they might be on call at all times.
While primarily used within the great city, FoF also does a fair business delivering to outlying areas (Three Rings and other allied towns). Outside the city, FoF subsists through arrangements with local inns and roadhouses. Couriers coming into a town from more than a half-day's ride away may stay at contracted inns, and local courier representatives are generally contacted via these inns, as well. The inns recieve a regular service fee, and the courier service deals with reduced facility upkeep and overhead.
Known for their exceptional speed and discretion, FoF specializes in quick delivery of smaller personal parcels (missives, small gifts, the odd special-order armament), leaving larger cargo to guarded caravans and trade ships.
XP Log
Break of Dawn (DM B4cchus):
1st award: 440
2nd award: 470
3rd award: 1020
4th award: 1350
5th and final award: 5736
M4: Under the Volcano
1st award: 1540
2nd award: 1238
3rd award: 600
Final award: 2260
Stolen Goods:
1st award (time spent): 800
2nd award (time spent): 200
Level Log
6th level:
+7 HP (+6 level, +1 Con)
+5 Skill points (4 class +1 human): +1 ea. Listen, Spot, Tumble, +2 Jump
+1 Stunning Fist uses / day
+1 BAB
+1 all saves
Bonus Feat (6th level): Dodge
Bonus Feat (Monk): Improved Trip
+10 Slow Fall (30 ft. total)
+10 unarmored speed bonus (+20 total)
5th level:
+7 HP (+6 level, +1 Con)
+5 Skill points (4 class +1 human): +1 each Spot, Listen, Tumble; +2 Jump
+1 Stunning Fist uses / day
Class ability: Purity of body (immune to all non-magical/non-supernatural disease)
Flurry penalty reduced to -1
+1 AC bonus
4th level:
4th level ability increase: +1 Str
Increased carrying capacity (15 Str)
+7 HP (+6 level, +1 Con)
+5 Skill points (4 class +1 human): +2 Tumble, +1 each Spot, Listen, Sense Motive
Sense Motive synergy bonus to Diplomacy (5 ranks Sense Motive)
+1 BAB
+1 all saves
+1 Stunning Fist uses / day
+1 save DC to Stunning Fist attack
Unarmed damage 1d8
Class ability: Ki strike (magic)
Class ability: Slow fall (20 ft)
3rd level:
3rd level Standard feat: Blow of Steel
+7 HP (+6 level, +1 Con)
+5 Skill points (4 class +1 human): +2 Tumble, +1 Jump, +1 Listen, +1 Spot
+1 BAB (Flurry +0/+0)
+1 Stunning Fist uses / day
Class ability: Still Mind (+2 save vs. enchantment spells / effects)
Unarmored Speed Bonus: +10'
2nd level:
+1 BAB
+1 all saves
Evasion class ability
Deflect Arrows bonus feat
+7 HP (+6 level, +1 Con)
+5 Skill points (4 class +1 human): +1 Listen, +1 Spot, +3 Tumble
+1 Stunning Fist uses / day
Treasure Log
Purchased:
Periapt of Wis +2 (4000 gp)
Potion CLW (50 gp)
Cold Iron Siangham (6 gp)
Silversheen (250 gp)
Potion CMW (300 gp)
Sold (previously party equipment):
28 torches
Bullseye lantern
4 winter blankets
6 waterskins
a flint and steel
2 bedrolls
14 pints lampoil
CI morning star
Net: 19 gp 4sp 4cp
M4: Under the Volcano 2363.03 gp
Adamantine dagger (symbol of knighthood)
Monemvassian estate (Fleet of Foot couriers)
M3: Assassin's Knot:
Bracers of armor +1
4048.76 gp
Sold Backpack (+1gp)
Purchased:
Cloak of resistance +1
Handy Haversack
MW kama
MW sling
sling bullets
CLW potion x2
Ring of protection +1
Kama
-125 gold for share of CLW wand
Last edited by jkason; 13th November 2009 at 06:06 PM..
Reason: update equipment, HP (used potion)
Appearance: Half a foot taller than his younger brother Ducane, Zack is an impressive sight. He wears a thick black cloack over his breastplate and dark clothes, leaving only his head visible. His short, black hair contrasts strongly against his light skin and blue eyes, making him look rather unnerving.
When fighting, he swipes his cloack back and grasps his scythe with his black gloves, his death-cold glare inducing fear in lesser men.
Background: Under construction
Character changes: At A Clash of Earth and Sea, Gained 1,000XP, Gained 8HP, +1 BAB, +1 Fort saves, Combat Expertise, 1 rank of Intimidate, Jump, and 3 ranks of Perform (Gladiatorial). Gained 2,260XP, gained 10HP, +1 BAB, +2 Fort saves, Fast Movement, Rage 1/day, Improved Trip, 4 ranks of Craft (weaponsmithing), 1 rank of Intimidate and 2 ranks of Perform (Gladiatorial). Gained 960XP. Gained 3,746XP. Gained 9HP, +1 BAB, +1 Ref and Will saves, +1 Str, 1 rank of Craft (weaponsmithing), Climb, Intimidate, and 2 ranks of Swim. Gained 1,708XP
At Herous Must Rise, gained 2,900XP, 8HP, +1 BAB, +1 Fort save, Weapon Specialization (scythe), 1 rank of Balance and Intimidate, 2 ranks of Craft (Weaponsmithing). Gained 1,250XP Gained 1,875XP, gained 10HP, +1 BAB, +1 Fort saves, Knockdown, 1 rank of Balance, Climb, Craft (weaponsmithing), Intimidate, Jump, Swim. Gained 3,750XP Gained 2,100XP, Gained 9HP, +1 BAB, 4 ranks in Craft (armorsmithing), 1 rank in Intimidate. Gained +1 Inherent bonus to Strength
At Terra Subterranea, gained 900XP
Possession and craft point changes: Starting equipment: Backpack (2gp) with bedroll (1sp), crowbar (2gp, 50ft of hempen rope (1gp), sack (1sp) and 6 days' worth of trail rations (3gp), belt pouch (1gp) with flint and steel (1gp), sewing needle (5sp) and whetstone (2cp), two clubs, scythe (18gp) and breastplate (200gp). 11gp, 2sp, 8cp.
Gained +1 Greatsword and masterwork breastplate during an adventure.
Gained two potions of Cure Moderate Wounds.
Pooled +1 Greatsword as part of loot, gained 3073gp 5sp, bought masterwork artisan's tools (55gp) and a workshop (500gp) (total 2529gp, 7sp, 8cp).
Crafted adamantine scythe (1006gp, 302 craft points), sold normal scythe (9gp) (total 1532gp, 7sp, 8cp).
Left normal breastplate at the shop.
Crafted and sold a spiked mithral fullplate (3,516gp 6sp 7cp, 1,055 craft points) to Hulgyr, paid 6,000gp and donated 528 craft points (total 4,016gp 1sp 1cp)
Crafted and sold a chain shirt (50gp, 15craft points) and a light steel shield (3gp, 1craft point) to Lord Baldrian, who paid 125gp and 7 craft points (total 4,088gp 1sp 1cp)
Crafted adamantine bastard sword (1,011gp 6sp 7cp and 304 craft points) and a mithral shirt (one failed craft check, 550gp and 165 craft points) for Ducane, who paid 3,000gp and 235 craft points (total 5,526gp 4sp 4cp)
Crafted masterwork cold iron warhammer (108gp and 32 craft points), kukri (2gp 6sp 7cp and 1 craft point) and masterwork breastplate (116gp 6sp 7cp and 35 craft points) to Michael, who paid 670gp and 33 craft points (total 5,969gp 1sp)
Gained 13gp and 16 craft points from 2 weeks of job (5,982gp 1sp)
notes: still to add:
Changes made per level (level 2 & 3)
Removed sheets prior to level 5 due posting problems (got 'em backed up so they'll be back in ENW2)
Changes to wealth prior to level 7.
Approved for level 8
Code:
Name: Hulgyr
Class: Fighter 3/ Barbarian 2/ Orc paragon 3
Race: Orc
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath
Str: 26 +8#(10p.).....Level: 8........XP: 32,554
Dex: 16 +3 (10p.).....BAB: +8.........HP: 81 (10+2, 9+2, 9+2, 7+2, 8+2, 7+2, 8+2, 7+2)
Con: 14 +2#( 4p.).....Grapple: +16....Dmg Red: 2/- (from lucky socks)
Int: 8 -1 ( 2p.)......Speed: 30'......Spell Res: -
Wis: 10 0 ( 4p.)......Init: +3........Spell Save: -
Cha: 8 -1*( 0p.)......ACP: -2.........Spell Fail: -
+1 str at level 4
+2 str at level 7 due orc paragon
+1 str at level 8
*Aglaia's Gift : +2 profane bonus to charisma
Curently:
#:+2 enchantment bonus to str and con from Belt of the Nyntarian Guard
Current HP: = 64
Nonlethal damage: 0
Damage counter for fury o/t wolverine*: 17/41
*total damage for current encounter.
Currently in Rage!
Enlarge person (cast by Michael):
+2 str
-2 dex
-1 on attack rolls
-1 AC
Weapon damage inceased to 3d6
10'reach
.............Base..Armor.Shld...Dex..Size...Nat..Misc..Total
Armor:.......10....+8....+0.....+3...+0.....+0...+1....22
Touch: 14 Flatfooted: 19
+1 luck bonus from AC from the lucky socks.
.........................Base...Mod..Misc...Total
Fort:....................9......+2..+2......+13
Ref:.....................2......+3..+2......+7
Will:....................2......+0..+2......+4
+2 profane bonus to all saves due Aglaia's Gift
Weapon.................Attack...Damage.....Critical
+1 Greatsword..........+18/+13...2d6+13.....19-20x2
MW Comp Longbow........+12/+7...1d8...........20x3 (110 ft)
Club...................+16/+11..1d6+8.........20x2
Javelin................+11/+6...1d6+8.........20x2 (30 ft)
Armor spikes...........+16/+11..1d6+8.........20x2
In rage:
+1 Greatsword..........+20/+15...2d6+16.....19-20x2
MW Comp Longbow........+12/+7...1d8...........20x3 (110 ft)
Club...................+18/+13..1d6+10........20x2
Javelin................+11/+6...1d6+10........20x2 (30 ft)
Armor spikes...........+18/+13..1d6+10........20x2
Languages: Orc, Common
Abilities: Darkvision 90', Fast movement, Rage 1/day, Uncanny dodge, Elf slayer, Strength boost
Feats: Power attack, Cleave, Weapon focus (greatsword), Fury of the Wolverine, Great cleave
Skill Points: 15 Max Ranks: 11/5.5
Skills..................Ranks..Mod..Misc..Total
climb...................0......+8...-2....+6
intimidate..............0......-1....0....-1
jump....................1......+8...-2....+7
ride....................1......+3....0....+4
swim....................0......+8...-4....+4
spot*...................5......+0....0....+5
survival................3......+0....0....+3
listen..................3......+0....0....+3
*: 2 ranks taken cross classed (for 4 skillpoints)
Equipment:............Cost.....Weight
Spiked Mithral fullplate 10550gp...30lb
MW chain shirt........250gp.....25lb
+1 greatsword........2350gp......8lb
Longsword..............15gp......4lb
Club................... 0gp......3lb
Javelin (9)............ 9gp.....18lb
MW composite longbow..400gp......3lb
60 arrows...............3gp......9lb
whetstone...............2cp......1lb
beltpouch...............1gp....0.5lb
flint and steel.........1gp......-
signal whistle..........8sp......-
backpack................2gp......2lb
Silver band............10gp......1lb
waterskin...............1gp......4lb
50' hemp rope...........1gp.....10lb
Grappling hook..........1gp......4lb
Belt o/t Nyntarian Guard.........1lb
Hulgyr's Lucky Socks
Total Weight:123.5lb Money: 984 gp 3sp 6cp
...........................Lgt Med Hvy Lift Push
Max Weight:................306 613 920 1840 4600
Age: 26
Height: 6'4"
Weight: 230lb
Eyes: reddish
Hair: long black hair, tied in a knot
Skin: orc-green
Background: Born as the second son the tribe leader Hulgyr always stood in the shadows of the deeds of others.
Although good at hart, Hulgyr is somewhat jaded by the lack of appreciation he receives due the lack of status.
Hulgyr is an honest Orc. He doesn't care much for riches, except those which help him accomplish his goals, or to help others with.
Hulgyr hates assasins and deeply mistrusts rogues.
Hulgyr has no fear for magic, but as a Orc born in the wilderness, he has a natural caution towards it.
As a child Hulgyr was always overshadowed by is father and his brother.
During a great ceremonial hunt all of the village initiates to the warrior caste, including Hulgyr and his brother, where send out to hunt a mighty boar.
A great deal of honor is bestowed upon the young warrior who slays the beast.
As the hunt progressed Hulgyr cought up with his brother and saw his brother cornered by the ferocious beast.
As Hulgyr quickly moved in to come to his brother's aid a rogue warrior from a rivaling tribe entered the scene.
While his brother slayed the boar, the assasin killed him. Hulgyr was left at the scene and blamed for the death of his brother, as the other warriors accused him of killing his brother to claim the glory of the hunt.
Hulgyr tried to defend himself but he was an easy scapegoat, and next in line for tribe chief. His rivals easily put the blame on him and he was expelled from the tribe.
The only thing that saved him from execution was the mercy of his father, who sensed something was out of place but had no hard proof to back it up.
His father expelled him form his homeland, only to return once he reclaimed his honor and payed for his crime.
Disappointed and crushed, Hulgyr left his homeland and wandered the lands.
His great strength and fighting skills soon lead him to a job as hired sword.
After living this life of heartless bloodshed for some years Hulgyr decided he wanted to redeem himself, to his father and his tribe.
Seeking honor and redemption, Hulgyr set out to help the helpless and defend the defenceless.
He hopes that one day he can face his tribe again, receiving redemption and his honor restored.
Wealth log
Cash before changes below: 899.22 gp
Loot from Ashin's Commission: Lucky socks: Augmented Resilience: The socks protect you from blows by augmenting the protection of your own gear and natural toughness. Treat your armour as if it was an Adamantine Armour of its weight category for purposes of gaining Damage Reduction. Additionally, increase all damage reduction you already had from equipment, spells, or character abilities by 1 (this means that if you are already wearing Adamantine Armour or have DR/- from Barbarian levels, you can improve the DR by 1)
Fortuitous Dodge: You gain a +1 Luck Bonus to AC
Double or Nothing: After making a saving throw against an effect that gives a partial effect on a successful save, you may declare 'Double or Nothing'. Roll another save against the same effect. If you succeed again, you are unaffected by the partial effect, but if you fail, you take the full effects as if you failed the first save. You cannot use Serendipity to reroll the save made for Double or Nothing.
Serendipity: As the Cleric Luck Domain ability
Fortunate Fate: The socks have a few minor spells that they can cast if they feel that the wearer is acting particularly heroically, but they don't mention which ones.
Note: the socks supposed to have dorment powers. Contact Rystil Arden for more details.
Belt of the Nyntarian Guard:
These belts were worn by the elite guards of Magequeen era Medibaria, and they are inscribed with the symbol of the Nyntarian Guard. The belt grants a +2 enhancement to Strength and Constitution to any wearer, and the wearer may act as if under the benefits of the Diehard feat. If she actually has the Diehard feat, the wearer does not lose 1 hit point per round for taking standard actions while at negative health. If she is also a member of the Nyntarian Guard, she can act normally (take full round's worth of actions) while at negative health, but she still dies instantly on reaching -10 health.
4779,64 gp Exchanged
3280 craft points for 3280 gp with Almayce Recieved 35.5gp and 9 javelins from Almayce.
Bought a Spiked Mithral full plate from Zack grimm and paid Zack 6000 gp (still owe Zack 2000gp).
Updraged MW greatsword to a +1 greatsword. (-2000 gp).
Exchanged
3280 craft points for 3280 gp with Almayce Used 528 craft points for spiked mithral fullplate.
Current craft point total: 5400 (lvl 8) - 3808 = 1592
Changes made at level 8:
Spend 3 DM credits for (3x350=1050 xp.)
+1 str (resulting in +1 attack with melee weapons, +1 damage with single handed melee and throwing weapons and +2 damage with 2-handed weapons;
increased carrying capicity; increased total skill bonus for str related skills)
+1 level fighter
+1 will save and +1 ref save
+1 BAB
+1 grapple
+7+2=+9 hp
+1 skillpoint (added to Ride)
Level 7
Level 7 , approved
Code:
Name: Hulgyr
Class: Fighter 2/ Barbarian 2/ Orc paragon 3
Race: Orc
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath
Str: 25 +7#(10p.).....Level: 7........XP: 27,162
Dex: 16 +3 (10p.).....BAB: +7.........HP: 72 (10+2, 9+2, 9+2, 7+2, 8+2, 7+2, 8+2)
Con: 14 +2#( 4p.).....Grapple: +13....Dmg Red: 2/- (from lucky socks)
Int: 8 -1 ( 2p.)......Speed: 30'......Spell Res: -
Wis: 10 0 ( 4p.)......Init: +3........Spell Save: -
Cha: 8 -1*( 0p.)......ACP: -3.........Spell Fail: -
+1 str at level 4
+2 str at level 7 due orc paragon
*Aglaia's Gift : +2 profane bonus to charisma
Curently:
#:+2 enchantment bonus to str and con from Belt of the Nyntarian Guard
Current HP: = 72
Nonlethal damage: 0
Damage counter for fury o/t wolverine*: --/36
*total damage for current encounter.
.............Base..Armor.Shld...Dex..Size...Nat..Misc..Total
Armor:.......10....+8....+0.....+3...+0.....+0...+1....22
Touch: 14 Flatfooted: 19
+1 luck bonus from AC from the lucky socks.
.........................Base...Mod..Misc...Total
Fort:....................9......+2..+2......+13
Ref:.....................1......+3..+2......+6
Will:....................1......+0..+2......+3
+2 profane bonus to all saves due Aglaia's Gift
Weapon.................Attack...Damage.....Critica l
+1 Greatsword..........+16/+11...2d6+11.....19-20x2
MW Comp Longbow........+11/+6...1d8...........20x3 (110 ft)
Club...................+14/+9...1d6+7.........20x2
Javelin................+11/+6...1d6+7.........20x6 (30 ft)
Armor spikes...........+14/+9...1d6+7.........20x2
In rage:
+1 Greatsword..........+18/+13...2d6+14.....19-20x2
MW Comp Longbow........+11/+6...1d8...........20x3 (110 ft)
Club...................+16/+11..1d6+9.........20x2
Javelin................+11/+6...1d6+9.........20x6 (30 ft)
Armor spikes...........+16/+11..1d6+9.........20x2
Languages: Orc, Common
Abilities: Darkvision 90', Fast movement, Rage 1/day, Uncanny dodge, Elf slayer, strength boost
Feats: Power attack, Cleave, Weapon focus (greatsword), Fury of the Wolverine, Great cleave
Skill Points: 14 Max Ranks: 10/5
Skills..................Ranks..Mod..Misc..Total
climb...................0......+7...-3....+4
intimidate..............0......-1....0....-1
jump....................1......+7...-3....+4
ride....................0......+3....0.....3
swim....................0......+7...-6....+1
spot*...................5......+0....0....+5
survival................3......+0....0....+3
listen..................3......+0....0....+3
*: 2 ranks taken cross classed (for 4 skillpoints)
Equipment:............Cost.....Weight
Spiked Mithral fullplate 10550gp...30lb
MW chain shirt........250gp.....25lb
+1 greatsword........2350gp......8lb
Longsword..............15gp......4lb
Club................... 0gp......3lb
Javelin (9)............ 9gp.....18lb
MW composite longbow..400gp......3lb
60 arrows...............3gp......9lb
whetstone...............2cp......1lb
beltpouch...............1gp....0.5lb
flint and steel.........1gp......-
signal whistle..........8sp......-
backpack................2gp......2lb
Silver band............10gp......1lb
trail rations..........10gp.....20lb
waterskin...............1gp......4lb
50' hemp rope...........1gp.....10lb
Grappling hook..........1gp......4lb
Belt o/t Nyntarian Guard
Hulgyr's Lucky Socks
Total Weight:117.5lb Money: 984 gp 3sp 6cp
...........................Lgt Med Hvy Lift Push
Max Weight:................266 533 800 1600 4000
Age: 26
Height: 6'4"
Weight: 230lb
Eyes: reddish
Hair: long black hair, tied in a knot
Skin: orc-green
Changes in level 7:
added 1 level of orc paragon
added 1 BAB
added +2 to STR
added 8+1 hp
added +1 to ref and wil saves
added 1 skillpoint to spot
Level 6 , approved
Code:
Name: Hulgyr
Class: Fighter 2/ Barbarian 2/ Orc paragon 2
Race: Orc
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath
Str: 21 +5 (10p.).....Level: 6........XP: 20,552
Dex: 16 +3 (10p.).....BAB: +6.........HP: 56 (10+1, 9+1, 9+1, 7+1, 8+1, 7+1)
Con: 12 +1 ( 4p.).....Grapple: +11....Dmg Red: -
Int: 8 -1 ( 2p.)......Speed: 40'......Spell Res: -
Wis: 10 0 ( 4p.)......Init: +3........Spell Save: -
Cha: 6 -2 ( 0p.)......ACP: -1.........Spell Fail: -
Current HP: 48
Nonlethal damage: 0
Damage counter for fury o/t wolverine*: 0/27
*total damage for current encounter.
.............Base..Armor.Shld...Dex..Size...Nat..Misc..Total
Armor:.......10....+4....+0.....+3...+0.....+0...+0....17
Touch: 13 Flatfooted: 14
.........................Base...Mod..Misc...Total
Fort:....................9......+1..........+10
Ref:.....................0......+3..........+3
Will:....................0......+0..........+0
Weapon.................Attack...Damage.....Critica l
MW Greatsword..........+13/+8....2d6+7......19-20x2
MW Comp Longbow........+10/+5...1d8...........20x3
Club...................+11/+6...1d6+5.........20x2
In rage:
MW Greatsword..........+15/+10...2d6+10.....19-20x2
MW Comp Longbow........+10/+5...1d8...........20x3
Club...................+13/+8...1d6+7.........20x2
Languages: Orc, Common
Abilities: Darkvision 90', Fast movement, Rage 1/day, Uncanny dodge, Elf slayer
Aglaia's Gift.
More info in Aglaia's Gift: here and here
Feats: Power attack, Cleave, Weapon focus (greatsword), Fury of the Wolverine, Great cleave
Skill Points: 13 Max Ranks: 9/4.5
Skills..................Ranks..Mod..Misc..Total
climb...................0......+5...-1....+4
intimidate..............0......-2....0....-2
jump....................1......+5...-1....+5
ride....................0......+3....0.....3
swim....................0......+5...-2....+3
spot*...................4......+0....0....+4
survival................3......+0....0....+3
listen..................3......+0....0....+3
*: 2 ranks taken cross classed (for 4 skillpoints)
Equipment:............Cost.....Weight
MW chain shirt........250gp.....25lb
MW greatsword.........350gp......8lb
Longsword..............15gp......4lb
Club................... 0gp......3lb
MW composite longbow..400gp......3lb
60 arrows...............3gp......9lb
whetstone...............2cp......1lb
beltpouch...............1gp....0.5lb
flint and steel.........1gp......-
signal whistle..........8sp......-
backpack................2gp......2lb
Silver band............10gp......1lb
trail rations...........4gp......8lb
waterskin...............1gp......4lb
50' hemp rope...........1gp.....10lb
Grappling hook..........1gp......4lb
Carried on horse
bedroll.................1sp......5lb
winter blanket..........5sp......3lb
Tent...................10gp......20lb
Cold weather outfit.....8gp......7lb
Light Warhorse........150gp
Bit & brittle...........2gp......1lb
Military saddle........20gp.....30lb
Saddlebags..............4gp......8lb
Total Weight:82.5lb Money: 293gp 15sp 8cp
...........................Lgt Med Hvy Lift Push
Max Weight:................153 306 460 920 2300
Weight on horse: 74lb (total carried by horse: 82.5+74+230=386.5 lb).
Lend 35,5 gp to Eternity
Age: 26
Height: 6'4"
Weight: 230lb
Eyes: reddish
Hair: long black hair, tied in a knot
Skin: orc-green. Hulgyr has a small symbol on his chest, consisting of lips as if kissed by someone with too much lipstick overlaid with a runic sigil
Changes in level 6:
added 1 level of orc paragon
added 1 BAB
added 7+1 hp
added +1 to fort save
added extra attack
added 1 skillpoint to spot
added 1 feat (great cleave)
Approved for lvl 5
Code:
Name: Hulgyr
Class: Fighter 2/ Barbarian 2/ Orc paragon 1
Race: Orc
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath
Str: 21 +5 (10p.).....Level: 5........XP: 14,999
Dex: 16 +3 (10p.).....BAB: +5.........HP: 48 (10+1, 9+1, 9+1, 7+1, 8+1)
Con: 12 +1 ( 4p.).....Grapple: +10....Dmg Red: -
Int: 8 -1 ( 2p.)......Speed: 40'......Spell Res: -
Wis: 10 0 ( 4p.)......Init: +3........Spell Save: -
Cha: 6 -2 ( 0p.)......ACP: -1.........Spell Fail: -
Current HP: 10
Nonlethal damage: 0
Damage counter for fury o/t wolverine*: 0/24
*total damage for current encounter.
.............Base..Armor.Shld...Dex..Size...Nat..Misc..Total
Armor:.......10....+4....+0.....+3...+0.....+0...+0....17
Touch: 13 Flatfooted: 14
.........................Base...Mod..Misc...Total
Fort:....................8......+1..........+9
Ref:.....................0......+3..........+3
Will:....................0......+0..........+0
Weapon.................Attack...Damage.....Critica l
MW Greatsword..........+12.......2d6+7......19-20x2
Javelin................+8.......1d6+5.........20x2
MW Comp Longbow........+9.......1d8...........20x3
Club...................+10......1d6+5.........20x2
Languages: Orc, Common
Abilities: Darkvision 90', Fast movement, Rage 1/day, Uncanny dodge
Feats: Power attack, Cleave, Weapon focus (greatsword), Fury of the
Wolverine
Skill Points: 12 Max Ranks: 8/4
Skills..................Ranks..Mod..Misc..Total
climb...................0......+5...-1....+4
intimidate..............0......-2....0....-2
jump....................1......+5...-1....+5
ride....................0......+3....0.....3
swim....................0......+5...-2....+3
spot*...................3......+0....0....+3
survival................3......+0....0....+3
listen..................3......+0....0....+3
*: 2 ranks taken cross classed (for 4 skillpoints)
Equipment:............Cost.....Weight
MW chain shirt........250gp.....25lb
MW greatsword.........350gp......8lb
Longsword..............15gp......4lb
Club................... 0gp......3lb
MW composite longbow..400gp......3lb
60 arrows...............3gp......9lb
whetstone...............2cp......1lb
beltpouch...............1gp....0.5lb
flint and steel.........1gp......-
signal whistle..........8sp......-
backpack................2gp......2lb
Silver band............10gp......1lb
trail rations...........4gp......8lb
waterskin...............1gp......4lb
50' hemp rope...........1gp.....10lb
Grappling hook..........1gp......4lb
Gold.............................6lb
Carried on horse
bedroll.................1sp......5lb
winter blanket..........5sp......3lb
Tent...................10gp......20lb
Cold weather outfit.....8gp......7lb
Light Warhorse........150gp
Bit & brittle...........2gp......1lb
Military saddle........20gp.....30lb
Saddlebags..............4gp......8lb
Total Weight:107lb Money: 293gp 15sp 8cp
...........................Lgt Med Hvy Lift Push
Max Weight:................153 306 460 910 2300
Weight on horse: 74lb (total carried by horse: 107+74+230=411 lb).
Lend 35,5 gp to Eternity
Age: 26
Height: 6'4"
Weight: 230lb
Eyes: reddish
Hair: long black hair, tied in a knot
Skin: orc-green
Level 5 adjustments:
+1 level orc paragon
+8 hp for paragon level
+1 hp for con
+1 bab
+1 to grapple
+2 to fort save
+1 skillpoint (2-1), added to spot
added 30'darkvision
removed light sensitivity
Last edited by B4cchus; 27th November 2008 at 02:40 PM..
Reason: added xp
Appearance: Melchior stands tall with an air of wisdom. His hair is wild and his face is seldom happy, and he seems to constantly been in a bad mood. He looks to be clean enough, save for the untamed hair, and has a hopeful glow in his eyes despite his perpetual gloom.
Background: Melchior was born in a small colonial town amid the woods, surrounded by the cheerful elves, but also by less pleasant things. His colony was wiped out one day by a roving band of Gnolls, and Melchior was left alive only by mistake. A nearby monastery took him in and raised him to be a fighter. Within the protective walls of this place, he grew both physically and mentally, developing quite the sense of morals while striving for physical perfection at the same time. He learned early to worship no god, learning to pray for many of them rather then only one and taking none as his patron.
Last edited by Tubbyman13; 9th August 2005 at 09:40 PM..
Reason: Character Approval Issues
Appearance: Roddick is exceptionally long (for an elf) and is wel built. He has strong, Bare arms sticking out of his Chain covered torso. He and his equipment looks rather shabby, his hair unkempt and his skin weathered by the sun. He is obviously armed, with a 10 foot Glaive and 5 javelins strapped in an X over his back and a long sword in a leather scabbard at his belt. He is not as ugly and dimwiited as he looks right now, but the lack of personal hygiene the stench of liquor hides that fact.
Background: Roddick grew up in the city of Rivenblight. His youth wasn't all that happy, being born in a poor family. He thought he could make it better on his own, and left his parents at age 105. He lived on the streets of RivenbLight for some time and was given the name Roddick the Long by other street urchins, but he felt better when roaming the plains outside the city. When he reach adulthood, he met a human girl who was travelling from Hendralia to Rivenblight with her father, a rich merchant. They fell to liking eachother and Roddick followed the carriage from tavern to tavern to meet with the girl, Carina, in secret. During her stay in Rivenblight, they truly fell in love and when her father had to return, Roddick followed the carriage back to hendralia, careful to hide for the father. Once they reached Hendralia, Carina and Roddick continued secretly meeting eachother. After two years, Carina couldn't take it anymore. She pleaded with Roddick to talk to her father, she even pleaded to he ask for her hand in marriage. Roddick worked up the courage but was, offcourse, brutally denied by the father, who had the Hendralian attitude of hate toward elves, to see Carina ever again. Roddick tried a couple of time to see her again, but never got close enough. At last he was arrested and thrown into prison. Carina send him a final letter where she told Roddick her father would have him banned. She promised to wait for him and put a medaillon with a lock of her hair with the letter. Roddick was indeed banned on pain of death and now pursues an adventuring life so that he one day would have the resources to go back for his Carina.
__________________ I'm Backs!
Again? Yes, again...
Last edited by Timothy; 6th August 2005 at 10:26 PM..
Name: Kyle Widebelly, Gourmet of Geoth, (sometimes called the Gastronome of Gluttony by his enemies)
Class: Cleric
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity:GeothStr: 12 +1 (04p.) Level: 2 XP: 1350
Dex: 08 -1 (00p.) BAB: +1 HP: 20 (3/4 HD + con)
Con: 16 +3 (06p.) Grapple: +2 Dmg Red: -/-
Int: 10 +0 (02p.) Speed: 20'/x4 Spell Res: -
Wis: 16 +3 (10p.) Init: -1 Spell Save: -
Cha: 13 +1 (08p.) ACP: -9 Spell Fail: n/a
Racial +2 Con, -2 Cha
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 -1 +0 +0 +0 15
Touch: 9 Flatfooted: 15
+4 Dodge versus Giant types
Base Mod Misc TotalFort: 3 +3 +6
Ref: 0 -1 -1
Will: 3 +3 +6
+2 poison, spells and spell-like effects
Weapon Attack Damage Critical
Skillet +2 1d6+1 20/x2
Rolling Pin +2 1d6+1 20/x2 10'
Sickle +2 1d6+1 20/x2
Sling 0 1d4 19-20/x2 50'
+1 attacks orcs and gobliniods
Languages: Common, Dwarf
Abilities:
Class: Turn Undead; Spells (3; 1+1; bonus 1/1/1)
Race: Darkvision 60'; Stone-cunning; Eapon Familiarity (dwarven waraxe and urgosh);
Stability; +2 savs vs Poision; +2 saves vs Spells and Spell-like Effects; +1 attacks orcs
and gobliniods; +4 Dodge vs Giant Types; +2 Appraise stone and metal; +2 Craft stone
and metal
Feats: Combat Casting (+4 Concentration when casting defensively)
Skill Points: 10 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Concentration 2 +3 00 05
Heal 2 +3 00 05
Knowledge (religion) 2 +0 00 02
Profession (Chef) 3 +3 00 06
Spellcraft 1 -1 00 00
Equipment: Cost Weight
Chainmail 150gp 40lb
Shield, small steel 9gp 6lb
Skillet 2gp 3lb
Rolling Pin 2gp 2lb
Sickle 6gp 2lb
Sling - -
20 Bullets 1sp 10lb
Backpack 2gp 2lb
3 Bottles of Wine 3gp 4lb
5 Candles 5cp -
Flask 3cp 1.5lb
Flint and Steel 1gp -
Clay tankard 2cp 1lb
5 flasks oil 5sp 5lb
Belt pouch 1gp 1.5lb
Waterskin 1gp 4lb
Whetstone 2cp 1lb
Total Weight:83lb Money: vow of gluttony (5gp 4sp 8cp - spare money must be spent on food and drink as soon as is possible) - bank 522.4gp
Lgt Med Hvy Lift PushMax Weight: 43 44–86 87–130 130/260 650
Age: 76
Height: 4'8"
Weight: 320lb
Eyes: Agate
Hair: Black
Skin: Pale often florid due to over-exertion, always seems to be covered in flour
Spells Per Day: 4x0 2+1+1x1
Appearance: Kyle is round, no other word could describe him so perfectly. He has small arms and legs that stick out from the folds of fat like toothpicks. He has a wild mop of black curly hair and a handlebar moustache (one of his pride and joys, behind his cooking of course). He wears a heavily food stained white apron over his chain mail when out-in-the-world and heavy, hard soled boots. When cooking he ties his hair back in a pony tail. He always seems to be covered in flour and a subtle spicy aroma hangs perpetually around him.
Background: Kyle has always loved food. This fact may have something to do with the circumstances surrounding his birth. His mother squeezed a little to hard just as the midwife bent down to retrieve a swaddling rag and the poor child flew through the air, over the midwive's back and landed in the middle of the birthing feast that was being prepared to welcome him into the world. His parents, coming from a deeply religious family, saw the event as an omen and immediately enrolled him in the clergy of Geoth.
At quite a young age Kyle left his parents to study at the seminary of Geoth, which is actually a huge bakehouse, kitchen, festhall and bar that sits on the highest hill (outside of those in the noble quarter) of Orussus. It was here that Kyle learnt his arts, although he did spend most of the time eating the other students work rather than doing his actual studies. But, lucky for him, the priests of Geoth saw in him the very essence of their great god and tended to turn a blind eye to his over indulgences, afterall, he was kind, friendly and good fun to be around.
Kyle is quite keen to expand his taste buds, he wants to travel the world discovering (well, eating) new dishes, fruits, spices, meats, in fact anything remotely gastronomic would find a welcome home in the big dwarf's belly.
Last edited by D20Dazza; 22nd June 2006 at 12:16 PM..
Reason: Took 55gp off for backpack essentials
Appearance: She is slight of frame, looking so frail as if she'd snap in a strong wind. She is garbed in common clothes as to not draw attention to herself.
Background: Hailing from the elven lands, Nym has travelled to the Red Dragon Inn in search of adventure. She is eager to meet others, but her time spent in the study and practice of magic leaves alot to be said for her social skills. Nym's current goal is to explore and advance her skills with the arcane. She has not decided on a specific direction to take her studies, but she assumes she has time to decide that later.
Abilities: Cast Spells; Spontaneous Casting (heal); Turn/Destroy Undead, Earth and Fire creatures; Rebuke, Command and Bolster Air and Water Creatures; +1 Feat (race); +4 Skill Points (race)
Age: 24
Height: 5'10"
Weight: 169lb
Eyes: Dark Blue
Hair: Short, Blond
Skin: Dark, tanned, white
Description: Eddy has a medium build and piercing eyes that are used to scanning the seas. His armor is trimmed in blue-green and decorated with carvings of serpents. He wears a broad belt and helmet. He has a generally friendly attitude and many tattoos from his travels through ports far and wide.
History: Eddy was orphaned early in life and does not remember either of his parents. He was a scullery boy as a child and grew up on ships and docks. He's traveled far on trading vessels as a professional sailor. Like most sailors he took to worshipping Shurassa, both loving and distrusting her. Recently, a ship he was Boats'n on ran into a huge storm that sank it. He was the only survivor and he decided that Shurassa must have allowed him to live for a reason, and has decided to stay where he washed ashore (near the city wherein lies the Red Dragon), until Shurassa gives him a sign that he should go back out to sea. Using what limited knowledge he has of adventuring, he's headed to the Red Dragon to find ways to serve his mistress.
__________________ "Did you see what he was wearing?"
" . . . yeah. It was cool."
Last edited by Gray Shade; 21st September 2005 at 05:44 PM..
Note: This character could only be played if one of my existing characters dies or retires. It is not yet finished and has not yet been submitted for aproval.
Caster Level = 2 (1 from Wizard, 1 from Arcane Tap, 0 from Cerebremancer)
Cantrips: Acid Splash* x3; Prestidigitation
1st:Grease*, Shield, Color Spray
Spellbook
Forbidden Schools Enchantment & Necromancy
All Non-Prohibited Cantrips
1: Magic Missile, Grease*, Feather Fall, Shield, Identify, Color Spray, Mount*
Powers
PP per Day: 4 (2 class table + 2 from Intelligence)
Manifester Level = 1 (1 Psion, 0 Power Tap, 0 Cerebremancer)
1st: Inertial Armor, Vigor, Entangling Ectoplasm Next up: Precognition, Defensive; Skate
Then: Share Pain, Energy Missile
Racial Abilities
Resistance (Su): Elans can use psionic energy to increase their resistance to
various forms of attack. As an immediate action, an elan can spend 1 power
point to gain a +4 racial bonus on saving throws until the beginning of her
next action.
Resilience (Su): When an elan takes damage, she can spend power points to
reduce its severity. As an immediate action, she can reduce the damage she
is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water.
If she spends 1 power point, an elan does not need to eat or drink for 24
hours.
Description: Orion is 5'8, 120 lbs. His skin is unnaturally pale, and his hair is auburn.
History: Years ago, Orion had another name. He was old, and powerfull in magic. He was also possessed of moderate psionic talent. He was aproached in secret, and offered an opportunity at renewed youth. It would cost him all of his wealth and most of his arcane might, but his new body would be immune to the ravages of time. He investigated the matter thoroughly, using powerfull divinations, and became satidfied that the offer was genuine, and that his new associates could in fact deliver what they promised. He set out on a new adventure... and was reborn. He now seeks to regain his mastery over the arcane, but hopes to greatly expand his mastery of psionics, which had never previously been a major strength of his. He believes that the two studies can be blended together, creating a mix of mental and arcane energies stronger than either alone could be.
Base Dex Size Nat Misc Total
Armor: 10 +2 +2(wis) 14
Touch: 14 Flatfooted: 12
Conditional bonus: +1 dodge vs 1 opponent (feat), +4 dodge vs giants (dwarf)
Base Mod Misc Total
Fort: +2 +3 +5
Ref: +2 +2 +4
Will: +2 +2 +4
Conditional bonus: +2 vs spells and spell-like effects (dwarf), +2 vs poison (dwarf)
Weapons: Attack Damage Critical
Unarmed strike +3 1d6+3 20x2
Flurry of blows +1/+1 1d6+3 20x2
Conditional bonus: +1 vs goblinoids and orcs (dwarf)
Languages: Common, dwarven
Abilities: Darkvision 60'(dwarf), Stonecutting (dwarf), stability (dwarf), AC bonus (monk), Flurry of blows (monk), Unarmed strike (monk)
Feats: improved grapple (monk), dodge
Skill Points: 12 (4x(4-1)) Max Ranks: 4/2
Skills: Ranks Mod Misc Total
Hide 3 +2 +5
Listen 2 +2 +4
Move silently 3 +2 +5
Tumble 4 +2 +6
Conditional bonus: +2 craft stone and metal (dwarf), +2 appraise stone and metal (dwarf), +2 search stone (dwarf)
Lgt Med Hvy Lift Push
Max Weight: 0-76 77-153 154-230 460 1150
Age: 64
Height: 3'11"
Weight: 164lb
Eyes: dark brown
Hair: dark brown
Skin: dark
Description and personality: Borkel is a young dwarf that's short and stocky. He religiously takes care of his body and proudly uses it to show others what dedication can lead to. As a very pious monk, he is simple, honest and very trustworthy. His whole world is build on the dogmas taught by the goddess Sela about the paramount importance of unity and perseverance. Borkel always tries to let his actions speak for himself to convince people of the honesty of what he wants to bring to the world. He loves to be part of groups of people, even though he is a bit lacking in communication skills.
Class: Rogue 1/Fighter 1
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity:Str: 13 (+1/5) Level: 2 XP: 1,800
Dex: 17 (+3/13) BAB: +1 HP: 19
Con: 16 (+3/6) Grapple: +2 Dmg Red: -/-
Int: 12 (+1/4) Speed: 20' Craft Points: 100
Wis: 10 (0/2) Init: +3 Spell Save: -
Cha: 6 (-2/0) ACP: -1 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 0 +0 +0 16
Touch: 14 Flatfooted: 13
Base Mod Misc TotalFort: 2 +3 +5
Ref: 2 +3 +5
Will: 0 0 0
Armor Bonus Dex ACP ASF Weight Cost
Studded Leather +3 5 -1 15% 20lbs 25gp
Weapon Attack Damage Critical Range Weight Cost
Light XboW +4 1d8P 19-20/x2 80ft 4lbs 35gp
20 bolts 2lb 2gp
Mace, Heavy +2 1d8B+1 x2 - 8lb 12gp
Languages: Common, Dwarf, Orc
Abilities: Darkvision, Stonecunning, Weapon Familiarity (Dwarven Waraxe, Urgosh), Stability, +2 against poison/spells, +1 attack against orcs and goblins, +4 against giants, +2 Appraise, +2 Craft (Stone/Metal), Sneak Attack +1d6, Trapfinding
Feats: Point Blank Shot, Precise Shot
Skill Points: 39 Max Ranks: 5
Skills Abil Ranks Mod Misc Total
Appraise Int 2 +1 +2 5
Climb Str 3 +1 -1 3
Craft (Trapmaking) Int 4 +1 5
Disable Device Int 4 +1 +2 7
Escape Artist Dex 2 +3 5
Forgery Int 2 +1 3
Hide Dex 3 +3 6
Jump Str 3 +1 -1 2
Knowledge (Local) Int 1 +1 2
Listen Wis 2 3
Move Silenty Dex 1 +3 4
Open Lock Dex 3 +3 +2 8
Search Int 3 +1 4
Spot Wis 2 2
Swim Str 1 +1 -2 0
Use Magic Device Cha 2 -2 0
Use Rope Dex 1 +3 4
Equipment: Cost Weight
Backpack 2gp 2lb
Traveler's Outfit -gp -lb
Rations (4 days) 2gp 2lb
Thieves' Tools, MW 100gp 2lb
Waterskin 1gp 4lb
Pipe - weed 3gp -lb
Donkey (Grath) 8gp -lb
Feed (4 days worth) .2gp 40lb (on mule)
Total Weight: 44lb Money: 9gp 8sp
Lgt Med Hvy LiftMax Weight: 50lb 100lb 150lb 200lb
Age: 42 years
Height: 4'2"
Weight: 150 lbs
Eyes: Grey
Hair: Messy Black
Skin: Brown
Background: Amongst dwarves, warriors that employ ranged weapons are looked upon with scorn, and Krug, unfortunately, is treated as such. Born into a family whose line has always wielded the hammer, the dwarf took an interest in the crossbow, and becamequite good at it. However, his father did not accept the dwarf's skill with the crossbow and made him an outcast. He learnt trapmaking skills from an outcast dwarf, Ritnor, as well as the ability to make minor repair on devices and fixing locks.
Since then, he has wandered the realms, offering his services as a bolter, and
generally getting drunk as he makes it his personal quest to try every kind of alcoholic beverage there is. He's also worked as a stonemason to pay his way around, as well as using his mule to deliver goods. Self-interested and greedy, he's nevertheless a pretty good shot with his crossbow and skillful with traps.
Description: Krug is an ugly looking dwarf, with dishevelled beard and armor
that appears to be pulled together and meshed from other loose pieces. His crossbow is the only weapon that he keeps in good condition. He smokes some fungi-weed that smells awful, but at least dampens the smell of the dwarf. He smells thickly of beer and
alcohol, and you wonder when was the last time he had a bath.
Background: Daylrune is quite the wanderer. His curious nature has led him to many professions, but none of them has stuck. He is basically good-natured, but he can be duped quite easily, and has gained some of his skills working for what he later found out to be not-so-legitimate businesses. He prefers to pursue ventures based on his curiosity, but he has yet to find a living that would make him settle into one location or occupation. Thus, he's headed to the Red Dragon Inn in search of adventure.
Last edited by mfrench; 27th September 2005 at 06:15 AM..
Name: Lookspring
Class: Ranger
Race:KataraSize: Small
Gender: Male
Alignment: Chaotic Evil
Deity: None
Str: 12 +1 (6p.) Level: 5 XP: 13926
Dex: 17 +3 (6p.) BAB: +5 HP: 37 (5d8+5)
Con: 12 +1 (6p.) Grapple: +2 Dmg Red: -/-
Int: 14 +2 (6p.) Speed: 20' Spell Res: -
Wis: 14 +2 (6p.) Init: +3 Spell Save: +0
Cha: 10 +0 (0p.) ACP: -0 Spell Fail: -%
Racial:+2 dex, +2 cha, -2 str, -2 con
Level 4: +1 Dex
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 +3 +1 +0 +0 20
Touch: 14 Flatfooted: 17
Base Mod Misc TotalFort: 4 +1 +1 +6
Ref: 4 +3 +1 +8
Will: 1 +2 +1 +4
Note: -1 to will saves against enchantments and charms.
Weapon Attack Damage Critical
Handaxe +7 1d4+1 x3
C. Longbow+1 +10 1d6+2 x3
(+5 Bab, +ability, +1 magic, +1 small size)
Languages:
Common
Bonus Languages: Goblin, Gnome
Abilities:
Katara - Small Size +1 AC/Attack +4 Hide
Katara - Wandering Mind: -1 to will saves against enchantments and charms, -2 sense motive concentration checks.
Katara - Low Light Vision
Feats:
Ranger - Favored Enemy1 - Animal +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks, and weapon damage rolls when using these skills against creatures of this type.
Ranger - Favored Enemy2 - Magical Beast +4 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks, and weapon damage rolls when using these skills against creatures of this type.
Ranger - Track
Ranger - Wild Empathy +5
Ranger - Combat Style: Rapid Shot: Extra Ranged Attack at -2 to both attacks.
Ranger - Endurance: +4 on checks to avoid non-lethal damage from environmental effects.
Point Blank Shot - +1 to attack roll when firing at a target within 30'.
Precise Shot - No Penalty for firing into melee
Skill Points: 64 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Balance 3 +3 +2 +8
Climb 3 +1 +4
Concentration 0 +1 -2 -1
*Disguise 2 +0 +2
Hide 8 +3 +4 +15
Jump 5 +1 +8-6 +8
Knowledge(Dungeoneering) 2 +2 +4
Knowledge(Geography) 2 +2 +4
Knowledge(Nature) 5 +2 +2 +9
Listen 4 +2 +2 +8
Move Silently 8 +3 +2 +13
Search 6 +2 +8
Sense Motive 0 +2 -2 +0
Spot 6 +2 +8
Survival 6 +2 +8 (+2 above ground, +2 tracking)
Tumble 0 +3 +4 +7
Use Rope 2 +3 +5 (+2 if using Silk Rope)
Equipment: Cost Weight
Handaxe 6gp 1.5lb
Mithril ChainShirt +1 2250gp 6.25lb
MW Buckler 165gp 2.5lb
Cloak of Resist +1 1000gp 1lb
Backpack 2gp .5lb
Grappling Hook 1gp 4lb - DC10 +2 per 10' to Throw.
Chalk 1cp -
Flint and Steel 1gp -
Rations x7 3gp5sp 1.75lb
Rope, Silk 10gp 5lb - +2 to Climb checks When Using.
Composite LongBow(1)+1 2,500gp 1.5lb
Arrows(20) 1gp 3lb
Antitoxin x4 200gp -
Holywater 25gp 1lb
Elixir of Love 150gp -
Silversheen 250gp -
Sunrodsx5 10gp
Not carried:
Chest
-Lock, Good (DC30) 80gp
-Caltrops 1gp
Total Weight:28lb Money: 549gp 5sp 6cp
Lgt Med Hvy Lift PushMax Weight: 32.25 33-64.5 77-97 195 485
Age: 24
Height: 2'4"
Weight: 30lb
Eyes: Hazel
Hair: Spotted Tabby
Skin: Dark
Appearance: Lookspring is small even for a Katara. His fur is black and gray with a spotted tabby coloration. He is excitable and prone to lash out when surprised. He wears a shining mithril chain shirt with a handaxe at his side and a composite longbow on his back. Upon his head is a wolf's head that he can pull down over his face like a mask when he desires.
Medium Viper Animal Companion
Spoiler:
Lookspring hasn't yet bothered naming his animal companion. He considers it more of a research aid. When his companions told him they would be combating the reptilian Yuan-Ti, he selected a pet that would let him study their vulnerabilities.
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+0
Attack: Bite +4 melee (1d4–1 plus poison)
Full Attack: Bite +4 melee (1d4–1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is DC11
Link (Ex): A ranger can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the ranger’s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires. Additionally, the ranger may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. A ranger and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Background:
Lookspring was orphaned early in life when his parents were killed by predators back in their homeland of Kanatisis. He spent his early years scrounging for food and stealing anything he could get his hands on. Some unscrupulous individuals encouraged his behavior, sometimes directing him to steal things for them. It wasn't long before he was caught and sentanced to serve the community as a scout. He was often put in dangerous positions on the borders of civilized lands, responsible for reporting of any danger approaching the community. One day he grew weary of his conscripted life and abandoned his post, wandering off into the wilderness. He spent the next several years living off the land until his wanderlust abated and he began craving the pleasures of civilization. Knowing he would be punished back in his home, he struck out for other lands.
Adventure History Level 1
Lookspring traveled to the lawless Trindle Isle to fetch healing herbs for the Raddanor Family. He was with an orc named Prig and a human named Jeremiah. Prig was killed when he challenged the crew of the ship. Jeremiah disappeared during a bar fight that ended when the Royal Monemvasian Navy forcibly recruited everyone in the bar. Lookspring slipped out onto the roof and made his escape, returning triumphantly with his herbs but suspiciously without the companions he set out with. Trindle Isle
Level 2
Lookspring took a job working for a rich family to reclaim a house that had fallen into ruin. There were a great many insects inside that had to be killed. After clearing the house they also discovered some family heirlooms that were returned for a reward. House Cleaning
Lookspring accepted a job to retrieve a drunken sailor from being silenced by his shipmates before he could reveal the coordinates of a secret location. He narrowly avoided ambushes in the street and later being trapped in a warehouse set ablaze in A Sailor Talks Too Much
The sailor he rescued turned out to be a navigator with information on an island. Lookspring and Phoenix were hired to sail to the island with a crew and set up a trade route. Once there they had to defeat a horde of undead to rescue a savage village.
Level 3
The villagers convinced him to find out what happened inside their well and where all their fresh water has gone. Inside he found a dam guarded by dwarves that he killed. Among their treasures were notes linking them to the Yuan-ti. The fightened villagers offered Phoenix and him huge sums of money to find heroes in Orussus who would help save them from this new threat. If they could do this they would be Rich Beyond Dreams
Level 4
Lookspring returned to Orussus quite rich and told tales of the savage island everywhere he went. Phoenix and him managed to recruit a barbarian and have set out to return to the savage isle and combat the growing menace of the Yuan-ti
Public Information
Lookspring returned from Trindle Isle on a mission for the Raddanor Family. 3 set out and only he returned to claim the reward.
He also took a job working for a rich family to clean out a house of its vermin. All his companions returned alive and the employer was satisfied with their work.
He was last spotted in the Docks District the night one of the warehouses caught on fire.
Months later he returned to Orussus aboard a sailing ship. He was quite rich when he returned and showed off his gold and large pearls he claimed were from an island at the edge of the world. He was summoned to court but before judgment could be passed a battle broke out and he fled.
Level 2 Changes
Spoiler:
Ranger Level 2
+6 Hit Points + 1 from Con = +7
+1 BAB
+1 FORT/REF
8 Skill Points / 6 + Int(+2)
+1 Climb
+1 Hide
+1 Jump
+2 Knowledge(Dungeoneering)
+1 Move Silently
+1 Spot
+1 Use Rope
Combat Style: Rapid Shot
102gp 4sp 2cp - gained from dead orc companion. EN World D&D / RPG News - View Single Post - The Trindle Isle Market [Manzanita Judging]
60gp - gained from successful adventure completion. EN World D&D / RPG News - View Single Post - Economics of Magic Items
Selling Bedroll for half price, 5cp.
Buying a Grappling Hook - 1gp
Added on to fluff, background and recent adventures.
Reposted info after database crash 5/7/06
Name: Finnegan Rose
Class: Monk
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Str: 14+2 (6p.) Level: 1 XP: 0
Dex: 14+2 (6p.) BAB: +0 HP: 8 (1d8+0)
Con: 10+0 (2p.) Grapple: +6 Dmg Red: 0/0
Int: 13+1 (5p.) Speed: 30' Spell Res: 0
Wis: 15+2 (8p.) Init: +2 Spell Save: +0
Cha: 11+0 (3p.) ACP: -0 Spell Fail: 0
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +2 +0 +0 +2 14
Touch: 14 Flatfooted: 12
Base Mod Misc TotalFort: 2 +0 +0 +2
Ref: 2 +2 +0 +4
Will: 2 +2 +0 +4
Weapon Attack Damage Critical
Sling +2 1d4+2 20X2
Unarmed Strike +2 1d6+2 20x2
Flurry of Blows +0/+0 1d6+2 20x2
Languages: Common, Sylvan
Abilities: Flurry of Blows, Proficiency: Monk Weapons, Wisdom Bonus to AC
Feats: Improved Unarmed Strike(B), Improved Grapple(B), Combat Expertise, Improved Disarm
Skill Points: 24 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 4 +2 +6
Hide 4 +2 +6
Jump 4 +2 +6
Move Silently 4 +2 +6
Spot 4 +2 +6
Tumble 4 +2 +6
Equipment: Cost Weight
Ale, gallon 2 s 8
Backpack 2 g 2
Bedroll 1 s 5
Explorer`s outfit 0 g 0
Flint and steel 1 g —
Grappling Hook 1 g 4
Rope, hemp (50 ft.) 1 g 10
Bullets, sling (50) 5 s 5
Sling 0 g —
Total Weight:34lb Money: 14gp 2sp 0cp
Lgt Med Hvy Lift PushMax Weight: 1-50 51-116 117-175 350 875
Age: 21
Height: 5'9"
Weight: 197lb
Eyes: Green
Hair: Red
Skin: Pale White
Appearance: Stocky and well built, Finnegan has the build of a wrestler. His pale skin is offset by the rusty red of his hair. His eyes are the green of emerelds and have a merry twinkle in them.
Background: Finnegan's home island was often beset by fey creatures who preyed on and pranked the local inhabitants. As such, a special school was founded to train those who wished to become fey fighters in the special martial techniques necessary to defeat creatures of faerie. Finnegan was placed in the school as a boy, and has just recently graduated. As is traditional, the graduates are required to spend some time walking the earth before they return to their homeland. Each must have bested at least one fey creature for each year of their life, and have a trophy to prove it before their homecoming.
Last edited by Tinner; 3rd October 2005 at 11:46 PM..