Level 4, approved. Enough xp to level up to level 5
Code:
Name: Talbin "Red" Longstrider
Class: Rogue
Race: Halfling (Tallfellow)
Size: Small
Gender: Male
Alignment: CG
Deity: Personal Mortalist / Geoth
Str: 12 +1 ( 6p.) Level: 4 XP: 11,575
Dex: 19 +4 (10p.) BAB: +3 HP: 23 (6+1+4+1+5+1+4+1)
Con: 12 +1 ( 4p.) Grapple: 0 Dmg Red: -/-
Int: 14 +2 Speed: 20' Spell Res: -
Wis: 10 +0 ( 2p.) Init: +4 Spell Save: +0
Cha: 10 +0 ( 2p.) ACP: 0 Spell Fail: -
Level 4 point: +1 to dex
Current hp: 23
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +4 +1 +0 +0 19*
Touch: 15* Flatfooted: 19*
*: add 1 for dodge opponent
Base Mod Misc TotalFort: 1 +1 +1 +3
Ref: 4 +4 +1 +9
Will: 1 +0 +1 +2
+2 morale bonus on saving throws against fear
Weapon Attack Damage Critical
Darkwood Longspear +6 1d6+1 20x3
Silver Shortsword +5 1d4 19-20x2
MW Sling +10 1d3+1 20x2
Languages: common, halfling, goblin, elven
Abilities:
+2 racial bonus on Search, Spot, and Listen checks.
Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
Sneak attack 2d6
Trapfinding
Evasion
Trap sense +1
Uncanny dodge
Feats: Combat Reflexes (5 AoO's per round), dodge
Skill Points: 70 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Appraise (Int) 1 2 0 3
Balance (Dex) 0 4 2 6
Bluff (Cha) 2 0 0 2
Climb (Str) 2 1 0 3
Diplomacy (cha) 0 0 0 0
Disable Device (Int) 6 2 2 10
Disguise (cha) 0 0 0 0
Escape Artist (Dex) 0 4 0 4
Gather Information (Cha) 0 0 0 0
Hide (Dex) 7 4 4 15
Intimidate (cha) 0 0 0 0
Jump (str) 5 1 2 8
Listen (Wis) 6 0 2 8
Move Silently (Dex) 7 4 0 11
Open Lock (Dex) 6 4 2 12
Perform (Dance) 1 0 0 1
Ride (Dex) 0 4 0 4
Search (Int) 7 2 2 11
Sleight of Hand (Dex) 2 4 0 6
Spot (Wis) 7 0 2 9
Survival (wis) 0 0 0 0
Tumble (Dex) 7 4 2 13
Use Magic Device (Cha) 4 0 0 4
Use Rope (Dex) 0 4 0 4
Racial bonusses: +2 to search, spot and listen
Synergy bonusses: +2 to jump due tumble, +2 to tumble due jump, +2 to balance due tumble.
Other bonusses: +2 to open lock, disable divice from masterwork thieves tools
+4 size bonus to hide
Equipment: Cost Weight
Silver Shortsword 25gp 1lb
MW Sling 250gp* 0lb
sling bullets (22) 22cp 11lb
MW Mithral chainshirt 852gp* 6.25lb
Backpack 2gp 0.5lb
Outfit (adventurer's) 0gp 0lb
Belt Pouch 1gp 0.125lb
Chalk 1cp 0lb
Signal whistle 0.8gp 0lb
Flint & steel 1gp 0lb
Candle (2) 2cp 0lb
Potion of CLW (3) 150gp 0lb
Darkwood Longspear 300gp* 2.25lb
Everburning Torch 110gp 1lb
MW Thieves tools 100gp 2lb
*: crafted by juliana
Bedroll 0.1gp 1.25lb
Rations (12 days) 6gp 3lb
Waterskin 1gp 0.25lb
Carried by Juliana
sling bullets (20) 2sp 10lb
Left back in Orussus:
Mule 8gp
Carried on mule:
Small steel mirror 10gp 0.5lb
Riding saddle 10gp 25lb
Bit & bridle 2gp 1lb
Saddlebags 4gp 8lb
4 Waterskins 4gp 1lb
Feed (10 days) 0.5gp 100lb
Hempen rope, 50' 1gp 10lb
Silver bullets (8) 18gp 2lb
Total Weight:28,625lb Money: 3577gp 1sp 2cp
Lgt Med Hvy Lift PushMax Weight: 32,25 64,5 97.5 195 487.5
Age: 28
Height: 4' 3"
Weight: 36lb
Eyes: Black
Hair: Red
Skin: Fair
Appearance: Tall for a halfling, regular build, nimble
Personality:
Usually cheerfull and positive, "Red", walks through life always looking for more fun, good food or a combination of both.
He has a get-go mentality and a, sometimes unhealthy, draw towards excitement.
Although not always the center of attention, if there is action you usually find Red in the near vacinity.
He has a good sense of danger and won't thow himself into the fray head on. He usually finds a way around it and pops up where you least expect him.
Red was raised as a kind hearted person and usually helps those in need, although he isn't an altruistic paladin, he will concider helping, especially if there are shinies in it for him.
Unless it concerns a grieve injustice or an outright evil, in which case a flame awakens in Red's (somewhat small) heart and stands up as a defender of the meek.
Red does have a (inbred) weakness for shinies.. although he isn't the greedy thief type, he just can't seem to keep his eyes (and hands) off them.
It takes a good amount of self-control to keep them out of his pockets.
Background:
Raised in a large town, at least by halfling standards, Red is used to people and busy streets. The town he grew up was a busy trade nexus where caravans and travelers would come and go.
He is used to being around "large folk" and knows how to beheave around them. He also knows how these folk usually regard halflings, as children, and knows how to use this in his advantage.
The family Red was raised in is a run off the mill halfling family. His mother is a cook for a busy Inn and his father worked investigations for the loccal town guard.
Red learned some of his father's skills but he never had the social side for the line of work his father did. Instead of this, Red used to earn his coin with anything that would cross his path.
Not pursuing any career or actual job, he soon found himself less able to make ends meet. Down on his financial luck, Red started to have contact with the less legal side of the local economy. He earned good coin doing odd jobs and cat burglary.
Eventually Red got cought, by no one less than his own father. After some time in slammer and some good reprimandes from his father, Red decided to break with his criminal career and get back on the straight path.
Unfortunately, his old "friends" had other thoughts about this. Red's skills where quite valuable to them and they didn't want to lose a valuable "employee".
Red concluded that the best way to hed his old crimial life as to seek fortune elsewhere. He parted with his family, promising to come back when things have settled down and he picked up an honest way of making a living.
Red hit the road and started traveling.
On the road he met a band of adventurers and agreed to travel with them. He learned about this 'adventuring' life and that his skills are quite valuable to the average band of fortune seekers.
Unfortunately the group he was traveling with already had someone to open a locked door and find a trap, so Red traveled to Orussus to find a group that make good use of his skills
Changes made with level 4:
+4 hp due rogue level
+1 hp due con modifier
+1 to dexterity
+1 bab
+1 to ref save
Added uncanny dodge
+1 rank to hide
+1 rank to move silently
+1 rank to open lock
+1 rank to spot
+1 rank to tumble
+1 rank to search
+1 rank to disable device
+2 ranks to use magic device
+1 rank to perform (dance)
Name: Metrius Pinch
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Ulura
Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 10 +0 (2p.) BAB: +0 HP: 3/10 (1d8+2)
Con: 14 +2 (6p.) Grapple: +2 Dmg Red: -/-
Int: 12 +1 (4p.) Speed: 30' Spell Res: -
Wis: 14 +2 (6p.) Init: +0 Spell Save: +2
Cha: 14 +2 (6p.) ACP: -4 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +0 +0 +0 +0 16
Touch: 10 Flatfooted: 16
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +0 +0
Will: 2 +2 +4
Weapon Attack Damage Critical
Heavy Mace +2 1d8+2 20x2
Dagger (thrown) +0 1d4+2 19-20x2
Dagger (melee) +2 1d4+2 19-20x2
Languages: Common, Goblin
Abilities:
Spontaneous Casting (cure spells);
Turn Undead up to 5 times per day; check made on 1d20+2; turning damage = 2d6+4;
Metrius can boost his Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute (Charm Domain)
Feats: Improved Turning, Scribe Scroll
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff 4 +2 +6
Concentration 4 +2 +6
Diplomacy 4 +2 +6
Knowledge (religion) 4 +1 +5
Domains: Charm, Trickery
Equipment: Cost Weight
Chain Shirt 100gp 25lb
Heavy Wooden Shield 7gp 10lb
Heavy Mace 12gp 8lb
4 Daggers 8gp 4lb
Backpack 2gp 2lb
Silver Holy Symbol 25gp 1lb
2 days trail rations 1gp 2lb
Hooded Lantern 7gp 2lb
Flask of Oil 1sp 1lb
Ink 8gp 0lb
Inkpen 1sp 0lb
5 sheets of parchment 1gp 0lb
Spell component pouch 5gp 2lb
Total Weight:57lb Money: 23gp 8sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 17
Height: 5'11"
Weight: 217lb
Eyes: Hazel
Hair: Short dark brown hair
Skin: Slightly tanned
Appearance: Metrius is quite a tall man, his tanned skin betraying the fact that he's spent long hours in the sunshine. Under his tabard, the glint of metal can be seen from his chain shirt, while on his tabard a brooch shows a white crescent moon on a silver field. A broad smile and the gleam of his eyes betray his jovial good nature.
Background: Metrius grew up in a middle class family, the youngest of three. His parents are merchants, florists more precisely, and Metrius often used to help out on the stands with his parents and his older brother and sister. Working in the florist he often encountered a local priest of Ulura, and his flock, buying flowers for the temple. His sister, eight years his elder, married there when Metrius was young, and Metrius found the place enchanting. Many an evening he could be found in the temple talking to the priest, who politley humoured him at first. When it became apparent that Metrius' interest was more long-standing rather than just a passing childhood interest, and when he was of an appropriate age, the priest suggested he join the clergy.
Now, more knowledgable in the ways of the world, he travels, in part to spread the word of Ulura, in part to meet the new people and new faces that the travel brings, and in part because he the thrill and romance of adventure calls to him.
Spells prepared
Orisons: Detect Magic, Light, Mending
1st level: Magic Weapon, Shield of Faith. Domain: Charm Person
XP and Craft Points
XP: 0/1000
Craft Points: 650
Last edited by wmasters; 4th October 2006 at 02:38 PM..
Name: Cepheus
Class: Rogue 3/Ranger 2
Race: Gnome
Size: Small
Gender: Male
Alignment: True Neutral
Deity: None
Str: 6 -2 ( 0p.)G Level: 5 XP: 10028
Dex: 16 +3 ( 8p.)* BAB: +4 HP: 32 (1d6+2d8+2d6+5)
Con: 12 +1 ( 2p.)G Grapple: -2 Dmg Red: ~/~
Int: 17 +3 (13p.) Speed: 15' Spell Res: ~
Wis: 9 -1 ( 1p.) Init: +3 Spell Save: (Spell Level)-1
Cha: 14 +2 ( 6p.) ACP: -0 Spell Fail: N/A
G: Gnome racial trait
*: 4th lvl increaseBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +1 +0 +0 17
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: 4 +1 +5
Ref: 6 +3 +9
Will: 1 -1 +0
Weapon Attack Damage Critical
Gnome Hooked Hammer +3 1d6-2/1d4-2 x3/x4
- TWF +1/+1 1d6-2/1d4-2 x3/x4
Light Crossbow +8 1d6 19-20/x2
Languages: Common, Gnome, Dwarven, Draconic, Goblin
Abilities: Low-Light Vision (Racial), +2 save vs illusion (Racial),
+1 attack vs Kobold and Goblinoid (Racial), +4 dodge vs Giants (Racial),
Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1),
Track (Rng1), Wild Empathy(+4) (Rng1),
Combat Style: TWF (Rng2), Evasion(Rog2),
Sneak Attack +2d6 (Rog3), Trap Sense +1 (Rog3)
Spell-Like Abilities: 1/day speak with animals (burrowing mamal only)(Racial),
1/day dancing lights (Racial), 1/day ghost sound (Racial),
1/day prestidigitation (Racial)
(save DC=10+2=12)
Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1),
Skill Focus (Use Magic Device) (L3)
Skill Points: 84 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Appraise (Int) +3 +3
Balance (Dex) +2 +2 +4 (+2 for 5 ranks Tumble)
Bluff (Cha) +2 +2
Climb (Str) -2 -2
Concentration (Con) +1 +1
Craft (Armorsmith) (Int) 5 +3 +8
Craft (Weaponsmith) (Int) 5 +3 +8
Craft (Int) +3 +3
Decipher Script (Int) 5 +3 +8 (4cc at 3rd lvl)
Diplomacy (Cha) 1 +2 +3
Disable Device (Dex) 4 +3 +7
Disguise (Cha) +2 +2
Escape Artist (Dex) +3 +3
Forgery (Int) +3 +3
Gather Information (Cha) 2 +2 +4
Heal (Wis) -1 -1
Hide (Dex) 6 +3 +4 +13
Intimidate (Cha) +1 (-4) -3 (-4 for each size category smaller than target)
Jump (Str) 5 -2 -6+2 -1 (-6 for 20' speed, +2 for 5 ranks Tumble)
Knowledge (dungeoneering) 3 +3 +6 (4cc at L1)
Knowledge (local) 1 +3 +4
Listen (Wis) 4 -1 +2 +5 (+2 gnome trait)
Move Silently (Dex) 7 +3 +10
Open Lock (Dex) 5 +3 +8
Ride (Dex) +3 +3
Search (Int) 1 +3 +4
Sense Motive (Wis) 1 -1 +0
Spot (Wis) 2 -1 +1
Survival (Wis) 1 -1 +0
Swim (Str) -2 -2
Tumble (Dex) 8 +3 +2 +13 (+2 for 5 ranks in Jump) (2cc at 2nd lvl, 2cc at 3rd lvl)
Use Magic Device (Cha) 8 +2 +3(+2) +13(+15) (+3 for Skill Focus, +2 w/ scrolls for 5 ranks Decipher Script)(2cc at 2nd lvl, 2cc at 3rd lvl)
Use Rope (Dex) 2 +3 +5
Equipment: Cost Weight
MW Studded Leather 58.33 10 lb (worn) *17 CP
Gnome Hooked Hammer (small) 20 gp 3 lb (carried)
Light Crossbow (small) 35 gp 2 lb (carried)
Crossbow bolts (10) .5 lb (belt)
Sacks x1 .1 gp .125 lb (belt)
Chalk .01 gp ~ lb (pocket)
Flint and steel 1 gp ~ lb (pocket)
Pouch 1 gp .125 lb (hanging from neck inside clothing)
Backpack 2 gp .5 lb (worn)
Bedroll .1 gp 1.25 lb (backpack)
Blanket, winter .5 gp .75 lb (backpack)
Ink vial 8 gp ~ lb (backpack)
Ink pen .1 gp ~ lb (backpack)
Oil flasks .3 gp 3 lb (backpack)
Paper sheets x4 1.6 gp ~ lb (backpack)
Rations (1 day) .5 gp .25 lb (backpack)
Soap .5 gp 1 lb (backpack)
Waterskins x1 1 gp 1 lb (backpack)
Thieves' tools 30 gp 1 lb (backpack)
3 potions of cure moderate wounds
2 scrolls of cure moderate wounds
1 potion cure serious wounds
2 potions of cure light wounds
Scrolls from sisters: cure light wounds, and command
2 potions of invisibility
Wagon (poor condition)
Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
Total Weight:24.5lb Money: 476gp 3sp 5cp (coins in pouch)
Lgt Med Hvy Lift PushMax Weight: 15 30 45 90 225
Age: 41
Height: 3'8"
Weight: 43lb
Eyes: Blue
Hair: Dark Brown
Skin: Tan
Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).
Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.
Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.
Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for a lost child (Tomas and his gang called Tomas' Urchins). Cepheus, Aiken, Solange, and Pendrake have gained the trust and friendship of Tomas' Urchins. These street kids have their ears to the street, and can act as an information gathering source, a means of contacting fences and other street people, and the sort. (OOC: fluff for gather info checks)
Adventure Journal:
Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.
DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang called Tomas' Urchins). Cepheus, Aiken, Solange, and Pendrake have access to Tomas' Urchins. These street kids have their ears to the street, and can act as an information gathering source, a means of contacting fences and other street people, and the sort.
355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
+81gp for job 4/4to6/6(details in craft log)
+9gp for job 6/6/07 to 6/13/07
+200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
11/15/07 used scroll of sleep
+691.15 gold (treasure split from Search for Tomas Quinn)
800 gp paid to di Senzio's Magical Shop for the purchase of 2 cure moderate wounds scrolls, 2 potions of invisibility, and 2 potions of cure light wounds.
craft log
Crafting time spent at Stonebenders Shop.
5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points
Name: Cepheus
Class: Rogue 2/Ranger 2
Race: Gnome
Size: Small
Gender: Male
Alignment: True Neutral
Deity: None
Str: 6 -2 ( 0p.)G Level: 4 XP: 9228
Dex: 16 +3 ( 8p.)* BAB: +3 HP: 26 (1d6+2d8+1d6+4)
Con: 12 +1 ( 2p.)G Grapple: -3 Dmg Red: ~/~
Int: 17 +3 (13p.) Speed: 15' Spell Res: ~
Wis: 9 -1 ( 1p.) Init: +3 Spell Save: (Spell Level)-1
Cha: 14 +2 ( 6p.) ACP: -0 Spell Fail: N/A
G: Gnome racial trait
*: 4th lvl increaseBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +3 +1 +0 +0 17
Touch: 14 Flatfooted: 14
Base Mod Misc TotalFort: 3 +1 +4
Ref: 6 +3 +9
Will: 0 -1 -1
Weapon Attack Damage Critical
Gnome Hooked Hammer +2 1d6-2/1d4-2 x3/x4
- TWF +0/+0 1d6-2/1d4-2 x3/x4
Light Crossbow +6 1d6 19-20/x2
Languages: Common, Gnome, Dwarven, Draconic, Goblin
Abilities: Sneak Attack +1d6 (Rog1), Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1), Track (Rng1), Wild Empathy (Rng1), Combat Style: TWF (Rng2), Evasion(Rog2)
Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1), Skill Focus (Use Magic Device) (L3)
Skill Points: 62 Max Ranks: 7/3
Skills Ranks Mod Misc Total
Appraise (Int) +3 +3
Balance (Dex) +2 +2 +4 (+2 for 5 ranks Tumble)
Bluff (Cha) +2 +2
Climb (Str) -2 -2
Concentration (Con) +1 +1
Craft (Armorsmith) (Int) 5 +3 +8
Craft (Weaponsmith) (Int) 5 +3 +8
Craft (Int) +3 +3
Decipher Script (Int) 5 +3 +8
Diplomacy (Cha) 1 +2 +3
Disable Device (Dex) 4 +3 +7
Disguise (Cha) +2 +2
Escape Artist (Dex) +3 +3
Forgery (Int) +3 +3
Gather Information (Cha) 2 +2 +4
Heal (Wis) -1 -1
Hide (Dex) 5 +3 +4 +12
Intimidate (Cha) +1 (-4) -3 (-4 for each size category smaller than target)
Jump (Str) 5 -2 -6+2 -1 (-6 for 20' speed, +2 for 5 ranks Tumble)
Knowledge (dungeoneering) 3 +3 +6 (4cc at L1)
Knowledge (local) 1 +3 +4
Listen (Wis) 4 -1 +2 +5 (+2 gnome trait)
Move Silently (Dex) 6 +3 +9
Open Lock (Dex) 3 +3 +6
Ride (Dex) +3 +3
Search (Int) 1 +3 +4
Sense Motive (Wis) -1 -1
Spot (Wis) 1 -1 +0
Survival (Wis) 1 -1 +0
Swim (Str) -2 -2
Tumble (Dex) 5 +3 +2 +10 (+2 for 5 ranks in Jump)
Use Magic Device (Cha) 6 +2 +3(+2) +11(+13) (+3 for Skill Focus, +2 w/ scrolls for 5 ranks Decipher Script)
Use Rope (Dex) 2 +3 +5
Equipment: Cost Weight
MW Studded Leather 58.33 10 lb (worn) *17 CP
Gnome Hooked Hammer (small) 20 gp 3 lb (carried)
Light Crossbow (small) 35 gp 2 lb (carried)
Crossbow bolts (10) .5 lb (belt)
Sacks x1 .1 gp .125 lb (belt)
Chalk .01 gp ~ lb (pocket)
Flint and steel 1 gp ~ lb (pocket)
Pouch 1 gp .125 lb (hanging from neck inside clothing)
Potion of Cure Moderate Wounds ~ lb (pouch) *heals 2d8+3 gave to Aiken
Backpack 2 gp .5 lb (worn)
Bedroll .1 gp 1.25 lb (backpack)
Blanket, winter .5 gp .75 lb (backpack)
Ink vial 8 gp ~ lb (backpack)
Ink pen .1 gp ~ lb (backpack)
Oil flasks .3 gp 3 lb (backpack)
Paper sheets x4 1.6 gp ~ lb (backpack)
Rations (1 day) .5 gp .25 lb (backpack)
Soap .5 gp 1 lb (backpack)
Waterskins x1 1 gp 1 lb (backpack)
Thieves' tools 30 gp 1 lb (backpack)
3 potions of cure moderate wounds
1 potion cure serious wounds
Scrolls from sisters: cure light wounds, and command
Wagon (poor condition)
Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
Total Weight:24.5lb Money: 1276gp 3sp 5cp (coins in pouch)
Lgt Med Hvy Lift PushMax Weight: 15 30 45 90 225
Age: 41
Height: 3'8"
Weight: 43lb
Eyes: Blue
Hair: Dark Brown
Skin: Tan
Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).
Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.
Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.
Adventure Journal:
Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.
DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang).
355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
+81gp for job 4/4to6/6(details in craft log)
+9gp for job 6/6/07 to 6/13/07
+200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
11/15/07 used scroll of sleep
+691.15 gold (treasure split from Search for Tomas Quinn)
craft log
Crafting time spent at Stonebenders Shop.
5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points
Name: Cepheus
Class: Rogue 1/Ranger 2
Race: Gnome
Size: Small
Gender: Male
Alignment: True Neutral
Deity: None
Str: 6 -2 ( 0p.)G Level: 3 XP: 9228
Dex: 15 +2 ( 8p.) BAB: +2 HP: 21 (1d6+2d8+3)
Con: 12 +1 ( 2p.)G Grapple: -4 Dmg Red: ~/~
Int: 17 +3 (13p.) Speed: 15' Spell Res: ~
Wis: 9 -1 ( 1p.) Init: +2 Spell Save: (Spell Level)-1
Cha: 14 +2 ( 6p.) ACP: -0 Spell Fail: N/A
G: Gnome racial traitBase Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +2 +1 +0 +0 16
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: 3 +1 +4
Ref: 5 +2 +7
Will: 0 -1 -1
Weapon Attack Damage Critical
Gnome Hooked Hammer +1 1d6-2/1d4-2 x3/x4
- TWF -1/-1 1d6-2/1d4-2 x3/x4
Light Crossbow +5 1d6 19-20/x2
Languages: Common, Gnome, Dwarven, Draconic, Goblin
Abilities: Sneak Attack +1d6 (Rog1), Trapfinding (Rog1), 1st favored enemy: Humanoid (Human) (Rng1), Track (Rng1), Wild Empathy (Rng1), Combat Style: TWF (Rng2)
Feats: Martial Weapon Proficiency (Gnome Hooked Hammer) (L1), Skill Focus (Use Magic Device) (L3)
Skill Points: 62 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Appraise (Int) +3 +3
Balance (Dex) +2 +2
Bluff (Cha) +2 +2
Climb (Str) -2 -2
Concentration (Con) +1 +1
Craft (Armorsmith) (Int) 5 +3 +8
Craft (Weaponsmith) (Int) 3 +3 +6
Craft (Int) +3 +3
Decipher Script (Int) 4 +3 +7
Diplomacy (Cha) 1 +2 +3
Disable Device (Dex) 4 +2 +6
Disguise (Cha) +2 +2
Escape Artist (Dex) +2 +2
Forgery (Int) +3 +3
Gather Information (Cha) 2 +2 +4
Heal (Wis) -1 -1
Hide (Dex) 4 +2 +4 +10
Intimidate (Cha) +1 (-4) -3 (-4 for each size category smaller than target)
Jump (Str) 5 -2 -6+2 -1 (-6 for 20' speed, +2 for 5 ranks Tumble)
Knowledge (dungeoneering) 3 +3 +6 (4cc at L1)
Knowledge (local) 1 +3 +4
Listen (Wis) 4 -1 +2 +5 (+2 gnome trait)
Move Silently (Dex) 4 +2 +6
Open Lock (Dex) 3 +2 +5
Ride (Dex) +2 +2
Search (Int) 1 +3 +4
Sense Motive (Wis) -1 -1
Spot (Wis) 1 -1 +0
Survival (Wis) 1 -1 +0
Swim (Str) -2 -2
Tumble (Dex) 2 +2 +2 +6 (+2 for 5 ranks in Jump)
Use Magic Device (Cha) 4 +2 +3(+2) +9 (+3 for Skill Focus)
Use Rope (Dex) 2 +2 +4
Equipment: Cost Weight
MW Studded Leather 58.33 10 lb (worn) *17 CP
Gnome Hooked Hammer (small) 20 gp 3 lb (carried)
Light Crossbow (small) 35 gp 2 lb (carried)
Crossbow bolts (10) .5 lb (belt)
Sacks x1 .1 gp .125 lb (belt)
Chalk .01 gp ~ lb (pocket)
Flint and steel 1 gp ~ lb (pocket)
Pouch 1 gp .125 lb (hanging from neck inside clothing)
Potion of Cure Moderate Wounds ~ lb (pouch) *heals 2d8+3 gave to Aiken
Backpack 2 gp .5 lb (worn)
Bedroll .1 gp 1.25 lb (backpack)
Blanket, winter .5 gp .75 lb (backpack)
Ink vial 8 gp ~ lb (backpack)
Ink pen .1 gp ~ lb (backpack)
Oil flasks .3 gp 3 lb (backpack)
Paper sheets x4 1.6 gp ~ lb (backpack)
Rations (1 day) .5 gp .25 lb (backpack)
Soap .5 gp 1 lb (backpack)
Waterskins x1 1 gp 1 lb (backpack)
Thieves' tools 30 gp 1 lb (backpack)
3 potions of cure moderate wounds
1 potion cure serious wounds
Scrolls from sisters: cure light wounds, and command
Wagon (poor condition)
Old Horse(-3 to all his physical traits and +2 to Wis and Cha)
Total Weight:24.5lb Money: 1276gp 3sp 5cp (coins in pouch)
Lgt Med Hvy Lift PushMax Weight: 15 30 45 90 225
Age: 41
Height: 3'8"
Weight: 43lb
Eyes: Blue
Hair: Dark Brown
Skin: Tan
Appearance: Cepheus is tall (for a gnome) and thin for his height although healthy. Cepheus wears black custom studded leather armor that he made himself. The armor has many hidden pockets to keep adventuring items (armor fit for a rogue).
Personality: Cepheus is jovial and outgoing and looks for the good in everything. Having said that; Cepheus is uncomfortable around the taller races (human, Elf, ½ Orc) and skeptical of their trust. Cepheus will try anything that he believes will be rewarding, even adventure with tall folks.
Background: Cepheus had an unfortunate accident which destroyed his workshop, home and half the hill that he occupied. This accident earned him the nickname Boomhill. Homeless and near broke he has decided to try adventuring as a way to raise the funds needed to build a new workshop. He dreams of becoming a renowned weapons and armor masterwork smith and forging a city that is a major trade center consisting mainly of Gnomes, Halflings and Dwarves although all will be welcome. Having decided to turn to adventuring, which may prove safer than experimenting, Cepheus travels to the famed Red Dragon Inn. Where else would a self respecting Gnome go?
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
2 DM Credits used..... During the archery contest of DeSenzio's Tournament Cepheus and Lord Guillaume - who made an impression upon Cepheus of having questionable honor and ethics etc....-entered into a bet which resulted in Guillaume owing Cepheus 600gp and Cepheus with Jiktu owing Guillaume 4 days work. Jik'tu disappeared after losing to a woman in the tournament. Cepheus thinking this Lord is out to get him takes another job out of town instead of showing to collect his money and work for Guillaume. Cepheus had been counting on the money and has resolved to collect. (being N alignment does not see a problem with collecting since he fears he will come to harm if he does his 4 days work which in his mind releases him from his debt but does not release Guillaume from his.) With some shady secretive after hours extra work outside the city on one of Guillaumes estates he has managed to get away with 200gp without being caught. He does not want to get too greedy and raise suspicion so he did not take the entire 600gp.
Adventure Journal:
Wizard and Cook- Cepheus, Jik'tu and Eskon hired to escort a cook to Orussus only to find an Imp and a tomato sauce bleeding golem in the way.
DeSenzio’s Tournament- Cepheus and Jik’tu have formed an unusual alliance where Cepheus gains from jik’tu’s strength, fighting prowess and healing ability; while Jik’tu gains from Cepheus’ intelligence and crafting ability. This alliance has resulted in Cepheus acting more neutral as he has enjoyed the excitement that Jik’tu has brought and is beginning to add some himself. Cepheus placed 4th in the novice archery contest and has chosen a dual career as rogue/ranger to improve his fighting skills and broaden his skill base.
Cepheus has earned the trust of Master Stonebender, named first apprentice, and been given full use of Stonebenders Shop for both personal and commercial use. Stonebender has even paid Cepheus' guild dues in the amount of 500gp giving him the legal right to craft and sell weapons and armor in Orussus.
Search for Tomas- Cepheus, Aiken, Solange, and Pendrake encounter Black Lilly thieves and Goblins looking for lost child (Tomas and his gang).
355gp(sold potions from wizard and cook) in Disenzios shop+money from Jik'tu for armor
20gp paid to Bran, Delan,Quozen each for help with Stonebenders errand
+81gp for job 4/4to6/6(details in craft log)
+9gp for job 6/6/07 to 6/13/07
+200gp-2 DM credits from A Sailor Talks Too Much to credit Cepheus with 200gp (2nd level). Approved by Manzanita.
11/15/07 used scroll of sleep
+691.15 gold (treasure split from Search for Tomas Quinn)
craft log
Crafting time spent at Stonebenders Shop.
5gp per week + ½ highest craft skill modifier(ranks + int modifier) (5ranks+3int=8) 9gp per week
1 craft point per week per rank in highest craft skill.(1+5ranks) 6 craft points
Richard is a somewhat large human with a boyish face and bright inquisitive eyes. A few fading scars on his arms and face show that his life has had some hardships. The veritable armory worth of armor and weapons he carries shows him to be a soldier by trade. Outside of this, he could be from any number of labor intensive backgrounds.
A more detailed background is available upon request.
Level Advancement and other character development:
Level 2 (Fighter 2) approval
+1d10+2 HPs (9)
Improved Initiative . . . he's gotten impatient, and now he's Ready to act!
Skill ranks to Listen (+1) - a lot of time waiting, and to Handle Animal (+1) and Swim (+1) for off adventure activities . . .
+1 BAB & Fort save, +4 Skill Pts
More EXP received from Looking for Trouble as Richard battles zombies - running from the big ones and triumphant over the little-scaly-dog-thingy zombies! (+1095 Exp) + 2736 = 3831
Level Up!
Level 3 (Fighter 3)
10 Hit points (odd level up)
Feat: Power Attack . . . Seeing the effectiveness of simple power against the mindless zombies, Richard has decided to focus on more powerful, less accurate attacks.
Training: His duty to his trusty steed +1 Handle Animals, +1 Ride. Richard also learns the value of continuing to be wary +1 Spot.
+1 BAB, +1 Reflex and Will ST's, +3 Skill Points.
EXP from Looking for Trouble (We found it)
(+750 EXP) + 3831 = 4581
As well as a Letter of Commendation and some Money (333 gp) too!
and back to the RDI we go. Where so far all he's done is spend some coin on a worthy cause. (he hopes) -50gp.
Off to find a mageling to cast Mending ((repair his armor from fights)-10gp), and then to the church where for a mere 250gp he has picked up 5 potions of Cure Light Wounds, whereupon he returns to the RDI for . . . ummm . . . adventure? (Exciting, isn't it!?)
But that was not to happen. Drunk on too much Dwarven Ale, Richard strikes a deal with a young smith/Priest, Tarag. His mind clouded by drink, he forgets his purchase of the potions and agrees to buy a sword from the Dwarf. Eventually this is worked out, though Richard has to sell two potions to help pay for the materials for the ordered blade.
Annnnd Back to the RDI . . . not so exciting at this time =-(
While waiting, Richard becomes restless and starts to get a feeling of foreboding. After an awkward request of a loan to those assembled in the RDI, he is gifted with a set of studded leather and a scimitar, which he sells at Tarag's Forge
reducing his debt to just over 102 gp.
This comes on the heels of a loan offer, which Richard tries to negotiate in good faith for 75gp + 18gp 6sp 1cp = 93gp 6sp 1cp.
Then he is gifted with another 20gp (+ 93gp 6sp 1cp = 113gp 6sp 1cp) which puts him over the needed funds and he returns to Tarag's to claim his Bastardsword.
113gp 6sp 1cp - 102gp 8sp 3cp = 10gp 7sp 4cp then returning the unused gold - 10gp = 7sp 4cp and a Masterwork Bastardsword!
Exceptional weapon in hand, Richard sets forth to help a large gathering of heroes overcome an ominous sounding threat to peace - everywhere.
Setting out, Richard's group is trying to recover the "Sylvan Shard"
Along the way, experience is gained fighting Nixies (+300xp +300 for Time) and Ettercaps (+450 + 150 for Time)
EXP = 4581 + 1200 = 5781
Finally we arrive at a strane conclave of monks... Blind monks! This once powerful order guarded the Heart Tree, but they all, including the tree it seems, have been poisoned! (+100 for meeting the monks)
EXP = 5781 + 100 = 5881
We are asked to aid the brothers in discovering the cause of the poison and eradicating it, and our blind guide leads us... Underground! Deep under the forrest, under the roots of the massive tree itself. Our first encounter is with some truly hideous Satyrs which weakens the party some, but we overcame them.
(+750 EXP! ... 5881 + 750 = 6631! DING! Level 4!
Level Up!
Level 4 (Fighter 4)
+9 Hit points (even level up)
Stat Increase: Dexterity +1 to 14 (see feat)
Fighter Bonus Feat: Dodge... Having so many successful attacks land against him regardless of his armor, Richard decides that getting out of the way is the better part of staying in the fight. Thus he concentrates more on Dodging and evading, increasing his Dexterity and gaining the Dodge Feat.
Training: Along the lines of his focus on dodging, Richard decides to hone his skill at Jumping, putting most of his training into that one area, which he was deficient in before. Taking some time aside from the physical training, Richard uses his remaining skill point to begin training with Tarag at his forge: Craft: Weapons +1 skill.
+1 BAB, +1 Fortitude ST, +4 Skill Points, level 4 stat increase: Dexterity.
Additional EXP awards (for time) are +1400
EXP = 6631 + 1400 8031
Battle in second chamber (defeated only the zombies): 720 XP each
8031+720=8751
Time XP (Nov '08 - Apr '09): 6 * 50 * [character level]4
1200
8751+1200 = 9951
After adventuring in the forrests, Richard returns with enough wealth to easily pay back his benefactor the 90gp he borrowed from him, including the interest.
His share of the treasure was 2525gp, -200 for 'cost of living' expenses = 2325.
2325-90 = 2235gp. He'll carry that in 220 pp and 35 gp.
Left 10 gp at Tarag's Forge making sure expenses were covered and the help was payed. Will recover the money upon returning... he hopes.
Last edited by Richard Rawen; 12th November 2009 at 04:57 PM..
Reason: Skills adjustments, Level up and RP updates.
Name: Lucien Rayes
Class: Ranger
Race: half-elf
Size: medium
Gender: male
Alignment: neutral good
Deity: Hyrag
Str: 14 +2 (6p.) Level: 4 XP: 6722
Dex: 14 +2 (6p.) BAB: +4 HP: 30 (4d8+4)
Con: 13 +1 (4p.) Grapple: +6 Dmg Red: 0/-
Int: 12 +1 (4p.) Speed: 30' Spell Res: -
Wis: 15 +2 (8p.) Init: +6 Spell Save: 12 + spell lvl
Cha: 10 +0 (2p.) ACP: -1 Spell Fail: 15%
+1 to Con at 4th level
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +2 +0 +0 +0 15
Touch: 12 Flatfooted: 13
Base Mod Misc Total
Fort: 4 +1 +5
Ref: 4 +2 +6
Will: 1 +2 +3
conditional mod: +2 vs. enchantment
Weapon Attack Damage Critical Range
Heavy Mace +7 1d8+2 20-x2
Handaxe +6 1d6+2 20-x3
Shortbow +6 1d6 20-x3 60' inc.
Heavy Mace +5/Handaxe +4 when using TWF
Languages: Common, Elvish, Goblin
Abilities: immune to sleep, +2 save vs. enchantment, low-light vision, +1
to Listen, Search & Spot, +2 to Diplomacy & Gather Information, wild empathy +4,
favored enemy: undead (+2 to Bluff, Listen, Sense Motive, Spot, Survival
and damage)
Feats: Endurance, Improved Initiative, Track (ranger), Two-Weapon Fighting (ranger),
Weapon Focus: Heavy Mace
Spells: 1 - 1st level
Skill Points: 49 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Climb 0 +2 -1 +1
Concentration 0 +1 +1
Craft 0 +1 +1
Diplomacy* 0 +0 +2 +2
Gather Information* 0 +0 +2 +2
Handle Animal# 3 +0 +3
Heal 3 +2 +5
Hide 4 +2 -1 +5
Jump 0 +2 -1 +1
Knowledge (dungeoneering)# 0 +1 +1
Knowledge (geography)# 2 +1 +3
Knowledge (nature)# 1 +1 +2 +4
Listen 7 +2 +1 +10
Move Silently 7 +2 -1 +8
Profession# 0 +2 +2
Ride 3 +2 +5
Search 6 +1 +1 +8
Spot 6 +2 +1 +9
Survival 5 +2 (+2) +7/+9 (conditional mod when tracking)
Swim 0 +2 -2 +0
Use Rope 2 +2 +4
* cross-class
# trained only
Equipment: Cost Weight
studded leather 25gp 20lb
heavy mace 12gp 8lb
handaxe 6gp 3lb
shortbow 30gp 2lb
arrows (20) 1gp 3lb
backpack 2gp 2lb
scrollcase (2) 2gp 1lb
flint & steel 1gp -
ink 8gp -
inkpen 1sp -
steel mirror 10gp .5lb
paper (10) 4gp -
belt pouch (2) 2gp 1lb
silk rope 50' 10gp 5lb
waterskin 1gp 4lb
whetstone 2cp 1lb
holy water (2) 50gp 2lb
sunrod (2) 4gp 2lb
Total Weight:54.5lb Money: 71gp 8sp 8cp
Animal Companion: heavy horse
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Age: 29
Height: 5'2"
Weight: 121lb
Eyes: green
Hair: brown
Skin: tanned
Appearance: Lucien is a sullen looking man, dressed in wellworn studded leather covered with a travelstained cloak. He is usually quiet until one learns his trust, then he will open up and even offer the occasional joke.
Background: Lucien Rayes is the son of a human father and elven mother. He grew up with his mother's family since his adventurer father left one day seeking fortune and glory and never returned. As a half-breed, he never felt totally comfortable in the elven community, so he spent most of his time in the surrounding forest, learning to fend for himself and studying nature. After coming of age he decided to live in the woods fulltime before finally venturing out into the wider world to broaden his horizons. During his time in the forest he encountered a band of zombies that had just razed a small village. Horrified by the perversion of nature, he tracked down the zombies and destroyed them, but never found the one who created or controlled them. Knowing the master was the true threat, he spent his time searching for undead and those who use them. His travels finally took him to the city of Orussus and the famed Red Dragon Inn...
Appearance: At the risk of sounded cliche', this femme fatale very rarely wandered out of the shadows.
Cloaked in clothing dyed the color of starless nights, pallid flesh wasn't often offered up to the sun's caress..
preferring to remain engulfed in her self-proclaimed mystery. Not to mention - wishing to keep her heavily scarred
skin a secret, not too pleasing on the eye. Unless of course, you consider children crying and women screaming in
horror sounds of intrigue?
Background: Born to a poor farm family, Azara, learned to work hard at a very young age. Picking
produce at the ripe age of three, helping with the horses at the age of five, and sold into slavery at the
age of seven. Needing every coin they could collect her parents all most too willingly sold their only child to
seedy fellow who went by the name of Price. Price was such a lovely man, who treated his slaves with the utmost
gentle hand. And by that we mean he beat and abused his products and it was no surprise that ever owner Azara ever
knew treated her just as well. Being left scarred on so many levels, she ran away from her past and into the
trusting arms of thievery. Dropping her name, her background and adopting the lifestyle of Payne - appropriate, eh?
Last edited by TwistedMindInc; 30th June 2007 at 04:49 AM..
Name: Kol Axbjorn
Class: Barbarian
Race: Maenad
Size: Medium
Gender: Male
Alignment: Chaotic Neutral (Good tendencies)
Deity: Grendath, with a nod to Halor & Mongrel
Str: 16 +3 (10p.) Level: 3 XP: 3825
Dex: 10 +0 ( 2p.) BAB: +3 HP: 36 (3d12+6)
Con: 14 +2 ( 6p.) Grapple: +6 Dmg Red: -
Int: 14 +2 ( 6p.) Speed: 40' Spell Res: -
Wis: 8 -1 ( 0p.) Init: +0 Spell Save: -
Cha: 14 +2 ( 6p.) ACP: -2 Spell Fail: 20%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +0 +0 +0 +1* 14 (*15 vs traps)
Touch: 10 Flatfooted: 14
Base Mod Misc TotalFort: 3 +2 +5
Ref: 1 +1* +1 (*+2 vs traps)
Will: 1 -1 +0
Weapon Attack Damage Critical
Greataxe +1 +7 1d12+5 20 x3
Shortbow +3 1d6 20 x3
Dagger +6 1d4+3 19-20 x2
Languages: Maenad, Common, Elvish, Goblin
Abilities:
Naturally Psionic: Maenads gain 2 bonus power points
at 1st level.
This benefit does not grant them the ability to
manifest powers unless
they gain that ability through another source, such as
levels in a psionic
class.
Psi-Like Ability: 1/day—energy ray. A maenad can deal
only sonic
damage with this ability. It is accompanied by a
tremendous scream
of rage. Manifester level is equal to ½ Hit Dice
(minimum 1st).
The save DC is Charisma-based.
Outburst (Ex): Once per day, for up to 4 rounds, a
maenad can
subjugate her mentality to gain a boost of raw
physical power.
When she does so, she takes a -2 penalty to
Intelligence and Wisdom
but gains a +2 bonus to Strength.
Fast Movement (Ex): A barbarian’s land speed is faster
than the norm for his race by +10 feet in light armor.
Illiteracy: Cannot read or write.
Rage (Ex): 3/day 7 round duration
Uncanny Dodge (Ex):
Retains his Dexterity bonusto AC (if any) even if he is
caught flatfooted or struck by an invisible attacker.
Trap Sense (Ex)
+1 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to AC against attacks made by traps.
Feats:
Psionic Weapon [Psionic]
You can charge your melee weapon with additional
damage potential.
Prerequisite
Str 13.
Benefit
To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6
points of damage.
You must decide whether or not to use this feat prior
to making an attack.
If your attack misses, you still expend your psionic
focus.
Extra Rage
Type: General
Sources: Complete Warrior
Masters of the Wild
You may rage more frequently than normal.
Prerequisite: Rage or frenzy ability.
Benefit: You rage or frenzy two more times per day than you otherwise could.
Special: You can take this feat multiple times. Its effects stack.
Skill Points: 36 Max Ranks: 6/3
Skills Ranks Mod Misc
Total
Concentration 2* +2 +4
Climb 4 +3 -2 +5
Intimidate 6 +2 +8
Jump 6 +3 +2 +11
Listen 6 -1 +5
Survival 6 -1 +5
Swim 4 +3 -4 +3
Equipment: Cost Weight
Greataxe +1 12lb
Greataxe 20gp 12lb
Shortbow 30gp 2lb
18 arrows 1gp 2.7lb
Chain Shirt 100gp 25lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Pouch, Belt 1gp .5lb
Sack 1sp .5lb
Waterskin 1gp 4lb
Whetstone 2cp 1lb
Dagger 2gp 1lb
Total Weight:67.7lb Money: 14pp 7gp 6sp
8cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 41
Height: 6'2"
Weight: 230lb
Eyes: Purple
Hair: Black
Skin: Caucasian Flecked w/ Amethyst
Appearance:
Kol stands over 6 foot and his broad shoulders portray
a sense of strength to his form. Unlike his brethren
he keeps his long jet-black hair unkempt. Also, unlike
his kin he is quick to smile or grimace, his face
betraying all emotion.
At first glance Kol appears to be a human, but upon
closer inspection the luster of his skin and the deep,
rich color of his eyes betray his origins as
something…else.
Background:
Spoiler:
Kol was borne to a Cliffside community of Maenads. At
a young age Kol constantly set himself apart from his
reserved race. While still a boy, he was expelled from
school for crippling a class-mate. It seemed that,
unlike most Maenads, Kol could not or would not
contain the fiery emotions that dwelled within all his
kind. Instead Kol embraced it. Not only did this make
him appear violent and unpredictable to his family and
friends, but something to be feared, and eventually
shunned. When he came of age Kol was ostracized from
his community, and unleashed upon an unsuspecting
world. While bitter, Kol is an optimist, and
furthermore, something of a hedonist. He always wanted
to experience life. Well now he had his chance. Kol
makes his way now as a sell-sword. He tries to live
everyday to its fullest, and although
good-intentioned, this has made Kol somewhat morally
ambiguous. “Hey!” as Kol would say “I’m just looking
for a good time!”
XP tracking 1075 pre-crash + 2400 + 250 + 100 = 3825 XP
edit: 8/9/07 fixed Jump Check to reflect 40 speed
edit 9/6/07 xp
Equipment: Cost Weight
Studded Leather 25gp 20lb
Throwing Daggers x6 12gp 6lb
Ransuer 10gp 12lb
Scimitar 15gp 4lb
Backpack 2gp .5lb
Bedroll .1gp 1.25lb Ea @ 3
Waterskin 1gp 1lb Ea @ 3
Flint&Steel 1gp 0lb
Collar&Leash 4gp 1lb Ea @ 2
Day I/Rats .5gp 1lb Ea @ 17
Doggie Backpack 8gp 4lb Ea @ 2
Caltrops 1gp 1lb Ea @ 5
Spell Pouch 5gp 2lb
Travelers Outfit (Green) 0gp 5lb
Travelers Outfit (Blue) 6gp 5lb
Travelers Outfit (Purple)6gp 5lbs
Dogs War 25gp 150lbs Ea @ 2
Total Weight: Money: 5gp 7sp 0cp
(Z) 58lb
(Kurg) 20.25lb
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 1750
Age: 17
Height: 6'01"
Weight: 180lb
Eyes: Bright BLue
Hair: Black
Skin: Fair with only a little hint of the orcish grey. He lacks the characteristic orcish coarse hair in the obvious places. His skin is smooth and soft.
Background
background etc
Code:
Animals: (not Companions just a trained friend)
Names; Kurg (male) (CR1) Dog, War**: Medium Animal; HD 2d8+4; hp: 13; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4natural), touch 12, flat-footed 14; Base Atk: +1; Grp +3; Atk: Bite +3 melee (1d6+3); full Atk: Bite +3 melee (1d6+3); Space/Reach 5 ft./5 ft.; SA: Trip; SQ: Low Light Vision, Scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis12, Cha 6.
Skills and Feats: Jump +8*, Listen +5, Spot +5, Survival+1*; Alertness,
*Dogs have a +4 racial bonus to Jump; They also have a +4 bonus to Survival when tracking by scent.
Carrying Capacity: A light load for a War Dog dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Trip (Ex): A dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
Tricks = Attack/Down/Defend/Heel/Guard/Track
**Notes for clarity: This category includes large working breeds such as collies, huskies, and St. Bernards; Krug is a Caucasian Mountain Dog (Also called the Ovcharka) a breed of Russian herding dogs popular in the Caucasus mountain ranges of Central Russia. It is one of the oldest breeds and recent archeological finds support that it may have been the first breed domesticated by man. They are known for their ferocious nature and overprotective nature with regards to their owners. They average 30” at the shoulders and about 150lbs. Females are slightly smaller than males. They make excellent dogs and are used for a variety of security roles within the Russian Army and Police. ( OOC: If anyone is interested I have several pictures as I have one myself. They can be scary to watch in action!) Link: http://esquirecaucasians.com/
Appearance:
Facial: At first glance and from a distance Zurd’s orcish blood is not obvious.
He lacks the characteristic gray shade of “pig”mentation; he lacks the large
protruding forehead but has a bit of the typical jutting jaw. He has the
characteristic tusks but they are well proportioned and not obtrusive. His
tusks are capped with silver. He has a cruel scar just over his right eye (a
reminder of his tribal heritage). His bright blue eyes give him an otherworldly
gaze that some find unnerving especially when they are the focus of his ire
and stare. (gotta account for the +12 Intimidate at 1st level somehow)
Body Type: He appears as a well-proportioned and well-muscled man of
just above average height.
Clothing: He wears foppish clothing, in loud shades of blue and purple.
He wears a broad brimmed travelers hat with a large feather plume from
some bird or another, which is dyed light blue. His midnight blue cloak
is made of wool and has a large hood suitable for traveling. His breeches
are charcoal grey and made from a simple but durable cloth. His shirt is
lavender with ruffles and fluted sleeves. His clothes are immaculately
clean and well pressed.
Background:
Zurd, spent the first part of his life in an orc tribe known as the Skin
Takers aptly named for the trophy that they commonly kept after raids.
He was small in childhood and way too human for his father to stomach.
Zurd survived only because his mother – a human slave knew how to
keep her master content. She gave up much of her dignity to save her
son from his cruel father’s drunken wrath and orcish ire. Zurd’s mother
was a woman of high breeding among her people and when the older males
went off to war or to raid she spent time teaching him their ways. She
longed for him to have the chance to escape the bonds of his tribe and l
ive in the world of men. She taught him to appreciate fine cloth, to bathe
daily, to eat with utensils and to do so in a manner consistent with the
customs of the high bred. She told him stories of the lavish halls and huge
manors with their cushioned divans and lavish feasts and of the servants too.
Not servants like his mother and the other women were to the tribe but
helpful people who when treated with kindness actually liked to serve
their masters. Zurd longed for this life of luxury and plenty. No more winters
of starving, no fear of a knife in the back over a bucket of water.
Thug, Zurd's father, was a warrior of little account in the tribe, a mere
scout. Zurd was, as his son, little more than a slave himself due to his
father’s low status. He grew up the butt of jokes about his short tusks
and girlish features. He was a male though and as a male of the tribe he
learned to fight; when it came to weapons he chose a thin quick blade from
the stores. He didn’t have to fight anyone for it either - good for him! He
was really good with a spear, the weapon of the cruel orcish god, and picked
up a particularly useful long one with a dual hooked blade under the spearhead.
(The Ransuer) He learned to trip his opponents with the hooks and to keep
them at reach. He was exceptional with the orcish short bow along with
other ranged and thrown weapons. He learned to throw daggers with great
speed and accuracy and it was in this way he made his first kill. Zurd killed a
rival male over a deer carcass in a bad winter when he was only 10 summers.
One quick strike to the back and it was over. The valuable lesson – killing was
easy; best from a distance and behind.
Zurd earned his way onto a raiding-party in his 13th summer. The target
was a rival orc tribe the Swift Axes. He earned his manhood that day as
well when he bravely held 3 orc warriors at bay with his long “spear” when
the chieftain was sorely pressed on his flank. He was given a choice of spoils
from the raid. The others laughed loudly at him when he chose two orphaned
dog pups and some food stores as his prize over some female slaves. He was
not yet a man when it came to females yet so he had no interest in them,
however that would soon change.
Zurd, now a warrior in the tribe had one more thing going for him. In his
youth the other orc mothers seemed to like him and prized his gentleness.
He would braid their hair; make them necklaces of shells and shiny trinkets
and just talk to them. They along with his mother had a good hand in helping
him get to his teens, they protected him, he was everyone's son they said.
In fact Zurd in the regional tribal dialect means “every son”.
Now as a warrior of the tribe with rights to females this like and respect turned
to something else – interest. Love among the orcs is short and brutal like everything
else. The females as little more than possessions stand to gain little of any union
save pain followed by the potential pain of childbirth. Zurd had turned into a favorite
of the ladies, he was considered very handsome among them and he was “schooled” by many of the older women of the tribe and leaned his trade well. His gentle and accommodating manner made him a favorite of the young and old alike. He listened
to them and comforted them during storms and was there to fill the void when their
brutal masters were away or too drunk. He had finally found a way to fit in – a role
in the tribe. However, just as he found a place in the hierarchy and a role for himself
his newfound popularity would be his undoing.
He came to fall in love with the gentle spirit Magruh, the daughter of the tribe’s
shaman. As the shaman they lived in a cave further down the mountain from the
rest of the tribe. Zurd came to spend much time there and in the territory in
between the camp and the shaman's cave during the spring of his 15th summer.
He and the big puppies, who were never far from their friend spent many a spring
day in the woods gathering ingredients for his love's potions and concoctions.
The puppies even helped by scaring up some game for an impromtu meal now and
again. The puppies always managed to get more than their share.
Magruh was a healer and an accomplished alchemist, capable of making all manner
of useful things. Stones that would explode in a loud bang, bags that would stick
someone’s very legs together and evne liquid fire in a bottle among other things.
She taught some of this art to Zurd on their many visits. They even made a
small lean-to home for themselves in the woods outside the regular tribal hunting
range.
Unbeknownst to either of them Magruh’s father was soon to give her to Hrog the
tribes up and coming champion. He was big cruel, brutal and horribly strong.
Hrog and her father had been cooking up a plot to take down the current chieftain
who was getting weak. This was to solidify the deal. Neither of them knew she was
to be given away as son as the solstice ceremony that very day and were there
coyly trying to hide their feelings as usual exchanging glances and an odd touch
at the ale keg like cubs.
When the drums stopped during the feast, the point in the ceremony where cubs are named, warriors are affirmed and mates claimed both were looking bored and for a
good chance to escape the boredom to enjoy a dip in the stream. Then it happened,
her father and Hrog stood when the time to claim mates was heard. Zrud and
Marguh both froze; they knew she was the only female of her father’s spawn of mating age. In a blur of emotion and disbelief she was awarded to Hrog. She screamed as
Hrog carried her off to the caves….
Zurd was angry and confused, what to do, what to do? He needed to make a plan
to get her back. There was no way to do it now; Hrog had a large following already
among the younger warriors and would have them set to watch his back on this night.
Zurd sulked off into the woods to plot his revenge and the retaking of his mate.
He spent the next few days in the woods alone not able to grace the fire for fear of
seeing her there with him. Finally he had to return for the hunt. He was walking with
the pups through the burial circle and noticed there was a new pile of stones in the
burial ring, it was covered with flowers and therefore must be new. As death was an everyday thing in the tribe someone died almost every day, but only the graves of the females were ever respected with flowers as the innate feminine bond between them transcended the real world. He, as a “friend” to most of the older females, thought he should ask at the circle who it was so he could show his respects with a wreath.
He had come with his gear for the hunt, and as he stood there waiting for the other
males to assemble he spied Kirguh an older female who was like a mother to him. ...The scream was so primal and loud it shook the very trees in the woods.... All the other
orcs saw and heard was Zurd running down the mountain two confused pups in tow, screaming in rage and horror. Someone later asked what happened?
The response was in typical orc “Grugh no knowz, Kirguh juzts sayd to him dat da Hrogz
new womenz jump from clivs two dayz ago"...Den he takz off runz to da woodz"...He waz too humanz any wayz"..."harg hah haz". "Me hopz he dun comz bakz dem twoz dogz was bitez me onze to much".
Zurd ran and cried and ran and ran, until he fell down with exhaustion and cried himself
to sleep. He was alone he thought. Ironically at that moment, he was the victim of a slobbering puppy kiss. He looked into the dogs eyes and kissed him gently on the nose, "looks like its us from here on out" he said. Just then the other puppy nuzzled her way in as if to say,”hey don’t forget me”. He realized that he had never named them…odd, “I shall call you (the male) Krug for you are brave, and you Kura for you are smart”,
he said.
Well it was just the three of them and for 15 moons they lived in the woods alone; the
half-orc and the puppies. Well they weren’t exactly puppies anymore they were upwards
of 150lbs each - furry and usually very hungry. The three of them had a cave of their
own and Zurd had become a good hunter, he had his bow and the rest if his gear with
him when he ran so he had what he needed to survive.
The hardest day was the day they had to fight the bear. It was obviously an old bear
as it was grey around the muzzle and had a gray stripe along its back, maybe thats why they did. Maybe it was becasue Zurd had taught the dogs to help him fight that they had won the day. Early in the fight the bear broke his orc bow in half, a loss to the group but he was glad it was not his head. He kept the bear at reach with his long “spear” and the dogs harried the animal from the sides. The final strike came when the bear charged Zurd set the “spear” against a tree and the great bear impaled himself upon it. He and the dogs ate freely for a week and the group had a new blanket for the winter.
Zurd often thinks of the bear admiringly... He was old and perhaps he just wanted to die
in battle he thought; an honorable death. Animals are no different than orcs he thinks.
It was spring there was plenty of game and berries about so there was no competition for food, and the bear was nowhere near its den so teretory was not the issue. Why did he fight... Perhaps, Zurd will never know.
One day as Zurd and the dogs were out scouting their little empire they came upon a road. Moving down it was a host of wagons with a number of human children riding on them and driving. Before he could stay ithe dogs they wereoff at the sight of the other dogs around the wagon train, there were lots of them and off the puppies went running breakneck speed for the wagons wagging their tails all the way. This scared Zurd, he knew that the human mothers and fathers might think the dogs dangerous and kill them on sight. So he gave chase, not thinking that he might indeed scare the drivers more than the dogs. The dogs beat him there of course and were jumping and playing when he came upon the caravan winded from running. At a glance som of the children were smoking and had beards, he thought that this was unusual but then he’d only seen a few humans; his mother a couple other slaves all female and a few children that one another tribe had at a trade meeting.
So he wasn’t sure what to think.
The people were colorfully dressed in bright clothes with fancy hats and ribbons in their hair. There were flags on the wagons. Two small people rode up to Zurd on some dogs about the size of Krug and Kura. “Hullo”, they said together. The older looking of the
two spoke, “I am Jan and this is Gurn”. “You look a little out of breath there my friend”
Jan said, with a broad toothy smile on his face, “We were just about to set up camp for
the night, would you like to join us for supper”? Trying to remember what his mother
would have said to him about etiquette, he decided it impolite to decline the invitation. Zurd very awkwardly bowed and said in almost unintelligible common, “Eh world be diluted”.
Zurd, also thought to ask if their parents would mind and received a hearty laugh from
the two – men. They had a lovely diner with tastes that Zurd had never dreamed off.
One was salt the other was pepper that one was curry but there were more many more,
his mind was in a blur. His taste buds in heaven! He sat on cushions and drank from a
silver cup. He ate with a fork and a knife and at makeshift table. (It seems that he could
sit at one of their “field” tables with no chair.) There was music and dancing and performers of all kinds a man ate flame and spit it back out, one made things appear and disappear out of nowhere. A woman sang a song that made Zurd cry. The dogs sat at Zurd's side and took it all in and they ate everything that he did. When the fires had died down and the “real children" had gone to bed, only then did they ask him his story. He related to them everything above and one said it was a great love story and sat about to making verse. Zurd fell asleep on the comfortable cushions and with a belly full of sweets just like his mother always said civilization would be.
They stayed like this for a couple of days and on the next night a storm blew in scattering the ponies and a good portion of the other livestock. This upset the little people, who referred to themselves as halflings. Zurd offered to help as he had learned a way with animals. He and the dogs were able to round up all of the horses, all but one goat, and they saved most of the foul as well. A few had fallen prey to wolves and small predators in the night. The caravan master said that was a fair piece of work and offered to let him tag along if he wanted to get out of the woods. One of the older halflings suggested that having a big’un around wouldn’t be such a bad idea. So, Zurd went along, he couldn't argue with the comforts the caravan offered.
He became an animal handler for the caravan and took care of the horses and such. He was able to teach them a few tricks as well. Mostly though, he helped keep the order at their little circus and more often than not helped the group move out in the knick of time before the “locals caught on” to their little scams. The hins were really good at acquireing things and finding lost items. Sometimes this was a little confusing to the patrons. So Zurd got rid of patron’s who had a few too many drinks, that flowed freely to help the group's persuits. He also tossed those who thought they might have lost something, and said so just a little too loudly. He'd show them the sign – MANAGEMENT NOT RESPONSIBLE FOR LOST OR STOLEN PROPERTY! The most useful skill he learned was how to get people to do what you wanted them to do with some harsh words and a good stare – teach them you mean business. This would come in handy later when in their travels he went into town.
The group stopped at many a town and Zurd loved and learned all he could about civilization. There was one dark thing he learned real quickly about civilization – it didn’t have much of a place for him. He got kicked out of a lot of bars once they figured out his orc blood. So he asked his new family if they could help him fit in. They finished the education his mother started. They showed him the right clothes and how to act how to talk. His common got better and better every day. Now, sometimes people didn’t even notice his orc blood at all. He was after all in the words of his own father - too human.
As they traveled his relationship improved within the troupe and he wanted something to do other than scare people and kick them out. So he taught the dogs to perform. He made up a little routine they could do. It was a big hit. They learned to stand up and walk upright, to roll over and beg and to jump though hoops and to catch balls and to balance them on their heads. The routine was a skit where Krug was the knight and Kura was the maiden and had to be rescued from a tower. Zurd wore the dragon suit and was defeated in the end. They traveled and traveled but there was always something missing. Until they came to the City of Orussus, Zurd found that while the people of the city varied in their acceptance of his orc blood the bigger the place the more likely he was to be accepted. So he waved goodbye to his second family this morning and with his two dogs intends to make his fortune in Orussus.
First things first to the Red Dragon Inn for a Drink! ….
Level-up Log
Code:
Exploring the Hase-Suna Complex:
Level 1 to Level 2: HP+3; BAB +0; WILL save +2; Bluff +2;
Spells Known 4/2; 0th -Detect Magic; Daze; Acid Splash;
Prestidigitation (DC13); 1st - Shield; Color Spray (DC13);
Spells Per Day 5/4
Last edited by DerHauptman; 25th September 2006 at 01:05 AM..
Appearance: Jik’tu has an orcish face, he has large lupine ears and reddish bloodshot
eyes regardless of the hour. He bears a large scar over his left eye which looks like the
eye was lucky to remain in his head. He has large tusks, the lower left tusk is chipped. He
has the semi-blank stare that is common of those with slow intellect.
He wears a suit of scale mail that looks like it has seen a lot of wear, his cloak is a mustard
yellow color with a dark blood red trim, the cloak looks like it is red at the bottom as well
where it drags the ground but upon closer examination this is actually dried blood. He carries
and impossibly large pact with a round wooden shield strapped over his shoulder. He has a largish
morning star hanging from his belt it appears to be made with a metal that has a reddish tint.
He is a large specimen of his species wide and tall with huge muscles bulging under his armor,
his legs look like a pair of tree trunks.
Background: Jik’tu is a cleric of Tarusk but tries to hide that fact when he travels among
the lesser races.
Jik’tu is a simpleton, but is wise enough to know it and is slow to speak and slow to take long term
actions. He is young and has little if any experience in the world, that is why he is out among the
lesser races – he is being groomed for a position of leadership within his tribe and he is on
a vision quest - a quest to collect souls for the afterlife.
This quest is a form of self imposed exile from his tribe where he is supposed to live among the lesser
races and fight until he feels he has reached his full maturity, when he does he can return . He is
supposed to sew terror, fear and destruction among the weaker races.
Now, Jik’tu being a simple soul, lacks any real goals in his quest save to take as many lives as possible
so that when he dies he will have many slaves in the afterlife. It is the belief of his people that when
one kills a sentient being its spirit is bound to serve him for eternity.
He has turned to adventuring life because he tried being a mercenary but found he was not suited for the
discipline required of a soldier’s life. That and the high attrition rate of his squad mates seemed to
grow around him. So he has come to the city of Orussus because he heard of some tournament and the free
nature of the Red Dragon Inn.
Also it has been a little hard of late to gain acceptance and jobs and he has been told that Orussus’
cosmopolotin nature almost gurantees access to prey and souls and his ability to walk freely among them.
[/sblock]
Logs
XP log:
Wizard and Cook 750
DeSenzio's Tournamnet 150(day 1)+250(day 2)+xx (day 3)
Wealth log:
The Wizard and the Cook
+60gp Reward
+Potion Bulls Strength
+Potion Resist Energy (Fire)
DeSenzio's Tournamnet
+20gp Bet on Jousting in Tournament
+180gp Sale of Potion Resist Energy (Fire) [NOTE: only worth 360gp not 750gp (was special)]
+150 Bet on Archery Contest (150gp more after I do 3 days work)
Note: Gave most of money to Cepheus to buy materials for Plate Armor
Kali Tsafra; Human Rogue Approved for Level 2 (Level 3 pending)
Code:
Name: Kali Tsafra
Class: Rogue
Race: Human
Size: Medium
Gender: Female
Alignment: N
Deity: Personal Mortalist
Str: 10 +0 (XXp.) Level: 3 XP: 3520
Dex: 16 +3 (XXp.) BAB: +2 HP: 15 (3d6+0)
Con: 10 +0 (XXp.) Grapple: +2 Dmg Red: XX/XXXX
Int: 14 +2 (XXp.) Speed: 30' Spell Res: XX
Wis: 12 +1 (XXp.) Init: +7 Spell Save: +X
Cha: 14 +2 (XXp.) ACP: -0 Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +3 +0 +0 +0 15
Touch: 13 Flatfooted: 12
Base Mod Misc TotalFort: 1 +0 +1
Ref: 3 +3 +6
Will: 1 +1 +2
Weapon Attack Damage Critical
Short Sword (1h) +5 1d6 19-20x2
Short Sword (2h) +3/+3 1d6 19-20x2
Short Bow +5 1d6 20x3
Dagger +5 1d4 19-20x2
Dagger (thrown) +5 1d4 19-20x2
Languages: Common, Gnome, Elf
Abilities:
Sneak Attack: +2d6
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.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
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.
Trap Sense (Ex)
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. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Feats:
Two Weapon Fighting
Improved Initiative
Weapon Finesse
Skill Points: 66 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Appraise 2 +2 +4
Balance 1 +3 +2 +6
Bluff 5 +2 +7
Climb 2 +0 +2
Diplomacy 4 +2 +2 +8
Disable Device 3 +2 +2* +7
Gather Information 4 +2 +6
Hide 3 +3 +6
Jump 5 +0 +2 +7
Listen 3 +1 +4
Kn: Local 4 +2 +6
Move Silently 4 +3 +7
Open Lock 4 +3 +2* +9
Search 4 +2 +6
Sense Motive 2 +1 +3
Sleight of Hand 3 +3 +2 +8
Spot 6 +1 +7
Swim 1 +0 +1
Tumble 5 +3 +2 +10
Use Rope 1 +3 +4
*MW Thieves Tool provides +2 synergy to DD and OL
Equipment: Cost Weight
Leather Armor 10gp 15lb
MW Thieves Tools 100gp 2lb
Short Swords (x2) 20gp 4lb
Short Bow 30gp 2lb
Daggers (x2) 4gp 2lb
20 arrows 1gp 3lb
Explorers outfit 0gp 0lb
Total Weight:27lb Money: 50gp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: 21
Height: 5'5"
Weight: 100lb
Eyes: Green
Hair: Black
Skin: Tanned
Appearance: Kali is a pretty young woman with bright eyes and a flashing smile. Her black hair is worn in a long pony tail. Her clothes are new looking, though sturdy and practical. She moves with a simple grace that speaks to her upbringing. She exudes that self-confidence of movement and speech that, along with a quick smile, gains her friends and trust.
Background: Kali Tsafra grew up as the daughter of a successful merchant in Fallon. Like the children of many wealthy parents, Kali had many vaired interests that her parents funded or tolerated. Kali had a big of a short attention span, finding something new and fun to do all the time. She learn thing quickly adn so she was able to hop from thing to thing quickly. Here passion soon became secrets though. So she started find out ways to spy on people, to not be heard and to get into places she shouldn't be. In the course of her growing up, the merchant trade was very competitive. After hearing her father bemoan this fact one night and wonder if the family business could survive, Kali took matters into her own hands. She was being groomed for marriage, her brothers for the business. But marriage was far from her mind and she wanted to her her family. So she began spying upon the other merchnat families. A pretty face with a charming smile went far with most guards
and she became adept at avoiding many others. Most of the guards thought she was there for a secret triste, and Kali didn't say other wise. She gained trusted acces in this way to many compounds. She would easedrop, steal carvan routes and shipping logs and anything else that would help. She would leave these anonymously for her father. He wasn't sure where they came from, but after using the first few to corner the market and make a large profit he didn't care. This went on for about two years.
The Tsafra family grew in wealth and power. It was becoming harder for Kali to keep a low profile when she would visit other compounds. Then one night her father caught her leaving the logs for him. He was furious. He accused her of trying to ruin the families reputation and if this got out how would she marry and the family would lose face and on and on. Never once dd he thank her for what she had done, or even acknowledge that it was due to her that the family even had as much wealth and repesct as it did.
So Kali calmly when to her room, gathered the few things that were truely hers and left. She decided that in order to not embarass her family she would have to leave, so she set out for Orusses. There she knew she could find people who would value her for her skills and appreciate them for what they were worth. So begins the career of Kali.
Draig Underfell, Dwarf Ranger, Approved for level 2
Code:
Name: Draig Underfell
Class: Ranger
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Gundar
Str: 16 +3 (10p.) Level: 2 XP: 2670/3000
Dex: 16 +3 (10p.) BAB: +2 HP: 6/20(2d8+6)
Con: 16 +3 (6p.) Grapple: +5 Dmg Red: -/-
Int: 10 +0 (2p.) Speed: 20' Spell Res: -
Wis: 10 +0 (2p.) Init: +3 Spell Save: +2
Cha: 6 -2 (0p.) ACP: -2 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +3 +0 +0 +0 17
Touch: 13 Flatfooted: 14
Base Mod Misc TotalFort: 3 +3 +6
Ref: 3 +3 +6
Will: 0 +0 +0
Weapon Attack Damage Critical
Dwarven Urgosh (two handed) +6 1d8+4 20/x3
Dwarven Urgosh (TWF, primary) +4 1d8+3 20/x3
Dwarven Urgosh (TWF, secondary) +4 1d8+1 20/x3
Sling (50ft range) +5 1d4+3 20/x2
Languages: Common, Dwarven
Abilities: Darkvision 60ft
+2 Racial bonus vs. Fort saves against poison
Stonecunning
Stability
+2 racial bonus on saves vs. spells and spell-like abilities
+1 racial bonus against orcs and goblinoids
+4 racial bonus against giants
+2 racial bonus on Appraise and Craft checks involving stone or metal
Proficient in light armour and all shield (except tower shields)
Proficient in all simple and martial weapons, and Dwarven Waraxe and Dwarven Urgosh
Wild Empathy (1d20)
Favoured enemy: Humanoid (orc)
Feats: Weapon Focus (Dwarven Urgosh)
Ranger Bonus: Track, Two-weapon fighting
Skill Points: 30 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Heal 4 +0 +4
Knowledge (geography) 2 +0 +2
Knowledge (nature) 5 +0 +5
Listen 5 +0 +5
Search 4 +0 +4
Spot 5 +0 +5
Survival 5 +0 +5
Equipment: Cost Weight
Chain Shirt 100gp 25lb
Dwarven Urgosh 50gp 12lb
Sling 0gp 0lb
20 bullets 2sp 10lb
Backpack 2gp 2lb
2 days trail rations 1gp 2lb
Bedroll 1sp 5lb
Wand of Cure Light Wounds (36 charges) 750gp 0lb
Total Weight:56lb Money: 90gp 7sp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 56
Height: 4'3"
Weight: 184lb
Eyes: Hazel
Hair: Brown
Skin: Slightly Pale
Appearance: A stout dwarf with thick hair and a bushy moustache, Draig looks scruffy at best. He is clearly used to being out and about, his shoes caked with mud and his clothing worn and well-used.
Background: It has always seemed strange to Draig that so many people think of the dwarves in such narrow terms, always mining for gold and singing about it. Of course, if it were true then the race would not last long, while it is valuable both as currency and decoration, gold holds little practical value.
His father was a woodsman, taking the good timber into town to sell to carpenters and using the poorer timber for fires, both in industries in the town and the homes of their neighbours. Draig used to go with him into the woods while his father worked, and used to feed the squirrels and climb the trees looking for birds. His education was largely from his father, taught skills like what you can safely eat in the forest, which herbs you can use as a salve when you get cut. Often this was because Draig had fallen out of a tree he had climbed, and the salve was needed.
His mother always worried when he went out to the woods with his father, but Draig found he felt more himself in the woods than anywhere else.
When the orcs came, it was in the woodland that Draig found refuge. Draig saw the signs of the orcs coming, animals fleeing from their platoon, and the smoke from their fires, about a day before they arrived. Enough time to hide in the forest, and to start to set traps for them. Pit and rope traps of the sort that hunters use to catch animals, and when Draig found a lone orc, an assault from his trusty Urgosh.
It was enough to drive the orcs away in search of easier prey, but not before the village was looted. The village was left bare, and desolate. Draig set out, in part to seek his revenge on the orcs that destroyed his village, but largely in search of his fortune so that he might rebuild his home for his family.
XP and Craft Points
XP:Thirst for Power: 650+570=1220xp Craft Points: 450
Last edited by wmasters; 1st November 2006 at 10:01 AM..
Appearance: Nirrassa is typical height and weight for her race, a little over 3 feet tall and 3 stones. She has green catlike eyes, and rusty brown fur. Her legs are fairly cat like, but stable to stand on with more human like feet, and leathery pads on the bottom. Her torso is a bit more cylindrical than some humanoids, but is still has some shoulder and pectoral proportion to it. Her arms and hands are very human like, though with slightly thicker fingers and a leathery palm. Her head is a bit wider than a normal human's, with a more cat like maw, nose, and eyes, but definitely drawn out in a somewhat human way, and her head sits perched on a fairly normal humanoid neck.
Background (DMs only)
Nirrassa grew up a typical katara in clan Swiftclaw, one of the many clans in the Kanatisis region of the world. Her clan was more toward the east, and had a tree village among the pine trees there. She did her normal duties as a first daugther of a clan matriarch would, but when she hit twelve years old something strange happened. She starteed having nightmares, and when she woke up, something would he damaged, covered with grease, or cold! Her mother sent her to the village wisecat, who told her that she was undergoing a transformation, and that the Mother Cat (their main god) had a purpose for her. She gained some mastery over her powers, and took to the road, partly to seek answers in the outside world, and partly because, well, she was curious. One day she plans to return with what she has discovered about herself and the world out there.
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________ "Dovie'andi se tovya sagain."
Quote:
Originally Posted by crazy_cat
That is a very logical, sensible, well reasoned, and rational point. This, however, is the internet. I'm therefore going to ignore it utterly and completely.
Name: Gardner Monroe
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None
Str: 10 +0 (2p.) Level: 2 XP: 1575
Dex: 16 +3 (10p.) BAB: +1 HP: 12
Con: 12 +1 (4p.) Grapple: +1 Dmg Red: NA
Int: 14 +2 (6p.) Speed: 30' Spell Res: NA
Wis: 10 +0 (2p.) Init: +3 Spell Save: NA
Cha: 14 +2 (6p.) ACP: 0 Spell Fail: NA
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 0 +3 +0 +0 +0 15
Touch: 13 Flatfooted: 12
Base Mod Misc TotalFort: 0 +1 +1
Ref: +3 +3 +6
Will: 0 +0 +0
Weapon Attack Damage Critical
Short sword +1 1d6 19-20x2
Dagger, melee +1 1d4 19-20x2
Dagger, thrown*# +4 1d4 19-20x2 10ft.
Sap +1 1d6 20x2
Short Bow*# +4 1d6 x3
*+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
# You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Languages: COMMON,GNOMISH, Elven
Abilities:
Proficient with all simple weapons Proficient with hand crossbow, rapier, sap, short bow and short sword Proficient with light armor Sneak Attack +1d6 Trapfinding, use Search to find traps 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. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion
Feats:
Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [General]Prerequisite Point Blank Shot. Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Skill Points: 55(8+2Int)x4+4Human Max Ranks: 5/2
Skills Ranks Mod Misc Total
Bluff (Cha,14) 4 +2 0 6
Diplomacy (Cha,14) 2 +2 0 4
Disguise (Cha,14) 3 +2 0 5
Gather Information (Cha,14) 5 +2 0 7
Hide (Dex,16) 5 +3 0 8
Listen (Wis, 10) 2 0 0 2
Move Silently (Dex,16) 5 +3 0 8
Knowledge (local) (Int,14) 3 +2 0 5
Open Lock (Dex,16) 5 +3 0 8
Search (Int, 14) 5 +2 0 7
Sense Motive (Wis,10) 4 0 0 4
Sleight of Hand (Dex,16) 3 +3 0 6
Spot (Wis, 10) 2 0 0 2
Tumble (Dex,16) 2 +3 0 5
Disable Device (Int,14) 5 +2 0 7
The rogue's class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex),
Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex),
Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Equipment: Cost Weight
Leather armor.........................10gp 15lb
Explorer's outfit.....................--gp --lb
Short sword............................10gp 2lb
Dagger(left boot, visible)............ 2gp 1lb
Dagger(behind belt, hidden)........... 2gp 1lb
Sap(left sleeve, hidden).............. 1gp 2lb
Shortbow..............................30gp 2lb
Arrows (20)............................1gp 3lb
Belt pouch............................ 1gp .5lb
Chalk (3)........................... 3cp --lb
Flint and steel..................... 1gp --lb
Signal whistle...................... 8sp --lb
Theives tools.......................30gp 1lb
Loose coin..........................--gp --lb
Flint & Steel .......................1gp 0lb
Backpack (contents carried by mule)... 2gp 2lb
Bedroll............................. 1sp 5lb
Lantern, Bullseye...................12gp 3lb
Oil flask (3)..................... 3gp 3lb
Sack................................ 1sp .5lb
Inkpen............................ 1sp --lb
Ink............................... 8gp --lb
Disguise kit......................50gp 8lb
Trail Rations (6days)............... 3gp 6lb
Waterskin........................... 1gp 4lb
Artisan's outfit.................... 1gp 4lb
Cleric's vestments.................. 5gp 6lb
Entertainer's outfit................ 3gp 4lb
Peasant's outfit.................... 1sp 2lb
Rope, Silk .........................10gp 5lb
Total Weight:.........................89 lb
Gear Weight w/o Pack:.................32lb
MULE- 8gp
Pack saddle 5 gp 15 lb.
Saddlebags 4 gp 8 lb.
Arrows (20) 1gp 3lb
Total Weight:95 lb Money (spent): 199 gp 12 sp 8cp
Total Weight:95 lb Money: 1gp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: 33 lb. or less 34–66 lb. 67–100 lb. 200 500
Age: 16
Height: 6'3"
Weight: 180lb
Eyes: black
Hair: black
Skin: olive
Appearance: "little too tall, could have used a few pounds" sums up Gardner's overall appearance. Gardner is unremarkable in physical form, but the twinkle in his eye and his enthusiasm make up for this. Gardner wears clothes typical for the city that he is in. He prefers to be clothed in garments that are below the upper crust, but higher than the typical working person. He wears leather armor with a scuffed area in the center where an insignia might have been previously found. He has curly dark hair that he keeps close-cropped,and darker olive toned skin. Gardner has a very boyish face. This feature paired with his easygoing attitude make him very likable and disarming at the same time.
Background: Gardner was sent to Monemvassia to study at the Trinity Academy, a renowned institution for young noblemen who wish to maintain their family fortunes. Gardner was able to get in because his uncle pulled some strings. While Gardner is from a family that owns a mercantile in Three Rings, they are not wealthy. His uncle, Morgan Monroe, was a young Lieutenant in the local guard. He was considered an up and comer (touted as the next captain of the guard). Morgan proved too adept at solving crimes and mysteries and was framed for a murder. Crassus refused to use the sword of truth at Morgan's trial, and he was subsequently hanged. Meanwhile, Gardner was expelled from basic training for the guard after his uncle was executed. He was also encouraged to leave the academy since his uncle's influence no longer counted for much. Gardner has been instructed in detective skills by his uncle who beleived firmly in the idea that if you couldn't catch a thief if you didn't have their skills and attitude. Gardner is mistrustful of animals, and will not ride a horse unless it is unavoidable (although he owns a mule for walking beside). He would prefer to remain in cities where he feels more comfortable. It has been six months since his uncle's hanging, and Gardner is roaming around looking for work after determining that working in his parents mercantile was too boring. Gardner's motto is "problems solved, no job too small". He has just arrived at the Red Dragon Inn, and is quietly networking to find a mystery to solve.
Personality:Gardner is not the most impressive specimen and generally gets by in life by an indomitable positive outlook. In essence, Gardner is the ultimate trooper. The glass is eternally half full. Gardner is still quite young and is looking for a mentor to learn the adventuring trade from now that his uncle is dead. He will be deferential to older adventurers, but willing to take more of a leadership role with a party his own age. He is polite and well mannered, something he picked up from his father being a merchant.Gardner is not given to overindulgence, but will occasionally be attracted by games of chance, believing his natural good fortune will pull through. Gardner enjoys tinkering with mechanical objects and solving puzzles.
XP LOG=The lost manor 996+1575=2571
Last edited by Salix; 18th February 2007 at 07:43 PM..
Reason: updated xp for lost manor
Name: Lyle Datura
Class: Ranger
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Mongrel
Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 16 +3 (10p.) BAB: +1 HP: 9 (1d8+1)
Con: 12 +1 (4p.) Grapple: +3 Dmg Red: NA
Int: 08 -1 (0p.) Speed: 30' Spell Res: NA
Wis: 14 +2 (6p.) Init: +3 Spell Save: NA
Cha: 08 -1 (0p.) ACP: -1 Spell Fail: NA
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +1 +3 +0 +0 +0 16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: +2 +1 +3
Ref: +2 +3 +5
Will: 0 +2 +2
Weapon Attack Damage Critical
Morning star (M) +3 1d8+2 19-20x2
Dagger, melee +3 1d4+2 19-20x2
Dagger, thrown +4 1d4+2 19-20x2 10ft.
Short Bow Composite +4 1d6+0 x3
Languages: Common
Abilities:
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Ranger Favored Enemies: Humanoid (orc)
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track
A ranger gains Track as a bonus feat.
Wild Empathy (Ex)
A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance
A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex)
At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex)
At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex)
At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex)
A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex)
While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.
XXXX
Feats: Track (EX),Favored Enemy (EX,Orc),
Point Blank Shot [General] Benefit:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot [General]Prerequisite Point Blank Shot.
Benefit You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Skill Points: 24 (6 + (-1) Int modifier) ×4 +4 (human) Max Ranks: 4/2
Skills Ranks Mod Misc Total
Survival (Wis) 4 +2 +0 6
Hide (Dex) 3 +3 +0 6
Knowledge (nature) (I 2 -1 +0 1
Listen (Wis) 3 +2 +0 5
Move Silently (Dex) 3 +3 +0 6
Spot (Wis) 3 +2 +0 5
Heal (Wis) 3 +2 +0 5
Climb (Str, AC PEN ) 1 +2 -1 2
Use Rope (Dex) 1 +3 +0 4
Ride (Dex) 1 +3 +0 4
The ranger's class skills (and the key ability for each skill) are Climb (Str),
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Equipment: Cost Weight
Leather armor..................10gp 15lb
Buckler........................15gp 5lb
Explorer's outfit..............--gp --lb
Short bow composite............75gp 2lb
Dagger(belt).................. 2gp 1lb
Dagger(bandolier,4)........... 8gp 4lb
Morningstar................... 8 gp 6lb
Arrows (20)....................1gp 3lb
Belt pouch.................... 1gp .5lb
Chalk (3)................... 3cp --lb
Flint and steel............. 1gp --lb
Signal whistle.............. 8sp --lb
Loose coin..................--gp --lb
Flint & Steel................1gp 0lb
Backpack...................... 2gp 2lb
Bedroll..................... 1sp 5lb
Lantern, Bullseye...........12gp 3lb
Oil flask (3)............. 3gp 3lb
Sack........................ 1sp .5lb
Inkpen.................... 1sp --lb
Ink....................... 8gp --lb
Trail Rations (6days)....... 3gp 6lb
Waterskin................... 1gp 4lb
Rope, Silk .................10gp 5lb
Total Weight:.........................60lb
Gear Weight w/o Pack:.................34.5lb
Total cost 149gp
Total Weight:62lb Money: 71gp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: 58 lb. 59-116lb 117-175 lb 350 875
Age: 16
Height: 6'2"
Weight: 185lb
Eyes: Brown
Hair: Black
Skin: Ruddy,tanned
Appearance:
Lyle is a young man who has matured early. He is fairly tall, but still relatively slightly built due to his age. He keeps his hair very close-cropped. His face bears many scars from a brush with the pox when he was a young boy. His appearance is fairly plain with a large nose and deep-set eyes. Lyle has a tattoo of a plant with a large trumpet shaped flower on the inside of his left forearm. He wears leather armor and carries a composite short bow and morning star. He wears a bandoleer of four throwing daggers across his chest. On his belt is a large fighting dagger. He wears a buckler on his left arm.
Background:
Lyle is from a desert tribe from the land of fire in the southwest. He was orphaned early in his childhood and has been raised with the guidance of two men, the tribe's shaman and their best hunter (a ranger).
While completing his vision quest to become an adult of his clan, his tribe was massacred.
He returned days later to find only a few members remaining (mostly women and children who had hidden in nearby caves when they heard the alarm). The marauders had taken a potent talisman worn by the chief of the tribe. The talisman was a silver and turquoise medallion shaped like a thunderbird. It was said to give its owner the ability to bring thunder, lightning, and rain. However, the old chief was unable to make it do anything. With the tribe decimated the remaining members have migrated away and fallen to the mercy of rival groups.
Lyle is seeking revenge on the raiders and the return of the Talisman that he believes is rightfully his. The village site among the smooth red rock is now considered haunted and even the neighboring Orc raiders won't disturb the site. The attack was made to look like an Orc raiding party, but Lyle discovered evidence that suggests otherwise. He followed the tracks of the raiding party to the edge of the desert, but turned back to bury the dead of his clan. He is now searching for the raiders again, and trying to track down the heirloom that he believes belongs to him. Lyle had received training from the shaman of the tribe, and is adept at many of the elements of using sacred plants to gain visions.
Personality:Since Lyle was raised by the entire tribe he is very open to other people. He doesn't care much about their personal beliefs or politics as long as they treat him with respect. Lyle believes in sharing goods, and is the type of person to give you the shirt of his back. However, woe be to those who would make an enemy of him since he is known to hold a mean grudge. He is quick to laugh, and doesn't take well to those who try to impose rigid rules on others. He has never had much wealth as he comes from a poor tribe. His ideas about money generally consist of buying quality equipment and having enough to get by. Lyle can also be a little annoying at times. His share and share alike attitude makes others think he is a mooch. His questioning of others asserting authority can also make him seem like a malcontent. This leads him to not be leadership material. Once a leader has established his respect and trust he is a stalwart companion.
Name: Ryland
Class: Sorcerer
Race: Gnome
Size: Small
Gender: Male
Alignment: Neutral
Deity: None
Str: 10 +0 (4p.) Level: 1 XP: 0
Dex: 10 +0 (2p.) BAB: +1 HP: 10 (1d4+3+3)
Con: 16 +3 (6p.) Grapple: -4 Dmg Red: NA
Int: 12 +1 (4p.) Speed: 20' Spell Res: NA
Wis: 12+1 (4p.) Init: +0 Spell Save: NA
Cha: 16 +3 (10p.) ACP: -0 Spell Fail: NA%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +1 +0 +0 +0 11
Touch: 11 Flatfooted: 11
Base Mod Misc TotalFort: 0 +3 +3
Ref: 0 +0 +0
Will: 2 +1 +3
Weapon Attack Damage Critical
Dagger 0 1d3 19-20x2
Sling +0 1d3 x2 50 ft. 0 lb. Bludgeoning
Crossbow (lt) +0 1d6 19-20/x2 80 ft. 4 lb. Piercing
Languages: Common,Gnome,Orc,
Abilities:
o +2 Constitution, -2 Strength.
o Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
o Gnome base land speed is 20 feet.
o Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
o Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
o +2 racial bonus on saving throws against illusions.
o Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
o +1 racial bonus on attack rolls against kobolds and goblinoids.
o +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.
o +2 racial bonus on Listen checks.
o +2 racial bonus on Craft (alchemy) checks.
o Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
o Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.
o Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.
Feats: 1
TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.
Skill Points: 2x4=8 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff (Cha) 2 +3 +5
Concentration (Con) 2 +3 +5
Knowledge (arcana) (Int) 2 +0 +2
Spellcraft (Int) 2 +0 +2
The sorcerer's class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Equipment: Cost Weight
Dagger 2gp .5lb
Sling 0 0 lb
Bullets, sling (10) 1 sp 2.5lb.
light crossbow 35gp 2 lb
Bolts, crossbow (10) 1 gp .5lb. -
Belt pouch.................... 1gp .5lb
Chalk (3)................... 3cp --lb
Flint and steel............. 1gp --lb
Signal whistle.............. 8sp --lb
Loose coin..................--gp --lb
Flint & Steel................1gp 0lb
Spell component pouch (in vest) 5 gp 2 lb.
Backpack...................... 2gp .5lb
Bedroll..................... 1sp 1.25lb
Lantern, Bullseye...........12gp 3lb
Oil flask (3)............. 3gp 3lb
Sack........................ 1sp .125lb
Inkpen.................... 1sp --lb
Ink....................... 8gp --lb
Trail Rations (6days)....... 3gp 1.5lb
Waterskin................... 1gp 1lb
Rope, Silk .................10gp 5lb
Total Weight:.........................21.4lb
Gear Weight w/o Pack:.................6.0lb
Total cost 72 gp 12 Sp 3 Cp
Total Weight:21.4 lb Money: 46gp 7sp 7cp
Lgt Med Hvy Lift Push
[b]Max Weight:[ 24.75 lb. or less 25-49.5 lb. 50-75 lb. 150 375
Age: 75
Height: 3'2"
Weight: 35lb
Eyes: Pale blue
Hair: silver, long in back, receding
Skin: Bark
Appearance: Ryland wears the simple garb of a caravan guard (Leather Breeches, Simple dun colored tunic).
He has a "field vest" with many pockets to hold his magic components.
spellser day 0 (6), 1 (4)
Known 0 level (4) Detect Magic, Message, Mage hand, light
1 level (2) Hypnotism, Color Spray
Background: Ryland has always worked as a caravan guard. while not as clever as most gnomes he has a
certain steely presence that has enabled him to be successful as a guard. He has always regarded the need to be
"professional" above all else and has few allegiances. This bearing leads others to trust and respect him. He has just
recently gained his sorceror skills, and is looking to try his luck at exploiting them to earn a "real" income.
Experience log Stuff of Dreams
XP Awards
XP was awarded over the course of the adventure for many, many reasons, roleplaying and otherwise, and no single award was large enough for you to gain more than one level, so that rule does not apply here.
Adventure XP:
Ryland: 4466 XP
That puts Ryland at L3 . So real-time XP will be awarded based on those levels:
Real-Time XP (18 months):
Ryland: 2700 XP
For a grand total of...
Ryland: 7166 XP
Last edited by Salix; 14th August 2007 at 03:04 AM..
Appearance: Khairi Baheder is average height for a human with broad shoulders and a hardness in his appearance that denotes his profession. Khairi wears worn studded leather armor that has seen many miles of road. Khairi carries a MW scimitar, short sword, 2 daggers, and a longbow. He often makes references to dancing and speaks with a strong Sairundan accent.
Background: Khairi ai Baheder is from a small town Baras and of the Zephyr tribe. Khairi ai Baheder is outgoing and enjoys a good swordfight to test his ability. Khairi seeks adventure that he believes will enrich his knowledge and improve his standing as a swordsman. Khairi wants more than anything to become the ultimate dervish and earn a place of honor back home. Khairi Baheder may want to become the ultimate dervish but has yet to gain enough experience to be accepted as one. Khairi recently came of age and left his homeland to seek adventure, experience and wisdom to earn him a place among the Dervish of Sairundan. Khairi entered DiSenzios Duel Tournament and won the novice category. For 1st place prize he selected a MW scimitar, a Short Sword, and MW Studded Leather Armor. During the tournament he fought and barely defeated a woman, Melinda a noble of Earling. The daugther of a Marquess.
Appearance: Ru'shal cannot hide the fact that he is a half-orc
(more than half some would say). The green skin, and protruding canines
are more than adequate identification. He has his course, black hair
shorn very short. He is dressed in simple clothes and carries a small
backpack with his few worldly possessions.
Background: In the great Northern mountains, lies a small valley
nestled into the eastern foothills. Within the valley lies a small
monestary and a village that serves it. The Temple of the Rising Sun
has been in this valley for 400 years and has a long tradition of enlightenment.
So it was that one morning a child was left upon the threshold of the monestary.
More than likely some woman did not want to bring shame upon herself or her family
and left the child with the monks. But it was evident that this child was not the
product of a secret affair. This child was a half-breed, the reason for the womans
shame all the more clear. Master Gu'lain proclaimed that such a child born of violence
was doomed to a life of violence. Yet still, the monks had never turned away a village
child before and this would be no exception. The boy was named Ru'shal, which meant
"Ox-blood" for even from birth the child showed great strength.
So Ru'shal grew up in the monestary, learning the ways of the monks. He excelled in
mastery of physical self, and was an able learner at mastery of spiritual self. By the
time he was 10, Ru'shal was a head taller than the other pupils, and stronger than any
of them. His gruff appearence left no doubt as to his origin, which the other boys,
still not yet fully enlightened, made fun of often. This lead to many fights often
against several boys at once. After one particularly brutal fight, Ru'shal wa so upset
that he decided to flee to the mountains and join an orc tribe there to avoid the treatment.
Ru'shal did indeed find a bad of orcs just two days away. But when he presented himself
he was jeered at as a human-boy and was beaten and brutalised. Fortunately Master Gu'lain
had followed his tracks once he fond Ru'Shal missing. Gu'lain managed to free him from the
orcs and return him to the monestary.
Ru'shal was badly scarred from his ordeal. His jaw had been broken leabing his speech slurred.
His face was a pulp. Ru'shal went into s near seclusion for almost two years. After much
meditation he came to grips with what he had done and of the nature of violence, resolving
never to be the agressor and act like the beasts that he himself was a descendant of. Ru'shal
threw hinself into his training, and he became the best student at combat and wrestling the
temple had ever seen. Master Gu'lain knew that the time was near that Ru'shal would need
greater challenges than could be provided at the temple. For though most take the path of
spirituality towards emlightenment, there are those souls that tread the path of physicality.
Ru'shal was one of those, and the temple could not provide enough challenges for him to perfect
himself. It came to be that Ru'shal was summoned to the Master and told that he would need to
continue his journey outside the temple.
So it was that Ru'shal left the Temple of the Rising Sun and made his way down to Orussus, to
seek those challenges that will propel him toward physical and spiritual harmony.
Appearance: Quozen has darker skin, a testament to the time spent under a pounding sun. Returning from the Nocturne Monastery, he has changed his white linens for a black silk tunic and breeches, and a black leather belt. He keeps his waist-length hair severely tied back with a silk sash dyed a dark yellow, the sash woven into his hair along its entire length, ending in a bone tip.
Background: Quozen hails from the lands of fire. Life there is different than in most places for elves; the desert sun has a way of hardening its people, as it does the land. Life requires pragmatism, discipline, and careful study.
Such is the way of the Monastic Order of the Nightingale. Study your world around you, master the forces of the world as they act on you, maintain the understanding of oneself, and nothing shall touch you. The Monastic Order of the Nightingale holds itself high on rocky outcropping, impossibly shaped basalt columns rising to the heavens.
Yet even in desolate places like this, the elves are still elves; they take to study, enjoy beauty when they find it, and are prone to wanderlust. This need to study is what convinced Quozen to leave his homelands and travel. First, he wanted to see grass. Then, he wanted to see trees. Then, he wanted to feel the rain. Now, he hears that the ocean is a wonder to behold. He will continue his travels, and see where his studies lead him.
Note: The Basalt Citadel and the Order of the Nightingale are PUBLIC.
Appearance: There stands a youth of average height with a deep tan,
rakish grin, brown hair and a mischievous glint in his eye's.
Wearing dark brown leather pants, gray shirt and a dark green cloak.
Hanging from his side is a plain looking rapier that he seems confident about using.
Background: Aiken is the fourth son of a minor noble out of Ravendale.
As such he has enjoyed learning how to ride and some swordplay,
although he was never very enthusiastic about both.
Being the fourth son and as such not likely to inherit and neither very
proficient at arms, so the army was out or very pious, no clergy material
his father set him up to be a scholar. There he picked up some skill in
architecture. Unfortunately the scholar's life wasn’t al that lively and
definitely not what Aiken wanted for him. So in search for more
excitement he ended up mixing with a rougher crowd. And although some slight
crime here and there was exiting it wasn’t really up his ally. A life of
crime just wasn’t in his nature. So one day he packed his meagre belongings
and set out to see more of the world.
Treasure:
W2 the search for Tomas Quinn
-MW Rapier
-Potion of cure light
-469.25gp
XP:
Once Upon a Rheim : 320xp
Once Upon a Rheim : 1100xp
Once Upon a Rheim : 1300xp
W2: The Search For Tomas Quinn : 2160xp
W2: The Search For Tomas Quinn : 1175 XP
W2: The Search For Tomas Quinn : 2400 XP
Background
Bran Olvant is the son of a the well-off jeweler Jason Olvant who is based in Orussus. You can say he was born with a silver spoon in his mouth. He has never worked a day in his life (up until his first stint as an adventurer) and spent his youth sword fighting, fishing and chasing girls. Well, the fishing went away, and he's making an attempt to be a one-woman man, but the dueling he still has a passion for.
Kaelin, a blonde haired, green eyed firecracker of a barmaid, is the woman of his dreams. This is odd considering Bran spent his time going after the more well off girls. His relationship with Kaelin does not please his father, and his occasional philandering does not please Kaelin, but they have remained together for a year. He's contemplating getting more serious with her. Contemplating.
Logs
XP log:
XXXX from
Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________ "Dovie'andi se tovya sagain."
Quote:
Originally Posted by crazy_cat
That is a very logical, sensible, well reasoned, and rational point. This, however, is the internet. I'm therefore going to ignore it utterly and completely.