Appearance: Thamian appears as a typical example of a Gray Elf... tall, and thin, with violet eyes and pale golden hair. He wears fine blue robes, but displays his weapons openly... presenting the slightly odd sight of a Wizard with a longsword to onlookers.
Background: An especially bright scion of a line of powerful Wizards, great things were expected of Thamian from an early age. However, he soon found himself 'out of sync' with the other Elves, his lawful leanings conflicting with their chaotic nature. He placed a higher value on logic then emotion, and preferred to spend his time in useful pursuits then in frivolous entertainments. He focused his efforts on the study of magic, and finished his education quite early (by Elven standards). Once finished, he left the village the next day... on his way out to see the world, hone his skills, and discover a nice University to settle down in. Early in his travels, a bad storm forced him to take shelter in a temple of Gliran... he had a number of profitable conversations with the mages present within, and as a result, converted to the worship of Gliran (and gained a couple useful spells...) Notes: As a Gray Elf, Thamian has ability modifiers of -2 Str, +2 Dex, -2 Con, +2 Int. Approved for Level 1 as of June 30, 2006.
Name: Rhys the Great Goblin
Class: Fighter (2) Cleric (1)
Race: Mountain Goblin
Size: Small
Gender: Male
Alignment: Lawful Neutral
Deity: Shural
Str: 16* +3 (10p.) Level: 3 XP: 5685
Dex: 14 +2 (6p.) BAB: +2 HP: 29 (2d10+2;1d8+2)
Con: 14 +2 (6p.) Grapple: +0 Dmg Red:Int: 12 +1 (4p.) Speed: 20' Spell Res:Wis: 12 +1 (2p.) Init: +6 Spell Save: 11
Cha: 10 +0 (2p.) ACP: -5 Spell Fail:
*Gauntlets of Ogre Power
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +2 +1 +1 +X +X 23
Touch: 12 Flatfooted: 22
Base Mod Misc TotalFort: 5 +2 +7
Ref: 0 +2 +2
Will: 2 +1 +3
Weapon Attack Damage Critical
MW Warhammer +7 1d6+3 x3 1handed bludgeoning 2.5lb 312gp
Falchion +7 1d6+4 18-20x2 2handed slashing 4lb 75gp
Light Crossbow +5 1d6 19-20x2 range inc80'piecring 2lb 35gp
Languages: Common Dwarven Goblin
Abilities: Mountain Goblin
+2wisdom/-2strength
small(+1combat bonus, +4 hide)
Low-light vision
natural builder +2 knowledge architecture and engineering
+ 2 on diplomacy and knowledge history
+ 1 racial bonus to hit goblinoids
+ 4 dodge bonus on AC against giants
+ 2 bonus on saving throws against mind-affecting spells.
Treat Goblin Ranseurs as martial rather exotic weapons.
Feats:
Weapon/Armor Proficiency: All Armor [class Fighter]
Dodge [GENERAL]
+1 bonus to AC against one opponent
Weapon Focus Falchion
+1 to hit with Falchion
Point Blank Shot [Bonus F2]
+1 to hit with ranged attack within 30ft
Improved Initiative +4[3rd Lvl]
Turn undead 3x/day (as good cleric) turning check 1d20+0 turning damage 2d6+1
Spontaneous casting- healing (as good cleric)
Domains:Earth, Protection
Earth ability: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities 3 times /day as a supernatural ability.
Protection: Generate protective ward as supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his/her next saving throw. Activating this power is a standard action. Protective ward is an abjuration effect with a duration of 1 hour usable once per day.
Spells/day: 0lvl-3, 1lvl-2+1
Usually Prepared Spells:
0: Guidance, Read Magic, Detect Magic
1: Bless, Magic Weapon, Domain- Sanctuary
Skill Points: 18 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Climb 1 +2 +3
Craft_Armorsmithing 1 +1 +2
Craft_Weaponsmithing 1 +1 +2
Craft_Tunnelling 4 +1 +5
Diplomacy 1(2*)+0 +2 +3
Intimidate 1 +0 +1
Knowledge
architecture & engineering 1 +1 +2 +4
Knowledge (nature) 1 +1 +2
Knowledge (history) 0 +1 +2 +3
Ride 2 +2 +4
Survival 2(4*)+1 +3
*at first and second level cross class
Equipment: Cost Weight
MW Warhammer 312gp 2.5lb
Falchion 75gp 4lb
Light Crossbow 35gp 2lb
+1 Full Plate 1870gp 25lb
Gauntlets of Ogre Power 3000gp 2lb
Mithral Heavy Shield 1020gp 2.5lb
Scale Mail [Camel] 50gp 15lb
Hooded Cloak(CW outfit) [worn] 8gp 1.75lb
Crossbow bolts (quiver of 10) x1 [attached to belt] 1gp .5lb
Backpack [worn] 2gp .5lb
Waterskins x5 [backpack] 5gp 5lb
Chalk [backpack] 1cp
Flint and steel [backpack] 1gp
Pouch x1 [hang from neck inside clothing] 1gp .125lb
Rations (7 day) [backpack] 35sp 1.75lb
Fish hook and line [backpack] 1sp
Camel paid 75gp
Speed 50’ A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601- 900 pounds. A camel can drag 4,500 pounds.
Feed for Camel 7 days[packed on Camel] 35cp 70lb
Blanket, winter x1 [camel] 5sp .75lb
Soap [saddle bags] 5sp 1lb
Saddle bags [camel] 4gp 8lb
Crossbow bolts (quiver of 10) x2 [saddle bags] 2gp 1lb
Bedroll [Packed on camel] 1sp 1.25lb
Sacks x6 [on camel] 6sp .75lb
Canvas 3 sq yards [saddle bags] 3sp 3lb
Whetstone [saddle bags] 2cp 1lb
Pony with riding saddle, bit and bridle[at RDI stables] 30gp
Speed 40’ A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.
Total Weight carried:42.625lb
Total Weight packed on Camel:101.75lb
Money: 991gp 5sp XXcp
Lgt Med Hvy Lift PushMax Weight: 57 114.75 172.5
money log
owes Eskon 5 gp- paid in full
7/31/08 +6666 gold from Showdown.
11/21/08 spent 1320 gold for MW full Plate from Jamilee.
11/28/08 spent 3000 gold for gauntlets of ogre power from Tenebryn.
12/5/08 - spent 550 gold Tenebryn enchant plate mail to +1
12/10/08 - spent 800 gold to Findoram to craft MW warhammer and Mithral Heavy shield.
craft log
Lvl 1 (150)+Lvl2(300)+Lvl3(450)=900
12/5/08 - 100 Tenebryn enchant plate mail to +1
Total Craft Points: 800
exp log
12/1/07 +675 exp from Showdown in the Forgotten Ruins
7/31/08 +2200 exp from showdown in the forgotten ruins
11/28/08 -160 Tenebryn craft gauntlets of ogre power.
12/5/08 - 40 Tenebryn enchant plate mail to +1
Age: XX
Height: 3' 8"
Weight: 57lb
Eyes: Green
Hair: Dark Brown
Skin: Red
Appearance: Rhys wears a long hooded cloak over full plate armor and Helm to conceal his face when dealing with those who would mistake him for a common goblin. His appearance when so equipped is that of a knight with symbols of his god adorning his armor and shield. He tries not to bring attention to himself although trouble usually finds him.
Personality
Rhys is serious and thoughtful, although quick to acting without a plan when haste is needed. He is thought too rash and careless by his people. Rhys has sought solitude from the judgements of his people and has taken to adventuring to escape the scrutiny of his people. He desires to be a knight and makes every attempt to act chivalrous and protect the innocent. He hopes one day he will gain acceptance through his deeds and not be judged by distant relations to common goblins.
Background: Rhys' tribe is located in the northern mountain range one days walk on the east side of the road to Earling. Rhys must be tough to survive alone in the wild. He is extremely daring and a great ambusher. He desires to help children and those in need but fears the prejudice he recieves for his heritage. He avoids entering settlements but at times does so, for supplies, wearing a long hooded cloak and Helm to conceal his face.
Changes made in level 3:
added cleric level
added +1 BAB
added 6+2 hp
added +1 to grapple
added 450 craft points(level) and 1500 (craft feat) = 1950
added +1 REF save
added Craft wonderous item feat
added 4 skillpoints, assigned to
2 points to craft (bowmaking)
1 point to concentration
1 point to spellcraft
shortened level 1 and 2 sheets due posting problems. Removed racial and cleric class abilities form those sheets.
Approved for level 3.
Code:
Name: Findoram Hammerhand
Class: Cleric
Race: Dwarf
Size: M
Gender: Male
Alignment: LN
Deity: Gundar
Str: 14 +2 ( 6p.) Level: 3 XP: 5885/6000
Dex: 8 -1 ( 0p.) BAB: +2 HP: 26/26 (8+2+6+2+6+2)
Con: 14 +2 ( 4p.) Grapple: +4 Dmg Red: -/-
Int: 14 +2 ( 6p.) Speed: 20' Spell Res: -
Wis: 16 +3 (10p.) Init: -1 Spell Save: +3
Cha: 10 +0 ( 4p.) ACP: -5 Spell Fail: -
racial: +2 con, -2 cha
Craft points:2376
Current hp: 2
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +1 -1 +0 +0 +0 15
Touch: 9 Flatfooted: 15
+4 dodge bonus to Armor Class against monsters of the giant type.
Base Mod Misc TotalFort: 3 +2 +5
Ref: 1 -1 0
Will: 3 +3 +6
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
Weapon Attack Damage Critical
Dwarven waraxe +4 1d10+2 20-x3
Dwarven waraxe +1 +5 1d10+3 20-x3
+1 racial bonus on attack rolls against orcs and goblinoids.
Languages: Dwarf, Common, Terran and Undercommon.
Abilities:
Dwarven racial abilities:
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as
naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Cleric abilities:
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric of a lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Turn undead: 3/day (+2 bonus on turn checks form knowledge religion)
3 per day, turn check 1d20+2, turn damage 2d6+3
Domain powers:
ARTIFICE DOMAIN
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
STRENGTH DOMAIN
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Feats: Martial weapon proficiency (dwarven waraxe), craft wonderous item.
Skill Points: 24 Max Ranks: 6/3
Skills Ranks Mod Misc Total
appraise 0 +2 +2(*1)
craft(weaponsmith) 4 +2 +4 +10(*2)
craft(armorsmith) 4 +2 +4 +10(*2)
craft(bowmaking) 3 +2 +4 +9
heal 1 +3 +4
knowledge(religion) 5 +2 +7
concentration 4 +2 +6
spellcraft 3 +2 +5
spot 0 +3 +3
*1: +2 racial bonus on Appraise checks that are related to stone or metal items.
*2: +2 racial bonus on Craft checks that are related to stone or metal.
Spells:
Level 0: 4
Level 1: 3+1
Level 2: 2+1
Spells perpared:
0:2x create water; light, detect magic
1: magic weapon, bless, protection vs. evil, enlarge person(domain)
2: spiritual weapon, lesser restoration, bull's strength(domain)Equipment: Cost Weight
Artisan's outfit - -
Holy symbol(steel) 5gp 1lb
Spell component pouch 5gp 2lb
Dwarven waraxe 30gp 8lb (*)
Breastplate 200gp 30lb (*)
Buckler 15gp 5lb (*)
Dwarven Waraxe +1 2,330gp 8lb (from Thurgan)
Masterwork Dwarven Waraxe 330gp 8lb (from Thurgan)
Wand of CLW (0 carges) 0gp 0lb (from Thurgan)
Wand of CLW (38 charges) 750gp 0lb (from Thurgan)
(*): self crafted
Carried on Camel:
Winter Blanket 5sp 3lb (**)
Small barrel 1gp 15lb (**)
14 days rations 7gp 14lb (**)
8 days feed 4sp 80lb (**)
not carried:
Leather apron 10gp 15lb
(as leather armor)
MW artisan tools 55gp 5lb
6 days feed 3sp 60lb (**)
(**): bought at 1.5x price
Total Weight:62 Money: 6111gp -sp -cp
Findoram has 40.83 gp stashed at the RDI.
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Carried by Camel:
Findoram 154
Findoram's equipment 62
Extra equipment on Camel 112lb
Total 312lb (medium load)
Age: 81
Height: 4' 3"
Weight: 154lb
Eyes: blue
Hair: bald (black)
Skin: Dark tan
Appearance: Findoram appears as one would expect from a dwarven smith of good proportians. He is
heavliy build and has strong arms.
Under his bald scalp he wears his beard with pride. At first He may come across as somewhat reserved and grumpy but when you get to know him (or when the Ale starts flowing) he becomes more jovial and merry.
Findoram is a devout follower of Gundar and will uphold his teachings and ways win any occasion he can.
Background: Born and raised amongst his own, Findoram grew up in a clan of smiths of great repute. He was tought in the ways of a weapons- and armorsmith.
During his teens he heard the call of the High King and answered to it by joining His clergy.
Already a talented and skilled smith, the dwarven Forgemasters of Gundar found and excellent priest and smith in Findoram.
After many years of study and craft Findoram set out to spread the teachings of Gundar and make a business of his talents.
Name: Verrick Dram
Class: Ranger
Race: Elan
Size: Medium
Gender: Male
Alignment: LG
Deity: Zephos
Str: 10 +0 (02p.) Level: 2 XP: 1300
Dex: 16 +3 (10p.) BAB: +2 HP: 16 (2d8+2)
Con: 12 +1 (04p.) Grapple: +2 Dmg Red: 0/---
Int: 14 +2 (06p.) Speed: 30'/40' Spell Res: XX
Wis: 14 +2 (06p.) Init: +3 Spell Save: +X
Cha: 08 -1 (02p.) ACP: -0 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +3 +0 +0 +0 15
Touch: 13 Flatfooted: 12
Base Mod Misc TotalFort: 3 +1 +4
Ref: 3 +3 +6
Will: 0 +2 +2
Weapon Attack Damage Critical
Long Bow +5 1d8+0 20/x3
Long Bow (Rapid Shot) +3/+3 1d8+0 20/x3
Quarterstaff +2 1d6+0 20/x2
Quarterstaff (Double) -2/-6 1d6/1d6 20/x2
Languages: Common, Draconic, Orc
Abilities:
Aberration: Verrick is not subject to spells or effects that affect humanoids
only, such as charm person or dominate person.
Power Point Reserve: 2
Resistance (Su): As an immediate action, Verrick can spend 1 power point
to gain a +4 racial bonus on saving throws until the beginning of his next
action.
Resilience (Su): As an immediate action, Verrick can reduce the damage he
is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): If he spends 1 power point, Verrick does not need to eat or
drink for 24 hours.
Favored Enemy (Ex) (Humans): Verrick gains a +2 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks when using these skills humans.
Likewise, he gets a +2 bonus on weapon damage rolls against humans.
Wild Empathy (Ex): Verrick can improve the attitude of an animal. This ability
functions just like a Diplomacy check to improve the attitude of a person.
Wild Empathy Check Bonus: +1 (Ranger level) -1 (Charima penalty) Total: 0
Feats:
Speed of thought (1st level feat) As long as Verrick is psionicly focused, and
not wearing heavy armor, he gains a 10' insight bonus to his speed.
Track (Ranger Bonus Feat) Verrick can use his survival skill to follow tracks.
Rapid Shot (Ranger Bonus Feat)
Skill Points: 40 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Bluff (Cha) *Cross 0 -1 +2 vs Humans -1/+1
Climb (Str) 1 +0 +1
Concentration (Con) 0 +1 +1
Craft (Sculpture) (Int) 4 +2 +6
Handle Animal (Cha) 2 -1 +1
Hide (Dex) 5 +3 +8
Knowledge (Geography) (Int) 2 +2 +4
Knowledge (Nature) (Int) 2 +2 +4
Move Silently (Dex) 5 +3 +8
Listen (Wis) 5 +2 +2 vs Humans +7/+9
Ride (Dex) 1 +3 +4
Search (Int) 2 +2 +4
Sense Motive (Wis) *Cross 0 +2 +2 vs Humans +2/+4
Spot (Wis) 5 +2 +2 vs Humans +7/+9
Survival (Wis) 4 +2 +2 vs Humans +6/+8
Use Rope (Dex) 2 +3 +5
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: Appears to be mid-twenties
Height: 6'0"
Weight: 160lb
Eyes: Green
Hair: Brown
Skin: Fair
Equipment
Code:
Clothing Worn
-- Traveler's Outfit
Carried
15.0 lb Leather Armor
3.0 lb Longbow
3.0 lb Arrows(20)
1.0 lb Dagger with Continual Flame Cast on it
1.0 lb Dagger
4.0 lb Quarterstaff
2.0 lb Backpack
1.0 lb Smokesticks(2)
1.0 lb Trail Ration
-- Candles(5)
-- Chalk(2)
-- Signal Whistle
-- Flint and Steel
-- Wand of Cure Light Wounds (50 Charges) Party's Wand
0.5 lb Map Case
-- Black Ink
-- Inkpens(2)
-- Parchment(10)
-----------
31.5 lb Total CarriedCarried by Fobin
5.0 lb Small Pack Saddle (Includes Harness)
2.5 lb Small Trail Rations(10)
10.0 lb 100ft silk rope
20.0 lb Tent
5.0 lb Bedroll
5.0 lb Pints of Oil(5)
-- Candles(15)
-- Chalk(3)
------------
47.5 lb Total Carried by FobinLeft in Orussus
5.0 lb Sculpting Tools
Verrick stands sloped-shouldered, and is realitively easy to miss in a crowd, this isn't because it is his habit to hide or to remain non-descript, in fact his appearance always seems to be a odd, whether it is the way he has dressed, or the manner in which he has combed his hair, he is always just a little off. He generally dresses as a traveler, and will take the best advantage of his cloak, but rarely wears the hood up. If one pays attention it is possible to note that Verrick is constantly taking in his surrounding, and scrutinizing them with care.
Background:
Verrick has spent the past several years in various wilderness areas. His general work has been to track down people that have managed to get themselves lost. Humans have become lost so often within his woods that he has become fairly in tune with way they think, and especially how they make stupid mistakes.
Not all of Verrick's work has dealt with finding lost people. He also has tracked down criminals who have hoped to find refuge in the wilderness. Verrick expects that more of his work will deal with such activities as he becomes more capable.
Verrick's elan enclave recently came under attack, and was destroyed. Verrick was not present at the time and was unable to discover any clues to help identify what happened or why. However as an elan he has all the time he might desire to prepare himself, then track down the perpetrators. He has decided to make his way to Orussus so that he may more quickly hone his skills. He expects to set himself up as a sculpturer. Verrick keeps his elan heritage to himself, and will generally present himself as human.
Behavior
Verrick will keep his elan heritage to himself, and not be obvious with his abilities. Every day he will focus himself to make sure he gains the benefit of the the Speed of thought feat.
Name: Verrick Dram
Class: Ranger
Race: Elan
Size: Medium
Gender: Male
Alignment: LG
Deity: Zephos
Str: 10 +0 (02p.) Level: 1 XP: 800
Dex: 16 +3 (10p.) BAB: +1 HP: 9 (1d8+1)
Con: 12 +1 (04p.) Grapple: +1 Dmg Red: 0/---
Int: 14 +2 (06p.) Speed: 30'/40' Spell Res: XX
Wis: 14 +2 (06p.) Init: +3 Spell Save: +X
Cha: 08 -1 (02p.) ACP: -0 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +3 +0 +0 +0 15
Touch: 13 Flatfooted: 12
Base Mod Misc TotalFort: 2 +1 +3
Ref: 2 +3 +5
Will: 0 +2 +2
Weapon Attack Damage Critical
Long Bow +4 1d8+0 20/x3
Quarterstaff +1 1d6+0 20/x2
Quarterstaff (Double) -3/-7 1d6/1d6 20/x2
Languages: Common, Draconic, Orc
Abilities:
Aberration: Verrick is not subject to spells or effects that affect humanoids
only, such as charm person or dominate person.
Power Point Reserve: 2
Resistance (Su): As an immediate action, Verrick can spend 1 power point
to gain a +4 racial bonus on saving throws until the beginning of his next
action.
Resilience (Su): As an immediate action, Verrick can reduce the damage he
is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su): If he spends 1 power point, Verrick does not need to eat or
drink for 24 hours.
Favored Enemy (Ex) (Humans): Verrick gains a +2 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks when using these skills humans.
Likewise, he gets a +2 bonus on weapon damage rolls against humans.
Wild Empathy (Ex): Verrick can improve the attitude of an animal. This ability
functions just like a Diplomacy check to improve the attitude of a person.
Wild Empathy Check Bonus: +1 (Ranger level) -1 (Charima penalty) Total: 0
Feats:
Speed of thought (1st level feat) As long as Verrick is psionicly focused, and
not wearing heavy armor, he gains a 10' insight bonus to his speed.
Track (Ranger Bonus Feat) Verrick can use his survival skill to follow tracks.
Skill Points: 32 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff (Cha) *Cross 0 -1 +2 vs Humans -1/+1
Climb (Str) 1 +0 +1
Concentration (Con) 0 +1 +1
Craft (Sculpture) (Int) 4 +2 +6
Handle Animal (Cha) 2 -1 +1
Hide (Dex) 4 +3 +7
Knowledge (Geography) (Int) 2 +2 +4
Knowledge (Nature) (Int) 2 +2 +4
Move Silently (Dex) 4 +3 +7
Listen (Wis) 4 +2 +2 vs Humans +6/+8
Ride (Dex) 1 +3 +4
Sense Motive (Wis) *Cross 0 +2 +2 vs Humans +2/+4
Spot (Wis) 4 +2 +2 vs Humans +6/+8
Survival (Wis) 3 +2 +2 vs Humans +5/+7
Use Rope (Dex) 1 +3 +4
Lgt Med Hvy Lift PushMax Weight: 33 66 100 200 500
Age: Appears to be mid-twenties
Height: 6'0"
Weight: 160lb
Eyes: Green
Hair: Brown
Skin: Fair
Last edited by LiquidBlue; 30th December 2006 at 11:40 PM..
Reason: Edited for Level 2
Name: Lord Raycn (aka - Ray, Cyn, and many others)
Class: Rogue/Fighter
Race: Halfling
Size: Small
Gender: Male
Alignment: N
Deity: None
Str: 10 +0 (04p.) Level: 2 XP: 1550
Dex: 18 +4 (10p.) BAB: +0 HP: 15 (1d6+1; 1d10+1)
Con: 12 +1 (04p.) Grapple: -4 Dmg Red: None
Int: 14 +2 (06p.) Speed: 20' Spell Res: None
Wis: 14 +2 (06p.) Init: +4 Spell Save: XX
Cha: 08 -1 (00p.) ACP: -1 Spell Fail: X%
Craft Points: 500
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +4 +1 +0 +0 18
Touch: 15 Flatfooted: 13
Base Mod Misc TotalFort: 2 +1 +1 +4
Ref: 2 +4 +1 +7
Will: 0 +2 +1 +3
Notes:+1 Racial bonus to all saves (already Included).
Weapon Attack Damage Critical
Lt. Crossbow +6 1d8+0 20/3
Dagger (thrown) +7 1d3+0 19-20/2
Kukri (melee) +6 1d3+0 18-20/2
Culass +6 1d4+0 18-20/2
TWF (Culass/Khukri) +4/+4 1d4+0/1d3+0 (see above for criticals)
Notes:+1 Racial bonus to all attacks (already Included).
+1 Racial bonus attacks with thrown weapons(already Included).
Languages: Common, Halfling, Sign Language,
Abilities:
o - +2 Dexterity, -2 Strength.
o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus
on Hide checks, -4 penalty on grapple checks, lifting and carrying limits
¾ those of Medium characters.
o - A halfling’s base land speed is 20 feet.
o - +2 racial bonus on Climb, Jump, and Move Silently checks.
o - +1 racial bonus on all saving throws.
o - +2 morale bonus on saving throws against fear. This bonus stacks with
the halfling’s +1 bonus on saving throws in general.
o - +1 racial bonus on attack rolls with thrown weapons and slings.
o - +2 racial bonus on Listen checks.
o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven,
Gnome, Goblin, Orc.
o - Favored Class: Rogue.
Feats: Two Weapon Fighting; Weapon Finesse
Skill Points: 44/40 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
_____________________Class Skills_____________________
Appraise 00 +2 +2
Balance 00 +4 (-1ACP) +3
Bluff 00 -1 -1
Climb 00 +0 +2(-1ACP) +1
Craft 00 +2 +2
Decipher Script 01 +2 +3
Diplomacy 00 -1 -1
Disable Device 04 +2 +6
Disguise 00 -1 -1
Escape Artist 00 +4 (-1ACP) +3
Forgery 00 +2 +2
GatherInformation 00 -1 -1
Hide 04 +4 +4(-1ACP) +11
Intimidate 00 -1 -1
Jump 04 +0 +2(-1ACP) +5
Knowlege(Local) 01 +2 +3
Listen 01 +2 +2 +5
Move Silently 04 +4 +2(-1ACP) +9
Open Locks 04 +4 (-1ACP) +7
Perform 00 -1 -1
Profession (Barrister) 03 +2 +5
Search 04 +2 +6
Sense MOtive 02 +2 +4
Sleight of hand 04 +4 (-1ACP) +7
Spot 04 +2 +6
Swim 00 -1 (-1ACP)* -3
Tumble 04 +4 (-1ACP) +7
Use Magic Device 00 +2 +2
Use Rope 00 +4 (-1ACP) +3
* X2 ACP For swimming.
_____________________Untrained Skills_____________________
Concentration 00 +1 +1
Heal 00 +2 +2
Ride 00 +4 +4
Survival 00 +2 +2
Notes:Equipment: Cost Weight
Studded Leather* 25gp 10lb
Lt. Crossbow* 35gp 02lb
Quarells (17)* 02gp .5lb
Cutlass* 20gp 01lb
Dagger (throwing)* 02gp .5lb
Dagger (throwing)* 02gp .5lb
Kukri* 04gp 01lb
Backpack 02gp 01lb
Bedroll .1gp 01lb
WaterSkin 01gp 02lb
Thieves Tools* 30gp .5lb
Signet Ring* 05gp 00lb
Rations (5) 2.5gp 2.5lb
Total Weight: 23lb Money: 320gp 4sp 0cp
In droppable Backpack 07lb
Worn* 16.0lb
Lgt Med Hvy Lift Push[/b]
Max Weight: 19.5 19.6-39.75 39.75-60 120 300
Age: 40
Height: 3'3"
Weight: 38lbs
Eyes: Green
Hair: Brown
Skin: Fair
Character Notes
Appearance:Tall for a halfling and a little hefty as well, this
little guy wears a charcoal gray cloak with black irregular patterns
over his black studded leather armor. His armor looks new or incredibly
well oiled and maintained and it makes hardly a squeak when moving. He
sports a pair of black but unpolished pair of half-calf boots well worn
in contrast. He carries a small light crossbow, a cutlass at his belt
and a brace of daggers across his chest. He has a well worn backpack
with a bedroll tightly secured underneath. Incredibly for all the
buckles, snaps, and the leather itself he seems to make little noise when
moving. He wears a scarf around his neck in bright yellow that looks as
if it might be of feminine design.
Personality:This little halfling is very aggressive and loves to
talk but can come off abrasive and coarse. He is up for any adventure and
aside from insisting he travels with his "companion" places no stipulations
on his employ. He is known to accept "questionable" tasks for the right
price.
He does have a soft spot for children and will take jobs involving them
pro-bono.
Background: Little is known about this halfling's origin even in
the "business". It is rumored he is some kind of displaced nobility and
displays a signet ring though he never uses it for any real purpose dismissing
any real claim to nobility without denying it completely.
He always travels with his "companion" who is a much younger halfling female.
They seem to have a familiar type relationship like mentor student. It is
rumored that she is a princess in exile and has a signet ring of her own. He
may be her protector or rumor has it sometimes her older bastard half-brother.
He is known in the "business" as an excellent locksmith and trap
finder/neutralizer. He is a decent fighter can "take the eyes off a potato
from 100' with a crossbow.
His partner is known as an excellent information gatherer, negotiator and has
a good head for selling/buying "special" goods. She is a well known casing
expert and fence. She is also an excellent shot with a crossbow.
Together they have been known to set a wicked ambush, fighting well as a
team as if rehearsed. They work well as an advance party gathering
information and clearing complexes for adventurers or military operations.
As a side business he has been known to work as a barrister from time to
time for the right price he might argue any case. She on the other hand
designs and applies tattoos of moderate complexity in bars and taverns.
In reality the pair are father and daughter. They are all that remains of a
large extended family group that traveled together from town to town selling
goods and occasionally stealing them back to be sold again. The group was
attacked most killed and some scattered some 10 years ago.
They are in fact from the ruling family of that group but not recognized nobility
per se but nobility within those on the graft, swindlers and con artists.
Their signets might be recognized by friend and foe alike within those circles.
Thus they rely on their anonymity enjoying the rumors often associated with that
status - both good and bad. They can be sinners and saints as the situation fits.
Logs
XP log:
250 From Fire Sceene
850 From A Sailor Talks Too Much
500 From Rich Beyond Dreams
Name: Lady Paycn (aka "P", Pinkie, and Princess)
Class: Rogue/Fighter
Race: Halfling
Size: Small
Gender: Female
Alignment: N
Deity: None
Str: 10 +0 (04p.) Level: 1 XP: 1300
Dex: 18 +4 (10p.) BAB: +1 HP: 15 (1d6+1;1d10+1)
Con: 12 +1 (04p.) Grapple: -4 Dmg Red: None
Int: 14 +2 (06p.) Speed: 20' Spell Res: None
Wis: 08 -1 (00p.) Init: +4 Spell Save: XX
Cha: 14 +2 (06p.) ACP: -1 Spell Fail: X%
Craft Points: 500
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +4 +1 +0 +0 18
Touch: 15 Flatfooted: 13
Base Mod Misc TotalFort: 2 +1 +1 +4
Ref: 2 +4 +1 +7
Will: 0 -1 +1 +0
Notes:+1 Racial bonus to all saves (already Included).
Weapon Attack Damage Critical
Lt. Crossbow +6 1d6+0 20/3
Dagger (thrown) +7 1d3+0 19-20/2
Dagger (melee) +6 1d3+0 18-20/2
Cutlass +6 1d4+0 18-20/2
TWF (Cutlass/Dagger) +4/+4 1d4+0/1d3+0 (see above for criticals)
Notes:+1 Racial bonus to all attacks (already Included).
+1 Racial bonus attacks with thrown weapons(already Included).
Languages: Common, Halfling, a Unique and Personal Sign Language used with her partner and Elven
Abilities:
o - +2 Dexterity, -2 Strength.
o - Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus
on Hide checks, -4 penalty on grapple checks, lifting and carrying limits
¾ those of Medium characters.
o - A halfling’s base land speed is 20 feet.
o - +2 racial bonus on Climb, Jump, and Move Silently checks.
o - +1 racial bonus on all saving throws.
o - +2 morale bonus on saving throws against fear. This bonus stacks with
the halfling’s +1 bonus on saving throws in general.
o - +1 racial bonus on attack rolls with thrown weapons and slings.
o - +2 racial bonus on Listen checks.
o - Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven,
Gnome, Goblin, Orc.
o - Favored Class: Rogue.
Feats: Two Weapon Fighting; Weapon Finesse
Skill Points: 44 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
_____________________Class Skills_____________________
Appraise 04 +2 +6
Balance 00 +4 (-1ACP) +3
Bluff 04 +2 +6
Climb 00 +0 +2(-1ACP) +1
Craft(Tattoo Making) 01 +2 +3
Decipher Script 00 +2 +2
Diplomacy 04 +2 +6
Disable Device 01 +2 +3
Disguise 00 +2 +2
Escape Artist 00 +4 (-1ACP) +3
Forgery 04 +2 +6
GatherInformation 04 +2 +6
Hide 02 +4 +4(-1ACP) +9
Intimidate 00 +2 +2
Jump 04 +0 +2(-1ACP) +5
Knowlege(Local) 00 +2 +2
Listen 04 -1 +2 +5
Move Silently 02 +4 +2(-1ACP) +7
Open Locks 01 +4 (-1ACP) +4
Perform 00 +2 +2
Profession 00 -1 -1
Search 02 +2 +4
Sense MOtive 00 -1 -1
Sleight of hand 00 +4 (-1ACP) +3
Spot 00 -1 -1
Swim 00 +0 (-1ACP)* -2
Tumble 03 +4 (-1ACP) +6
Use Magic Device 04 +2 +6
Use Rope 00 +4 (-1ACP) +3
* X2 ACP For swimming.
_____________________Untrained Skills_____________________
Concentration 00 +1 +1
Heal 00 -1 -1
Ride 00 +4 +4
Survival 00 -1 -1
Notes:Equipment: Cost Weight
Studded Leather* 25gp 10lb
Lt. Crossbow* 35gp 02lb
Quarells (20)* 02gp .5lb
Cutlass* 20gp 01lb
Kukri* 04gp 01lb
Dagger (throwing)* 02gp .5lb
Dagger (throwing)* 02gp .5lb
Backpack 02gp 01lb
Bedroll .1gp 02lb
WaterSkin 01gp 02lb
Signet Ring* 05gp 00lb
Rations (5) 05gp 2.5lb
Tatoo Tools 10gp 02lb
(Inks and pins tappers
etc.)
Tunk 20gp 15lbs
(Ladies outfits Pink)
Total Weight: 25lb Money: 11gp 4sp Xcp
In Droppable Backpack 09.5lb
Worn (carried)* 15.5lb
Trunk 15lb
Lgt Med Hvy Lift Push[/b]
Max Weight: 19.5 19.6-39.75 39.75-60 120 300
Age: 20
Height: 2'9"
Weight: 28lbs
Eyes: Blue
Hair: Blonde
Skin: Fair
Character Notes
Appearance:Short and sleight even for a halfling, she wears
a charcoal gray cloak with irregular patterns over her black studded
leather armor. Her armor looks new or incredibly well maintained.
She sports a pair of black but very polished (think PVC like) impossibly
high heeled boots. She carries a small light crossbow, a cutlass at her
belt and a couple daggers on her person (one in her boot and the other on
her back under her cloak). She has a backpack with a bedroll tightly secured
underneath. She has her gear fastened well and seems to make little noise
when moving. She wears a pink scarf around her neck.
Personality:Uniquely nieve, this girl acts as if still a child she is a
brat, spoiled by her mentor and loves to make a scene. Her partner/mentor
often uses as a distraction to pulls some choice items off the crowd that gathers
as they always will. She likes to use her frail childlike nature to play up her
role as the victim to get others to protect her, especially her own mentor. She
will not travel alone and refuses to make any arrangements letting her partner/
mentor as the mood fits do things for her. In the end though she lets him make
all the real decisions content to choose accommodations, food, mounts and outfits,
she has a trunk with several outfits all common but varied in color and style
from light pants and shirts to practical women’s wear. She wears pink as often
as possible and a full 80% of her wardrobe is indeed pink.
She will do almost anything her mentor says, however, she will never hurt or
abandon a mount, or any other animal in distress. She does have a soft spot
for ponies and will go out of her way to take missions involving their rescue
and or care. She will take those type missions for free as long as she gets to
keep and or ride them. Any negotiation for a job will invariably involve a
request for a pony.
Background: Little is known about her real origin even in the
"business". It is rumored she is some kind of princess. She uses this and acts
the part feeding the rumors and sometimes getting good rooms and food for cheaper
rates or for free with fake letters of credit from one family or another using her
fairly decent forgery skills. She flashes her signet ring often, but quickly.
She cuts a "royal" fit if questioned about her station or origin making common
folk intimidated, full of doubt, and threatened with "punishment" for such
presumption as to question try to verify her position.
She always travels with a "companion" who is a much older halfling male.
They seem to have a familiar type relationship like that of a mentor and
student, or a steward or some other staff and his royal charge. She is
to be a princess in exile and has enjoyed some success in the more remote
regions gaining favors, housing and board for periods of time from minor
nobility seeking favor from this "princess when she regains her throne.
When not masquerading as a princess she dons her leathers and is well known
in the "business" as an excellent information gatherer, negotiator, and graft
artist. She has a clear head for selling/buying "unique" goods and items. She
is a well known casing expert and fence. She is also an excellent shot with
a crossbow.
Together with her partner/mentor they are known to set a wicked ambush,
fighting well as a team as if rehearsed. They work well as an advance
party gathering information and clearing complexes for adventurers or
military operations.
She has a couple personas the "princess" and what she refers to as the "P".
The "P" is her traveling artist persona. She travels from inn to inn applying
decent tattoos for fair prices. She works the clients for information preying
upon the often impaired state required to endure a tattoo to get key information
about the new town and any opportunities. She works with her partner to lift
jewelry and other valuables from clients as well while in this state.
In reality the pair are father and daughter. They are all that remains of a
large extended family group that traveled together from town to town selling
goods and occasionally stealing them back to be sold again.
Their family was all but destroyed by a band of savage hobgoblins in an ambush,
her father carries some guilt at abandoning the rest of the group and running off
with his only daughter. They would like someday to regain control of a thief’s
guild, band of highwaymen, or traveling troupe, traveling and redistributing wealth
from everyone else to them.
They are in fact from the ruling family but not recognized nobility per se.
However, among swindlers and con artists their signets might recognized
by friend and foe alike. Thus they rely on their anonymity enjoying
the rumors often associated with that status - both good and bad. They can
be sinners and saints as the situation fits.
Logs
XP log:
150 Fire Scene
650 from Sailor Talks Too Much
500 from Rich Beyond Dreams
Wealth log:
300 gp, X sp from A Sailor Talks Too Much
Other log:
XXXX from
Advancement
L2 -> Fighter 01 HP: +07 (1d10+1) SP: +4 (2+2)
JUMP +4, +2 Base Fort, +1 Base Attack
FEAT(s): Weapon Finese
Other: OTHER NOTES
Last edited by LiL'Hauptman; 28th December 2006 at 01:51 AM..
Appearance: Dae looks quite happy usually. He has always been quite optimistic. His eyes always seemed fixated on the horizon and there seems to always be a smile on his face.
Background: Dae grew up in a small wooded community in the central lands. He led an uneventful life. One day a stranger came to his community. This stranger told him grand stories of the world outside his forest. Dae begged his father to let him leave. His father told Dae that should he complete his clerical training that he may leave, but only as a missionary. The day Dae graduated he left.
Skill Total = Ability + ranks + Misc
Appraise Int 1 = +1
Balance Dex* 4 = +3 +1
Bluff Cha -1 = -1
Climb Str* 3 = +2 +1
Concentr Con 1 = +1
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Art Dex* 3 = +3
Forgery Int 1 = +1
Gather Info Cha -1 = -1
Heal Wis 2 = +2
Hide Dex* 7 = +3 +4
Intimidate Cha -1 = -1
Jump Str* 2 = +2
Listen Wis 4 = +2 +2
Move Silent Dex* 7 = +3 +4
Perform_1 Cha -1 = -1
Ride Dex 3 = +3
Search Int 1 = +1
Sense Motive Wis 4 = +2 +2
Spot Wis 6 = +2 +4
Survival Wis 2 = +2
Swim Str** 4 = +2 +2
Tumble Dex* 7 = +3 +4
Use Rope Dex 3 = +3
* = check penalty for wearing armor
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk:
More about Dondurgarion Draskhameranguar:
Dondurgarion was trained from an early age as a scout for the Khamerenguar clan, the miners of the deep, at the border with the underdark. He
__________________ *Doghead* "You're an idiot, Dr Z."
Name: Sorgram Brinn
Class: Barbarian (Bear Totem)
Race: Half-orc
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Phyrah
Str: 18 +4 (10p. +2 racial) Level: 1 XP: 0
Dex: 14 +2 (6p.) BAB: +1 HP: 17 (1d12+5)
Con: 14 +2 (6p.) Grapple: +5 Dmg Red: -/-
Int: 10 +0 (4p. -2 racial) Speed: 20' Spell Res: -
Wis: 10 +0 (2p.) Init: +2 Spell Save: -
Cha: 8 -1 (2p. -2 racial) ACP: -4 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +2 +0 +0 +0 16
Touch: 12 Flatfooted: 14
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +2 +2
Will: 0 +0 +0
Weapon Attack Damage Critical
Greataxe +5 1d12+6 20/x3
Light Hammer (thrown) +3 1d4 +4 20/x2 20ft Range Increment
Languages: Common, Orc
Abilities:
Darkvision 60ft
Orc Blood
Illiteracy
Rage: Sorgram can fly into a screaming frenzy once per encounter, up to 1 time per day. This gives +4 to Strength and Constitution and +2 to Will saves but a -2 penalty to AC. The rage lasts up to 7 rounds.
Feats: Toughness (Bonus feat), Track
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 4 +4 -4 +4
Listen 4 +0 +4
Perform (Gladiatorial) 4 -1 +3
Survival 4 +0 +4
Equipment: Cost Weight
Greataxe 20gp 12lbs
Scale Mail 50gp 25lbs
4 Light Hammers 4gp 8lbs
Backpack 2gp 2lbs
50ft Silk Rope 10gp 5lbs
2 days trail ratioms 1gp 2lbs
Winter Blanket 5sp 3lbs
Bedroll 1sp 5lbs
Waterskin 1gp 4lbs
Crowbar 2gp 5lbs
Total Weight:61lb Money: 69gp 4sp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 16
Height: 6'0"
Weight: 317lb
Eyes: Brown
Hair: Long black hair
Skin: Pale green
Appearance:
A bulky, strong build and a hint of green in his skin tone identify Sorgram as a half-breed. Long black, somewhat unkempt hair flows down his back, and black stubble over his face, Sorgram looks like someone who has things on his mind other than how
he looks to others.
Background:
Sorgram grew up in a circus of sorts, a travelling show entertaining crowds and sapping the populace for their hard earned copper. Having never known his parents, the people working there were his family and his mentors. As a young boy he was merely someone to lend a hand setting up and packing, and a run-around around the camp. He wanted to entertain though, and to get into the ring in front of the crowds.
There was some concern from the others in the circus that Sorgram wasn't exactly a winning personality, he wasn't much of a speaker, often agressive and not able to win a crowd over. What he was was strong. He was introduced as a bear wrestler, fighting bears trained for the event initially, so that people in the know were confident of the show, and that he wouldn't be hurt.
Unfortunately, it never really took off. Sorgram's lack of presence in the arena proved a serious hindrance, and he wasn't a major attraction. Sorgram took it to heart somewhat, and has convinced himself that he'll never be much of an entertainer. As such, and now that he's in adulthood, he considers it must be time to seek his fortune in other avenues.
XP and Craft Points
XP: 0/1000
Craft Points: 150
Last edited by wmasters; 2nd October 2006 at 09:18 AM..
Reason: Approval
Name: Joru ghe Bana
Class: Bard 1
Race: Gnome (Forest Gnome)
Size: small
Gender: male
Alignment: Chaotic Neutral
Deity: Phyrah
Str: 06 -2 (00p.) Level: 1 XP: 0000
Dex: 16 +3 (10p.) BAB: +0 HP: 006 (1d6+00)
Con: 10 +0 (00p.) Grapple: -6 Dmg Red: -
Int: 16 +3 (10p.) Speed: 20' Spell Res: -
Wis: 08 -1 (00p.) Init: +3 Spell Save: -
Cha: 16 +3 (10p.) ACP: -0 Spell Fail: 00%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +3 +1 +0 +0 16
Touch: 14 Flatfooted: 13
Base Mod Misc TotalFort: 0 +0 +0
Ref: 2 +3 +5
Will: 2 -1 +1
Weapon Attack Damage Critical
Whip -1 1d2+0 20x2
Rapier -1 1d4+0 18-20x2
XXXX +X XdXX+X XX-XXxX
Languages: Gnome, Elven, Sylvan, a simple language that enables Joru to
communicate on a very basic level with forest animals, Common, Draconic,
Goblin, Orc, Celestial, Abyssal, Infernal, Undercommon, Dwarf, Terran, Aquan
Automatic Languages, Bonus Languages, Speak Language
Spell Casting:
Spells known: 0-Light, Message, Prestidigitation, Read Magic
Spells per day: 0:2
Bardic Knowledge: Check modifier: 1 (bard level) + 3 (intelligence bonus) = +4
Bardic Music Uses per day: 5 (1 bard level + 4 from extra music)
Countersong (Su)Fascinate (Sp)Inspire Courage (Su)Abilities:+2 Constitution, -2 Strength.Small size.
+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks,
-4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium
characters.
Joru's base land speed is 20 feet.Low-light vision:
Joru has eyes that are so sensitive to light that he can see twice as far as
normal in dim light. Low-light vision is color vision. Joru can read a scroll
as long as even the tiniest candle flame is next to him as a source of light.
Joru can see outdoors on a moonlit night as well as he can during the day.
Weapon Familiarity:
Joru may treat gnome hooked hammers as martial weapons rather than exotic
weapons.
+2 racial bonus on saving throws against illusions.Add +1 to the Difficulty Class for all saving throws against illusion spells
cast by Joru. This adjustment stacks with those from similar effects, such as
the Spell Focus feat.+1 racial bonus on attack rolls against kobolds and goblinoids (including
goblins, hobgoblins, and bugbears), orcs, and reptilian humanoids.+4 dodge bonus to Armor Class against creatures of the giant type (such as
ogres, trolls, and hill giants).+2 racial bonus on Listen checks.+2 racial bonus on Craft (alchemy) checks.+4 racial bonus on Hide checks, which improves to +8 in a wooded area.Spell-Like Abilities:
1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC
10 + Joru’s Cha modifier + spell level.
Pass without Trace (Su):
Joru has the innate ability to use pass without trace (self only, as a free
action) as the spell cast by a druid of the forest gnome’s class levels.
Feats:Extra Music
Joru can use his bardic music four extra times per day.
Skill Points: 36 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff 4 +3 +7
Craft(Alchemy) 4 +3 +2 +9
Hide 4 +3 +8/12 +15/19 in a wooded area
Listen 4 -1 +2 +5
Knowledge(History) 4 +3 +7
Knowledge(Nature) 4 +3 +7
Perform(Singing) 4 +3 +7
Speak Language 8
Equipment: Cost Weight
Leather Armor 10gp 7.5lb
Whip 1gp 1lb
Backpack(small) 2gp 0.5lb
Bedroll(small) 1sp 1.25lb
Rapier 20gp 1lb
Spell Component Pouch 5gp 2lb
Rations(small) 4 2gp 1lb
XXXX XXgp XXlb
Total Weight:14.25lb Money: 119gp 9sp 0cp
Lgt Med Hvy Lift PushMax Weight: 15 30 45 90 225
Age: 105 (Unlike Rock gnomes, Forrest Gnomes live to about 500.
At 105, Joru has just entered adulthood)
Height: 2'2"
Weight: 30lb
Eyes: Green
Hair: Earth Brown
Skin: Grey-Brown
Appearance: At 2'2" Joru is short even for a small character. Despite
his small stature he posses a commanding presence. One can almost feel and
smell his forest home. Despite his great knowledge, he has had little contact
with creatures outside the forest, and he is prone to unaware of his
surrounding.
Background:
Joru is a forest gnome, a longer living cousin of the common rock gnome. He has
studied for nearly 100 years learning the oral history of enworld as maintained by
his family. Though for the most part forest gnomes keep to themselves, hidden
in their woods, Joru is is possessed of the profession and temperament such that
he has elected to enter the wider world, and learn what things have transpired.
He will be a wander of the world for a couple hundred years before he feels the
need to return to his home and his family.
He posses a small talent for arcane magic, and is skilled at the preparation of
alchemical substances.
Last edited by LiquidBlue; 6th October 2006 at 04:59 PM..
Reason: Level 1 approved
Appearance:Alden is a young man with a slender, but well-toned frame. The left side of his face bears the scars of some long ago burn, faded with time, but still visible. Alden is highly concious of his scars and often conceals them with his shoulder length black hair.
Background:A boy finds hideen strength within and pulls himself free from where he was trapped, beneath the burning wagon. The rain soothes where it falls upon burned skin as he lies in the mud. The attack is over, and the bandits have gone. All that remains is the bodies of his family. Circus folk, innocent, harmless. There had been guards, two. One lies dead, a knife in his back. The other, the traitor, has fled with his share of the spoils.
The boy lifts the fallen guard's sword. He barely has the strength to carry it, but he moves surely into the forest, after the traitor. The night is dark, the trees crowd near, stifling him. In a clearing sits the traitor, counting his money. The darkness conceals until it is too late. A sword rises, and then falls. Alone in the clearing, a boy falls to the ground and weeps.
The next morning a young man walks into the world, his sword at his back. He is still weak, and has much to learn. But he has a strong will, and a desire for justice.
Five years later, a man walks down the road where he lost his family. No evidence remains, but his heart remembers. He is stronger now, and has honed his skills. Perhaps the time has come. Perhaps he will never achieve revenge for himself, but he will work to ensure that injustice happens to no others. He has heard tales of the inn of the Red Dragon, that is where he will start his quest. He turns away from what his heart remembers and takes a new step.
__________________
SOUL: Secret Organization for Underground Levity
You can't stop the laughter!
THE HIVE: One Mind, No Purpose. Public Member of the Secret Fraternal Order of the Hive.
Appearance: Zeroth, despite his rather healthy body, appears to be sickly pale. None, including himself,
certain why, but he doesn't question it. He was given the body, and he would use it. His face is thin, revealing
high cheekbones and a fairly pleasing face. But an angry glare and a constant arrogant smirk oft keep those away
who would otherwise speak with him. Upon his frame, over the armor, is a black cloak that covers him quite nicely,
concealing weapon and armor alike. With his long, supple fingers and spell component pouch, he can be mistaken
for a wizard, and occasionally is. Zeroth's hair is longish, hanging just below his shoulders, but is often covered
by his cloak.
Background: Born into the prestigious Nectuul family, Zeroth and his twin sister Zofren were heralded as the
greatest miracle of the time. Their mother, thought barren, found herself pregnant after a night of prayer to each
and every god and goddess she could call to mind. A flurry of activity descended upon the household, and soon the
twins were born. Unbeknownst to anyone, there were a few who took a hand in the twins' creation. Lilitu, a drow
goddess, sought to make a bit of anguish by creating a child which would be whole-heartedly evil, and possibly
destroy the prestigious family. However, Hyraq caught wind of the evil plan and attempted to thwart her, leaving
the two in conflict. Jareth, watching amusedly, offered a solution through a game. Whoever won got to keep their
way, and the other had to submit.
The games lasted for days, but neither could triumph over the other. Finally, even Jareth tired of the back and
forth squabbling, and suggested a compromise: They would each have one child, as the woman would have twins. The
two quickly agreed, though Jareth, underhanded as he was, twisted the bargain slightly. Hyraq assumed the male
child would be his, and Lilitu thought the female would be hers. But Jareth switched the taint and blessing, and
in the end, Jareth was the only one satisfied with the whole deal.
Upon being born, one could simply tell from looking at the children that they were destined for great things, though
for good or ill, it was uncertain. As the two grew, they bonded strongly, though they were opposites of one another.
Zeroth was dark and brooding, and rarely ventured outside. His sister was light-hearted and outgoing, and made
friends quite easily. Everyone hoped that Zofren's good nature would rub off on Zeroth, but it was not to be.
He was found practicing necromancy in the basement at the age of seventeen, and was immediately exiled from the
house. He found a certain solace in knowing that he was free, though making ends meet would prove to be a problem.
Wandering, Zeroth found himself more and more drawn to the Negative Energy Lands, and eventually it was here that
he found his true calling. Quickly he joined the ranks of the Cult of Seto, becoming a cleric under his name.
Here he stayed for years, embracing the new religion. However, it soon came time for him to succeed his master, but
it was not to be.
Struck down by his mentor, he fled the Land of Negative Energy, seeking knowledge in the real world in order to
gain the strength needed to succeed his master. Only time would tell if he would succeed in this desire.
Ximix, High Elven Initiate of Gliran - approved for level 4
Code:
Name: Ximix
Class: Cleric
Race: High Elven
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Gliran, "The Arcane"
Domains: Knowledge, Magic
Str: 10 +0 (2p.) Level: 4 XP: 9286
Dex: 14 +2 (4p.) BAB: +3 HP: 26/26 (8+3d8)
Con: 10 +0 (4p.) Grapple: +3 Dmg Red: -/-
Int: 12 +1 (4p.) Speed: 30' Spell Res: -
Wis: 17 +3 (10p.) Init: +2 Spell Save: 13 + Spell Level
Cha: 14 +2 (6p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +1 +2 +0 +0 +0 17
Touch: 12 Flatfooted: 15 +1 AC for Dodge vs 1 Opponent
Base Mod Misc Total
Fort: 4 +0 +4
Ref: 1 +2 +3
Will: 4 +3 +7
Weapon Attack Damage Critical
Longsword +3 1d8 19-20x2
Shortbow +5 1d6 20x3 - 60 ft Range
Dagger (melee) +3 1d4 19-20x2
# Immunity to magic sleep effects, and a +2 racial saving throw bonus against
enchantment spells or effects.
# Low-Light Vision: An elf 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.
# Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats
for the longsword, rapier, longbow (including composite longbow), and
shortbow (including composite shortbow) as bonus feats.
# +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a Search
check to notice it as if she were actively looking for it.
# Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Languages: Common, Draconic, Elven.
Abilities:
Spontaneous Casting (cure spells);
Turn Undead up to 5 times per day; check made on 1d20+4*; turning damage 2d6+6
*+2 to Turn checks due to 5 ranks in Knowledge: Religion
Ximix casts divination spells at +1 caster level. (Knowledge Domain)
Ximix may use scrolls, wands, and other devices with spell completion or spell
trigger activation as a wizard of 1/2 his cleric level (at least 1st level).
Domain spell: 1) Detect Secret Doors, 2) Detect Thoughts
Domain spell: 1) Magic Aura, 2) Identify
Spells
0) 5
1) 4+1 Domain
2) 3+1 Domain
Cleric Spells Prepared :
0: Detect Magic (Div), Guidance (Div), Light (Evoc), Light (Evoc), Read Magic (Div).
1st: Comprehend Languages (Div), Comprehend Languages (Div), Protection vs Evil (Abj), Sanctuary (Abj), Detect Secret Doors (Div, Domain)
2nd: Eagles Splendor (Trans), Eagles Splendor (Trans), Remove Paralysis (Conj), Identify (Div, Domain)
Feats: Combat Casting, Dodge
Skill Points: 21 Max Ranks: 7/3
Skill STAT Total = Ranks + Stat Mod + Other Modifiers / Notes
-----------------------------------------------------------------------------
Appraise (Int) +1 0 1 -
Balance (Dex) +1 0 2 -1 ACP
Bluff (Cha) +2 0 2
Climb (Str) -1 0 0 -1 ACP
Concentration (Con) +9/+5 5 0 +4 / Combat Casting
Craft (any) (Int) +1 0 1 -
Diplomacy (Cha) +4 2 2 -
Disguise (Cha) +2 0 2 -
Escape Artist (Dex) +1 0 2 -1 ACP
Forgery (Int) +1 0 1 -
Gather Information (Cha) +2 0 2 -
Heal (Wis) +5 2 3 -
Hide (Dex) +1 0 2 -1 ACP
Intimidate (Cha) +2 0 2 -
Jump (Str) -1 0 0 -1 ACP
KNOW (arcana) (Int) +4 3 1 -
KNOW (arch/engin) (Int) +1 0 1 Untrained
KNOW (dungeoneerng) (Int) +1 0 1 Untrained
KNOW (geography) (Int) +1 0 1 Untrained
KNOW (history) (Int) +1 0 1 Untrained
KNOW (local) (Int) +1 0 1 Untrained
KNOW (nature) (Int) +1 0 1 Untrained
KNOW (nobility/roy) (Int) +1 0 1 Untrained
KNOW (religion) (Int) +6 5 1 -
KNOW (the planes) (Int) +3 2 1 -
Listen (Wis) +5 0 3 +2 / Elf
Move Silently (Dex) +1 0 2 -1 ACP
Profession (Wis) +3 0 3 -
Ride (Dex) +2 0 2 -
Search (Int) +3 0 1 +2 / Elf
Sense Motive (Wis) +3 0 3
SPELLCRAFT (Int) +3 2 1 -
Spot (Wis) +5 0 3 +2 / Elf
Survival (Wis) +3 0 3 -
Swim (Str) -2 0 0 -2 ACP
Use Rope (Dex) +2 0 2 -
-----------------------------------------------------------------------------
Trained Knowledge Skills:
* Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases)
* Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy
symbols, undead)
* The planes (the Inner Planes, the Outer Planes, the Astral Plane, the
Ethereal Plane, outsiders, elementals, magic related to the planes)
Equipment: Cost Weight
+1 Studded Leather 940gp 20lb
Light Wooden Shield 3gp 5lb
Longsword 15gp 4lb
Dagger 2gp 1lb
Rucksack 2gp 2lb
Metal Holy Symbol 25gp 1lb (blue sword on black disc)
Potion (CLW) treasure -
Candles (10) 1sp -
Flint & Steel 1gp -
Ink 8gp 0lb
Inkpen 1sp 0lb
10 sheets of parchment 2gp 0lb
Total Weight:33lb
Lgt Med Hvy Lift Push
Max Weight: 33 66 100 200 500
Money: 95 pp 25 gp 12 sp 0 cp
35 pp in a muffled pouch inside robes held by a thong around his neck.
30 pp in a muffled pouch secured to each thigh.
25 gp & 12 sp in pouch inside bag on belt.
(No, Ximix does not trust Humans!)
Mule: "Roch'perya" (Half-horse)
Equipment: Cost Weight
Saddle 10gp 25lb
feed(10 days) 5sp 100lb
Clerical Robes (Fine) 10gp 6lb
Flask of Oil(10) 1gp 10lb
Candles (10) 1sp -
Flint & Steel 1gp -
Shortbow 30gp 2lb
Arrows (40) 2gp 6lb
Studded Leather 25gp 20lb
Total Weight: 169
Lgt Med Hvy Lift Push
230 460 690 3450 drag
Age: 148
Height: 4'10"
Weight: 97lb
Eyes: Gentle Grey
Hair: Long, stringy grey, bound in cords.
Skin: Slightly pale, easily flushed in exertion.
EXP and Level Up Record
After much hardship and near death experiences we overcame Strange Doings and gained 2100 EXP! Level Up!
6 Hit Points;+1 BAB; +1 Fort & Will ST; +1 Orison & 1st Level Spells;
+3 Skill Points: +1 Concentration, +1 Knowledge: Religion, +1 Spellcraft
Supporting and healing the troops against the Ant Queen, Ximix has gained 1686 exp
to put him over 3rd level at 3786 EXP
6 Hit Points; +1 BAB; +1 Ref ST; Gained 2nd Level Spells 1+3 WIS +1 Domain;
+3 Skill Points: +1 Concentration, +1 Heal, +1 Spellcraft;
learned the Dodge feat, from fighting in close quarters these last few fights.
Excited about the prospect of visiting another realm, Ximix finds something more to be happy about as his powers have increased once again, +2,400 EXP + 3786 = 6186, enough to advance to 4th level!
+1 to Wisdom; +6 Hit Points; BAB+1; +1 Fort, +1 Will ST's; 0)5, 1)3+1 2)2+1 spells; +3 Skill Points, +2 Knowledge: Arcana, +1 Knowledge: Religion - with all that time sitting around a magnificent temple (even if it is to 'just a water god'), he learned something!
Somehow the Experience and Time add up to 3100 EXP! Bringing Ximix to 9286 total EXP and closing fast on 5th level =0)
Treasure:
Wand of Cure Light Wounds 1d8+1 (12 chgs);
Scroll of Cure Light Wounds 1d8+1 x5
Scroll of: 1)False Life 1d10+3, Cause Fear (DC13),
Chill Touch
( 3 Attacks DC13 touch neg energy deals 1d6 dmg. FORT DC 13 or 1 STR Dmg. Undead take no damage, Will DC13 or flee as if panicked for 1d4 +3 rounds)
Disguise Self
(Disguise yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion).
Scroll of Cure Light Wounds 1d8+3 x2;
Potion of Lesser Restoration;
500gp from the book, 494gp from split of treasure, additional 137gp 5sp from Jallembo
Total of 1131gp 5sp in coin.
940 gp of which was spent to upgrade his armor to +1 Studded Leather!
While there was no loot from his second adventure, 91 Platinum is quite a compensation!
Background:
Ximix is the child of a devoted mage/priest of Gliran and a distracted mage. Between the two it is amazing that they managed to conceive the boy, let alone birth him without either getting lost, be it in studies or contemplating the deeper mysteries of the Arcane. Somehow the boy survived, even thrived with barely the attention given an alley-cat. Growing up around magical diagrams, heavenly charts, disassembled artifacts and a few dozen "family friends", ranging from apprentices to priests, from archmagi to visiting astral projections... his life was anything but dull.
Finally the boy convinced his elders to allow him to take rites in the order of the Arcane, and since that day Ximix has done little but study the ways of Gliran, the mysteries of magic and the workings of spells. His leanings towards arcane casting nearly landed him in the Wizards college, such as it was, but Ximix insisted on his divine calling.
Only recently, as Rivenblight has endured yet another series of assaults and skirmishes (which disrupted all study as every hand was needed in defence), has Ximix's infamous Elven Wanderlust taken hold.
Yet take hold it did...
He left home with a few others, some who sought the world in the same way as Ximix, other with more purposeful tasks, and thus he arrived in Orussus and finally at the door of the Red Dragon, following tales and legends, he smiles to himself at the magical beacon of the inns famous light.
Adventures:
With a band of other young explorers Ximix has solved the mysterious Strange Doings surrounding a mauled cow, strange tracks and fearful (and strange) farmers. Surviving this encounter has strengthened his Faith and drive, although the teachings of neutrality towards undead have been undermined by the dreadful beings Ximix helped repulse and eventually destroy - with Glirans' own might!
With coin low and after several days lounging in the RDI, an opportunity came along to remove some giant ants from a mine and make some coin doing so. Ximix went along to support and that is what he did, keeping several party members on their feet to battle on until the Queen was finally brought down. After a cleanup run the mines were clear and the group returned home victorious - and quite wealthy!
Upon arrival at the RDI the young Elven priest finds that his faith and skills have increased dramatically and thus he begins the journey towards his higher calling... and an apparent desperate challenge that he answers with dozens of other adventurers...
Appearance: Ximix is often distracted, deep in thought. He can offend folks some times as he will stare without realizing or worse yet, look at you while you speak to him and then walk away oblivious to the conversation.
Physically this Elf is hardly imposing at well under five foot and less than a hundred pounds. While he does wear a longsword, shortbow and daggers openly, it is his shield and studded leather that look more used. Upon his chest rests a gleaming dark metal disk struck through with a shiny blue sword...
When engaging someone directly Ximix is quite pleasant, even attractive, especially to human females, though he seems unaware or at worst, uninterested!
Last edited by Ximix; 19th November 2008 at 08:02 PM..
Reason: level up
Name Aazwen Shadewood
Class Ranger
Race Wood Elf
Size Medium
Gender Male
Alignment Chaotic Neutral
Deity Gundar (does not actively worship)
Str: 18 +4 (10p. +2 racial) Level: 1 XP: 110
Dex: 18 +4 (10p. +2 racial) BAB: +1 HP: 9 (1d8+1)
Con: 12 +1 ( 6p. -2 racial) Grapple: +5 Dmg Red: 0/-
Int: 8 -1 ( 2p. -2 racial) Speed: 30' Spell Res: 0%
Wis: 10 +0 ( 2p.) Init: +4 Spell Save: +2*
Cha: 8 -1 ( 0p.) ACP: -2 Spell Fail: n/a
* Immune to sleep effects.
* Versus enchantment spells and effects.
Base Armor Shld Dex Size Nat Misc Total
------------------------------------------------------------------
Armor: 10 +4 +0 +4 +0 +0 +0 18
Touch: 14
Flatfooted: 14
SavesBase Mod Misc Total
------------------------------------------------
Fortitude 2 +1 +3
Reflex 2 +4 +6
Will 0 +0 +0
Weapon Attack Damage Critical
----------------------------------------------------
Longbow +5 1d8 x3/20
• +1 attack/damage on targets within 30' (Point Blank Shot)
• +2 damage vs Undead (Favored Enemy)
Longsword +5 1d8+4 x2/19-20
Heavy Flail +5 1d10+6 x2/19-20
• can be used for tripping
Dagger +5 1d4+4 x2/19-20
Languages: Elven, Common
Racial Details
--------------
• Note: This info is derived from the Wood Elf entry as per the SRD.
• +2 Dexterity, +2 Strength (Wood), –2 Constitution, -2 Intelligence (Wood)
• Base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against
enchantment spells or effects.
• Low-light Vision: An elf can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of poor illumination while
retaining the ability to distinguish color and detail.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for
the longsword, rapier, longbow (including composite longbow), and shortbow
(including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely
passes within 5 feet of a secret or concealed door is entitled to a Search
check to notice it as if she were actively looking for it. An elf’s senses
are so keen that she practically has a sixth sense about hidden portals.
• Favored Class: Ranger (Wood)
Class Abilities
---------------
• Favored Enemy: Undead (Ranger1)
• Wild Empathy (Ranger1)Feats
-----
• Point Blank Shot (Starting feat)
• Track (Ranger1)Skill Points
------------
• L1 (Ranger) = 20 [(6+INTMOD)x4 = (6-1)x4]
Max Ranks: LVL+3 (4) or LVL+1.5 (2) for cross-class skills
Skill STAT Total = Ranks + Stat Mod + Other Modifiers / Notes
-----------------------------------------------------------------------------
Appraise (Int) -1 0 -1 -
Balance (Dex) 4 0 4 -
Bluff (Cha) -1+ 0 -1 +2 vs Undead (Favored Enemy)
Climb X(Str) 4 0 4 -
Concentration X(Con) 1 0 1 -
Craft (any) X(Int) -1 0 -1 -
DECIPHER SCRIPT (Int) -1 - -1 -
Diplomacy (Cha) -1 0 -1 -
DISABLE DEVICE (Int) -1 - -1 -
Disguise (Cha) -1 0 -1 -
Escape Artist (Dex) 4 0 4 -
Forgery (Int) -1 0 -1 -
Gather Information (Cha) -1 0 -1 -
HANDLE ANIMAL X(Cha) -1 - -1 -
Heal X(Wis) 0 0 0 -
Hide X(Dex) 6 4 <- 4 -2 ACP
Intimidate (Cha) -1 0 -1 -
Jump X(Str) 2 0 4 -2 ACP
KNOW (arcana) (Int) -1 - -1 -
KNOW (arch/engin) (Int) -1 - -1 -
KNOW (dungeoneerng)X(Int) -1 0 -1 -
KNOW (geography) X(Int) -1 0 -1 -
KNOW (history) (Int) -1 - -1 -
KNOW (local) (Int) -1 - -1 -
KNOW (nature) X(Int) -1 0 -1 -
KNOW (nobility/roy) (Int) -1 - -1 -
KNOW (religion) (Int) -1 - -1 -
KNOW (the planes) (Int) -1 - -1 -
Listen X(Wis) 5+ 3 <- 0 +2 Elf; +2 vs Undead (Favored Enemy)
Move Silently X(Dex) 6 4 <- 4 -2 ACP
OPEN LOCK (Dex) 4 - 4 -
Profession X(Wis) 0 0 0 -
Ride X(Dex) 4 0 4 -
Search X(Int) 1 0 -1 +2 Elf; Special1
Sense Motive (Wis) 0+ 0 0 +2 vs Undead (Favored Enemy)
SLEIGHT OF HAND (Dex) 4 - 4 -
Speak Language ( - ) x 0 0 -
SPELLCRAFT (Int) -1 - -1 -
Spot X(Wis) 5+ 3 <- 0 +2 Elf; +2 vs Undead (Favored Enemy)
Survival X(Wis) 4+ 4 <- 0 +2 when tracking Undead (Favored Enemy)
Swim X(Str) 6 2 <- 4 -
TUMBLE (Dex) 4 - 4 -
USE MAGIC DEVICE (Cha) -1 - -1 -
Use Rope X(Dex) 4 0 4 -
-----------------------------------------------------------------------------
allocated 20/20 (Ranger @ L1)
• Skills marked with an "X" are current class skills.
• "Special1" = Merely passing within 5 feet of a secret or concealed door
entitles Aazwen to a Search check to notice it as if he were actively
looking for it.
Starting Gold: 240gp (6d4*10 for Ranger)
Equipment Cost Weight
--------------------------------------
• Longsword 15gp 4lb
• Dagger 2gp 1lb
• Heavy Flail 15gp 10lb
• Longbow 75gp 3lb
• Arrows (20+quiver) x3 3gp 9lb
• Chain Shirt 100gp 25lb
• Backpack 2gp 2lb
• Rope (hemp) 50' 1gp 10lb
• Grappling Hook 1gp 4lb
• Sack x5 .5gp 2.5lb
• Waterskin 1gp 4lb
• Sunrod x5 10gp 5lb
• Belt Pouch 1gp .5lb
• Flint and Steel 1gp -
• Belt Pouch 1gp .5lb
• Gambling
• losses 3gp, 1cp
• winnings 7gp
• Payments 20gp (advance)
--------------------------------------
total spent 228gp 5sp 0cp
remaining coin 35gp 4sp 9cp
Weight Assessment Total
--------------------------------------
Weapons, Melee 15lb
Weapons, Ranged 3lb
Ammunition 9lb
Armor 25lb
Miscellanea 28.5lb
--------------------------------------
80.5lb (light load)
Strength 18
• Light Load: 100lbs • Lift Max: 600lbs
• Medium Load: 200lbs • Push/Drag: 1500lbs
• Heavy Load: 300lbs
Age: 51
Height: 5'1"
Weight: 93lb
Eyes: Pale Green
Hair: Green/Brown (see description below)
Skin: Deep Tan
!Verbosity Warning! <-- pretend this is blinking text
Background:
Spoiler:
The short of it
Lived in woods near a collection of ancient barrows, ruins and cemeteries that are generally long forgotten but had been very active for some time. His focal job in his tribe was to patrol the periphery of these areas and "convince" the errant ghoulies to go away--permanently. His skills center around long-distance (the longer the better when dealing with nasty undead types) sniping of these creatures. Of course, his skills were just as handy versus the myriad predatory and game animals that abound in the forest and the tablelands that skirt them.
Well, such was the situation for many years, then when the undead inexplicably ceased their nightly forays, the tribe not accustomed to the strange ways and traits he'd developed for so long while mostly left to his own devices, had no desire to welcome him back into the fold and instead, with unusual detachment, had him banished under the guise of a new quest on behalf of the clan. He is to travel the outlands seeking knowledge and insights into the greater world and then return--in a hundred years--to convey this important bounty of wisdom to aid the clan in securing its position in the world.
It has been twenty three years.
The long of it
Aazwen Shadewood once was a normal child, expected to be a competent, contributing member of his tribe. Shortly before his age of maturity, the many long-forgotten barrows, cemeteries and ruins sprinkled within his home wood that had for so many generations been quiet, began to issue creatures from beyond the grave. Errant undead wandered the woods, frequently coming dangerously close to his tribe settlement. Because Aazwen was a bit slower of mind than the rest of his similarly-aged clanfolk, it was he that was tasked with a special calling the others would balk at accepting. He would be the one to ensure that these wayward creatures were kept at bay. Few enough made their appearances at any particular time so one dedicated elf was considered capable of handling the job.
He took up the art of archery as if it were bred in him. Despite his somewhat dulled mental faculties, this was one area where he performed at least as well as any others and far better than most. Using this to his advantage he was quite effective in his special task and such was his life for some thirty years. Most of his time was spent in the woods simply because while he was at his calling during the night, his fellows slept, and when the dawn came and the creatures he protected against became dormant, he was in need of rest himself. It seemed a waste of effort to crawl back to the tribe-home just to sleep when he could do so just fine in any number of secluded spots he had already become familiar with.
His long duty has given him minor legendary status within the wood elf tribes in his home region and it is told that he doesn't just fulfil his duty, he revels in it to an unsettling degree. A conversation within earshot that turns to the topic of undead and their lore will surely be enjoined by Aazwen, and once the initial annoyance is past, those that were bothered are ultimately quite happy to have been so rudely interrupted. Aazwen's history fills him with endless tales related to the undead, some true, many partly fabricated, but sounding true enough to be fascinating to anyone other than a true expert on the subject. And how many people really deal with these errant souls so often that they would see through the veracity of stories told with so much real background to prop them up?
As with his own clan-kin, Aazwen is, to most relatively cosmopolitan city dwellers something of a slow-mind, but in reality although he doesn't take well to what he calls book-teach, he is as sharp as they come when the business is hunting and tracking. His mind is, indeed, slow on the uptake when dealing with abstract concepts but slides into focus when he is in his element. Much of this lack of general mental acuity is attributable to the many years and countless close calls dealing with all manner of undead with their common ability to adversely affect the minds of their intended victims. Aazwen's particular mind is worn down some and by now has well defined peaks and valleys. As he tends to put it, he knows what he knows and that's all he needs to know.
But one would have to wonder why Aazwen frequents the cities these days. Being a wood elf makes this unusual in and of itself, but his obvious attachment to the wilderness and the forest in particular makes it all the more odd. Well, the simple explanation is that he is quite an adventurous sort. The more in-depth explanation is his rather peculiar approach to life (and to dealing with "normal" members of his tribe) and the fact that as of some several months ago the undead which he was charged with fencing in, as it were, have since ceased their appearances. For many, many years they came, always in small numbers, but ceaselessly each evening, and then one day it all ended. None, including Aazwen know the truth behind it, though Aazwen will be happy to speculate at length if given an audience.
For all the time Aazwen spent in his special niche, the older clan-members never spoke against him. The fact that he was rarely actually within the clan-home itself made this far easier. But now that the threat of wandering undead was at an end, he spent more and more time home-bound. This did not sit well with the influential sub-elders who convinced the elder council that his strange manners would adversely influence the young ones. Their solution was to banish him outright.
Those comprising the elder council, though, were more wise and compassionate, although they too cared little for Aazwen's peculiarities. Instead of outright banishment for no just reason, they decided instead to take advantage of his trust, a thing all young ones were taught to have for their elders. They conferred upon him another special task. It fell to him to go out into the larger world and experience their ways of living and then in the future, return and provide this important information so that their shamans and by extension the entire tribe could be better prepared in case of outside invasion or incursion. After this pronouncement the elders conferred in whispers and added that he should return in one-hundred years when he would be wise and full to the brim with information. They certainly knew full well that Aazwen could never absorb that which they claimed he was to discover, but it would effectively remove him from their presence for a good long time.
However, to Aazwen, this task was perfectly clear: he was being honored like no other before him. No other clansman had been sent on such an important task, but then again, there had never been a clansman like Aazwen. Trust in the elders and having no real desire to become a weaver or just another game hunter, he was more than happy to apply himself to the challenge.
Aazwen fared them well the next day and since has not returned. After all, it's only been twenty-three years.
In truth, Aazwen has little ability to "gather information" as it was put to him as part of his task, at least when it comes to gleaning information from others. He simply doesn't converse well with...well, much of anyone. Despite his time away from home, he remains all but lacking in the expected social finery needed to convince others to divulge information, regardless of its value. His raw and direct approach is completely standard for him, but clearly not functional when it comes to dealing with those not already familiar to him. Over the years, he has mostly given up that angle to his quest, and has instead focused more on lone treks throughout the lands, learning by sheer experience. But more recently, he has begun to find it far more advantageous to spend time with others whose own agendas of discovery coincide with his own, even if temporarily.
Generally, his skills are welcomed, though it takes a tolerant band of adventurers to ignore his various idiosyncrasies. For the most part, they are harmless. However, possibly the most obvious issue is his tendency to shift from one voice and personality to another, sometimes within a single stream of speech. He might be a dwarven pirate at one moment, and a snobby fop a few moments later. Often, he doesn't even need anyone to answer him, he simply answers himself. If there's no one about or he seems to be being ignored, he'll carry on a conversation with himself, sometimes audibly, sometimes in mumbles. While he seems mostly coherent when addressing others, this mumbling is a neverending debate on one topic or another, and is typically unintelligible to any close enough to overhear, filled with strangely cryptic references and unknown words. To some it may be nonsensical ramblings, to others it could sound unsettlingly like demon-speak.
In the past it was simply a means of occupying his mind on the long, lonely nights patrolling his homeland. He found quickly that the undead that don't talk much also don't listen well, and those that do talk are usually attempting to perform some deviltry upon him. As such, he could either talk to himself or enjoy endless hours of nigh silent boredom. At this point in time, it is nothing more than a habit he could never hope to curtail.
When forced into close quarters confrontation, he may shout some of this nonsense, hurling it like a weapon, or he may suddenly become finely lucid and spring forth with comments that would sound perfectly rational coming from anyone else. Generally, this accompanies a switch from his preferred longbow to his flail. More often than not, a stream of nonsense that double as a strange sort of battle cry is rarely repeated twice. If asked about this behavior Aazwen will simply shrug his shoulders and walk away or change the topic as if it were never broached. Or, he may simply engage you in a debate as if you were inquiring about someone else.
General Info (Religion/Philosophy/Physical/Other):
Spoiler:
Religion/Philosphy: Simply put, Aazwen just does what he does. It generally coincides with the teachings of the followers of Gundar, and as such he has a passing connection with the religion that has sprung forth from that deity. He never actively worships Gundar or anything else, that sort of philosophical subjugation being somewhat beyond his conceptual grasp, and probably not something he'd be prone to otherwise. Still, he wears a small charm bearing the symbol of Gundar given to him by an itinerant druid met on occasion as he passed through his tribal woods. Unlike most trained in the ways of the forest, after the fashion of a ranger, Aazwen has no particular disdain for hunting for sport (though hunting of animals purely for trophies is against his general sensibilities). In his slightly bent way of thinking he figures that since so many natural animals are capable of killing you in so many brutal ways, it is a fair challenge to take them down when the situation warrants.
Physical Appearance: Much like his odd demeanor, Aazwen is equally unusual in appearance. Nothing about his height or weight is peculiar, though, rather it is everything else. From decades spent in the woods, at night, peering off into the distance in his endless attempts to pick out the slow movements of undead amidst the heavy undergrowth of his forested home, he has developed both what has been dubbed by acquaintances as "flicking eyes" (eyes that dart from place to place rather than shifting slyly as a thief's eyes might) and a perpetually wide-eyed look that one might characterize as the counter to a squint. In addition, this facial expression also tends to pull his mouth open just a bit as if it were in a debate between whether to smile or frown. The overall impression is a bit disconcerting to the average onlooker, at least those that have had dealings with the raving mad.
[OOC Reference: Think a shorter version of Jim Ignatowski (from Taxi) having just experienced his first laced brownie.]
Oh, and the occasional stray facial and head tics don't help his personal charisma any. Or the frequent hand gestures that seem to mean nothing at all, often occuring even in the absence of any conversation they might be assumed to be accenting. Or the flicking of his tongue across his lips or from one side of his open mouth to the other for no obvious reason.
Take all this and add to it his hair. At birth the gods decreed it would be a soft, straw blonde. But when Aazwen got hold of the idea that he'd be more stealthy in the woods if his hair could mimic the undergrowth within which he slinked about, well, it was a natural result that it would turn a multitude of verdant shades and earthy browns. Years of squeezing the juices of rich-green plants into his hair as well as all but grinding the loam of the forest floor into it as well has done the job nicely. Aazwen continues to do this when he is in familiar forested territory, though it has been many years since it was necessary--this coloration seems to have become ingrained such that his new growth of hair already has the desired cast. He's also not too particular when it comes to brushing out the bits of leaf or twig that that get caught in the rat's nest, nor is he apparently aware when from time to time a small passenger is included in the mix. At least he won't eat it when he finds it crawling down the side of his face. Usually. Certainly not when in the company of others.
[OOC Reference: Think Nick Nolte's famous mug shot but with green and brown streaked hair complete with a few stray twigs and small leaves, add wide eyes and a half-grin. There's also one or two gene strands from Bill the Cat in there somewhere. Nice, huh? ]
His clothing and armor, well, that is not a redeeming feature in the eyes of those who are already disinclined to favor that which rides atop his shoulders. While not disheveled, per se, his attire is only moderately maintained. It is kept from entirely falling off or apart, though one would suspect he might not notice if it did, but it is typically quite threadbare or trailworn depending upon the materials involved. There are many holes, frayed edges and loose seams on display. Even so, the overall condition in terms of cleanliness is more acceptable. While he is not quick to wash or scrub the frequent encrustations of blood, dirt and grime, he eventually gets to the task (usually including getting to the task of scrubbing himself at the same time) and once done he dons a nearly spotless outfit ready to be soiled once again. Any seeing him in his freshly laundered state can only marvel at the dichotomy of crisp cleanliness amidst holes, tears and sundry other damage. Oh, and the somehow still wild hair--though at this point it, too, is fairly clean. Might be a particularly reluctant twig or two still embedded, however.
Even though the foregoing would imply someone existing quite on the other side of sanity, Aazwen is entirely sane. A frightening enough concept when given proper contemplation. He might be deemed eccentric by those leaning more to the favorable side of tolerance.
Under typical circumstances, he will be wielding his longbow, sporting a sheathed longsword and bearing no less than three quivers of arrows. Upon his back is a leather pack, mottled in dark grey and dull brown which is located in such a way that the heavy flail also found there does not overlap. The flail heads are bound to the shaft with a sinew cord tied with a knot requiring a simple tug to remove. Aazwen's learned that zombies and certain other creatures smile, in their way, at a slashing blade. A dagger strapped to his right boot is used primarily as a tool, though in a pinch could serve as a weapon.
Other: Being trained in ways akin to a typical ranger, one would think Aazwen would have an affinity for animals and a desire to someday indulge in the casting of spells of magic in the way in which druids excel. Well, not exactly. He tends to scare small animals as he does children--and often everything else--though he doesn't quite understand why (he doesn't look into mirrors much, either, which probably explains it), and has never grown fond of either. He has just never mastered the necessary knack of patience for dealing with animals that haven't already been trained to a particular task. He can ride as well as the next, though if things get bumpy he'll be using his natural agility rather than his mediocre riding skills to remain in the saddle.
As for the idea of magic, Aazwen considers himself one of those incapable of remembering the complex rituals and gestures needed to become any sort of respectable spell-wielder, and the idea of begging to be imbued with magical power or spending hour upon hour poring over parchments and manuscripts is just absolutely beyond him. His mind, when it works properly, just doesn't fit into that mold. He is happy to be capable with his bow and his stealth and that is enough to have kept him alive for quite a long time.
While his social skills are sorely lacking and he is generally not the first to start a conversation, if he is comfortable with a particular individual he tends towards being unusually chatty with them. As long as that individual understands how to deflect the often bizarre concepts and angles Aazwen takes with an idea, they will be the beneficiary of a reliable companion that can be a welcome source of comedic relief. Those that disrespect him to a point where he becomes cognizant of the fact will find themselves far on the outside should there ever come a time when Aazwen has a choice to defend, help or otherwise aid or ignore. Aazwen may not have a mind suited for calculations and the intricacies of the court, but he has a solid memory and no one that treats him justly and with respect will go unrewarded, though the reward of his friendship may not be entirely welcome. Fortunately for the rest, he is not a vengeful soul and simply ignores them or may actively side against them in a case where anyone deemed a friend is at odds with a "non-friend". The best approach to dealing with Aazwen unless you plan to befriend him is to keep your thoughts to yourself. Angering a mind like his is a risky proposition.
Last in the long list of peculiarities is something that many, even those not at odds with common intellect, dislike: he tends to become quite agitated when being stared at. He has no sixth sense that tells him of someone staring at his back, but otherwise it is something he will be keenly aware of, though he may not react immediately. A continued stare, especially if accompanied by a sneer will likely set him off into a taunting tirade against them.
Last edited by Swamptreader; 19th December 2006 at 12:28 AM..
Reason: Adding approval note
Appearance: With his unkempt blond hair haining past his shoulders and his almost ever-present insolent smile, Razin gives the immage of your standard youth. Even his comments tend to reinforce this immage, as he generaly thinks before he speaks.
Background: Razin grew up on the streets, an orphin. around the age of 8 or 9, he was caught breaking into a blacksmiths shop, by the blacksmith. after determining the boy was only trying to stay warm, the blacksmith make him a deal. if he would be willing to learn and to work in the shop, he could stay there to stay out of the could. Razin quickly aggread.
Spending the next several years in the shop helped razin build a sence of cofidence and worth. But razin wanted to see more of the world. after discusing this with the smith who had become much like a father to him, the smith made him a deal. If razin would learn how to use a blade, how to fight, the smith would help him on his way, with some equipment and weapons. Again razin agreed to the deal.
almost 2 years later, the smith, after watching razin fend off a few would-be thiefs, told him he was ready, and held up to his end of the deal, outfiting razin with some gear and equipment. as a parting gift, the smith told razin of a inn, where people of adventourous nature could be found to group. with a goodbye, razin set off for this inn, called the Red Dragon Inn.
Goals: Razin would like to get out and see the world. Maby one day he will set up his own blacksmiths shop, but for right now, he just wants to go out into the world and see what is has to offer.
__________________ MavrickWeirdo: kittys got the shaft
"I laugh in the face of danger. Then I hide untill it goes away"
Last edited by JonnyFive; 30th October 2006 at 08:16 AM..
Reason: grammer errors
Appearance: an average looking man, plesant smile and black tunic and trousers. he would almost
look like a scruffy looking pastor if it wasnt for the numerous daggers on his person Background: Just a man out looking for adventure and treasure. fairly handy with his daggers and with locks. As many adventurers Manon has a dark past that he would much rather keep to himself. Overall Manon is a friendly person, he despises cruelty to those he considers weaker than himself. However, despite this he will not offer any consolidation to the weaker party. He considers being weak a horrible flaw and often berates weaklings and cowards for not standing up for themselves. But he thinks its absolutly disgusting to see people take advantage of someone like this and will put a stop that sort of behavior to the best of his abilities.
Last edited by corcio; 3rd November 2006 at 02:20 PM..
Reason: minor mistakes
Appearance: a large man with long flowing black hair. often very unkempt and dirty from long travels. huge bulging muscles underneath ripped tunics and very well used but still effective armor.
Background: Kermis was one of the tribes youngest and most potent warriors. though still inexperienced in the ways of the world, his brute strength and prowess with weapons made him a worthy rival for any foe. despite his friendly outer countenance and gentleness kermis is deadly fighter who has learned brutal fighting techniques past down from generations of the wild tribes of the north. If pressed into a dangerous situation the gentle barbarian will unleash is fury in a bloodstorm of violent rage. often leaving himslef injured and weak, and his foes mercilessly slaughtered. and often feels very depressed afterwards. kermis lives for fun and adventure. the only reason he has left the villiage he was from was because one day a fierce beast attacked. killing many women and children and warriors. kermis bravely fought off the beast but was critically wounded. once the tribes shaman healed the warrior, the chieftain saw it as an omen that kermis was the one who should hunt down the mosnter and take its head. sending him off to search for the beast. kermis tracked it for many weeks and eventually lost his way and ened up in orussus. looking for clues and following almost any hint of the beast which he describes as having many teeth.
edit - still working on it
__________________ - Corcio -
Last edited by corcio; 19th March 2007 at 07:53 AM..
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Enchantment
Daze: Humanoid creature of 4 HD or less loses next action.
Necromancy
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things
Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
Level 1:
Spoiler:
Enchantment
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Divination
Identify M: Determines properties of magic item.
Abjuration
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conjuration
Obscuring Mist: Fog surrounds you.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Lgt Med Hvy Lift PushMax Weight: 26 53 80
Age: 110
Height: 5'6
Weight: 95lb
Eyes: Violet
Hair: Pale Golden
Skin: Grey
Appearance:Throran preffers blue or violet robes to accent his eyes. His pale golden hair is offten pulled back into a ponytail.
Background:Throran is probably the most arragant elf you will ever meet. And that is the exact reason he cannot be found at home. His Father, a former adventurer, felt that some exposure to the "lesser" races would temper his arragance. weather or not it will actualy help has yet to be determined.