Appearance: leafy Background: a druid witha deep history., drowned in alcohol
edit - of all three of my characters this one is my latest and im im still working on all of them. fixing the minor mistakes here and there. give me some time to work on it.
__________________ - Corcio -
Last edited by corcio; 14th December 2006 at 07:55 AM..
Name: Nobbel "Nob" Halfdan
Class: Bard 1
Race: Gnome
Size: Small
Gender: Male
Alignment: Neutral Good
Deity: Phyrah
Str: 10 +0 (4p.-2 Racial) Level: 1 XP: 0
Dex: 12 +1 (4p.) BAB: +0 HP: 8 (1d6+2[Con])
Con: 15 +2 (5p.+2 Racial) Grapple: -4 Dmg Red:Int: 12 +1 (4p.) Speed: 20' Spell Res:Wis: 11 +0 (3p.) Init: +1 Spell Save:Cha: 16 +3 (10p.) ACP: -0 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +1 +0 +1 +1 +0 +0 13
Touch: 12 Flatfooted: 12
Base Mod Misc TotalFort: 0 +2 +2
Ref: 2 +1 +3
Will: 2 +0 +2
Weapon Attack Damage Critical Range
Dagger (x4) +1/+2R (+1 size) 1d4 19-20x2 10ft
Sword, Short +1 (+1 Size) 1d6 19-20x2
Languages: Common, Gnome, Dwarf
Abilities:
Bardic Knowledge (+2)
Bardic Music (1/day)
Countersong (Su)
Fascinate (Sp)
Inspire Courage (+1 Morale Bonus)
Low Light, +1 on attack rolls, +2 racial bonus on saving throws agianst illusions,
+1 DC to all illusions spells cast by gnomes, +1 racial attack bonus agianst kolbolds
and goblinoid, +4 dodge bonus to AC agianst giant type monsters,
Spells:
0 Level Spells
Detect Magic
Light
Mending
Read Magic
Spell-like Abilities:
Speak with animals (burrowing) (1/day)
Dancing lights (1/day) (CL 1/Dc14)
Ghost Sounds (1/day) (CL 1/Dc14)
Prestidigitation (1/day) (CL 1/Dc14)
Feats: Invesigator (+2 on Gather Information & Search Checks)
Skill Points: 28 Max Ranks: 4/2
Class Skills Ranks Mod Misc Total
Appraise (Int) 0 +1 +0 +1
Balance (Dex) 4 +1 +o +5
Bluff (Cha) 4 +3 +0 +7
Climb (Str) 0 +0 +0 +0
Concentration (Con) 0 +2 +0 +2
Craft (Alchemy)(Int) 0 +1 +2 +3
Dechipher Script (Int) 0 +1 +0 +1
Diplomacy (Cha) 4 +3 +0 +7
Disguise (Cha) 0 +3 +0 +3
Escape Artist (Dex) 0 +1 +0 +1
Gather Information (Cha) 3 +3 +2 +8
Hide (Dex) 3 +1 +4 +8
Jump (Str) 0 +0 -6 -6
Knowledge (History) (Int) 2 +1 +0 +3
Listen (Wis) 0 +0 +2 +2
Move Silently (Dex) 0 +1 +0 +1
Perform (Cha)
Stringed Instruments 4 +3 +0 +7
Search 0 +0 +2 +2
Sense Motive (Wis) 0 +0 +0 +0
Slieght of Hand (Dex) 0 +1 +0 +1
Speak Language (n/a) 0 n/a n/a n/a
Spellcraft (Int) 0 +1 +0 +1
Swim (Str) 0 +0 +0 +0
Tumble (Dex) 4 +1 +0 +5
Use Magic Device (Cha) 0 +3 +0 +3
Equipment: Cost Weight
Dagger n 2gp 1lb
Armor, Leather 10gp 12lb (Gnome size, 75% of normal rounded up)
Sword, Short 10gp 1.5lb (Gnome size, 75% of normal NOT rounded up)
Pouch, Belt 1gp .5lb
Entertainer's Outfit -- --
Instrument, Common 5gp 3lb
(mandolin)(on back)
Backpack 2gp 2lb
Bedroll 5sp 4lb (Gnome size, 75% of normal rounded up)
Flint & Steel 1sp -
Rations (x3) 15sp 3lb
Torch (x1) 1cp 1lb
Waterskin 1gp 3lb (Gnome size, 75% of normal rounded up)
Whetstone 2cp 1lb
Total Weight:32lb Money: 126gp 23sp 7cp
Lgt Med Hvy Lift PushMax Weight: 25 26-50 51-75 150 375
Age: 43
Height: 3'5"
Weight: 45lb
Eyes: Green
Hair: Brown
Skin: Tan
Appearance:
Nobbel appears to be like all other gnomes of his age. His new beard has been neatly trimmed, befitting a gnome from his clan. His brown hair is neatly trimmed unlike other traveling gnomes he has met on the road. His green eyes are slightly unusual (for a gnome). His eyes are is most attractive feature. His skinned his moderated tanned, as is the norm for his clan.
Nobbel's entertainers outfit is unlike most others. His outfit consists of simple yet fashionable leather clothing (armor). His cloak is a patchwork cloak stitched from many random shaped patches of cloth, almost ever color of the rainbow is represented in the cloak. With his mandolin slug over his backpack and his outfit, he is a sight to behold.
Background:
Nobbel comes from the Halfdan clan. His adolescence was as normal as normal can be for a fun loving clan of Gnomes. At the age of 35, while attempted to play a trick on his mother, he overheard her and his uncle Gliten arguing about the legitimacy of Nobbel's parentage. Yes, it is true that Duvmip is his mother, but his uncle was questioning his father's part in the conception.
While Nobbel listened to this argument for over two hours, he learned that his father was not really his father. His mother admitted to Gliten that she had slept with another gnome, just once, and became pregnant. The result was Nobbel and his beautiful yet distinctive green eyes. Gliten claimed for the survival of the clan Nobbel must be slain.
Nobbel has always felt like an outsider in his clan. The other children used to tease him about the color of his eyes. Everyone in the clan has blue eyes. As Nobbel was growing up he thought his eyes gave him a distinct and refined look, unlike the "normal" look of everyone else.
Two days after learning this information, Nobbel left the burrow with what he could carry and his most prized possession, his simple mandolin. After traveling for three weeks he encounters a small human settlement and was befriended by a dwarven bard named Grunnar. Having much in common (size, family trouble) with Grunnar they became friends fast. For the next 8 years Nobbel traveled with Grunnar and learned the art of bardic lore and performances.
During the years of apprenticeship Nobbel learned much from grunnar. When they would enter a town or city they would regularly split up and perform separately. Nobbel was learning his craft from a true master and neither wanted to outshine the other during performances. rarely did they ever perform together. During one of the rare time that they actually performed together, there was trouble with the audience.
The audience seemed overly agitated and this disquieted the performers. While Grunnar was gracefully playing his mandolin and Nobbel was stunning the crowd with "dancing lights" A lone well aimed arrow pierced Grunnar's chest and laid him prone. The crowd was now in a frenzied state. As Nobbel bent down to aid his friend and confidant, Grunnar whispered to him with his dying breath. "They have finally found me, do not let your family find you as mine has."
With that Nobbel ran from the stage, gathered his gear from thier cart which was tied to a tree behind the stage in the city center. He fled into the darkness on foot. That was three months ago. He has been wandering ever since, alone. He would perform when the mood struck him. Although he has vowed to honor his friend and mentor by continuing to ply is craft and entertain those he meets.
Last edited by Modoc; 3rd September 2007 at 10:40 PM..
Reason: Corrections
XP and adventures: Undine the Sea
+2400xp
-75gp for travel onboard Sea Dog.
Jallembo is recruited to recover the Undine Shard in the underwater city of Amalthea. It's a course against time as followers of the Wyrmlich seek tMembers of t hidden.
The group, led by Alicia, goes aboard the Sea Dog to travel by sea to an island inhabited by whorsippers of Galathea who may be hable to help reach Amalthea.
It doesn't go to plan. The group is immediately arrested on supsicion of working on an evil scheme against the Undersea city.
Jallembo is chosen for a test in the forest where he meets a strange ermit woman who turns out to be much more than that - a goddess in Jallembo's eyes. Having succeeded the test, after further debate, the inhabitants help the group who dives underwater in search of the city, protected by the some magic.
Long live the Queen (B4cchus) +1686xp +91pp
Hired by the Stonepike Company to clear a mine from a giant ant infestation. Went there with the priest elf Ximix. We killed all including the Queen and nest. Hans was happy and awarded a awesome bonus totalling 91pp!
XP and adventures: L1 Strange Doings (Erekose13): +2100xp
Went to help a village that was attacked by night creatures> Ended up finding an old mausoleum with undead led by a druid turned necromancer through the wearing of an evil and intelligent amulet. Brought back loads of loot including a magical and ornamental leather armor, a masterwork rapier and a potion for my wounds. 356gp and 5 sp were a bonus that brought a smile to Jallembo's face... He sold his old armor and rapier and lost his waterskin somewhere on the way back.
Appearance: Jallembo is a human in his mid-twenties. His green eyes contrast sharply
with his hazel hair. He wears a dark blue vest with dark red collar and cuffs, and black loose
trousers held by a pair of black leather mid-height boots. A dark grey cape made of a heavy
fabric covers his shoulders.
A fine rapier can be seen hanging on his side accompanied by a dagger on the other hip. A
dark brown leather belt carries this weaponry.
On his back rests a rather full backpack and a shortbow and quiver.
Background: Jallembo has lived in the great city of XX since he can remember.
Abandoned by his parents or orphan, he doesn't know, he's learnt to survive in this harsh
urban environment, stealing food for a start. He grew in stature and experience over the
years and has learnt how to deal with people and how to take money from them. He can be
quite charming and friendly, but his eyes can sometimes betray his true motives, and cold
determination.
__________________ DnD3.5 en francais!
Jetez un coup d'oeil a ma campagne DnD3.5 par forum!
Allez sur www.rpol.net, section Medieval Fantasy, cliquez sur "La Legende Commence".
Si ce que voyez vous plait, cliquez sur Request Access.
@+
Jallembo, Human Rogue 3 Johen, Human Tureni Druid 3 Rosalia, Human Chainmail Bikini-clad Rogue 1, Ytterman's Saga of Dragon Cult IC, OOC
Last edited by Amaury; 25th September 2008 at 10:03 PM..
Size: Medium Gender: Male Alignment: Lawful Neutral Deity: Ayratha
Code:
Str: 06 -2 (00p.) Level: 1 XP: 0
Dex: 18 +4 (10p.) BAB: +0 HP: 4 (1d4+0)
Con: 10 +0 (04p.) Grapple: -2 Dmg Red: -
Int: 20 +5 (16p.) Speed: 30' Spell Res: -
Wis: 08 -1 (00p.) Init: +4 Spell Save: -
Cha: 08 -1 (00p.) ACP: -0 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +4 +0 +0 +0 14
Touch: 14 Flatfooted: 10
Base Mod Misc TotalFort: 0 +0 +0
Ref: 0 +4 +4
Will: 2 -1 +1
Long Bow +4 1d8+0 20x3
Long Bow (within 30') +5 1d8+1 20x3
Dagger -2 1d4-2 19-20x2
Languages: Common, Elven, Draconic, Sylvan, Orc, Goblin, Gnome
Abilities:Racial Abilities
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.
She 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.
Class Abilities
Psions are proficient with the club, dagger, heavy crossbow, light crossbow,
quarterstaff, and shortspear. They are not proficient with any type of armor
or shield. Armor does not, however, interfere with the manifestation of powers.
Psicrystal Personality(Artiste): +3 bonus to Craft Checks
Power Points per Day: 2 base + 2 bonus = 4
Powers Known:
1st level:
Attraction
Control Object
Psionic Grease
Feats:
Level 1: Point-Blank Shot
Psion 1: Psicrystal Affinity
Psicrystal Granted: Alertness
Skill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Autohypnosis(WIS) 4 -1 +3
Concetration(CON) 4 +0 +4
Craft(Armor)(INT) 4 +5 +3 +12
Craft(Weapon)(INT) 4 +5 +3 +12
Craft(Any)(INT) 0 +5 +3 +8
Disable Device(DEX) 4 +4 +8
Intimidate(CHA) 4 -1 +3
Listen(WIS) 0 -1 +2,+2 +1,+3 (+2 bonus when psicrystal is within 5')
Psicraft(INT) 4 +5 +9
Search(INT) 0 +5 +2 +7
Spot(WIS) 0 -1 +2,+2 +1,+3 (+2 bonus when psicrystal is within 5')
Age: 124 Height: 6'0" Weight: 130lb Eyes: Amber Hair: Silver Skin: Light Appearance:
Delan Ter generally appears with a distracted look. His cloths are those of a traveler and craftsmans, which tends to disguise his Gray Elf heritage. His movements are gracefully, yet it is pitifully obvious that he lacks physical strength. Watching him at work crafting a sword or shield is an amazing site. The metal seems not to move so much from the force of his blows, but seems rather to follow his wishes and desires.
Background:
Delan Ter was prodigy, brilliant even by the standards of the Gray Elves. With so much natural talent, Delan had many opportunities open to him, but he found his greatest joy was in the forge, crafting weapons and armor.
Eventually his work become an obsession, and he dedicated greater portions of his time perfecting his art. It was at this time that he discovered Ayratha, the Fire Sister. While struggling to improve his craftsmanship, Delan experienced a theophany, in which Ayratha challenged him, to shed the prejudices of his Gray Elf heritage and seek knowledge and power from alien sources.
Following her counsel Delan sought instruction from Psions, seeking to become a kineticist a master of the manipulation and transformation of matter and energy.
Delan's chosen path diverges from that of his Gray Elf community, and they have seperated. Delan has now set himself the challenge to discover the most difficult trials in the world and overcome them. His path has lead him to Orussus.
Name: Lande
Class: N/A
Race: Psicrystal
Size: Diminuative
Gender: N/A
Alignment: Lawful Neutral
Deity: -
Str: 01 -4 HD: 1 XP: -
Dex: 15 +2 BAB: +0 HP: 2 (1/2 Delan's Max. HP)
Con: -- Grapple: -17 Hardness: 8
Int: 06 -2 Speed: 30' Climb: 20'
Wis: 10 +0 Init: +2 Spell Save: -
Cha: 10 +0 ACP: -0 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +2 +4 +0 +0 16
Touch: 16 Flatfooted: 14
Base Mod Misc TotalFort: 0 +0 +0
Ref: 0 +2 +2
Will: 2 +0 +2
Weapon Attack Damage Critical
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
Languages:
Understands: Common, Elven, Draconic, Sylvan, Orc, Goblin, Gnome
Speaks: Common
Abilities:
Construct Traits
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Imunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Constructs do not eat, sleep, or breathe.
Psicrystal Granted Abilities
Improved Evasion (Ex)
If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Self-Propulsion (Su)
As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su)
At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
Sighted (Ex)
Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
Telepathic Link (Su)
The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Feats:
Wild Talent: Lande has a power point reserve of 2pp
Skill Points: -- Max Ranks: -/-
Skills Ranks Mod Misc Total
Spot(WIS) 4 +0 +4
Listen(WIS) 4 +0 +4
Move Silently(DEX) 4 +2 +6
Search(INT) 4 -2 +2
Climb(DEX) 4 +2 +8 +14
XXXX X +X +X
XXXX X +X +X
XXXX X +X +X
XXXX X +X +X
XXXX X +X +X
Equipment: Cost Weight
XXXX XXcp XXlb
XXXX XXsp XXlb
XXXX XXgp XXlb
XXXX XXgp XXlb
Total Weight:XXlb Money: XXgp XXsp XXcp
Lgt Med Hvy Lift PushMax Weight: .75 1.5 2.5 5 12.5
Appearance: XXXX
Background: XXXX
Last edited by LiquidBlue; 8th December 2006 at 06:45 PM..
Reason: Approved Level 1
Name: “Lucky” Cyrus
Class: Priest 1
Race: Human
Region of Origin: Docks of Orussus
Size: M
Gender: M
Alignment: CN
Deity: Mongrel
Str: 12 +1 (04p.) Level: 1 XP: 0
Dex: 12 +1 (04p.) BAB: +1 HP: 9 (1d8+1)
Con: 12 +1 (04p.) Grapple: +1
Int: 12 +1 (04p.) Speed: 30'
Wis: 15 +2 (08p.) Init: +1
Cha: 14 +2 (06p.) ACP: +0
Base Armor Shld Dex Size Nat Misc TotalArmor: 13 +2 +1 +0 +0 +0 +0 10
Touch: 11 Flatfooted: 12
Total Base Mod MiscFort: +3 +2 +1 --
Ref: +1 +0 +1 --
Will: +4 +2 +2 --
Weapon Attack Damage Critical Range
Quarterstaff +1 1d6+1 x2 N/A
Notes: ammo:
Languages: Common, Celestial
Abilities:
Human:
-+4 skill pts at 1st lvl; +1 skill point per lvl afterwards
-Bonus Feat at 1st lvl
Priest:
-Alignment Aura
-Spontaneous Casting (heal)
-Turn Undead (5x/day)
-High wisdom gains bonus spells daily
-Luck Domain: Cyrus can call upon Mongrel to
alter one outcome of an action before fate takes hold of it. Although
Mongrel does not always alter it for the better, Cyrus must abide by his
final call. He may call upon him in this manner once per day.
-Trickery Domain: Cyrus may add Bluff, Hide, and Disguise
to his class skill selection.
Feats: Skill focus (Heal), Skill focus (Profession: Gamble)
Skill Points: 16 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Diplomacy +4 2 +2 --
Heal +9 4 +2 +3 Skill Focus
Knowledge (Arcana) +3 2 +1 --
Knowledge (Local)cc +2 1 +1 --
Knowledge (religion) +3 2 +1 --
Profession (Gambler) +7 2 +2 +3 Skill Focus
Spellcraft +3 2 +1 --
Notes:Equipment: Cost Weight
Leather Armor 10gp 15lb
Coin Purse x5 5gp 0.1lb
Backpack 2gp 2lb
Silver Holy Symbol (Mongrel) 25gp 1lb
Total Weight:17.1 lb Money: 83gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 38 76 115 230 575
Age: 31
Height: 6'0"
Weight: 170lbs
Eyes: Green
Hair: Brown
Skin: Pale
Appearance:“Lucky” Cyrus’ clothing has seen better days, as has the man who wears them. The fading vest and tunic’s edges are beginning to fray, and patchwork stitches are worked along the shoulders and sides. The rough cut of his beard shows his lack of skill as a barber and a simple strip of leather keeps his brown hair pulled back in the style
of the sailors he lives among in the docks.
Background: ‘What do you mean you want to hear my tale? More importantly, why should you care? There ain’t nothing I can tell you that you haven’t heard from the daisies in the serving room upstairs, so either ante up or get away from my table.’
‘Do I look like a priest to you boy? Would a real priest spend his day in this place with cards in his hands and lusts in his heart? Damn right, they wouldn’t. They would be out in the streets telling the world how things will be better, how the gods bless more than they take, and how one day if you say your prayers and smile real big flowers and rainbows will adorn your grave for all eternity.’
‘Rose said I did what? She was drunk and in pain from the miscarriage. The warmth she felt was just a trick of her mind. Nothing magical about my patching her up. Of course she mended quick, Rose is half dwarf, what did you expect?’
‘I hear the chink of the purse boy and rest assured if I did so did the rest of this place. You might want to be less quick about reaching for it and quicker to think things through. In fact I think you and I should walk outside and finish this conversation there. Relax boy, you came to me remember? Besides, you can trust me. After all, you were the one that said I was a priest…’
Ask your question in the general discussion thread, and you'll probably get a better/swifter response. I'd prefer to not answer you in this thread, as the first post in this thread already has plenty of character generation info, and we can better conduct a question and answer session in general discussion.
Name: Dagobert
Class: Cleric
Race: Elf
Size: Medium
Gender: Male
Alignment: LN
Deity: Russna
Domains: Knowledge, Magic
Str: 12 +1 (4 p.) Level: 2 XP: 1116 (need to level)
Dex: 14 +2 (4 p.) BAB: +1 HP: 16 (1d8+1)
Con: 12 +1 (6 p.) Grapple: +2 Dmg Red: none
Int: 12 +1 (4 p.) Speed: 30' Spell Res: 0
Wis: 16 +3 (10p.) Init: +2 Spell Save: +3
Cha: 10 +0 (2 p.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +1 +2 +0 +0 +0 15
Touch: 12 Flatfooted: 13
Base Mod Misc TotalFort: 3 +1 +4
Ref: 0 +2 +2
Will: 3 +3 +6
Weapon Attack Damage Critical
Longsword +1 1d8+1 19-20x2
Longbow +2 1d8 20x3
Silver Dagger +1 1d4 19-20x2
Languages: Common, Elven, Draconic
Abilities:Race:
+2 Dex, -2 Con
Base land speed 30'
Low-light vision
Immunity to sleep effects
+2 racial bonus on saving throws against Enchantment spells or effects
+2 racial bonus on Listen, Search, Spot checks
Automatic Searching: Passing within 5' of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it
Proficient with rapier, longsword, and all bows (except crossbows)
Favored Class: Wizard
Class:
Proficient in all armor, and all shields (except tower shields)
Proficient with all simple weapons, and with longbow, composite longbow, longsword, rapier, shortbow, composite shortbow
Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing a pre-prepared spell of equal or higher level
Restricted Spells: Cannot cast Chaotic spells
Turn Undead(Su): Can turn undead 4 times per day. A turning check is made on 1d20+1; turning damage is equal to 2d6+2 on a successful check.
Feats: Combat Casting
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise +1 +1
Balance +2 -1 +1
Bluff 1 +0 +0
Climb +1 -1 +0
Concentration 5 +1 +6
Craft skills +1 +1
Diplomacy 1 +0 +1
Disguise +0 +0
Escape Artist +2 -1 +1
Forgery +1 +1
Gather Information +0 +0
Heal 2 +3 +5
Hide +2 -1 +1
Intimidate +0 +0
Jump +1 -1 +0
Knowledge (arcana) 2 +1 +3
Knowledge (arch & eng) 1 +1 +2
Knowledge (geography) 1 +1 +2
Knowledge (history) 1 +1 +2
Knowledge (nobility) 1 +1 +2
Knowledge (religion) 1 +1 +2
Listen +3 +2 +5
Move Silently +2 -1 +1
Perform skills +0 +0
Ride +2 +2
Search +1 +2 +3
Sense Motive +3 +3
Spot +3 +2 +5
Survival +3 +3
Swim +1 -2 -1
Use Rope +2 +2
Equipment: Cost Weight
Longsword 15gp 4lb
Longbow 75gp 3lb
Arrows (37) 1gp -lb
Silver Dagger 22gp 1lb
Leather Armor (worn) 10gp 15lb
Buckler (worn) 15gp 5lb
Backpack (back) 2gp 2lb
Map case (pack) 1gp .5lb
Chalk (3, pouch) 3cp -lb
Flint & steel (pouch) 1gp -lb
Sm steel mirror (pouch) 10gp .5lb
Belt pouch (belt) 1gp -lb
Rope, 50', silk (pack) 10gp 5lb
Sack (2, pack) 2sp 1lb
Waterskin (pack) 1gp 4lb
Holy symbol, wood (pouch) 1gp -lb
Traveler's outfit (pack) 0gp -lb
Total Weight:41lb Money: 33gp 7sp 7cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 130 650
Age: 143
Height: 5'5"
Weight: 121 lbs
Eyes: Green
Hair: Blonde
Skin: Pale
Appearance: Dagobert looks like the typical elf, slight build, long, straight hair, light complexion - in fact, his only remarkable feature is that he's almost wholly unremarkable. He wears new but comfortably worn-in brown leather armor with a buckler strapped to his left forearm; a sturdy sword depends from his belt and a bow of elven make is slung on his back.
Background: Dagobert was born in a merchant family and as such traveled much as a young child. He developed a love for traveling, not for the journey itself, but for the vast amounts of new knowledge that each city would bring him. Eschewing the extroverted salesman mentality of his family, he contended himself remaining in the background, his nose buried in a book or listening to stories from any stranger who looked like they had a story to tell. This love of knowledge naturally led him to the service of Russna. Having just completed his training as a young acolyte, he is ready to embark on a new chapter of his life. He enjoys the support role, staying away from the thick of a fight, but contributing with healing/buff spells as well as his bow.
Name: Barik Rahiek
Class: Necromancer {Conjuration/Enchantment Prohibited}
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Gliran
Str: 14 +2 (06p.) Level: 1 XP: 0
Dex: 10 +0 (02p.) BAB: +0 HP: 7 (1d4+3)
Con: 16 +3 (06p.) Grapple: +2 Dmg Red: 0/0
Int: 16 +3 (10p.) Speed: 20' Spell Res: 00
Wis: 14 +2 (06p.) Init: +0 Spell Save: +2
Cha: 06 -2 (00p.) ACP: -0 Spell Fail: 00%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 10 +0 +0 +0 +0 +0 +0 10
Touch: 10 Flatfooted: 10
Base Mod Misc TotalFort: 0 +3 +3
Ref: 0 +0 +0
Will: 2 +2 +4
Weapon Attack Damage Critical
Quarter Staff +2 1d6+2 20-20 x2
Quarter Staff -2/-6 1d6+2/1d6+1 20-20 x2
Lt. Cross Bow +0 1d8 19-20 x2
Languages: Common, Dwarven, Draconic, Giant, Undercommon, Terran
Abilities:
+1 Attack Rolls Vs Orcs/Goblinoids
+2 Vs Poisons
+2 Vs Spells
+2 Appraise Stone or Metal
+2 Craft Stone or Metal Objects
+4 Dodge AC Bonus Vs Giants
Darkvision 60'
Stone Cunning
Stability
Summon Familiar
Feats:
Scribe Scroll
Spell Focus (Necromancy)
Skill Points: 20 Max Ranks: 4/2
Skills Key Ability Ranks* Mod Misc Total
Appraise (Int) 1{2} +3 +4 {+6 if its stone or metal}
Concentration (Con) 2{2} +3 +5
Craft(Black smith) (Int) 1{1} +3 +4 {+6 if its stone or metal}
Craft(Weapon Smith) (Int) 1{1} +3 +4 {+6 if its stone or metal}
Heal (Wis) 1{2} +2 +3
Knowledge(Arcane) (Int) 2{2} +3 +5
Knowledge(Religion) (Int) 1{1} +3 +4
Knowledge(Nature (Int) 1{1} +3 +4
Spell Craft (Int) 4{4} +3 +7
Speak Language (Int) 1{2} -- Terran
Survival (Wis) 1{2} +2 +3
*Ranks are recorded with two numbers, the first outside the brackets
representing the number of ranks, the second representing the amount of
skill points invested.Spellcasting:
Prepared Spells:
0th-Detect/Read Magic, Touch of Fatigue
1st-Cause Fear, Hold Portal, Ray of Enfeeblement
Spell Save DC's*
0th-13(14)
1st-14(15)
*Spell Save DC's in parentheses are for necromancy spellsEquipment: Cost Weight
Satchel 03sp 01lb
Assorted knives and spoons 07sp 02lb
Travelers Outfit --gp 05lb
Robes(x2) 02gp 02lb
Quarter Staff --gp 04lb
Lt. Cross Bow 35gp 04lb
Bolts (20) 02gp 02lb
First Level Scroll Supplies{x2} 25gp --lb
Spell Book{Pages Used: 16/100} --gp 03lb
Spell Component Pouch 05gp 02lb
0th-Arcane Mark, Detect Magic, Read Magic, Disrupt Undead, Touch of Fatigue
Mage Hand, Open Close, Message, Dancing Lights, Resistance
1st-Cause Fear, Hold Portal, Reduce Person, Expeditious Retreat, Chill Touch
Ray of Enfeeblement
Total Weight:27lb Money: 49gp 7sp 30cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 825
Age: 53
Height: 4'02"
Weight: 215lb
Eyes: Brown
Hair: Coal
Skin: Light Brown
Background: Barik Rahiek began his life in a small farming village at the base of a Mount Yurgind. His father was a well known black smith and part time weapon smith. His mother was a seamstress and together the two sold their wares.
Barik was fascinated by death from an early age. From wounds inflicted by goblin spear heads, collapsing mines to sickness and diseases. They fascinated Barik, in a way his parents weren't all that sure they liked. He spent many waking hours in the local church of Hyrag, studying the deceased, and pouring over tomes in their feeble library.
At the age of twenty-eight, his fascination was noticed by a passing necromancer. The clergy of the church had become rather unsettled with the young dwarf's continuous delving into the mysteries of the dead. They hoped this passing necromancer would scare Barik away from such ideas. Although Barik didn't agree with the necromancers sinister view of the world, he did recognize the man's knowledge. Barik was gone the following night, as was the necromancer.
Barik spent a few years under the careful study of his master, and learned a great deal. However, his master unable to break Barik into a subservient role, and unable to kindle the dwarf's sinister side, soon cut his losses and left his would be pupil stranded in a forest near the tower of negative energy. Here Barik came to understand the dead, a little about the forest creatures, and a bit about survival. Eventually rescued by a kind hearted old magician, Barik finished his training, vowing to pay back the old man back one day, with money, deed, or any other way to repay the man. Barik currently travels as a mercenary, searching for lost tombs of knowledge.
Appearance: Barik is dwarf of average dwarven build. He wears a large black robe with a hood, and a large bushy beard. His eyes glint from the shadows of his hood. He carries a walking stick, a belt of pouches and a leather satchel slung over his right shoulder. A scroll case can be seen protruding from his satchel, and numerous clinking noises arise from his bag as well.
Personality: Barik sees the world as one of change. He acknowledges the good and the bad, but feels swayed by neither. The world will always change, for good or for ill, and there is nothing to stop it. It won't matter if good holds sway or evil does, because either way everyone will continue on, doing the best they can.
Extremely methodological in his approach to anything, Barik rarely shows emotion. If something doesn't go the way he planned, he picks himself up and tries something else. He soldiers on during the hardest of times. Not since his early childhood when his pet frog was run over by a merchant cart has Barik mourned the passing of anyone or anything. Not even when his mother died at childbirth, leaving his only brother to be raised by his father, did Barik mourn. He simply paid his respects and returned to his home. Barik shows a strange level of detachment with everything he does. Failure doesn't bother him as it is bound to happen. He meets people fully expecting that one day they will die. Whether or not he is around to see it doesn't matter to him. Everything passes, and what is there else to do than continue on?
Growing up in a fractious household, Killian learned early on that he had a gift as a peacemaker. He took his talent into a merchant house and was soon coveted as a trade negotiator. Soon however, Killian began to feel that a merchant's profit was a waste of his talent. He turned to Sela and began plying his skills toward community peace.
Last edited by Craw Hammerfist; 6th March 2007 at 03:48 PM..
Name: Cindria Thalonen
Class: Wizard
Race: Human
Size: Med
Gender: Female
Alignment: LN
Deity: Gliran
Str: 8 -1 ( 0p.) Level: 1 XP: 0
Dex: 14 +2 ( 6p.) BAB: +0 HP: 9 (1d4+2+3)
Con: 14 +2 ( 6p.) Grapple: -1 Dmg Red: XX/XXXX
Int: 18 +4 (16p.) Speed: 30' Spell Res: XX
Wis: 10 +0 ( 2p.) Init: +2 Spell Save: +X
Cha: 8 -1 ( 0p.) ACP: -X Spell Fail: XX%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +2 +2
Will: 2 +0 +2
Weapon Attack Damage Critical
Lt Crossbow +2 1d8+0 19-20x2
Dagger -1 1d4-1 19-20x2
Languages: Common, Draconic, Celestial, Elven, Infernal
Abilities:Spellbook All 0-level Wizard Spells
1st Level Spells: Mage Armor, Shield, Charm Person, Sleep,
Magic Missile, Burning Hands, Silent Image
Spells Prepared
0th-level (DC 14): Disrupt Undead, Daze, Detect Magic
1st-level (DC 15): Mage Armor, Sleep
Feats: Toughness, Combat Casting, Scribe Scroll
Skill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise 0 +4 +4
Balance 0 +2 +2
Bluff X -1 -1
Climb X -1 -1
Concentration 4 +2 +6
Craft (Alchemy) 4 +4 +8
Decipher Script 2 +4 +6
Diplomacy X -1 -1
Disguise X -1 -1
Escape Artist X +2 +2
Forgery X +4 +4
Gather Information X -1 -1
Heal X +0 +0
Hide X +2 +2
Intimidate X -1 -1
Jump X -1 -1
Knowledge (arcana) 4 +4 +8
Knowledge (dungeoneering) 1 +4 +5
Knowledge (geography) 1 +4 +5
Knowledge (history) 1 +4 +5
Knowledge (local) 1 +4 +5
Knowledge (nature) 1 +4 +5
Knowledge (nobility) 3 +4 +7
Knowledge (Religion) 1 +4 +5
Knowledge (The Planes) 1 +4 +5
Listen X +0 +0
Move Silently X +2 +2
Ride X +2 +2
Search X +4 +4
Sense Motive X +0 +0
Spellcraft 4 +4 +8
Spot X +0 +0
Survival X +0 +0
Swim X -1 -1
Tumble X +2 +2
Use Rope X +2 +2
Equipment: Cost Weight
Traveller's Outfit 0cp 0lb
Spell Component Pouch 5gp 2lb
Cause Fear Scroll 25gp ?lb
Ray of Enf. Scroll 25gp ?lb
Lt. Crossbow 35gp 4lb
10 Bolts 1gp 1lb
Dagger 2gp 1lb
Backpack 2gp 2lb
Spellbook 0gp 3lb
Bedroll 1sp 5lb
Scroll components 12.5gp ?lb
Ink 8gp 0lb
Total Weight:18lb Money: 4gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 19
Height: 4'10"
Weight: 95lb
Eyes: Green
Hair: Black
Skin: Pale
Appearance: Cindria is petite. She is reserved but not timid. Glossy black hair is worn shoulder length. When interacting with strangers, she prefers to have her hair loose around her face to obscure the burn scar on her right cheek. Otherwise, it is pulled back into a simple pony tail. Self-conscious about the scar, she tends to assume people are staring at it. She unconsciously assumes a dour expression when frustrated, leaving her interactive skills lacking.
Background: Orphaned at a young age by a house fire, Cindria was scarred when the house partially collapsed and a burning beam struck her face. She ended up in an orphanage where she was little more than a beggar. Tiny, but tough and agile, Cindria managed to earn her keep by working odd jobs. Often called upon to get into small spaces to repair things, Cindria eventually came to the notice of a clock maker. Able to actually fit within many of the larger clocks and clever enough to understand their operation, she became a favorite of the elderly clock maker. A wizard patron of the clock maker once demonstrated a minor cantrip in front of Cindria and to his amazement, she was almost able to repeat the spell verbatim. Sensing her potential (and needing an apprentice to clean up) he took Cindria under his wing and taught her the arcane art.
__________________ Featherfall?! Who needs a ring of featherfaaaaaaalllll....
Last edited by Craw Hammerfist; 16th February 2007 at 01:57 AM..
Reason: Add patron diety
No treasure yet, but carrying the CLW wand and Blur Potion
Advancement
Code:
Name: Aletheia Evangeline
Class: Cloistered Cleric 1
Race: Human
Size: Medium
Gender: Female
Alignment: Chaotic Good
Deity: Valessa
Str: 8 -1 (00p.) Level: 2 XP: 1230
Dex: 12 +1 (04p.) BAB: +1 HP: 12 (2d6+2)
Con: 12 +1 (04p.) Grapple: +0 Dmg Red: -/-
Int: 14 +2 (06p.) Speed: 30' Spell Res: 0
Wis: 16 +3 (10p.) Init: +1 Spell Save: +3
Cha: 14 +2 (06p.) ACP: -4 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +1 +0 +0 +0 17
Touch: 11 Flatfooted: 16
Base Mod Misc TotalFort: 3 +1 +4
Ref: 0 +1 +1
Will: 3 +3 +6
Weapon Attack Damage Critical
Cold Iron Morningstar +0 1d8-1 x2
Light Crossbow +2 1d8 19-20/x2
Languages: Common, Sylvan, Abyssal
Abilities:
Bonus Feat
Turn Undead 5/day, +4, 2d6+4
Lore +4
Spells per Day: 0-4 (Cure Minor Wounds, Detect Magicx2, Create Water, ), 1-3+1 (Doom, Shield of Faith, Magic Weapon, Bless)
Domains: Charm and Protection, plus Knowledge
Feats: Spell Focus (Necromancy), Medium Armour Proficiency
Skill Points: 45 Max Ranks: 4/2.0
Skills Ranks Mod Misc Total
Autohypnosis 1.0 +3 +4
Concentration 4 +1 +5
Bluff 2.0 42 +4
Diplomacy 5 +2 +2 +9
Knowledge[Arcana] 5 +2 +7
Knowledge[History] 1 +2 +3
Knowledge[Local] 1 +2 +3
Knowledge[Nature] 5 +2 +7
Knowledge[Nobility] 5 +2 +7
Knowledge[The Planes] 2 +2 +4
Knowledge[Religion] 5 +2 +7
Sense Motive 2.0 +3 +5
Spellcraft 2 +2 +2 +6
Survival 0 +3 +2/+0 +5/+3
Equipment: Cost Weight
Wand of CLW 750 gp 41 charges
Potion of Blur 300 gp
Explorer's Outfit 0cp 0lb
Chain Shirt 100gp 20lb
Light Warhorse 150gp -30.5lb
Heavy Wooden Shield 7gp 10lb
Cold Iron Morningstar 8gp 6lb
Morningstar 8gp 6lb
Light Crossbow 35gp 4lb
20 Crossbow Bolts 2gp 2lb
Backpack 2gp 2lb
Waterskin 1gp 4lb
1 day of Trail Rations 5sp 1lb
Bedroll 1sp 5 lb
Flint and Steel 1gp 0lb
10 candles 1sp 0lb
Small Steel Mirror 10gp .5lb
Holly and Mistletoe 0gp 0lb
Donkey 8gp Stabled
*1 day of Feed 5cp 10lb
Wooden Holy Symbol of Valessa 1gp
Total Weight:25 lb Money: 5pp 10gp 2sp 5cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 20
Height: 5'5"
Weight: 118lb
Eyes: Blue
Hair: Red
Skin: Light Creme
Appearance: Aletheia has a kind and friendly face that is often engaged in smiles and laughter
Background: To be completed
Etc
Judges/GMs only
Code:
Name: Aletheia Evangeline
Class: Cloistered Cleric 2
Race: Human
Size: Medium
Gender: Female
Alignment: Chaotic Neutral (with Evil tendencies)
Deity: Amphousa
Str: 8 -1 (00p.) Level: 2 XP: 1230
Dex: 12 +1 (04p.) BAB: +1 HP: 12 (2d6+2)
Con: 12 +1 (04p.) Grapple: +0 Dmg Red: -/-
Int: 14 +2 (06p.) Speed: 30' Spell Res: 0
Wis: 16 +3 (10p.) Init: +1 Spell Save: +3
Cha: 14 +2 (06p.) ACP: -2 Spell Fail: N/A
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +1 +0 +0 +0 15
Touch: 11 Flatfooted: 14
Base Mod Misc Total
Fort: 3 +1 +4
Ref: 0 +1 +1
Will: 3 +3 +6
Weapon Attack Damage Critical
Cold Iron Morningstar +0 1d8-1 x2
Light Crossbow +2 1d8 19-20/x2
Languages: Common, Sylvan, Abyssal
Abilities:
Bonus Feat
Rebuke Undead 5/day, +6, 2d6+4
Lore +4
Spells per Day: 0-4 (Cure Minor Wounds, Detect Magicx2, Create Water), 1-3+1 (Doom, Shield of Faith, Magic Weapon, Bless)
Domains: Temptation (+2 Profane Bonus for 1 hr/level, costs Rebuke Undead Attempt) and Corruption (Pollute Water or make Animals/Babies Evil, costs Rebuke Undead Attempt), plus Knowledge
Feats: Spell Focus (Necromancy), Medium Armour Proficiency
Skill Points: 45 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Autohypnosis 1.0 +3 +4
Concentration 4 +1 +5
Bluff 2.0 +2 +4
Diplomacy 5 +2 +2 +9
Knowledge[Arcana] 5 +2 +7
Knowledge[History] 1 +2 +3
Knowledge[Local] 1 +2 +3
Knowledge[Nature] 5 +2 +7
Knowledge[Nobility] 5 +2 +7
Knowledge[The Planes] 2 +2 +4
Knowledge[Religion] 5 +2 +7
Sense Motive 2.0 +3 +5
Spellcraft 2 +2 +2 +6
Survival 0 +3 +2 +5
Equipment: Cost Weight
Wand of CLW 750 gp 41 charges
Potion of Blur 300 gp
Explorer's Outfit 0cp 0lb
Chain Shirt 100gp 25lb
Pouch with Holy Snippets 1gp .5lb
Light Warhorse 150gp -30.5lb
*Bit and Bridle (came with horse)
*Riding Saddle (came with horse)
*Saddlebags (came with horse)
*Cold Iron Morningstar 16gp 6lb
*Morningstar 8gp 6lb
*Light Crossbow 35gp 4lb
*20 Crossbow Bolts 2gp 2lb
*Backpack 2gp 2lb
*Waterskin 1gp 4lb
*1 day of Trail Rations 5sp 1lb
*Bedroll 1sp 5 lb
*Flint and Steel 1gp 0lb
*10 candles 1sp 0lb
*Small Steel Mirror 10gp .5lb
*Holly and Mistletoe 0gp 0lb
Donkey 8gp Stabled
*1 day of Feed 5cp 10lb
Wooden Holy Symbol of Valessa 1gp
" of Amphousa 1gp
Total Weight:25.5 lb Money: 5pp 10gp 2sp 5cp
Lgt Med Hvy Lift Push
Max Weight: 26 53 80 160 400
Age: 20
Height: 5'5"
Weight: 118lb
Eyes: Blue
Hair: Red
Skin: Light Creme
Appearance: Aletheia has a kind and friendly face that is often engaged in smiles and laughter
Background: To be completed
__________________ "That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog
Last edited by Rystil Arden; 24th March 2008 at 11:02 PM..
Phisical Description Age: 17 Height: 6' 6" Weight: 200lb Eyes: sea green Hair: long red hair in a viking braid Skin: Fair White
Appearence
Standing well over 6 feet tall pendrake has a medium frame at 200 lbs. He keeps his hair long but braided and a tartan of his family is kept underneath his chain shirt. The shield is emblazoned with the family crest and has as a diagonal background of the tartan.
Background
for a while Pendrake took to the seas where he learned a couple of craft skills, though he never picked up the profession of being a sailor. When he recently docked he arrived with
the purpose of finding work as a craftsman or adventurer. He does not lack of the youthful wanderlust so his preference right now is adventuring. His young appearance belies a mischievous intelligence.
His first adventure involved the discreat investigation and possible recovery of a stolen necklace, a family heirloom, from the family Arimae. It turned out that there was a faction of a guild of thieves that had befriended a family member and that family member had stolen it and the splinter faction had found out we were looking for them. There was a showdown at the ship[‘s wheel tavern, a local hangout for them, and one of the guild members were captured, questioned and dispensed with.
Disclaimer: any similarities between the questioned member of the black lily thief’s guild and a shanghaied member of a ship’s crew is possibly a coincidence.
The necklace was returned, we got an indirect thank you from the real guild and a direct thank you from the noble family.
Upon returning to the tavern, we rested for a bit. We saw a woman enter later in tears. Turned out she was missing her son and was willing to give us her last penny to find him…no go! She was too poor to pay us so, we will do it with out pay from her! We now search for Thomas Quinn…
He has a small group of street urchins that he hangs with, his best friend being hukk, also counted as one of the urchin orphans. Hukk was missing because he was being sought after by the real Black lilies.
We found him being roughed up by some street thugs and after some cajoling, he agreed to help us. He led us to the secret hideout of the street urchin gang only to find it in shambles. the place had been ran shackled by goblins. While we were attacking the goblins, one of which was a shaman witch who cast some nasty magic that caused Pendrake to attack Hukk. The goblins were defeated, but not after we were interrupted but the black lil’s who also kidnapped hukk right out from beneath our noses during the scuffle.
We had to abandon Hukk for the time…there was a rumor that the goblins had been seen in some old grain silos. The silo rumor proved to hold the truth with the added fact that there were dogs with glowing red eyes acting as guards there as well!!…the goblins were once again defeated, this time entirely. The goblin witch was put to permanent rest with extreme discrimination and with quick mercy.
we see our final advasaries on a ship nearby. Thomas is in grave danger from both the goblins and black lillies. we engage in mortal combat, but huck, as expected, disobays me and joins thomas to try and save him. in the chaosw of battle i lose track of much, but i now see huck on the dock and thomas leap majestically from the ship to the dock. we escape in a trap door to safty and return to the temple of halina where the boys will be kept in safety and we are rewarded with some very expensive potions.
I now return to the Inn with a smile on my face. both boys are safe, until they decide to get in troube again ... reminds me of someone i remember from my boyhood ...
Disclaimer: the story above is subject to the memory of a 4445 year old man and may have a lapse or two within.
Special note: scrimshaw is the art of carving whale bones and teeth or other creature bones and teeth into works of art
XP History
statis: approved, on adventure :W2 The Search For Tomas Quinn
second level approved
third level approved
W2 The search for thomas Quin - 2000 exp +1225xp+938+1800(time bonus)
gp history
W1: Blacklily Violence -
1 cure light potion, 63 gp, 7sp, 4 cp
reward from Cassus Arimae: 250 gp
W2 The search for thomas Quin
479.25 gp + 1 potion of bull's strength
3 X cure moderate
1 X cure serious
lev 4
approval from hreset for 4th level, need one more
seconded by orsal...Pendrake is now offically level 4!!!!!
yee haw!! wooopeeee!!!!
*ahem*
module finish :
+ 2738 exp ( gain a level)
+600 craft points
+9 hp (level adv)
lv 4 abil adv: +1 str
donated caltrops and 50 ft hemp rope to temple of halina
bought 50 feet silk rope
fort save: +1
advance 1 year (general principles)
Items: 3 cure mod potions @ 300 gp ea given by temple of Halina and 1 potion of cure serious @ 750 gp given by temple of Halina
Skills:
+2 rank Craft, leatherworking
+1 rank Craft, scrimshaw
+1 rank Jump
Diminutive construct. Hit dice: 2, 7 HP. Initiative +2. Speed 30 ft, climb 20 ft. AC 16, touch 16, flat footed 14. Base attack/grapple: +1/-16. Attack:- Full attack:- Space/reach: 1ft/0 ft. Special attacks:- Special qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self propulsion, share powers, sighted, telepathic link). Saves: Fort +2, Ref +2, Will +5. Abilities: Str 1, Dex 15, Con -, Int 6, Wis 10, Cha 10. Skills: Concentration +5 Psicraft +0 Spot +7 Listen +7 Move silently +6 Search +2 Knowledge (local) +0 Knowledge (history) +0 Knowledge (psionics) +0 Knowldege (religion) +0 Knowledge (arcana) +1, Knowledge (the planes) +0. Feats: Alertness
Background (public)
Odno was the lowest member of a circle of a small circle of sages, diviners and seers in Orussus who sold their abilities for money, though Odno is little more than an apprentice. Recently, the majority of the circle embarked on a business trip, but the ship wrecked in a storm and they all drowned (they surely didn't see that coming!). When news of the seers's tragic fate reached Orussus, the only remaining member sacked what was left and fled, leaving Odno totally alone and nearly penniless. Now his only chance is to try the Red Dragon Inn and hope his abilities can be used for something.
-Adquires a new level in psion, now psion 2.
-BAB increases by 1, now BAB +1
-Grapple modifier increases by +1, now grapple +1
-HP increases from 10 to 15 (2d4 +4 Con +4 Psionic Body)
-Base and total Will save advance by +1.
-Attack totals advance by +1
-Learns two new level 1 psionic powers: Synesthete and Defensive precognition.
-New total of power points is 6 base +3 bonus = 9
-Gains 6 skill ranks, new total is 30, new max ranks are 5/2.5
-Skill ranks spent this way:
-Concentration, Spot, Listen, and Knowldge (arcana) gain 1 rank.
-Knowledge (the planes) gains two ranks (new skill)
Psicrystal: new hit die is 2, Hp total advances to 7 (half owner's), HD are now 2 (same as owner's), base attack bonus and grapple bonuses advance by +1, Will save advance by +1 (match owner's base plus modifier), skills ranks advance to match master's.
Last edited by Someone; 30th November 2007 at 07:05 PM..
Reason: Approved for level 2
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.
Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.
Keen Ears - +2 racial bonus to Listen,
Natural Grace - +2 racial bonus to Move Silently, Balance, and Tumble. Balance is always a class skill.
Incredible Leap - +8 racial bonus to Jump
Wandering Mind - -1 save vs enchantment/charm effects, -2 racial penalty to sense motive and concentration checks (Katara are extremely curious and as a result, their minds often wander, overlooking dangers most might otherwise see)
Lowlight vision
Name: Surtr Jotnsson
Class: Psychic Warrior 5/War Mind 1
Race: Half-Giant
Size: M
Gender: M
Alignment: LG
Deity: Azwan, God of War and Nobility
Str: 21 +5 (16p.)* Level: 5/1 XP: 15000
Dex: 08 -1 (02p.) BAB: +4 HP: 58 (5d8+1d10+18)
Con: 16 +3 (06p.) Grapple: +13 Dmg Red:Int: 10 +0 (02p.) Speed: 20' Spell Res:Wis: 12 +1 (04p.) Init: -1 Power Save: +0
Cha: 08 -1 (00p.) ACP: -5 Spell Fail:
*+1 Str @ 4th
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +X -1 +X +1 +1 20
Touch: 10 Flatfooted: 20
Base Mod Misc TotalFort: 6 +3 +1 +10
Ref: 3 -1 +1 +3
Will: 1 +1 +1 +3
+2 saves vs. fire
Weapon Attack Damage Critical
+1 Large Deep Crystal Greataxe +11 3d6+8 x3
Longbow +3 1d8 19-20x2
Large Silver Longsword +8 2d6+5 19-20x2
Large Cold Iron Longsword +9 2d6+5 19-20x2
Large Heavy Flail +9 2d8+8 19-20x2
Bite of the Wolf +9 2d6+1d8+5 x2
Bite of the Wolf (secondary) +4 2d6+1d8+2 x2
Languages: Common
Abilities:
Giant: Half-giants are not subject to spells or effects that affect
humanoids only, such as charm person or dominate person.
Low-Light Vision: A half-giant 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.
Fire Acclimated: Half-giants have a +2 racial bonus on saving throws
against all fire spells and effects. Half-giants are accustomed to
enduring high temperatures.
Powerful Build: The physical stature of half-giants lets them function
in many ways as if they were one size category larger. Whenever a half-
giant is subject to a size modifier or special size modifier for an
opposed check (such as during grapple checks, bull rush attempts, and
trip attempts), the half-giant is treated as one size larger if doing
so is advantageous to him. A half-giant is also considered to be one
size larger when determining whether a creature’s special attacks based
on size (such as improved grab or swallow whole) can affect him. A half-
giant can use weapons designed for a creature one size larger without
penalty. However, his space and reach remain those of a creature of his
actual size. The benefits of this racial trait stack with the effects of
powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level.
Psi-Like Ability: 1/day-stomp. Manifester level is equal to 1/2 Hit Dice
(3rd). The save DC is Charisma-based. DC 11.
Bonus Feats: These bonus feats must be drawn from the feats noted as
fighter bonus feats or psionic feats.
Chain of Personal Superiority (Ex): At 1st level, a war mind learns the
first principle of warfare for the individual combatant: the ability to both
deal punishment and take it. Calling upon inner reserves of knowledge
and dedication, a war mind can provide himself with a +2 insight bonus to
Strength and Constitution for up to 1 minute. A war mind can use this
power three times per day. Activating this power is a free action.
Feats: Weapon Focus (Greataxe), Power Attack, Psionic Weapon,
Cleave, Great Cleave, Psionic Meditation
Skill Points: 18 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Concentration 9 +3 +12
Knowledge (psionics) 5 +0 +5
Knowledge (history) 1cc +0 +1
Psicraft 2 +0 +2
Powers: 13pp (7class+2wis+2prc+2race)
Save DC 11+power level
Psychic Warrior: 3/2; Manifester level 5
1st: Expansion, Grip of Iron, Force Screen
2nd: Animal Affinity, Dissolving Weapon
Warmind: 1; Manifester level 1
1st: Bite of the Wolf
Equipment: Cost Weight
+1 Deep Crystal Large Greataxe 3340gp 24lb
Longbow 75gp 3lbs (haversack, centre)
Arrows(20) 1gp 3lbs (haversack, centre)
Large Silver Longsword 105gp 8lbs (haversack, centre)
Large Cold Iron Longword 30gp 8lbs (haversack, centre)
Large Heavy Flail 30gp 20lbs (haversack, centre)
Heavy Steel Shield 20gp 15lbs (haversack, centre)
+1 Full Plate 2650gp 50lb
Traveler's Outfit -gp 5lbs
Winter Blanket 5sp 3lbs (haversack, right)
Flint and Steel 1gp 0.1lbs (haversack, right)
Waterskin 1gp 4lbs (haversack, right)
Whetstone 2cp 1lb (haversack, right)
Torches (8) 8sp 4lbs (haversack, right)
Rope, Hemp (100') 2gp 20lbs (haversack, left)
Potion (cure light)x2 50gp -lbs (haversack, right)
Potion (cure mod)x2 600gp -lbs (haversack, right)
Potion (cure serious)x2) 1500gp -lbs (haversack, right)
Amulet of Nat. Armor +1 2000gp -lbs
Ring of Protection +1 2000gp -lbs
Handy Haversack 2000gp 5lbs
Cloak of Resistance +1 1000gp 1lb
Boots of Landing 1000gp 1lb
Tattoo (body adjustment)x3 900gp -lbs
Tattoo (hostile empathic transfer)x2 1500gp -lbs
Total Weight:86lb Money: 19pp 3gp 6sp 8cp
Lgt Med Hvy Lift PushMax Weight: 153 306 460 920 2300
Age: 37
Height: 7'1"
Weight: 283lb
Eyes: Coal
Hair: Bright Orange
Skin: Dark
Background
Appearance: XXXX
Background: XXXX
In Game History: n/a
XP Log
Starting XP: 15,000
GP Log
Code:
Adventure Gained Spent Total Notes
Starting Gold 19,000 18,806.32 193.68 nothing over 3800gp
Name: Xir
Class: soulknife 3 Starting Level: 1
Race: Xeph
Region of Origin: The Badlands
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Moralist
Str: 13 +1 ( 8p.) Level: 3 XP: 3716/6000
Dex: 17 +3 ( 8p.) BAB: +2 HP: 31/31 (3d10+6)
Con: 14 +2 ( 6p.) Grapple: +3 Craft Points: 900
Int: 10 +0 ( 2p.) Speed: 30' Stat Increases:Wis: 14 +2 ( 6p.) Init: +3 Spell Save: --
Cha: 8 -1 ( 0p.) ACP: -2 Spell Fail: --
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +3 +0 +0 +0 19
Touch: 13 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +3 +1 +2 --
Ref: +6 +3 +3 --
Will: +5 +3 +2 --
Notes: +1 vs. spells, powers, and spell-like effects (racial bonus)
Weapon Attack Damage Critical Range
mind blade +6 1d6+1 19-20/x2 ------
mind blade (thrown) +6 1d6+1 19-20/x2 30 ft.
Notes: mind blade formable as a move action, psychic strike +1d8 (move to charge)
Languages: Common, Xeph
Abilities: Burst (Su): 3/d, Xir may add 10 to his speed for 3 rounds; Naturally Psionic: 1 bonus pp; Darkvision
Feats:
Up the Walls
Weapon Focus (mind blade)
Wild Talent
Weapon Finesse
Psionic Powers (Manifester Level 0)
Power Points: 3
Skill Points: 24 Max Ranks: 6/3
Skills Total Ranks Mod Misc
Autohypnosis +10 6 +2 +2 synergy
Balance +3 0 +3 +2 synergy, -2 ACP
Concentration +8 6 +2 --
Hide +5 4 +3 -2 ACP
Jump +1 0 +1 +2 synergy, -2 ACP
Listen +2 0 +2 --
Move Silently +3 2 +3 -2 ACP
Spot +2 0 +2 --
Tumble +7 6 +3 -2 ACP
Notes: None
Equipment: Cost Weight
chain shirt 100gp 25lb
darkwood heavy shield 257gp 5lb
backpack 2gp 2lb
bedroll 1sp 5lb
mirror 10gp 0.5lb
waterskin 1gp 4lb
potions of CLW x3 -- --
Total Weight: 41.5lb Money: 676gp 4sp 0cp
Lgt Med Hvy Lift PushMax Weight: 50 100 150 300 750
Age: 20
Height: 6' 4"
Weight: 140 lbs
Eyes: Green
Hair: Black
Skin: Tan brown
Appearance:
Xir looks like an apparition in a dust storm---a tall, lithe human like creature with severe features, somewhat luminescent green eyes, and a long, black ponytail. His equipment is functional and well kept, though he does not appear to possess any visible weaponry. There are strange, fine spots on his palms, hand and forearms that, under closer examination, appear to be writing of some kind, and Xir can be caught studying them time to time.
Personality:
Xir is very reserved, almost ascetic in demeanor. His motions are very deliberate. He speaks in aphorisms often. He has very different cultural mores than most in the central city, but follows a very vigorous---if unusual---code of honor.
Background (Public):
Xir speaks rarely of his past, supposedly coming from somewhere north of the great mountain range. What brings him to Orussus is unknown.
Background (Private)
Xir comes from an mostly unheard of tribe of nomadic xeph in the Badlands. They are strict Moralists and follow a very regimented code of honor. Xir is following some obscure reference of their holy texts (the tatoos on his arm) that direct him to 'walk among the unseeing' for some time to gain knowledge of the world.
The Darque Demense
Xir agreed to work for a distateful man to try to reclaim his property. The property decided it did not want to be reclaimed. It made a counteroffer, but Xir had to refuse on his honor. He survived the confrontation, learning that others interpret honor in their own way.
Wealth and Craft log:
4 potions of cure light wounds from PH1- The Darque Demense
750 GP from The Darque Demense
100 GP fro Tavern Thread
Sold heavy wooden shield for 3.5gp
Bought darkwood heavy shield for 257gp
Paid XXX for
Sold XXX for
Crafted XXX for
Name: Rathan Hawthorne
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Hyrag
Domains:Healing, Sun
Str: 12 +1 (4p.) Level: 1 XP: 915
Dex: 10 +0 (2p.) BAB: 0 HP: 10 (1d8+2)
Con: 14 +2 (6p.) Grapple: +1 Dmg Red:Int: 10 +0 (2p.) Speed: 20' Spell Res: 0
Wis: 16 +3 (10p.) Init: +0 Spell Save: +0
Cha: 14 +2 (6p.) ACP: -4 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc Total
10 +4 +2 +0 +0 +0 +0 16
Armor:
Chain Shirt
Heavy Steel Shield
Touch:10 Flatfooted: 16
Base Mod Misc TotalFort: +2 +2 +4
Ref: +0 +0 +0
Will: +2 +3 +2 +7
Weapon Attack Damage Critical
Heavy Mace +1 1d8+1 20x2
Light Crossbow +0 1d8+0 19-20x2
Languages: Common
Abilities:
Turn Undead: 5/day, +2 to turning roll, +3 to damage roll
Feats: Combat Casting, Iron Will
Skill Points: 12 Max Ranks: 2/4
SkillsRanks Mod Misc Total
Concentration 4 +2 +4 +6/+10
Heal 2 +3 +5
Knowladge(Religion) 4 +0 +4
Spellcraft 2 +0 +2
Equipment: Cost Weight[/b]
Chain Shirt 100gp 25 lbs
Heavy Mace 12pg 8lbs
Heavy Steel Sheild 20gp 15lbs
Light Crossbow 35gp 4lbs
Bolts (30) 3gp 3lbs
Backpack 2gp 2lbs
[Map/Scroll Case 1gp .5lb
Flint and Steel 1gp -
Ink (1/2 oz.) 4gp -
Inkpen 1sp -
Common Lamp 1sp 1lb
Oil (2 pints) 2sp 2lbs
Parchment (10 Sheets) 2gp -
Belt Pouch (x3) 3gp 1.5lbs
50' Hempen Rope 1gp 10lbs
7 Days Trail Rations 7gp 3.5lbs
Waterskin 1gp 3lb
Cleric Vestments (Hyrag) - -
Wooden Holy Symbol (Hyrag) 1gp -
Total Weight:78.5lb Money: 6gp 3sp 10cp
Lgt Med Hvy Lift PushMax Weight:130 43 44-86 87-130 260 650
Age: 23
Height: 5'11"
Weight: 161lb
Eyes: Blue
Hair: Short Brown
Skin: White, Slightly Tanned
Spells Per Day: 0th: 3 1st: 2+1
Spells Prepared: 0th: (Light, Create Water, Detect Magic)
1st: (Shield of Faith, Cure Light Wounds, Cure Light Wounds[Healing Domain]
Appearance
Appearance:Rathan is a young man of average height, his short
brown hair lightens in the sun of summer, and darkens to an almost black in the dead of
heavy winters. He being a holy man of Hyrag perfers his off white robes, the holy
symbol of his god depicted in the middle chest of most all of his clothing. A innately
cautious man, he more often than not will be seen wearing his armor and carring his
weaponry on him most all the time.
Background
Background:
Rathans story begins early in his life. His mother and father are but mere dreams and short
memories in his mind as he was only 6 years old when he last saw them alive. It is said
by most that the walking dead of a plague to this world like none other and Rathan
knows this addage all too well.
Rathans father was a devoted beleiver and holy man sense the age of 19 himself. Hyrag
was who he worshiped as most did the small hammlet he and his family called home. Many
generations of Hawthornes were intagrate in this tiny little forest-edge village. It
was a peacefull place, a place one could worship in peace without the worry of threats
in the form of creature of thief alike and life was good for most of the tight knit
community in which Rathan was born and raised for a short time before the peace was
broken with pain and suffering that haunts the mind of this man of faith to this day.
Rathan cannot remeber if it was late at night, or early in the afternoon with smoke so
thick night would have been more illuminated. Mass hysteria filled the air as the
screams of man, woman, and child alike rang true through the small underserving
hammlet. Bodies left anf right, and if one was bring back the memories they could
almost say the streets ran crimson with the blood of the good townsfolk who were
slaughtered needlessly at the hands of undeath.
Some would say hundreds, if not thousands of the walking dead swarmed the village and
partook in any and all flesh within rotting arms reach. For those that survived, which
in itself was a miracle, would say the memorized of thier friends, family members, and
those people they'd known all of thier lives being eaten alive in thier own front yards
or in the streets themselves would give them nightmares to thier dying day.
Rathan, thanks to his mothers quick thinking was one of these survivors. His mother was
blessed with the an uncanny knack to know when trouble was comming and feeling
something was not right she packed a nice days meals into a basket and sent her husband
and her son on a night long hunting trip of deer hides, the skin she would use to tan
and make into armor or any number of other uses and pulled her weight in the family
this way.
Apon returning the hammlet, the carnage had been done and gone now for only a short
time. The bodies laying around still steaming in the cool morning fog as the reality
set in around his father. Neither of them will ever forget what happened this day nor
in the weeks following for Rathan. His father could not take what had happened to his
life or lack there of after the senseless loss of life around him and snuffed his own
spark at the end of his own shortsword no more than three weeks after the tragedy
occured.
Now left to fend his on his own the very young Rathan would sit in his home, not
knowing what would happen next with his fathers body rotting in the bed in the corner
of the room. Needless to say Rathan would not move from his home as the fear would
strike him of the carnage that happened outside his dwelling.
Tears were the only thing he would know for three long days before a kind, strong soul
would hear his pleas for Hyrag to bless him safe passage into the life beyond. Korik
Dorwald, a Brightstriker of Hyrag, would hear the young boys plea and instead of
answering his call for death, would ive him a new chance at life.
Korik would take the boy home with him at least a week journey north and into the
forest and he and his wife and son took Rathan into thier home and made him thier own.
Korik would train Rathan in his image as Rathan asked him to do so when the time came
and his mind was old enough to understand what truely had happened. He would teach him
in the ways and texts of his own god hyrag and would learn the boy in combat with a
heavy mace, shield, and crossbow.
Now at the age of 23 Rathan sets out on his own, a feeling he had not known sense the
carnage of his hammlet home, in search of some sort of closure for what happened to his
family, he knows not where his quest will take him, all he knows is that with his faith
in Hyrag, somehow he will find what he is looking for.
__________________ Ashes to Ashes, Dust to Dust....... ok who casted disintegrate!? You Bastard! Has Returned! Check Us Out! Players Wanted!!!
Skill Points: 30 Max Ranks: 6/3.0 Underlined are Class SkillsSkills Ranks Mod Misc Total
Appraise(INT) 2.0 +3 +5
Balance(DEX) 0 +1 +1
Bluff(CHA) 0 +0 +0
Climb(STR) 0 +1 +1
Concentration(CON)*** 6 +0 +4 +6/+10(Casting Defensively)
Craft()(INT) 0 +3 +3
Diplomacy(CHA) 6 +0 +6
Disguise(CHA) 0 +0 +0
Escape Artist(DEX) 0 +1 +1
Forgery(INT) 0 +3 +3
Gather Information(CHA) 0 +0 +0
Heal(WIS) 0 +2 +2
Hide(DEX) 0 +1 +1
Intimadate(CHA) 0 +0 +0
Jump(STR) 0 +1 +1
Knowledge(psionics)(INT) 6 +3 +9
Listen(WIS) 0 +2 +2
Move Silently(DEX) 0 +1 +1
Perform(CHA) 0 +0 +0
Profession(WIS) 0 +2 +2(No ranks, can't use)
Psicraft(INT) 6 +3 +2/+2**** +11/+13 (Synergy/Psion)
Ride(DEX) 0 +1 +1
Search(INT) 0 +3 +3
Sense Motive(WIS) 2 +2 +4
Spot(WIS) 0 +2 +2
Survival(WIS) 0 +2 +2
Swim(STR) 0 +1 +1
Use Rope(DEX) 0 +1 +1
*** Full round action to make DC20 check to regain Psionic Focus
**** Psion bonus of +2 if dealing with Telepathy powers
Psion/Telepath Powers known: (8)
1st:
Astral Construct (from Expanded Knowledge feat), Charm(psionic), Energy Ray,
Inertial Armor, Mindlink, Mind Thrust
2nd:
Concussion Blast, Read ThoughtsPower Points per day: 17PP (2 from race, +11 from class, +4 Int)
Saving Throw DC: 13 + the power's level
Equipment: Cost Weight
Light Crossbow 35 gp 4lb
50 bolts 5 gp 5lb
Quarterstaff - 4lb
Backpack 2 gp 2lb
5 Sunrods 10 gp 5lb
Bedroll 1 sp 5lb
Waterskin 1 gp 4lb
Flint & Steel 1 gp -
Belt Pouch 1 gp .5
3 days Trail Rations 15 sp 3lb
Empty Sack 1 sp .5
Explorer's Outfit 0 gp 0lb
Piece of chalk 1 cp -
Cure Light Wounds potion x6 250 gp - *Got 3 as treasure from adventure
2 Everburning Torches 220 gp 2lb
4 vials of Antitoxin 200 gp -
Total Weight: 35lb Money: 14pp 148gp 37sp 23cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 30
Height: 6'
Weight: 185
Eyes: Gold
Hair: Short red hair and goatee
Skin: Tanned
Character Info & Logs
Appearance:
A man in his early thirties, Saithnar looks at first glance to be bored with the world around him. He seems distracted and forgetful to those that do not know him...and none know him because he barely knows himself. His red hair is cut short and his goatee is neatly trimmed. His clothes are stylish, but conservative and functional. His hooded cloak most often covers him and shelters him from most weather. He regularly smokes a sweet and fragrant leaf in his long stemmed pipe and clouds of smoke eventually surround him if he sits still too long in one place. He leans upon his quarterstaff like a walking stick out of habit, but no longer needs it thanks to his remaking by the Elan.
Background:
The man who would be known eventually as Saithnar started his life as a boy in a poor village. He led an unremarkable life as most do, taking time from farming the land at his father's side to daydream of becoming a rich and powerful adventurer. Never would he achieve that goal in his life. He stayed a farmer until his own father had died bent and broken. He married a village girl and started his own family which farmed the land as his family had always done. But things were getting worse.
A shadow grew over the valley. A dark wizard was practicing evil magics in a tomb nearby where ancient evils once grew and festered. The undead released by his experiments ripped through the village and devoured nearly everyone. The man who would become Saithnar was injured and dying until a paladin appeared and healed him. The paladin Korik pressed ahead to destroy the evil at it's source after telling the newly healed man to escape and meet him on the road to the south. He did so only to find that the paladin's cleansing fire burned down what little remained of the massacred village. A funeral pyre for the dead. A proper goodbye for the family he would never see again.
With nowhere else to go, he followed Korik and eventually returned to his home with him. There he met a young orphan boy the paladin had adopted named Rathan. Before long, he felt the urge to move on. Something out there was pulling him forward and he could not ignore it. He searched the land for what was calling to him, but it seemed to move around. So he followed where it led, several times crossing paths and returning again to meet Korik and his family, but never able to stay and enjoy the company. His distraction grew as he seemed to hear and follow a voice not of this world.
One day while traveling over a mountain top he found a cave and sought shelter there. The cave led into the mountain and down into the earth where he came to find himself in a community of strangers. As he walked among them, they just stared at him. He didn't know why he kept walking except that the pull was stronger than ever before to keep going forward. He obeyed and at last discovered the speaker of the voice in his head. A man in his twenties with short red hair and eyes that looked older than the gems in the earth. The man smiled and bid him "Welcome home." The time following that was a blur. The preparations, the rituals and the making were all completed, and at the end of it Saithnar was born and walked out into the world and discovered that he could now hear all the voices in everyone else's head. But the one that was once in his as a guide was now silent.
And so he travels the land uncertain of his road, but with the desire to explore the world of the mind as well as the world of the physical. And if he appears distracted or forgetful, do not worry...for he is just busy reading your thoughts and those of all around him as he explores and follows the voices within...
Money & Equipment Log
-Spent 150 GP after Blacklilly Violence adventure to buy 3 potions of Cure Light Wounds before going on Ant Hunting adventure.
-Spent 11 cp to buy 11 pieces of chalk for the Ant Hunting team. Gave away the other 10 pieces to teammates.
-Given 2 potions of healing by Hans and Sally before going into the ant filled mines.
-Got paid 91 PP for completion of the 'Long Live the Queen' adventure.
-Spent 220 GP to buy 2 Everburning Torches before leaving on quest to recover Sylvan Shard
-Spent 200 GP to buy 4 vials of Antitoxin before leaving on quest to recover Sylvan Shard
-Spent 37 PP & 5 GP to help purchase a Wand of Cur Light for Sylvan Shard Party
*Two characters from the party now owe Saithnar 125 GP each for their share of wand.
-Used 1 Cure Light Wounds potion on Richard, 6 remaining
--------------------Current funds total: 14pp 148gp 37sp 23cp ----------------
XP Log
+855 XP for delivering Edwyd's Pie.
+800 XP for defeating a gang of thieves. -----Gained Level 2----- Total XP= 1,655
+1,686 XP for removing the ant colony from a mine. -----Gained Level 3----- Total XP= 3,341
+600 XP for Feb and Mar + defeating Nixies.
+600 XP for April and 2 Ettercaps.
Adventure History
Edwyd's Pie Parade Brigade!
Edwyd's Pie Parade Brigade! Gained 855 XP and no GP's (we each donated our small share of cash earned to some vagabond children that helped us in our mission) Saithnar, Rathan, Cludge Slatefist, and Galwynn helped to deliver a nigh divine pie from Edwyd the baker to his wife of 20 years. Holding off the crowds, bribing some street children to help them instead of stealing the pie, charming a mage and convincing a charmed criminal on the run that his new best friend had turned him invisible to hide him from the surrounding City Watch were just some of the interesting challenges in store when trying to earn free food for a year!
Blacklilly Violence
Blacklilly Violence! Gained 800 XP and 313 GP, 7SP, 4CP, 1 Cure Light potion treasure
Saithnar joined his friend Rathan, and former teammate Cludge Slatefist to help Conuld, Tommy, Solange, and Pendrake recover an Arimae family heirloom necklace which was stolen by a group of thieves. Searching around, the group finds out about the Blacklilly gang who act as pirates without a ship- stealing goods from newly docked ships and selling the cargo. While trying to get some information in a bar, the party gets into a fight with a few Blacklilly thugs who end up getting dead real quick. Before we know it, a bigger group of the gang show up to face us. This group includes a girl and a mage who match the descriptions of two of the necklace thieves! We take them down in record time and start interrogating Riffer the wizard. He led us to the necklace and we soon returned it to it's owner to collect our reward!
Saithnar joins a large group who are hired to clean a mine of its giant ant infestation. After a difficult journey through the mines in two groups, the parties decide to stay together and hunt the main nest. This proves a good strategy as they soon fight their way past several warrior ant and finally face the queen and her guards just outside the nest. Saithnar freezes the Queen with a cold energy ray, which drops her to the floor! After the rest of the group finishes the guards and sets fire to the nest, they retreat from the smoke filled passages with the trophies of their kills. After a final sweep later, they destroy a few more helpless ants and collect the remains of others that succumbed to the smoke. Finally on the surface for good, they are paid by Hans and make their way back to Orussus.
The Sylvan Shard
Gained 1,200 XP and 0 treasure so far.
Advancement
2nd Level
+1 BAB
+3 HP = 11 total
+300 Craft Points = 450 total
+1 base Will save
+5 Skill points(+1Conc, +1 Diplomacy, +1 Kn: Psi, +1 Psicraft, +1 Sense Motive)
+6 PP (+4 from class, +2 from INT)
+2 known 1st level powers (Mindlink, Mindthrust)
3rd Level
+1 base Fort Save, +1 base Ref save
+5 Skill Points(+1Conc, +1 Diplomacy, +1 Kn: Psi, +1 Psicraft, +1 Sense Motive)
+1 feat (Expanded Knowledge- Astral Construct)
+450 Craft Points
+5 HPs (+3 from level, +2 from new Psionic feat) = 16 HPs total
+6 PPs (+5 from class, +1 more from INT) = 17 PPs total
+2 known 2nd level powers (Concussion Blast, Read Thoughts)
Last edited by Phoenix8008; 15th January 2009 at 12:25 PM..
Reason: adding XP
Name:Galwynn GrimsladeClass: Paladin (3)
Race: Human
Size: Medium-Size
Gender: Male
Alignment: Lawful Good
Deity: Halina
Str: 15 +2 (8p.) Level: 3 XP: 5795
Dex: 8 -1 (0p.) BAB: +3 HP: 28 (3d10+3)
Con: 13 +1 (5p.) Grapple: +5 Dmg Red: None
Int: 10 +0 (2p.) Speed: 20' (X3 run) Spell Res: None
Wis: 13 +1 (5p.) Init: -1 Spell Save: 11 + Spell Level
Cha: 16 +3 (10p.) ACP: -6 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +9 +0 -1 +0 +0 +0 18
Touch: 9 Flatfooted: 18
Base Mod Misc TotalFort: 3 +1 +3 +7
Ref: 1 -1 +3 +3
Will: 1 +1 +3 +5
Note: +3 charisma bonus on all saves due to Divine Grace already added.
Weapon Attack Damage Critical
Greatsword (mwk) +7 2d6+3 19-20/x2
Dagger +5 1d4+2 19-20/x2
Languages: Common
Abilities: Aura of Good
Detect Evil at will
Smite Evil 3/day (Extra Smite)
Divine Grace (charisma on all saves)
Lay on Hands (9 hit points),
Aura of Courage (Immune to Fear; +4 on ally's saves vs fear)
Divine Health (Immune to Disease)
Feats: Power Attack, Weapon Focus (Greatsword), Extra SmiteSkill Points: 18 Max Ranks: 6/3
Skills Ranks Mod Misc Total
Diplomacy 5 +3 +2 syn +10
Knowledge (Religion) 4 +0 +4
Sense Motive 5 +1 +6
Concentration 4 +1 +5
Equipment: Cost Weight
+1 Full Plate Armour 50 lbs
Masterwork Greatsword 50 GP 8 lb
Dagger 2 GP 1 lb
Potion of Cure Moderate Wounds
Silver Holy Symbol 25 GP 1 lb
Backpack 2 GP 2 lb
4 days' Rations 2 GP 4 lb
Waterskin 1 GP 4 lb
Total Weight:110 lb Money: 13 pp 8 gp 0 sp 0 cp
Lgt Med Hvy Lift PushMax Weight: 0-66 67-133 134-200 400 1,000
Age: 19 years old
Height: 5'10"
Weight: 174lb
Eyes: Green
Hair: Dark Brown
Skin: Pale
Appearance: Galwynn has long hair that often clumps together or gets tangled - he spends very little time on self grooming. He is rarely clean-shaven, and no matter how hard he tries, his clothes often have a "slept-in" look. He favours sombre colours, with usually only a hint of colour (for example, he might wear a bright green scabbard over plain woolen clothes). Galwynn seldom smiles, and he often has an air of melancholia.
Galwynn has a pink scar on his chest, caused when he was punched by an Earth Elemental in an effort to rescue the mage Thyrin. While the wound healed, it didn't heal perfectly, leaving the skin slightly scarred. The scar runs down the ribs on the right side of his chest, and is about three inches long and an inch wide.
Background: Raised by a village temple dedicated to Halina, Galwynn studied to become a priest, until the day that orcs attacked his home village of Badgersgrove. Along with other villagers, Galwynn found himself with a weapon in his hand. During the orcs' raid, Galwynn found himself defending three young children and their mother from an orc raider when he heard Halina's call. Her strength flowed into his blade, and he ably dispatched the orc.
While much of the village was burned to the ground, many of the villagespeople survived, and migrated to the surrounding villages nearby. Very little remains of Galwynn's village - a few burned out buildings, and a graveyard. Galwynn helped in the burials - burying many of his fellow Halina followers, who took the brunt of the Orcs' attack. He still remembers the dead faces of the the six "Temple Moms" he put in the earth that day, all them fighting to protect young children and the elderly.
Since then, Galwynn has heard Halina's call towards Paladinhood, and wanders the realm, following her signs. He doesn't like travelling, and he would much prefer a life of solitude. However, he has deep faith in his goddess (who he considers his "mother", since he has been raised as an orphan by the temple for his entire life) and follows what she puts in front of him. HOwever, he does it with a degree of cynicism and sarcasm, often talking aloud to his goddess with biting tones.
Edwyd's Pie Brigade!
Lost 1 GP to Orphans; gained 10 GP reward from adventure completion, kept 1 GP and gave the rest to the orphans. Gained 895 XP.
Gained 9 HP, Added 3 skill points (Diplomacy, Concentration, Sense Motive), Improved Saves, and Added Feat (Extra Smite).
Purchases/sales/giveaways
Purchased Masterwork Greatsword for 350 GP ("bought" a new weapon, but really just fixed the blade he already had)
Chainmail given to Dianna as a donation "for a good cause"
Adventure Backgrounds
Galwynn arrived in Orussus after travelling through the various villages to the north. He didn't know why he was led towards Orussus, but felt that it perhaps had something to do with the dreams sent him by Halina, a goddess he has much love for, but also blames for most of the discomforts he suffers.
Shortly after arriving in Orussus, he befriended a young dwarf named Cludge at the Red Dragon Inn. The two were hired by a baker named Edwyd, along with several other out of work adventurers. Their task was simple - escort a magical pie from Edwyd's Victuals (a bakery) to the house of Edwyd's wife, essentially acting as public relations. The march went simply enough, though plenty of townspeople and curious onlookers got in the way.
After this, Galwynn took his earnings and promptly gave them away to orphans, figuring it was the proper thing to do. However, this meant he was rather poor, and returned to the Red Dragon Inn with nothing to show for his first "real" adventure.
Then, he met up with the "master bard", Keldar Warbray, as well as Rapture (another paladin), and Tommy (an apprentice wizard). Along with a blind priestess named Samina, the party was hired to rescue a mage from the village of Grenton. The mage, named Thyrin, was trapped in his tower by elemental devices he himself had created.
The journey to Grenton was a short one, and the group began exploring the tower. However, Samina realized exploration and adventure was not her calling, and so their adventure ended almost as quickly as it began. The group journeyed back to Orussus and hired another priest, a dwarf craftsman named Tarag.
Once again they returned to the tower, and battle numerous elementals. During one such encounter, Galwynn was punched in the chest by an Earth Elemental and nearly killed. The scar runs down his ribs, and hasn't healed properly. It reminds Galwynn how easy it is for an adventurer to die if he is not careful.
Eventually, they rescued Thyrin, and received some treasures from the wizard - Galwynn had a special suit of armour crafted for him. Almost immediately after putting it on, Galwynn's natural habits took effect, and the once-shining armour is now marred and tarnished, rarely polished.
The group has returned to Orussus, with a single odd shovel left behind from the bandits who had originally entered Thyrin's study. They wander Orussus, hoping to gain some information about the shovel - all signs point to Fallon.
Galwynn has begun to have vivid dreams in which he speaks to Halina. While proud of the fact that Halina has noticed him, Galwynn is also uneasy about the contact - after all, if she chooses to speak to him, surely there is a reason? And such a reason cannot be a comfortable one...
pics of galwynn
Naturally, imagine him wearing armour, and a bit dirtier. And, yeah, I'm a hockey fan. Sue me.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.