Appearance: Maladar is a little above average in height and weight for a Half-Elf. He has disheveled sandy brown hair, ice blue eyes, and a darkly tanned muscular body. His favored weapon is the rapier which he keeps on the left side of his waist. He does carry two unusual weapons inherited after his fathers death. A Cold Iron Light Mace which is on the right side of his waist and an Alchemical Silver dagger strapped to his right leg. A regular dagger is hidden in his boots and a short bow is strapped to his back. The quiver is kept on his back as well. He wears an Explorers outfit around town in dark greens, browns, and black. He has a dark green oiled hooded cloak which he wears all the time.
Background: Maladar was born to an Elven Fighter and Human Sorceress. She died not long after giving birth. After her death his father moved back to the elven forest of his ancestors. At the age of 12 his mischievousness and practical jokes provided enough distraction to the Orcs to help the hamlet defend against the Orcish warband. His father was slain and his grandfather was badly injured during the attack. After his grandfather was well enough he started to teach Maladar the Ranger arts. With the weapon training from his father and the ranger skills from his grandfather he became very good at protecting the hamlet from invaders. At the age of 24 he set out to learn more about his past. His journey has taken him to a number of cities where his talents have been sought in exchange for pay.
Maladar is very honest and generally says whats on his mind. This can be offsetting to most people because they generally do not want to deal with the truth or at least his idea of it. He sticks to what he believes but can be swayed with the right evidence. He likes to play pranks and jokes to break the ice. Most people tend to get tired of this pretty quickly but he doesn't seem to notice.
Money
- Lent 75g to Richard in this post. He is being charged 10% after each adventure he goes on until it is paid off.
Name: Hasin Ashwind
Class: Ranger
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Evil
Deity: XXXX
Str: 14 +2 (6p.) Level: 2 XP: 1156
Dex: 16 +3 (10p.) BAB: +2 HP: 20 (2d8+6)
Con: 16 +3 (6p.) Grapple: +4 Dmg Red: 0/0
Int: 14 +2 (6p.) Speed: 20' Spell Res: 0
Wis: 10 +0 (2p.) Init: +3 Spell Save: 0
Cha: 6 -2 (0P.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 16 10 +2 +1 +3 +X +X +X 16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: 3 3 +2/poison +6
Ref: 3 3 +0 +6
Will: 0 0 +0 +0
Weapon Attack Damage Critical
Dwarven War Axe +4 1d10+2 20-X3
Short bow +5 1d6 20-x3
Armor Spikes +4 1d6+2 20X2
dagger +4 1d4+2 19-20x2
2 weapon attack +2/+2 1d10+2 1d6+1 crit 20x3/crit 20x2 (axe and spikes)
Languages: orcish,goblin, common, dwarven
Abilities:Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
Ranger:
Favored enemies
humans
wild empathy -1 from charisma
2 weapon fighting
Feats: track, combat reflexes, 2 weapon fighting (ranger)
Skill Points: 40 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Climb 4 Str 2 -1 5
Know dungeon 4 Int 2 6
Hide 5 Dex* 3 -1 7
Knowledge (nature) 5 Int 2 +2 9
Listen 4 Wis 4
Move Silently 5 Dex* +3 -1 7
Search 4 Int +2 6
Spot 4 Wis 4
Survival 5 Wis 0 +2 7
Equipment: Cost Weight
Leather armor 10 gp 15lb
Shield,lt Wood 3 gp 5 lb
dwarven war axe 30 gp 8 lb
Armor Spikes 50 gp 10lbs
short bow 30gp 2 lb
travelers clothes
Backpack 2 gp 2 lb
Waterskin 1 gp 4lb
belt pouches (2) 2gp 1lbs
5 days rations 1gp 5lbs
20 arrows 1gp 3lbs
potion of c light wounds 50gp .125lbs
potion of c light woulds 50gp .125lbs
dagger 2gp 1lbs
lbl Weight:[/b]57.25lbs Money: 7gp 19sp 8cp
Lgt Med Hvy Lift PushMax Weight 58 116 175 350 875
Age: 72
Height: 4'1"
Weight: 175lb
Eyes: dark brown
Hair: reddish brown
Skin: swarthy
Appearance: Dresses in light, earthtoned clothes suitable for the desert.beard is well trimmed, worn rather short for a dwarf.
His buckler has a crude spike jutting from it, the image of a desert hawk can be seen through several layers of paint.around his neck Hasin wears a dwarven fingerbone.
Background: Hasin Ashwind was born the youngest son of a crooked town constable.
Every day he watched his father head out to protect his small desert town from those who couldn't afford protection
He looked up to the criminal cabals who ran the caravans and vice dens in the area and longed to join.
Eventually he managed to ingratiate himself with one of these groups "the desert wings" he became a soldier for the group and cought the eye of one of his superiors.
It seemed that "The Desert Wings" had been raiding caravans for years, and storing their loot in a hidden cave. SOmebody had discovered the cave and needed to be silenced- permanently.
Hasin jumped at the chance, he knew if he did well they would certainly make him an assassin.
When he discovered his target was his father he was heart broken- but his ambition was geater then his sentimentality.
one grisly midnight murder later- Hasin was on his way to being an assasin. Poor Hasin didn't even see it coming.
It was during a raid on a rival gangs caravan- but the arrow came from behind. The Desert Wings silenced Hasin forever- or so they thought.
He awoke amid the corpes and drug himself to the shade of a dead camel- he was lucky to find a healing potion and a little gear.
he reached in his pocket and pulled out the momento he kept from his father, a dried up fingerbone and he tied it around his neck.
His new purpose in life would be to bring down the family that had destoyed his life- and avenge the family he had destroyed.
To do that, he needed to ressurect his father, and learn the location of the hidden cave.
But, ressurection is expensive so Hasin joined on with a caravan headed north to tell his fathers brother of his untimely death
- and make his fortune as an adventurer.
EXPERIENCE LISTED BELOW
[sblock]
Code:
Name: Hasin Ashwind
Class: Ranger
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Evil
Deity: XXXX
Str: 14 +2 (6p.) Level: 1 XP: 678
Dex: 16 +3 (10p.) BAB: +1 HP: 11 (1d8+3)
Con: 16 +3 (6p.) Grapple: +3 Dmg Red: 0/0
Int: 14 +2 (6p.) Speed: 20' Spell Res: 0
Wis: 10 +0 (2p.) Init: +3 Spell Save: 0
Cha: 6 -2 (0P.) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 16 10 +2 +1 +3 +X +X +X 16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: 2 3 +2/poison +5
Ref: 2 3 +0 +5
Will: 0 0 +0 +0
Weapon Attack Damage Critical
Dwarven War Axe +3 1d10+2 20-X3
Short bow +4 1d6 20-x3
Armor Spikes +3 1d6+2 20X2
dagger +3 1d4+2 19-20x2
Languages: orcish,goblin, common, dwarven
Abilities:Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
Ranger:
Favored enemies
humans
wild empathy -1 from charisma
Feats: track, combat reflexes
Skill Points: 32 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 2 Str 2 -1 3
Know dungeon 4 Int 2 6
Hide 4 Dex* 3 -1 6
Knowledge (nature) 4 Int 2 6
Listen 4 Wis 4
Move Silently 4 Dex* +3 -1 6
Search 4 Int +2 6
Spot 4 Wis 4
Survival 2 Wis 0 2
Equipment: Cost Weight
Leather armor 10 gp 15lb
Shield,lt Wood 3 gp 5 lb
dwarven war axe 30 gp 8 lb
Armor Spikes 50 gp 10lbs
short bow 30gp 2 lb
travelers clothes
Backpack 2 gp 2 lb
Waterskin 1 gp 4lb
belt pouches (2) 2gp 1lbs
mule 8 gp -
saddlebags 4 gp (8)
pack saddlle 5 gp (15)
Bedroll 1sp (5lbs)
Fishhook 1sp -
Hempen Rope (50’) 1gp (10)
Iron Pot 5sp (10lbs)
Whetstone, 2 cp (1lbs)
Winter blanket 5sp (3lbs)
bit, bridle 2gp (1lbs)
9 days rations 1gp 9lbs
grappling hook 1gp (4 lbs)
20 arrows 1gp 3lbs
potion of c light wounds 50gp .125lbs
potion of c light woulds 50gp .125lbs
dagger 2gp 1lbs
lbl Weight:[/b]53.25lbs + 64 ON STEED Money: 7gp 19sp 8cp
Lgt Med Hvy Lift PushMax Weight 58 116 175 350 875
Age: 72
Height: 4'1"
Weight: 175lb
Eyes: dark brown
Hair: reddish brown
Skin: swarthy
Appearance: Dresses in light, earthtoned clothes suitable for the desert.beard is well trimmed, worn rather short for a dwarf.
His buckler has a crude spike jutting from it, the image of a desert hawk can be seen through several layers of paint.around his neck Hasin wears a dwarven fingerbone.
Background: Hasin Ashwind was born the youngest son of a crooked town constable.
Every day he watched his father head out to protect his small desert town from those who couldn't afford protection
He looked up to the criminal cabals who ran the caravans and vice dens in the area and longed to join.
Eventually he managed to ingratiate himself with one of these groups "the desert wings" he became a soldier for the group and cought the eye of one of his superiors.
It seemed that "The Desert Wings" had been raiding caravans for years, and storing their loot in a hidden cave. SOmebody had discovered the cave and needed to be silenced- permanently.
Hasin jumped at the chance, he knew if he did well they would certainly make him an assassin.
When he discovered his target was his father he was heart broken- but his ambition was geater then his sentimentality.
one grisly midnight murder later- Hasin was on his way to being an assasin. Poor Hasin didn't even see it coming.
It was during a raid on a rival gangs caravan- but the arrow came from behind. The Desert Wings silenced Hasin forever- or so they thought.
He awoke amid the corpes and drug himself to the shade of a dead camel- he was lucky to find a healing potion and a little gear.
he reached in his pocket and pulled out the momento he kept from his father, a dried up fingerbone and he tied it around his neck.
His new purpose in life would be to bring down the family that had destoyed his life- and avenge the family he had destroyed.
To do that, he needed to ressurect his father, and learn the location of the hidden cave.
But, ressurection is expensive so Hasin joined on with a caravan headed north to tell his fathers brother of his untimely death
- and make his fortune as an adventurer.
Helping Out 1st adventure helping out earned 250 exp.
BAB +2
Str +4 melee attack/damage
Weapon Focus Heavy Pick +1 attack
Languages: Common, Dwarven, Giant
Abilities: Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 racial to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 racial bonus to avoid being tripped while standing on ground
+2 racial bonus on appraise checks if stone/metal
dwarven weapon familiarity
no movement penalty for medium load
Feats
Iron Will(L1)
Weapon Focus Heavy Pick (F1)
Power Attack(F2)
Skill Points: 15 Max Ranks: 5/2
Skills Ranks Mod Misc Total
Appraise Int (CC) 2.0 +1 +2racial +3 (+5 if stone/metal)
Craft_Jewler Int 5.0 +1 +6
Ride Dex 2.0 +0 +2
Profession Miner Wis (CC) 2.0 +0 +2
Equipment: Cost Weight
Splint Mail 200gp 45lb
Shield, Heavy Wood 7gp 10lb
Pick, Heavy 8gp 6lb
Longspear 5gp 9lb
Javelin (3) 3gp 6lb
Backpack 2gp 2lb
Waterskin 1gp 4lb
Bedroll 1sp 5lb
Flint and Tinder 1gp -
Torch (5) 5cp 5lb
Hemp Rope (50') 1gp 10lb
Rations (10 days) 5gp 10lb
Belt Pouch 1gp 0.5lb
Total Weight:112.5lb Money: 5gp 08sp 05cp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 67
Height: 4'03"
Weight: 200lb
Eyes: brown
Hair: red
Skin: dark
Appearance: Dresses in dark clothes warm clothes, rarely matching adding to his unkempt appearance. beard is thick, and braided.
His sheild has the image of a large ruby inscribed on it, as does the front of his armor.
Background: Droggle is from a family of jewlers, the coldfist have been known as skilled jewlers for generations,
but Droggle was always a bit too clumsy to become truely gifted at the craft. His family tried to help him find a niche in the business.
They sent him out with crews to prospect gems for them to cut, and his brute strength also served as an effective deterrent for those who would
try to steal from them, but he always felt his lack of skill at gem cutting would forever keep him from excelling in that profession.
As he went about trying to figure out to do with his life, he would talk with the adventurers who would come to the shop from time to time, selling
the gems they looted from dark dungeons and hideous monsters, and thier stories alwasy made him feel better about the dull life he was leading.
So finally he decided to take up adventuring for himself, and he set off from his home to seek fame and fortue.
BAB +1
Str +4 melee attack/damage
Weapon Focus Heavy Pick +1 attack
Languages: Common, Dwarven, Giant
Abilities: Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
no movement penalty for medium load
Feats: Iron Will, Weapon Focus Heavy Pick
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise Int (CC) 2 +1 +2racial +3 (+5 if stone/metal)
Craft_Jewler Int 2 +1 +3
Ride Dex 2 +0 +2
Profession Miner Wis (CC) 2 +0 +2
Equipment: Cost Weight
Splint Mail 200gp 45lb
Shield, Heavy Wood 7gp 10lb
Pick, Heavy 8gp 6lb
Longspear 5gp 9lb
Javelin (3) 3gp 6lb
Backpack 2gp 2lb
Waterskin 1gp 4lb
Bedroll 1sp 5lb
Flint and Tinder 1gp -
Torch (5) 5cp 5lb
Hemp Rope (50') 1gp 10lb
Rations (10 days) 5gp 10lb
Belt Pouch 1gp 0.5lb
Total Weight:112.5lb Money: 5gp 08sp 05cp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1500
Age: 67
Height: 4'03"
Weight: 200lb
Eyes: brown
Hair: red
Skin: dark
Appearance: Dresses in dark clothes warm clothes, rarely matching adding to his unkempt appearance. beard is thick, and braided.
His sheild has the image of a large ruby inscribed on it, as does the front of his armor.
Background: Droggle is from a family of jewlers, the coldfist have been known as skilled jewlers for generations,
but Droggle was always a bit too clumsy to become truely gifted at the craft. His family tried to help him find a niche in the business.
They sent him out with crews to prospect gems for them to cut, and his brute strength also served as an effective deterrent for those who would
try to steal from them, but he always felt his lack of skill at gem cutting would forever keep him from excelling in that profession.
As he went about trying to figure out to do with his life, he would talk with the adventurers who would come to the shop from time to time, selling
the gems they looted from dark dungeons and hideous monsters, and thier stories alwasy made him feel better about the dull life he was leading.
So finally he decided to take up adventuring for himself, and he set off from his home to seek fame and fortue.
XP
Helping out mini adventure 250 xp
Nocturne of Shadow skin kite fight 300 xp
Nocturne of Shadow ghoul fight 128 xp
money
starting cash = 240G
current cash = 32Gp 2Sp 5Cp
Last edited by Bison; 22nd April 2008 at 06:12 PM..
Reason: level 2
Psionics:
Power Points: 3 (2 for lvl. 1 Psion, 1 bonus for INT 16/Manifester level 1)
Manifester Level: 1
Powers Known: 1: Energy Ray, Inertial Armor, Far Hand
Appearance:
Jinx is a man of average height, with a thin, wiry build, and a narrowish face that makes him look a little taller than he is, somehow. He has short, nearly black hair, held further in check by a bandana, and dark brown eyes; his skin's well-tanned, more wrinkly than you'd expect in a man of his age. Though they're usually mostly hidden by clothing, jagged lightning scars cover his chest and the side of his neck. He tends to favor his left leg when he walks.
His clothing tends towards the aggresively practical, dark brown leather pants and vest over a simple shirt, heavy boots, lots of straps, buckles, and pockets in strategical places. He's almost never without a dagger in his belt, and adds a crossbow and bolt quiver strapped to his thigh when he's expecting trouble.
History
In a previous life, Boris Draznin was a sailor, plying his trade on the Great Sea. He would've lived an unremarkable life, and died an unremarkable death by exposure, scurvy, disease, pirate or sea monster attack, if Fate hadn't intervened one dark and stormy night while Boris was at work in the rigging. In his case, Fate took the form of a lightning bolt to the chest. Miraculously, Boris survived. Less miraculously, but only slightly so, he also survived the thirty foot drop to the deck afterwards. As if that sequence of improbable events wasn't enough, he made a nearly full recovery over time, and came out slightly ahead in the bargain -- the crisis had awoken his latent psionic talent, and Boris found he could move small objects by a mere exercise of will, and found he had some command over energy as well, being able to make small sparks arc off his fingertips by like means.
This earned him an almost instant firing by his captain, a good if superstitious man. He reasoned that the sky gods might well try to claim the one they "missed," or reclaim the power Boris had "stolen" from them, and he'd rather not have him on his ship when that happened. As the rumor traveled, it also got him his nickname, "Jinx." Jinx found it hard to find work as a sailor after that.
Embittered, he turned to mercenary work, and kept developing his gift. As it turns out, a man who is a good shot, is able to roast enemies with blasts of lightning, and knows how to keep his mouth shut can earn a decent living at that sort of work. But Jinx soon tired of the "dirty" aspects of his work, and, following a recent conversion to the God of Adventurers, has come to Orussus to make a living as one, hoping it'll be more of a challenging and less of a morally ambiguous existence.
Log
Code:
Gained 4 GP in a game of Horde (Tot'l cash now: 34gp, 9sp)
Purchases 1 vial of ink and 5 sheets of parchment. (Tot'l cash: 25gp, 9sp)
Name: Gaius Valerius Corvinus
XP: 2550
Class: Fighter 2
Race: Human
Size: Medium
Gender: Male
Alignment: LN (good tendencies)
HP: 21 (2d10 +4 con )
Str: 16 +3 (10p.) Level: 2
Dex: 12 +1 ( 4p.) BAB: 2
Con: 14 +2 ( 6p.) Grapple: +5
Int: 14 +2 ( 6p.) Speed: 20' (base 30', medium armor/load)
Wis: 10 +0 ( 2p.) Init: +5
Cha: 10 +0 ( 2p.) ACP: -5 (-7 w/shield)
Base Armor Shld Dex Size Nat Misc Total Touch FFArmor w/shield: 10 +5 +2 +1 +0 +0 +0 18 11 17
Armor: 10 +5 +0 +1 +0 +0 +0 16 11 15
Base Mod Misc TotalFort: 3 +2 +5
Ref: 0 +1 +1
Will: 0 +0 +0
Weapon Attack Damage Critical
Glaive +5 1d10+4 x3
Longsword +5 1d8+3 19-20/x2
Javelin +3 1d6+3 x2
Languages: Common, Orcish, Dwarven
Abilities:
Proficient with simple and martial weapons (Ftr1)
Proficient with all armor and all shields (Ftr1)
Feats:
Improved Initiative (clvl 1)
Power attack (human bonus feat)
Combat expertise (Ftr1 bonus feat)
Dodge (Ftr2 bonus feat)
Skill Points: (2 + 2(int) +1(human))x5 = 25
Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
(x) Gather Information 2 +0 +2
Intimidate 5 +0 +5
Ride 5 +1 +6
(x) Sense Motive 2 +0 +2
Handle animal 3 +0 +3
(x) Knowledge (history) 1 +2 +3
(x) Knowledge (geography) 1 +2 +3
(x) = cross class skill
[b]Equipment:
Wt: Paid: Description:
- - Explorer's outfit
40 150 Chainmail
10 7 Heavy wooden shield
5 0.1 Bedroll
- 1 Flint and steel
1 0.1 common Lamp
2 0.2 2x pint of oil
5 10 50 ft of silk rope
1 0.02 Whetstone
10 8 glaive
6 3 3x Javelin
4 15 longsword
Total weight carried: 84
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 25
Height: 5'10"
Weight: 190lb
Eyes: brown
Hair: black
Skin: lightly tanned
Appearance:
Corvinus is an dark-haired, dark-eyed man of medium height and muscular build. He almost always wears well-oiled chainmail over a padded tunic, with a longsword belted at his waist.
Background:
A note on Monemvassian names:
Certain old families in Monemvassia still give their children three names according to the old tradition: The praenomen, nomen, and cognomen. Thus, Gaius Valerius Corvinus. The praenomen is a personal name, used mostly by immediate family and close personal friends. The nomen refers to the clan to which your family belongs, and the cognomen is a descriptive name (Corvinus means "crow-like") that is almost always inherited from one's father. There is an intricate etiquette involved in how the three names are used in conversation, depending on the relative status of the speaker and the person being named, but sadly, this naming tradition is no longer common in Monemvassia, and those who follow it simply instruct outsiders to call them by their cognomen. (OOC: this naming tradition is based on that of Republican Rome, a summary of which can be found here.)
Backstory:
The Valerius clan were among the first human families coming to Monemvassia with Nolan Jara when he founded the kingdom. Through a series of mishaps involving poor business decisions, social scandals, and sheer bad luck, the clan's fortunes fell quickly, and by the time Gaius Corvinus was born, the name was no longer known in Monemvassia except by historians. But the members of the clan's families never forgot their origins, and Gaius Corvinus was brought up to feel a founder's pride toward the city of Monemvassia as well as a strong sense of duty to it. When he came of age, he joined the Monemvassia Guard, hoping to fight pirates and goblins in defense of the city. Instead, he found that being in the Guard consisted mostly of taking bribes, harassing foreign merchants, and winking at the thieves' guild, rather than honest work. His sense of duty kept him in the Guard anyway, and his talents were sufficient to raise him to the rank of sergeant. One day, however, he caught a fellow guard taking money to look the other way while a woman was being beaten to death. Corvinus drove away the woman's attackers and beat the other guard within an inch of his life. Because he was able to provide incontrovertible evidence of the other guard's guilt, Corvinus escaped without official punishment, but the incident had made him a number of enemies in the Guard, some of them in high places. It became clear to Corvinus that he was no longer welcome in the guard, so he retired from the guard and left Monemvassia, hoping that other parts of the world would offer him honest work, and secretly hoping one day to return and clean up the Guard.
Adventuring history
Undine the Sea
Corvinus began his adventuring career by attending a large party, at which it was announced that dire events were taking place: an undead dragon was preparing to escape its bonds and terrorize the land! Nearly all the attendees of the crowded party rode phantom steeds in a whirlwind trip to the Academy of the Chromatic Order, where a council was convened. With the sole disagreement of the delegation from the elves of Rivenblight, the Council agrees to send seven adventuring parties after the seven shards of the ward binding the undead dragon. Corvinus finds himself attached to the group chasing the Undine shard, thought to be guarded by the merfolk of Amalthea, an undersea city.
In order to be able to operate undersea, the party decides to seek the aid of the priestesses of Galatea at her High Temple. They sail there aboard the Sea Dog, a fast but somewhat expensive vessel. Corvinus has to borrow fare from Babette. When they arrive at the temple, things turn ugly. The priestesses attack without provocation, and the high priestess of Galatea quickly subdues the party with an extremely powerful spell before Corvinus even has time to draw his sword.
It turns out that the representatives of Rivenblight, who opposed the quest to regain the shards, have reached the temple first, and convinced the gullible priestesses that the party mean to defile some sacred shrine of the water goddess. Corvinus, shamed by his failure even to draw his sword before being subdued and angered by the credulity of the priestesses, has sharp words for them. Despite the fact that the error is soon corrected, he manages to make a number of enemies among the servants of the goddess with his accusations.
The Galateans claim they do not have the ritual ingredients needed to send the party safely to Amalthea, so they send them instead to the elemental plane of water with instructions to seek the ingredients at the City of Brass. The priestesses bungle it as usual, though, and the party requires the assistance of a friendly traveller to reach the city safely.
Alas, the priestesses instructions turn out to be wrong, too, and after a long and fruitless search, the ingredients are simply nowhere to be found. Exhausted, disgruntled and very poor, Corvinus eventually makes his way back to the Red Dragon Inn with little besides the armor on his back to show for his efforts.
tracking
money
Starting gold: 240gp
-150 gp chainmail
-7 gp heavy wood shield
-0.1 gp bedroll
-1 gp flint and steel
-0.1 gp lamp
-0.2 gp 2 pints of oil
-10 gp 50 feet of silk rope
-0.02gp whetstone
-8 gp glaive
-3 gp 3 javelins
-15 gp longsword
Name: Ashmodai
Class: Wilder
Race: Maenad
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Mongrel
Str: 12 +1 (04p.) Level: 1 XP: 0
Dex: 15 +2 (08p.) BAB: +0 HP: 8 (1d6+02)
Con: 14 +2 (06p.) Grapple: +1 Dmg Red: -
Int: 10 +0 (02p.) Speed: 30' Spell Res: -
Wis: 08 -1 (00p.) Init: +2 Spell Save: -
Cha: 16 +3 (10p.) ACP: -2 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: 0 +2 +2
Ref: 0 +2 +2
Will: 2 -1 +1
Weapon Attack Damage Critical
Sickle +1 1d6+1 20-x2
Languages: Common, Maenad
Abilities:
# Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
# Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
Wilder Abilities:http://www.d20srd.org/srd/psionic/classes/wilder.htm Wild Surge (Su) +1:
He gains +1 to her manifester level when manifesting a power, invoking Wild Surge. He 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.
Psychic Enervation (Ex):
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.
When overcome by psychic enervation, he's dazed until the end of his next turn and loses a number of power points equal to his wilder level.
Feats: Track
Skill Points: 16 Max Ranks: 4/2.0
Skills Ranks Mod Misc Total
Bluff 4 +3 +7
Knowledge (dungeoneering) 2.0 +0 +2
Concentration 4 +2 +6
Escape Artist 2 +2 -2 +2
Survival 1.0 -1 +0
Psionics: 5 pp (+2 Wilder, +2 Maenad, +1 Cha Bonus)
1st - Mind Thrust: http://www.d20srd.org/srd/psionic/powers/mindThrust.htmEquipment: Cost Weight
Sickle 6gp 2lb
Explorers outfit -gp -lb
Chain Shirt 100gp 25lb
Backpack 2gp 1lb
-Common Lute 5gp 1lb
-Waterskin 4gp 1lb
-Tindertwig 1gp -lb
-Bedroll 1sp 5lb
Total Weight:35lb Money: 29gp 9sp 0cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 44
Height: 6'09"
Weight: 155lb
Eyes: Black
Hair: Silver Grey
Skin: fair white
Appearance:
About 6 feet tall, slim though slightly muscular, Shoulder Length Silver grey hair and piercing black eyes in the center of his harsh, weary face, Ashmodai, though hardened is still handsome. Ashmodai is generally found wearing his armour over his outfit around town, still paranoid about what might be around the next corner.
Background:
Dumped as a kid by his parents to some caring Gypsies who worshipped Mongrel. For most of the life he can remember was all about the joyous times around the bonfire as his adopted parents told wonderful stories, danced and sung the nights away. As he became older he started to question his psychic abilities, wondering why none of the others had them. Then at the age of 40 he got into an argument with his adopted father, over his wish to leave the tribe and find his real parent. At the climax of the argument Ash lost control of his psychic abilities and killed his father. Shocked from the outburst Ash quickly ran from the gypsy tribe stealing a sickle from his parents. For the last four years Ash has mostly lived off the land, finding shelter in deep caves, hunting, though he enjoys travelling to the larger settlements as he revels in the chaos of city life. Although his wild abilities has caused harm in the past, he still experiments when away from civilization hoping to bring some kind of control to his psychich abilities, lately he has begun to manifest a short sword for a few fleeting seconds...
Last edited by Azmodaen; 30th November 2007 at 07:34 AM..
Reason: *Fixed as requested 3
Name: Peladus Bralc
Class: Wizard 2
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Antonidas of Drevin
Str: 10 +0(02) Level: 2 XP: 1320/3000
Dex: 14 +2(06) BAB: +1 HP: 11/11 (2d4+4)
Con: 14 +2(06) Grapple:+1 Dmg Red: nil
Int: 16 +3(10) Speed: 30' Spell Res: nil
Wis: 10 +0(02) Init: +2 Spell Save: 13 + spell level
Cha: 12 +1(04) ACP: -0 Spell Fail: 0
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +2 +0 +0 +0 12
Touch: 12 Flatfooted: 10
Saves: Base Mod Misc Total
Fort: +0 +2 +1* +3
Ref: +0 +2 +1* +3
Will: +3 +0 +1* +4
* From Cloak of Resistance +1
Weapon Attack Damage Critical
Crossbow, light +3* 1d8 19-20/x2
Quarterstaff +1 1d6 x2
* +1/+1 attack/damage within 30 feet
Languages: Auran
Common
Draconic
Goblin
Abilities: Favored class: any
Spellcasting
Summon Familiar
Feats: Point Blank Shot (character level 1)
Scribe Scroll (wizard level 1)
Skill Focus (Concentration) (human bonus feat)
Skill Points: 30 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total Attribute Notes
Concentration +5 +2 +3 +10 Con Skill Focus
Craft (Alchemy) +4 +3 +0 +7 Int
Decipher Script +1 +3 +0 +4 Int
Disable Device +1.5 +3 +0 +4.5 Int
Knowledge(Arcana) +5 +3 +0 +8 Int
Knowledge(Planes) +2 +3 +0 +5 Int
Open Lock +1.5 +2 +0 +3.5 Dex
Perform (String) +1.0 +1 +0 +2 Cha
Spellcraft +5 +3 +2 +10 Int Synergy bonus: 5+ Knowledge(Arcana)
Craft Points:
Level 1 150
Scribe Scroll 500
Level 2 300
===
Total 950
Equipment: Cost Weight
Backpack 2.00 gp 2 lb
Bolts, crossbow, 18* 2.00 gp 2.1 lb
Cloak** - -
Cloak of Resistance +1*** - 1 lb
Crossbow, light* - 4 lb
Explorer’s outfit - -
Flint & steel 1.00 gp -
Gem, amethyst (20 gp) - -
Ink (1 oz. vial) 8.00 gp -
Inkpen 0.10 gp -
Morningstar, small - gp 3 lb
Musical instrument, common (viola) 5.00 gp 3 lb
Parchment, sheet (x4) 1.00 gp -
Potion, Cure Light Wounds (x2) - -
Quarterstaff - 4 lb
Rations, trail (per day) (x2) 1.00 gp 2 lb
Rope, silk (50 ft) 10.00 gp 5 lb
Scroll, Disrupt Undead (x4) 50.00 gp -
Scroll, Mage Armor 50.00 gp -
Scroll, Sleep 25.00 gp -
Spell component pouch 5.00 gp 2 lb
Spellbook, wizard’s - 3 lb
Tools, thieves' 30.00 gp 1 lb
======== ====
95.10 gp 32.1 lb
Money: 63gp 19sp 0cp
* Crossbow & 7 bolts a gift from Ashnar
** Cloak from his original outfit: dark blue, embroidered with gold thread, golden sunbursts and silver stars.
*** See Treasure Log.
Total Weight: 32.1 lb (light load)
Light Med Heavy Lift Push
Max Weight: 0-33 34-66 67-100 200 500
Spells per day: 4/3
Spells known:
Cantrips:
All
Level 1:
Animate RopeBurning HandsColor SprayIdentifyMage ArmorMagic MissileRay of EnfeeblementShield
Spells typically prepared:
Cantrips:
Detect MagicLightMessageRead Magic
Level 1:
Color SprayMage ArmorMagic Missile
Age: 24
Height: 5'11"
Weight: 148lb
Eyes: blue
Hair: blonde
Skin: tanned
Appearance: Peladus Bralc wears tight leather pants of a rich, reddish brown, and a sleeveless leather vest. His smooth skin is sun-kissed and his honey-blonde hair is of medium length. He wears a royal blue cloak embroidered with silver thread. Arcane symbols twinkle on the hem, and his boots are soft black suede.
Background: His father keeps telling him that wizardry is a serious business but Peladus can never see it. Sure, he loves the mastering of a new spell, and he is secretly in awe of the power of arcane manipulation ... but life seems always to consist of far more than mere studious application. There are new horizons to explore, new challenges to meet, on occasion new risks to take ... and if a lovely companion or two wants to share the journey, why then, that’s all to the good!
Adventures: Peladus has joined a group of adventurers in an attempt to rescue the wizard Darque, who has been trapped on the other side of a portal which opens into the cellar of Darque’s house in Orussus. Unfortunately, the party discovers that the portal is malfunctioning, and that Darque is being held prisoner as a dissident in Haven, an enclave of humans descended from those trapped by the portal.
To ensure Darque’s release and their subsequent return (since Darque hopes to repair the portal with a mystic gem the party has brought to him), Peladus and his companions have to raid the settlement of a group of hostile humanoids and retrieve an artefact which has been stolen by their leader. This artefact, a crown that enables the Havenites to command undead to serve, is in the party’s possession. Now to return to Haven, and face the final foe!
Record of funds
Code:
Brought forward (from character creation) 54.90 gp
Advance for The Darque Portal (PM from Phoenix8008) 100.00 gp
Purchased Scrolls: Disrupt Undead (x4) - 50.00 gp
Mage Armor (x2) - 50.00 gp
Magic Missile - 25.00 gp
Sleep - 25.00 gp
The Darque Portal Share of loot from choker 5.60 gp
The Darque Portal Share of loot from goblins 0.90 gp
The Darque Portal Share of loot from guard room* 3.50 gp
The Darque Portal Share of loot from Brax** 50.00 gp
*2 50 gp gems to be sold and proceeds shared
** plus 20 gp amethyst
Total: 64.90 gp
Equipment
Used scroll of Magic Missile against choker Used 4 crossbow bolts in encounter with goblins (23 left) Recovered 2 crossbow bolts (thought it was 3 when rolling on IC but found that I’d forgotten P’s second successful hit, which means only 2 bolts to recover) (25 left) Used scroll of Mage Armor before entering cave Used 5 crossbow bolts in guardroom fight (20 left) Recovered 1 out of 3 crossbow bolts (21 left) Used 1 piece of parchment to copy map for prisoners Used 3 crossbow bolts vs Brax (none recovered - 18 left)
Treasure Log
Given 2 potions of Cure Light Wounds by Verminar before embarking on The Darque Portal Looted 1 small morningstar from goblins Given a Cloak of Resistance +1 by the Captain of Haven
We’ve hidden loot to pick up later on.
That’s been picked up - now remember to take it back to Orussus and sell it!
Peladus has promised to let Dair know when the portal is functioning again, if possible.
Ask Darque if he can copy spells from D’s spellbook.
Retired PbP Characters:
Alton Highlea: Halfling Quest - Rooting Around
Andarin Startoes: Turtle Soup
Coraine Vagrius: Rhun’s Temple of Elemental Evil
Elyan Kolodah: CB’s Sunless Citadel
Hunolf Hjordsson: Sunless Citadel
Jimmy Masters: Deadlands: Savage West
Kelloran: Night’s Embrace: A Touch of Darkness
... And All The Rest ...
Last edited by Boddynock; 10th August 2009 at 12:27 AM..
Reason: Level up
Appearance: Iago wears dark clothing, dark boots, dark armor, all shades of dark gray or black.
His hair is unkept, and he always has bags under his wide gray eyes giving the appearance that he is
haunted or seeing things not meant to be seen by mortal eyes. His skin is pale, and although he is of
stout build, he tends to slouch. He wears simple garments unless performing funeral rites.
Background: The Glumfellows are a long line of halflings that have ritually worshipped Zephos. They have served
as undertakers and performed the last rites for generations of halflings. They are also quite wealthy goat herders, although
all their profits go towards their church leaving the family itself little better off than an average peasant. Iago
has taken to traveling as part of his elevation from initiate of Zephos to a full blown cleric.
__________________ "He who has a why to live for can bear almost any how."
-- Friederich Nietzsche, German philosopher
Name: Mmlsis “Lily”
Class: Wizard
Race: Kobold
Size: Small
Gender: Female
Alignment: Lawful Evil
Deity: Gliran
Str: 8 -1 (4p.) Level: 1 XP: 0
Dex: 16 +3 (6p.) BAB: +0 HP: 4 (1d4+0)
Con: 10 +0 (4p.) Grapple: -5 Dmg Red: -
Int: 16 +3 (10p.) Speed: 30' Spell Res: -
Wis: 12 +1 (4p.) Init: +3 Spell Save: 13 + Lvl
Cha: 10 +0 (2p.) ACP: -0 Spell Fail: 0%
(Kobolds have -4 Str, +2 Dex, -2 Con racial mods)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +0 +3 +1 +1 +0 15
Touch: 14 Flatfooted: 12
(Kobolds start with +1 Natural Armor)
Base Mod Misc TotalFort: 0 +0 +2 +2
Ref: 0 +3 +0 +3
Will: 2 +1 +0 +3
(Rat Familiar provides +2 Fort)
Weapon Attack Damage Critical
Dagger +0 1d3-1 19-20/x2
Sling +4 1d3-1 20/x2
(Small creatures have +1 to hit)
Languages: Draconic, Common, Undercommon
(Kobolds start with Draconic, and only have 2 bonus languages, so one less
than supposed to be)
Abilities: Summon Familiar, Darkvision 60ft, Light Sensitivity
(Dazed when in bright light)
Feats: Scribe Scroll, Eschew Materials, (Gains Alertness if Squeaks
is nearby)
Skill Points: 20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration (Con) 2 +0 +0 2
Craft (Trapmaking) (Int) 3 +3 +2 8
Hide (Dex) (cc) 0 +3 +4 7
Know (Arcana) (Int) 3 +3 +0 6
Know (The Planes) (Int) 3 +3 +0 6
Know (Religion) (Int) 3 +3 +0 6
Listen (Wis) (cc) 0 +1 +0* 1*
Search(Int)(cc) 1.0 +3 +2 6
Sense Motive (Wis) (cc) 0 +1 +0 1
Spellcraft (Int) 4 +3 +0 7
Spot (Wis) (cc) 0 +1 +0* 1
(* +2 if Squeaks is within arm’s reach)
Equipment: Cost Weight
Dagger 2gp .5 lb *
Sling free 0 lb
Bullets (10) 1sp 2.5 lb *
Traveler’s Clothing 0gp 0lb
Backpack 2gp .5 lb **
-Bedroll 1sp 1.25 lb **
-Candles (10) 1sp 0 lb
-Inkpen 1sp 0 lb
-Spellbook free 3 lb
* These items weigh half for small characters
** These items weigh ¼ for small characters
Total Weight:7.75 lb Money: 15gp 6sp 0cp
Lgt Med Hvy Lift PushMax Weight: 19.5 39.75 60 120 300
Spells Known
Spell Save DC: 13 + spell level
0th
All in PHB
1st
Mage Armor
Sleep
Feather Fall
Magic Missle
Charm Person
Cause Fear
Age: 15
Height: 2' 3"
Weight: 37lb
Eyes: Red
Scales: Reddish Brown
Familiar: Squeaks
Tiny Magical Beast
Hit Dice: 1d8 (2 hp) (½ Master’s HP)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 15 (+2 size, +2 Dex, +1 NA), touch 14, flat-footed 13
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Improved evasion,
share spells, Empathic link
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
Feats: Weapon Finesse
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a
+8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose
to take 10 on Climb checks, even if rushed or threatened. A rat uses its
Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line.
Appearance and Personality: Mmlsis is a small kobold female with reddish brown scales and small patches of green scales on her face (equivalent to freckles). She has bright red eyes and an inquisitive countenance. She forgets to take care of her clothing, so it’s dirtier and more threadbare than you would normally expect.
Mmlsis is timid in large groups of new people, as she hasn’t yet been treated well. She tries to stick up for herself and other people she feels to be downtrodden, although frequently that just gets her in more trouble. She would do whatever she felt needed to get revenge on someone who has hurt her.
Background: Mmlsis hails from the Broken Claw tribe of kobolds. For whatever reason (she has never elaborated), she left to find someone to teach her magic. She traveled far to find a teacher and although she showed some natural talent, she was lucky when she would escape from an interview with little more than a bruised ego or a few kicks. Eventually, she made her way to the Academy but was turned down before she could make it through the door.
Disenheartened, she turned away from the Academy and was about to set off home, when she was hailed by a passing stranger. Apparently, he had overheard her rejection from the Academy, and was traveling in that direction to find a new apprentice. Since she was rejected from there, she should be happy to find a mentor to teach her who only wanted a few years of service for payment. After all, he was happy to bring a halfling woman into the society of mages, even if others weren’t.
Of course, Ridman Dumblemist was almost entirely blind and thus didn’t see that she was in fact a kobold. Finding her name tough to pronounce, he nick named her “Lily”. Later, he would theorize that her rough skin was from some sort of skin disease.
And thus, Mmlsis was introduced to one of the few people who didn’t judge her immediately upon viewing her. She spent the next few years doing chores for Ridman until he deemed her ready to begin learning spells, which she quickly picked up.
Ridman then took her to the Red Dragon Inn, where he said she would learn more about the people in the world. After learning more, she could return to him to discuss what she has learned.
Appearance: Even other dwarves would describe Thargon as short and stocky. His skin color could be described as unfortunate. Still, Thargon wears his hair long and braided, and his beard is kept tidy and braided in place, just as a craftsman should. He wears the leather apron of the forge, and his hands are large, rough, and callused. He can regularly be seen wiping his hands or making sure he remains tidy. When not, he regularly fidgets with things, trying to understand their manufacture.
Background: Sure, Thargon's more of a craftsman than an adventurer. He's not exactly known for delving into some poorly-constructed hallway, trying to make a profit on shoddy goblin workmanship, or any of that. But he knows that in order to make a true axe, you have to know where the axe lives. And that's deep in the guts of a shoddily armed goblin at the bottom of a rickety maze of passages. So he's getting ready to make himself a suit of armor, and a weapon, and try to get deep down to the bottom of what makes a good weapon--the perfect weapon. Will magic help? Sure, but he's got to have the basics first. That's why he's in Orussus. That's why he hangs out at the Red Dragon Inn. He's going to learn how to make the best arms and armor, and how the best get to use them.
Magic? Yeah, that's probably the way. Of course, the Kolex clan never did have someone who waggled their fingers for their supper, so there was no way to learn that while in the clan-hold. So, that's the other reason he's here. Get himself into the Academy. Learn the ropes of magical craftsmanship, and then he can achieve his real goal--the best Dwarven Waraxe the world has ever seen. Something that legends would be written about. Something to make Chennet' proud. That is his challenge, that is the duty he's placed on himself.
tracking
money
Starting gold: 240gp
-55 gp Masterwork Artisan's Tools
-0.1 gp Bedroll
-1 gp Flint and Steel
-0.02gp Whetstone
-2 gp Backpack
-2 gp 2 Light Hammers
-33.33gp Chain Shirt Materials
-110 gp MW Dwarven Waraxe Materials
+43.35 gp 14 weeks shopwork
+159.98gp net for crafting and sale of MW longsword and MW heavy steel shield to Dorrin.
Name: Barask
Class: Wolf Totem Barbarian 1
Race: Orc
Size: Medium
Gender: Male
Alignment: Chaotic Neutral (CN)
Deity:Str: 22 +6 (16p.) Level: 1 XP: 0
Dex: 12 +1 ( 4p.) BAB: +1 HP: 15/15 (1d12+3)
Con: 16 +3 (10p.) Grapple: +7
Int: 6 -2 ( 0p.) Speed: 40'
Wis: 6 -2 ( 0p.) Init: +1
Cha: 6 -2 ( 0p.) ACP: -1
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +0 +1 +0 +0 +0 14
Touch: 11 Flatfooted: 13
Base Mod Misc TotalFort: 2 +3 +5
Fort (Raging): 2 +3 +2 +7
Ref: 0 +1 +1
Will: 0 -2 -2
Will (Raging): 0 -2 +2 +0
Weapon Attack Damage Critical
Falchion +7 2d4+9 18-20x2
Falchion (Raging) +9 2d4+12 18-20x2
Dagger +7 1d4+6 19-20x2
Dagger (Raging) +9 1d4+8 19-20x2
Heavy Flail +7 1d10+9 19-20x2
Heavy Flail (Raging) +9 1d10+12 19-20x2
Sling w/ Bullets +2 1d4+6 20x2
Sling w/ Stones +1 1d3+6 20x2
Skill Points: 8 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb (Str) 4 +6 -1;+2 +9\+11 while Raging (ACP;Raging)
Jump (Str) 2 +6 +4;-1;+2 +11\+13 while Raging (Fast movement;ACP;Raging)
Survival (Wis) 2 -2 +0
Age: 16
Height: 6'5"
Weight: 280lb
Eyes: Dark Orange
Hair: Black
Skin: Dark, Difficult to say if it is brown or green
Languages: Common (Automatic), Orc (Automatic)
Abilities: Darkvision 60': Barask has the extraordinary ability to see with no light source at all, out to 60'.
Light Sensitivity: Barask is dazzled in bright sunlight or within the radius of a daylight spell. When dazzled, Barask takes a -1 penalty on attack rolls, Search checks, and Spot checks.
Weapon and Armor Proficiency: Barask is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement: Barask's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Illiteracy: Barask does not know how to read and write.
Rage: Barask can fly into a rage 3 times per day. In a rage, Barask temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases Barask’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, Barask cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. Barask may prematurely end his rage. At the end of the rage, he loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Barask can fly into a rage only once per encounter.
Feats: Extra Rage (1 level)
Background: Barask was born in the Orc tribes of the northern mountains. When he was 2 his tribe was defeated by elves and Barask was taken prisoner. Barask exhibited prodigious strength even as young child and he made a fairly valuable slave. When he was 12, he and other orcish slaves where rescued by the Half-Orc Falon Dor. Falon Dor is a skillful fighter who has fully embraced his orcish heritage, but sees the continued beligerence of the orcish race is utlimately self defeating. Falon has had much difficulty gaining the respect of the orcish tribes and so for has been unsuccessful in convincing any of them. After the rescue, Falon recognised the potential of Barask. For the past several years Barask has lived and traveled with Falon, and Falon has taken the opportunity to try to teach Barask habits necessary for co-existance with other races. Falon has determined that the best way to now continue is to have Barask live among the other races, and for this purpose he has sent him to the Red Dragon Inn in Orussus.
Barask mentor is an half-orc named Falon Dor. Falon sees no future in continued struggle with other races and is working to convince the various orc tribes of this. He has had difficulty gaining the acceptance of the orcs. Falon hopes that Barask can ultimately be his ambassador to help convince the orcish tribes.
Adventures
None
Last edited by LesserSky; 22nd February 2008 at 04:23 PM..
Reason: Character Approved
All of the following are class features of the barbarian. Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)Dianna has a unarmored speed of 40 ft.
A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
IlliteracyDianna is illiterate
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)Dianna May rage for upto 6 rounds 1/day. (Str 17, Con 17)
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Appearance: Dianna has long brown hair that she keeps pulled back in a half-ponytail.(Princess-cap to anyone who still uses the term)
Her bangs are cut in half to fall and curl about her face to about her chin.Her slightly tanned skin has some freckles here and there.
During the day, she appears to be happy-go-lucky and carefree. During the night, she is tough and rough with an experienced edge.
She often is seen carrying a spiked chain looped and hanging from her waist, a composite longbow over one shoulder and a quiver of arrows on her back.
Background:
As a child she was lost in the woods during winter along with her older brother Jace. The difference is that he was found, she was not.
They were seperated in the woods and Jace was found by their parents. Dianna was taken in by a pair of passing elves. As a result, Dianna speaks Elven quite well for a human. She occasionally
visits the two elves that took her in.She has done much traveling in her youth and visited many temples to learn and satisfy her curious nature. Dianna often wonders about her family and hopes that her brother was found and didn't freeze to death.(She doesn't know he was found,after all)
Dianna is a passionate fighter and loves to defeat the bad guys. Her happiest memory is making her composite longbow. Dianna has had no contact with her family since she was lost as a child, but dreams of someday reuniting with a family member.
__________________ Comments Welcome!
Wie gehts meines Bruder?
Huh? Sis, I don't know what your saying.
shakes head- Nevermind
Playing Dianna in the IVV1:The Forgotten Map
Playing [/url]http://www.enworld.org/showthread.php?p=4273619#post4273619[/url]Tor
Last edited by Gobletchica; 26th November 2008 at 12:22 AM..
Oskar Ungart, LG Dwarf Paladin1 (Approved by Rae ArdGaoth and Boddynock)
Oskar Ungart, LG Dwarf Paladin1
Code:
Name: Oskar Ungart
Class: Paladin
Race: Dwarf
Size: Medium
Gender: Male
Alignment: LG
Deity: Azwan
Str: 12 +1 ( 4p.) Level: Pal1 XP: 650
Dex: 12 +1 ( 4p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 ( 4p.) Grapple: +2 Dmg Red: XX/XXXX
Int: 12 +1 ( 4p.) Speed: 20' Spell Res: XX
Wis: 12 +1 ( 4p.) Init: +1 Spell Save: +1
Cha: 14 +2 (10p.) ACP: -5 Spell Fail: XX%
Note that the Con and Cha have been adjusted.
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +1 +0 +0 +0 18
Touch: 11 Flatfooted: 17
+4 dodge bonus to Armor Class against giants
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +1 +1
Will: 0 +1 +1
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
Weapon Attack Damage Critical
Warhammer (primary) +2 1d8+1 20x3
Shortsword (back-up) +2 1d6+1 19-20x2
Longspear (tertiary) +2 1d8+1 20x3
Unarmed strike +2 1d3+1 (s) 20x2
+1 racial bonus on attack rolls against orcs and goblinoids.
Languages: Dwarf, Common, Goblin Feats: Negotiator = +2 bonus on Diplomacy and Sense Motive checks.
Abilities:
Dwarf Traits
+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (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.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Paladin Class Features
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Aura of Good (Ex)Oskar is a 1st level paladin
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)Smite Evil 1/day +2 Cha bonus to attack , +1 to damage roll
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.
Sources of Wealth and Items.
Traveler's Outfit (1st outfit free @ character creation)
Breastplate (crafted @ character creation)
Heavy Wooden Shield (purchased @ character creation)
Longspear (purchased @ character creation)
Shortsword (purchased @ character creation)
Warhammer (purchased @ character creation)
Backpack (purchased @ character creation)
Sunrod (purchased @ character creation)
Rope, silk (50ft) (purchased @ character creation)
Bedroll (purchased @ character creation)
Whetstone (purchased @ character creation)
Waterskin (purchased @ character creation)
Gave 2sp to get rid of vagrants in The Forgotten Map
Level 2: spend 1 point to max out Diplomacy, other 2 on Knowledge (nobility,royalty).
Level 3: spend 1 point to max out Diplomacy, other 2 on Knowledge (nobility,royalty).
Level 3: Skill Focus (Diplomacy)
Name: Vindala Bluestone
Class: Psychic Warrior 1
Race: Wood elf
Size: Medium
Gender: Female
Alignment: chaotic good
Deity: none
Str: 16 +3 (6p.) Level: 1 XP: 0
Dex: 14 +2 (4p.) BAB: +0 HP: 9 (1d8+1)
Con: 12 +1 (6p.) Grapple: +3 Dmg Red: -
Int: 10 +0 (4p.) Speed: 30' Spell Res: -
Wis: 15 +2 (8p.) Init: +2 Spell Save: -
Cha: 10 +0 (2p.) ACP: -4 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +2 +0 18
Touch: 12 Flatfooted: 16
Base Mod Misc TotalFort: 2 +1 +3
Ref: 0 +2 +2
Will: 0 +2 +2
+2 racial against enchantments
Weapon Attack Damage Critical
scimitar +3 1d6+3(STR) 18-20/x2
shortbow +2 1d6 x3
dagger(ranged) +2 1d4+3(STR) 19-20/x2
daggers(melee) +3 1d4+3(STR) 19-20/x2
clawes of the beast (power) +3/+3 1d4+3(STR)/1d4+3(STR) x2
Languages: Common, Elven
Abilities: Psionics, Immunity to Sleep effects; +2 vs. Enchantment spells or effects; Low-Light Vision; Keen Senses: +2 Listen, +2 Spot, +2 Search, Passing within 5ft of a secret door entitles Vindala to a Search check to notice it; Martial Weapon Proficiencies for longsword, rapier, longbow, shortbow; Favoured class: Ranger.
Feats: Psionic Fist; speed of thought.
Psionics: 1 power points, 1 power known, max power lvl known 1st. powers: claws of the beast
Skill Points: 8 Max Ranks: 2/4
Skills Ranks Mod Misc Total
concentration 4 +1 +5
Listen 0 +2 +2 +4
Spot 0 +2 +2 +4
Search 0 +0 +2 +2
survival 2(4) +2 +4
Equipment: Cost Weight
Waterskin 1gp 4lb
Trail Rations, Three days 1.5gp 3lb
Bedroll 0.1gp 5lb
bullzeye lantern 12gp 3lb
Flint and Steel 1gp 0lb
5 Pints of Oil 0.5gp 5lb
Chain shirt 100gp 25lb
Scimitar 15gp 4lb
Shortbow 30gp 2lb
60 arrows 3gp 9lb
Sack 0.1gp 0.5lb
Backpack 2gp 2lb
2 daggers 4gp 2lb
heavy wooden shield 7gp 10lb
Total Weight: 74.6 Money: 22gp 3sp 0cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 114
Height: 4'8"
Weight: 100 lb.
Eyes: brown
Hair: dark brown dreadlocks
Skin: greenish light brown, heavily tattooed
Description: Vindala is a brown eyed elf with greenish light brown skin. She has many tattoos over her body, due to her tribal origin.
Her dark brown hair in ungroomed and made into dreadlocks, with leaves and alike she can’t seem to get out.
She wears unkempt leather clothes and a rusty chain shirt with two daggers on kept close for a time of need.
On her back lies a short bow with about 60 arrows, she wields a exotic scimitar and an old shield.
On her face leis a look, wild as a wolf, ready to leap to battle if needed.
Background:
vindala grow up in a tribe in Silverwood, with may wood elves that were never much like her.
She had a psionic gift, one she calls the beast. As she grow up she became aware of this gift and feared it, and for a time she completely ignored it. Yet it was in her nature, and it was always a part of her.
After a time, looking down on her fellow elves she realized what a fool she has been, like them she feared what the mind has to offer, focusing on body or other power sources instead. She decided she will be different and gave up on most of the art of the wilderness, learning the ways of both mind and body.
Her tribe didn't approve at first, yet in time the elder druids saw that the powers she held were in her essence. She was born to carry the beast and unleash its powers.
Knowing how little her tribe had to offer in this art she left them, seeking to explore the powers of the beast. As she says "the mind and body have bond, should the body enforce and accept the mind, the mind will repay the body
by connecting it to its roots, the beast". Charecter tracking: xp: approval for first level by Orsal and B4ccus
currently running in IVV1 : a forgotten map IVV1: The Forgotten Map [orsal judging] - EN World D&D / RPG News
100 exp for first non fight at docks
150 xp for defeating the Spungelli Brothers
400 xp for real-time spent in the adventure so far money:
200 base
-177.2 base equipment
-0.5 donation
=22.3 gp
Last edited by Melodramatic Crane; 18th November 2008 at 02:11 PM..
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,860
Approved for 2nd level
Code:
Personal Information
Name: Karl Rutherford, Explorer
Class: Rogue 2
Race: Human
Size: Medium
Gender: male
Alignment: chaotic Good
Deity:Str: 13 +1(5 p.) Level: 2 XP: 1290
Dex: 15 +2(8 p.) BAB: +1 HP: 2d6: 10 hp
Con: 10 +0(2 p.) Grapple: +2 Dmg Red: -
Int: 15 +2(8 p.) Speed: 30' Spell Res: -
Wis: 13 +1(5 p.) Init: +2 (dex: +2)
Cha: 10 +0(2 p.)
Combat
Base Armor Shld Dex TotalArmor: 10 +3 +0 +2 15
Touch: 12
Flatfooted: 13
ACP: ACP: 0 (Mwk Studded leather)
Base Mod Misc TotalFort: +0 +0 +0 +0
Ref: +3 +2 +0 +5
Will: +0 +1 +0 +1
Weapons: Attack Damage Critical type
Short Sword +2 1d6+1 19-20/x2 p
Dagger +2 1d4+1 19-20/X2 p/S
short bow +3 1d6 X3 P
club +2 1d6+1 X2 B
Feats and Skills
Languages: Common, Elvin , goblinoid
class features:Sneak Attack, +1d6: (class feature)
Trap Finding: (class feature)
Evasion: (class feature)
Feats:point blank shot: (Human bonus feat)
Precise shot: (character level 1)
Skill Points: (8+2) X 4 (rogue lv 1) +4
(human race bonus) = 44
lv 2: 8+2+1=11
total at level 2: 55
Max Ranks (class/crossclass): 5/2.5
Skills: Ranks Mod Misc/acp Total
Appraise +2 +2 +4
Balence +3 +2 +5
Bluff +1 +0 +1
Climb +4 +1 +5
Decipher Script +3 +2 +5
Disable Device +5 +2 +7
Diplomacy +0 +0 +0
Escape Artist +1 +2 +3
Gather Info +2 +0 +2
Hide +3 +2 +5
Jump +3 +1 +4
Knowledge Local +2 +2 +4
Listen +4 +1 +5
Move Silent +3 +2 +5
Open locks +5 +2 +7
search +3 +2 +5
sense motive +1 +1 +2
Spot +4 +1 +5
Swim +1 +1 +2
tumble +3 +2 +5
Use rope +2 +2 +4
Equipment: Cost Weight carried on person:
Explorer's Outfit 0.0 gp 0.0 lb
studded leather, Mwk 175.0 gp 20.0 lb
short sword 10.0 gp 2.0 lb
dagger X 1 2.0 gp 1.0 lb
Short bow 30.0 gp 2.0 lb
arrows, 8 0.5 gp 1.2 lb
back pack 2.0 gp 2.0 lb
trail rations X1 0.5 gp 1.0 lb
Sun Rod X 3 6.0 gp 3.0 lb
Tinder Twig X 5 5.0 gp ---- lb
cure light potion X1 50.0 gp ---- lb
Thief’s tools 30.0 Gp 1.0 lb
belt pouch x2 2.0 Gp 1.0 lb
waterskin 1.0 Gp 4.0 lb
potion: shield of faith +3 240.0 Gp
vial holy water 25.0 Gp
transport Cost Weight
Mule 8.0 gp max carry 230 lb
pack saddle 5.0 gp 15 lb
bit and bridle 2.0 gp 1.0 lb
carried on mule: Cost Weight
winter blanket 0.5 gp 3.0 lb
flint and steel 1.0 gp ---
trail rations X2 1.0 gp 2.0 lb
silk rope, 50 ft 10.0 gp 5.0 lb
sun rod X2 4.0 gp 2.0 lb
Arrows X 10 0.5 gp 1.5 lb
daggers X2 4.0 gp 2.0 lb
club ---- gp 3.0 lb
Bulls eye lantern 12.0 gp 3.0 lb
Oil X 3 0.3 gp 3.0 lb
whet stone 0.02 gp 1.0 lb
Total Weight: 38.2 lb (self) 41.5 lb (mule)
Money: 411gp 1sp 8 cp
Lgt Med Hvy Lift Push
Max Weight: 50 100 150 300 750
craft points: 450
personal information
Phisical Description Age: 17 Height: 5' 10" Weight:180 Lb (82 Kg) Eyes: hazel Hair: medium brown Skin: medium tan
Appearence
Background
XP History
approval for first level by Orsal and B4ccus
currently running in IVV1 : a forgotten map here
never finished game. Ivv quit and best to end game. 1290 xp for time and what we did (7 months)
approved for 2nd level by Trouvere and Bodyknock on 13 June 09
gp history
bought 1 gp of vedgies for temple of halina
sold forgotten map. Karl's share=1000 gp. gave 100 gp to temple of Halina for orphans
bought supplies and Mwk studded leather 62.5 + 175 GP (Swamp Trek III)
Raging Weapon Attack Damage Critical
Greatsword +9 2d6+12 19-20x2
Shortsword +9 1d6+8 19-20x2
Unarmed Strike +9 1d3+8 (s) 20x2
Tankard doesn't have the patience for ranged attacks when raging.
Languages: Common, Orc
Abilities
Orc Traits
Orcs possess the following racial traits.
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
An orc’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Favored Class: Barbarian.
Barbarian Features
Weapon and Armor Proficiency
A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet.
This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex)Tankard can rage 1/day for 6 rounds +4Str, +4Con, +2Will, -2AC, +2hp
A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Feats: Improved Initiative (1st) (+4 to Initiative checks)
Age: 20 Height: 7'2" Weight: 310lb Eyes: Red Hair: Black Skin: light Green
Appearance: Tankard is big with a greatsword and longbow on his back while a quiver of arrows and a shortsword rest on his hips. There are scars all along his arms, but the word 'TANK' is scarred on his left forearm in Common.
Name:William Kendric
Class: Fighter
Race: Human
Size: M
Gender: M
Alignment: Nuetral Good
Deity: Galatea
Str: 16 +3 (10p.) Level: 1 XP: 856
Dex: 16 +3 (10p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 (6p.) Grapple: +4 Dmg Red: none
Int: 10 0 (2p.) Speed: 25' (w/armor and feat) Spell Res: 0
Wis: 8 -1 (0p.) Init: +3
Cha: 10 0 (2p.) ACP: -5 (w/Shield and Feat) Spell Fail: 25%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +2 +3 +0 +0 +0 20
Touch: 13 Flatfooted: 16
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +3 +3
Will: 0 -1 -1
Weapon Attack Damage Critical
Longsword +5(+3 str +1 BAB +1 WF) 1d8+3 19-20/X2
Languages: Common
Abilities: Proficient with all Simple and Martial Weapons
Human Racial Feat and Skill Bonuses
Feats: Power Attack(1st)
Weapon Focus(Longsword)(Human Bonus)
Medium Armor Optimization(Fighter Bonus)
Skill Points: ((2+ 0(int) +1(human)x4) =12 Max Ranks: 4/2
Skills Ranks Mod ACP Misc Total
Jump 4 +3 -3/5 +4/+2
Ride 2 +3 +0 +5
(x)Knowledge(Geography) 1.0 +0 0 +1
Climb 2 +3 -3/5 +2/0
Intimidate 1 +0 0 +1
Craft(Maps of Explored Regions) 1 +0 0 +1
(x)=Cross Class
Equipment: Cost Weight
Longsword 15gp 4lb
Scalemail 50gp 30lb
Breastplace 200gp 30lb
Heavy Steel Shield 20gp 15lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Map Case(Maps of Orussus Enclosed) 1gp .5lb
Map Case(With Blank Parchment) 1gp .5lb
Flint and Steel 1gp ---
1oz Vial of Ink 8gp ---
Inkpen 1sp ---
10 Torches 10cp 10lb
Bullseye Lanturn 12gp 3lb
Clay Tankard 2cp 1lb
5 sheets of parchment 10sp ---
Iron Pot 5sp 10lb
Week Trail Rations 35sp 7lb
1lb soap 5sp 1lb
2 waterskin 2gp 8lb
3 pt Flask of Oil 3sp 3lb
Wooden Holy Symbol 1gp ---
10 Tindertwig 10gp ---
Total Weight:130lb Money: 15pp 96gp 20sp 38cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 22
Height: 5'11"
Weight: 175lb
Eyes: Blue
Hair: Blonde
Skin: White
Appearance: William is a Tallish Human with bleached skin and bright blue eyes. Usually wearing bright blues and greys on top of or without his scalemail, he is an easy going fellow who like to talk to people, learn what going on, and learn about far away places.
Background: Born and Raised in the Orussus Clerk's Quarter, William is the son of a Cartographer who works with the Sage's guild. While fond of his father's craft, William found that he was more inclied to an athletic side of work, than an intellectual. Because of this, after completing his schooling, William joined the town gaurd, learning much about the ways of swordfighting and policing the city. Having now completed a year of service to the town, William has been allowed a two month break. During this time, he has decided to see if he can learn more about the world around him by taking an adventure or two from the Red Dragon in, and draw maps of the regions as he does.
Last edited by Kenku17; 4th December 2008 at 07:10 AM..
Name: Ayru Hydale
Class: Paladin 1 Starting Level: 1
Race: Human
Region of Origin: Monemvassia
Size: Medium
Gender: Male
Alignment: LG
Deity: Grendath, Lord of Fools, the Laughing Warrior
Str: 16 +3 (10p.) Level: 1 XP: 0
Dex: 12 +1 (04p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 (06p.) Grapple: +4 Craft Points: 150
Int: 08 -1 (00p.) Speed: 20' Stat Increases:Wis: 12 +1 (04p.) Init: +1 Spell Save: 11+ spell level
Cha: 14 +2 (06p.) ACP: -6 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +1 +0 +0 +0 17
Touch: 11 Flatfooted: 16
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +4 +2 +2 --
Ref: +1 +0 +1 +0
Will: +1 +0 +1 --
Notes:Weapon Attack Damage Critical Range
Longsword +4 1d8+3 19-20/x2 ------
Warhammer +4 1d8+3 20/x3 ------
Light Crossbow +2 1d8 19-20/x2 80 ft
Notes:Languages: Common
Abilities:
Aura of Good
Detect Evil
Smite Evil (1x/day; add +2 to melee attack roll, paladin levels to damage)
Feats:
Power Attack
Cleave
Skill Points: 8 Max Ranks: 4/2
Skills Total Ranks Mod Misc
Heal 5 4 1
Ride 3 2 1
Sense Motive 3 2 1
Notes:Equipment: Cost Weight
Longsword 15gp 4lb
Warhammer 12gp 5lb
Light Crossbow 35gp 4lb
Bolts (20) 2gp 2lb
Scalemail 50gp 30lb
Heavy Wooden Shield 7gp 10lb
Sunrod x 3 6gp 3lb
Holy Symbol, Wooden 1gp -
Traveler's Outfit - -
Total Weight:58lb Money: 112gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Appearance:Ayru has shoulder length black hair, usually tied back in a ponytail. His handsome face usually holds a confident half-smile. His shield bears the Crossed Fingers symbol on a grey background, and his holy symbol is prominently displayed around his neck.
Personality:Ayru is a friendly young man, quick to make friends. Like many of his faith, he is quick to pursue and fight evil, and he does his best to fight the evil in men's hearts as well. He's a take charge sort of individual, but tends to defer to those with more experience in specific matters. While he is unflinching in his faith, he does have a weakness for wine and women, and he likes to play the dashing hero if given the chance.
Background:Ayru was born to minor nobility in Monemvassia. He led a sheltered life, his every need and want cared for and he had a member of the clergy as a personal tutor. At the age of 12 he demonstrated an innate ability with the sword, and as he was fourth in the line for his father's estate, his parents decided to send him to train to be a holy knight with their longtime friend, and paladin of the Laughing Warrior. Once there he learned quickly, and before long he was ready to head out into the world. Ayru had always been fascinated with adventurers and the dangers they faced. He figured that as an adventurer, he'd have ample opportunity to battle the evils of the world. Not having been to the magnificent city of Orussus before, but knowing its reputation for attracting adventurers, he quickly settled on it as a good place to go and test his skill.
Logs
XP log:
XXXX from
Wealth and Craft log:
150 gp, X sp from Starting Wealth
Paid 15 for longsword
12 for warhammer
35 for light crossbow & 2 for 20 bolts
50 for scalemail
7 for Heavy Wooden Shield
6 for 3 sunrods
1 for wooden holy symbol
Sold XXX for
Crafted XXX for
Other log:
XXXX from
Notes:
XXXX
Advancement
L1 -> CLASS Paladin HP: +12 (HD+CON+OTHER)
Heal +4, Ride +2, Sense Motive +2
Feat: Power Attack, Cleave
Last edited by renau1g; 21st March 2008 at 08:45 PM..
Reason: Corrections
Name: Beowulf
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Azwan
Str: 14 +2 ( 6p.) Level: 1 XP: 0/1,000
Dex: 12 +1 ( 4p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 ( 6p.) Grapple: +3 Dmg Red: -
Int: 12 +1 ( 4p.) Speed: 30' Spell Res: -
Wis: 12 +1 ( 4p.) Init: +1 Spell Save: -
Cha: 14 +2 ( 6p.) ACP: -3 Spell Fail: -
Craft points: 150
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 3 2 1 16
Touch: 11 Flatfooted: 15 w/shield, 13 w/out
Base Mod Misc Total
Fort: +2 +2 +4
Ref: +0 +1 +1
Will: +0 +1 +1
Weapon Attack Damage Critical Range
Lance(charge) +3 3d8+6 20x3 10feet
Lance(normal) +3 1d8+2 20x3 10feet
Longsword(charge) +3 2d8+6 19-20x2
Longsword(normal) +3 1d8+2 19-20x2
Hvy. Spiked Shield +3 1d6+2 20x2
Dagger(back-up) +3 1d4+2 19-20x2
Light Hammer(thrown) +2 1d4+2 20x2 20feet
Henry's Hoof +4 1d4+3 10feet
Henry's Bite -1 1d3+1 5feet
Languages: Common, Elf
Human Abilities:
*extra feat at 1st level; 4 extra skill points as 1st level & +1 point/level
Feats: All Simple and Martial Weapon, and All armors and Shields Proficiencies
(1)Mounted Combat: Negate Hit to mount 1/round if Ride Check greater than opp. attack.
(2)Ride By Attack: Move and attack is standard action. No attacks of opportunity.
(3)Spirited Charge: x2 damage with melee, x3 with lance.
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 3 2 -1/-3 5 or 4/2
Craft (Armorsmithing) 1 1 0 2
Craft (Weaponsmithing) 1 1 0 2
Climb 2 2 -1/-3 4 or 3/1
Intimidate 0 2 0 2
Jump 2 2 -1/-3 4 or 3/1
Ride 4 2 0 6
Swim 3 4 -2/-6 5
* Misc. signifies the ACP for some skills (-1 armor only/-3 with shield)
Equipment: Cost(gp) lbs. Location
Backpack 2 2 *Worn or on Horse
-- Bedroll 0.10 5
-- Torch (x3) 0.03 3
-- Rope, hempen (50ft) 1 10
-- Sack 0.10 0.5
-- Ration, trail (x5) 2.5 5
-- Waterskin 1 4
Pouch, belt 1 0.5 *Worn
-- Flint and steel 1 --
-- Sewing needle 0.05 --
-- whetstone 0.02 1
Longsword 15 4 *Sheathed on right hip
Lance 10 10 *On horse
Dagger 2 1 *Sheathed on left hip
Light Hammer 1 2 *holstered on left hip
Studded Leather 25 20 *Worn
Hvy Wd Spiked Shield 12 15 *Worn
Adventurer's outfit *Worn
Henry
Light War Horse 150 (lb)
--Bit and Bridle 2 1 -worn on horse
--Riding Saddle 10 25 -worn on horse
--Saddlebags 4 8 -worn on horse
--feed (x1) 0.1 10 -in saddle bag
Starting Money: 240gp
Remaining Money: 1sp MovementTotal Weight(Beowulf w/backpack): 71.5+170=241.5lbs 20 md. load
Total Weight(Beowulf w/out backpack): 42+170=212lbs 30 lt. load
Total Weight(Horse w/backpack&lance): 39.5lbs 50 lt. load
Total Weight(Horse w/out backpack): 10lbs 50 lt. load
Total Weight(Horse w/everything): 111+170=281lbs 40 md. load
Total Weight(Horse w/Beowulf no backpack): 52+170=222lbs 50 lt. load
Beowulf Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Henry the Horse Lgt Med Hvy Lift Push
Max Weight: 230 460 690 0 3450
Age: 21
Height: 6'2"
Weight: 170lbs
Eyes: Blue
Hair: Dark Brown
Skin: Tan
Appearance: Beowulf looks like noble's son with no title. Dark Brown hair which is cut short.
A trimmed beard, and deep blue eyes that show some deep hurt yet unspoken.
Background:
Raised as a stable boy and apprenticed, to the Noble Lord’s weapon smith, Beowulf, the orphan boy, grew to man-hood. Whispers in the court where that this young lad was the smitten image of the Lord, yet the Lord denied it. However, the commoners were not fooled by the Lords indiscreet affairs behind the back of his lady, whom took note of the boy Beowulf as he grew.
The lord made sure his unclaimed son was trained in all the way of fighting. His first lessons were in the stables taking care of the horses. Then he learned how to ride. He then learned how to not only make blades and armor from the lord’s weapon smiths, but to fight with them as well. All through the boys lesson, however, the noble lord's legitimate son’s and their friends ridiculed him. They were spurred on by their mother, the lady. She did not want an illegitimate to claim the Lords estate, even though Beowulf never had that intention.
Beowulf, through all this, remembered his religious lessons from the brother friar who had took it upon himself to provide a place to live for the young orphan. He looked past the situation and looked to God for strength. Life continued like this until the boy, now a man of 21, was forced to leave his home town, since the lady’s oldest son was now of age 18, and was going to be proclaimed the heir to the noble lords estate. So, Beowulf took to the life of adventuring, and decided for better or worse, he would do something good for the people of Ossruss, and someday make a home of his own.
Last edited by chapmanb; 19th April 2009 at 11:15 PM..
Reason: Changes for approval