Lerrin Honeylott Cloistered Cleric of Ulura 1, UNAPPROVED
Code:
Name: Lerrin Honeylott
Class: Cloistered Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: Ulura
Str: 14 +2 ( 6p.) Level: 1 XP: 0
Dex: 12 +1 ( 4p.) BAB: +0 HP: 8 (1d6+2)
Con: 14 +2 ( 6p.) Grapple: +2 Dmg Red:Int: 10 +0 ( 2p.) Speed: 30' Spell Res: n/a
Wis: 14 +2 ( 6p.) Init: +1 Spell Save: +12
Cha: 14 +2 ( 6p.) 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: 2 +2 +4
Ref: 0 +1 +1
Will: 2 +2 +4
Weapon Attack Damage Critical
Morningstar +2 1d8+2 20x2
Spiked Gauntlet +2 1d4+2 20-x2
Dagger +2 1d4+2 19-20x2
Sling +1 1d4+2 20-x2
Languages: Common
Abilities:
Bonus Feat at first level
1 bonus skill point every level (x4 at first level)
Divine Prepared Spellcasting
Lore: As Bardic Knowledge, check +1.
Charm Domain: 1/day increase charisma by 4 for 1 minute.
Knowledge Domain: +1 CL for Divination spells. All Knowledge Skills are Class Skills.
Trickery Domain: Bluff, Disguise, and Hide are Class Skills.
Spontanous Casting (cure spells)
Turn Undead: 5/day, check 1d20+2, damage 2d6+3.
Feats: Skill Focus Diplomacy, Shield Proficiency
Skill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff 4 +2 +6
Concentration 4 +2 +6
Diplomacy 4 +2 +3 +9
K. Nobility 4 +0 +4
K. Religion 4 +0 +4
K. History 4 +0 +4
Spellcraft 4 +0 +4
Equipment: Cost Weight
Backpack 2gp 2lb
Bedroll 1sp 5lb
Bullets, Sling (10) 1sp 5lb
Chainshirt 100gp 25lb
Cold Iron Morningstar 16gp 6lb
Dagger 2gp 1lb
Explorer's Outfit -gp -lb
Heavy Wooden Shield 7gp 10lb
Scrolls of Cure Light Wounds (2) 50gp -lb
Sling -gp -lb
Spiked Gauntlet 5gp 1lb
Sunrod (3) 6gp 3lb
Wooden Holy Symbol (4) 4gp -lb
Total Weight:58lb Money: 7gp 8sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 23
Height: 6'2"
Weight: 160lb
Eyes: Blue
Hair: Blond
Skin: Light Tan
Appearance: A handsome young man with a head of messy blond hair which somehow always seems to look great. His usual expression is a devilish grin which shows off his dimples and bright blue eyes to good effect. His build, which could be described as leanly muscular, further aides the image he cultivates - that of a dashing rogue.
Background: A member of Orussus's mildly notorious Honeylott family who are rumored to have a nymph in their distant ancestry and famed for their good looks and amorous inclinations. Lerrin is the youngest of nine children and as such is constantly clamouring for attention as he had to in his youth. Despite the grand musical tradition in the family Lerrin proved to have no skill with instruments, his talent largely lay in talking his way out of tedious lessons, and seduction. It was perhaps understandable that the young lad came to the attention of the church of Ulura, and he quickly took to the Church's doctrine. Since then he has served some time at one of the Church's less reputable establishments catering to the needs of Orussus's female population until recently finding the need to remove himself due to the anger of an influential husband. Thus he headed for the Red Dragon Inn in search of a quick crown, a heroic reputation, and a coincidently armed group of allies - just in case!
__________________ Characters: Living EnWorld and L4W
Appearance: Dinin is a long haired (About 5 inches past the chin) man, his face quite calm, and his eyes quite soft. He has a very sharp and attractive look; neatly groomed and dressed.
Background: Dinin comes from a small family that was in service of a distant, and forgotten king. His family ran away in order to remove themselves from the terrible conditions he put his servants under, eventually becoming a family of travelling bards. Dinin left his family, with consent, to further seek wealth and prosperity.
Name: Julien Zani
Class: Shaper 1
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Russna
Str: 8 -1 ( 0p.) Level: 1 XP: 0
Dex: 14 +2 ( 6p.) BAB: +0 HP: 12 (1d4+2+6)
Con: 14 +2 ( 6p.) Grapple: -1
Int: 18 +4 (16p.) Speed: 20', 30' without backback
Wis: 8 -1 ( 0p.) Init: +2
Cha: 10 +0 ( 2p.) ACP: -3, -0 without backpack
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +2 +0 +0 +0 14
Touch: 12 Flatfooted: 12
Base Mod Misc TotalFort: 0 +2 +2
Ref: 0 +2 +2
Will: 2 -1 +1
Weapon Attack Damage Critical
Light Crossbow +2 1d8+0 19-20x2
Dagger (Melee) -1 1d4-1 19-20x2
Dagger (Thrown) +2 1d4-1 19-20x2
Languages: Common, Goblin, Sylvan, Terran, Abyssal
Psion Manifestor Level: 1 Power Point Reserve: 4 (2 standard + 2
bonus)
Powers Known:
Ectoplasmic Sheen (Psionic Grease)
Astral Construct
Demoralize
Abilities:
Alertness: When Julien's psicrystal is within 5', Julien gains the benefits of the
Alertness feat.
Feats: Psionic Body, Psicrystal Affinity, Body Fuel
Skill Points: 28 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +2 +6
Craft (Weaponsmithing) 4 +4 +3 +11
Craft (Any) 0 +4 +3 +7
Knowledge (Psionics) 4 +4 +8
Psicraft 4 +4 +8
Bluff 4 +0 +4
Disguise 4 +0 +4
Use Psionic Device 4 +0 +4
Spot 0 -1 +2* +1*
Listen 0 -1 +2* +1*
Equipment: Cost WeightWorn:
Explorer's Outfit (Starting) --* --*
Leather Armor 5* 15 lbs *Crafted
Total Worn: 15 lbs
Carried:
Power Stone (Psionic Minor Creation) 25gp --
Power Stone (Inertial Armor) 25gp --
4 daggers (1 visible, 3 hidden) 8gp 4 lbs
Light Crossbow 17.5gp* 4 lbs *Crafted
Crossbow Bolts (10) 1gp 1 lb
Candles (2) 2cp --
Flint and Steel 1gp --
Chalk (1) 1cp --
Signal Whistle 8sp --
Total Carried: 9 lbs
Backpack:
Backpack 2gp 2 lbs
Candles (3) 3cp --
Chalk (2) 2cp --
Scroll Case 1gp 0.5lb
Ink, Black 8gp --
Inkpen 1sp --
Parchment (10) 2gp --
Paper (5) 2gp --
Signal Whistle (2) 16sp --
1 Dagger 2gp 1 lb
1 Water Skin 1gp 4 lbs
Total Backpack Weight: 7.5lbs
Other:
Julien does not adventure with this gear leaving it at his current home.
Artisan's Tools 5gp 5 lbs
Julien has three daggers hidden on his person. The current slight of hand checks
are (26, 23, 14)Total Weight: 24 lb Money: 11gp 9sp 2cp
Total Weight w/backpack:31.5lb
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 23
Height: 5'8"
Weight: 120lb
Eyes: Dark Brown
Hair: Brown
Skin: Light
Appearance: Julien is a skinny man of regular heighth. His form is lost
within the baggy clothes he wears, but no one could mistake him for a muscular
man. He wears a cloak, but prefers to keep his face uncovered. Background: Julien is the son of a minor merchant. Since he was a young
man, he has studied in the temples of Russna. Unfortunately, his brilliance is not
matched by much empathy. He is fairly easily distracted by anything that catches
his curiosity. These traits made him unsuitable to receive the the divine
blessings granted to the priests of Russna. About 18 months ago, Julien met a man
at one of Russna's Temple Libraries. The man had arrived to research a topic that
had recently caught Julien's attention -- Psionics.
Intrigued by the information this man was able to share, Julien left with him, and
through this training has unlocked his first psionic powers.
Just as Julien is easily distracted, he is easily bored. When a situation no
longer interests him, he has the habit of disguising himself and looking for
trouble.
Public Plot Hooks
-Julien is the son of a minor merchant who trades in a small region around
Monemvassia.
-Julien received his psionics training from a recluse, who for unstated reasons
avoids contact with the public psionic community.
-One of Julien's few friends is a goblin who works in the docks of Monemvassia.
Gold
Code:
GP SP CP Notes
120 Starting Gold
- 25 Power Stone (Psionic Minor Creation)
- 25 Power Stone (Inertial Armor)
- 5 Leather Armor (Crafted)
- 17 5 Light Crossbow (Crafted)
- 1 Crossbow Bolts (10)
- 5 Candles (5)
- 3 Chalk (3)
- 1 Flint and Steel
- 1 Scroll Case
- 8 Ink, Black
- 1 Inkpen
- 20 Parchment (10)
- 20 Paper (5)
- 24 Signal Whistle (3)
- 2 Backpack
- 5 Artisan's Tools
- 10 Daggers (5)
- 1 Water Skin
= 16 9 2 11/25/2008
Name: Julien's Psicrystal
Str: 1* -5 HD: 1
Dex: 15* +2 BAB: +0 HP: 6 (12*.5)
Con: -- Grapple: -17 Hardness: 8
Int: 6 -2 Speed: 30' Climb: 20'
Wis: 10 +0 Init: +2
Cha: 10 +0 ACP: -0
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 +2 +2
Ref: 0 +2 +2
Will: 2 -1 -1
Weapon Attack Damage CriticalLanguages: 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 its own.
-Not subject to critical hits, nonlethal damage, ability damage, ability drain,
fatigue, exhaustion, or energy drain.
-Immunity 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.
-Since it was never alive, a psicrystal cannot be raised or resurrected.
-Constructs do not eat, sleep, or breathe.
Psicrystal 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: Alertness
Skills Ranks Mod Misc Total
Concentration 4 +4
Craft (Weaponsmithing) 4 -2 +2
Knowledge (Psionics) 4 -2 +2
Psicraft 4 -2 +2
Bluff 4 +0 +4
Disguise 4 +0 +4
Use Psionic Device 4 +0 +4
Spot 4 +0 +2 +6
Listen 4 +0 +2 +6
Move Silently 4 +2 +6
Search 4 -2 +2
Hide 0 +2 +12 +14
Climb 0 +2 +8 +10
Equipment: Cost WeightTotal Weight: 0lb
Lgt Med Hvy Lift PushMax Weight: .75 1.5 2.5 5 12.5
Julien's psicrystal is embued with the Artiste personality. It shares Julien's eye
and appreciation for good craftsman ship. Annoyingly its intellegience is 6 while
Julien's is 18. It does not seem to realize this and will often share its thoughts
and opinions.
Job
Julien is craftsman.
His out of adventuring job starts May 9, 2009. His current highest craft modifier is +11 and his highest craft rank is 4.
Last edited by Dire Tadpole; 10th May 2009 at 12:10 AM..
Reason: Approval Received
Weel Naxel, human cleric (Phyrah) APPROVED 12-29-08
Code:
Name: Weel Naxel
Class: Cleric 1
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Phyrah (Air, Travel)
Str: 15 +2 (8p.) Level: 1 XP: 650/1,000
Dex: 10 +0 (2p.) BAB: +0 HP: 10/10 (1d8+2)
Con: 14 +2 (6p.) Grapple: +2 Dmg Red: -
Int: 10 +0 (2p.) Speed: 20'/30' Spell Res: -
Wis: 16 +3 (10p.) Init: +0 Spell Save: +3
Cha: 10 +0 (2p.) ACP: -5 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +2 +0 +0 +0 +0 18
Touch: 10 Flatfooted: 18
Base Mod Misc Total**Fort: 2 +2 +0 +4
Ref: 0 +0 +0 +0
Will: 2 +3 +0 +5
Weapon Attack Damage Critical
Sickle ...................+2.....1d6+2.........x2
Morningstar...............+2.....1d8+2.........x2
Crossbow, light...........+0.....1d8...........19-20/x2, range 80 ft.
Shield Bash...............-2.....1d4+1.........x2
Languages: Common
Abilities:
--Human--
* Extra Feat (1st level)
* All languages available
* Extra Skill points (4 at 1st, 1 ea. level after)
* Any class favored
--Cleric--
* Turn Undead (3/day, +0 to turn, 2d6+1 damage)
* Simple weapon proficiency
* All armor and non-tower shield proficiency
* Divine Spells / Day (prepare morning):
0: 3
1: 2+1
* Air Domain: Turn/destroy earth creatures
Rebuke/command/bolster air creatures
* Travel Domain: Freedom of movement each day 1 round / cleric level
Survival is Class skill
* Spontaneous cure spells
* Cannot cast spells with [Evil] descriptor
Feats:
Power Attack (Standard 1st)
Endurance (Bonus Human)
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
--Class--
Concentration..............4....+2..........+6
Know
Arcana...................1....+0..........+1
Planes...................1....+0..........+1
Religion.................1....+0..........+1
Spellcraft.................4....+0..........+4
Survival...................1....+3..........+4
--Cross-Class--
Balance....................0....+0...-5*....-6
Climb......................0....+2...-5*....-4
Escape Artist..............0....+0...-5*....-6
Hide.......................0....+0...-5*....-6
Jump.......................0....+2...-5*....-4
Move Silently..............0....+0...-5*....-6
Swim.......................0....+2...-10*...-10
* -5 Armor Check Penalty
Equipment: Cost Weight
--Carried / Worn--
Sickle.....................6gp....2lb
Morningstar................8gp....6lb
Breastplate +1.............**.....30lb
Shield, hvy wood...........7gp....10lb
Backpack...................2gp....2lb
Component pouch............5gp....2lb
Belt pouch.................1gp....1/2 lb
Explorer's outfit..........--.....--
Holy Symbol, wooden........1gp....--
--In Backpack--
Crossbow, light...........35gp....4lb
Bolts x10..................1gp....1lb
Blanket, winter............5sp....3lb
Caltrops...................1gp....2lb
Chalk......................1cp....--
Flint and Steel............1gp....--
Trail Rations x6...........3gp....6lb
Rope (hempen, 50').........1gp....10lb
Waterskin..................1gp....4lb
Sunrod x3..................6gp....3lb
** Adventure loot, not purchased
Total Weight:85.5 lbs Money: 24pp 85gp 4sp 9cp
Lgt Med Hvy Lift PushMax Weight: 66 133 200 400 1000
Age: 17
Height: 6'2"
Weight: 250lb
Eyes: Blue
Hair: Light Brown
Skin: Tan
Appearance: Tall, broad-shouldered, square-jawed, and well-muscled, Weel would be intimidating were it not for his clear eyes and the easy smile with which he often splits his beard.
Background (public): Weel's father had the good fortune to own a large farm, but Weel himself had the luck to be second-born in the county of Lionel, where all of his father's holdings would by law pass to Weel's older sister. It's not that he minded working the farm for his sister, Dubelle. In fact, his large frame seemed rather well-suited for the labor, and he loved his sister. But clearly, any fortunes he might be destined for could not be had if he stayed.
Perhaps because of this, Weel often dreamed of what life would be like in the wider world. He pestered travellers who passed by the fields, begging for any tales of wonder they had to tell. And at night, he dreamed he lived them himself. It was in this way that he met Cheas Rea, a wandering adept of Phyrah, on a tour of the region's temples. Even as she spoke, Weel imagined he could hear Phyrah's whispers in his ear, and dreamed that night of her celestial falcon calling him to roam.
It was less than a week later that the young boy set out, pledging himself at the temple and devoting himself to Phyrah. Now fully ordained, he has set out to explore the world just as he imagines his goddess did before him. If there's a story to hear (or, better yet, one to live), he plans to find it and revel in it.
Karm has shaggy, dark brown, hair with flecks of grey throughout, belying his age. His face often bears a thick stubble or beard that also has flecks of grey in it. His cheeks are sunken and hollow which, combined with his facial hair give his face an angular, wolfish, appearance. He often wears rough black fabrics under furs. His boots are made of deerskin wrapped in bear fur.
Background
(Public) Karm's entire village (including his parents and his brother) were slain by bandits when he was 12 years old. He managed to escape but his whole village was torched. He wandered into the forest looking for food. Starved and cold, he fell unconscious after wandering for 12 hours in the middle of nowhere. He would have died, but he was discovered by the wolf Alea, who is animal companion to the druid Eleanor (Elf, Dru 5).
Alea was returning from a successful hunt and she had already eaten so she did not attack and kill Karm. She returned to Eleanor, who set out and retrieved the young boy (taking the form of a great bear and carrying him on her back). On the journey back, Karm awoke terrified to find that he was riding a bear. Eleanor reverted to her true form and spoke calmingly to Karm. After Karm had finally settled down they walked back to Eleanor's home.
Karm slept for days awaking only to eat. During that time Eleanor went to the druid council to determine what should be done with the young human. They agreed that Eleanor should take care of the child until he was able to fend for himself. She took him in and instructed him in the lore of the druids. he learned the ways of the forest and became a proficient hunter and herbalist. At 25 he went on a vision quest and found a wolf pup trying to nurse at the cold dead body of it's mother who had been caught in a bear trap. He could do nothing for the mother but he nursed the pup back to health and named him Kuma. Kuma became his constant companion.
Before Karm could be admitted to Eleanor's circle she said that he must learn about the world on his own so that he could better make the decision of whether or not he wanted to become a druid. So he asked her advice on where he should go. She told him to travel to the city. So he did...
Spells Per Day
Spells Per Day
0-Level - 3
1st-level - 2+1
Kuma (Animal Companion)
Kuma, Wolf, Animal Companion
Code:
Name: Kuma, Wolf, Animal Campanion
Size: Medium
Str: 13 +1 Level: 2 HD
Dex: 15 +2 BAB: +1 HP: 13/13 (2d8+4)
Con: 15 +2 Grapple: +2
Int: 2 -5 Speed: 50'
Wis: 12 +1 Init: +2
Cha: 6 -2
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +2 +0 +2 +0 +2 +0 16
Touch: 12 Flatfooted: 14
Base Mod Misc Total
Fort: 3 +2 +5
Ref: 3 +2 +5
Will: 0 +1 +1
Weapon Attack Damage Critical
Bite +3 1d6+1 20x2
Load:
Leather Barding 15lb
Lgt Med Hvy Lift Push
Max Weight: 50 100 150 300 750
13 50 lb. or less 51–100 lb. 101–150 lb.
Abilities:
Trip (Ex): A wolf that hits with a bite attack can attempt to trip
the opponent (+1 check modifier) as a free action without making
a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the wolf.
Skills: Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
*Wolves have a +4 racial bonus on Survival checks when
tracking by scent.
Link - Karm can handle Kuma as a free action, or push him as a move action. Karm gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding Kuma.
Share Spells - At Karm's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Kuma. Kuma must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Kuma if he moves farther than 5 feet away and will not affect him again, even if he returns to Karm before the duration expires.
Additionally, Karm may cast a spell with a target of "You" on Kuma (as a touch range spell) instead of on himself. Karm and Kuma can share spells even if the spells normally do not affect creatures of Kuma's type (animal).
Tricks: (Max 3 + 1 Bonus)
Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Heel: The animal follows you closely, even to places where it normally wouldn’t go.
Down (Bonus Trick): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Feats: Track, Weapon Focus: Bite
Appearance: Kuma is large wolf with mostly black and grey fur, but she has two patches of white on the top of her head. When She and Karm are traveling she wears a brown leather coat lined with fur that protects her and keeps her warm. The coat has two medium sized pouches that can be made to carry equipment if Karm is overburdened.
Experience
No experience earned
treasure
No treasure found
Last edited by Karm; 22nd February 2009 at 12:49 AM..
Reason: Moved 4 points of Cha to Con and adjusted accordingly
Appearance: Damien is a young human, appearing to be in his mid-20’s. He has brown eyes and dark brown hair which he keeps cropped to about an inch or two to his head. He wears a relatively nice black tunic, pants, and boots. Strapped to his waist is a dagger and a rapier. Slung over his back is a crossbow and a quiver of bolts. A black leather backpack is slung over the opposite shoulder.
Background: Damien grew up in a relatively wealthy family in a town near a major city. Although his parents could have offered him any future, Damien was always the trickster and was frequently caught climbing walls, picking locks, and generally sneaking about. His father, interested in running for Mayor, asked him to either calm down or move out. Damien cut himself off and moved into the city.
Now Damien supports himself through less than legitimate means, though he’s seeking to get into the exciting world of adventuring. Between practicing his rogue skills, he studies magic, a subject he finds fascinating but has had no formal training in.
Last edited by adc15; 12th February 2009 at 01:03 AM..
Name: Vardoc Sabreheim
Class: Ftr. 1
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: None
Str: 16 +3 (10p.) Level: 1 XP: 0
Dex: 10 +0 (2p.) BAB: +1 HP: 13 (1d10+3)
Con: 16 +3 (6p.) Grapple: +4 Dmg Red: -/-
Int: 14 +2 (6p.) Speed: 20' Spell Res: -
Wis: 10 +0 (2p.) Init: +4 Spell Save: -
Cha: 10 +0 (4p.) ACP: -2 Spell Fail: -%
racial: +2 con, -2 cha
Current HP: 13
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +0 +0 +0 +0 14
Touch: 10 Flatfooted: 14
+4 dodge bonus to Armor Class against monsters of the giant type.
Base Mod Misc TotalFort: 2 +3 +0 5
Ref: 0 +0 +0 0
Will: 0 +0 +0 0
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
Weapon Attack Damage Critical
Greataxe +4 1d12+4 x3
Light Crossbow (30 Bolts) +1 1d8 19-20/x2
+1 racial bonus on attack rolls against orcs and goblinoids.
Languages: Common, Dwarven, Giant, Orc
Abilities:Dwarven racial abilities:
Dwarf base land speed is 20 feet. However, dwarves can move at this speed
even when wearing medium or heavy armor or when carrying a medium or
heavy load (unlike other creatures, whose speed is reduced in such
situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black
and white only, but it is otherwise like normal sight, and dwarves can
function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks
to notice unusual stonework, such as sliding walls, stonework traps, new
construction (even when built to match the old), unsafe stone surfaces,
shaky stone ceilings, and the like. Something that isn’t stone but that is
disguised as stone also counts as unusual stonework. A dwarf who merely
comes within 10 feet of unusual stonework can make a Search check as if he
were actively searching, and a dwarf can use the Search skill to find
stonework traps as a rogue can. A dwarf can also intuit depth, sensing his
approximate depth underground as naturally as a human can sense which
way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven
urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being
bull rushed or tripped when standing on the ground (but not when climbing,
flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time
a creature loses its Dexterity bonus (if any) to Armor Class, such as when
it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Fighter Abilities:
Proficient with all simple and martial weapons.
Proficient with all armor (heavy, medium, and light) and shields (including
tower shields).
Feats:Standard:
(1) Improved Initiative
Fighter:
(1) Quick Draw
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Appraise 0 +2 (+2) +2*
Climb 4 +3 -2 +5
Craft 0 +2 (+2) +2**
Handle Animal 4 +0 +0 +4
Intimidate 4 +0 +0 +4
Jump 0 +3 -8 -5
Ride 4 +0 +0 +4
Swim 0 +3 -4 -1
*: +2 racial bonus on Appraise checks that are related to stone or metal.
**: +2 racial bonus on Craft checks that are related to stone or metal.
Equipment: Cost Weight
Greataxe 20gp 12lb
Light Crossbow 35gp 4lb
30 Bolts 3gp 3lb
Chain Shirt 100gp 25lb
Backpack 2gp 2lb
Bedroll 1sp 5lb
Flint & Steel 1gp -
Belt Pouch 1gp 1/2lb
Trail Rations (5 Days) 25sp 5lb
5 Torch's 5cp 5lb
Waterskin 1gp 4lb
Obsidian Gem 10gp -
Total Weight: 65 1/2lb(Lgt) Money: 44gp 3sp 5cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 68
Height: 4'2"
Weight: 155lb
Eyes: Left eye is Black, an obsidian gem in its replaces the right eye.
Hair: Light Brown hair tied back into a braid, with an 11" beaded beard.
Skin: Dark Tan
Appearance: Other than the slash down the center of his right eye, Vardoc is what you would expect from a typical Dwarf, short with a stout build. To most, he seems to be a very overbearing and hot tempered man, who is constantly watching everyone around him. Those who become his friends and get to know him, though, learn that this is a product of his childhood. Vardoc is a very just man, but will kill anyone who he suspects is in league with his parents killer where they stand.
Background: When he was young he witnessed his parents brutal murder.He escaped with his life, but not before seeing the face of their killer. He adventures only to fund his search, as well as gather information.
Last edited by sabreheim; 28th February 2009 at 06:24 PM..
Reason: Aesthetics
Appearance: Kroy is tall, fair skinned, and carries a shield and sword. His sword, looks like a broken bigger sword. It is exactly that. He has a giant scare across his left eye, which makes it a wonder that Kroy still has his eye.
Background:
Footnote
Kroy is based off a character I've been playing for the past half decade. My main group has a huge story which has tons of paradoxes and "wait, how can Kroy been on a ship for two years if he's 19? He didn't return 'til he was 18." We play various parts in the same character's life. So basically, Kroy does not talk about his background.
Immediate Background: Kroy came to En World while dueling a level 67 wizard. He too was level 67, but he was a Sword Ranger (think Ike from Fire Emblem). In addition to his incredible speed and strength, Kroy had a small pool of energy that he could use to cast various buffs/heals, called Mystic. The first spell lobbed at him was scorch, a spell Kroy was familiar with, since at 21st level this same mage killed Paco, the party ninja, with it. The spell only had a reflex save of 55, while Kroy had +57 to his roll. Kroy dodged and attacked. The mage teleported and shot another scorch. This repeated until Kroy had dodged the same spell four times. The mage, seeing his spell's ineffectiveness, cast "Epic Drain." Kroy rolled a 1, and lost 66 levels, all his class abilities, except Mystic, almost all his stats, and all his magic items, including Eroh, which shattered. The mage picked up Eroh and stabbed it into Kroy's left eye. He blasted Kroy with Scorch, which hit, permanently scorching his hair and body. Thinking Kroy was done for, he advanced on Kroy's party, blasting them with Scorch. Kroy used his mystic to escape. Unfortunately, Kroy was intercepted by the Enworphant. The last word Kroy said before passing out was "Regenerate!"
Personality: Kroy has started to have a split personality, and if it is not stopped soon, there is a good chance he will go insane. The first is Kroy as he was when he first left his parents farm to find out if his brother had died in the Skirmish of the Broken Bridge. He is closest to CG, and currently has the most control over Kroy. He is cautious and eager to learn, as well as doing what he thinks is right. The second one is Kroy after the horrible trauma of having his life drained away from him, having his blade of 193 years broken, having his eye gouged out, as well as seeing, through one eye, his companions getting overpowered by the mage while he lay there, helpless. LN, he is incredibly reckless, willing to die as long as he takes somebody with him. He sees the world in black and white, with no gray areas.
Last edited by Sirek Inta; 27th March 2009 at 10:06 PM..
Background A son of a Wizard, he was orphaned at a young age. He was neveer able to understand why, but he will find out the truth some day. He was raised by his uncle who recognized Henry's talent for magic, but his uncle was an evil self serving heartless man, selfish in his own desires. there was a day that his uncle pushed him too far, even placing Henry's life in peril, and he was forced to kill his uncle in self defense.
The local guild was about to sentence him to death before the council of elders, but one, a strong willed mage...who lived in the country. called a hedge wizard behind his back, but never to his face... took a concern for the young live and asked for a chance to mentor him.the old mage was granted this action under the knowledge that henry was under a strong probationary time until deemed by the council that he was no longer a threat to any more fellow mages.
the old mage took him to his farm where he took care of farm chores on top of his studies. he eventually became more focused as he grew into his later teens. he now lives under the scrutiny of the council of mages but is mostly free to travel as he pleases. As such he is considered free to a limit to find his own way in the world.
Name: Viktor Talthem
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Chennet', Azwan
(Victor is a minor noble, and respects Azwan, even if he doesn't share the same lawful bent)
Str: 14 +2 (06p.) Level: 1 XP: 200
Dex: 14 +2 (06p.) BAB: +1 HP: 12 (1d10+2)
Con: 14 +2 (06p.) Grapple: +3 Dmg Red: 0/anything
Int: 14 +2 (06p.) Speed: 30' Spell Res: None
Wis: 10 +0 (02p.) Init: +2 Spell Save: ???
Cha: 12 +1 (04p.) ACP: -2 Craftpoint: 238
AC: Base Armor Shld Dex Size Nat Misc Total
10 +4 +0 +2 +0 +0 +0 16
Touch: 12 Flatfooted: 14
Base Mod Misc Total
Fort: 2 +2 0 4
Ref: 0 +2 0 2
Will: 0 +0 0 0
Weapon Attack Damage Critical
Flail +3 1d8+2 20-20x2
Guisarme +3 2d4+3 20-20x3
Short bow +3 1d6 20-20X3
Languages: Common, Draconic, Dwarven
Abilities:
Human:
* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)
Fighter:
* Bonus Feats (already included)
Feats: Combat Expertise, Improved Trip, Improved Disarm
Skill Points: 20 Max Ranks: 4(Class Skills)/2(Crossclass Skills)
Skills Ranks Mod Misc Total
Climb* 2 +2 -2 = 2 (ACP)
Craft(Weaponsmith)* 4 +2 +0 = 6
Craft(Armorsmith)* 2 +2 +0 = 4
Craft(Blacksmith)* 1 +2 +0 = 3
Diplomacy 0 +1 +0 = 1
Escape Artist 0 +2 -2 = 0 (ACP)
Gather Info 0 +1 +0 = 1
Handle Animal* 2 +1 +0 = 3
Hide 0 +2 -2 = 0 (ACP)
Intimidate* 3 +1 +0 = 4
Jump* 2 +2 -2 = 2 (ACP)
Listen 0 +0 +0 = 0
Move Silently 0 +2 -2 = 0 (ACP)
Search 0 +2 +0 = 2
Sense Motive 0 +0 +0 = 0
Swim 2 +2 -4 = 0 (ACP)
Use Rope 0 +2 +0 = 2
Ride* 2 +2 +0 = 4
* Indicates trained skills.
Equipment: Cost Weight
Chain shirt **** 25 lb
Flail **** 05 lb
Guisarme **** 12 lb
Backpack 02gp 02 lb
Trail Rations(X3) 15sp 03 lb
Oil(X2) 02sp 02 lb
Lamp, common 01sp 01 lb
Artisan's tools* 05gp 05 lb
Short Bow 30gp 02 lb
ArrowsX20 01gp 03 lb
* Viktor does not carry his tools during adventures
**** Crafted items
Total Weight:55 lb Money:5pp 236gp 2sp 0cp
Light Medium Heavy Lift Push
Max Weight:0-58 59-116 117-175 76-350 351-875
Age: 20
Height: 5'9"
Weight: 160lb
Eyes: Blue
Hair: Black
Skin: Fair
Appearance
Viktor's features were a bit more sharp and refined, observers paying any attention would likely guess at his noble heritage, even though it may be covered with the grime of the forge. His skin was fair, with a touch of a tan due to the little sun he got when escaping the noble trappings and heading to the forge. His build would seem a bit unsuiting for smithing work, but the boy had developed a well toned muscle structure, making him slightly stronger than he would appear.
Background
Viktor was born to House Talthem, a lesser noble family in Orussus. The Talthem are very old though not extremely prominent, and despite all the tradition, or perhaps because of it, Viktor had little interest in being a typical noble, staying in court at all times. Viktor dreamt of being a warrior, fighting for the causes or people he believed in. His fatherwas not particularly happy with this, but by the time the boy was 10 his father had given up on rearing him as a proper boy. His mother took care of most of his upbringing.
Knowing that Viktor was a willful boy who wouldn't relent from his desire for skill, arranged some meetings and initiated the boy into smithing, telling the boy that in order to fight well, he had to know how the weapons and armor he was to use were made. Additionally, she managed to get one of the city guard to mentor him during offduty hours to get him started on his basics.
Between his smithing apprenticeship and his mild martial training, Viktor was growing weary of remaining cooped up in Orussus, and began frequenting the taverns that held foreigners, listening to their tales of exploits and generally getting a feel for various adventurers, waiting for the chance to go on his own adventures.
Tall and skinny, Cray has the build of a sprinter. His face and forearms have scars, mostly from training. The most notable one being on his face that goes from his ear to his chin, up to his cheek and back around, where he was bit by a dog as a child. He has short, medium length deep red hair, which falls partly over his face. His eyes have a hint of green, though they are mostly hiden by his hair. He wears clothes of a sunshine yellow and black. He had the Holy Symbol of Grendath engraved into his armor, and he keeps himself clean shaven.
Background:
Orphaned by his parents due to his 'defect', Cray grew up in the care of Grendathian Priests. His hatered for their reason gave him the motivation to train his other senses. Through his swordfighting, meditation and teaching, he heightened his other senses to a great range. His talent for swordplay, along with the teaching of the priests, is what set him down his path as a Paladin. He was trained in the wild ways of his patron and, after a time, completed his training. And with Grendath's favor and a tip, Cray travels to the Red Dragon in search for allies and adventure. He keeps Detect Evil active at all times.
Public
Cray feels no ill will toward his parents, and knows of their location, but has no wish to meet them.
His father and mother, Jorric & Norma Heartly, are well-to-do merchants
Last edited by hellrazor111; 7th June 2009 at 05:37 AM..
Reason: Made needed changes and clarified price
Name: Jonah Stone
Class: Druid
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Halina
Str: 12 +1 (04p.) Level: 1 XP: 0
Dex: 16 +3 (10p.) BAB: +0 HP: 13 (1d8+2+3)
Con: 14 +2 (06p.) Grapple: +1 Dmg Red: na
Int: 8 -1 (00p.) Speed: 30' Spell Res: na
Wis: 15 +2 (08p.) Init: +3 Spell Save: 12+ spell lvl
Cha: 10 +0 (02p.) ACP: 0 Spell Fail: na
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +1 +3 14
Touch: 13 Flatfooted: 11
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 +3 +3
Will: 2 +2 +4
Weapon Attack Damage Critical Range
Club(melee) +1 1d6+1 x2 --
Club(thrown) +3 1d6+1 x2 10'
Dagger(melee) +1 1d4+1 19-20x2 --
Dagger(thrown) +3 1d4+1 19-20x2 10'
Sickle +1 1d6+1 x2 --
Sling +3 1d4+1 x2 50'
Quarterstaff(1-attack) +1 1d6+1 x2 --
Quarterstaff(2-attacks) -1/-1 1d6+1/1d6+1 x2 --
Two-Weapon Combo -1/-1 1d6+1/varies varies --
-note two-weapon combo is club+either dagger or sickle in off-hand
Languages: Common and Druidic
Abilities: Human traits: Bonus feat at 1st lvl, +4 skill points at 1st lvl,
+1 skill point per lvl after 1st; Druid Traits: weapon proficiencies-
club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling,
and spear armor proficiencies- light and medium also proficient with
shields(except tower shields)*, Spells, Spontaneous Casting, Not
allowed to cast spells of an alignment opposed to his or his deity's:
Jonah is not allowed to cast Evil spells, Bonus Languages, Animal
Companion, Nature Sense(+2 misc. bonus to Knowledge-Nature and
Survival skill checks), Wild Empathy(1d20+1)
*Druids are prohibited from wearing metal armor and using metal shields. If he
wears prohibited armor or carries a prohibited shield he is unable to cast druid
spells or use any of his supernatural or spell-like abilities while doing so and for
24 hours thereafter.
Feats: Toughness(lvl1), Two-Weapon Fighting(human bonus)
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Handle Animal 4 +0 +4
Profession(farmer) 1 -1 +0
Knowledge(nature) 2 -1 +2 +3
Survival 4 +2 +2 +8
Ride 2 +3 +5
Spot 3 +2 +5
Animal Companion: Blue
Great Dane(using wolf stats MM pg283)
Medium Animal,HD 2d8+4,hp:13,Init:+2,Spd:50',BAB/Grp:+1/+2,
AC:14(+2 dex,+2 natural)FF:12 T:12,Atk: bite +3 melee (1d6+1)
SA: trip,SQ: low-light vision,scent,link,share spells Feats:Track,
Weapon Focus(bite)Saves:Fort+5,Ref+5,Will+1;STR13,DEX15,CON15,INT2,WIS12,CHA6;
Skills:Hide+2,Listen+3,Move Silently+3,Spot+3,Survival+1(+5 when
tracking by scent) Tricks:Attack,Down,Heel,Guard,Track,Seek,bonus:
Fetch,
Spells per Day: 0lvl-3; 1lvl-2
Spells Prepared:
0lvl- Know Direction, Detect Poison, Virtue
1lvl- Goodberry, Calm Animals
Equipment: Cost Weight
Peasant's Outfit free 0lb
Padded Armor 5gp 10lb
Quarterstaff -- 4lb
Club -- 3lb
Sickle 6gp 2lb
Dagger 2gp 1lb
Sling(10 bullets) 1sp 5lb
Bedroll 1sp 5lb
Signal Whistel 8sp --
Belt Pouch 1gp .5lb
-holy symbol(silver) 25gp 1lb
-fishhook 1sp --
-sewing needle 5sp --
-flint&steel 1gp --
-holly&mistletoe -- --
-berries -- --
-thunderstone 30gp 1lb
Sack 1sp .5lb
-bread(1 loaf) 2cp .5lb
-cheese(1 hunk) 1sp .5lb
-waterskin 1gp 4lb
-hammer 5sp 2lb
Total Weight:40lb Money: 1gp 6sp 8cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Age: 24
Height: 6'-4"
Weight: 156lb
Eyes: hazel
Hair: sandy brown
Skin: light except for hands and face are very tan
Appearance: Jonah is tall and gainly, he has long limbs and fingers
short cropped brown hair. His face is dominated by a large nose
which makes his thin lips look all the thinner. He dresses in
common clothes of drab green and brown, wearing a drab green
hood over his padded tunic and wool leggings.
Background: Jonah has recently left the only life he has ever know
and finds himself overwhelmed by the size and scope of the world.
He has left the farm to save it, he seeks the money needed to save
his only home from ruin. when asking after work he is pointed to
The Red Dragon Inn, he hopes to find someone to help him.
Last edited by HolyMan; 28th October 2009 at 07:22 PM..
Reason: fixed lots of mistakes
(status Unapproved)
Name: Linky
User: josh
Class: Fighter
Level: 1
Race: Human
Alignment: CN
Deity: Kord
Size: 6ft
Age: 24
Gender: Male
Weight: 120
Eye: Light Blue
Hair: Brown
Skin: White
Items:
Back Pack
Bed roll
50 ft. rope
Water skin
4 day trail ration
x2 torch
x1 cure light potion
Armor:
Brest Plate, Medium armor, (5) AC (3) Dex
Shield:
Large Steel Shield (2) AC
Weapon:
Long Sword (3) 1D8 19-20/x2
Money
gp: 21
Background:
Linky grew up in the forest along side Elves he was trained to fight for honor and to protect the forest he lived in he grew up faster then the other elven children so he left at the age of 24 to start out on his quest to protect others and the live his life to the fullest.
Personality:
he is smart and hot headed he would rush in to battle just to save a women or child with out thinking of his own life he is a joker and a pervert some time's but he does it so he is not always serious so people will know he is normal but in battle he is very serious and does not give up even when the challenge is more then he can handle that is his problem he does not know when to give up on a fight even if it is lost he try's to push tell he can win or dies trying.
Last edited by shorty; 29th June 2009 at 06:17 AM..
Ulgen is a one of the few half-orcs who are fond of talking and trading tales with other folk. Most of his days he has worked on the family caravan and has seen much of the world through their travels. As he lived his life on the move he began wanting to setoff on his own. On e day the Caravan stopped off at his uncles farm where Ulgen decided to stay and train and work for his retired adventurer of an uncle. After some months Ulgen was ready to leave with his uncles gear forom his adventuring days and all that he had learned on the caravan to make a name for himself.
Apperance: Ulgen's usual atire is a brown trench coat and a wide rimmed hat that looked weatherd but in good condition. Ulgen has a dark grey skin do to most of the time in the open landscape where the caravan would roam. Ulgen's hair is black and a little longer than his shoulders, it is quite coarse. Ulgen usually is smiling and is generally a pleasent fellow who has a story to tell.
GENERALS:Name: Conditioner "Condy" Barefoot
Class: Fighter
Race: Halfling
Size: Small
Gender: Male
Alignment: Chaotic/Neutral
Deity: Halor
STATS: Final Base Buy Rac Mod PointStr: 15 8 17 -2 +2 (13p)
Dex: 15 8 13 +2 +2 (05p)
Con: 14 8 14 +2 (06p)
Int: 10 8 10 +0 (02p)
Wis: 10 8 10 +0 (02p)
Cha: 10 8 10 +0 (02p)
Level: 1 XP: 0
BAB: +1 HP: (1d10+2) 12
Grapple: -1* Dmg Red: 0/0
Speed: 15' Spell Res: 0
Init: +6 Spell Save: +0
ACP: -5 Spell Fail: 30%
* = BAB + Str Mod - 4
STATS: Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +5 +0 +2* +1 +0 +0 18
Touch: 13
Flatfooted: 16
* = max dex bonus is +2 with chainmail
SAVES: Base Mod Racial Misc TotalFort: 2 +2 +1 +0 +5
Ref: 0 +2 +1 +0 +3
Will: 0 +0 +1 +0 +1
WEAPONS: Attack Penalty Damage Critical Range
Longsword (1H) +4 -2 d6+2 19-20 x2
Shortsword (1H) +4 -2 d4+1 19-20 x2
Greatsword (2H) +4 d10+3 19-20 x2
Javelin (1H) +5 d4+2 20 x2 30 ft
LANGUAGES:
Common
Halfling
ABILITIES:
+1 size bonus to armor
+1 size bonus to attack
+4 size bonus to hide
-4 size penalty to grapple
+1 racial bonus to all saves
+1 racial bonus to sling
+1 racial bonus to throwing
+2 racial bonus to listen
+2 racial bonus to climb
+2 racial bonus to jump
+2 racial bonus to move silently
+2 morale bonus to fear saves
Proficient with all simple and martial weapons and with all armor and shields.
FEATS:
Improved Initiative (+4 bonus to initiative)
Two-Weapon Fighting (Reduce two-weapon fighting penalties by 2)
SKILLS:Skill Points: 8 Max Ranks: 4/2
Skills: Ranks Mod Racial ACP Misc Total
Climb (Str) 2 +2 +2 -5 +1
Jump (Str) 2 +2 +2 -5 -9** -8
Ride (Dex) 2 +2 -0 +4
Swim (Str) 2 +2 -10* -6
* = Swimming doubles the ACP
** = Speed penalty to jumping due to size
Misc. Skills: Ranks Mod Racial ACP Misc Total
Balance (Dex) 0 +2 -5 -3
Escape Artist (Dex) 0 +2 -5 -3
Hide (Dex) 0 +2 -5 -3
Listen (Wis) 0 +2 +2
Move Silently (Dex) 0 +2 +2 -5 -1
EQUIPMENT: Cost Weight
Chainmail (+5) 150gp 20 lbs
Longsword 15gp 2 lbs
Shortsword 10gp 1 lbs
Greatsword 50gp 4 lbs
Javelin x3 3gp 3 lbs
Total Weight: 30 lbs
WEIGHTS:Light: 49.5
Medium: 99.75
Heavy: 150
Lift: 300
Push: 750
MONEY:GP: 12
SP: 0
CP: 0
DESCRIPTIONS:Age: 28
Height: 2'11"
Weight: 32 lbs
Eyes: Brown
Hair: Brown
Skin: Light
Appearance: Condy is short and muscular. He has brown hair, brown eyes, and brown sideburns. He appears usually jolly, however, in light of recent events he has appeared slightly sad, but motivated.
Background: Condy grew up in The Free City of Orussus. His father was a dockman and he spent his childhood helping his father run his part of the dock.
Condy always dreamed of traveling the world, and has spent many hours in the countryside outside of Orussus practicing his sword skills on wild game. Last week Condy's father died and he can't imagine trying to go about his current duties without him.
In light of this life changing event Condy sold his father's personal effects and home and used this money to live his dream...
Last edited by SLM; 21st August 2009 at 06:29 PM..
Total Weight:33lb Money: 75gp 0sp 0cp Lgt Med Hvy Max Weight: 76 77-153 154-230 Age: 17 Height: 5'5" Weight: 87lb Eyes: Brown Hair: Black Skin: Asiatic
Appearance: A young man of fine features. His topknot hair and feminine features belies a vicious nature. His cruel heart knows no expression when striking down a foe. Short and lithe for a swordsman his grace carries him farther then his brute force. However his sword is far longer than normal though he wields his crescent shaped sword with
flourish. He wears studded leather armor fastened with wooden plates for protection. Classic genji armor with a bandanna indicating his worship of Lady Lust. His nickname in his home slum was "Razor Lotus Kagehiro".
Background: The son of a sword for hire and a pub whore. His birth was an accident to begin with. By the time he was born, his father had been long gone to the next employer. His mother did enough to keep young Kage alive, but he found himself using the bordello as a daycare. He met the doorman at a young age, a member of a long gone tribe of swordsmen. The elven man taught Kage the way of the blade, and in his honor he adopted his surname and clan tag. From that day his name was no longer Kage Simon, but was Kagehiro Uesugi. He learned to speak elven from his mentor, who also educated him in proper swordsmanship and halfling so he could deal with the common spies of the city. This gave a teen Kage a placeto find work. He killed his first man at 13 and from then would be on the run. Now he findshimself going city to city, knowing more than ever how his father lived. He wonders oftenif he'll ever find his half-elf father along the road, or if he'll ever return to his nowolder human mother who no longer hooks in her older years but instead is the den mother of
the bordello.
Last edited by Kagehiro; 26th August 2009 at 05:02 PM..
Appearance: The first impression Enthalas exudes is that of confidence. With his head held high and his luminous, intelligent eyes ever searching and his gait smooth and assured, he appears to be a man who gets what he wants. His features only hint at the Elven blood that inhabits half his body. His chin chiseled as an Elf, but his face rounder like a Human. His ears come to a subtle point at their peaks, resting alongside the faintest shadow of brown facial hair swirling about a crooked smile.
Background: Enthalas had little regard for his parents. From a young age he viewed them with much skepticism as authority figures; their naivete and uselessness disturbing to him. With little drive and peasant-folk aspirations, his parents pushed him towards a career in farming in his younger years, with the eventual goal of paying for him to join the local militia. Immediately discounting farming as a waste of time and a mindless chore, the military seemed the right path for Enthalas. Upon enlisting, however, he soon discovered he was much too small to keep up with his peers. His discomfort turned to inquietud, then frustration, and finally anger and hatred. He was ridiculed, beaten and embarrassed. Blaming these failures on his parents, he deserted his training and joined up in his adolescent years with a group of vagabonds. From listening to many tales and songs by the light of campfires he learned about plants and animals, the ebb and flow of nature and the laws of the world. But these stories soon bored Enthalas. He had learned how to take care of himself during these travels, yes, but still fought down an ever-present gnawing in his gut to become something greater; to find himself. He began to request more tasks of the travelling group, struggling to keep up and finding that people were drawn towards him in a strange manner. Enthalas realized he held a certain thrall over the more simple-minded folk. Over the next few months more and more of the vagabonds listened to him intently; his word was law. His ideals challenged that of the group leader, Tonis. Tonis eventually became so unnerved at his constant verbal challenges he bade that Enthalas leave the small troupe and set out on his own. Recognizing weakness when he saw it, Enthalas refused Tonis's request and said he would rather die. Becoming enraged he grasped for the half-elf's throat, trying in vain to weaken the persistant young man and make him see reason. But Tonis's anger flowed fast and in plentitud. Feeling his life-force dripping away like a stream drying in the hot sun, Enthalas grasped a dagger from Tonis's belt and plunged it into the man's side. Tonis cried out and fell over, spasming for a moment then dying suddenly. Confused and afraid, Enthalas fled the caravan and never looked back.
1 month later, while attempting to survive unsuccessfully in some nearby foothills, Enthalas was taken in by a kindly old man. He was mysterious and saw much magical potential in the young half-elf. He taught Enthalas the ways of magic, finding the boy to be a quick study. But the poor, old man had no idea what burden he was placing upon himself. And five years later, Enthalas walked out from the front door of the old man's house never to return, a bloody dagger in his hand.
Last edited by Tjaden; 20th September 2009 at 10:54 PM..
Player: Kagehiro
Character Name: Richardson (no one knows his first name)
Level: 1
Class: Barbarian
Race: Human
Hit-Die: 1d12-1 (11)
Experience Points: 0
PERSONAL INFORMATION
Alignment: Chaotic Neutral
Deity: John
Size: Medium
Age: 52
Gender: Male
Height: 5'7"
Weight: 163lbs
Eyes: Seriously ing green
Hair: None, on his entire body
Skin: Pale
Languages: Common (illiterate)
Distinguishing Marks: A tattoo of a number 4 on his left flank aka his ass
PERSONAL HISTORY:
So little is known of Richardson except that he's a one man party. IT's not uncommon for him to run into a room and throw 50lbs of candy into the air and then break into a dance. He's fast and greasy. He carries a sword but no one has the time to tell where he keeps it on his naked body. He's a vicious fighter, but an even more vicious talker. He's naked, greasy, and dances but people feel drawn to him no matter how disturbing this man is. They only know he's an amazing dancer and never get's tired.
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Why I'm Awesome
(1) You haven't emailed an approval request for Richardson
(2) You currently have two "characters" present in the RDI thread simultaneously, which is not permitted
(3) Neither correctly follows LEW rules
(4) There is no such skill as "Perform (awesome)"
(5) There is no such LEW deity as "John"
(6) Your second sheet includes an autofiltered profanity
(7) You posted the lyrics of a real world song which contains multiple references that make no sense in character and in the LEW world.
(8) You were expressly requested to play nice, given a rare second chance, and you didn't avail yourself of the opportunity.
You're banned.
Find somewhere else to indulge your supposed creative side.