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Old 19th January 2004, 05:45 AM   #61 (permalink)
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Code:
Name:Zhangsun
Class: Cleric
Race: Mountain Goblin
Size: Small
Gender: Male
Alignment: Lawful Good
Deity: Shural

Str: 10 +0 (4p.)     Level: 1        XP: 0
Dex: 14 +2 (6p.)     BAB: +0         HP: 9 (1d8+1)
Con: 12 +1 (4p.)     Grapple: -4     Dmg Red: XX/XXXX
Int: 14 +2 (6p.)     Speed: 15'      Spell Res: XX
Wis: 18 +4 (10p)     Init: +2        Spell Save: +X
Cha:  8 -1 (0p.)     ACP: -4         Spell Fail: 25%

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +4          +2    +1                18
Touch: 13              Flatfooted: 14

                    Base   Mod  Misc  Total
Fort:          +2      +1          +3
Ref:           +0      +2          +2
Will:          +2      +2          +4/+6 vs mind effecting

Weapon                  Attack   Damage     Critical
Light Crossbow               +3      1d6         19-20x2
Heavy Mace                   +1      1d6           x2
Dagger                       +1      1d3         19-20x2

Languages:
Common
Goblin
Dwarven
Gnome

Abilities:
Domains: Knowledge and Protection 
Low-Light Vision
+2 racial bonus on saving throws against mind-affecting spells
+1 racial attack bonus against Goblinoids
Treats an object's hardness as four points lower when dealing damage to it
Turn Undead 2/day
Spontaneous Casting (Cure)

Feats:
Point Blank Shot
Exotic Weapon Prof: Kama (racial)

Skill Points: (2+2)*4=16       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Concentration                 4    +1          +5
Heal                          4    +4          +8
Hide                          0    +2    +4    +6
Diplomacy                     0    -1    +2    +1
Know: Religion                4    +2          +6
Know: Architecture            1    +2    +4    +7
Know: Geography               1    +2    +2    +5
Know: History                 1    +2          +3
Know: Local                   1    +2          +3
(Mountain Goblins gain +4 to Hide, +4 Knowledge: Architecture and Engineering, +2 to
Diplomacy and to a knowledge.  The Knowledge domain makes all Knowledges class skills)

Equipment:               Cost  Weight
Scalemail                   50gp   15lbs
Light Crossbow              35gp    2lbs
Bolts (20)                   2gp    1lb
Heavy Mace                  12gp    2lbs
Dagger                       2gp   .5lb 
Silver Holy Symbol          25gp    1lb
Backpack                     2gp   .5lb 
Explorer's Outfit            8gp    4lbs
Cleric's Vestments           5gp    3lbs
Rations (8 days)             4gp    2lbs
Sunrod (2)                   2gp    2lbs
Tent                        10gp    5lbs
Waterskin                    1gp    1lb
Flint and Steel              1gp    -
Case, map or scroll          1gp   .5lb
Parchment (10)               1gp    -
Ink (1oz vial)               8gp    -
Inkpen                       1sp    -
Bedroll                      1sp  1.5lbs
Soap                         5sp    1lb
Candle (4)                   4cp    -


Total Weight:42lbs      Money: 31gp 50sp 6cp

                           Lgt   Med    Hvy   Lift  Push
Max Weight:            25   26-50  51-75  150   375

Age: 16
Height: 3'6"
Weight: 45lb
Eyes: Red
Hair: Black
Skin: Forest Green

Spells:
0: Detect Magic, Light, Mending
1: Bless, Magic Weapon, Sanctuary(domain)
Appearance: Zhangsun doesn't look like most Goblins. He walks proudly with his
head held high. His red eyes are not dull and beady but bright and inquisitive. They
betray wisdom beyond his years. His luxurious long black hair is clean and put back
with a finely carved wooden clip. He is dressed in the fashion of an adventurer
although his clothes are brand new. More experienced folk could tell his boots have
never seen the inside of a dungeon. A small silver hammer dangles from his right ear.
A light crossbow is slung over his shoulder and a mace swings from his belt.


Background:
Attached Files
File Type: txt history.txt (671 Bytes, 43 views)
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Last edited by The Goblin King; 27th January 2004 at 03:57 AM.. Reason: spells mem'd and pay rec'vd
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Old 20th January 2004, 12:26 AM   #62 (permalink)
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orsal Goblin Sharpshooter (Lvl 2)
Jo Guilan, half-elf druid

Code:
Name: Jo Guilan
Class: Druid
Race: Half-elf
Size: Medium
Gender: Male
Alignment: Neutral
Deity: None
 
Str: 12 +1 (4p.)	Level: 1	XP: 550
Dex: 12 +1 (4p.)	BAB: +0		HP: 10 (1d8+2)
Con: 14 +2 (6p.)	Grapple: +1	CP: 150
Int: 12 +1 (4p.)	Speed: 20'
Wis: 14 +2 (6p.)	Init: +1
Cha: 14 +2 (6p.)	ACP: -3
 
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +1 +0 +0 +0 14
Touch: 11 Flatfooted: 13
 
Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +1 +1
Will: 2 +2 +4
 
Weapon Attack Damage Critical
quarterstaff +1 1d6+1/1d6 20x2
spear +1 1d8+1 20x3
sling +1 1d4+1 20x2
 
Languages: Common, Druidic, Elven, Sylvan
 
Abilities: Low-light vision
Immunity to sleep spells
+2 saves vs. enchantment
Elven blood
Wild Empathy +3
 
Feats: Point Blank Shot
 
Skill Points: 5x4=20 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Bluff (cc) 2 +2 +4
Craft (woodwork) 2 +1 +3
Diplomacy 0 +2 +2 +4 (racial)
Gather Information 0 +2 +2 +4 (racial)
Handle Animal 2 +2 +4
Heal 2 +2 +4
Knowledge (nature) 4 +1 +2 +7 (nature sense)
Listen 2 +2 +1 +5 (racial)
Ride 4 +1 +5
Search 0 +1 +1 +2 (racial)
Spot 0 +2 +1 +3 (racial)
Survival 0 +2 +2 +4 (nature sense)
 
Spells prepared:
Level 0 (DC 12): Detect Poison, Create Water, Detect Magic (3)
Level 1 (DC 13): Pass Without Trace, Cure Light Wounds (2)
 
Animal companion: Haisi the eagle
Type: small animal
HP: 5 (1d8+1)
AC: 14 (13 touch, 13 flat-footed)
Speed: 10' / 80' flying
BAB: +0
Saves: Fort 3, Refl 4, Will 2
Attacks: talons (x2) +3/1d4, bite -2/1d4
Low-light vision, Weapon Finesse (talons)
Listen +2, Spot +14
Tricks:
* Heel: Haisi follows Jo Guilan closely, even to places where the eagle normally would not go.
* Come: Haisi will come to Jo Guilan, even if an eagle normally would not.
 
Equipment: Cost Weight
Explorer's outfit -- --
Hide armor 15 gp 25 lb
Quarterstaff -- 4 lb
Spear 2 gp 6 lb
Sling -- --
Bullets (20) 2 sp 10 lb
Backpack 2 gp 2 lb
Blanket 5 sp 3 lb
Waterskin 1 gp 4 lb
Pouch belt 1 gp 0.5lb
Spell pouch 5 gp 2 lb
Hooded lantern 7 gp 2 lb
Oil (1 pint) 1 sp 1 lb
Hempen rope (50') 1 gp 10 lb
Trail rations (4 days) 2 gp 4 lb
Holly+mistletoe -- --
Total Weight: 81.5 lb Money: 42gp 50sp 0cp
 
Lgt Med Hvy Lift Push
Max Weight: 43 86 130 260 650
 
Age: 30 yrs
Height: 5'5"
Weight: 160 lb
Eyes: green
Hair: black
Skin: yellow
Appearance: Jo's height and stocky build are the most obvious indicators of his human ancestry; otherwise, his facial features are clearly elven. He dresses in simple greens, blending with nature's shades, and shuns flashy adornments. He usually carries himself with an air of serenity, especially when in the sylvan settings where he is most comfortable.

Background: Jo Guilan grew up in a remote forest region. His mother,
herself an elven druid, trained him in druidic practices when he was a boy. He
has always had a reverence for nature. Once he learned that his part-human
ancestry would condemn him to a short life, he found his sense of community
with his natural environment comforting, as he found it identified him with
something more enduring. Now well-acquainted with the flora and fauna
indigenous to his home area, he has been advised by the druid elders to explore the endless varieties found in the wider world. He has therefore set out to travel, hoping to make friends with plants and animals of all exotic sorts.

In-game experiences: Jo's wanderings took him to Orussus, where he stopped for a meal at the Red Dragon Inn. While eating he was offered a deceptively simple-looking job as a courier; it took him to the docks, where he got roped into a distasteful little episode, ambushed by some goons on the way out who were convinced he was involved with the people he to whom he had delivered, and thrown semi-conscious into the water nearly to drown. Not surprisingly he has resolved never to return to Orussus.

XP history: 550 XP for A Tidy Profit

Last edited by orsal; 23rd June 2006 at 03:05 AM.. Reason: craft points
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Old 21st January 2004, 09:37 AM   #63 (permalink)
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Code:
Name: Atella
Class: Rogue
Race: Elf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: None currently

Str: 14 +2 ( 6p.)     Level: 1        XP: 0
Dex: 16 +3 ( 6p.)     BAB: +0         HP: 7 (1d6+1)
Con: 12 +1 ( 6p.)     Grapple: +2     Dmg Red: XX/XXXX
Int: 16 +3 (10p.)     Speed: 30'      Spell Res: 0
Wis: 10 +0 ( 2p.)     Init: +7        Spell Save: +0
Cha:  8 -1 ( 0p.)     ACP: -0         Spell Fail: 10%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: Leather         10    +2    +0    +3    +0    +0    +0    15
Touch: 13              Flatfooted: 12

                         Base   Mod  Misc  Total
Fort:                      0    +1          +1
Ref:                       2    +3          +5
Will:                      0    +0          +0

Weapon                  Attack   Damage     Critical
Longsword                 +2      1d8+2     19-20x2
Shortbow                  +3      1d6+0        20x3
Dagger                    +2      1d4+2     19-20x2

Languages: Common, Elven, Draconic, Goblin, Orc

Abilities: Trap Finding, Sneak Attack +1d6

Feats: Improved Initiative

Skill Points: 44       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Balance                    4    +3 Dex      +7
Decipher Script            4    +3 Int      +7
Disable Device             4    +3 Int      +7
Escape Artist              4    +3 Dex      +7
Hide                       4    +3 Dex      +7
Listen                     4    +2 Wis, Elf +6
Move Silently              4    +3 Dex      +7
Open Locks                 4    +3 Dex      +7
Search                     4    +5 Int, Elf +9
Spot                       4    +2 Wis, Elf +6
Tumble                     4    +3 Dex      +7

Equipment:               Cost  Weight
Leather Armor            10gp   15lb
Longsword                15gp    4lb
Shortbow                 30gp    2lb
Dagger                    2gp    1lb
Backpack                  2gp    2lb
 Rations                  5sp    1lb
 Bedroll                  1sp    5lb
 Sack                     1sp   .5lb
 Flint and Steel          1gp    -lb
 Thieve's Tools          30gp    1lb
 Hooded Lantern           7gp    2lb
 Oil x3                   3sp    3lb
Quiver with 20 arrows     1gp    3lb
Total Weight:39.5lb      Money: 8gp 0sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                58   116   175   350   875

Age: 110
Height: 5'6"
Weight: 110lb
Eyes: Deep Green
Hair: Black
Skin: Pale
Appearance: Atella wears nondescript grey, and is none too pleasant to look at. Not that he's grimacing or dirty or anything like that. He's just, well, kind of ugly. Well, not really ugly, just not too attractive. There's something about him that reminds you of an alley cat. Or maybe the rats that alley cats prey on. Nonetheless he seems goodhearted and trustworthy. Or at least hungry, which is sometimes just as good. He's not the wealthiest of fellows, you can see. He carries a shortbow, rapier, dagger, pack, and not much else. His grey leather armor is a little shabby, but well-kept. He moves with an agile grace, and is fairly well-muscled. Looks like he might be capable.

Background: Ever since he was a young child, Atella has been searching for something, only he doesn't know what it is. His search has taken him to many lands, even lands where elves seldom go. Many elves speak the languages of the kobolds, goblins and orcs, but Atella has learned to speak like a native. The only way an elf would get to speak those languages that well would be to spend a lot of time with native speakers. This is somewhat difficult for your average elf, as the native speakers usually only say short phrases like "Die, elf scum!", but Atella has somehow managed it, and looks none too worse for the wear.

Update - A Tidy Profit: Gained 48sp

Update - A Tidy Profit: With no reason to continue and every reason to leave, Atella leaves the city (thus retiring from Enworld), escaping the thugs and sailors who are trying to kill him.

Last edited by silentspace; 15th May 2004 at 02:29 AM..
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Old 22nd January 2004, 08:09 AM   #64 (permalink)
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character pimpin'

Name: Bohki
Class: evocationator!
Race: Gnome
Size: Small
Gender: Male
Alignment: Chaotic neutral
Deity: mostly the gods of the forest.

Str: 9 -1 ( 3p.) Level: 1 XP: 0
Dex: 12 +1 ( 4p.) BAB: +0 HP: 7 (1d4+3)
Con: 16 +3 ( 6p.) Grapple: +0 Dmg Red: XX/XXXX
Int: 17 +3 (13p.) Speed: 20' Spell Res: 0
Wis: 10 +0 ( 2p.) Init: +1 Spell Save: +0
Cha: 10 +0 ( 2p.) ACP: -0 Spell Fail: 0%

Base Armor Shld Dex Size Nat Misc Total
Armor: none 10 +0 +0 +1 +1 +0 +0 = 12
Touch: 11 Flatfooted: 11

Base Mod Misc Total
Fort: 0 +3 +3
Ref: 0 +1 +1
Will: 2 +0 +2

Melee attack bonus: 0
Ranged Attack Bonus : +2

Weapons Attack Damage Critical
3 Daggers 1 d3/d4 19+/X2
Club 1 d4/d6 X2
Light Cross Bow 1 d6/d8 19+/X2

Languages: Common, Gnome, Draconic, Elven, Goblin

Abilities:
Racial:
+1 size bonus to AC
+1 size bonus to attack
+2 save VS. Illusion
+1 DC for Illusion Spells
+1 Vs. Goblins and Kobolds
+4 Dodge AC VS. Giants etc.
+2 Listen Checks
+2 Craft (alchemy)
+4 Hide checks
1/day – Speak with Burrowing Animals
1/day – Dancing Lights
1/day – Ghost sound
1/day – Prededigitation
Low Light Vision – twice as far as humans
Lifting capacity is 3/4 of normal

Class : scribe scroll, summon famliar, +1 DC on evocation

Feats:
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or
use a spell-like ability while on the defensive or while you are grappling or
pinned.

Skill Points: 20 Max Ranks: 5/2.5
Skills Ranks Mod Misc Total
Climb 1 -1 0 0
Concentration 2 +3 0 5
Craft(alchemy) 1 +3 +2 5
Decipher Script 2 +3 0 5
Heal 1 0 0 1
Hide 0 +1 +4 5
Listen 0 0 +2 2
Knowledge (arcana) 4 +3 0 7
Knowledge (planes) 3 +3 0 6
Search 1 +3 0 4
Spellcraft 5 +3 0 8

Equipment: Cost Weight
Spell Book 15gp 3lbs
Spell Comp. Pouch 5gp 2lbs
Club 0 3lbs
Light Cross Bow 35gp 4lbs
20 Bolts 2gp 2lbs
3 daggers 6gp 3lbs
Backpack 2gp 2lbs
Blanket(winter) 5sp 3lbs
3 candles 3cp *
Scroll Case 1gp .5lb
Ink 8gp *
Ink pen 1sp *
10 sheets of paper 40sp *
2 belt pouches 2gp 1lb
7 days rations 35sp 7lbs
2 waterskins 2gp 8lbs
20 Tindertwigs 20gp *
Traveler’s outfit 1gp 5lbs


Total Weight: 43.5 lbs Money: ~10gp

Age: 38
Height: 3’2”"
Weight: 48lbs
Eyes: grey
Hair: bald
Skin: tan

SPELLS (+1 0n 1/2/3 level spells for int modifier)
Spells per day
0 – 3
1 – 3 (+1 for specialization/+1 for Int mod))
2 – 0
3 – 0
4 – 0
5 – 0
6 – 0
7 – 0
8 – 0
9 – 0

Spells known (no enchantment /necromancy)
0 level
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1 level (6)
Abjur
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Conj
Mage Armor: Gives subject +4 armor bonus.
Div
True Strike: +20 on your next attack roll.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

Background:
Bohki was a bit reclusive but his parents still loved him as a child. Most of the other gnome children often chided him or called him names when he was younger, so he tened to himself mostly. Most of this was due to the fact that he had no hair and was a bit wirey for a gnome. Gnomes are an accepting people, but there is always the games that children play on those that are not so much alike.
He had one or 2 friend growing up that he would pal around with, and he was very close to them for most of his childhood. His favorite of all was the village elder, who showed him grat magic which bohki tried to learn. Besides his friend, most of his time was spent in the forested hills where he lived, exploring the caves and the wooded areas around him.
When Bohki got closer to adulthood he felt that he needed to learn more about the world around him and the magical talents that he had picked up from the village elder. He set out to see what place a small gnome could find in the world around him to fit in. the thought of learning more about magic and other beings put hope and excitement into the heart of this brave, yet feeble little gnome.

Appearance:
Though rather tan and regular in appearance as far as gnomes go, Bohki is rather thin and bald. He wears a pair of knee high boots with brownish grey leggins and a matching tunic. On his back he wears a dark green cloak that represents the home that he comes from. He carries a backback and crossbow slung across his backas well. The backpack is made of the hide of some sort of forrest creature. Beaver or maybe deer as far as you can tell.
There are some pouches hanging off of the belt that is looped around his waiste. From the look of them they seem to have a bit of something in each one, though you are not sure what that could be besides money. You certainley don’t hear a lot of jingling going on when he walks. You can also see that bohki has a club, and when he strides a certain way you catch a glimps of a few daggers tucked away as well.
He seems a bit inquisitive about the world around him, and it seems a bit of a wonder that he has not been mugged and left to his death in an alley somewhere.Bohki is the kind that tends to keep to himself mostly because he is curious and often at study. never outspoken or a braggart, but willing to speak up when the situation demands it. He is also apt to take action if it is warrented.
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Last edited by Creamsteak; 9th February 2004 at 03:50 AM..
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Old 26th January 2004, 02:09 PM   #65 (permalink)
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Ghostknight Goblin Sharpshooter (Lvl 2)
Code:
Name:  Harwin Surefoot
Class:  Ranger
Race: Halfling
Size: Small
Gender: Male
Alignment: CG
Deity: Verdante

Str: 14 +2 (10p.)     Level: 2        XP: 2150
Dex: 16 +3 (6p.)      BAB: +2         HP: 14 (1d8+0)
Con: 10 +0 (2p.)      Grapple: 0     Dmg Red: 
Int: 10 +0 (2p.)      Speed: 20'      Spell Res: 
Wis: 14 +2 (6p.)      Init: +3        Spell Save: 
Cha: 12 +1 (4p.)      ACP: 0         Spell Fail: 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +3    +0    +3    +1    +0    +0    17
Touch: 14   Flatfooted: 14

                         Base   Mod  Misc             Total
Fort:                  3   +  1(Racial)         =  +4
Ref:                   3   +  1(Racial) +3(Dex) =  +7
Will:                  0   +  1(Racial) +2(Wis) =  +3

Weapon                  Attack                   Damage     Critical
Hand Axe   (small)           +7 (+2BAB +3 DEx +1 size +1Mwk)      1d4+2           x3
ShortSword (Small)           +7 (+2BAB +3 DEx +1 size+1Mwk)      1d4+2      19-20x2
Sling                        +7 (+2BAB +3 DEx +1 size +1 racial)      1d3             x2  
Light Crossbow                +6 (+2BAB +3 DEx+1 size) 1d6          19-20 x2

When dual wielding hand axe in primary hand
Hand Axe   (small)           +5 (+2BAB +3 Dex +1 size +1Mwk-2 dual wielding)      1d4+2           x3
ShortSword (Small)           +5 (+2BAB +3 Dex +1 size+1Mwk-2 dual wielding)      1d4+1      19-20x2

Languages: Common, Halfling

Abilities: 

+2 Racial Bonus on Climb, Jump, Move Silently
+1 racial bonus on saves
+2 Morale bonus on saves vs fear
+1 racial bonus attacks with thrown weapons and slings
+2 racial bonus on listen checks

Favoured enemy - Giants
Wild Empathy - Modifier +3

Feats: 
Track
Simple Weapons
Martial Weapons
Light Armor
Weapon Finesse
Combat style- two weapon fighting

Skill Points: 30       Max Ranks: 5/2
Skills                   Ranks  Mod  Misc           Total
Hide                         2    +3 (Dex) +4 size          +9
Jump                         2    +2 (Str) +2 (Racial)   +6
Heal                         1    +2 (Wis)               +3
Handle Animal                5    +1 (Cha)               +6
Move silently                2    +3 (Dex) +2 (Racial)   +7
Knowledge (Nature)           4                           +4
Ride                         3    +3 (Dex)               +6
Survival                     4    +2 (Wis)               +6
Search                       2                           +2
Swim                         2    +2 (Str)               +4
Climb                        3    +2 (Str) +2 (Racial)   +7

Equipment:               Cost  Weight (In Pounds)      Location
Studded Leather             175gp      10                    Worn
(Masterwork)
Short Sword (small)         310gp       1              Sheath on belt    
(Masterwork)
Hand Axe                     306gp       1.5                  on belt  
(Masterwork) 
Explorer's Outfit            0gp       0                    Worn
Backpack (Small)             2gp       0.5                  On back
Bedroll                      1gp       1.25           Tied to backpack
Candles * 5		     5cp       -                    Backpack
Flint and steel		     1gp       -                    Backpack
Rope, silk 50'              10gp       5              Tied to backpack
Sealing wax                  1gp       1                    Backpack
Signet ring                  5gp       -                    Worn 
Waterskin                    1gp       1                    Worn
Holy symbol, wooden          1gp       -                    worn
5 days trail rations        25sp       1.25                 Backpack
Climber's Kit               80gp       1.25                 Backpack


Total Weight:22.75lb      Money: 344gp 4sp 5cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:            43.5   87   131   262   655

Age: 26
Height: 3'4"
Weight: 28lb
Eyes: Black
Hair: Black
Skin: Tanned
Appearance: Harwin is not normal for a halfling. Positively skinny for a halfling he is also taller than most halflings. He is wearing dirty, grass and leaf stained clothes and armor. His hair is wild, tied back in a pony tail with loose hairs sprouting all over the place. He is skinny, the traditional stomach of the halfling non-existent. His face is heavily tanned, as are his hands. He wears soft brown boots, discoloured from rain and mud. From his belt hangs a small sword, in a green and brown sheath, on the other side a hand axe is looped through his belt.

Background: Son of a boring halfing family, Harwin started growing up as many other halflings do, surrounded by family with an overabundance of food and a sedentary lifestyle. In Harwin's case this meant three brothers, four sisters and anoverabundance of aunts, uncles, cousins and various other hanger ons to judge, teach, train, educate and overindulge him. Very little of what he learned had any bearing on life and was generally the stuff of erveryday life.

This changed when a group of giants started terrorising the settlement. Rather than face the decimation of the village or alternatively leaving their long established homes, the halflings paid tribute to the giants. Harwin and a band of friends thought this was wrong and, against the wishes of their parents and the village, went off to kill the giants. A short battle later and the giants were having halfing stew for dinner. Harwin had been thrown well clear of the battle by a glancing rock and was saved by a group of rangers that had come to clear the giants out.

Harwin returned home, but found he could no longer face the rest of the village. The looks from the family of those that had not returned was more than he could take so he left. Joining the rangers he apprenticed himself to the group, learning from them before he finally returned. This time he found he had changed too much, the village was too insular, too placid and he felt he needed to do something. He does not yet know what, but he is hoping that one day soon something will happen to show him the path fot his life to take. As for his family - they think he has gone mad and look forward to the day when he will return home and behave as a solid member of the family.

Adventure log:
In the Service of Orossus
Xp 2150
Gold 1000 plus some equipment (crossbow and bolts)- spent on masterwork weapons and armour- the rest is noted in money.

Last edited by Ghostknight; 24th January 2005 at 04:28 PM.. Reason: Corrections from review
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Old 28th January 2004, 07:06 AM   #66 (permalink)
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Skyman Goblin Sharpshooter (Lvl 2)
Code:
Name: Groggnir
Class: Barbarian
Race: Goblin
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: None

Str: 16 +3 (16p.)     Level: 1        XP: 0
Dex: 16 +3 (6p.)      BAB: +1         HP: 14 (1d12+2)
Con: 14 +2 (6p.)      Grapple: +0     Dmg Red: -/-
Int: 8  -1 (0p.)      Speed: 40'      Spell Res: -
Wis: 8  -1 (0p.)      Init: +3        Spell Save: +0
Cha: 8  -1 (2p.)      ACP: -1         Spell Fail: 15%

                          Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: Studded leather     10    +3    +0    +3    +1    +0    +0    17
Touch: 14                 Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                      2    +2          +4
Ref:                       0    +3          +3
Will:                      0    -1          -1

Weapon                  Attack   Damage   Critical
Greataxe                  +5     1d10+4      x3
Composite longbow         +5      1d6        x3

Languages: Common (illiterate), Goblin (illiterate)  

Abilities: -Small (+1 to hit and AC, +4 hide, -4 grapple)
-Goblin skill bonuses (+4 move silently and ride)
-Darkvision 60 ft
-Rage (1/day, 7 rounds, +4 str, +4 con, +2 will, -2 AC, fatigued for encounter after)
-Fast movement: +10 speed

Feats: Power attack (-1 on melee attack roll for +1 damage or +2 two-handed)

Skill Points: 12         Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Intimidate                 4    -1          +3
Survival                   4    -1          +3
Listen                     3    -1          +2
Handle animal              1    -1          +0

Equipment:               Cost   Weight
Greataxe                 20gp   6 lb
Composite longbow        100gp  1.5 lb
40 arrows                2gp    3 lb
Traveler's outfit        0gp    0 lb
Studded leather          25gp   10 lb  
Backpack                 2gp    1 lb
Waterskin                1gp    2 lb
4 days rations           2gp    2lb
Flint and Steel          1gp    -           
Total Weight:25.5lb      Money: 7gp 0sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                57    114   172   344   860

Age: 16
Height: 3'5"
Weight: 45lb
Eyes: Yellow
Hair: Black
Skin: Brownish red
Appearance: Groggnir is a heavily muscled goblin, tall for his species. He grins and laughs often, and has a voice that to a goblin is deep and booming but to a human is somewhat comic. He carries scratched and chipped equipment, a large axe and a bow on his back and studded leather armor. Like his brother he has brownish red skin and gleaming yellow eyes.

Background: Groggnir used to be a berserker in the forces of the nomadic Strongfoot goblins, while his stealthy brother Avlogg served as a scout. The tribe often plundered weak communities and scavenged abandoned camps for what its members needed.
Avlogg and Groggnir were quite close and got along well, despite the differences in their size and abilities. Also, Groggnir showed tremendous ferocity and courage in battle, and Avlogg, regardless of his tendency to move unseen, was not a coward in any sense. Indeed, Avlogg and Groggnir did not seem to possess any of the usual malice and sadism common in goblinoids.
Groggnir and Avlogg, who disliked the destructive nature of day-to-day goblin existence, began to plot how they would take over the leadership of the Strongfoot tribe (well, Avlogg did most of the plotting while Groggnir nodded and waited for a chance to fight something).
Avlogg began to discreetly contact some of the goblins who were friendly to the brothers. Unfortunately, both Groggnir and some of the supporters of the brothers' lacked Avlogg’s discretion, and rumours began to spread that Groggnir (who, because of his size and strength, had become the more prominent of the two brothers) was intending to oust the old tribe leaders and take over.
Knowing that the brothers possessed odd notions, such as trying to coexist relatively peacefully with those outside the tribe, the more powerful members of the tribe decided to eliminate this threat to their authority and way of life.
One day, while Avlogg was off well ahead of the tribe scouting, the leaders of the clan sent some of their men to take Groggnir captive. However, the ambush they laid for Groggnir failed, and the powerful goblin began to slay those who dared to attack him. As the sounds of battle rang through the goblin encampment, Groggnir’s supporters rushed to the aid of their leader, while the elder members of the tribe went to fight to protect their authority. Although Groggnir was strong and his supporters determined, without Avlogg there to give him wise counsel, Groggnir became overconfident and rushed into the fray, and was knocked unconscious and taken captive.
However, the battle lasted long enough that Avlogg began to return to the Strongfoot encampment, and heard the sounds of battle. He rushed to return, guessing the nature of the battle, but as he came nearer the sounds of battle ceased. Avlogg vanished into the trees, creeping nearer and wondering which side had emerged triumphant. He received his answer when he saw several goblins he knew to be supporters of the current leaders, out in the woods looking about, presumably for Avlogg. Alerted to the danger, Avlogg easily eluded the goblins out looking for him, while heading back towards the encampment, fearing for Groggnir’s life.
Lurking about the edges of the encampment, Avlogg learned that Groggnir had been taken prisoner and was to be sacrificed the next day. Retreating back into the forest for a time, Avlogg waited until nightfall.
When night came, Avlogg crept into the encampment and towards the small cave where he knew his brother was held captive. He was easily able to avoid being seen, and came upon the cave, where two large goblins stood watch. With the advantage of surprise on his side, Avlogg killed one guard before he even knew what was happening, and the other fell just as he raised his horn to his lips to wake the encampment. Avlogg went down into the cave and found the badly injured and drugged Groggnir there. Seeing that it was his brother and not his executioner who had come for him, Groggnir shook off his injuries and the two left the cave, with Groggnir taking some weapons and armour off the slain guards. The two were able to elude pursuit and wandered through the woods, deciding to head into ‘civilisation’ to see what wonders it might hold.
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Old 28th January 2004, 07:11 AM   #67 (permalink)
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Sleeping Dragon Goblin Sharpshooter (Lvl 2)
Code:
Name: Avlogg
Class: Ranger
Race: Goblin
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: None

Str: 12 +1 (6p. -2)   Level: 1        XP: 0
Dex: 18 +4 (10p. +2)  BAB: +1         HP: 8 (1d8+0)
Con: 10 +0 (2p.)      Grapple: -2     Dmg Red: 
Int: 12 +1 (4p.)      Speed: 30'      Spell Res: 
Wis: 14 +2 (6p.)      Init: +4        Spell Save: 
Cha: 08 -1 (2p. -2)   ACP: -0         Spell Fail: 

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +2    +X    +4    +1    +X    +X    17
Touch: 15 (+1 size, +4 Dex) Flatfooted: 13 (+1 size, +2 armour)

                         Base   Mod  Misc  Total
Fort:                      2    +0          +2
Ref:                       2    +4          +6
Will:                      0    +2          +2

Attacks:
Melee:  +3 (+1 base, +1 Strength, +1 size)
Ranged:  +6 (+1 base, +4 Dexterity, +1 size)
Grapple:  -2 (+1 base, +1 Strength, -4 size)

Weapon                  Attack   Damage     Critical
Composite longbow         +6     1d6        20x3
Longsword                 +3     1d6+1      19-20x2
Dagger (melee)            +3     1d3+1      19-20x2
Dagger (thrown)           +6     1d3+1      19-20x2

Languages: Common, Goblin, Orc

Abilities: Goblin traits (darkvision 60 ft, +4 on Move Silently and Ride),
Small (+1 to hit and AC, +4 to Hide, -4 on grapple), favoured enemy (humans
+2), wild empathy +0 

Feats: Track (bonus), Stealthy

Skill Points: 28     Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Hide                       4    +4    +6    +14
Move Silently              4    +4    +6    +14
Listen                     4    +2          +6
Spot                       4    +2          +6
Survival                   4    +2          +6
Climb                      4    +1          +5
Knowledge (nature)         4    +1          +5

Equipment:               Cost  Weight
Composite longbow        100gp  1.5lb
Longsword                15gp   2lb
Dagger                   1gp    .5lb
40 arrows                2gp    3lb
10 mw arrows             60gp   .75lb
Explorer’s outfit        0gp    0lb
Leather armour           10gp   5lb
Backpack                 2gp    1lb
Waterskin                1gp    2lb
4 days rations           2gp    2lb
Winter blanket           5sp    1.5lb
B]Total Weight:[/b]19.25lb    Money: 6gp 5sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               32.25 64.5  97.5  195   487.5

Age: 15
Height: 3'1
Weight: 40lb
Eyes: Yellow
Hair: Black
Skin: Brownish red
Appearance: To an observer - who would probably only see Avlogg if he wanted them to - Avlogg is a particularly small and lean goblin, with wolfish yellow eyes that gleam with awareness, a long face, and a few clumps of dark black hair. His hide is a red-brown colour, and his clothes are drab and dirty. His bow is never far from his hand, and he has two quivers of arrows, one at each hip. He keeps a sword slung across his back and a dagger hidden in his clothes.

Background: Avlogg is - or was - a member of the Strongfoot goblins, a small tribe of particularly craven goblins who roamed through the forests of Enworld, raiding small settlements and plundering abandoned orc and goblin holes for sustenance. From a very early age, Avlogg showed a skill for stealth that was unusually good even for a goblin. So Avlogg quickly became one of the tribe's scouts, ghosting ahead of them in the forests, looking for dangers to avoid and communities to plunder and rob.

While Avlogg soon became one of the tribe's most trusted and skilled scouts, his older brother Groggnir became one of its finest warriors. Avlogg and Groggnir were quite close and got along well, despite the differences in their size and abilities. Also, Groggnir showed tremendous ferocity and courage in battle, and Avlogg, regardless of his tendency to move unseen, was not a coward in any sense. Indeed, Avlogg and Groggnir did not seem to possess any of the usual malice and sadism common in goblinoids.

Needless to say, these unusual tendencies made some of the Strongfoot tribe treat the brothers with suspicion and contempt, though they kept the latter to themselves for fear of Groggnir's wrath. However, they also earned the respect and admiration of some of the younger members of the tribe. Groggnir and Avlogg, who disliked the destructive nature of day-to-day goblin existence, began to plot how they would take over the leadership of the Strongfoot tribe. Avlogg began to discreetly contact some of the goblins who were friendly to the brothers.

Unfortunately, both Groggnir and some of the supporters of the brothers' lacked Avlogg's discretion, and rumours began to spread that Groggnir (who, because of his size and strength, had become the more prominent of the two brothers) was intending to oust the old tribe leaders and take over. Knowing that the brothers possessed odd notions, such as trying to coexist relatively peacefully with those outside the tribe, the more powerful members of the tribe decided to eliminate this threat to their authority and way of life.

One day, while Avlogg was off well ahead of the tribe scouting, the leaders of the clan sent some of their men to take Groggnir captive. However, the ambush they laid for Groggnir failed, and the powerful goblin began to slay those who dared to attack him. As the sounds of battle rang through the goblin encampment, Groggnir's supporters rushed to the aid of their leader, while the elder members of the tribe went to fight to protect their authority. Although Groggnir was strong and his supporters determined, without Avlogg there to give him wise counsel, Groggnir became overconfident and rushed into the fray, and was knocked unconscious and taken captive.

However, the battle lasted long enough that Avlogg began to return to the Strongfoot encampment, and heard the sounds of battle. He rushed to return, guessing the nature of the battle, but as he came nearer the sounds of battle ceased. Avlogg vanished into the trees, creeping nearer and wondering which side had emerged triumphant. He received his answer when he saw several goblins he knew to be supporters of the current leaders, out in the woods looking about, presumably for Avlogg. Alerted to the danger, Avlogg easily eluded the goblins out looking for him, while heading back towards the encampment, fearing for Groggnir's life.

Lurking about the edges of the encampment, Avlogg learned that Groggnir had been taken prisoner and was to be sacrificed the next day. Retreating back into the forest for a time, Avlogg waited until nightfall.

When night came, Avlogg crept into the encampment and towards the small cave where he knew his brother was held captive. He was easily able to avoid being seen, and came upon the cave, where two large goblins stood watch. With the advantage of surprise on his side, Avlogg killed one guard before he even knew what was happening, and the other fell just as he raised his horn to his lips to wake the encampment. Avlogg went down into the cave and found the badly injured and drugged Groggnir there. Seeing that it was his brother and not his executioner who had come for him, Groggnir shook off his injuries and the two left the cave, with Groggnir taking some weapons and armour off the slain guards.

The two were able to elude pursuit and wandered through the woods, deciding to head into 'civilisation' to see what wonders it might hold.

Last edited by Creamsteak; 9th February 2004 at 03:48 AM..
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Old 9th February 2004, 02:41 AM   #68 (permalink)
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Aranel Goblin Sharpshooter (Lvl 2)
Code:
Name: Karith Avil Rey Celyn Erin Raulnor 'Karcer' for short.
Class: Barbarian
Race: Gnome
Size: Small
Gender: Female
Alignment: Chaotic Evil
Deity: ...-

Str: 14 +2 (16-2 10p.)    Level: 1        XP: 0
Dex: 14 +2 (6p.)          BAB: +1         HP: 14 (1d12+2)
Con: 14 +2 (12+2 4p.)     Grapple: -1     Dmg Red: -
Int: 10 +0 (2p.)          Speed: 25'      
Wis: 12 +1 (4p.)          Init: +2        
Cha: 12 +1 (4p.)          ACP: -5         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +5    +X    +2    +1    +X    +X    18
Touch: 13              Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                      2    +2          +4
Ref:                       0    +2          +2
Will:                      0    +1          +1

Weapon                  Attack   Damage     Critical
Dagger                     +4     1d4+2     19-20X2
Battle Axe (two handed)    +2     1d8+2     x3


Languages: Gnome Common (spoken only)

Abilities: +2 to Listen, +2 Alchemy, +2 vs Illusions +1 to atk vs goblinoids/kobolds, Low-light vision
+1 to AC (size) +1 to atk +4 to hide, +4 Dodge vs Giants. 1/day speak with animals, Dancing lights, ghost sound,
prestidigation, Rage 1/day, Fast movement

Feats: Power Attack

Skill Points: 16       Max Ranks: 1/3
Skills                   Ranks  Mod  Misc  Total
(Hide)                           +2   +4    +6*
Intimidate                  4    +2         +6
Jump                        4    +2         +6*
Listen                      4    +1   +2    +7
Survival             4    +1         +5

*ACP -5

Equipment:               Cost  Weight
Chainmail                    150gp    20lb
Explorers outfit             -gp    08lb
Dagger                        2gp    1lb
Battle Axe                    10gp    7lb
Backpack                      2gp    .5lb
-Bedroll                      1sp    .125lb
-WinterBlanket                5sp    .75lb
-Flint and Steel              1gp    -lb
-Hemp rope (50ft)              1gp    10lb
-WaterSkin                     1gp    -lb
-Whetstone                     2cp    -lb
-Thunderstone                  30gp    1lb
Total Weight:48.375lb      Money: 27gp 38sp XXcp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               43   87   131.25   262.5   656.25

Age: 43
Height: 3'5"
Weight: 47lb
Eyes: Overbright blue
Hair: silvery blonde
Skin: berry brown
Appearance:
There's something most definitly unsettling about this small female. Maybe her eyes, the overbright blue gleam that seems as though she's just on the edge of a mental breakthrough. Breakdown is probably closer to the truth.
Her silvery blonde hair is wild and badly kept. Not matted but as though brushing it becomes too much of an effort. Her skin is a healthy berry brown that seems to give her a strangely cheerful look.
Her clothes, have the same scruffy unkempt look as her hair, ragged at the edges and generally wild.
Occasionally one can glimpse the fact that the tip of her right ear is missing.

On the other hand, her weapons, armour and equipment are kept with extreme care, cherished almost. She wields an axe that certainly looks too large for her, in both hands, a Battle Axe in fact (Taken from the body of a victim). The edge gleams like her eyes.


Background/Personality: 'Karcer' as it's often easier to know her as, has come a long way looking for someone in particular. That someone had stolen her ear and all she'd got in return was a fistful of hair. Hardly a fair trade.
'Karcer' seems quite talkative and happy until someone offends or annoys her, or until she grows bored.
She will torture people out of curiosity for their reactions and will kill people without a second thought (if she feels like it).

Karcer seemed to have raised herself in the wilderness, a cast-out from her clan for being a 'disruptive influence' and as such long-ago learned to fend for herself. She made her way preying off travellers and anyone who strayed her way. A particular group of people strayed by and in the ensuing skirmish an Elf took off her ear.

The elf escaped and Karcer, furious, demanding vengence, or at least another ear, followed the survivor to the city where she became enamoured by the possabilities the place offered her...since then she has wandered into the Tavern...

PS: I guess all you people are afraid a CE will mess things up in your groups, I'm going to go with a certain type of character will be able to 'handle' or 'control' Karcer (A leader type or a strong personality...) so don't get all freaky, she wont randomly kill you all unless you piss her off. (haha) Guess I should be looking for an LE leader who needs a side-kick really huh, any volunteers? ^^
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Last edited by Aranel; 19th July 2004 at 01:20 PM.. Reason: Mistakes made in character creation
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Old 11th February 2004, 05:38 AM   #69 (permalink)
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Skyman Goblin Sharpshooter (Lvl 2)
Code:
Name: "Bungle" (real name Antonus Darin)
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: None in particular

Str: 16 +3 (10p.)     Level: 1        XP: 0
Dex: 14 +2 (6p.)      BAB: +1         HP: 12 (1d10+2)
Con: 14 +2 (6p.)      Grapple: +4     Dmg Red: -/-
Int: 14 +2 (6p.)      Speed: 30'      Spell Res: -
Wis: 10 +0 (2p.)      Init: +1        Spell Save: +0
Cha: 8  -1 (0p.)      ACP: -2         Spell Fail: 20%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: Chain shirt  10    +4    +0    +2    +0    +0    +0    16
Touch: 12              Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                      2    +2          +4
Ref:                       0    +2          +2
Will:                      0    +0          +0

Weapon                  Attack   Damage     Critical
Halberd                   +4     1d10+4     x3
Longbow                   +3     1d8        x3
Dagger (melee)            +4     1d4+3      19-20x2
Dagger (ranged)           +3     1d4+3      19-20x2

Languages: Common, Elven, Dwarven

Abilities: +1 skill point per level, any favored class.

Feats: Combat Expertise, Improved Trip, Power Attack.

Skill Points: 20       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Climb                      2    +3          +5
Craft (armorsmith)         4    +2          +6 
Craft (weaponsmith)        4    +2          +6
Handle Animal              4    -1          +3
Jump                       2    +3          +5
Ride                       4    +2          +6

Equipment:               Cost  Weight
Traveler's outfit        0gp    0lb
Chain shirt              100gp  25lb
Halberd                  10gp   12lb 
Dagger                   2gp    1lb
Longbow                  75gp   3lb
Quiver w/20 arrows       1gp    3lb
Backpack                 2gp    2lb
Belt pouch               1gp    .5lb
Bedroll                  1sp    5lb
Winter blanket           5sp    3lb
Flint and steel          1gp    0lb
Whetstone                2cp    1lb
Waterskin                1gp    4lb
4 days trail rations     5sp    4lb
Total Weight:73.5lb      Money: 45gp 8sp 8cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                76    153   230  460   1150

Age: 20
Height: 6'
Weight: 190lb
Eyes: Blue
Hair: Black
Skin: Tan
Appearance: Bungle always looks somewhat ragged, with stubble and mussed hair, though his equipment is always in good condition. Somehow, despite his heavily muscled physique and pristine armor and weapons, Bungle manages to seem insignificant. His shoulders slouch, he has a pained expression as if he's just caused some terrible accident, and he often looks down at his feet. His chest has a series of teardrops carved in scars along it.

Background: See attachment
Attached Files
File Type: txt bungle_background.txt (2.3 KB, 56 views)
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Old 17th February 2004, 12:46 AM   #70 (permalink)
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Mithreander Goblin Sharpshooter (Lvl 2)
Code:
Name: Thoria Stoneheart
Class: Deciple of Emanuel
Race: Dwarven
Size: Medium
Gender: Female
Alignment: Lawful Good
Deity: Emanual (Pelor)

Str: 14 +2 (6p.)     Level: 1        XP: 0
Dex: 8 -1 (0p.)     BAB: +0         HP: 14 (1d8+3+3)
Con: 16 +3 (6p.)     Grapple: +0     Dmg Red: n/a
Int: 10 +0 (2p.)     Speed: 20'      Spell Res: n/a
Wis: 14 +2 (6p.)     Init: +0        Spell Save: +n/a
Cha: 14 +2 (10p.)     ACP: -X         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +5    +2    -1    +0    +0    +0    16
Touch: 9              Flatfooted: 17

                         Base   Mod  Misc  Total
Fort:                      2    +3          +0	+5
Ref:                       0    -1          +0	-1
Will:                      2    +2          +0	+4

Weapon                  Attack   Damage     Critical
Heavy Mace                     +2    1d8+2     20x2

Languages: Common and Dwarven

Abilities: Turn undead 5/day

Feats: Toughness
Skill Points: XX       Max Ranks: X/X
Skills                   Ranks  Mod  Misc  Total
Healing                       2    +2          +4
Diplomacy                     4    +2          +6
Knowledge (Religion)          2    +0          +2

Equipment:               Cost  Weight
Scale Mail               50gp   30lb
Hvy. Wooden Sheild        7gp   10lb
Hvy. Mace                12gp    8lb
Holy Sybol                5gp    -lb
Total Weight:XXlb      Money: XXgp XXsp XXcp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:            58    116   175   350   875

Age: 47
Height: 3'9.5"
Weight: 104lb
Eyes: Blue
Hair: Blonde
Skin: Lightly Tanned
Appearance: THoria looks like your average dwarf: Metal scale, helmet, Hvy mace, sheild. SHe looks tough and likes it that way. THe only thing that marks her different is her attention to her hair, which she believes was a gift from Emanual, it's fine golden strands look like they should be on an elf rather then a dwarf. Her eyes, sparkling blue also contradict the normal gruff appearance of dwarves.

Background: Thoria was brought up under the leadership of the dwarven clan Stoneheart, and thus was trained as an ambasidor to the other races. She soon learned that her appearance and manner actually effected relations and so developed them. When the Call was heard by her, she answered and goined the clergy. She loved it and her god, Emanual (her personal name for Hyrag).
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Last edited by Mithreander; 11th March 2004 at 01:15 AM..
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Old 17th February 2004, 04:52 PM   #71 (permalink)
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Code:
Name: Irene
Class: Illusionist (Evocation, Necromancy banned)
Race: Halfling
Size: Small
Gender: Female
Alignment: CN
Deity: -

Str:  8 -1 ( 2p.)     Level: 4        XP: 6388
Dex: 16 +3 ( 6p.)     BAB: +2         HP: 17 (4d4+4)
Con: 12 +1 ( 4p.)     Grapple: -3     Dmg Red: -
Int: 17 +3 (10p.)     Speed: 20'      Spell Res: -
Wis: 10 +0 ( 2p.)     Init: +3        Spell Save: -
Cha: 14 +2 ( 6p.)     ACP: -X         Spell Fail: 0%

Stat increase: +1 Int (Lvl4)

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:         10      +0   +0    +3    +1    +0    +0    14
Touch: 14              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                 1     +1    +1    +3
Ref:                  1     +3    +1    +5
Will:                 4     +0    +1    +5

Weapon                  Attack   Damage     Critical
Light Crossbow (S)           +6     1d6+0      19-20x2
Dagger                       +2     1d3-1      19-20x2

Languages: 
1. Common
2. Halfling
3. Elven
4. Dwarven
5. Draconic


Abilities: 
1. Summon Familiar

Feats: 
1. Scribe Scroll
1. Eschew Materials
3. Spell Focus (Illusion)

Skill Points: 35     Max Ranks: 7/3.5
Skills                   Ranks  Mod  Misc  Total
Knowledge (Arcana)           7    +3          +10
Spellcraft                   7    +3   +2     +12 (+2 Illusion, -5 Evocation/Necromancy)
Bluff (cc)                   3.5  +2          +5
Sleight of Hand (cc)         2    +3          +5
Search (cc)		     2    +3	      +5
Concentration		     4    +1          +5
Diplomacy (cc)               1    +2          +3   

Equipment:               Cost  Weight
Light Crossbow              35gp     4lb
Bolts [20]                   2gp     2lb
Dagger                       2gp     1lb

Spellbook		    15gp     3lb (free)
Spell component pouch	     5gp     2lb

Scholar's outfit	     5gp   1.5lb
Backpack		     2gp    .5lb
Bedroll                      1sp  1.25lb
Waterskin		     1gp     1lb
Scroll Case                  1gp    .5lb
Flint & Steel                1gp     -
Candle (10)                  1sp     -
Mirror, Steel	            10gp    .5lb
4 days Food	             2gp     1lb	     

Pony (Orion)                30gp
Riding Sadle                10gp    30lb
Saddlebags	             4gp     8lb
4 days Feed		     2gp    40lb

Total Weight:18.25lb      Money: 12gp 4sp 5cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:           19.5  39.75   60   120   240

Spells Known:
0: All
1: Mage Armor, Sleep, Charm Person, Color Spray. Disguise Self, Expeditious Retreat, Shield, Silent Image
2: Invisibility, Spider Climb, Acid Arrow, Mirror Image

Spells Prepared:
0 (4+1): Read Magic, Detect Magic, Detect Magic, Prestidigitation, Ghost Sound
1 (4+1): Mage Armor, Sleep, Charm Person, Color Spray, Color Spray
2 (3+1): Acid Arrow, Acid Arrow, Mirror Image, Invisibility
Spell DC: 10 + 3 (int) + Spell Level, +1 on Illusion spells (Spell Focus)


Age: 31
Height: 2'10"
Weight: 29lb
Eyes: Green
Hair: Black
Skin: Tanned/Brownish
Appearance: Irene is very short, even for a halfling. Her hair just would touch her shoulders if it was straight, but curls to her cheeks a bit at the end. Her skin looks like gold when reflecting the sunlight, her clothes not obstructing this sight. Irene wants to be the center of attention and makes up for her lack of height with lots of speech.

Background: Irene has studied the craft of Magic ever since she was a child, at least that is what she tells people. The real story is that she couldn't keep her hands of the shiny valuables in the School of Magic, and thus was banned from further education. Still, Irene didn't give up and found herself a tutor, someone who was experienced in the art of illusion and tricks. He was very wealthy, which Irene liked, and his stories about how he tricked great enemies, conned the best merchants and stole the greatest goods inspired her to do the same.

With her desire to enrich herself, both with valuables and power, Irene took the mission to collect goblin ears in Monemvassia, a city having loads of trouble with the creatures. After some searching Irene and her group discover a much bigger plot involving the Monemvassia Thieves Guild! And with that, Irene discovers people can turn out to be rather different than they seem, as Jezibel, a girl they met and who seemed friendly, backstabs her and puts Irene in a very dangerous situation. Luckily for the small halfling, her cleverness and some assistance from her friends prove to be sufficient to escape from the clutches of Jezibel, however they cannot stop the girl and her companions from raiding Tensil's Warehouse. It takes a turn for the worse when Kim Tensil, their employer, is arrested for stealing silver, which was planted during the raid. Irene and her friends agree to clear Kim's name, but not without reinforcements.

Returning to Monemvassia, this time with double the number of people, the group sets out to locate the goblin headquarter. To clear Kim's name they decide to locate the rest of the stolen silver, and at the same time dealing with more goblins. Irene has a personal goal though: get even with Jezibel. The headquarter is located, and battle rages, when Irene sees the perfect moment to sneak out and track down Jezibel, only to be caught and locked up once again. However this time she is reunited with her friends much faster, and as a group they chase down Jezibel, with the capturing of the girl as result. Sneaky as she is, Jezibel escapes Irene's grasp, and Irene follows the human girl away from the group, where she evaluates her goal: getting even with Jezibel. A failed assassination however ends that thought for now, as Jezibel rides off, leaving Irene far away from her group of friends.


Adventure History:
Irene has participated in "Goblin Ears and the MTG", where she received 1825xp and 17gp, 6 sp & 5 cp.
Irene has also taken part in "M2: The Search for Goblin HQ ", and after the Goblin Fort she received 1675xp.
In the continued adventure, Irene received 2888xp, but missed out on any loot.

Last edited by Venus; 4th July 2006 at 12:10 AM.. Reason: Update lvl 4, small mistake correction/clarification
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Old 8th March 2004, 08:10 AM   #72 (permalink)
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Steve Jung Goblin Sharpshooter (Lvl 2)
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Charlarn of Phyrah

Code:
Name: Charlarn
Class: Cleric/Ranger
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Phyrah

Str: 14(12) +2(+1) (04p.)  Level: 7/2      XP: 38895
Dex: 14     +2     (06p.)  BAB: +7/+2      HP: 56 (9d8+0)
Con: 10     +0     (02p.)  Grapple: +9/+4  Dmg Red: -/-
Int: 10     +0     (02p.)  Speed: 30'      Spell Res: -
Wis: 19*    +4     (10p.)  Init: +2        Spell Save: +4
Cha: 14     +2     (06p.)  ACP: -1         Spell Fail: -%
                      Craft Points: 8650
*includes a +1 inherent bonus to Wisdom

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +5    +2    +2    +0    +1    +1    21
Touch: 13              Flatfooted: 19
Charlarn gains an additional +1 dodge bonus to AC from Dodge feat against
one opponent

                      Base   Mod  Misc  Total
Fort:                   8    +0          +8
Ref:                    5    +2          +7
Will:                   5    +4          +9

Weapon                     Attack  Damage     Critical
Goruksblain (+2 warhammer) +11/+6  1d8+4        20/x3
Trident                     +4/-1  1d8+2        20/x2
Crossbow, light             +9     1d8+0     19-20/x2
Goruksblain (primary)       +9/+4  1d8+4        20/x3
Trident (primary)           +0/-5  1d8+2        20/x2
Shield, light (secondary)   +7     1d3+1        20/x2

Languages: Celestial, Common

Abilities: Turn undead (Su)--5/day, +4 turn check, +9 damage
Favored enemy I (Ex)--Humanoid (goblinoid) +2
Wild Empathy (Ex)--+4
Combat Style (Ex)--two-weapon combat

Feats: Brew Potion, Dodge, Improved Shield Bash, Quick Draw, Scribe
Scroll, Track, Two-Weapon Fighting.

Skill Points: 44       Max Ranks: 12/6
Skills                         Ranks  Mod  Misc   Total
Bluff                           0    +2    -3*    -1
Concentration                   3    +0           +3
Diplomacy                       0    +2    -3*    -1
Disguise                        0    +2    -3*    -1
Gather Information              0    +2    -3*    -1
Heal                            7    +4    +2    +13
Intimidate                      0    +2    -3*    -1
Knowledge (nature)**            3    +0    +2     +5
Knowledge (religion)            7    +0           +7
Perform (wind) (cc)             3    +2    -3*    +2
Ride                            1    +2           +3
Speak Language (Celestial) (cc) 1    --           -- 
Spellcraft                      5    +0           +5
Survival                        9    +4          +13
* Goruksblain
** 1 rank was bought cross-class

Equipment:                             Cost  Weight
Amulet of natural armor +1              0gp    0lb
Handy haversack                         0gp    5lb             
Goruksblain (+2 warhammer)              0gp    5lb
Trident                                 0gp    4lb    in haversack
Crossbow, light                        35gp    4lb
 Bolts, crossbow (4)                    1gp    0.4lb
Chain shirt +1                          0gp   25lb
Shield +1, light steel               1159gp    6lb
Gauntlets of ogre power              4000gp    4lb
Ring of protection +1                2000gp    0lb
Silver holy symbol                      1gp    1lb
Spell component pouch                   5gp    2lb
Healer's kit (7 uses)                  50gp    1lb    in haversack
Healer's kit (10 uses)                 50gp    1lb    in haversack
Case, scroll                            1gp    0.5lb    in haversack   
 Scroll of cure lt. wds. (x5)        62.5gp    0lb
 Scroll of dismissal                  0gp      0lb
 Scroll of invisiblity purge        375gp      0lb
 Scroll of remove curse             375gp      0lb
 Scroll of gentle repose            150gp      0lb
Backpack                                2gp    2lb
Pouch, belt                             1gp    0.5lb
Bedroll                                 1sp    5lb    in haversack
Explorer's outfit (worn)                0gp    0lb
Cleric's vestments                      5gp    6lb    in haversack
Winter blanket                          5sp    3lb    in haversack
Panpipes, common                        5gp    3lb    in haversack
Sack                                    1sp    0.5lb
Rations, trail (17 days)               11.5gp 17lb    in haversack
Waterskin                               1gp    4lb    in haversack
Rope, silk (45 ft.)                    10gp    5lb    in haversack
Flint and steel                         1gp    0lb
Sunrod (5)                             10gp    5lb    in haversack
Chalk, 1 piece                          1cp    0lb
Candle (5)                              5cp    0lb    in haversack
Ink pen                                 1sp    0lb    in haversack
Ink (1 oz. vial) (2)                   16gp    0lb    in haversack
Parchment (8 sheets)                    2gp    0lb    in haversack
Notes (2 sheets)                        0gp    0lb    in haversack
Manacles                                0gp    2lb    in haversack
oil of magic weapon (x2)               50gp    0.2lb
potion of cure moderate wounds (3)      0gp    0.3lb    in haversack
potion of resist energy (fire) 10 (4) 300gp    0.4lb    in haversack
wand of cure light wounds              50gp    0.1lb
light horse                            75gp
riding saddle                          10gp   25lb    on light horse
bit and bridle                          2gp    1lb    on light horse

Total Weight: 55.7lb      Money: 1674gp  16sp  9cp
Weight in haversack: 56.9lb

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                58   116   175   350   875

Age: 23
Height: 5'10"
Weight: 168lb
Eyes: Green
Hair: Brown
Skin: Tanned

Cleric Spells Prepared (6/5+1/4+1/3+1/2+1: save DC 14 + level):
0-create water (2), detect magic (2), guidance, mending;
1-bless, divine favor, entropic shield (2), remove fear, sanctuary*;
2-hold person, make whole, status, shield other*, summon monster II.
3-dispel magic, fly*, magic circle against evil, magic vestment.
4-dimension door*, dimensional anchor, divine power
*Domain spell. Domains: Protection (Charlarn can generate a protective ward
as a supernatural ability. Grant someone he touches a +7 resistance bonus
on her next saving throw. Activating this power is a standard action. The
protective ward is an abjuration effect with a duration of 1 hour that is
usable once per day.), Travel (For a total time per day of 7 rounds,
Charlarn can act normally regardless of magical effects that impede movement
as if affected by the spell freedom of movement. This effect occurs auto-
matically as soon as it applies, lasts until it runs out or is no longer
needed, and can operate multiple times per day (up to 7 rounds). This
granted power is a supernatural ability. Add Survival to his list of cleric
class skills.
Appearance: Charlarn is of average height and weight for a human. He likes to keep his brown hair short for ease of maintenance, but it tends to get long when he has been in the wilderness for awhile. His dully colored clothes and equipment are kept in good repair via mending spells.

Background: Constantly restless, he is eager to learn new things and meet new people. When Charlarn is seated, his left leg bounces, unless he's playing his panpipes. His attention wanders, not usually focusing on any particular thing. (hence, no Concentration skill) He likes to be prepared for most eventualities, therefore he tends to overload his pack. The protection of travelers in wilderness areas is his primary concern. Those he meets on the road are given a quick blessing from Phyrah.

Items Made:
Scroll of cure light wounds (x2), caster level 1: 25 gp, 3 xp
Scroll of cure light wounds (x5), caster level 1: 62.5 gp, 5 xp, 10 craft points
Potion of cure moderate wounds: 150 gp, 12 xp, 30 craft points
Scroll of cure light wounds (x5), caster level 1: 62.5 gp, 5 xp, 10 craft points
Potion of cure light wounds, caster level 1 (x6): 150 gp, 12 xp, 30 craft points
Potion of cure light wounds, caster level 1 (x2): 50 gp, 4 xp, 10 craft points
Oil of magic weapon, caster level 1 (x2): 50 gp, 4 xp, 10 craft points

Items Used:
Ignatious & Sara's Wand of cure light wounds (4 charges, 1 charge, 5 charges, 1 charge, 6 charges, 8 charges, 1 charge, 23 charges.
Charlarn's wand of cure light wounds (1 charge, 2 charges, 8 charges)

Adventures:
M1: Goblin Ears and the MTG by Manzanita with Irene, Tenebrynn, and Nurlan. 1925 XP and 17 gp, 6 sp, 5 cp.
M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 1889 XP.
M2: The Search for Goblin HQ by Manzanita with Irene, Tenebrynn, Nurlan, Tor, Somac, Rinaldo, and Ashnar. 2,888 XP and 704 gp, 3 sp.
Attack on the Bandit Camp by Patlin with Tenebrynn, Rinaldo, Ashnar, Sara, Ignatious, and Dioran. 1,400 XP and 762 gp, 5 sp.
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 1,370 XP.
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 2,480 XP. post lost in the server crash
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP post lost in the server crash
A Clash of Earth and Sea by Patlin with Zack Grimm, Sara, Ducane Grimm, and Ignatious. 925 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Planus, Jack, Opale, and Ignatious. 750 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Ignatious, Opale, and Jack. [url=http://www.enworld.org/forum/showpost.php?p=3052305&postcount=957]1,500 XP
A Clash of Earth and Sea by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,779 XP
A Clash of Earth and Sea, Part II by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,543 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 2,950 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,225 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 250 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,458 XP and a potion of cure moderate wounds, magic chainmail, and a magic morningstar.
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 3,483 XP
Heroes Must Rise! by Patlin with Ducane Grimm, Zack Grimm, Planus, Jack, Opale, and Ignatious. 1,600 XP, +1 inherent bonus to Wisdom, a chain shirt +1, a scroll of dismissal, 2,098 gp, and 6 sp.
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 9,000 gp
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 6,600 XP
Siege in the Stonepike Mountains with Ignatious, Planus, and Zaeryl. 1,600 XP

Last edited by Steve Jung; 13th May 2009 at 07:36 AM.. Reason: wand charges
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Old 8th March 2004, 08:28 PM   #73 (permalink)
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Fangor the Fierce

Code:
Name: Fangor the Fierce
Class: Fighter
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: None

Str: 16 +3 (10p.)    Level: 1        XP: 0
Dex: 14 +2 (6p.)     BAB: +1         HP: 13 (1d10+3)
Con: 16 +3 (6p.)     Grapple: +4     Dmg Red: 0/0
Int: 10 +0 (2p.)     Speed: 20'      Spell Res: 0
Wis: 10 +0 (2p.)     Init: +6        Spell Save: +2
Cha: 10 +0 (4p.)     ACP: -6         Spell Fail: 40%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +2    +2    +0    +0    +0    18
Touch: 12              Flatfooted: 16

                         Base   Mod  Misc  Total
Fort:                      2    +3          +5
Ref:                       0    +2          +2
Will:                      0    +0          +0

Weapon                  Attack   Damage     Critical
Dwarven Waraxe            +5     1d10+3          x3
Hammer                    +4     1d4+3           x2
  Thrown  20'             +3     1d4+3           x2
Dagger                    +4     1d4+3      19-20x2
  Thrown  10'             +4     1d4+3      19-20x2
Shortbow
  Bolts [20] 80'          +3     1d6             x3


Languages: Dwarven, Commom

Abilities: No Encumberance for Medium or Heavy Loads, Darkvision 60', 
Weapon Familiarity Dwarven Waraxe, Urgosh (Treat as Martial Weapons), 
Stonecunning (+2 to Search - Stone), Stability (+4 Save on Bull Rush or 
Trip), +2 Save against Poison and Spells, +1 Attack Bonus against 
Oorc/Goblin, +4 Dodge against Giants, +2 Appraise Stone /Metal, +2 Craft 
Stone/Metal


Feats: Weapon Focus Dwarven Waraxe, Improved Initiative

Skill Points: 8        Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Climb                      4    +4    -6    +2
Craft                      0    +0    +2    +2
Handle Animal              0    +0          +0
Intimidate                 0    +0          +0
Jump                       4    +4    -6    +2
Ride                       0    +2          +2
Swim                       0    +4    -12   -8


Equipment:               Cost  Weight
Dwarven Waraxe           30gp    8lb
Dagger                    2gp    1lb
Light Hammer [2]          2gp    4lb
Light Crossbow           35gp    4lb
Bolts [20]                2gp    2lb
Scale Mail               50gp   30lb
Explorer's outfit         N/A    N/A
Heavy Steel Shield       20gp   45lb
Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Piece of chalk            1cp    N/A
Flint and steel           1gp    N/A
Trail rations [8]         4gp    8lb
50' silk rope            10gp    5lb
Grappling hook            1gp    4lb
Signal whistle            8sp    N/A
Small steel mirror       10gp  0.5lb
Sunrod [4]                8gp    4lb
Waterskin                 1gp    4lb
Whetstone                 2cp    1lb
Winter Blanket            5sp    3lb
Bottle of Wine [2]        4gp    N/A
Crowbar                   2gp    5lb
Sack [Empty]              1sp  0.5lb
Flask [Empty]             3cp  1.5lb 
Belt Pouch                1gp  0.5lb
Caltrops [2]              2gp    4lb
Money                     N/A    N/A



Total Weight:142lb      Money: 51gp  5sp  4cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               100   200   300   600   1500

Age: 54
Height: 4'3"
Weight: 196lb
Eyes: Green
Hair: Orange
Skin: Tanned and Tattooed
Appearance: Fangor has tanned skin, from his travelling of the roads. His hair is usually braided in large matts and tied behind his neck to keep it out of his eyes in battle. He ran into a drifter a while back and paid some services to have his body tattooed with warding sysmbols. They are dark purple from the rare berries that were used. They cover his arms, chest, neck and back and he is proud of their symbolism. To him, they mark his manhood and solitude. He wields a family owned Dwarven Waraxe that bears his family symbol on the shaft.

Background: Fangor is a wanderer. His homeland is only a vague memory in his mind, as he has travelled many miles to seek an adventure to master his skills. He was born in a small village that escapes his memories. He remembers his mother and her hearty laughter. But that is all. He is out to gain experience in battle, as he is on a quest for vengeance. His villlage was raided and razed, and he lost all of his family. Little is known of this, and all he remembers is that a hooded figure stood before his mother when she died. The hooded figure was a tall, slender being, with a scarlet ring on his left hand. He also had 6 fingers on this hand and that is what he seeks out. The 6 fingered hooded figure, to right all wrongs done against him. He is untrusting at times, unless you prove yourself in battle. With the loss of his family and his upbringing by local rangers, he has not grown to hate all Orc and Goblin as other Dwarfs. He still gets his bonus to attack them, but if they prove worthy, he will accompany them. He is not very well battle schooled, but he is eager to prove himself when the time arises. His growing thirst for wine has always drawn others to him, as he can sure put some fine ale away easily.

Last edited by Fangor the Fierce; 10th March 2004 at 04:26 PM..
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Old 16th March 2004, 07:16 AM   #74 (permalink)
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orsal Goblin Sharpshooter (Lvl 2)
Sir Nurlan, human bard, singer extraordinaire, and Knight of Monemvassia

Code:
Name: Sir Nurlan, sometimes known as Nurlan Naibi
Class: Bard 5 / Fighter 1
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: None
 
Str: 14 +2 (6p)		Level: 6	XP: 17,468
Dex: 12 +1 (4p)		BAB: +4		HP: 31 (5d6+1d10)
Con: 10 +0 (2p)		Grapple: +6	CP: 3150
Int: 14 +2 (6p)		Speed: 30' on foot, 40' mounted 
Wis: 10 +0 (2p)		Init: +1 
Cha: 17 +3 (10p)	ACP: 0 
Note: includes +1 Cha at level 4
Charisma is 19 when wearing Ferdinand's Cloak
 
	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+4	+0	+1	+0	+0	(+4 CE)	15 
With Combat Expertise: 19
Touch: 11 (15 with Combat Expertise) 
Flatfooted: 14
 
	Base	Mod	Misc	Total
Fort:	+3	+0	.	+3
Ref: 	 +4	+1	.	+5
Will:	 +4	+0	.	+4
 
Weapon		 Attack Damage	Critical
MW scimitar	 +7	1d6+2	18/x2
MW longspear	 +7	1d8+3	20/x3
Composite longbow +5	1d8+2	20/x3
* NB: if using Combat Expertise, subtract 4 from attack bonus
 
Languages: Common, Draconic, Giant, Gnome, Elven, Halfling, Goblin, Celestial
(1 native, 2 intelligence, 5 skill ranks)
 
Abilities: Bardic Knowledge +7
Bardic Music (5/day):
countersong (up to 30', 10 rounds)
fascinate (up to 90')
inspire courage (+1 morale to attack, damage, saves vs. charm/fear)
inspire competence (+2 to skills)
 
Feats: Combat Expertise, Improved Disarm, Improved Feint, Rapid Reload, Stealthy
 
Skill Points: 77 Max Ranks: 9/4.5
Skills		Ranks	Mod	Misc	Total
Balance		 2	+1	+2	+5	(1 rank cc)
Bluff		 5	+3	.	+8    (+9 if wearing cloak)
Decipher Script 8	+2	.	+10
Diplomacy	4	+3	+2	+9    (+10 if wearing cloak)
Disguise	 2	+3	(+2)	+5	(+7 if check made for acting in character, +6/+8 if wearing cloak)
Hide		 2	+1	+2	+5
Intimidate	0	+3	+2	+5    (+6 if wearing cloak)
Jump		 2	+2	+2	+6
Knowledge(arcana) 7	+2	.	+9
Knowledge(religion) 1	+2	.	+3	(1 rank cc)
Move Silently 	 2	+1	+2	+5
Perform (song) 	 9	+3	.	+12    (+13 if wearing cloak)
Ride		 1	+1	.	+2	(not cc)
Sleight of Hand	8	+1	+2	+11
Speak Language	5 (see above for list)
Spellcraft	 1	+2	+2(4)	+5	(+7 deciphering spells on scrolls)
Swim		 1	+2	.	+3
Tumble		 5	+1	.	+6
Use Magic Device 8	+3	(+2)	+11	(+13 if related to scrolls, +12/+14 if wearing cloak)
Use Rope (cc)	1	+1	.	+2
Synergy notes:
Knowledge (arcana) gives +2 to all Spellcraft checks
Use Magic Device gives +2 to Spellcraft checks to decipher spells on scrolls
Decipher Script gives +2 to Use Magic Device checks involving scrolls
Bluff gives +2 to Diplomacy, Intimidate, Sleight of Hand, and to Disguise checks for acting in character, 
Tumble gives +2 to Jump and Balance checks
 
Equipment: 		Cost	Weight
Mithril chain shirt 	1100 gp 10 lb
Explorers' outfit	10 gp	--
Necklace of fireballs 1500 gp -- (5d6, 3d6, 2d6 spheres)
MW scimitar		 --	4 lb
MW longspear		 305 gp	9 lb
Comp longbow, +2 STR	300 gp	3 lb
10' pole		2 sp	8 lb

Backpack		2 gp	2 lb
Entertainer's outfit	--	4 lb
Ferdinand's cloak(*2)	--	--
20 arrows		1 gp	3 lb
Spell pouch		5 gp	2 lb
Wand of cure light wounds 750 gp    --    (50 charges)

Light warhorse		--	--
Saddle			 --	30 lb
Bridle			--	1 lb
Leather barding		--	30 lb
Saddle bags		--	8 lb
Tent			 10 gp	20 lb
Bedroll			1 sp	5 lb
Antitoxin                50 gp    --
Tindertwig		1 gp	--
Caltrops                1 gp    2 lb
Grappling hook		1 sp	2 lb
Ink (1 oz)		8 gp	--
Inkpen			 1 sp	--
Paper (5 sheets)	2 gp	--
Bullseye lantern	12 gp	3 lb
Silk rope (50')		10 gp	5 lb
Signal whistle		8 sp	--
Signet ring		5 gp	--
Smokestick		20 gp	0.5 lb
Soap			 5 sp	1 lb
Tanglefoot bag        50 gp    4 lb
Torch 			1 cp	1 lb
Trail rations (1 day)	 1.5 gp	1 lb
Potion: cat's grace    --    --
Potion: invisibility   300 gp    --

at the amphitheatre:
Adamantine dagger        --    1 lb    (symbol of Monemvassian knighthood)

(*2) a purple +2 cloak of charisma monogrammed with the initials FAJ,
originally created 100 years ago for Ferdinand Ajax Jara of Monemvassia
 
Money: 3262.68 gp
- With Nurlan: 118 PP, 130 GP, 24 SP, 28 CP 
- At the amphitheatre: 2600 GP
 
Total weight including backpack: 45 lb (light)
Total weight on horse: 113.5 lb 
Nurlan's weight: 202.5 lb
Total weight mounted: 361 lb (40' speed)
 
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
 
Bard Spells: 
Level 0: 6 spells known, 3 per day, DC 13
daze, flare, light, open/close, resistance, message, mending
Level 1: 4 spells known, 4 per day, DC 14
remove fear, charm person, expeditious retreat, feather fall
Level 2: 3 spells known, 2 per day, DC 15
invisibility, suggestion, animal messenger
 
Mount: light warhorse "Lordy"
equipment: saddle, bridle, leather barding 
(gift from Kim Tensil, Nurlan's employer during part of adventures M1 and M2)
Details: 
Spoiler:
Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 16 (-1 size, +1 Dex, +4 natural, +2 barding), touch 10, flat-footed 15 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run
Description: Nurlan is tall (6') and heavyset (about 200 lb), with dark brown skin. He speaks with a self-assured manner and sings in a clear, deep bass voice. And yes, he sings. Often. He's acquired an extensive repertoire of songs from a wide range of cultures, and will come up with one appropriate to just about every occasion.

Background: Nurlan grew up an orphan on the streets of the great imperial capital of Lhondaio. While begging he was befriended by a travelling minstrel, Shkarna, whose stories, songs and travelling experiences fascinated the boy. The minstrel, recognizing in young Nurlan the soul of a travelling entertainer, invited him to join him, along the way teaching him to sing, to read, etiquette, much lore, and a number of other life skills. For years they travelled all over the empire, singing and playing for their livelihood; along the way, Nurlan learned some fighting techniques as well as studying lore, languages, and arcana. Now a grown man, Nurlan wants to learn more lore and more songs from the wider world. He has therefore struck out on his own.

In-game history: Although he often says he's more one to sing of heroism than to perform it, Nurlan has gotten pulled into some exciting, and harrowing, adventures. While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. He attracted the attention of royal advisors, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. However, in the final battle with the pretender, Nurlan himself was killed. Although he was raised to life again, the experience jolted him back from dangerous pursuits. For a while, he spent more time with his music, travelling the world, singing for anyone who will listen, learning more songs, hoping to find musicians to play with him, and -- when in Monemvassia -- running his new property, Irene's Amphitheatre (see below).

He did, however, get pulled back into adventuring when the alarm was raised about the cult of the infamous lichwyrm and the threat of its return. He attended an ad-hoc council where he was assigned to lead the expedition for the Tempest Shard, one of seven pieces of the lichwyrm's phylactery. After some time travelling the Lands of Air in vain, his group accepted their failure, and returned to the Central Lands emptyhanded.

Irene's Amphitheatre: As a reward or his service to the Crown, Nurlan was knighted, and granted an estate. He took it in the form of an amphitheatre outside the city where he can hold concerts and festivals. It is a spartan place, as he intends the music to be the main attraction. He intends to reopen it with a festival open to all musicians and music-lovers. It is named for an early adventuring companion, a halfling wizard who had charmed him with her sycophancy the first time he sang for her, but who did not return with the rest of them from the battle with Jezibel. (She did eventually make it back, but Nurlan does not know this.)
details of Monemvassian estates
From this post:
Monemvassian Estates
Description: You have been granted land or other estates by the Monemvassian crown. No matter what these are, you earn some money out of it. A Monemvassian knighthood cannot
Requirements: Monemvassian knighthood (granted by the crown only), Estates in Monemvassia worth at least 500gp.
Income: Every week, even when not actively attended, the character earns 1% of the estates value. When attended (ie a character is not on an adventure or on another job), the income is 1.5%.


experience history:

1925 from M1: Goblin Ears and the MTG
1889+2888 from M2: In Search of Goblin HQ
700]+3540+863 from M3: Assassins' Knot
1497 + 1195 and counting from M4: Under the Volcano
Reset to 12,500 total as a result of being raised from the dead
2368 from the conclusion of M4: Under the Volcano
2600 from Tempest Fugit


accounting records

17.65 gp from M1: Goblin Ears and the MTG
17 sp given away during M2: In Search of Goblin HQ
4299.01 gp (in addition to potion and scimitar) from M3: Assassins' Knot
1763.03 GP plus a new wand of Cure Light Wounds from M4: Under the Volcano
30 GP "commission" from Ironwolf.
Amphitheatre income (15 GP/RL week when not on an adventure, 10 GP/RL week when on an adventure, beginning 1 Oct 2006.):
1 Oct 2006 -- 1 Dec 2007: 15 GP/week x 61 weeks = 915 GP
2 Dec 2007 -- 15 Nov 2008: 10 GP/week x 50 weeks = 500 GP
16 Nov 2008 -- ??: 15 GP/week x ??

Last edited by orsal; 5th December 2008 at 08:25 AM.. Reason: corrected skill total
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Old 23rd March 2004, 06:08 AM   #75 (permalink)
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Sir Tenebrynn Glimmersight, Knight of Monemvassia

Code:
Name: Sir Tenebrynn Glimmersight, Knight of Monemvassia - Picture, Picture 2
Class: Diviner/Fighter/Eldritch Knight (barred school: Necromancy)
Race: Elf
Size: Medium
Gender: Male
Alignment: LN
Deity: Gliran
Craft Points: 5689

Str: 16 +3 (10p.)     Level: 5/1/4    XP: 53032
Dex: 18 +4 (06p.)     BAB: +7/+2      HP: 64 (5d4+1d10+4d6+23)
Con: 14 +2 (04p.)     Grapple: +10     Dmg Red: /-
Int: 20 +5 (10p.+2)   Speed: 30'      Spell Res: -
Wis: 08 -1 (00p.)     Init: +4        Spell Save: -
Cha: 10 +0 (00p.+2)     ACP: -0         Spell Fail: -
*unnamed Cha bonus from Deck of Many Things
*Items: +2 Dex, +4 Con, +2 Int

	Base  Armor Shld   Dex  Defl   Nat  Misc  Total
Armor:	10    +8    +2    +4    +2    +2    +0    28
Touch:  16 Flatfooted: 24

	Base	Mod	Misc	Total
Fort:	7	+2		+9
Ref:	2	+4		+6
Will:	5	-1		+4

Weapon			Attack		Damage		Critical
Quarterstaff*		+12/+7		2d6+4		20/x2
Quarterstaff*(Double)	+10/+10/+5 	2d6+4/1d6+1/2d6+4 20/x2
Dagger (adamantine)	+11/+6 		1d4+4		19-20/x2
Longbow			+11/+6 		1d8		20/x3

Languages: Common, Elf, Draconic, Undercommon, Goblin

Abilities: +2 Spellcraft to learn Divination spells, Toad Familiar (+3hp),
Immunity to magic sleep effects, and a +2 save bonus vs. enchantment effects 
Low-Light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow) 
An elf who merely passes within 5 feet of a secret or concealed door is 
entitled to a Search check to notice it as if she were actively looking. 

Feats: Scribe Scroll, Two-Weapon Fighting, Weapon Focus (quarterstaff),
Two-weapon Trip, Craft Arms and Armor, Light Armor Optimization, 
Armored Caster, Craft Wonderous Item

Skill Points: 68       Max Ranks: 13/6.5
Skills				Ranks	Mod	Misc	Total
Listen				0	-1	+4	+3
Search				1(cc)	+5	+2	+8
Spot				0	-1	+4	+3
Concentration			13	+2		+15
Decipher Script			3	+5		+8
Spellcraft			13(1cc)	+5	+2	+20
Knowledge (arcana)		13(1cc)	+5		+18
Knowledge (history)		5	+5		+10
Knowledge (religion) 		5 	+5 		+10
Knowledge (nature)		1 	+5 		+6
Knowledge (the planes)		6 	+5 		+11
Knowledge (dungeoneering)	1 	+5 		+6
Knowledge (local)		2	+5		+7
Ride				2	+4		+6

Equipment:             Cost    Weight
+1 flaming quarterstaff	8600gp	4lb
+3 mithril chain shirt	10100gp	10lb
+1 mithril animated buckler	9015gp	2.5lb
*ring of protection +2	8000gp	*lb
gloves of dexterity +2	4000gp	*lb
amulet of health +4	16000gp	*lb
headband of intellect +2	4000gp	*lb
vest of natural armor +2	8000gp	*lb
blessed book		12500gp	3lb
backpack		2gp	2lb
scrollcase		1gp	0.5lb
ink			8gp	*lb
3 inkpens		3sp	*lb
beltpouch		1gp	0.5lb
5 candles		5cp	*lb
flint and steel		1gp	*lb(1)
spell component pouch	5gp	2lb
bedroll			1sp	5lb
waterskin		1gp	4lb
5 days trail rations	25sp	5lb
dagger			2gp	1lb
longbow			75gp	3lb
20 arrows		1gp	3lb
adamantine dagger	3002gp	1lb
scroll 			250gp	*lb
(silent image, comprehend languages, charm person, arcane lock)

Total Weight:46.5lb      Money: 1982gp 4sp 0cp

                          Lgt   Med   Hvy  Lift  Push
Max Weight:               76   153   230   460   1150

Age: 99
Height: 5'02"
Weight: 98lbs
Eyes: Black
Hair: Black
Skin: Pale

Spells: base save DC = 15+spell level.

Spells Memorized: 5/7/5/5/4 per day *1/spell level divination 
caster level: 8
0th - Detect Magic*, Light, Mage Hand, Message, Light
1st - True Strike*, Ashnar's Spellstrike, Featherfall, Magic Missile x4
2nd - Detech Thoughts*, Invisibility, Rope Trick, Scorching Ray x2
3rd - Dispel Magic, Clairvoyance*, Fireball, Daylight, Fly
4th - Scrying*, Black Tentacles, Wall of Ice, Mnemonic Enhancer


Spellbook
Spells in Blessed Book:
~Hyperlinked Spellbook~
0TH-LEVEL - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1ST-LEVEL - Alarm, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ashnar's Mark, Ashnar's Sparkstrike, Disturb Equilibrium
2ND-LEVEL - Arcane Lock, Protection from Arrows, Resist Energy, Acid Arrow, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Hideous Laughter, Touch of Idiocy, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Darkvision, Eagles Splendor, Foxs Cunning, Knock, Levitate, Owls Wisdom, Pyrotechnics, Rope Trick, Whispering Wind, Ashnar's Athleticate Augmentation, Ashnar's Pyromagical Enhancement, Lesser, Ashnar's Fiery Shackles, Ashnar's Shield Swarm
3RD-LEVEL - Dispel Magic, Explosive Runes, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Hold Person, Daylight, Fireball, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Major Image, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
4TH-LEVEL - Arcane Eye, Black Tentacles, Dimension Door, Locate Creature, Scrying, Confusion, Wall of Fire, Wall of Ice, Invisibility, Greater, Mnemonic Enhancer, Stoneskin
5TH-LEVEL - Telekinesis, Telepathic Bond



Background
Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.

Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.

In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
*stolen librally from Nurlan.

Draws from Deck of Many Things:
  • A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
  • The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
  • Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
  • An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)


XP Log
M1 - Goblin Ears and the MTG +1925
Scribed 6 1st level scrolls -6
M2 - The Search for the Goblin HQ +1889 +2888
Scribed 7 1st level spells -7
Scribed 3 1st level spells -3
Attack on the Bandit Camp+1400
M3 - Assassin's Knot +700 +2660 +863
M4 - Under the Volcano +1497 +1195 +750 +2381
Scribed 3 1st level spells & 1 2nd level spell -9
Crafted quarterstaff, armor, shield -80
The Crux of the Matter +1080 +1800 +1500 +725 +250 +1000 +9250 +6400 +750* + +2750
11 DM Credits at 7th level +3850
1 Dm Credit at 9th level +400
* Amount advanced prior to completion of adventure.
Crafted Items -2224
Peregrinations of the Shard +4450 +3000


GP Log
Code:
Adventure		Gained	Spent	Total	Notes
Scribed scroll		0 	75	-750
Scribed scroll		0	87.5	-162.5	
Scribed scroll 		0	37.5	-200	
M3 - Assassin's Knot	4598.74	3120 	1278.74	treasure
M3 - Assassin's Knot 	1120	0	2398.74	Arness' Spellbook
M4 - Under the Volcano 	0	712.5	1686.24	masterwork quarterstaff
M4 - Under the Volcano	8763.23	6420	4029.47	spells and quarterstaff
Craft Armor		0	2115	1914.47
Crux of the Matter 	0	450	1464.47	spell
Scribed scroll 		0	112.5	1351.97
Adjustment 		0	946.3	405.67	spells & sundries
Adjustment	0	-25	380.67	for missed Arcane Lock material component
Crux of the Matter	15000	0	15380.67	
Wizard's Tower Income	762.5	0	16143.17	
*(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
*(12.5gp/week starting Oct. 1/2006)
Gem from Deck		0	3494.23	18025.4
Crafting in CotM	17668	0	357.4
Wizard's Tower Income 625	0	982.4
*(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
Crafting in Inn		1000	0	1982.4


Craft Log
Level 10 = 8250
Scribe Scroll +500
Craft Arms and Armor +2500
Craft Wonderous Item +1500
Scribed 6 1st level spells -12
Scribed 7 1st level spells -18
Scribed 3 1st level spells -8
Scribed 3 1st level spells & 1 2nd level spell -23
Crafted armor, shield -200
Crafted Gear for party (including own quarterstaff) -1200
Craft Gear -5200
Crafting for Rhys -400


Edit Log
5th level: Wizard Level (4)
+1 Bab, +1 Will, +500 craft points, +1HD (3hp); +5 Skill points (Concentration, Knowledge (religion, the planes, nature, dungeoneering)); Learned Alter Self, Detect Thoughts; Spells Per Day increased (0/1/1);

6th level: Wizard Level (5)
+3250 craft points, +1HD (3hp); +5 Skill points (concentration, knowledge(arcana)x2, spellcraftx2; Gained Craft Arms and Armor (5th level wizard), Light Armor Optimization (6th level); Learned Clairvoyance, Fireball; Spells Per Day increased (0/0/0/3);

7th level: Eldritch Knight Level (1)
+1 Bab, +2 Fort, +1050 craft points, +1HD (4hp); +5 Skill points (concentration, knowledge(arcana), knowledge(planes)x2, spellcraft; Gained Armored Caster (1th level Eldritch Knight);

Retroactive changes to allow for newly made feats:
Change Fighter 1 bonus feat to Light Armor Optimization.
Change L6 feat to Armored Caster.
Change Eldritch Knight 1 bonus feat to Two-Weapon Trip.

8th level: Eldritch Knight Level (2)
+1 Bab, +1 Fort, +1200 craft points, +1HD (5hp); +1 Int; +6 Skill points (concentration, knowledge(arcana), knowledge(planes)x3, spellcraft; Learned Eagle's Splendor, Displacement; Spells Per Day increased (0/0/1/1);

9th level: Eldritch Knight Level (3)
+1 Bab, +1 Ref, +1 Will, +2850 craft points, +1HD (4hp); +6 Skill points (Knowledge (history)*2, Knowledge(religion)*3); Learned Haste, Scrying; Spells Per Day increased (0/1/0/0/3); Gained Craft Wonderous Item;

10th level: Eldritch Knight Level (4)
+1 Bab, +1 Fort, +1500 craft points, +1HD (4hp); +6 Skill points (Knowledge (arcana)*2, Concentration*2, Spellcraft*2); Learned x,x; Spells Per Day increased (0/0/0/1/1);


Animals
TOAD
Diminutive Magical Beast
Hit Dice: 10 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +7/–10
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness;
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

WARHORSE, LIGHT
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.


L11 Version
Code:
Name: Sir Tenebrynn Glimmersight, Knight of Monemvassia - Picture, Picture 2
Class: Diviner/Fighter/Eldritch Knight (barred school: Necromancy)
Race: Elf
Size: Medium
Gender: Male
Alignment: LN
Deity: Gliran
Craft Points: 7339

Str: 16 +3 (10p.)     Level: 5/1/5    XP: 57032
Dex: 18 +4 (06p.)     BAB: +8/+3      HP: 69 (5d4+1d10+5d6+25)
Con: 14 +2 (04p.)     Grapple: +11     Dmg Red: /-
Int: 20 +5 (10p.+2)   Speed: 30'      Spell Res: -
Wis: 08 -1 (00p.)     Init: +4        Spell Save: -
Cha: 10 +0 (00p.+2)   ACP: -0         Spell Fail: -
*unnamed Cha bonus from Deck of Many Things
*Items: +2 Dex, +4 Con, +2 Int

	Base  Armor Shld   Dex  Defl   Nat  Misc  Total
Armor:	10    +8    +2    +4    +2    +2    +0    28
Touch:  16 Flatfooted: 24

	Base	Mod	Misc	Total
Fort:	7	+2		+9
Ref:	2	+4		+6
Will:	5	-1		+4

Weapon			Attack		Damage		Critical
Quarterstaff*		+13/+8		2d6+4		20/x2
Quarterstaff*(Double)	+11/+11/+6 	2d6+4/1d6+1/2d6+4 20/x2
Dagger (adamantine)	+12/+7 		1d4+4		19-20/x2
Longbow			+12/+7 		1d8		20/x3

Languages: Common, Elf, Draconic, Undercommon, Goblin

Abilities: +2 Spellcraft to learn Divination spells, Toad Familiar (+3hp),
Immunity to magic sleep effects, and a +2 save bonus vs. enchantment effects 
Low-Light Vision, Weapon Proficiency (longsword, rapier, longbow, shortbow) 
An elf who merely passes within 5 feet of a secret or concealed door is 
entitled to a Search check to notice it as if she were actively looking. 

Feats: Scribe Scroll, Two-Weapon Fighting, Weapon Focus (quarterstaff),
Two-weapon Trip, Craft Arms and Armor, Light Armor Optimization, 
Armored Caster, Craft Wonderous Item

Skill Points: 75       Max Ranks: 14/7
Skills				Ranks	Mod	Misc	Total
Listen				0	-1	+4	+3
Search				1(cc)	+5	+2	+8
Spot				0	-1	+4	+3
Concentration			14	+2		+16
Decipher Script			3	+5		+8
Spellcraft			14(1cc)	+5	+2	+21
Knowledge (arcana)		14(1cc)	+5		+19
Knowledge (history)		5	+5		+10
Knowledge (religion) 		5 	+5 		+10
Knowledge (nature)		3 	+5 		+8
Knowledge (the planes)		6 	+5 		+11
Knowledge (dungeoneering)	1 	+5 		+6
Knowledge (local)		2	+5		+7
Ride				2	+4		+6

Equipment:             Cost    Weight
+1 flaming quarterstaff	8600gp	4lb
+3 mithril chain shirt	10100gp	10lb
+1 mithril animated buckler	9015gp	2.5lb
*ring of protection +2	8000gp	*lb
gloves of dexterity +2	4000gp	*lb
amulet of health +4	16000gp	*lb
headband of intellect +2	4000gp	*lb
vest of natural armor +2	8000gp	*lb
blessed book		12500gp	3lb
backpack		2gp	2lb
scrollcase		1gp	0.5lb
ink			8gp	*lb
3 inkpens		3sp	*lb
beltpouch		1gp	0.5lb
5 candles		5cp	*lb
flint and steel		1gp	*lb(1)
spell component pouch	5gp	2lb
bedroll			1sp	5lb
waterskin		1gp	4lb
5 days trail rations	25sp	5lb
dagger			2gp	1lb
longbow			75gp	3lb
20 arrows		1gp	3lb
adamantine dagger	3002gp	1lb
scroll 			250gp	*lb
(silent image, comprehend languages, charm person, arcane lock)

Total Weight:46.5lb      Money: 1982gp 4sp 0cp

                          Lgt   Med   Hvy  Lift  Push
Max Weight:               76   153   230   460   1150

Age: 99
Height: 5'02"
Weight: 98lbs
Eyes: Black
Hair: Black
Skin: Pale

Spells: base save DC = 15+spell level.

Spells Memorized: 5/7/6/5/4/3 per day *1/spell level divination 
caster level: 8
0th - Detect Magic*, Light, Mage Hand, Message, Light
1st - True Strike*, Ashnar's Spellstrike, Featherfall, Magic Missile x4
2nd - Detech Thoughts*, Invisibility, Rope Trick, Scorching Ray x3
3rd - Dispel Magic, Clairvoyance*, Fireball, Daylight, Fly
4th - Scrying*, Black Tentacles, Wall of Ice, Mnemonic Enhancer
5th - Telepathic Bond*, Teleport, Cone of Cold


Spellbook
Spells in Blessed Book:
~Hyperlinked Spellbook~
0TH-LEVEL - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1ST-LEVEL - Alarm, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Color Spray, Disguise Self, Magic Aura, Silent Image, Ventriloquism, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person, Ashnar's Mark, Ashnar's Sparkstrike, Disturb Equilibrium
2ND-LEVEL - Arcane Lock, Protection from Arrows, Resist Energy, Acid Arrow, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Hideous Laughter, Touch of Idiocy, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Alter Self, Bears Endurance, Bulls Strength, Cats Grace, Darkvision, Eagles Splendor, Foxs Cunning, Knock, Levitate, Owls Wisdom, Pyrotechnics, Rope Trick, Whispering Wind, Ashnar's Athleticate Augmentation, Ashnar's Pyromagical Enhancement, Lesser, Ashnar's Fiery Shackles, Ashnar's Shield Swarm
3RD-LEVEL - Dispel Magic, Explosive Runes, Nondetection, Protection from Energy, Phantom Steed, Sepia Snake Sigil, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Hold Person, Daylight, Fireball, Lightning Bolt, Displacement, Illusory Script, Invisibility Sphere, Major Image, Blink, Flame Arrow, Fly, Gaseous Form, Haste, Keen Edge, Magic Weapon, Greater, Secret Page, Shrink Item, Slow, Water Breathing
4TH-LEVEL - Arcane Eye, Black Tentacles, Dimension Door, Locate Creature, Scrying, Confusion, Wall of Fire, Wall of Ice, Invisibility, Greater, Mnemonic Enhancer, Stoneskin
5TH-LEVEL - Telekinesis, Telepathic Bond, Teleport, Cone of Cold



Background
Appearance: Tenebrynn is a short, skinny elf too used to sitting around in musty old libraries researching history and lore. His raven black hair matches his dark eyes, which seem unnatural to some. When not sitting ackwardly over massive tomes, he wanders about in basic grey robes and carries his big stick and big book. Though he has until now been a permanent resident of the library, his appearance belies a strong, wiry type of fitness.

Background: Born in the library in Orssus, Tenebrynn has rarely left it. Only now that he has exhausted his supply of texts is his begining to venture out into the world - in search of more books. Up until this point he has not done anything much of merit beyond managing the libraries stacks and reading all of their books. Perhaps the future will bring change, be he for one would be happy if it did not.

In-game history:* While in the Red Dragon Inn he joined a few other in search of a bounty on goblinoids in Monemvassia. That adventure morphed into a hunt for a single cunning thief named Jezibel. Tenebrynn then joined a crew of adventurers set on defeating a bandit gang that had been terrorising the trade routes from Orussus. After returning he attracted the attention of royal advisors in Monemvassia, and was soon hired back to solve an assassination; from there, the hunt for the instigator led to foiling and killing a would-be usurper. As a reward or his service to the Crown, Tenebrynn was knighted, and granted an estate. He took it in the form of an wizards tower, which he owns in conjunction with Ashnar Mortist. The two have set up the tower as a lab and a library. The tower is worth 2000gp and membership dues from the library bring an income of 1.25%/week for Tenebrynn.
*stolen librally from Nurlan.

Draws from Deck of Many Things:
  • A blindfolded female figure balancing two swords upon her shoulders beneath a new moon; behind her is a turbulent sea. (OOC: Effects--All those who already know Tenebrynn except bitter enemies (friends, associates, acquaintances etc) increase their regard for him by one step towards Helpful.)
  • The second is reversed, but it features a dejected figure with a pilgrim's staff leaving eight neatly stacked cups behins and trudging up a moonlit mountain in the distance. (OOC: Effects-- Also, after this adventure while resting for the next adventure, he becomes a boisterous sybarite. As soon as it is safe to do so, he spends at least 8% of his total wealth on grand feasts, carousels, orgies, debauchery, and wild parties about which stories will be told for years to come.)
  • Regal and fathery, an Emperor sits upon his throne, with open spaces surrounding him to represent his domain. He wears royal robes, and in his hands he bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible material world through law. (OOC: Effects--the Emperor gives you a +2 bonus to Charisma. If this does not raise your Charisma above 18, the bonus is unnamed like a stat raise. Anything in excess of 18 is an inherent bonus, which stacks with other inherent bonuses from Deck draws but not with later Wishes, as usual. In your case, it will be unnamed, and Charisma is helpful right now. How lucky!)
  • An opulently-dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. (OOC: Effects-- The other one is going to result in you getting something soon--you'll know it when it happens. Because the card symbolises good will and giving, you're going to want to find a good cause to donate at least half of the extra stuff given to you by the card or else karma will come back to bite you somehow)


XP Log
M1 - Goblin Ears and the MTG +1925
Scribed 6 1st level scrolls -6
M2 - The Search for the Goblin HQ +1889 +2888
Scribed 7 1st level spells -7
Scribed 3 1st level spells -3
Attack on the Bandit Camp+1400
M3 - Assassin's Knot +700 +2660 +863
M4 - Under the Volcano +1497 +1195 +750 +2381
Scribed 3 1st level spells & 1 2nd level spell -9
Crafted quarterstaff, armor, shield -80
The Crux of the Matter +1080 +1800 +1500 +725 +250 +1000 +9250 +6400 +750* + +2750
11 DM Credits at 7th level +3850
1 Dm Credit at 9th level +400
* Amount advanced prior to completion of adventure.
Crafted Items -2224
Peregrinations of the Shard +4450 +3000
10 DM Credits at 10th level +4000


GP Log
Code:
Adventure		Gained	Spent	Total	Notes
Scribed scroll		0 	75	-750
Scribed scroll		0	87.5	-162.5	
Scribed scroll 		0	37.5	-200	
M3 - Assassin's Knot	4598.74	3120 	1278.74	treasure
M3 - Assassin's Knot 	1120	0	2398.74	Arness' Spellbook
M4 - Under the Volcano 	0	712.5	1686.24	masterwork quarterstaff
M4 - Under the Volcano	8763.23	6420	4029.47	spells and quarterstaff
Craft Armor		0	2115	1914.47
Crux of the Matter 	0	450	1464.47	spell
Scribed scroll 		0	112.5	1351.97
Adjustment 		0	946.3	405.67	spells & sundries
Adjustment	0	-25	380.67	for missed Arcane Lock material component
Crux of the Matter	15000	0	15380.67	
Wizard's Tower Income	762.5	0	16143.17	
*(Oct 1, 2006 - Nov 30, 2007 = 63 weeks)
*(12.5gp/week starting Oct. 1/2006)
Gem from Deck		0	3494.23	18025.4
Crafting in CotM	17668	0	357.4
Wizard's Tower Income 625	0	982.4
*(Dec 1, 2007 - Nov 15, 2008 = 50 weeks)
Crafting in Inn		1000	0	1982.4


Craft Log
Level 11 = 9900
Scribe Scroll +500
Craft Arms and Armor +2500
Craft Wonderous Item +1500
Scribed 6 1st level spells -12
Scribed 7 1st level spells -18
Scribed 3 1st level spells -8
Scribed 3 1st level spells & 1 2nd level spell -23
Crafted armor, shield -200
Crafted Gear for party (including own quarterstaff) -1200
Craft Gear -5200
Crafting for Rhys -400


Edit Log
5th level: Wizard Level (4)
+1 Bab, +1 Will, +500 craft points, +1HD (3hp); +5 Skill points (Concentration, Knowledge (religion, the planes, nature, dungeoneering)); Learned Alter Self, Detect Thoughts; Spells Per Day increased (0/1/1);

6th level: Wizard Level (5)
+3250 craft points, +1HD (3hp); +5 Skill points (concentration, knowledge(arcana)x2, spellcraftx2; Gained Craft Arms and Armor (5th level wizard), Light Armor Optimization (6th level); Learned Clairvoyance, Fireball; Spells Per Day increased (0/0/0/3);

7th level: Eldritch Knight Level (1)
+1 Bab, +2 Fort, +1050 craft points, +1HD (4hp); +5 Skill points (concentration, knowledge(arcana), knowledge(planes)x2, spellcraft; Gained Armored Caster (1th level Eldritch Knight);

Retroactive changes to allow for newly made feats:
Change Fighter 1 bonus feat to Light Armor Optimization.
Change L6 feat to Armored Caster.
Change Eldritch Knight 1 bonus feat to Two-Weapon Trip.

8th level: Eldritch Knight Level (2)
+1 Bab, +1 Fort, +1200 craft points, +1HD (5hp); +1 Int; +6 Skill points (concentration, knowledge(arcana), knowledge(planes)x3, spellcraft; Learned Eagle's Splendor, Displacement; Spells Per Day increased (0/0/1/1);

9th level: Eldritch Knight Level (3)
+1 Bab, +1 Ref, +1 Will, +2850 craft points, +1HD (4hp); +6 Skill points (Knowledge (history)*2, Knowledge(religion)*3); Learned Haste, Scrying; Spells Per Day increased (0/1/0/0/3); Gained Craft Wonderous Item;

10th level: Eldritch Knight Level (4)
+1 Bab, +1 Fort, +1500 craft points, +1HD (5hp); +6 Skill points (Knowledge (arcana)*2, Concentration*2, Spellcraft*2); Learned Locate Creature, Dimension Door; Spells Per Day increased (0/0/0/1/1);

11th level: Eldritch Knight Level (5)
+1 Bab, +1650 craft points, +1HD (5hp); +7 Skill points (Knowledge (arcana)*1, Concentration*1, Spellcraft*1, Knowledge (nature)*3); Learned Teleport, Cone of Cold; Spells Per Day increased (0/0/1/0/0/3);


Animals
TOAD
Diminutive Magical Beast
Hit Dice: 10 (22 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +7/–10
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Amphibious, low-light vision, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Alertness;
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1/10
Advancement: —
Level Adjustment: —
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

WARHORSE, LIGHT
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement: —
Level Adjustment: —
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.
__________________
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[Living ENWorld]
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[Living 4th Edition]
[L4W] the Sibylline Idol Tracking
Callen Stewart Human Wizard 3
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[Living Eberron]
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Last edited by Erekose13; 17th February 2009 at 11:48 PM.. Reason: adjusted for crafting/spell swap in the inn
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Old 29th March 2004, 09:17 PM   #76 (permalink)
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Join Date: May 2002
Location: Sacramento, CA
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jeremy_dnd Goblin Sharpshooter (Lvl 2)
Code:
Name: Adamant Bohaven
Class: Ranger
Race: Halfling
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: --

Str: 12 +1 ( 6p.)     Level: 1        XP: 0
Dex: 17 +3 ( 8p.)     BAB: +1         HP: 11 (1d10+1)
Con: 13 +1 ( 5p.)     Grapple: -2     Dmg Red: none
Int: 12 +1 ( 4p.)     Speed: 20'      Spell Res: none
Wis: 14 +2 ( 6p.)     Init: +3        Spell Save: none
Cha:  9 -1 ( 1p.)     ACP: -1         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +3    +1    +0    +0    17
Touch: 14              Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                     +2    +1    +1    +4
Ref:                      +2    +3    +1    +6
Will:                     +0    +2    +1    +3

Weapon                  Attack   Damage     Critical
Rapier (Small)            +5      1d4+1    18-20/x2
Handaxe (Small)           +5      1d4+1          x3
Short sword (Small)       +5      1d4+1    19-20/x2
Light pick (Small)        +5      1d3+1          x4
Dagger (Small)            +5      1d3+1    19-20/x2
Longbow (Small)           +5        1d6          x3

Languages: Common, Halfling, Elven

Abilities: +2 racial bonus on Climb, Jump, and Move Silently checks
           +1 racial bonus on all saving throws
           +2 morale bonus on saving throws against fear
           +1 racial bonus on attack rolls with thrown weapons and slings
           +2 racial bonus on Listen checks
           Favored enemy, humanoid (reptilian):
              +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
              +2 bonus on weapon damage rolls
           Wild empathy (1d20+1 for animals, 1d20-3 for magical beasts)

Feats: Track (ranger)
       Weapon Finesse (1st-level)

Skill Points: 28       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Climb                      2    +1   +2 -1  +4
Hide                       4    +3   +4 -1 +10
Jump                       2    +1   +2 -1  +4
Knowledge (nature)         2    +1          +3
Listen                     4    +2   +2     +8
Move Silently              4    +3   +2 -1  +8
Profession (tanner)        1    +2          +3
Search                     1    +1          +2
Spot                       4    +2          +6
Survival                   4    +2          +6

Equipment:               Cost  Weight
Rapier (S)               20gp    1lb
Handaxe (S)               6gp  1.5lb
Short sword (S)          10gp    1lb
Light pick (S)            4gp  1.5lb
4 daggers (S)             8gp    2lb
Longbow (S)              75gp  1.5lb
Studded Leather (S)      25gp   10lb
Backpack                  2gp   .5lb
 3 candles                3cp   
 Flint and steel          1gp
 Ink vial                 8gp
 Inkpen                   1sp
 Journal                 15gp    3lb
 4 trail rations          2gp    1lb
 Waterskin (full)         1gp    1lb
 Whetstone                2cp    1lb
4 sunrods                 8gp    4lb
Potion of
 cure light wounds       50gp

Total Weight:29lb      Money: 4gp 8sp 5cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                32    64    97   194   485

Age: 30
Height: 3'2"
Weight: 36lb
Eyes: gray
Hair: dark brown
Skin: olive
Appearance:

While most halflings might seem almost perpetually joyful, never without a smile or a witty remark, Adamant retains a look of grim determination on his unshaven face. Dark hair frames his face, which he ignores when it catches on his stubble or covers his eyes. Every step he takes is with supreme purpose and focus, his ears always pricked, his intense storm-gray eyes always scanning. He may have to crane his neck to speak with most others twice his height, yet somehow, he always seems to be the same height, looking at others directly, and right into their eyes.

Background:

Adamant had trained for years in preparation to become a clanwarden of his small halfling community. The Wardens, a small and elite force, protected their friends and families from bandits, marauders, and wandering beasts. To join their ranks, one must pass the test of search, survival, and stealth. A dire boar, captured and then released into the surrounding woods at night, would undoubtedly leave a trail. Upon waking the following morning, it was Adamant's task to track, find, and capture the creature by nightfall. He plunged into the trees, confident in his abilities, and immediately identifying the boar's trail. Fates, however, rallied against him. A freak storm broke, washing away the boar's trail, washing it away to practically nothing. Still, Adamant plodded on, seeing a tuft of hair here, catching a whiff of the animal there. Finally, as his deadline approached and the sun began to set, he found the boar feasting on its own meal. Adamant withdrew his bow, knocked an arrow, and shot the creature clean through its neck. Grinning, Adamant returned home, his prize slung across his shoulders, hardly noticing the buckling of his knees beneath the animal's weight.

Adamant returned home to discover he had caught the wrong prey.

The boar Adamant had been sent to track had been especially marked on one of its hooves, detectable only through arcane magic. No such mark appeared on the boar Adamant had brought. Not only had he failed his test, but some began to suspect he had not tried at all, that he had downed the first he had come across, that he had cheated. Adamant protested, requested another chance, but he was declined. He would never be elgible again: he had lost his chance.

Adamant's dream had shattered. What's more, no one looked him straight into his eyes again, doubting him. Adamant spent more time in the woods, away from the narrowed eyes, the shakes of heads. Eventually, he realized he was not even missed in his community when he spent days, even weeks, meditating in the wild. One day, without saying good-bye, he simply left in search of a community that might accept him.
__________________
Are you looking for a good read? Check these out!
My Story Hours
A Lonely Path: a Shackled City Story Hour
Key to the Marks: an Eberron Story Hour
Escape from Shadow: a Midnight Story Hour


. . . and ones I read
Blackdirge's Rise and Fall of an Orc Chieftan, Myrgle, Urg, Nithrekel, and Grummok.
Emiricol's Of Fey and Shadow
Joachim's Red Hand of Doom
JollyDoc's Shackled City, Age of Worms, and Savage Tide
PhoenixAsh's Adventure in the Open Skies
Piratecat's Story Hour from the beginning
Sepulchrave's Tales of Wyre (compiled by Cheiromancer)
Shemeska's Planescape Storyhour and Planescape Storyhour #2
Spyscribe's Welcome to the Halmae

Last edited by jeremy_dnd; 30th March 2004 at 08:44 AM..
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Old 5th April 2004, 12:14 AM   #77 (permalink)
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wolfheart Goblin Sharpshooter (Lvl 2)
Code:
Name: Jairik Amakiir
Class: Bard
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral 
Deity: Phyrah

Str: 14 +2 ( 6p.)     Level: 1        XP:    0
Dex: 14 +2 ( 6p.)     BAB: +0         HP:   7 (1d6+1)
Con: 12 +1 ( 4p.)     Grapple: +2     Dmg Red: XX/XXXX
Int: 12 +1 ( 4p.)     Speed: 30'      Spell Res: na
Wis: 10 +0 ( 2p.)     Init: +2        Spell Save: +0
Cha: 15 +2 ( 8p.)     ACP: -1         Spell Fail:  0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +3    +0    +2    +0    +X    +X    15
Touch: 12             Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                  0    +1          +1
Ref:                   2    +2          +4
Will:                  2    +0          +2

Weapon                  Attack   Damage     Critical
Composite Short Bow          +2     1d6*          x3
Longsword                    +2     1d8+2       19-20x2
Dagger                       +2     1d4+2*      19-20x2
Darts (4)                    +2     1d4+2*        x2
                            * +1 atk, dam within 30 ft.

Languages: Common, Ignan, Auran, Draconic

Abilities: Spells: per day 2 (0-lvl)  save DC 12
                          spells known: 0-lvl: Detect Magic, Lullaby, Message, Read Magic

                  Bardic Knowledge: (lvl+ Int) +2

                  Bardic Music:  times/day 1
                                 - countersong
                                 - fascinate
                                 - inspire courage +1

Feats: Point Blank Shot
              Precise Shot

Skill Points: 32       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Bluff                         2    +2          +4
Concentration                 2    +1          +3
Craft (bowmaking)             2    +1          +3
Decipher Script               1    +1          +2
Diplomacy                     1    +2          +3
Gather Information            2    +2          +4
Hide                          1    +2          +3
Knowledge (Arcana)            1    +1          +2
Knowledge (History)           4    +1          +5
Knowledge (Local)             2    +1          +3
Move Silently                 1    +2   -1     +2
Perform (Sing)                3    +2          +5
Perform (Oratory)             4    +2          +6
Prof. (Inkeeper)              1     0          +1
Sense Motive                  2     0          +2
Use Magic Device              1    +2          +3

Equipment:               Cost  Weight
Studded Leather             25gp   20lb                         
Composite Short Bow (+0)    75gp    2lb
Longsword                   15gp    4lb
Dagger                       2gp    1lb
Darts (4)                   20sp    2lb
Quiver w/ 60 arrows          3gp    9lb
Explorer's outfit            --      --
Backpack                     2gp    2lb
Bedroll                      1sp    5lb
Winter Blanket               5sp    3lb
Caltrops (1 bag)             1gp    2lb
Flint and Steel              1gp     --
Pipe w/tobacco               8sp     --
Belt Pouch                   1gp   1/2lb
Sack (2)                     2sp    1lb
Waterskin (2)                2gp    8lb
Whetstone                    2cp    1lb
Sunrod (2)                   4gp    2lb
Small Steel Mirror          10gp   1/2lb
Wooden Holy Symbol           1gp     --
Trail Rations (2 days)       1gp    2lb


Total Weight:65lb      Money: 14gp 12sp 18cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:             58   116   175   350   875

Age: 24
Height: 6'01"
Weight: 195lb
Eyes: Blue
Hair: Black
Skin: Dusky
Appearance: His medium length hair is black with a shock of white over his right eye. He wears a short, neatly trimmed beard. His eyes are a deep and lusty blue that burn with a mischievous fire. His angular features look almost regal. He is broud-shouldered and lean.


Background: Jairik's father is an innkeeper and taverner of great means. His establishments are frequented by the wealthy and influential of the region. Jairik found the tales and intigues of the guests more exciting than the running of the inns. He would listen to endless stories and ballads,
discuss the fundamentals of arcane magic, and smooth over debates between visiting dignitaries. His father soon realized that his son would not be happy, nor proficient, as an innkeeper. He arranged for tutors to teach him, and allowed him to travel with a bard from the west, Mielkos. During their journies, Jairik learned of many lost treasures and antiquities. He has made it his passion to recover these things and garner the wealth and fame that come with such accomplishments.
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Last edited by wolfheart; 24th April 2004 at 06:19 AM.. Reason: money spent
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Old 5th April 2004, 02:00 AM   #78 (permalink)
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Krug Goblin Sharpshooter (Lvl 2)
Laitra Ogrash

Code:
Name: Laitra Orgrash
Class: Barbarian
Race: Half-Orc
Size: Medium
Gender: Female
Alignment: Neutral
Deity: Mongrel

Str: 18 +4 (10p.)     Level: 1        XP: 0
Dex: 14 +2 (6p.)     BAB: +1         HP: 14 (1d12+2)
Con: 14 +2 (6p.)     Grapple: +X     Dmg Red: 0/0
Int: 8 -1 (3p.)     Speed: 40'      Spell Res: XX
Wis: 9 -1 (1p.)     Init: +2        Spell Save: +X
Cha: 9 -1 (4p.)     ACP: -1         

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +3    +0    +2    +0    +0    +0    15
Touch: 12              Flatfooted: 13

                         Base   Mod  Misc  Total
Fort:                      2    +2          +4
Ref:                       0    +2          +2
Will:                      0    -1          -1

Weapon                  Attack   Damage     Critical
Greataxe                +6     1d12+4     X3
Shortbow                    +3     1d6     X3 Range: 60'
Spear                     +5     1d8+4     X3 Range: 20'
Dagger                     +4     1d6+4     19-20/X2 Range: 10'

Languages: Common, Orcish

Abilities: Darkvision 60', Rage, Fast Movement

Feats: Weapon Focus (Greataxe)

Skill Points: 12       Max Ranks: 4/4
Skills                   Ranks  Mod  Misc  Total
Climb                       2    +2          +4
Hide                     1    +2          +3
Jump                       1    +4          +5
Ride                      1    +2          +3
Handle Animal             1    -2          -1
Spot                      1    -1           0
Survival                  1    -1           0
Swim                      1    +4          +5

Equipment:               Cost  Weight
Studded Leather Armor                   25gp   20lb
Backpack                    2gp   2lb
Bedroll                   1sp   5lb
Quiver of 20 arrows                    1gp   3lb
Greataxe                  20gp   12lb 
Shortbow                  30gp   2lb
Spear                     2gp    6lb
Knife                     2gp    1 lb
Rations (7)             3.5gp    7 lb
Rope, Hemp            1gp       10lb
Total Weight:51lb      Money: 2gp 4sp 17cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               100  200   300   600   1500

Age: 16
Height: 6'4"
Weight: 400lb
Eyes: Gray
Hair: Blond, Curly pigtails
Skin: Green
Appearance: Laitra is attired in a worn piece of studded leather chainmail. She clutches her Greataxe close to her. Her dirty pigtails swing around her head.

Background: The product of a rape or experiment, Laitra was raised by a band of orcs and her great strength was apparent from the start. Trained as a warrior, she went up the ranks swiftly. However, the attention of an orcish lieutenant and an encounter with a kindly blind hermit made her flee the tribe. She wanders the realms looking for adventure, determined to make a name for herself. Her only companion is Skrindal, a squirrel, whom she feeds with nuts and raisins. She believes it's the reincarnation of a great Orcish shaman.
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Old 5th April 2004, 06:08 AM   #79 (permalink)
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Jaret, cleric of Chennet'

Code:
Name: Jaret
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: Chennet'

Str: 14 +2 (6p.)     Level: 1        XP: 0
Dex: 10 +0 (2p.)     BAB: +0         HP: 10 (1d8+2)
Con: 14 +2 (6p.)     Grapple: +2     Dmg Red: 0/0
Int: 11 +0 (3p.)     Speed: 30'      Spell Res: 0
Wis: 16 +3 (10p.)    Init: +0        Spell Save: +0
Cha: 11 +0 (3p.)     ACP: -0         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:	   10	    +2    +0	 +0   +0    +0    +0	12
Touch:	   10              Flatfooted: 12

                         Base   Mod  Misc  Total
Fort:		 2	   +2          +4
Ref:		 0	   +0          +0
Will:		 2	   +3          +5

Weapon                  Attack	       Damage     Critical
Greataxe                  +3(0BAB+2Str*1.5)	       1d12+2	  x3
Hammer, light (3)	  -2(0BAB+2Str-4)      1d4+2	  x2


Languages: Common, Celestial

Abilities: Turn Undead  
Domains: Fire, Good

Feats: Martial Weapons(Greataxe),Self-Sufficient


Skill Points: 12 (2+0)*4+4   Max Ranks: 4/1
Skills                   Ranks  Mod  Misc  Total
Craft(Weaponsmith)	    3	   +0   +0    3
Heal			    2	   +3   +2    7
Knowledge(Religion)         1	   +0   +0    1
Language(Celestial)	    2	   
Concentration		    2	   +2	+0    3
Survival		    1(2cc) +3	+2    6

Equipment:               Cost	Weight
Greataxe		    20		12
Hammer, light (3)	    3		6
Leather			    10		15
Backpack		    2		2
Silk Rope		    10		5
Healer's Kit		    50		1
Holy Symbol, Wood	    1		-
Lantern, hooded		    7		2
Oil (3)			    3sp		3
Rations (3)		    15sp	3
Flint & Steel		    1		-
Caltrops		    1		2
Waterskin                   1		4
Spell Component Pouch	    5		2
Total Weight:57lb      Money: 82gp 2sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:         58	    116	  175  350   875

Age: 22
Height: 6'0"
Weight: 190lb
Eyes: Black
Hair: Black
Skin: Tanned
Appearance: Jaret is well-muscled from his years at the forge. He always wears a belt with three light hammers on it, both for quick repairs and for use as ranged weapons in a pinch. There is nothing particularly remarkable about his appearance and he takes some pains to fade into the background and observe those around him.

Background: Jaret recently completed his apprenticeship with a small town smith who also was a cleric of Chennet'. He had a fairly uneventful childhood and adolescence and now seeks to see more of the world and learn more of the ways of his god and his craft. He would like to discover or rediscover secrets of metalworking. He values skill, compassion, and knowledge.

Last edited by jtone; 22nd April 2004 at 04:59 AM.. Reason: Gold Spent
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Old 5th April 2004, 06:33 AM   #80 (permalink)
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Join Date: Jul 2002
Location: Souther Maine and Montreal
Posts: 5,056
Ferrix Goblin Sharpshooter (Lvl 2)
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Code:
Name: Kunst Ruhe
Class: Wizard
Race: Mountain Dwarf
Size: Medium
Gender: Male
Alignment: Neutral
Deity: 

Str: 12 +1 (4p.)     Level: 1        XP: 0
Dex: 12 +1 (4p.)     BAB: +0         HP: 6 (1d4+2)
Con: 14 +2 (4p.)     Grapple: +1     Dmg Red: -/-
Int: 18 +4 (16p.)    Speed: 20'      Spell Res: -
Wis: 10 +0 (2p.)     Init: +1        Spell Save: +4
Cha: 6 -1 (0p.)      ACP: -3         Spell Fail: 0%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +0    +0    +1    +0    +0    +0    11
Touch: 11              Flatfooted: 10

                         Base   Mod  Misc  Total
Fort:                      0    +2          +2
Ref:                       0    +1          +1
Will:                      2    +0          +2

Weapon                  Attack   Damage     Critical
Dagger                   +1      1d4+1      19-20/x2
Light Crossbow           +1      1d8+0      19-20/x2
Quarterstaff             +1      1d6+1        20/x2

Languages: Common, Draconic, Dwarven, Gnome, Terran, Undercommon

Racial Abilities: Darkvision 60 ft, stonecunning, stability, +2 saves vs
poison/spells/spell-like effects, +1 attack vs orcs/goblins, +4 dodge AC vs
giants

Class Abilities: Summon Familiar, Spellcasting, Bonus Feats (Scribe Scroll)

Spells Memorized
Cantrips: Detect Magic, Ray of Frost, Mage Hand
1st Level: Mage Armor, Magic Missile

Spells Known
Cantrips: All
1st Level: Magic Weapon, Grease, Identify, Magic Missile, Shocking
Grasp, Mage Armor, Unseen Servant

Feats: Scribe Scroll, Combat Casting

Skill Points: 24       Max Ranks: 4/2
Skills                    Ranks  Mod  Misc  Total
Concentration              4     +2   (+4)   +6 (+10 combat casting)
Craft (weaponsmithing)     4     +4    +2    +10
Craft (armorsmithing)      4     +4    +2    +10
Craft (blacksmithing)      2     +4    +2    +8
Craft (alchemy)            2     +4          +6
Knowledge (arcana)         2     +4          +6
Know. (arch./engineering)  4     +4          +8
Spellcraft                 2     +4          +6

Equipment:               Cost  Weight
explorers outfit         ----   12lb
belt pouch               1 gp   .5lb
backpack                 2 gp    2lb
bedroll                  1 sp    5lb
scroll case              1 gp   .5lb
vial of ink              8 gp   --lb
inkpens x2               2 sp   --lb
flasks of oil x2         2 sp    2lb
parchment, 5 sheets      1 gp   --lb
soap                     5 sp    1lb
waterskins x2            2 gp    8lb
trail rations x4         2 gp    4lb
flask of acid           10 gp    1lb
dagger                   2 gp    1lb
quarterstaff             ----    4lb
light crossbow          35 gp    4lb
bolts x20                2 gp    2lb
artisans tools           5 gp    5lb
spell component pouch    5 gp    2lb
spellbook               15 gp    3lb
scroll of burning hands 25 gp   --lb

Total Weight:57lb      Money: 3gp 0sp 0cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               43    86    130   260   650

Age: 47
Height: 4'6"
Weight: 162lb
Eyes: Molten gold
Hair: Platinum
Skin: Golden
Appearance: Quiet and reserved, he just fades into the background. When he is noticed, Kunst is a strikingly attractive dwarf; with gold-toned skin, platinum hair and eyes enkindled with molten gold curiousity, you could almost mistake him for having celestial blood, notwithstanding his incredible lack of presence. His beard is shaved and his skin soft and supple, despite years at the forge, he wears a clean white explorers outfit edged with light blues; simple but sharp looking. He walks with a staff of gnarled graying wood, resembling stone more than wood. A heavy backpack, jammed full of traveling equipment, is always nearby.

Background: Born Kurick Steelforge to a prestigious dwarven smith, he was as close to born in the forge as you could come. With gold-toned skin, platinum hair and eyes which burned with curiosity the color of molten gold, many thought he was blessed to become one of the forge god's clergy. However, as he grew, despite an intensity when he was working at the forge that had already begun to rival his fathers, he felt no drive towards the martial or ecclesial ways of life. Uncharacteristically quiet for a dwarf, he spent most of his time within the forge, avoiding his father's incessant nagging for him to train as a warrior for the clan. In his spare time he studied within the emptiness of the undercity's library regarding the construction of buildings and tunnels, esoteric techniques for folding metals and soon began examining tomes of alchemical and magical lore. For a number of years he worked in the forge, his free hours spent with tomes and books. Finally his father demanded that he either take up the callings of one of the temples dedicated to the forge god or the training of a respectable warrior at one of the local guilds. Kurick struck by the anger of his father fled to the library, to hide amongst his tomes where he stayed until his father stormed into the library, upon a tip from one of the forge hands, and discovered Kurick deep in study of an arcane tome. With unbridled resent, Kurick's father had him banished from the city, his given name stripped from him and his beard shaved.

He left, without home, kin or name to call his own he pulled one of the tomes he had scavenged from the library before he left and sat under the light of phosphorescent moss. The tome was a journal of a dwarven wizard and master of the forge whose name most had forgotten to the eternity of history, Kunst Ruhe. With a silent vow to himself, he vowed that one day he would return to the undercity in the glory of the forgotten Kunst. From then on, he has refered to himself as Kunst Ruhe. Although it pains him when others tell of their family and homes, he drives himself onward to one day feel worthy to return home.
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The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
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When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti



Last edited by Ferrix; 19th April 2004 at 03:18 AM..
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