Name: Thovaas Kroth ("Friar" Kroth)
Class: Cleric
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Grendath (trickery, war)
Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 8 -1 (0p.) BAB: +0 HP: 10 (1d8+2)
Con: 14 +2 (4p.) Grapple: +2 Dmg Red: -
Int: 12 +1 (4p.) Speed: 20' Spell Res: -
Wis: 16 +3 (10p.) Init: -1 Spell Save: -
Cha: 12 +1 (6p.) ACP: -6 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 -1 15
Touch: 9 Flatfooted: 15 (+4 AC vs. Giants)
Base Mod Misc TotalFort: 2 +2 +4
Ref: 0 -1 -1
Will: 2 +3 +5
(+2 vs. poison, spells, spell-like effects)
Weapon Attack Damage Critical
longsword +3 1d8+2 19-20/x2
sling -1 1d4+2 20/x2
(+1 vs. orcs and goblinoids)
Languages: common, dwarven, goblin
Abilities: darkvision, stonecunning, stability, turn undead
Feats: Negotiator (+2 to Diplomacy & Sense Motive)
Weapon Focus (longsword) (War domain granted power)
Skill Points: 12 Max Ranks: 4/2
Skills Ranks Mod Misc Total
appraise 0 +1 +2 +3
bluff 2 +1 +3
craft (brewing) 4 +1 +5
concentration 4 +2 +6
diplomacy 2 +1 +2 +5
sense motive 0 +3 +2 +5
Equipment: Cost Weight
longsword 15gp 4lb
sling and bolts 0gp 5lb
scale mail 50gp 30lb
hvy. wood shield 7gp 10lb
keg of ale 4sp 16lb
tin cup 4cp 1lb
bedroll 1sp 5lb
Total Weight:71lb Money: 127gp 5sp 6cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 63
Height: 4'5"
Weight: 255lb
Eyes: black
Hair: brownish-gray (cropped in a friar's circle)
Skin: deep tan
Background: Nothing worse than a claustrophobic dwarf - so Kroth decided to become a wandering cleric!
Appearance Though a bit on the fat and clumsy side, Kroth more than makes up for it with his apple-red cheeks, well-tended beard and ear-to-ear grin. His dusty scale-mail is well-wrapped in simple robes of burlap, and his shaven head is topped off with a small steed-studded skullcap. In lieu of a backpack, Kroth hefts a large wooden keg of ale on his back that he brews himself, offering it to roadside travelers for a small donation - and wanders where he will, as any chaotic good priest is apt to do.
Background Kroth is that rare abberation of a dwarf - one who grew up afraid of the dark and of enclosed spaces. Not knowing what to do with the child, Kroth was relinquished to a small abbey by his clan and left to find what comfort he could under the great outdoors. Raised by the good monks to respect the open air and the taste for adventure, Kroth found that he still retained the dwarven talent for brewing a hearty ale and being able to hold it. Now he wanders the road, and curiosity has brought him to Orussus.
__________________ Edition shmedition. D&D is a lot of fun, no matter how you play it.
Name: Garret Tealeaf
Class: Ranger
Race: Tallfellow Halfling
Size: Small
Gender: Male
Alignment: Neutral Good
Deity:Str: 12 +1 ( 6p.) Level: 1 XP: 0
Dex: 18 +4 (10p.) BAB: +1 HP: 10 (1d8+2)
Con: 14 +2 ( 6p.) Grapple: -3 Dmg Red: -
Int: 10 ( 2p.) Speed: 20' Spell Res: -
Wis: 14 +2 ( 6p.) Init: +4 Spell Save: -
Cha: 08 -1 ( 0p.) ACP: -1 Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +3 +4 +1 18
Touch: 15
Flatfooted: 14
Base Mod Misc TotalFort: 2 +2 +1 +5
Ref: 2 +4 +1 +7
Will: 0 +2 +1 +3
Weapons: Attack Damage Critical Range
Glaive (reach weapon) +3 1d8+1 20x3 10'
Longsword +3 1d6+1` 19-20x2
Spiked Gauntlet +3 1d3+1 20x2
Shortbow (within 30ft) +7 1d4+1 20x3 60'
Axe, throwing +8 1d4+2 20x2 10'
Sling (within 30ft) +8 1d3+2 20x2 50'
Languages: Common, Halfling.
Abilities: Ranger Traits
Track, Favored Enemy [Humans], Wild Empathy.
Tallfellow Halfling Traits
-Small Size. +1 bonus to Armor Class, +1 bonus on attack rolls,
+4 bonus on Hide checks, ?4 penalty on bullrush, grapple, overrun and
trip rolls, lifting and carrying limits 3/4 those of Medium characters.
-Base Speed: 20 feet.
-Favored Class: Rogue.
-Halfling Weapon Skills. +1 to hit with Slings or Thrown Weapons
-+2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow
who merely passes within 5 feet of a secret or concealed door is entitled to
a Search check as though actively looking for it.
-Halfling Luck. +1 racial bonus on all saving throws.
-Halfling Courage. +2 morale bonus on saving throws against fear.
Feats: Point Blank Shot.
Skill Points: 24 Max Ranks: 4/2
Skills: Ranks Mod Misc Total
Handle Animal 3 -1 +2
Hide 3 +4 +4 +11
Knowledge (Geography) 1 +0 +1
Knowledge (Nature) 1 +0 +1
Listen 3 +2 +2 +7
Move Silently 3 +4 +7
Profession (Mapmaking) 1 +2 +3
Search 1 +1 +2 +4
Spot 3 +2 +2 +7
Survival 4 +2 +6
Use Rope 1 +4 +5
Equipment: Cost Weight
Longsword(S) 15gp 2lb
Glaive (S) 8gp 5lb
3 Handaxe (S) 18gp 4.5lb
Shortbow (S) 30gp 1lb
Studded Leather (S) 25gp 10lb
Spiked Gauntlet (S) 5gp 1lb
Backpack 2gp .5lb
Flint and steel 1gp
Ink vial 8gp
Inkpen 1sp
4 parchments (sheet) 8sp
4 trail rations 2gp 1lb
Waterskin (full) 1gp 1lb
Map case 1gp .5lb
4 sunrods 8gp 4lb
Total Weight: 30.5lb Money: 24gp 1sp (150)
Lgt Med Hvy Lift PushMax Weight: 32 64 97 194 485
Age: 25
Height: 4'01"
Weight: 32lb
Eyes: Small Green
Hair: Short Light Brown
Skin: Tanned White
Appeareance : Standing 4'1, Garret looks more like a small elf than a big halfling, especially due to his lithe build. Black, brown and green are his usual colors. He is self centered and doesn't like to speak that much. In battle most of the time you'll find him offering support for fighter and barbarians with his trusty glaive or attacking from a range with his sling or bow. Garret excels as a scout/guide and usually works on his maps as he adventures.
Name: Reilin Maseth
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Hyrag (Good and Sun)
Str: 8 -1 ( 0 p.) Level: 1 XP: 0
Dex: 10 +0 ( 2 p.) BAB: +0 HP: 9 (1d8+1)
Con: 12 +1 ( 4 p.) Grapple: -1 Dmg Red: none
Int: 12 +1 ( 4 p.) Speed: 20' Spell Res: none
Wis: 16 +3 (10 p.) Init: +0 Spell Save: none
Cha: 16 +3 (10 p.) ACP: -3 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +0 +0 +0 +0 +0 12
Touch: 10 Flatfooted: 12
Base Mod Misc TotalFort: 2 +1 +3
Ref: 0 +0 +0
Will: 2 +3 +5
Weapon Attack Damage Critical
Light Crossbow +0 1d8 19-20x2
Quarterstaff -1 1d6-1 x2
Dagger -1 1d4-1 19-20/x2
Languages: Common, Celestial
Abilities: Turn Undead (6x/day)
Feats: Rapid Reload (light crossbow), Scribe Scroll
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Concentration 4 +1 +5
Knowledge (arcana) 4 +1 +5
Knowledge (religion) 4 +1 +5
Spellcraft 4 +1 +5
Equipment: Cost Weight
Quarterstaff - gp 4 lb
Dagger 2 gp 1 lb
Light Crossbow 35 gp 4 lb
Bolts (50) 5 gp 5 lb
Leather 10 gp 15 lb
Backpack 2 gp 2 lb
Bedroll 1 sp 5 lb
Explorer's outfit - gp - lb
Flint and steel 1 gp - lb
Paper (10 sheets) 4 gp - lb
Scroll case 1 gp .5 lb
Signet ring 5 gp - lb
Silk rope, 50 ft. 10 gp 5 lb
Silver holy symbol 25 gp - lb
Spell component pouch 5 gp 2 lb
Torch (5) 5 cp 5 lb
Waterskin 1 gp 4 lb
Total Weight:52.5 lb Money: 93 gp 8 sp 5 cp
Lgt Med Hvy Lift PushMax Weight: 26 53 80 160 400
Age: 22
Height: 6'0"
Weight: 148 lbs.
Eyes: Blue
Hair: Dark
Skin: Fair
Appearance: Reilin is tall and thin, with generally attractive features. He moves with a confident ease. People tend to like his calm, soft-spoken demeanor. Large crowds tend to make him nervous, and so do a lot of other things.
Background: undecided
Spells: The typically memorized spells for Reilin:
Lvl 0: Detect Magic, Detect Magic, Read Magic
Lvl 1: Bless, Summon Monster I, (Protection from Evil)
Last edited by Torlax; 2nd June 2004 at 02:58 PM..
Reason: minor corrections, adding spells
Name: CAIN RICHTER
Class: Rogue
Race: deep halfling
Size: small
Gender: male
Alignment: neutral
Deity: honors all gods, but doesn't favor any single god.
Str: 10 +0 (04p.) Level: 1 XP: zero
Dex: 18 +4 (10p.) BAB: +0 HP: 008 (1d6+02)
Con: 14 +2 (06p.) Grapple: -4 Dmg Red: -/-
Int: 14 +2 (06p.) Speed: 20' Spell Res: -
Wis: 08 -1 (00p.) Init: +4 Spell Save: -
Cha: 12 +1 (04p.) ACP: -0 Spell Fail: 10%
Base Armor Shld Dex Size Nat Misc =TotalArmor: 10 +2 +X +4 +1 +X +X =17
Touch: 15 Flatfooted: 13
Base Mod Misc TotalFort: 0 +2 con +1 race = +3
Ref: 2 +4 dex +1 race = +7
Will: 0 -1 wis +1 race = +0 (+2 vs fear)
Weapon Attack Damage Critical
shortsword +1 size= +1 1d4 19-20x2
dagger +1 size= +1 1d3 19-20x2
sling +0 BAB, +4 dex +1 size +1 race =+6 1d3 20x2
Languages: common, halfling, dwarf, goblin
Abilities:
• +2 Dexterity, –2 Strength.
• Small: +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, uses smaller weapons than humans use, lifting and carrying limits are 3/4s of those of a Medium character.
• Halfling base land speed is 20 feet.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
• Darkvision out to 60 feet.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
• +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
• Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.
• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
• Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Feats: combat expertise (useless now, but an investment for the future)
Skill Points: 40 Max Ranks: 4/2
Skills Ranks Mod Misc Total
appraise 1 +2 +3
bluff 4 +1 +5
craft (weaponsmith) 1 +2 +3
decipher script 4 +2 +6
disable device 4 +2 +6
escape artist 4 +4 +8
hide 1 +4 +4 size +9
listen 3 -1 +2 race +4
move silently 2 +4 +6
open lock 4 +4 +8
search 4 +2 +6
sense motive 2 -1 +1
sleight of hand 2 +4 +6
tumble 4 +4 +8
Equipment: Cost(gp) Weight
leather armor (+2 AC) 10.00 07.50 lb
shortsword w/lanyard 10.00 01.00 lb
dagger (concealed) 02.00 00.50 lb
sling 00.00 00.00 lbs
explorer outfit 00.00 00.00 lbs (free at level 1)
signal whistle necklace 00.80 00.00 lbs
signet ring 05.00 00.00 lbs
backpack containing 02.00 00.50 lbs
waterskin 01.00 01.00 lbs
rations x2 days 01.00 00.50 lbs
candle 00.01 00.00 lbs
sewing needle 00.50 00.00 lbs
small steel mirror 10.00 00.50 lbs
spellbook (blank) 15.00 03.00 lbs
ink vial 08.00 00.00 lbs
inkpen x2 00.20 00.00 lbs
pencil 01.00 00.00 lbs
artisan's outfit 01.00 01.00 lbs
traveler's outfit 01.00 01.25 lbs
toiletries 01.00 00.50 lbs
*TOWEL!* 01.00 01.00 lbs
spell component pouch 05.00 02.00 lbs
belt pouch containing 01.00 00.13 lbs
thieves' tools 30.00 01.00 lbs
sling bullet x10 00.10 02.50 lbs
pipe and tobacco 02.00 00.75 lbs
chalk 00.01 00.00 lbs
flint and steel 01.00 00.00 lbs
tindertwig x5 05.00 00.00 lbs
potion of CLW x2 50.00 00.20 lbs
TOTAL 162.62 23.83 lbsTotal Weight: 57.58 lbs inc person, clothes and gear
Money: 05pp 09gp 01sp 4cp
Lgt Med Hvy Lift PushMax Weight: 24.75 49.5 75 150 375
Age: 24
Height: 2'08"
Weight: 032lb
Eyes: green
Hair: brown
Skin: pale
Appearance: A young halfling with long brown hair held in a ponytail and a goatee. He wears green leather travelling clothes with a stiff leather breastplate, and a shortsword at his waist. He maintains a neat and clean appearance. He is friendly to strangers and is eager to give a smile and shake hands. He is somewhat indimidated as a small traveller among much larger strangers, so he tends to avoid attention. At the same time, He does not want to appear "an easy mark" so he keeps his head erect and his bearing relaxed. He is eager for news from home. If he meets any wizards, he will watch them closely in the hopes of advancing his own study of magic.
Background: Cain's underground clan of halflings regularly trades with the 5 points caravan. After finishing his apprenticeship as a weaponsmith, he wanted to see the world. He chose to follow the caravan along its route until it brought him home again. He has always been interested in magic, and he has been studying books of magic and learning from those spell-users that he has met along the way. As he saw more of the surface world, he felt the need to extend his travels. He left the caravan and set out on his own.
Personality: Cain has always been a quick study, and he knows that he is smart. Unfortunately, he is not as smart as he thinks he is. He lacks common sense and is absent-minded. He has big ideas but often forgets critical details.
Alignment: Cain is neutral in alignment. This does not mean that he is undecided. Rather it reflects that his code of behavior includes elements of both law and chaos, right and wrong. He has a conscience and sense of honor, but they are tempered by self interest.
He likes to repay any favors that he receives. He is sure to avenge with cruelty any insult. He will always fulfill contracts and keep his word (as long as he believes the other party is keeping theirs), but does not feel bound by promises made under duress.
He is practical regarding the rules of war. He does not believe in fighting fair. He prefers to attack by surprise without warning, and will not hesitate to kill enemies in their sleep. He will not kill a prisoner who has surrendered, though in cases of revenge he may refuse to accept a surrender. He will not feign surrender himself. He will not violate a parley or white flag (unless he knows the enemy is already planning the same thing). He will torture prisoners for information but not for pleasure.
He will steal from the wealthy without hesitation when he can get away with it but he is generous to those in need. He will murder when it is necessary to accomplish his purposes, but he is strongly opposed to unnecessary killing. He lies as easily as telling the truth.
When in a position of leadership, he is very loyal to his subordinates: employees, followers, or subjects. He will not betray a friend. Otherwise, he will not hesitate to doublecross temporary allies or associates.
Code:
Log:
Entry Debit Credit XP Description
10001 25.00 Hired to participate on "Crocodile Hunt" adventure.
10002 Fought Calamar the wizard to avenge insult. Spent evening in jail.
10003 3.08 Spent on food and lodging at Red Dragon.
10004 Set off on Crocodile Hunt next morning
Last edited by crueldespot; 16th June 2004 at 10:11 PM..
Reason: log entries
Appearance: Jack is perhaps the most inconspicuous halfling you've ever seen... Entirely average and entirely forgettable, as the race goes.
Background: He'd grown up amongst a troupe of traveling halfling gypsies, until he became lost while 'foraging'. Only recently has he wandered his way into the Red Dragon Inn.
Jack was involved with a tragic misadventure involving a pair of quarreling wizards. 1300 XP
He returned from clearing out vermin from beneath the construction site for the new Temple of Hyrag in Orussus. 1220 XP
Jack helped clobber a tribe of uppity kobolds led by a sorcerous were-lizard. 1034 XP, 2870 XP
Jack slays a pack of aquatic ogres lead by evil wizards. 800 XP
__________________ The Pbartender
"I don't believe it. There she goes again! She's tidied up, and I can't find anything! All my tubes and wires and careful notes and antiquated notions..." - Thomas Dolby
Last edited by Pbartender; 9th November 2006 at 08:36 PM..
Darkvision (Ex): Kobolds can see in the dark up to 60 feet.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the
radius of a daylight spell.
Cleric Ability Descriptions
Class Skills
*Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), *Disguise
(Cha), Heal (Wis), *Hide (Dex), Knowledge (arcana) (Int), Knowledge (history)
(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Spellcraft (Int), and **Survival (Wis).
* Trickery domain granted power
** Travel domain granted power
Aura (Ex): A cleric of Mongrel has a particularly powerful chaotic aura (see
the detect evil spell for details).
Freedom of Movement (Su): For a total time per day of 1 round per cleric
level you possess, you can act normally regardless of magical effects that
impede movement as if you were affected by the spell freedom of movement.
This effect occurs automatically as soon as it applies, lasts until it runs
out or is no longer needed, and can operate multiple times per day (up to
the total daily limit of rounds). (Travel domain granted power)
Turn Undead (Su): Good clerics can turn or destroy undead creatures a number
of times per day equal to 3 + Charisma modifier.
Cleric Spells Prepared: (3/2+1) DC 12 + spell level 0th create water, purify food and drink, read magic 1st *longstrider, detect evil, protection from evil;
* Domain slot
Appearance: Yarrog is a short, reptilian humanoid with scaly, rusty
brown skin. He has glowing yellow eyes and a short tail. He wears slightly
dirty clothing and leather armor, covering himself with a dark green hooded
cloak while travelling. Yarrog is 2'4" tall and weighs 38 pounds.
Name: Oirhandir
Class: Bard
Race: High Elf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Phyrah
Str: 12 +1 (1st lvl) Level: 4 XP: 8955
Dex: 15 +2 (4th lvl) BAB: +3 HP: 19 (4d6+0)
Con: 10 +0 (1st lvl) Grapple: +4 Dmg Red: 0/-
Int: 14 +2 (1st lvl) Speed: 30' Spell Res: 0
Wis: 14 +2 (1st lvl) Init: +2 Spell Save: +0
Cha: 14 +2 (1st lvl) ACP: -3 Spell Fail: 15%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +2 +2 +0 +0 +0 18
Touch: 12 Flatfooted: 16
Base Mod Misc TotalFort: 1 +0 +1
Ref: 4 +2 +6
Will: 4 +2 +6
Weapon Attack Damage Critical
Longsword +4 1d8+1 19-20x2
Longbow, composite,
darkwood, masterwork,
+1 strength bonus
Arrow +6 1d8+1 20x3
Whip +4 1d3+1 20x2
Quarterstaff +4 1d6+1 20x2
Languages: Common, Elven, Draconic, Sylvan
(Aquan, Dwarven, Gnoll, Gnome, Goblin, Orc, Hafling)
Abilities: Immune to Sleep, +2 vs. Enchantment, Low-Light Vision,
+2 to Listen, Search, Spot (Detect Secret Doors), Bardic Knowledge +6,
Bardic Music (Countersong, Fascinate, Inspire Courage +1,
Inspire Competance) 4x/Day
Feats: Endurance, Point Blank Shot
Skill Points: 56 Max Ranks: 7/3.5
Skills Ranks Mod Misc Total
Climb 7 +1 (-3) +8(+5)
Diplomacy 7 +2 +9
Kn (Arcana) 7 +2 +9
Kn (Geography) 7 +2 +9
Listen 7 +2 +2 +11
Perform (Percussion) 7 +2 +9
Profession (Sailor) 7 +2 +9
Spk Lan (Aquan) -
Spk Lan (Dwarven) -
Spk Lan (Gnoll) -
Spk Lan (Gnome) -
Spk Lan (Goblin) -
Spk Lan (Orc) -
Spk Lan (Halfling) -
Search 0 +2 +2 +4
Spot 0 +2 +2 +4
Equipment: Cost Weight
Longsword 0gp 4lb
Longbow, composite, 530gp 1.5lb
darkwood, masterwork,
+1 strength bonus
Arrows (18) 0gp 3lb
Whip 0gp 2lb
Quarterstaff 0gp 4lb
Masterwork Chain Shirt 0gp 25lb
Shield, heavy wooden 0gp 10lb
Handy Haversack 2000gp 5lb
Left Pocket
Pot, Iron 0gp 10lb
(Money) - 1.5lb
Center Pocket
Waterskin 0gp 4lb
Bedroll 0sp 5lb
Sack 0sp .5lb
Trail Rations, 11 d 0gp 11lb
Flint and Steel 0gp 0lb
3 torches 0cp 3lb
Lantern, Bullseye 0gp 3lb
5 Pints Oil 0gp 5lb
5 Sunrods 0gp 5lb
Map Case 0gp .5lb
5 Pages of Parch. 0gp -
Ink 0gp -
Inkpen 0gp -
50 Feet of Silk Rope 0gp 5lb
Crowbar 0gp 5lb
Grappling Hook 0gp 4lb
Hammer 0gp 2lb
4 Pitons 0gp 2lb
One lb Soap 0gp 1lb
Shovel 0gp 8lb
Mirror, small steel 0gp .5lb
Signal Whistle 0gp -
Chimes (common) 0gp 3lb
Right Pocket
Tent 0gp 20lb
Spell Component Pouch 0gp 2lb
Belt Pouch 0gp .5lb
Explorer's Outfit 0gp 0lb
Total Weight:57.0lb Money: 64gp 4sp 6cp
Lgt Med Hvy Lift PushMax Weight: 43 86 130 260 650
Hiriloce, light horse 0gp -
Bit and Bridle 0gp 2lb
Saddle, Riding 0gp 25lb
Saddlebags 0gp 8lb
On Hiriloce:
Total Weight, Hiriloce:205.0lb
Lgt Med Hvy DragMax Weight, Hiriloce: 150 300 450 2250
Age: 118
Height: 5'0"
Weight: 113lb
Eyes: Green, but see below.
Hair: Dark blond, practically brown.
Skin: Pale
Appearance: Oirhandir appears physically young for an elf, but his
mannerisms speak of much travel. His most prominent feature is his eyes,
which have dark green irises, but a distinct golden metallic tinge to the
conjunctiva (whites). This does not seem to be caused by disease, as his
health and vision are fine, but it is an unusual and unsettling feature,
even for an elf. He is of average height for his race, if a little less
willowy than his brethern. Oirhandir wears a pale blue cloak over a fine
chainmail shirt, with light grey trousers below. A backpack nestles
between the shield slung over one shoulder and the bow slung over the
other. He is rarely without a staff in hand when traveling or just
strolling about town. Quiet and easygoing, posessing a keen yet gentle
wit, several have remarked that he seemed like an old friend just minutes
after they met him for the first time.
Background: The world is a bigger place than anyone could possibly
imagine, and Oirhandir just has to see it all! Sired by an enigmatic (and
often absent) father who hinted at a distant draconic ancestor as the
reason for Oirhandir's strange eyes and arcane talent (all of his magic is
self-taught), the young elf came to love his kin and his homeland, but came
to love the lure of the open road even more. He is fascinated by humans
and their ever-changing ways, and travels from place to place to soak up
the sights in exchange for a story and a song or two. Oirhandir sees the
sea as the road that leads to many places at once, and has worked his way
across more than one passage despite his tender years. His most recent
voyage has taken him to a new port, and he has signed off of his ship in
order to explore the lands around the city of Orussus.
Once in Orussus, he met with a wealthy townsman, one Rupert Vaneelkelen,
who financed an expedition to investigate a long-abandoned dragon's lair.
Oirhandir's companions were Rogier, Katherine DeSylvia, Eruin, and Calamar.
They hadn't gotten far when they were attacked by a hord of vipers and
had to return to Orussus, as Calamar had been badly poisoned. Katherine
and Eruin stayed behind to nurse Calamar back to health, while Oirhandir
and Rogier recruited Ignatious O'Reilly, Almayce, Gath, and Razir to finish
the expedition. This time, they were met with nothing more formidible than
a large crocodile, which Rogier and Gath quickly dispatched. Once at the
site, Oirhandir, Rogier, Iggy and Almayce ventured inside, only to find...a
very live wyrmling dragon, who had been planting "treasure maps" in Orussus
to lure unsuspecting treasure hunters to their doom! With it's spells, the
dragon soon had the party in dire straights, magically putting Rogier and
Iggy to sleep. Fortunately, Oirhandir sank a very distracting arrow into
the beast, and Almayce was able to wake Rogier just in time for him to
deliver the killing stroke, nearly severing the creature's head. Oirhandir
returned with his comrades to Orussus to claim a rich reward from the
wealthy and appreciative Rupert.
Name: SIR BARTHOLEMEW
Class: Bard
Race: human
Size: medium
Gender: male
Alignment: neutral
Deity: Grendath
Str: 12 +1 (04p.) Level: 1 XP: zero
Dex: 16 +3 (10p.) BAB: +0 HP: 007 (1d6+01)
Con: 12 +1 (04p.) Grapple: +1 Dmg Red: --/----
Int: 14 +2 (06p.) Speed: 30' Spell Res: --
Wis: 08 -1 (00p.) Init: +3 Spell Save: +0
Cha: 14 +2 (06p.) ACP: -1 Spell Fail: 5%(buckler)
Base Armor Shld Dex Size Nat Misc =TotalArmor: 10 +2 +1 +3 +0 +0 +0 =16
Touch: 13 Flatfooted: 13
Base Mod Misc TotalFort: 0 +1 con = +1
Ref: 2 +3 dex = +5
Will: 2 -1 wis = +1
Weapon Attack Damage Critical
longsword w/lanyard +1 str =+1 1d8+1 19-20x2
dagger +1 str =+1 1d4+1 19-20x2
shortbow +0 BAB, +3 dex =+3 1d6 20x2
Languages: common, elf, goblin
Abilities:
Bardic Knowledge:
DC10 Common, known by at least a substantial minority drinking;
common legends of the local population.
DC20 Uncommon but available, known by only a few people legends.
DC25 Obscure, known by few, hard to come by.
DC30 Extremely obscure, known by very few, possibly forgotten by most
who once knew it, possibly known only by those who don’t understand the
significance of the knowledge.
Bardic Music:
Countersong, Fascinate, Inspire Courage, Inspire Competence
Feats:
ENDURANCE
+4 bonus on the following checks and saves: Swim checks made to resist
nonlethal damage, Constitution checks made to continue running, avoid
nonlethal damage from a forced march, hold breath, or vs starvation or
thirst, Fortitude saves made vs hot or cold environments and suffocation.
Also, may sleep in light or medium armor without becoming fatigued.
DIEHARD
automatically become stable When reduced to between –1 and –9 hit points.
Can take either a single move or standard action each turn, but not both,
and cannot take a full round action. any standard action (or any other action
deemed as strenuous, including some free actions, such as casting a
quickened spell) causes 1 point of damage after completing the act. If Bart
reaches –10 hit points, he immediately dies.
Skill Points: 36 Max Ranks: 4/2
Skills Ranks Mod Misc Total
appraise 1 +2 +3
bluff* 4 +2 +6
diplomacy* 3 +2 +5
concentration* 4 +1 +5
hide 2 +3 -1 armor +4
knowledge arcana 1 +2 +3
knowledge nobility 2 +2 +4
move silently 2 +3 -1 armor +4
perform (oratory) 3 +2 +5
riding (xclass) 1 +3 -1 armor +3
sense motive* 4 -1 +3
sleight of hand 3 +3 -1 armor +5
spellcraft 1 +2 +3
tumble* 4 +3 -1 armor +6
(*high priority skill)
Equipment: Cost(gp) Weight
leather armor (+2 AC) 10.00 15.00 lbs
buckler (+1 AC, -1 ACP) 15.00 05.00 lbs
longword w/lanyard 15.00 03.00 lbs
dagger (concealed) 02.00 01.00 lbs
shortbow w/lanyard 30.00 02.00 lbs
quiver on haversack
with 20 arrows 01.00 03.00 lbs
explorer outfit 00.00 00.00 lbs (free at level 1)
signal whistle necklace 00.80 00.00 lbs
signet ring 05.00 00.00 lbs
haversack containing 02.00 02.00 lbs
waterskin 01.00 04.00 lbs
rations x2 days 01.00 01.00 lbs
candle 00.01 00.00 lbs
sewing needle 00.50 00.00 lbs
small steel mirror 10.00 00.50 lbs
ink vial 08.00 00.00 lbs
inkpen x2 00.20 00.00 lbs
stylus 01.00 00.00 lbs
toiletries 01.00 01.00 lbs
*TOWEL!* 01.00 01.00 lbs
spell component pouch 05.00 02.00 lbs
belt pouch containing 01.00 00.50 lbs
pipe and tobacco 02.00 01.00 lbs
chalk 00.01 00.00 lbs
flint and steel 01.00 00.00 lbs
tindertwig x5 05.00 00.00 lbs
potion of CLW 25.00 00.10 lbs
TOTAL 142.52 42.10 lbsTotal Weight: 240.52 lbs inc person, clothes and gear
Money: 01pp 07gp 04sp 08cp
Lgt Med Hvy Lift PushMax Weight: 44 45-86 87-130 260 650
[Spells] Level zero (DC12): Detect Magic, Prestidigitation
Age: 26
Height: 5'11"
Weight: 190lb
Eyes: brown
Hair: brown
Skin: light
Appearance: A human nobleman, wearing leather armor and a buckler.
He carries a longsword and shortbow, both tied to his belt by a lanyard. He
is fit-looking but not musclebound. He keeps his hair and beard trimmed short
and has a martial bearing. His leather breastplate and buckler show traces of
a blazon that was once painted on them, but has now been scraped off.
Background: Bartholemew was a knight of Onnavia until that kingdom
was conquered by an evil wizard. He fled rather than submit to the new ruler.
He seeks to earn title to a fief of land, so that his family can maintain its
noble rank. Some day, he dreams of liberating his homeland, but is
discouraged by it's recent conquest and realizes that there is little hope. If
someone else were to propose an expedition, it would rekindle his patriotic
fervor and he would join instantly, without evaluating the likelihood of
success.
Class: Bartholemew is classified as a bard as a reflection of his
personality and abilities. He is not a bard in the traditional sense. He is
not a member of any organization of musicians or sages, and in fact he
doesn't even know how to play an instrument. As a noble knight, it would
be beneath his dignity to perform for money.
Personality: Bartholemew is quick-tempered and impulsive ("audacious"
by his own description). He holds his honor in higher regard than his
survival. Bartholemew is confident and thick-skinned. He responds to insults
with humorous barbs. He doesn't like to make treats. He prefers to ask
politely and then strike without warning. He is a romantic, and is persuaded
by dramatic appeals rather than realistic calculations. He loves to trick and
outsmart his enemies. He gleefully cries out "Ruse De Guerre!" (like a warcry)
as he springs his traps.
Alignment: Bartholemew is neutral. He tries to keep his word and
behave honorably, but is not overly concerned about the letter of the law.
He enjoys his own freedom but understands the value of cooperation and is
not hostile to authority.
He will steal from those who are wealthy or evil, or if it is necessary to
the mission. If the item belonged to someone who was poor or virtuous, he
will leave behind payment or make ammends later.
He will kill foes in their sleep, but not harm prisoners who have
surrendered. He will lie for a good cause, but will never break his word of
honor. He fights dirty and prefers to ambush, but will not break the "laws of
war" (fake surrender, violate truce, etc).
He will always do favors for those in need, particularly those of humble
station. He will eagerly volunteer to fight injustice without requiring
compensation.
He holds grudges dearly, and is merciless in revenge. He has a dark and
morbid sense of humor and can sometimes be cruel if it strikes him as funny.
Bartholemew holds sacred the idea of true love. Until finding that fated
sweetheart, he is a complete scoundrel with women. He feels no guilt (and is
in fact quite proud) about deceiving, betraying, or abandoning those who fall
victim to his charms.
Last edited by crueldespot; 14th June 2004 at 02:30 AM..
Reason: changed "pencil" to "stylus", fixed prices and money. Now approved.
Appearance:
Galethorn is exceptionally tall, broad-shouldered, and imposing in appearance. His shoulder-length red hair hangs freely, and he keeps his beard short. His eyes are keen and greyish-blue, with a certain inner light to them. Despite his imposing appearance, Galethorn is relatively soft-spoken. These two factors combine to make Galethorn seemingly unapproachable.
Background:
Born and raised in a small, mountain town, Galethorn has never been terribly fond of city life. Since his youth, he's been traveling the wilderness, making his own way in the world. This exposure to nature makes many lose any care for the rest of society, but it helped Galethorn discover that all living things, be they badgers or beggars, kings or caribou, are worthy of protection. He is only now ready, by his own reckoning, to fight against those that would harm innocent life.
Last edited by Galethorn; 10th June 2004 at 07:47 PM..
Reason: Stats were right, listed points were wrong
Name: Eruin de Terith
Class: Ranger
Race: Half-Elf
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Verdante
Str: 14 +2 (6p.) Level: 1 XP: 0
Dex: 16 +3 (10p.) BAB: +1 HP: 9 (1d8+1)
Con: 12 +1 (4p.) Grapple: +3
Int: 12 +1 (4p.) Speed: 30'
Wis: 12 +1 (4p.) Init: +2
Cha: 10 +0 (2p.) ACP: -1
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +0 +3 +0 +0 +0 16
Touch: 13
Flatfooted: 13
Base Mod Misc Total
Fort: 2 +1 +3
Ref: 2 +3 +5
Will: 0 +1 +1
Weapons: Attack Damage Critical Range
Longsword +3 1d8 19-20x2 N/A
Short sword +3 1d6 19-20x2 N/A
Longbow +4 1d8 x3 100 ft.
Languages:
Common (Racial)
Elven (Racial)
Draconic (Bonus)
Abilities:
Immunity to sleep spells and similar magical effects
+2 racial bonus on saving throws against enchantment spells or effects
Low-light vision
+1 Racial bonus on Listen, Search, and Spot checks
+2 Racial bonus on Diplomacy and Gather Information checks
Elven blood
Weapon and armor proficiency
Favored Enemy: Orc
Wild Empathy
Feats:
Track
Point Blank Shot
Skill Points: 28 Max Ranks: 4/2
Skills: Ranks Mod Misc Total
Hide 4 +3 -1 (ACP) +7
Move Silently 4 +3 -1 (ACP) +7
Listen 4 +2 +6
Search 4 +2 +6
Spot 4 +2 +6
Climb 4 +2 -1 (ACP) +6
Heal 4 +1 +5
Diplomacy 0 +2 +2
Gather Information 0 +2 +2
Equipment: Quantity Cost Weight
Explorers Outfit 1 10 gp 0 lb.
Studded Leather Armor 1 25 gp 20 lb.
Longsword 1 15 gp 4 lb.
Short sword 1 10 gp 2 lb.
Longbow 1 75 gp 3 lb.
Backpack 1 2 gp 2 lb.
Waterskin 1 1 gp 4 lb.
Bedroll 1 1 sp 5 lb.
Sack 1 1 sp .5 lb.
Case, map or scroll 1 1 gp .5 lb.
Trail Rations 5 20 sp 4 lb.
Flint and Steel 1 1 gp 0 lb.
Torches 3 3 cp 3 lb.
Quiver (20 arrows) 1 1 gp 3 lb.
Total Weight: 51 lb
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Money: 5 gp 0 sp 0 cp
Age: 23
Height: 6'1"
Weight: 175 lb
Eyes: Deep Blue
Hair: Black
Skin: Beige/Earthen
Appearance:
Eruin is a half-elven male whose eyes would appear to indicate that he has lived longer, and seen more, than he in fact has. Like many who pursue his calling, he is most comfortable on the road, surrounded by his comrades-in-arms and awaiting the glory of adventure. While travelling, Eruin is typically clothed in a long, dark-blue hooded cape that casts a shadow about his entire face, revealing little other than the whites of his eyes. Though he is not rude or openly abrasive, his tendency to speak less than he thinks makes Eruin somewhat difficult to get to know. Those who do know him, however, will attest to the warmth of his spirit and the loyalty of his heart.
Background:
Of Elven mother and Human father who went their separate ways in his younger years, Eruin has spent the majority of his short life as a second-class citizen, an unwanted blight on his mother's Elven community, and a mystery to his father's kin and friends. Seeking solace and the answers to unanswerable questions, Eruin routinely wandered the woods in silence. As time passed and Eruin grew in strength and courage, the woods continued to prove a powerful draw for Eruin - under the shadow of its cover and in the company of its denizens would be the only place Eruin would ever call home - now, and in the future...
"Swift" Trum Yor
Male Human Barbarian
Alignment: CG
Size: Medium
Deity:
Abilities
Str: 16 +3(10p)
Int: 8 -1(0p)
Wis: 12 +1(4p)
Dex: 16 +3(10p)
Con: 14 +2(6p)
Cha: 8 -1(0p)
Level: 1
BAB: +1
Grapple: +4
Speed: 40'
Init: +3
XP: 0
HP: 14
Special Ability: +4 skill point first lvl and +1 per lvl after, One bonus feat, Rage 1/day, fast movement, Illiteracy
while Raging: Str 20, Con 18, Fortitude +6, Will +3, HP 16, AC 14
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +3 +3 16
Touch: 10 +3 13
Flatfooted: 10 +3 13
Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +3 +3
Will: 0 +1 +1
Weapon Attack Damage Critical
Spiked Chain +4 2d4+4 20, x2 range 10'
long bow +4 1d8 20, x3
dagger +4 1d4+3 19-20,x2
Raging:
Spiked Chain +6 2d4+7
dagger +6 1d4+5
Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Survival 4 +1 +5
jump 4 +3 -1 +6
climb 4 +3 -1 +6
listen 4 +1 +5
Misc: Armor penality
Languages: Common
Feats
Exotic Weapon Spiked Chain
Power Attack
Equipment: Cost Weight
(gp) (lbs)
Studded leather 25 20
Spiked Chain 25 10
Long Bow 75 3
20 arrows 1 3
backpack 2 2
4 torch 0.04 4
4 rations 2 4
2 sunrod 4 2
rope 50` 1 10
flint and steel 1 -
Traveller's outfit 1 7
Total 137.04 65
Appearance
Trum has long untrimmed black hair in a pony tail. Trum rely more on intuition than logic and can sometimes look more like an animal than a human. He has black eyes and is very tanned from being outside all day long. He has no particular traits.
Background
Trum was part of a barbarian tribes, he was from an average family. Being free willed he decided to abandon everybody to explore the world and gain experience. Trum is not particularly interested by gold, for now!
Name: Marl Oconna
Class: Rogue
Race: Halfling
Size: Small
Gender: Male
Alignment: N
Deity: Uncertain
Str: 12 +1 ( 6p.) Level: 1 XP: 0
Dex: 16 +3 ( 6p.) BAB: +0 HP: 8 (1d6+2)
Con: 14 +2 ( 6p.) Grapple: -4 Dmg Red: -
Int: 14 +2 ( 6p.) Speed: 20' Spell Res: -
Wis: 12 +1 ( 4p.) Init: +3 Spell Save: -
Cha: 10 +0 ( 2p.) ACP: -? Spell Fail: -
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +2 +3 +1 16
Touch: 14 Flatfooted: 13
Base Mod Misc TotalFort: 0 +2 +1 +3
Ref: 2 +3 +1 +6
Will: 0 +1 +1 +2 (Extra +2 morale bonus vs fear)
Weapon Attack Damage Critical
Short sword +2 1d4+1 19-20
Dart +5 1d3+1 20
Heavy Crossbow +4 1d8+0 19-20
Languages: Common, Halfling, Dwarven, Gnome
Abilities: Sneak Attack +1d6, Trapfinding, Halfling racial traits:
- Small: +1 size bonus to AC and to hit, +4 to Hide
- +2 Climb, Jump, Move Silently, Listen
- +1 to saving throws
- +2 morale save vs fear
- +1 to hit with thrown weapons and slings
Feats: Two Weapon Fighting
Skill Points: 40 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Gather Info 4 +0 +4
Knowledge: Local 4 +2 +6
Bluff 4 +0 +4
Sense Motive 4 +1 +5
Move Silently 4 +3 +2 +9
Hide 4 +3 +4 +11
Tumble 4 +3 +7
Listen 3 +1 +2 +6
Spot 3 +1 +4
Search 3 +2 +5
Sleight of Hand 1 +3 +4
Open Locks 1 +3 +4
Disable Device 1 +2 +3
Equipment: Cost Weight
2 short swords 20gp 2lb
8 darts (in quiver) 4gp 2lb
Heavy crossbow 50gp 4lb
10 bolts 1gp -
Leather armor 10gp 7.5lb
Explorer's outfit - -
Caltrops 1gp 2lb
Belt pouch 1gp 0.25lb
Thieves' tools 30gp 1lb
Smokestick 20gp 0.5lb
Backpack 2gp 0.5lb
Candle - -
Flint and steel 1gp -
Sunrod 2gp 1lb
Alchemist's Fire 20gp 1lb
Waterskin 1gp 1lb
Total Weight: 23lb Money: 37gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 32 64 97 195 487
Age: 28
Height: 3'2"
Weight: 36lb
Eyes: Blue
Hair: Black
Skin: Tanned
Appearance: Marl is a muscular young halfling whose face sports a perpetual frown. This
accentuates an old scar leading away from his eye, down his right cheek. His black hair is
of average length, parted to one side, but sometimes it falls in his face. He is usually
dressed in a loose charcoal-grey clothing with a quiver of darts on his back, and two
shortswords at his sides.
Marl has a pleasant sounding voice, but more often than not he uses it to say something lippy,
sarcastic, or both.
Background: Marl is not a happy man.
Once upon a time there was a travelling halfling performer named Rostin. Rostin had a wife and a
son, aged 8, and they were quite happy together. But as Rostin and his small family travelled,
luck was not with them. They found it harder to get good engagements, until finally they arrived
in Ignussus.
By Ignussus their money had really run out; they no longer had enough money to leave. There were
few opportunities for them to perform, because at that time many of the bars would only hire
guild-approved entertainers.
And then Rostin was run over by a mining cart.
Marl is Rostin's son. He's been living in Ignussus since then; his mother Faella took all sorts
of menial work to raise him and she succeeded in that, but she died about seven years ago of a
long illness.
Marl started working for the city guard. The guard in Ignussus is a pretty sad affair, and after
a couple of years Marl quit. He never did much, but he learned a few things about avoiding trouble
while walking the beat at night, elementary lockpicking and similar skills.
While Marl was drinking one night, he was approached by a human offering him a job at the mine. It
wasn't a job that would require him to hurt anyone... they just wanted someone to make sure
that things ran smoothly, that no one would get hurt. "If you can't beat 'em, join 'em", Marl
decided, and signed on.
The job isn't too bad, but Marl isn't happy. He doesn't have much clout, which makes his job
pretty difficult. And he hates the fact that the Guild runs Ignussus... and he just doesn't like
Ignussus much either. His one dream is for an opportunity that will make him rich, let him
thumb his nose at the Guild - or do it some damage - and leave the city,
never to return.
Last edited by CCamfield; 12th June 2004 at 05:02 PM..
Reason: Attaching character portrait, fixing description
Name: Ashnar Mortist
Class: Wizard (Evoker) 6/Human Paragon 3
Race: Human
Size: Medium
Gender: Currently Female (originally Male)
Alignment: Lawful Evil
Deity: Gliran and Sela
Str: 8 -1 ( 0p.) Level: 9 XP: 44519
Dex: 10 +0 ( 2p.) BAB: +5 HP: 55 (6d4+3d8+ 18)
Con: 14 +2 ( 6p.) Grapple: +4 Dmg Red: None
Int: 22 (20) +6 (10p.) Speed: 30' Spell Res: None
Wis: 14 +2 ( 6p.) Init: +0 Spell Save: +5
Cha: 14 +2 ( 6p.) ACP: -0 Spell Fail: 0%
Craft Points: 8105
4th, 8th level increases went to Int
3rd lvl Paragon increase went to Int
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +0 +0 +0 +0 10
Touch: 10 Flatfooted: 10
Base Mod Misc Total
Fort: 3 +2 +2 +7
Ref: 3 +0 +2 +5
Will: 8 +2 +2 +12
Weapon Attack Damage Critical
Melee Touch +4 Spell Spell
Ranged Touch +5 Spell Spell
Adamantine Dagger +5 1d4-1 19-20x2
Cold Iron Dagger +4 1d4-1 19-20x2
Silver Dagger +4 1d4-2 19-20x2
Languages: Common, Draconic, Ignan, Infernal
Abilities: Proficient in Simple Weapons, Light Armor, Longsword (Wiz + Paragon);
Spellcasting (CL 8); Specialization (Evocation);
Prohibited Schools (Enchantment and Illusion);
Summon Familiar (Fareye, Hawk);
Human Paragon Class Skills (Bluff, Knowledge [arcana, dungeoneering, geography,
history, nature, nobility, religion, the planes], spellcraft);
Adaptive Learning (Bluff)
Feats: Craft Wand [B; Wiz 5], Craft Wondrous Item [B, Human Paragon],
Negotiator, Open Mind, Scribe Scroll [B; Wiz 1], Skill Focus (Spellcraft),
Spell Focus (Evocation), Spell Focus (Necromancy)
Typical spells prepared (Save DC 16 + spell level,
or 17+ spell level for Evo/Nec spells; 4+1/6+1/5+1/4+1/3+1):
0 - Acid splash, detect magic, flare*|x3;
1st - Ashnar's markx2, Ashnar's sparkstrike*|, mage armor,
ray of enfeeblement§; 2 spell slots left empty
2nd - Ashnar's athleticate augmentation, Ashnar's fiery shackles x2,
Ashnar's l. pyromagical enhancement, protection from arrows, scorching ray*|;
3rd - Ashnar's shield swarm, fireball*|, dispel magic, lightning bolt*,
protection from energy
4th - Dimension door, mnemonic enhancer, wall of fire*|, wall of ice*
Spells cast into necromantic nexus (see below)0 - disrupt undead§
1st - cause fear§
2nd - false life§
3rd - ray of exhaustion§
Spell cast into arcane storage amulet (see below): false life§
Blessed book (205/1000):
0 - acid splash, arcane mark, dancing lights*, detect magic, detect poison,
disrupt undead§, flare*, light*, mage hand, mending, message,
open/close, prestidigitation, ray of frost*, read magic, resistance,
touch of fatigue§;
1st - Alarm, animate rope, Ashnar's mark, Ashnar's sparkstrike*, burning hands*,
cause fear§, comprehend languages, detect secret doors, detect undead,
enlarge person, erase, expeditious retreat, feather fall, floating disk,
grease, identify, jump, mage armor, magic missile*, mount,
protection from chaos, protection from evil, protection from good,
protection from law, ray of enfeeblement§, shield, shocking grasp*,
true strike, unseen servant;
2nd - Arcane lock, Ashnar's athleticate augmentation, Ashnar's fiery shackles,
Ashnar's lesser pyromagical enhancement, continual flame*,
darkness*, darkvision, detect thoughts, eagle's splendor, false life§,
flaming sphere*, fox's cunning, gust of wind*, knock, locate object,
owl's wisdom, protection from arrows, pyrotechnics, rope trick,
scorching ray*, see invisibility, shatter*, web, whispering Wind
3rd - Arcane sight, Ashnar's shield swarm, clairaudience/claivoyance, blink,
daylight*, dispel magic, explosive runes, fireball*, fly, gaseous form,
haste, lightning bolt*, nondetection, phantom steed,
protection from energy, ray of exhaustion§, secret page,
sepia snake sigil, slow, stinking cloud, summon monster III, tongues,
water breathing
4th - Arcane eye, black tentacles, dimension door, locate creature,
mnemonic enhancer, scrying, wall of fire*, wall of ice*
5th (can't prepare yet) - Telekinesis, telepathic bond
* Evocation spell
§ Necromancy spell
| Bonus spell slot; for Evocation spells only
Skill Points: 56+26+5 Max Ranks: 12/6
Skills Ranks Mod Misc Total
Appraise (untrained) 0 +6 +6
Balance (untrained) 0 +0 +0
Bluff 7[6c+4] +2 +9
Climb (untrained) 0 -1 -1
Concentration 5 +2 +7
Diplomacy 4[8c] +2 +4 +10
Intimidate (untrained) 0 +2 +2 +4
Jump (untrained) 0 -1 -1
Knowledge (arcana) 12 +6 +18
Knowledge (dungeon) 3 +6 +9
Knowledge (geography) 3 +6 +9
Knowledge (history) 3 +6 +9
Knowledge (nature) 3 +6 +9
Knowledge (nobility) 3 +6 +9
Knowledge (the planes) 8 +6 +14
Knowledge (psionics) 1 +6 +7
Knowledge (religion) 8 +6 +14
Listen (untrained) 0 +2 [+2] +2
Search (untrained) 0 +6 +6
Sense Motive 4[8c] +2 +2 +8
Spellcraft 12 +6 +5 +23
Spellcraft (Evocation) " " +2 +25
Spellcraft (Ench/Illu) " " -5 +18
Spot (untrained) 0 +2 (+3)[+2] +2(+5)[+7]
() - When familiar is within a mile, in bright light only.
[] - When familiar is within arm's reach
Equipment: Cost Weight
Bedroll 1sp (5lb)
Cold iron dagger 4gp 1lb
Ink Vial, 1 8gp 0lb
Inkpen 1sp 0lb
Scholar's Outfit 0gp 0lb
Scroll (Prot/Chaos) 25gp 0lb
Sheets of paper, 5 20sp 0lb
Silver Dagger 22gp 1lb
Silver Flame Ring 20gp 0lb
Blessed book --- (1lb)
Spell component pouch 5gp 2lb
Trail Ration, 12 6gp (12lb)
Waterskin 1gp (4lb)
Money for beggar 1gp --
Cloak of Resistance +2 --- ---
2nd Cold Iron Dagger --- 1lb
M. Adamantine Dagger --- 1lb
Handy Haversack 2000gp 5lb
5 scrolls of Ashnar's Sparkstrike, CL 5
1 wand of scorching ray, CL 3 (37/50)
Headband of Intellect +2
Lesser Necromantic Nexus (see below)
'Arcane Storage' Amulet (see below)
Ivory plaque
Masterwork manacles
() - In Handy Haversack
Total Weight: 11lb(22 lb in haversack) Money: 362gp 9sp 8cp
Lgt Med Hvy Lift Push
Max Weight: 26 53 80 160 400
Purchase/Expenses Log:
Bought during M2:
Familiar Rit. materials 100gp (used up)
Bought after M2:
3 pearls (for Identify) 300gp all used up
Donated for healing wand 150 gp (returned)
Hempen Rope 1 gp (given to Sara)
Spell Ink 500 gp (Comp Lang, Mount, Unseen Servant and Prot Arrows)
During M3:
Room 12 sp
Money for beggar, tip 2 sp
Library visit 200 gp
"Reparations" 200 gp
Spell Research 2000 gp, 200 Craft
Raise Dead and wand payment 5525 gp
Handy Haversack 2000 gp
Scribing Scrolls of Sparkstrike: 312.5gp / 25XP / 60 Craft
Scribing Scrolls of Mark: 62.5gp / 5XP / 10 Craft
Crafting Wand of scroching ray: 2250gp / 180XP / 450 Craft
Light Warhorse 150 gp
Bit and Bridle 2 gp
Riding Saddle 10 gp
Fixing the necromantic nexus 750 gp / 40 XP
Purchase scrolls of secret page, erase, and false life 550 gp
Scribe secret page into (old) spellbook 300 gp
Craft blessed book 6250 gp / 500 XP / 1250 craft
Craft headband of intellect +2 2000 gp / 160 XP / 400 craft
Psychic reformation 1500 gold / 150 XP
Spell research II 5000 gp / 500 craft
Craft wand of enlarge person 375 gp / 30 XP / 75 craft
Spell research III with Tenebrynn 2000 gp / 200 craft
Masterwork manacles for fiery shackles 50 gp
Purchased 11 trail rations 5 gp 5 sp
(Spell research I - Ashnar's mark, sparkstrike)
(Spell research II - fiery shackles, shield swarm)
(Spell research III - athleticate augmentation, l. pyromagical enhancement)
Age: 20
Height: 6'1"
Weight: 160lb
Eyes: Ash Gray (used to be Green)
Hair: Blonde
Skin: Tan with a few burn marks
Fareye, Hawk Familiar
Tiny Magical Beast
Hit Dice: 9 (27 hp) (Actual 1d8)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +5/–5
Attack: Talons +10 melee (1d4–2)
Full Attack: Talons +10 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-light vision, improved evasion, share spells,
empathic link, speak with master
Saves: Fort +3, Ref +6, Will +10
Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills: Bluff +5, Concentration +5, Diplomacy
+2, Knowledge(arcana) +11, Knowledge(planes) +7, Knowledge(religion) +7,
Listen +4, Sense Motive +6, Spellcraft +11, Spot +16
Feats: Weapon Finesse
Skills: Hawks have a +8 racial bonus on Spot checks.
Lesser Necromantic Nexus
This rod is a length of obsidian topped with a skull with rubies for eyes, a Lesser Necromantic Nexus. You can cast necromancy spells into the nexus, one each of levels 0, 1, 2, and 3. You can then substitute any spell of those levels for the spells stored in the nexus (this does not expend the nexus spells, but it does expend your spell slot) as long as you are holding the nexus. Whenever you cast the spells stored in the nexus, the DC increases by 1. Also, you can cast the spells stored in the nexus as if they were the subject of the Still Spell feat 3/day.* This counts as the use of a metamagic rod.*
There used to be a flaw induced by wild surges within the item, but that has been repaired.
'Arcane Storage' Amulet
The Amulet looks like it has a slot in it for a ring and another spot where a glyph might appear, as if the Amulet had two uses both of which were empty right now.*
This amulet allows the wearer to wear a third ring like a hand of glory. In addition, it can store a 0-3rd level spell that the wearer can cast as an immediate action when about to drop unconcious.*
Currently, the amulet has a flaw induced by wild surges - the spell being cast may "decide to target" rather than the caster, making spells like fireball a risky proposition. Personal spells like false life are more ideal since they have only the caster as a legal target. Removing this flaw will cost 500 gp and 40 XP*.
Spellbook (70/100): 0 - acid splash, arcane mark, dancing lights, detect magic, detect poison,
disrupt undead, flare, light, mage hand, mending, message,
open/close, prestidigitation, ray of frost, read magic, resistance,
touch of fatigue; 1st - Ashnar's mark, Ashnar's sparkstrike (erased before sale), burning hands,
cause fear, comprehend languages, identify, jump, mage armor, mount,
protection from chaos, ray of enfeeblement, shocking grasp,
unseen servant; 2nd - Continual Flame, Flaming Sphere, Knock, Protection from Arrows,
Scorching Ray 3rd - Fireball, Lightning Bolt, Protection from Energy, Ray of Exhaustion 4th - Dimension Door, mnemonic enhancer, wall of fire, wall of ice
Sold wand of enlarge person to Tor for 525 gp
Given 7 bolts and a light crossbow to Peladus
300 gp from Knighthood of Monemvassia, 12/07 to 11/08
Other log:
Knighthood of Monemvassia from M4: Under the Volcano
Age reduced and turned female during Crux of the Matter
Received psychic reformation at 9th level from Zaeril, replaced Enlarge Spell with Skill Focus (Spellcraft)
Name : Gerald Swordlash
Class : Fighter
Race : Human
Size : Medium
Gender : Male
Alignment : CG
Deity : Grendath
STR : 16 +3 Level: 1 XP: 0DEX : 15 +2 BAB: +1 HP: 11 (1d10+1)
CON : 12 +1 Grapple: +4 Dmg Red: INT : 14 +2 Speed: 20’ Spell Res: WIS : 8 -1 Init: +2 Spell Save: CHA : 10 -- ACP: -4 Spell Failure: 25%
Base Armor Shield Dex Size Nat Misc TotalArmor: 10 +4 +2 +16
Touch: 12 Flatfooted: 14
Base Mod Misc TotalFort: 2 +1 +3
Ref : 0 +2 +2
Will: 0 -1 -1
Weapon Attack Damage Critical Range Type
Dire flail(Main) +2 1d8+3 20/x2 - B
Dire flail(Off) +2 1d8+1 20/x2 - B
Handaxe +4 1d6+3 20/x3 - S
Shortbow +3 1d6 20/x3 60 fts. P
Languages: Common, Giant, Orc
Abilities: Racial Abilities
1 feat at 1st level
Extra skill points
Class Abilities
Extra feat (1st level)
Feats
Exotic Weapon Proficiency(Dire flail)
Two-Weapon Fighting(Human Bonus Feat)
Combat Expertise(Fighter Bonus Feat)
Skill Points: 20 Max Ranks: 4 / 2
Skill Ranks Mod Misc Total
Climb +2 +3 -4 +1
Craft: Alchemy +4 +2 +6
Craft: Weaponsmithing +2 +2 +4
Intimidate +4 +4
Jump +2 +3 -4 +1
Ride +4 +2 +6
Swim +2 +3 -8 -3
*CC skill
Equipment Cost Weight
Dire flail 90 gp. 10 lb.
4 pints of Oil 4 sp. 4 lb.
Handaxe 6 gp. 2 lb.
Shortbow 30 gp. 2 lb.
Arrows(20) 1 gp. 3 lb.
Scale Mail 50 gp. 30 lb.
Backpack 2 gp. 2 lb.
Waterskin 1 gp. 4 lb.
Bedroll 1 sp. 5 lb.
Sack 1 sp. 0.5 lb.
Flint & Steel 1 gp. ---
5 torches 5 cp. 5 lb.
Silk Rope 10 gp. 5 lb.
2 Trail Rations 1 gp. 2 lb.
Grappling Hook 1 gp. 4 lb.
Traveller Outfit 1 gp. 5 lb.
Total Weight: 83.5 lb. Money: 45 gp 3 sp 5 cp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 17 years old
Height: 5’ 10’’
Weight: 180 lb.
Eyes: Brown
Hair: Black
Skin: Fair with a hint of a tan
Appearance:
At first glance, the man seem to bulky and look like a hardy guardsman who seen a lot of battle. With his standard military chain mail, he seem like a common guardsman. However on closer look, one will notice his young face and his bright and enthusiastic eyes. His hair is cut short and tidy as by military standard. What is suprising to everyone is that Gerald carry a weapon unlike anything that have been seen before – a dire flail. Although some adventurer would hide their armor behind their clothing, Gerald does the opposite. In fact, he show his scale mail proudly as if it is a war trophy.
Background:
Gerald is born to a peasant family somewhere in the Living Enworld. As soon as he is 8 years old, as with tradition, his father sent young Gerald to learn a trade with the local alchemist, who is aging and have no successors. Gerald have no qualm about doing that and he is about to happily settle in the lifestyle of his small town.
That is until one day……….
When he was delivering potions to the inn as an errand, a group of adventurers staggered in. While Gerald hangs around there, the adventurers began to tell tales of slaying dragon, killing monsters, taking tremendous loot and rescuing nobles. As to prove this is true to the snickering town folks, one of them pull out a gold necklace that shine so brightly that some began to cover their eyes. It this moment that Gerald knew that he want to be an adventurer.
Next morning, Gerald packed his meager belongings and asked to join the group as a henchman. He soon proves his usefulness by his knowledge of alchemy and his small knowledge of weaponry. However, before even one month is over, the group is attacked by hordes of monster. Gerald survived only because he hung back to collect some herb.
__________________ And they burnt him cause he got a goatee.
EVVIIILLLL!
Last edited by Goldhawk; 17th June 2004 at 02:50 PM..
Reason: New stats
Appearance: Before you stands a frail and weak-looking man. Despite his apparent physical frailty, you feel strength sparkling behind his eyes. Vargo has long, braided hair woven in ornate patterns, and uses a shortspear as a walking stick. His leather armor has leaf patterns sewn into it.
Background: Vargo was born into one of the northern barbarian tribes. Clumsy and weak, he seemed unlikely to survive his childhood in the desolate frozen northlands. Part of the rites of manhood included a monthlong abandonment from his tribe - something that no tribe member thought he would survive. Imagine their surprise when, one month later, they found Vargo had fallen in with a wolfpack, and was being fed and cared for by them. A druid in the tribe recognized the child's potential and took him under his wing.
Vargo eventually decided that staying with his tribe was not where his future lay, and instead began wandering the world with his wolf companion Huln, looking for ways to restore nature's balance to the world.
Huln: Wolf Medium Animal; HD 2d8+4 (13hp); Init +2; Spd 50 ft; Space/Reach 5 ft./5 ft.; AC 16 (+2 Dex, +2 natural, +2 leather barding), touch 12, flat-footed 14; Base Atk +1; Grp +2; Atk Bite +3 melee (1d6+1); Full Atk Bite +3 melee (1d6+1); SA Trip; SQ Low-light vision, scent; AL Neutral; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1; Feats: Track, Weapon Focus(bite);
Trip(Ex): If Huln hits with a bite attack, he can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Huln.
Link(Ex): Vargo can handle Huln as a free action, or push him as a move action. Vargo gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks regarding Huln.
Share Spells(Ex): At Vargo's option, he may have any spell (but not any spell-like ability) he casts upon himself also affect Huln. Huln must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting Huln if the companioin moves farther than 5 feet away and will not affect Huln again, even if he returns to Vargo before the duration expires. Additionally, Vargo may cast a spell with the target of "You" on Huln (as a touch range spell) instead of on himself. Vargo and Huln can share spells even if the spells normally do not affect creatures of Huln's type (animal).
XP Log: Tracking down Sullivan: 675 xp LPNN: 320 xp <- Well earned, 20 round combat w/3 wererats + a swarm of bats, and nary a silver weapon in sight. LPNN: 138 xp for time spent.
__________________ What part of "Ph'nglui mglw'nath Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
Last edited by Vargo; 15th September 2005 at 10:27 PM..
Reason: Updating experience
* = Already cast * times or otherwise not available.
Magic Items
Gliran's Blessed Book, CL 5th.
Amulet of Intelligence +2, CL 5th.
Cloak of Resistance +1, CL 5th.
Hat of Disguise, CL 1st.
Pearl of Power I, CL 5th.
Notes:
- Rodimus owns Nezrak 1,000gp.
Appearance: Nezrak wears his long, silvery hair in a ponytail. His clothing is all dark blueish and blackish with white-blue lightning bolts/sparks pictured all over them. He wears a wide-brimmed dark blue hat, a robe and a cloak, thin gloves, and black boots. His longsword is loosely hanging in it's sheat in his left side, while he has a dagger sheathed in his right side. A scroll case is strapped across his back.
Background: Nezrak spent his youth with his people, learning slowly about elven culture. He was almost struck by a lighting once, and has ever since shown interest towards electricity and lighting, an element which he plans to master. He has also decided to keep himself somewhat fit in order to avoid the fate of may weak and helpless wizards, and has trained little both the ways of sword and sorcery. He knows that the training found at home is limited, and has now decided to seek his fame and fortune from elsewhere. He is headed towards the Red Dragon Inn and adventures.
Level-Up Notes: Level 6: Level 1 of Elf Paragon, +7hp (1d8 + 1 con), +2 ref, Elfsight (three times normal vision, additional +2 spot & search), Resist Enchantments (additional +2 vs enchantments), +900 craft points from level, Spell Focus: Evocation, Skills: +1 rank to Knowledge: Arcana, Spellcraft and +4 ranks to Survival.
Power Points: 17 (11 base, 4 from Int, 2 from Psionic Talent) Saving Throw DC: 13 + the power's level Psion Powers known:1st (5): Charm, psionic; Grease, Psionic; Inertial Armor, Mindlink, Mind Thrust; 2nd (2): Ego Whip, Suggestion, Psionic
Appearance: Tumna is a young human woman, her deep red hair flowing down and over her shoulders, her green eyes alluring. She wears crude adventurer's leathers as her outfit, the dark tones matching with her looks. She has her crossbow across her back and her dagger at her left hip, right next to her quiver of crossbow bolts.
Background: Like many a young person, Tumna set out to the life of an adventurer at the age of 17. She didn't fare well against a group of orcs, however, and was captured to be brought as a gift to their chieftain.
There she, for the first time in her life, used her natural gift and sent out a telepathic call to the chieftain's mind. The chieftain was under her influence for a while, and she used her influence to avoid the destiny of a chieftain's prize.
Fascinated by her new ability, she set out to try its limits on the orcs. She steadied her position as the chieftain's primary advisor, angering the shaman in the process.
But two years among orcs and goblins was enough for her, and she decided to again walk the path of an adventurer. And now she has arrived at the doorsteps of the Red Dragon Inn...
For DMs: The orc chieftain, and the rest of the tribe with it, is a free plot hook to be picked up if any of the DMs so wishes.
Changes:Gained 1,080XP Gained 150gp. Gained 3HP, +1 BAB, +1 base Will save, 1 rank of Bluff, Concentration, Knowledge (Psionics) and Psicraft, 2 ranks of Sense Motive. Learned Psionic Grease and Mindlink, gained 4PP from class and 2PP from Int. Gained1,200XP. Gained 500XP, 350gp
Spent 375gp on group Wand of Cure Light Wounds. Gained 400XP, Gained 11HP (3 class, 8 Psionic Body), +1 base Fort save, +1 base Ref save, Psionic Body feat, 1 rank of Concentration, 2 ranks of Knowledge (Arcana) and 3 ranks of Sense Motive. Learned Ego Whip and Psionic Suggestion, gained 5PP from class and 1 from Int.