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Old 6th July 2004, 03:08 AM   #121 (permalink)
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Scun

Code:
Name: Scun
Class: Cleric 4 / Barbarian 1
Race: Half-Orc
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Mongrel

Str: 18 +4 (10p) Level: 5 XP: 11561
Dex: 14 +2 (6p) BAB: +4 HP: 40 ([8+1]+[9+1]+[6+1]+[6+1]+[6+1])
Con: 12 +1 (4p) Grapple: +8 Dmg Red: -/-
Int: 10 +0 (4p) Speed: 30' or 40' without coin weight Spell Res: --
Wis: 15 +2 (6p) Init: +2 Spell Save: +2
Cha: 6 -2 (0p) ACP: -6 (heavy load) or -2 without coin weight

4th level stat increase: Wisdom

 Base Armor Shld Dex Size Nat Misc Total
Armor:mithral chain shirt +1 10 +5 +2 +2 +0 +0 +0 19 (or 17 without shield)
Touch: 12
Flatfooted: 17

 Base Mod Misc Total
Fort: 6 +1 +7
Ref: 1 +2 +3
Will: 4 +2 +6

Weapon Attack Damage Critical
MW Greatsword +9 2d6+6 19-20x2
Shortspear +8 1d6+4 x2
Thrown Shortspear +6 1d6+4 x2 range 20
Sickle +8 1d6+4 x2

Languages: Common, Orc

Abilities:

Half-Orc: Darkvision 60'

Cleric: Turn Undead 1/day -2 to turn, 2d6+2 damage

Travel Domain: 
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). This granted power is a 
supernatural ability.
Add Survival to your list of cleric class skills.

Luck Domain: 
You gain the power of good fortune, which is usable once per day. This 
extraordinary
ability allows you to reroll one roll that you have just made before the 
DM declares
whether the roll results in success or failure. You must take the result 
of the reroll,
even if it’s worse than the original roll.

Spells per day:
Level 0: 5
Level 1: 3 + 1 bonus + 1 domain
Level 2: 2 + 1 bonus + 1 domain

Caster Level: 4

Barbarian: Fast Movement, Rage 1/day (6 rounds)

Feats: Endurance, Diehard

Skill Points: 18 Max Ranks: 8/4
Skills Ranks Mod Misc Total
Concentration 8+1 +9
Listen 3 +2 +5
Knowledge (Religion) 2 +0 +2
Survival 5 +2 +7

Equipment: Cost Weight
Mithril Chain Shirt +1 10 lb
MW Greatsword 8 lb
Chain Mail 150 gp 40 lb
Heavy Wooden Shield 7 gp 10 lb
Shortspear 1 gp 3 lb
Sickle 6 gp 2 lb
Signal Whistle 8 sp 0 lb
Wooden Holy Symbol 1 gp 0 lb
Spell Component Pouch 5 gp 2 lb
Backpack 2 gp 2 lb
Traveler's Outfit
Bedroll 1 sp 5 lb
Winter Blanket 5 sp 3 lb
Fishing Net 4 gp 5 lb
Trail Rations, 4 days remaining 4 lb
Waterskin 1 gp 4 lb
Wand of Cure Light Wounds (50) 750gp
Magic Ring from Dragon

Equipment Weight: 98 lb 
Money: 124 pp 6676 gp 8 sp 10 cp  Money Weight120 lbs

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

Age: 22
Height: 5'4"
Weight: 195 lb
Eyes: Yellow
Hair: Black
Skin: Mottled Green
Appearance: Scun has obvious Orc heritage, his mottled green skin
and yellow eyes make that abundantly clear to anyone who gazes upon him.
He is short and stout, but has very conspicuous muscles. Along with his
Mithral Chain Shirt which he seems to wear constantly, he has a large
backpack that bulges with unknown items. You see a whistle around his
neck on a string, along with another necklace of twine that hangs
underneath his armor. Most of his belongings seem to be well used and
somewhat old, and tend not to match with each other.

Background: Scun, as with so many other Half-Orcs, was the
product of an Orc raid on a Human village. His raped mother was a kind
soul, and kept him safe for the first few years of his life. As he grew
faster than the other children and was much stronger, she feared for
their safety in turn. She sent him to help her brother on his farm. The
brother used him for labor and made him eat and sleep with the dogs.
Scun ran away and traveled the roads, here he found out about Mongrel
from a wandering old man, who shared what he had in Scun's time of need.
Scun travelled with the man for a few years, helping him where he could
and learning of the world. When the old man died, Scun wandered
aimlessly for a time, but then found his own purpose in life and became
an adventurer.

Experience Tracking:
The Island of Varras'zul
Spoiler:
  • 150 XP from Snake
  • 100 XP from Spider Swarm
  • 50 XP from Quicksand
  • 200 XP from Water elementals
  • 150 XP from Golgol, the earth Mephit
  • 150 XP from Xorn
  • 200 XP from Centipedes
  • 100 XP from Caged Remnant
  • 150 XP from bypassing the Trap
  • 150 XP from escaping the Centipede Swarm
  • 200 XP from the Guardian (Spider)
  • 1100 XP from time spent on adventure
  • 100 XP from ad hoc reward
total=2800


Immortality Awakens
Spoiler:

675 from 1st encounter (Hobgoblins, Grey Renders, Orcs)
100 from monthly xp (was level 2 at the time)
900 from 2nd encounter with Hobgoblins
1870 from mid-adventure update - after rescuing Sykhia
300 from worm encounter
800 from roleplay encounter with nomads
150+800 time xp
533 from sand tortoise encounter
200 from crystal ambush
833 from temple stuff
1600 time xp
total =


Treasure Tracking:
The Island of Varras'zul
Spoiler:
  • 50 GP from Reward for completion
  • 1943 GP and 2 SP from ending treasure split
total=1993 GP and 2 SP


Immortality Awakens
Spoiler:

Magic Ring from Dragon (unidentified)
Mithral Chain Shirt +1 from dead party member
MW Greatsword from dead party member
6666 gp
total =


Purchases:
Wand of Cure Light Wounds - full from Thurgan

current hp: 40/40
Spells Prepared:
0: Detect Magic, Detect Poison, Create Water, Create Water, Create Water
1: Magic Weapon, Shield of Faith, Comprehend Languages, Hide from Undead | Domain: Longstrider
2: Calm Emotions, Bull's Strength, Silence | Domain: Aid

Last edited by Brain; 26th September 2008 at 05:47 PM.. Reason: fixes for approval
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Old 6th July 2004, 09:57 AM   #122 (permalink)
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Rasereit Vundinn

Name: Rasereit Vundinn (RAH-zehr-it VOON-din)
Class: Barbarian (horse) 4/Fighter 4
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Mongrel

Code:
Str: 16 +3 (10p.)      Level: 8 (Brb4/Ftr4) XP: 33,349
Dex: 16 +3 (8p.)       BAB: +8/+3           HP: 101/101 (12 + 3*9 + 4*7.5 + 32 CON)
Con: 18 +4 (6p. +2)**$ Grapple: +11         Dmg Red: ~
Int: 10 +0 (2p.)       Speed: 30'           Spell Res: ~
Wis: 8  -1 (2p.)**     Init: +3             Spell Save: ~
Cha: 8  -1 (2p. -2)    ACP: -3              Spell Fail: 30%
*+1 Dex @ 4th
**+1 Con, -2 Wis from Jareth's Deck
$+1 Con @ 8th


                  Base   Mod  Misc  Total
Fort:               8    +3    +2**  +13*
Ref:                2    +3          +5*
Will:               2    -1          +1*
*+3 racial bonus on saving throws against poison (Enhanced by Jareth's Jack of Diamonds)
*+3 racial bonus on saving throws against spells and spell-like effects (Enhanced by Jareth's Jack of Diamonds)
**+2 Fort, from Great Fortitude
**+4 to Fort saves made to avoid nonlethal damage from hot or cold environments, and saves made to resist damage from suffocation, from Endurance

Languages: Common, Dwarven

Abilities:
Dwarven racial traits
Darkvision 90' (from Jareth's Jack of Diamonds
Fast movement
Rage 2/day
Illiteracy
Run
+2 Handle Animal and Ride with horses
Endurance (from
Jareth's Gift to the Warrior)
Great Fortitude (from Jareth's Gift to the Warrior)
all Dwarf Paragon abilities (from Jareth's Jack of Diamonds)
True Seeing for 1 min 1x/day (from Jareth's King of Hearts)

Feats:
Two-Weapon Fighting [L1]
Weapon Focus (Dwarven Waraxe) [L3]
Improved Shield Bash [F1]
Power Attack [F2]
Shield Balance [L6]
Weapon Specialization (Dwarven Waraxe) [F4]
Combat Stats and Skills:
Code:
           Base  Armor  Shld  Dex  Size  Nat  Misc  Total
Armor:       10     +5    +2   +3     ~    ~    +0     20
Touch: 13              Flatfooted: 17

Weapon                          Attack           Damage           Critical       Notes
+3 Flaming Dwarven Waraxe,
  Thane's Roar                   +15          1d10+8+1d6f            x3          (+8 BAB, +3 STR, +3 Magic, +1 WF; dmg +3 STR, +2 WS, +3 Magic, +1d6f flaming)
MW Spiked MW Heavy Steel Shield  +12             1d6+1               x2          (+8 BAB, +3 STR, +1 MW; dmg +1 STR/2)
Warhammer (Two-Handed)           +11             1d8+4               x3          (+8 BAB, +3 STR; dmg +4 STR*1.5)
Handaxe MW                       +12             1d6+3               x3          (+8 BAB, +3 STR, +1 MW; dmg +3 STR)
Handaxe MW (thrown)              +12             1d6+3               x3          (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
Light Crossbow MW                +12             1d8              19-20/x2       (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
  
TWF Full-Attack: 
Roar and Shield             +13/+8,+10   1d10+8+1d6f,1d6+1       x3,x2        (-2 TWF/-5 2nd Atk)
 
Skill Points: 32       Max Ranks: 9/4.5
Skills                   Ranks  Mod  Misc  Total
Climb (Str)                 8    +4   -3     +9
Constitution (Con)          0    +3   **     +3 (** +4 in some situations, from Endurance)
Craft (Int)                 0    +0   **     +0 (** +2 with stone or metal items, from Craft Expertise)
Handle Animal (Cha)         0    -1   +2     +1
Intimidate (Cha)           10    -1          +9
Knowledge (Local) (Int)     1    +0          +1
Ride (Dex)                  9    +3   +2     +14
Search (Int)                0    +0   **     +0 (** +4 to notice unusual stonework, auto check @ 20', from Improved Stonecunning
Survival (Wis)              7    -1          +6
Swim (Str)                  0    +4   **     +4 (** +4 in some situations, from Endurance)

Craft Points: 1200
Equipment:
Code:
Equipment:                           Weight
+3 Flaming Dwarven Waraxe,
  Thane's Roar                       8.0 lb
MW Spiked MW Heavy Steel Shield     20.0 lb (crafted by Juliana, MW spikes)
Handaxe MW                           3.0 lb
Warhammer                            5.0 lb
Light Crossbow MW                    4.0 lb
MW Breastplate                      30.0 lb
Gauntlets (mundane)                  4.0 lb
Amulet (mundane)                       ~ lb

Explorer's Outfit*                     ~ lb
-Belt Pouches x6                     3.0 lb
--Vial (empty)                         ~ lb (originally came with a potion inside)
--Vial (empty)                         ~ lb (from S2 loot, originally came with a potion inside)
--Vial (empty)                         ~ lb (from S2 loot, originally came with a potion inside)
--Vial (empty)                         ~ lb (originally came with a potion inside)
--Vial (empty)                         ~ lb (originally came with a potion inside)
--Fine Black chess pieces              ~ lb
 - pawn
 - rook
 - king
Signal Whistle (neck)                0.1 lb
Flask of liquor                      0.1 lb (free from Joe, now empty)

*Belt is worn diagonally across the chest

Backpack                             2.0 lb
-Waterskin (full)                    4.0 lb
-Whetstone                           1.0 lb
-Monk's Outfit                       2.0 lb
-Letter of Commendation from
  Baron Pician of Earling              ~ lb
-Letter of Commendation from
  the King of Monemvassia              ~ lb
-Vial (empty)                          ~ lb (originally came with a potion inside)
-Sack                                0.5 lb
--Chalk x2                             ~ lb
--Flint & Steel                        ~ lb
-Sack                                0.5 lb
Quiver
-Crossbow bolts (11)                 1.1 lb

*Preserved and salted

Total Weight: 88.3 lb     Money: 0pp 166gp 7sp 6cp

                    Lgt     Med       Hvy     Lift   Push
Max Weight:       0-100   101-200   201-300   600   3000



                                       Cost   Weight
Heavy Warhorse                        400gp   ~ lb 
-Chain shirt barding                  400gp   50 lb
-Military Saddle                       20gp   30 lb
-Bit and bridle                         2gp   1 lb
-Saddlebags                             4gp   8 lb
-Rasereit                        priceless!   186 lb
-Rasereit's carried gear                ~gp   88.3 lb

Total Weight: 363.3 lb (Medium encumbered, 35' movement)

                    Lgt   Med    Hvy       Lift   Pull
Max Weight:        0-300 301-600 601-900   1800   3600
Age: 66
Height: 4'5"
Weight: 186lb
Eyes: Dark Brown
Hair: Red
Skin: White w/ light tan



Appearance:

Tall for his race, Rasereit Vundinn still seems a bit short among humans. His long red hair looks like it was braided once and then forgotten. Though it's not exactly treated with reverence, his hair is not ridiculously knotted, just a little wild. He bathes only when he feels like it, sometimes giving him an unpleasantly odoriferous presence. He has a fierce glint in his dark brown, almost black, eyes. The breastplate he wears over his clothes has nary scratch on it, but its dull metal sheen makes it seem as though it is tired and old. The Vundinn clan emblem is etched on the chest. It looks to be made of the finest steel and the straps are attached in such a way as to facilitate his movement more easily than most armor of its type. Hanging around his neck is a small, carved wooden turtle on a leather lace. His gray woolen shirt is dirty, getting a wash only when he does, but durable. His hands are protected by gauntlets, both of excellent craftsmanship, each with a circular etching on the back depicting a dwarf lifting a mountain. Like the breastplate, the gauntlets have a dull look about them. Two finely crafted axes with keenly sparkling edges hang from his hips, attached to his belt by leather loops holding the axe heads up. The blade of the waraxe has a slight red tint, and it seems to emit an aura of heat. On his back hangs a large, ornate, spiked steel shield, adorned with a helmeted dwarven head behind the vicious spikes, its eyes closed as though it were asleep. Perhaps the strangest thing about the dwarf is his kilt. Woven into a red and gray plaid pattern, it is clearly very old but also very well kept. A few stitches are evident here and there, probably where an unavoidable dagger made its mark. Rasereit's bare, hairy legs carry a large number of scars, as does his face. All over his body, reminders of old wounds are small and large and in between. Clearly, this dwarf has seen more than his share of conflict.

Personality:

Rasereit is often rowdy and boisterous, with very little concern for what others think. Depending on his mood, he might challenge a stranger to a no-rules bar fight or buy him a drink. He has been known to charge stupidly into very dangerous situations and barely escape with his life. When on a team with other adventurers, he does his best to protect those he knows, usually by screaming and taking most of the punishment himself, though he probably won't take a bolt for anyone he just met. With other worshippers of Mongrel he is very open, his trust is easily won, and he will help any other wanderers of Mongrel immediately, without a thought of hesitation or self-interest. He never steals from companions, contracted or otherwise, or the obvious poor, but anyone else is a potential victim. Sometimes, when he's feeling charitable, he will secretly give some of his wealth to the poor, leaving offerings of food or money on doorsteps. Of course, these gifts are almost always taken from some rich sap who "didn't need it anyway" or looted from a recent kill. Close friends, among whom number the halfling Ogrin, the human "noordlander" Pendrake, and the nameless priest of Mongrel, call him Razh.

He washes his kilt reverently every day that he can, in an uncharacteristically respectful tribute to his lost clan. In the evenings, he sleeps sitting up with his armor on and his shield propped up behind him.


History:

The Vundinn clan is notable because they were among the only dwarven clans to wear the kilt. This tradition arose many generations ago when the women of the clan had to protect the village from a surprise attack while most of the men were out hunting. They grabbed their husbands' weapons and ran out into battle wearing their skirts. They single handedly beat back the entire enemy force. When the men returned, a great ceremony was held in the women's honor, and all the men wore skirts in homage to their valor. In that ceremony, the women received completely equal rights with the men. After the celebration night, a few of the men continued to wear the skirts, and the fashion spread quickly and held fast for the centuries it has been since that day.

Almost all of Rasereit's life has been wrought with conflict, making the battlefield a place where he feels at home. He was raised for the first 13 years of his life in a dwarven clanhold deep within the Underdark below the Northern Mountains, to the north of the Vastermarch cities. The Vundinn clan was waging war with an encroaching horde of dark, intelligent beasts. They lost all of their ancient stone houses and many of their clansmen to the foul monsters as they were forced upwards, towards the surface. Their second settlement was less defensible and did not have even a year of peace before the same creatures attacked. After two long years of conflict, that settlement was also destroyed and abandoned. Even more clansmen died defending the second settlement, and the monsters had no qualms about killing women and children. The dwarves who survived in the greatest numbers were the wild Vundinn warrior-barbarians, fierce combatants both honored and feared by the rest of the Vundinn clan. It was these dwarves who taught Rasereit to fight.

The Vundinn moved all the way up to a large cavern right below the surface. There they faced sporadic attacks from goblins and orcs who squatted in the nearby mountains, but they survived for another twenty one years before the monsters returned in full force. This time, an unusually intelligent orc used the threat of the monsters to unite the scattered goblinoid tribes. The combined forces of the goblinoids beat back the creatures of the depths before they reached the new Vundinn settlement. After a short respite, the orcs and goblins attacked the dwarves, determined to claim the dwarves' cavern for themselves. The Vundinn clan was almost shattered, but a few warrior-barbarians and Rasereit survived. The remnants managed to trek to the surface. There they survived for another two years under the minor oppression of goblinoids as they slowly migrated south of the mountain range. Finally, the Vundinn clan was completely disbanded when the last few clansmen simply gave up and walked their own separate ways.

Throughout all this strife, by chance and bad fortune, Razh had seven foster families plus his first, birth family. Most of them had no mothers. When the clan parted ways, he had nothing but the clothes on his back, the kilt on his hips, and the family axes at his sides. For the next three years, he made guerilla attacks on small goblin scout groups in revenge, but soon saw the futility of his efforts and stopped. He retreated south, to the town of Braeholl in the Vastermarch. The dwarven barbarian was not well received there, so he quickly moved to the forest in the south east, the Silverwood, where he lived in relative peace (despite several almost-violent run-ins with arrogant and territorial elves) and met his first real friend and trusty mount, Kerrin the horse. Eventually, he began traveling south. Periodically, he would stop by the tiny settlements in the countryside for miserable attempts at socializing, but he always returned to the wilderness.

On one of these visits, he met a very friendly and wise wandering Cleric of Mongrel. They traveled together until the next settlement, and on the journey, the cleric told his tales of adventuring and of the extreme satisfaction he received from serving his carefree god, Mongrel. Razh was converted immediately, and is now one of the most devout (if you can call a worshipper of Mongrel "devout") followers of Mongrel. The two friends parted and have never seen each other since, but Razh holds a soft spot in his adamantine heart for any follower of the Dog.

When he was 63, Rasereit's beloved equine companion, Kerrin, was at a river drinking water when a rogue goblin squadron killed the beast for meat. In a fit of fury, Rasereit slaughtered them all. He traveled on foot to the Red Dragon Inn...

First Post
The doors of the tavern slowly swing open as a very dirty, very smelly dwarf trudges slowly toward the bar. An old pack graces his hunched back, a belt with a few pouches is strapped diagonally across his broad chest, and his rusty scale mail clinks and screeches, quietly protesting his clumsy movements. The large axe at his hip is nearly touching the floor because of his posture. His eyes are blood shot, and he moves with the swinging gait of a dwarf who has spent too much time with a bottle in his hands. He tries to sit down and order a drink but, due to the constant haggering by the barmaids to speak to Joe, is unable to even get the words out. "In the name of Mongrel! Back off!" he grunts loudly in an oddly accented dialect. He scans behind the bar for the bartender they speak so animatedly of. Spotting the only man with an apron on, he raises his hand, nods towards him. "I... Er, hello... Joe... Look, can y' get me a drink over here?" Eyeing him distastefully, not because of his smell, mind you, but rather for his manners, Joe meanders his way over to the unclean mess deposited at the bar and slams down a full mug, saying, "That'll be a silver, if y' please." The dwarf eyes him beadily, but after some time reaches into his pocket for the money. After receiving it, Joe Smith moves on to other, more sociable patrons, while the dwarf lays his head down on the bar, not even taking a sip of his drink. Occasionally his body shakes or trembles for a very brief moment, then he looks about angrily to see if anybody noticed, lays his weary head back down, and repeats the process.

OOC: New character, new to PbP, but not new to the game. Nice to meet you all!

Private Details
Second father was a miner, killed in an unfortunate and rare cave-in.
Third father was a warrior-barbarian. Third mother was a little obese, or at the very least, "large around the belly"
Fourth father was a brewmaster, killed by foul monsters.
Fifth father was a weaponsmith, forged Razh's first handaxe, died at the age of 303 in "glorious battle".
Sixth father was an armorsmith, killed by monsters.
Seventh father was a warrior-barbarian, killed by orcs, bequeathed his family waraxe to Razh.

Rasereit had his old, family waraxe melted down and some of the metal was used by Stonebender the smith to make his new, magical dwarven waraxe. His old handaxe was held at the smith’s for a while, then melted down by Juliana's apprentice and mixed in with his new magical shield's metal.

Rasereit was age 63 in 2004.


Our Hero's Story Thus Far:

Razh was drinking away his sorrows and looking for distractions in the Red Dragon Inn when he and several others were offered a job by Mona, a halfling paladin. The group sailed to the Island of Varras'zul. After a brief foray into the underground, Razh and all members of the party returned to Orussus, a few gold pieces richer and with an acute fear of invincible centipedes. Mona got the book she wanted, so she sailed off to help her friends. Her ship turned up later, abandoned and empty.

Razh, his newfound halfling friend Ogrin, and some others assisted a man in avenging his sister. After a vicious battle with a lycanthrope, the culprits were quickly caught and brought to justice, but the adventurers gained the enmity of the Conclave, a secretive criminal organization, in the process.

Rasereit returned to the Red Dragon Inn and consumed a lot of alcohol over the course of a few days. He and Ogrin were then hired to join a group of experienced adventurers in dealing with a notorious noble, the Viscount Causticus. Another nauseating sailing experience brought Razh and company to another underground lair. This one was infested with gnolls led by Willem Frump, a man impersonating the goblin god KaziKazi. The brave wizard Ashnar died in the battle with Frump, but the false god was defeated. With Ashnar resurrected and Frump to guide them, the group traveled a long way through an underground tunnel only to emerge in the middle of an ambush by none other than the Viscount himself, assisted by his black dragon mother. Stripped bare and imprisoned, the party made their way through the dragon's dungeon beneath a volcano, where Razh wrestled a crocodile. Upon escape, the group stole some goblin equipment and attacked Causticus on his ship as he was making his way off of the island. He was defeated, and as Gundar's wrath poured from the volcano, the party sailed away in victory.

Back in Orussus, Razh used his wages to purchase some fine new equipment and enchant his dwarven waraxe and breastplate armor. Now somewhat of a pair of veterans, Razh and Ogrin were hired by another group to assist them in finding and freeing a kidnapped princess. The trail was getting cold, but as soon as Razh and Ogrin joined up, it quickly got very hot. After a fruitless horseback chase through the city, Ogrin dove headfirst into an ambush of five well-prepared men. He was quickly knocked unconscious, and Rasereit was forced to use all of his rage and skill to defeat the room full of foes and save his friend. Both halfling and dwarf almost died, but Fate had other plans. The town guards arrived in time to finish one of the two men that Razh had left, and Lasair used her psychic abilities to subdue the last man and force him to disclose the details of the princess' abduction. A large feast, five letters of commendation, and 40,000 gold pieces later, Razh and the others now have the gratitude of a baron and one of the most beautiful women in the land.

After enjoying their payment on Merchant's Avenue in Orussus, Rasereit decided it was time to head north. Ogrin decided to tag along, and so did a young man named Nodis and another halfling, Talbin. The four traveled on a ship to the Vastermarch, with plans to eventually head up into the mountains, to Rasereit's homeland. But as they rested at in an inn in a Vastermarch village, the village was attacked by a raiding party of orcs. The adventurers dispatched the raiding party and gathered what villagers they could to head for Braeholl. On the way, the group ran into another gang of adventurers, and unfortunately, a large contingent of an orcish army. After defeating several ogres, dozens of orcs, a half-orc sorcerer, and even a few undead, the union of parties arrived at Braeholl, the besieged 'bastion' of the Vastermarch Cities.

There the united group discovered the details behind the war in the Vastermarch. An accursed artifact, the Scythe of Seto, was the root cause of the conflict, corrupting all who came into contact with it, including a great paladin. After speaking with a knowledgable halfling, the adventurers agreed to take it to an ancient temple dedicated to Jareth, where a portal to oblivion was rumored to exist. The temple was protected by powerful magic, and in order to gain access our heroes were forced to engage in several life-or-death games. Rasereit took a leading role in an oversized chess game, toppling half the pieces on the board with his combat prowess. Afterwards, the group was separated, and he had to battle a crazed, evil mirror of himself. Twice.

In time, they reached the chasm. After a brief encounter with the corrupted paladin and two others under the spell of the Scythe, the cursed thing was destroyed, along with the Mirror of Opposition which produced Rasereit's evil twin. Feeling good about his success so far, Rasereit decided to take advantage of Jareth's games and played an imp in a dangerous game of chance. Drawing no less than five cards from a magical deck, Rasereit lost and gained much, material and otherwise.

Tracking:


Experience:
1100 XP from 6 RL months, The Island of Varras'zul
150 XP from Python, The Island of Varras'zul
100 XP from Spider Swarm, The Island of Varras'zul
50 XP from Quicksand, The Island of Varras'zul
200 XP from Water elementals, The Island of Varras'zul
150 XP from Golgol, the earth Mephit, The Island of Varras'zul
150 XP from Xorn, The Island of Varras'zul
200 XP from Centipedes, The Island of Varras'zul
100 XP from Caged Remnant, The Island of Varras'zul
150 XP from Trap, The Island of Varras'zul
150 XP from Centipede Swarm, The Island of Varras'zul
200 XP from Guardian Spider, The Island of Varras'zul
75 XP from Cursed Book, The Island of Varras'zul
40 XP, ad hoc, The Island of Varras'zul

Subtotal from The Island of Varras'zul: 2815 XP

320 XP from Rats, Bats, and Wererats, LPNN
325 XP from time spent, LPNN
925 XP from Tryggvi, Kopasker, assassin vines, and 2.5 months of real time, LPNN

Subtotal from LPNN: 1570 XP

471 XP from 10 gnolls after salt chute, M4: Under the Volcano
150 XP from piercers, M4: Under the Volcano
694 XP from 5 gnolls and 4 hyenadons, M4: Under the Volcano
75 XP from White Goo (before resting) M4: Under the Volcano
150 XP from Time spent on adventure, M4: Under the Volcano
1114 XP from more goo, KaziKazi and co., etc., M4: Under the Volcano
600 XP from Time spent on adventure, M4: Under the Volcano
2235 XP from escaping a volcanic island with only goblin weapons, M4: Under the Volcano

Subtotal from M4: Under the Volcano: 5489 XP

2200 XP from bravely battling five armed men at the same time, wounding all of them, and personally dispatching three, Niobe's Dilemma
300 XP from time spent and misc., Niobe's Dilemma

Subtotal from Niobe's Dilemma: 2500 XP

2050 XP from wiping out an orcish raiding party, personally dispatching 6 warriors, 2 leaders, and a minotaur, and assisting others in taking out the rest S2: War in Vastermarch
2300 XP from wiping out an orcish siege party, personally dispatching 3 ogres and several orcs, S2: War in the Vastermarch
175 XP for miscellaneous goodness, S2: War in the Vastermarch

Subtotal from S2: War in the Vastermarch: 4525 XP

900 XP from a group of undead, S3: The Scythe of Seto
1380 XP from a gargantuan spider and her brood, S3: The Scythe of Seto
1620 XP from slaughtering a nighthag and her demon puppy, S3: The Scythe of Seto
2550 XP from real-time spent, S3: The Scythe of Seto
500 XP from strategizing in a most dangerous game of chess, S3: The Scythe of Seto
7500 XP from fighting, individually, a wounded minotaur knight, 3 gnoll skeleton pawns, a gargoyle bishop, the other minotaur knight, a scorpion rook, the wounded King (chain devil), and a twisted mirror Razh twin, S3: The Scythe of Seto
1000 XP from finishing the final fight with Lothar the Lecher, Sangster the Scoundrel, and Torvin the werewolf, S3: The Scythe of Seto
1000 XP from aiding in the destruction of the cursed artifact, the Scythe of Seto, S3: The Scythe of Seto

Subtotal from S3: The Scythe of Seto: 16450 XP

Grand Total: 33,349 XP


Levels:
L1 -> Barbarian 1
HP: 15 (12+3), Skill Points: 16 (4*4)
Climb: 4 ranks (+4), Intimidate: 4 ranks (+4), Ride: 4 ranks (+4), Survival: 4 ranks (+4)
Dwarf: Dwarven Traits
Barbarian Abilities: Fast movement, illiteracy, rage 1/day
Feat (L1): Two-Weapon Fighting

L2 -> Barbarian 2
HP: 27 (+12), SP: 20 (+4)
Climb: 5 ranks (+1), Intimidate: 5 ranks (+1), Ride: 5 ranks (+1), Survival: 5 ranks (+1)
Barbarian Abilities: Uncanny dodge

L3 -> Barbarian 3
HP: 39 (+12), SP: 24 (+4)
Climb: 6 ranks (+1), Intimidate: 6 ranks (+1), Ride: 6 ranks (+1), Survival: 6 ranks (+1)
Barbarian Abilities: Trap Sense +1
Feat (L3): Weapon Focus (Waraxe)

L4 -> Barbarian 4
HP: 51 (+12), SP: 28 (+4)
Climb: 7 ranks (+1), Intimidate: 7 ranks (+1), Ride: 7 ranks (+1), Survival: 7 ranks (+1)
Barbarian Abilities: Rage 2/day
Ability Bonus (L4): 16 Dex (+1)

L5 -> Fighter 1
HP: 61.5 (+10.5), BAB: +5 (+1), SP: 30 (+2)
Climb: 8 ranks (+1), Intimidate: 8 ranks (+1)
Fighter Abilities: Bonus Feat (Improved Shield Bash)

L6 -> Fighter 2
HP: 72 (+10.5), BAB: +6 (+1), SP: 32 (+2)
Ride: 9 ranks (+2)
Fighter Abilities: Bonus Feat (Power Attack)
Feat (L6): Shield Balance

L7 -> Fighter 3
HP: 82.5 (+10.5), BAB: +7 (+1), SP: 34 (+2)
Intimidate: 10 ranks (+2)

L8 -> Fighter 4
HP: 93 (+10.5), BAB: +8 (+1), SP: 36 (+2)
Knowledge (Local): 1 rank (+1, 2cc)
Fighter Abilities: Bonus Feat (Weapon Specialization (Waraxe))
Ability Bonus (L4): 18 Con (+1)

Jareth's Deck
Jack of Diamonds: Dwarf Paragon abilities
Craft Expertise (Ex): Razereit may add +2 as a racial bonus on all Craft checks related to stone or metal items.
Improved Stonecunning (Ex): Razh's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
Improved Darkvision (Ex): Razh's darkvision range increases by 30 feet.
Save Bonus (Ex): Razh's racial bonus on saves against poison and against spells and spell-like effects increases by 1. (to +3)
Ability Boost (Ex): Razh gets a CON boost of +1.
(These DO NOT stack with the dwarven paragon abilites should Razh ever take levels in that class. Essentially he has already gained these abilities.)
Jack of Clubs: -2 WIS.
King of Hearts: True Seeing for 1 min 1x/day.




Wealth:
727.55gp - Tracking began, 2/26/07

+10559.06 GP - reward from Niobe’s Dilemma (linked post references 4000 gold which was later corrected to 8000. More math.)
-4169 GP - Purchased a +1 Spiked Light Steel Shield of Bashing, 9GP[/b] base + 10GP[/b] spikes + 150GP[/b] MW + 4000GP[/b] magical armor (+1 enhancement and Bashing).
-4000 GP - Purchased Gauntlets of Dwarven Might (equivalent to Gauntlets of Ogre Strength), Str +2
-2 GP - crossbow bolts.
-2 GP - self-imposed lack-of-crossbow-bolt-tracking penalty.
-2000 GP - Amulet of Natural Armor +1
+Letter - Letter of Commendation from Baron Pician of Earling.
-2 GP - Keldar's song in the RDI.

1111.11 GP - Total money on 6/13/07 (how cool is that?)

-100 GP - 2 CLW potions.
-600 GP - 2 CModW potions.
+42.5 GP - selling light horse and riding saddle.
-400 GP - buying a heavy warhorse.
-20 GP - buying a military saddle.
-2 GP - bit and bridle.
-4 GP - saddle bags.
-5 GP - monk's outfit.
+15 GP - selling two longswords.
+1.5 GP - selling light wooden shield.
-12 GP - warhammer.

32.11 GP - Total money on 6/13/07

-5 GP - staying at an inn.
-consumed 1 vial of CMW (2 left)
-consumed second vial of CMW (1 left)
-consumed 1 vial of CLW (1 left)
+2826.05 GP - loot.
+2 vials of CLW from loot.
-400 GP - a new heavy warhorse (*sob*)
-320 GP - a new double MW heavy spiked steel shield (crafted by Juliana)
-300 GP - a CMW potion from Ogrin.
-threw away moldy cheese and rotten meat.

1857.26 GP - Total money on 12/8/07

+75 GP - a loan from Beamer
+2084.5 GP - selling +1 light spiked steel shield of bashing
-4000 GP - enchanting MW Heavy Steel Shield w/ MW Spikes with +1 (1000gp) and Bashing (3000gp)
+300 GP - spending 1 DM credit.

316.76 GP - Total money on 1/5/07

-75 GP - paying Beamer back.
-100 GP - chain shirt.
+375 GP - delivering goods to a wizard.
-400 GP - chain shirt barding for horse.
consumed 1 vial of CModW (1 left)
consumed 1 vial of CLW (2 left)
consumed 1 vial of CModW (0 left)
consumed 2 vials of CLW (0 left)
traded a pawn to draw the Jack of Clubs from Jareth's Deck
traded a knight to draw the Jack of Diamonds from Jareth's Deck
traded a pawn to draw the Queen of Clubs from Jareth's Deck
ruined: +1 Dwarven Waraxe, Roar (worth approx. 2000gp)
ruined: +1 Spiked Heavy Steel Shield of Bashing, Bite (~2000gp)
ruined: +1 Breastplate, Comraich (~1000gp)
ruined: +2 Gauntlets (~4000gp)
ruined: Amulet of Natural Armor +1 (~2000gp)
traded a knight to draw the King of Diamonds from Jareth's Deck
traded a bishopto draw the King of Hearts from Jareth's Deck
riches: +3 Flaming Dwarven Waraxe, Thane's Roar (~32,000gp)
+50gp - sold chain shirt

166.76 GP - Current cash



Last edited by Rae ArdGaoth; 19th February 2009 at 11:33 PM.. Reason: Fixed AC
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Old 10th July 2004, 06:22 PM   #123 (permalink)
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Vigwyn the Unruly Goblin Sharpshooter (Lvl 2)
Somac

Code:
Name: Somac
Class: Barbarian
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath

Str: 15 +2 (8p.)     Level: 3        XP: 5314
Dex: 14 +2 (6p.)     BAB: +3         HP: 36 (3d12+6)
Con: 14 +2 (6p.)     Grapple: +5     Dmg Red: --/--
Int: 12 +1 (4p.)     Speed: 40'
Wis: 10 +0 (2p.)     Init: +6
Cha: 12 +1 (4p.)     ACP: 0

               Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +3    +0    +2    +0    +0    +0     15
Touch: 12              Flatfooted: 15
+1 Dodge bonus to AC against attacks made by traps

                         Base   Mod  Misc  Total
Fort:                      3     +2          +5
Ref:                       1     +2          +3 (+4 total to avoid traps)
Will:                      1     +0          +1

Weapon                 Attack   Damage     Critical
MW Greataxe               +6    1d12+3           x3
Shortbow                  +5       1d6           x3 (range 60’)
Dagger                    +5     1d4+2      19-20x2

Languages: Common, Orc (literate)

Abilities: Fast Movement, Rage 1/Day, Uncanny Dodge, Trap Sense +1

Feats: Stealthy, Improved Initiative, Power Attack

Skill Points: 36        Max Ranks: 6/3
Skills                  Ranks  Mod  Misc  Total
Climb                      6    +2          +8
Hide                       0    +2    +2    +4
Jump                       6    +2          +8
Listen                     2    +0          +2
Move Silently (cc)         1    +2    +2    +5
Ride                       6    +2          +8
Survival                   6    +0          +8
Swim                       6    +2          +8
2 skill points spent to become literate

Equipment:               Cost  Weight
MW Studded Leather       --gp   20lb
MW Greataxe              --gp   12lb
Shortbow                 30gp    2lb
Arrows (40)               2gp    6lb (35 remaining)
Dagger                    2gp    1lb
Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Flask (empty)             3cp  1.5lb
Flint and Steel           1gp   --lb
Rations (3)              --sp    3lb (2 remaining)
Torches (3)              --cp    3lb
Waterskin                 1gp    4lb
Sunrod                    2gp    1lb
Explorer Outfit           0gp   --lb
Total Weight: 60.5lb    Money:   44pp 3gp 6sp 2cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 66   133   200   400  1000

Age: 17
Height: 6'3"
Weight: 205lb
Eyes: green
Hair: blonde
Skin: ruddy
Appearance: Somac is well-proportioned and lean. His finely crafted studded leather armor covers an athletic
body toned by a harsh outdoor life. His green eyes and blonde hair complete a wild countenance.

Background: Somac was the favored nephew of his clan’s chieftain who spent most of his free
time teaching Somac to fight and live the life of the clan. The chieftain’s son felt neglected, and burned
with jealousy. When Somac came of age, the chieftain’s son began to worry that the hereditary post of
chieftain might very well be passed to Somac. However, he knew he was no match for Somac in open
combat, and so contrived to have him banished on a trumped up charge of plotting to usurp the
leadership of the clan. While maintaining his innocence, Somac agreed to leave the clan forever in
order to preserve the peace. Somac is now searching to find his place in the larger world.


Story: Shortly after arriving at the Red Dragon Inn for the first time, Somac met a group of new
friends and traveled with them to the city of Monemvassia. From there, they set out to capture a crook
by the name of Jezibel, and to harass a goblin threat. Many goblins were killed in a moathouse, and
many more were chased to a beach by the sea. There, Somac and his friends were able to capture
Jezibel. However, they were almost immediately routed by a large group of fishmen, accompanied by
an incredibly large abhorrent beast from the depths. In the chaos of battle, Jezibel escaped. Sadly, a
carefree halfling member of the party was also lost.
M2: The Search for Goblin HQ


XP record:
1889 by Manzanita
http://www.enworld.org/showpost.php?...&postcount=702
2700 by Manzanita
http://www.enworld.org/showpost.php?...postcount=1291
725 by Rystil Arden
http://www.enworld.org/showpost.php?...&postcount=595
http://www.enworld.org/showpost.php?...&postcount=601

Treasure record:
762 gp, 3 sp, MW studded leather armor by Manzanita
http://www.enworld.org/showpost.php?...postcount=1274

Last edited by Vigwyn the Unruly; 16th July 2005 at 07:11 AM.. Reason: rations
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Old 11th July 2004, 05:20 PM   #124 (permalink)
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Gurm Ironforge

Code:
Name: Gurm Ironforge
Class: Fighter
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: Delanor

Str:  15 +2 (8p.)     Level: 1        XP: 0
Dex:  15 +2 (8p.)     BAB: +1         HP: 11 (1d10+1)
Con:  13 +1 (3p.)     Grapple: +3     Dmg Red: 0/0
Int:  12 +1 (4p.)     Speed: 20'      Spell Res: 0
Wis:  11 +0 (3p.)     Init: +2        Spell Save: +2
Cha:  10 +0 (4p.)  ACP: -4         Spell Fail: 25%

                      Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              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    RangeInc
Scimitar(Primary Hand)     +2  1d4+2        18-20/x2          -   15 GP, 4 Lbs
Dagger(OffHand)             +1      1d4+1    19-20/x2      10ft   2GP, 1 Lb
(BAB is +1, strength mod is 2, so attack bonus is 3, dagger is light so TWF is -2, -2.Scimitar is +1, dagger is +1.Weapon focus is on the scimitar, so add another +1 to that.Final result is +2, +1.)
Languages: Common, Dwarven, Orc(Bonus Language)

Abilities: 
Dwarven Abilities
+2 Con, -2 Cha
Base speed is 20 ft, but can move with medium or heavy armor and/or carry a medium/heavy load without incurring any penalties
Darkvision 60 ft
+2 racial bonus on Search checks for stonework
May use dwarven waraxes and urgroshes as martial weapons
+4 bonus on ability checks made to resist bull rushes or trip attacks on the ground
+2 on saves against poison
+2 racial bonus against spells and spell-like effects
+1 racial attack bonus against orcs and goblinoids
+4 bonus to AC against monsters of the giant type
+2 racial bonus on Appraise checks that are related to stone or metal items
+2 racial bonus on craftchecks related to stone or metal
Weapon and armor proficiency with all simple/martial weapons, all kinds of armor, and all shields. 



Feats: Two Weapon Fighting(1st Level Feat)
              Weapon Focus(Scimitar) (Bonus Feat, Fighter)

Skill Points: 8 (2+1*4 = 12)     Max Ranks: 4/2
Skills                           Ranks  Mod  Misc  Total
Climb(Str)                              4    -4        +0
Craft(Weaponsmithing(Int))       2    +2          +4
Handle Animal(Cha)                  2    +0          +2
Intimidate(Cha)                       0    +0          +0
Ride(Dex)                               0    +0          +0
Swim(Str)                               4    -4       +0

Equipment:            Cost  Weight
Scale Armor              50gp   30lb
Backpack(Empty)           2gp    2lb
Tent                     10gp   20lb
Total Weight:58lb      Money: 149gp 0sp 0cp (d4)

                           Lgt   Med         Hvy          Lift(Off ground)     Push
Max Weight:            66lb  67-133lbs   134-200lbs   400lbs               1000lbs

Age: 87
Height: 4'1"
Weight: 164lb
Eyes: Blue
Hair: Greyish-silver
Skin: Tan
Appearance: Gurm Ironforge is a small muscular dwarf.Gurm wears a purple overcoat over his armor, if he's currently wearing any.His pants are tight and dark blue, but loose enough so that they don't hamper his movement.He also wears huge black boots that clack as he walks.Finally, he also wears a pair of goggles over his forehead and has a gold ring pierced through his ear.

Background: Gurm Ironforge has always been a strange dwarf.His loud nature and love for the sea mark him as eccentric amongst his people.Gurm has always dreamed of the sea, his greatest dream being to become a pirate and sail the seas searching for treasure.What he doesn't know is that most pirates are cutthroats and purse snatchers.As for where he came from, he was born to the Ironforge clan in an indescript part of the world.He left his clan because he wanted to prove to himself and to his clan that dwarves aren't restricted to living with or in stone.

This is my first time playing D&D and my first time rolling up a character, so if I've made any glaring mistakes, please do tell ^^;;

Edit:Forgot to put down my weapon proficiencies for Fighter class

Edit2: Believe I have finally fixed all my errors, I should hope ^^

Last edited by Mogwaimon; 29th July 2004 at 04:55 PM..
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Old 15th July 2004, 05:05 PM   #125 (permalink)
rln
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rln Goblin Sharpshooter (Lvl 2)
Ogrin Brutalfist

Code:
Name: Ogrin Brutalfist, halfling thug
Class: Rog4/Ftr2 
Race: Halfling
Size: Small
Gender: Male
Alignment: Chaotic Neutral
Deity: Mongrel
Basic stats:
Code:
Str: 14 +2 [10p]            Level: 7        XP: 27378
Dex: 17 +3 [6p]             BAB: +5         HP: 59 (Levels: 8+9.5+9.5+6.5+6.5+6.5+6.5, other: 6)
Con: 14 +2 [6p]  16 +3      Grapple: +3     Dmg Red: none
Int: 14 +2 [6p]             Speed: 20'      Spell Res: none
Wis:  8 -1 [0p]             Init: +3        Spell Save: N/A
Cha: 10 +0 [2p]             ACP: See below  Spell Fail: N/A

                         Base   Mod  Misc  Total
Fort:                      4    +2    +5   +11
Ref:                       4    +3    +4   +11
Will:                      1    -1    +4    +4     (+2 vs fear)

Languages: Common, Halfling, Goblin, Draconic

Abilities: Sneak Attack +2D6, Trapfinding, Halfling racial traits, Evasion,
Trap sense +1,
Uncanny Dodge, Jareth's Ace of Hearts (+1 luck bonus on saves, reroll one roll per adventure day)

Feats: Two Weapon Fighting, Combat Expertise, Improved Disarm, Improved Feint, Dodge,
Acrobatic*, Stealthy* 
Armour, Weapons & Attack Routines
Code:
 Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10     +6    +3    +3    +1    +0    +0    23
Touch:              14
Flatfooted:         20

Due to having 5+ ranks in tumble, Ogrin gets +3 dodge bonus to AC when fighting defensively, +6 dodge bonus to AC when executing the total defense standard action.

Weapon                  Attack   Damage     Critical   Other
Dagger (S)                +7     1d3+2*    19-20x2    Piercing or Slashing, 10' inc
Sap (S)                   +7     1d4+2*    x2         Bludgeoning, Nonlethal damage
Silver Short Sword (S)    +7     1d4+1*    19-20x2    Piercing, Alchemical silver
+1 Long Sword (S)         +8     1d6+3*    19-20x2    Slashing
MW Morning Star (S)       +8     1d6+2*    x2         Bludgeoning and Piercing
Sling  (S)                +9     1d3+2*    x2         Bludgeoning, 50' inc, +1 AB (halfling trait), -1 damage if using silver bullets

Two-weapon fighting penalty: -2 on each hand if secondary weapon is light.
* = Sneak attack damage 3D6 may apply


Skills
Code:
Skill Points: 78       Max Ranks: 9/4.5
Skills                   Ranks  Mod  Misc  Total
Appraise                   0    +2          +2
Balance                    2    +3    +2    +7*
Bluff                      9    +0          +9
Climb                      5    +2    +2    +9*
Concentration (X-class)    0    +2          +2
Diplomacy                  0    +0    +2    +2   (Bluff synergy)
Disable device             4    +2          +6
Disguise                   0    +0          +0   (+2 stay in character from bluff synergy)
Escape Artist              7    +3         +10*
Forgery                    0    +2          +2
Gather Information         0    +0          +0
Heal                       0    -1          -1
Hide                       4    +3    +6   +13*   (Size, Stealthy)
Intimidate                 6    +0    +2    +8   (Bluff synergy)
Jump                       5    +2     0§   +7*  
Knowledge:local            1    +2          +3
Knowledge:nobility/royalty 2    +2          +4   (Cross-class ranks)
Listen                     0    -1    +2    +1
Move Silently              5    +3    +4   +12*  (Stealthy, Halfling)
Open Lock                  4    +3          +7
Ride                       0    +3          +3
Search                     9    +2         +11
Sense Motive               0    -1          -1
Sleight of hand            0    +3    +2    +5   (Bluff synergy)
Spot                       0    -1          -1
Survival                   0    -1          -1    (+2 when following tracks)
Swim                       0    +2          +2**
Tumble                     9    +3    +4   +16*   (Jump synergy, Acrobatic)
Use Magic Device           4    +0          +4
Use Rope                   0    +3          +3   (+2 with respect to bindings)

§ = +2 halfling, +2 tumble synergy, +2 Acrobatic -6 for speed 20' 
* = ACP applies, ** = Double ACP applies

ACP with Chain shirt: -0 (Mithral Chain shirt)


Equipment
Code:
Equipment:                     Weight
Explorers Outfit               2.0lb*   Worn   (weight does not apply when worn)
  Alchemists fire (3)          3.0lb    Pocket
  Potion of Cure L Wounds (0)  0.0lb    Pocket
  Potion of Cure M Wounds (4)  0.0lb    Pocket
  Vial of Antitoxin (2)        0.0lb    Pocket
  Bullets (10)                 2.5lb    Pocket
  Bullets (10), Silver         2.5lb    Pocket
  Tindertwigs (10)             0.0lb    Pocket, in stoppered vial (to stay dry)

Sling, Small                   0.0lb    Pocket
Dagger, Small                  0.5lb    Boot, hidden
Sap, Small                     1.0lb    Belt
Short sword, Small, silvered   1.0lb    Belt    "Ratstinger"
+1 Long sword, Small           2.0lb    Belt    "Steelspike"
Morning Star, Small, MW        3.0lb    Belt

+1 Mithral Heavy Shield        2.5lb    Back
+2 Mithral Chain Shirt         5.0lb    Worn

Cloak of resistance +2       1lb     Worn
Amulet of health +2          0lb     Worn

Handy Haversack                5.0lb    Backpack (35.75/120 lbs)
  Trail Rations (8)            2.0lb   Backpack
  Bedroll                      1.25lb   Backpack
  Silk rope (20ft)             2.0lb    Backpack
  Everburning torch            1.0lb    Backpack
  Oil flask                    1.0lb    Backpack
  Money pouch                  0.0lb    Backpack
  Acid flask (4)                     4.0lb    Backpack
  Holy water (4)                     4.0lb    Backpack
  Tanglefoot bag (2)                     8.0lb    Backpack
  Smokesticks (4)                    2.0lb    Backpack
  Sunrods (10)                     10.0lb    Backpack

  Letter of Commendation from Lord Pician of Earling
  Letter of Commendation from Prince Medius of Monemvassia (signed by Edgar Vossinger in the Princes name)
  Letter of Commendation from Captain Haj of the Braeholl Militia, Vastermarch "Ogrin Brutalfist, halfling adventurer, is hereby recognized as having rid the Vastermarch of many orc invaders, captured their leader, and saved the lives of many of our citizens and soldiers."

Ogrin also owns a ship, "The Water Dragon", which has its own heading further down.

Total Weight:29.5lb   Money: 27pp 5gp 8sp 7cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               43.5   87   131   262   656


The Water Dragon
The Water Dragon is a fine quality keelboat, 40ft long and 10ft wide. It has six oars and a single broad, rectangular sail. Its flat bottom allow it to be sailed upriver, and it is stable enough for sea journeys. Inscribed on the bow is its name, "The Water Dragon", and a wooden figurehead carved like a black dragon adorns is mounted below prow. Near the aft is the rudder and a small stove for cooking food.

A large hatch in front of the mast leads to the cargo hold which takes about 15 tons, and a smaller hatch near the aft leads to the crew quarters. There is small captain's cabin built into the aft of the crew quarters, which holds a small-sized bed above a desk, and an iron bound chest with a large padlock. The captain has the key to the cabin and the padlock at all times. The crew quarters contain hammocks for six people and two black chests holding the sailors belongings. More people can sleep on the deck or in the cargo hold if they aren't entirely used for goods.

The Water Dragon was previously owned by the Viscount Claudius Causticus. Ogrin was part of the party which ended the life of this traitor on the deck of this boat. At the end of that endeavour, Ogrin claimed the ship as his part of the treasure.

The ship is sized so it can be sailed by small-sized people - most of the previous sailors were goblins. Since it is smaller but better built than the average keelboat, it makes about 2 miles per hour, or 16 miles per 8 hour period, or 48 miles per day.

Since Ogrin is still learning to be a sailor, he has hired a seasoned keelboat sailor (Wick, halfling Exp3) to captain the ship. He also has three seasoned sailors which typically stay with the ship on all journeys (Exp1, strength 14+). As needed, extra hands is taken on (typically Com1, strength 14+)

PUBLIC: As long as the ship isn't sunk or otherwise broken, any DM can use the boat in his adventure, for example to ferry adventurers to and fro any locations on and off the coast (or even cities on navigable rivers). Just make sure that it isn't used in some other endeavour at the time. Standard fares apply (these are assumed to go into normal upkeep of the ship, all finances are handled by captain Wick)

Other goods aboard the water dragon
About a weeks food and water for seven persons (in addition to any planned trip)
Six small-sized scimitars
Two small-sized short swords
One small-sized long sword
Four small-sized short bows and probably around a hundred arrows


Age: 28
Height: 3'1"
Weight: 33lb
Eyes: Blue
Hair: Blonde, in ponytail
Skin: Tanned

Appearance: Ogrin is a strongly built halfling, and it shows on his frame. Due to his line of work, he prefers dark colours, often a dark red tunic and black-brown trousers. He faces the world with a constant half-smile on his face. Few people know it, but he has a skull tattooed on the inside of his upper left arm, its purpose is unknown. Another tattoo, this if a white knight chess piece, adorns his right palm. This tattoo is a blessing from a heretical cult of Jareth, and grants him certain abilities.

Background: (Public, except where noted) Known as something of a thug in his community, Ogrin crossed the wrong man when he tried to rob a powerful enchanter. The wizard cast some kind of charm spell, rendering Ogrin his slave for many months. During a visit to a mages guild, Ogrin accidentally entered an Antimagic zone and was released from the spell. Ogrin played along, and soon after found his opportunity: he killed the wizard (private: in his sleep) and fled with his most valuable possessions, most of which he sold or used up in the months after. He fears some of the wizards friends from the guild will come after him some day. The biggest threat is the wizards former apprentice (Sinoithan, half-elf wizX [Enchanter]) who has threatened Ogrin once before.

Ogrin is slightly near-sighted, which may explain his lousy spot checks.

Recent exploits
When his funds were growing low, he was recruited by Mona Ellenrowe of the Wooden Sword, to go on an expedition to The Island of Varras'zul. They were to search some ruins, to find a cure that would help Mona save her fellow knights and the town of Raven's Bridge from a disease. When they returned, it turned out that the real Mona was dead since a year back, and the ship she was travelling on was found drifting just a day or so after the adventurers was left off. Ogrin had tried to charm "Mona" but was turned down, and the whole event turned him to the bottle for some time.

He finally sobered up after a lad named Hallidor requested some help to find out what happened to his deceased sister. It turned out she was murdered with a mixture of poison and a love potion. Deceit and wickedness was thwarted, as the responsible (A man named Tryggvi, supposedly of an old mob organisation known as the Conclave) was brought before the law. He escaped before his execution, and remains at large. Ogrin had preferred to string him up in a tree when he was captured, and let him hang there until the crows pecked his eyes out.

Ogrin and his now ever-present friend Razh then took it upon them to aid Rinaldo an his friends to rid the world of an assassin, the Viscount Causticus. Fighting gnolls, they finally braved the might of Kazikazi, the goblin god - who turned out to be nothing but a cowardly illusionist named Willem Frump. Frump pretended to work with the party, but secretly betrayed them through a sending spell. Caught by the assassin and his mother, a black dragon, the party was thrown into a catacomb Under the Volcano which was filled with deadly monsters. That's where they met Hogarth, a priest of Gundar. They escaped by swimming, and found the blood of Gundar had begun to spill from the volcano. They managed to catch up with the Viscount just as his ship were to set sail, and managed to finish him off. Ogrin took the ship as part of his spoils.

After returning to Orussus, Ogrin spent some time in the Red Dragon after hearing of a caravan that took him (and Razh) to Earling. That's where they met Wil, Lasair, Troi and Jaan who were involved in finding out whoever had kidnapped the Niobe, the spouse of the prince. Ogrin and Razh had run into the person, and joined them on their search. Some clues led them to an inn where gladiators tended to gather, where Troi and Jaan saw the kidnapper make a hasty getaway, following them. The others investigated the inn, were ambushed, and fought an intense battle. One of their foes yielded and was persuaded to give an account on what had happened. Niobe was found there, to everyones relief.

After a well-deserved rest, Ogrin and Razh learnt of trouble, even War, in Vastermarch. Talbin and Nodis tagged along on the Water Dragon as it made its way north. Heading inland by horse, their inn was assulted one night and they retreated to a fort, which was also overrun. After clearing it out, the party decided to escort the remaining villagers to a nearby town. On the way they met up with Juliana, Brother Eusebius, Beamer and Banion. Just after this, they were assaulted by the orc main force, led by Tharok, a half-orc wizard. They defeated the orc army and took Tharok captive. He was later executed.

As ever hungry for adventure, Ogrin and Razh agreed to accompany Brother Eusebius on his quest to destroy the Scythe. After defeating a chessboard and being separated from the rest fo the party for some time, Ogrin found himself a bit late to the party as Lothar, Sangster and the fallen Paladin-turned-wererat Torvin were all but beaten when he rejoined his companions. The scythe was chucked into the lava and Ogrin gained a new tattoo and some new powers. However, since his new tattoo is heretical to the mainstream church of Jareth (which he learnt the hard way after meeting a wandering Jareth cleric, henceforth called "Martel One-eye"), he's taken to wearing leather gloves.

Experience

150 XP from Snake, The Island of Varras'zul (no DR)
100 XP from Spider Swarm, The Island of Varras'zul (Immune to weapon damage)
50 XP from Quicksand, The Island of Varras'zul (N/A)
200 XP from Water elementals, The Island of Varras'zul (no DR)
150 XP from Golgol, the earth Mephit, The Island of Varras'zul (DR 5/magic, fast healing 2)
150 XP from Xorn, The Island of Varras'zul (DR 5/bludgeoning, Immune Fire/Cold)

200 XP from Fiendish Centipedes, The Island of Varras'zul (Resistance to Cold/Fire 5)
100 XP from Caged Remnant, The Island of Varras'zul (DR unknown, likely something vs piercing?)
150 XP for bypassing the trap, The Island of Varras'zul (N/A)
150 XP for escaping the Fiendish Centipede Swarm, The Island of Varras'zul (Immunity to weapon damage, Fire/Cold resist 10?)
200 XP for defeating the Spider-thingy, The Island of Varras'zul (No idea)
1100 XP for time spent adventuring, The Island of Varras'zul
60 XP, Ad hoc award, The Island of Varras'zul
71 XP for killing five dire rats, LPNN
249 XP for dispersing a bat swarm, killing a wererat and causing two other wererats to flee, LPNN (Rats: DR 5/silver, bats DR half/blunt)
325 XP for time spent adventuring, LPNN
450 XP for Tryggvi & Kopasker, LPNN
100 XP for avoiding Assassin vines, capturing and interrogating Krafia and examining crime scene, LPNN
375 XP for Time spent on adventure, LPNN
471 XP for 10 gnolls after salt chute, M4: Under the Volcano
150 XP for piercers, M4: Under the Volcano
694 XP for 5 gnolls and 4 hyenadons, M4: Under the Volcano
75 XP for White Goo (before resting) M4: Under the Volcano
150 XP for Time spent on adventure, M4: Under the Volcano
1248 XP for Kazikazi's lair, M4: Under the Volcano
600 XP for Time spent on adventure, M4: Under the Volcano
2235 XP for all adventures on the island, M4: Under the Volcano Attachment
2200 XP for rescuing Niobe, Niobe's Dilemma
300 XP for time spent + other, Niobes Dilemma
2050 XP for orcs & minotaur, War in Vastermarch
2300 XP for Tharok & friends, War in Vastermarch
175 XP for endgame roleplaying, War in Vastermarch
1000 XP for time spent, wights and shadows, Scythe of Seto
1080 XP for Spiders, Scythe of Seto
300 xp for Time spent, Scythe of Seto
1620 XP for Night hag & Shadow Mastiff, Scythe of Seto
2550 XP for Time spent, Scythe of Seto
3850 XP for misc stuff, Scythe of Seto


Wealth

125 GP - starting gold minus equipment plus some minor rewards from The Island of Varras'zul
+1943 GP - selling stuff after returning from The Island of Varras'zul
+48.5 GP - Sold Studded Leather Armor (12.5gp), Dagger (1gp), Rapier (10gp), Potion of Protection vs Law (25gp)
-2051 GP - Bought Chainshirt (100gp), Heavy Mithral Shield (1100gp), Short Sword (10gp), Long Sword (15gp), Warhammer (12gp), Everburning torch (110gp), 6 pearls (600gp), 2 potions of cure light wounds (100gp), Sap (1gp), 6 Trail rations (3gp)
-30gp - Applied alchemical silver to short sword (20GP), bought 5 alchemical silver bullets (10GP)
150gp - reward
22.5gp - selling stuff after LPNN
600gp - sold 6 pearls
-700gp - bought Potion of Cure Light Wounds (2), Potion of Cure Moderate Wounds (1) and Potion of Lesser Restoration (1)
Special - Repaid 225gp loaned from Tenebrynn with Potion of Lesser Restoration
198gp, Mithral chain shirt & a Keelboat - Reward & Loot from M4: Under the Volcano
10466gp - Treasure and reward from Niobes Dilemma
1000gp - Additional reward from Niobes Dilemma
Bought:
-4000gp - Added +2 enchantment to armour
-1000gp - Added +1 enchantment to shield
-2315gp - Bought +1 small long sword
-2000gp - Handy Haversack
-1200gp - 4 potions of cure moderate wounds
-200gp - 4 oils of magic weapon
-308gp - Masterwork morning star
-420gp - misc special substances (acid flask, alchemists fire etc)
-130gp - War pony & saddle
425gp - sold 4 oils of magic weapon, 2 potion of cure moderate wounds and 1 tanglefoot bag.
Took [url=http://www.enworld.org/showpost.php?p=3898805&postcount=684]Amulet of health and Cloak of resistance as part of party loot. This cost 1124gp + his share of the gold, 2876gp.

Subtotal after S2: War in Vastermarch: 2.87gp

375gp - Selling items to Chet Rundrin's Magic Emporium in Havertown

Scythe of Seto loot: 800gp

Subtotal after S2: War in Vastermarch: 1177.87gp

Bought 3 potions of cure moderate wounds at 300gp each.

Total: 277.87gp
__________________
Living ENWorld character: Ogrin Brutalfist, currently in Manzanita's S3: Scythe of Seto
"Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam."

Last edited by rln; 15th May 2009 at 03:26 PM..
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Old 3rd September 2004, 11:56 PM   #126 (permalink)
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Patlin Goblin Sharpshooter (Lvl 2)
Ironwolf Kinkaid, Human Psychic Warrior

Code:
Name: Ironwolf Kinkaid
Class: Psychic Warrior
Race: Human
Size: Medium
Gender: Male
Alignment: NG
Deity: None
 
Str: 18 +4 (10p+2)   Level: 10        XP: 45,254 (Level at 55,000 xp)
Dex: 14 +2 (6p)     BAB: +7         HP: 94 (8 + 9*6 +20 Con +12 Psionic Body)
Con: 14 +2 (6p)     Grapple: +11
Int: 10 +0 (2p)     Speed: 30' (includes boots)
Wis: 18* +4 (6p)     Init: +2
Cha: 10* +0 (0p)    ACP:-6             CP Used:  100 of 6750
*=Includes +2 profane bonus to Charisma from Aglaia's Kiss
*=Wisdom includes +4 from Periapt of Wisdom +4
 
                  Base  Armor Shld  Dex  Size  Nat   Misc   Total
Armor:             10    +8   +0    +1    +0    +0    +0      19
Touch: 11              
Flatfooted: 18
Note: When expanded to size large, AC is one lower (due to size, change in
Dex doesn't effect AC due to armor limit.)  At size huge, AC is 3 lower.
 
                         Base   Mod  Misc  Total
Fort:                      7    +2    +3     +12
Ref:                       3    +2    +3     +8
Will:                      3    +4    +5*    +12
*+2 Misc is from Psicrystal; +1 to each from Cloak, +2 profane bonus 
from Aglaia's Kiss
 
Weapon                 		Attack	Damage		Critical
Falchion               		+12/+7	2d4+6		18-20/x2
+2 Adamantine Falchion 		+14/+9	2d4+8		18-20/x2
Javelin                		+9/+4	1d6+4		20/x2
Bite of Wolf (Prime)   		+11	3d8+4		20/x2
Bite of Wolf (Second)  		+6	3d8+2		20/x2
Armor Spike			+11/+6	1d6+4		20/x2
(When made as a secondary attack, Bite of the Wolf is in addition to attacks
with manufactured weapons.)
 
If expanded to size large: (includes strength increase, size decrease to 
attack, and damage dice increase)
Falchion               		+12/+7	2d6+7		18-20/x2
+2 Adamantine Falchion  	+14/+9	2d6+9		18-20/x2
Bite of Wolf (Second)  		+6	2d6+2d8+2	20/x2
Armor Spike			+11/+6	1d8+5		20/x2

If expanded to size huge: (includes strength increase, size decrease to 
attack, and damage dice increase)
Falchion               		+12/+7	3d6+9		18-20/x2
+2 Adamantine Falchion  	+14/+9	3d6+11		18-20/x2
Bite of Wolf (Second)  		+6	3d6+2d8+3	20/x2
Armor Spike			+11/+6	2d6+6		20/x2 
Languages: Common
 
Abilities: 
Feats: Psionic Body(1), Psionic Weapon(PW1), Psicrystal Affinity (H)
(Resolved, +2 Will Save), Power Attack(PW2), Cleave(3), Psicrystal Containment(PW 5), 
Psionic Meditation(6), Deep Impact (PW8), Weapon Focus (Falchion)(9)
Change per Judge
Ironwolf did not qualify for the following at level 9, will have to take at 11 instead: Improved Critical (Falchion)(PW11)
Skill Points: 39 Max Ranks: 13/6.5 Skills Ranks Mod Synergy Misc Total Autohypnosis 13 4 2 0 +19 Knowledge (Psionics) 5 0 2 0 +7 Psicraft(cc) 2.0 0 2 0 +4 Spot(cc) 2.0 4 0 2* +8 Listen(cc) 0 4 0 2* +6 Concentration 13 2 0 0 +15 Jump 0 4 0 -1 +3 *The +2 Misc bonus to Spot and Listen apply when psicrystal is with Ironwolf, granting alertness. Jump includes +5 from boots and -6 from ACP (cc)=Cross-Class skill (So the 2.0 ranks is Psicraft cost 4 ranks) Equipment: Cost Weight Falchion 75gp 8lb Adamantine Falchion +2 (Note: Generates Light) 8lb Gauntlet, Locked 8 gp N/A with Full Plate Spiked Full Plate Armor 60 lbs Explorer's outfit N/A 8lb N/A while worn 6 Javelins 12 lb Preiapt of Wisdom +4 Boots of Striding and Springing 1 lb Cloak of Resistance +1 1 lb Plain Necklace with Setting for Psicrystal 5gp .1lb (Has had continual flame cast upon it) Backpack 2gp 2lb Crowbar 2gp 5lb Bedroll 1sp 5lb Waterskin 1gp 4lb Winter Blanket 5sp 3lb Antitoxin The necklace is a simple iron chain ending in a small globe of crystal. Ironwolf's psicrystal is normally affixed to the globe, and made less obvious by the other mundane crystals in the necklace. Money: 170 pp 8 gp 9 sp 14 cp Total Weight: 109.1 Lgt Med Hvy Max Weight: 100 200 300
Powers Known: Vigor; Force Screen; Expansion; Bite of the Wolf; Body Adjustment; Hustle; Concealing Amorpha, Greater, Danger Sense; Strength of My Enemy; Freedom of Movement, Psionic
Note to character judges: Ironwolf could have selected a 2nd level power a 4th level, but chose an additional 1st level power instead. At 9th, Ironwolf selected a 2nd level power rather than a 3rd.
Power Points/day: 27 (class) + 20 (wisdom) = 47

Description: Ironwolf is a short, wiry man with shoulder length black hair. He is of a calm and thoughtful demeanor. A large curved blade is strapped to his back, an unusual weapon for a man only 5' tall, even with broad shoulders and a muscular frame. He weighs 160 lbs.

Log
530 xp and 30 gp from Eggs and Desires
675 xp partial XP reward from Murder is the Pits
400 xp partial (time) xp reward from Murder is the Pits
550 xp 1000 gp final reward Murder is the Pits, 10 gp worth of wine (sold) and antitoxin; 200 gp gift from Vanitri and 25% off purchase price of Full Plate Armor (which makes most of the money go away...) Upon receipt of the full plate, studded leather will be sold.
240 gp and potion of CLW, initial payment from Ashin's commission
[Data lost due to server crash: Total in Google Cache: 3602 xp]
175 xp April '06 Ashin's Commission
370 xp May '06 Ashin's Commission
159 xp June '06 Ashin's Commission
1350 xp July Nov Ashin's commission
2.5 DM credits = 375 xp (subtotal 6,031 xp for level 4.)
450 xp Final prior to RA taking over, Ashin's commission
2733 xp Ashin's Commission via RA
375 xp Ashin's Commission via RA
600 xp from 3 DM credits
9,000 xp from Ashin's Commission via RA
4,600 xp from Ashin's Commision via RA
Correction
5080-4600=480 xp
525 from time in Ashin's Commision
5460 xp Ashin's commission super mega battle
800 xp time xp
Loot summary from Ashin's Commsion
Spend 13 DM Credits for 13*400 XP = 5,200 xp
Spent 50 gp to add spikes to Armor
200 gp refund from Cloak of Resistance +1 as crafted by Almayce
100 gp on cloak
Gave Nurlan 30 gp to popularize Hulgyr
3000 xp, Peregrinations of the Shard Subtotal: 39,254
Spend 15 DM credits for 6,000 xp Subtotal: 45,254


Light Warhorse "Dream", missing presumed dead
with Bit, Bridle, Military Saddle -- Dream is stronger
than normal for a horse of his breed, and can carry up to 300 lbs as
a light load.

Last edited by Patlin; 17th November 2008 at 06:05 PM.. Reason: Complete Level up to 10
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Old 5th September 2004, 07:10 PM   #127 (permalink)
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Patlin Goblin Sharpshooter (Lvl 2)
Tor, son of Ariathus

Code:
Name: Tor son of Ariathus son of Terrimandinosus
Class: Barbarian/Fighter/Sorceror/Dragon Disciple
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: None

Str: 16 +3 (8p+)    Level: 2/2/1/1 XP: 15,957 (Level at 21,000)
Dex: 14 +2 (6p)     BAB: +4        HP: 60 (12 +8 +9 +7 +3 +9 +12 Con) (59 Raging)
Con: 14 +2 (6p)     Grapple: +7
Int: 14 +2 (6p)     Speed: 40' (30 + 10 Barbarian)      
Wis: 8 -1  (0p)     Init: +2
Cha: 12 +1 (4p)     ACP:-1	CP: 2250

                  Base  Armor Shld  Dex  Size  Nat   Misc   Total
Armor:             10    +5   +0    +2    +0    +1    +0      18 (16 Raging)
Touch:             12  (10 Raging)            
Flatfooted:        16  (14 Raging) [but note uncanny dodge]

                         Base   Mod  Misc  Total
Fort:                      8    +2    +0     +10 (+12 Raging)
Ref:                       0    +2    +0     +2
Will:                      4    -1    +0     +3 (+5 Raging)


Weapon                 Attack           Damage             Critical
Spiked Chain +1        +8 (+10)          2d4+5 (2d4+8)     20/x2
Spiked Chain           +7 (+9)          2d4+4 (2d4+7)     20/x2
Silver Scimitar        +7 (+9)          1d6+3  (1d6+6)   18-20/x2
MW Str 2 Comp Longbow  +7              1d8+2              20/x3
(Numbers in parenthesis are while raging, -1 damage from alchemical silver 
accounted for.)

Languages: Common, Draconic, Giant

Abilities: Rage 1/day; Fast Movement; Uncanny Dodge
Feats:Exotic Weapon(Spiked Chain), Combat Reflexes, Power Attack (Fighter 1),
Cleave (Level 3); Combat Expertise (Fighter 2)

Skill Points: 54       Max Ranks: 9/4.5
Skills                   Ranks  Mod  Misc	ACP	Total
Swim                     5      3     0		-2	+6
Survival                 6     -1     0		0	+5
Knowledge (Arcana)      8.0     2     0		0	+10
Jump                     7      3     4		-1	+13
Listen                   9     -1     0		0	+8
Intimidate               7      1     0		0	+8
Concentration            0      2     0		0 	+2
Tumble                  3.0     2     2		-1	+6
Ride                     2      2     0		0	+4
Spot                    1     -1     0		0	+0


12 skill ranks spent in cross class skills -- 6 Kn(Arc), 6 Tumble -- 5 ranks 
spent in Kn(Arc) as Sorceror, not cross classed.  Speed provides +4 bonus to jump.

Equipment:              	Cost		Weight
  Spiked Chain         		25 gp		10 lb
  Spiked Chain +1            	2325 gp		10 lb
  Alchemical silver scimitar	105 gp		4 lb
  Chain Shirt +1               	1250 gp		20lb
  Explorer's outfit     	N/A		N/A
  Wand: Enlarge Person (50)	525 gp (Ashnar)	N/A
  MW Mighty (+2) Comp. Longbow	(Goblin HQ)	3 LB  
  40 Arrows  			(Goblin HQ)	6 LB
  Backpack             		2gp		2lb
    Antitoxin              	50 gp		0 lb
    3 Sunrods                	6 gp		3lb
    Bedroll                   	1sp		5lb
    Waterskin                 	1gp		4lb
    Winter Blanket         	5sp		3lb
    Trail Rations, 5 days	25 sp		5 lbs (but on mount)

Money:  3 pp, 8 gp, 4 sp, 2 cp

Total Weight: 75 lb (light load)

                           Lgt   Med   Hvy
Max Weight:                 76   153   230
While Raging:               133  266   400
Spells

Cantrips Known: Prestidigitation, Read Magic, Detect Magic, Light
1st level Known: True Strike, Mount

Per Day: 0th:5 (Class) 1st: 3 (Class) + 1 (Charisma) +1 (Dragon Disciple)= 5


Description: Tor has coppery skin and flaming red hair, with eyes that swirl in varying hues of yellow and red. While he seems to be more or less human, it's clear to even a casual observer that something unusual must be hiding in the branches of his familly tree, and not too many branches up. He is 6 feet tall, 185 lbs, and is quick to laugh and smile. Those who have not seen hm in battle would be hard pressed to guess at the rage he can call forth. A tattoo on his back of a copper dragon occasionally seems to move, though this is almost certainly a trick of the light.

Familly History: Tor's father, Ariathus, is the adopted son of the Copper Dragon Terrimandinosus. Terrimandinosus infused Ariathus with some of his essence, turning Ariathus in a half-dragon. While Tor has inherited some tendencies in that direction, he is no half dragon yet...

XP Log:
Before Crash
1,889 xp partial reward from Search for Goblin HQ, Bow
2,700 xp from conclusion of Goblin HQ, 466.8 gp

Corrected after server crash based on google info to: 6,847 xp
1,810 xp; partial award from Rats in a Maze
4050 xp; end of Rats in a Maze
750 xpFinal/correction Rats in a maze
Subtotal: 13,457 xp
Gained 2416.4 gp from initial divvy Rats in the maze
Purchased: Chain Shirt +1 (1,250 gp) and Spiked Chain +1 (2,325 gp) Sold: Studded Leather 12.5 gp Net Cost: 3562.5
52.5 gp left for Tor at the inn
525 gold given to Ashnar for a Wand of Enlarge Person
2,500 xp from Tempest Fugit Subtotal:15,957

Last edited by Patlin; 16th November 2008 at 06:33 PM.. Reason: XP from Tempest Fugit / Level Up to 6
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Old 8th September 2004, 06:15 PM   #128 (permalink)
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Herlhest Colfax

Code:
Name: Herlhest Colfax
Class: Druid
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Verdante

Str: 14 +2 (06p.)     Level: 1        XP: 0
Dex: 15 +2 (08p.)     BAB: +0         HP: 9 (1d8+1)
Con: 12 +1 (04p.)     Grapple: +2     Dmg Red: 0/-
Int: 10 +0 (02p.)     Speed: 30'      Spell Res: 0
Wis: 14 +2 (06p.)     Init: +6        Spell Save: +2
Cha: 12 +1 (04p.)     ACP: 0          Spell Fail: 0%

                Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:          10    +2    +X    +2    +0    +X    +X    14
Touch:          10                +2                      12
Flatfooted:     10    +2                                  12

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

Weapon                    Attack   Damage     Critical
  Quarterstaff, 2-handed    +2      1d6+3      20x2
  QS, On hand               +0      1d6+2      20x2
  QS, Off hand              +0      1d6+1      20x2
  Sickle                    +2      1d6+2      20x2
  Sickle, On hand           +0      1d6+2      20x2
  Sickle, Off hand          +0      1d6+1      20x2
  Sling, Range 50           +2      1d4+2      20x2

Languages: Common

Abilities: Animal Companion, Nature Sense, Wild Empathy
   Druidic Spells, Bonus Starting Feat, +1 Skill Point/level

Feats: Improved Initiative, Two-Weapon Fighting

Skill Points: 20       Max Ranks: 4/2
Skills                       Ranks  Mod  Misc  Total
   Concentration              2     +1          +3
   Diplomacy                  1     +1          +2
   Handle Animal              2     +1          +3
   Heal                       2     +2          +4
   K:Geography (CC)           1     +1          +2
   K:Nature                   2     +1   +2     +5
   Listen                     3     +2          +5
   Spot                       3     +2          +5
   Survival                   3     +2   +2     +7
   (Skill Points:  2+1+2+2+2(CC)+2+3+3+3=20)
   
Spells:  3/2/0/0/0/0/0/0/0/0
Level 0: Guidance, Detect Poison, Purify Food and Drink
Level 1: Cure Light Wounds, Entangle

Equipment:                  Cost  Weight
   Explorer's Outfit         -      na
   Quarterstaff              -      04lb
   Leather Armor             10gp   15lb
   Sickle, 2                 12gp   04lb
   Sling                     -      00lb
   Sling Bullets, 10         01sp   05lb
   Holly & Mistletoe         -      na
   Waterskin                 01gp   04lb
   Spell Component Pouch     05gp   02lb
   Backpack:                 02gp   02lb
    Rations, 2 days          01gp   02lb
    Sunrods, 4               08gp   04lb
    Small Steel Mirror       10gp   .5lb
    Soap                     05sp   01lb
    Candles, 8               08cp   -   
    Silk Rope, 50', tied on  10gp   05lb
    Bedroll, tied on         01sp   05lb
   Belt Pouch:               01gp   .5lb
    Coin                     -      .2lb
    Whetstone                02cp   01lb
    Flint & Steel            01gp   -
    Tindertwigs, 12          12gp   -

Total Weight: 55.2lb   Money: 07gp 02sp 00cp

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

Age: 23
Height: 6'3"
Weight: 171lb
Eyes: Green
Hair: Brown
Skin: Tan 

 Animal Companion:

Bohru
Wolf, Medium Animal
HD: 2d8+4 (13 hp)
Init: +2
Speed: 50 ft. (10 squares)
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack:	Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Bonus trick, Link, Share Spells
Saves:	Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:	Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1/+5
Feats:	Track, Weapon Focus (bite)
Tricks: Purpose (Guarding - Attack, Defend, Down, Guard), Heel, Track,
Come (Bonus)
Combat: A favorite tactic is to send a few individuals against the foe’s front
while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent
(+1 check modifier) as a free action without making a touch attack or provoking
an attack of opportunity. If the attempt fails, the opponent cannot react to
trip the wolf. 
Skills: Wolves have a +4 racial bonus on Survival checks when tracking by
scent.
Appearance:
Herlhest Colfax is a tall, wiry young man dressed in explorer's clothing. His sun-streaked brown hair is kept short, although it tends toward unrulyness and pokes out over his ears and from under the wide-brimmed hat he wears. His skin is the kind of deep tan that comes from growing up outdoors. He has clear, green eyes which reflect an observant nature. His clothing and armor are undyed, and vary from the pale yellow of his linen shirt to the deep browns of his leather armor, breeches, and boots. A simple brown belt holds a fringed pouch, sling, and bullet bag on his right, and a sturdier buckled hard leather pouch on his left. Beneath a modest but well secured backpack, with visible bedroll and coil of light rope, twin sickles are secured against his lower back, handles peeking out to either side level with his belt. Over all of this is a sturdy, hoodless cloak of oiled canvas. A wide-brimmed circular leather hat is perched on the back of his head in all but the most severe weather, exposing his open, friendly face to the sun and potential friends. Around his shoulders hangs a garland of holly and mistletoe, marking him as the druid he is. With him is a male wolf-mutt named Bohru, his prominent gray and white markings accented by brown "socks" and ears. Bohru appears recently full grown, as he still displays a puppy-like bounce in his step.

Background:
Leshreth Colfax was a guide and caravanner by trade. In the growing seasons, he would guide for hunters and, in times of war, armies. During the harvest, he guided trade caravans seemingly from Fire to Water and back again. Rarely did anyone want to go Windward, but he would take their employ like any other. Just as he was accepting the fact that his vocation would prevent him from ever having a family, he met Mirilee, a merchant's daughter. Leshreth worked hard to win her, and harder to win her father's approval. For the changing of six seasons, he worked excusively for Mirilee's father, and for very little pay. At the end, he was able to show good profit for the merchant, and reveal that he had been practical in saving his meager pay, having enough of his own money to set house. Mirirlee's father agreed to the marriage, and that's when Mirilee pulled Leshreth aside and told him that under no circumstances would she sit alone in a stead, raising their children while he traveled. Either he would take up a trade that allowed him to be home, or she would travel with him. There would be no compromise. Mirilee's father exploded when told, ranting that no daughter of his would live a life on the road, and without the security of Leshreth's vocation, the wedding was off.

Leshreth was crushed. Mirilee pleaded with her father to re-consider, but he was steadfast. For the whole of the seasons of growing, the two were apart while Leshreth worked, and Mirilee struggled to maintain their bethrothal. By the harvest, Leshreth was desperate for the woman he loved. Gambling that she would choose him over her father, he spent the money set aside for their house on a covered wagon and oxen to pull it. Should she agree, it would be their home. She readily agreed, but of course her father was adamant. So, in the night, they met outside the gates to her town, and began a life without the benefit of marriage. A life they have continued until this day. The next year, on safari with a large party of hunters, Mirilee went into labor, and their firstborn, Herlhest, was born. His cries were hale, and no game was had that day, nor any day for the rest of the trip. The hunter's weren't cross, rather they looked at the birth as a good sign for the coming year. Life begats life, they said, the circle spins. The safari turned into a birthing celebration. Herlhest spent his first days among good humored men, loving women, the scent of a campfire, and the verdant green of spring.

Their first years after Herlhest was born were harder than most. Many weren't willing to take on a guide that had a young child and mother with him, but Mirilee's head for business kept them afoat, and they survived. The youngster quickly grew into a strong, friendly boy. Throughout his life, Herlhest relished in meeting new people and seeing new places. He always made friends among Leshreth's charges, regardless of age, and he showed great interest in the animals and plants they would encounter. He enjoyed all the seasons save winter, in which they didn't travel, but he didn't really dislike it, either. When he was five, he took to guiding and tending the oxen without being asked. By the time his sister, Treleslee, was born two years later, all the animals were in the care of Herlhest. He was able to skillfully guide them in whatever direction Leshreth wished, and they rarely became agitated or stubborn under his hand. So the years passed. The twins Reshelth and Rimilee were born, a boy and girl, when Herlhest was nine. His family entered another difficult time as the twins passed through infancy into childhood, but they weathered it like any other. By the time Herlhest was 15, Leshreth and his family had a certain amount of fame, mostly due to the oddity of a whole family traveling with what is usually a solitary vocation. Leshreth was deserved of his reputation as an excellent and trustworthy guide, however, and during this time he began to attract apprentices. Mirilee took it as another opportunity, and suggested that the now aging Leshreth retire, and start a school for guides. Her ideas had always bore fruit, and Leshreth took the opportunity to finally settle down with his family. Instilling his firstborn son as his prize student, he took on as many others as he could handle. Herlhest hated it. He wanted to travel, wanted to continually see new things and meet new people, wanted to maintain the numerous friendships he had cultivated among the travelling folk, and most of all, wanted the company of good humored men, loving women, the smell of a campfire in his nostrils, and the verdant green all around.

To say that his adolescent years involved rebellion against his father would be harsh, and overly dramatic. Yet he resisted parts of his training, taking to some lessons, and seeming to ignore others. Herlhest wasn't happy, and it showed. Again, it was Mirilee who cut through Leshreth's frustration, suggesting that maybe Herhest's path wasn't exactly his father's, but one that ran close. Leshreth made an agreement with the boy, one in which Herlhest was expected to work hard, but at those lessons he chose. It quickly became evident that Herlhest wasn't at all interested in hunting and guiding as a profession, but he devoured all his lessons on the natural cycle, and confirmed his mother's notion when he showed a talent for natural magic. Thus it was that Herlhest Colfax became a student of Verdante, and a druid. He stayed past the age of manhood for two full turnings of seasons, as the family had an unexpected addition: his youngest brother, Leshreth the junior. The birth had been difficult, and his mother was long in recovering, and it was feared she would not make it. Leshreth the junior was as hale as his oldest brother had been, however, and all returned to normal by the time the boy was speaking words. With normalcy came the old desire, and in the spring of his twentieth year Herlhest finally bid his family goodbye, promising to winter there in the years he was close enough. The school was doing well, very well, and it had expanded to include actual service. Colfax's Guides were becoming known as competent and honest. His siblings, young enough to have adapted to the townie life the school made necessary, were community folk. Indeed, Treleslee was nearly 14 turnings of seasons, and already had a few suitors. She had always hated leaving the wintering places and was happily contemplating life as a town wife. Herlhest alone couldn't let the road go, not yet, but felt that in time he would feel as his father did, and settle down. But that's a long way off, and the thought brought a smile to his face as he left the town limits, his quarterstaff thumping the ground in time with his feet.

The spring after his departure he heard pained yelps coming from off the trail. Investigating, he found a half-starved she-wolf in hard labor. For some reason, her pack had abandoned her, and it was doubtful that she or her litter would survive. He spent the balance of the day with her, as well as most of the night. By the time all seven of her litter were born, she had passed, and all but one were stillborn. As he cleaned the pup, it quickly became evident why her pack had left. She had mated with a dog, likely feral, and the pack had cast her out once the unfamiliar scent was on her. He saw signs that the father had stayed for a while, but he hadn't been around for the last few weeks. It was unusual behavior from a wolf, but feral dogs were unpredictable. This one had either run off, or had befallen some other fate. Herlhest left the mother and stillborn litter to nature, and took the pup, naming him Bohru, mainly because he liked the sound of it. He wasn't sure if it was actually a word. After holing up to take care of the pup for a few weeks, they hit the trail again, ever towards the unknown.

Since leaving home, Herlhest hasn't been close enough to winter there, although he probably could if he really tried. He is content sending them a few letters a year to let them know he's well and alive, and has so far taken up his habit of wintering in a new place each year. Bohru has grown into more wolf than dog, and is his constant companion, even if sometimes as unruly as his feral father surely was. Lately, Herlhest has realized that he hasn't been paying equal attention to all of Verdante's places, namely the cities. Brimming with life new to Herlhest, he has sought them out to learn what he may.

Public and Private:
Only these things are Public:

Colfax's Guides
Run by Leshreth Colfax (ranger) and his consort, Mirilee (expert/ranger), this service provides guides for hire. All of the guides are guaranteed trained by Leshreth himself, and are screened for good character. Guides can be contacted through most merchant's guilds or less commonly, through inns and taverns that support adventurers. The location of the school is a secret, and finding it is the admission test. Colfax figures that since his first students tracked him down, they can all do it. Because of this, Colfax's guides are notoriously tight-lipped about the school's location. It's a point of pride.

The Annual Letter - Adventure Seed
Leshreth Colfax has wanted to marry Mirilee for over twenty years. Being a man of no stable home due to his vocation, her father forbade the marriage. They effectively eloped, but she refused to marry him until her father changed his mind. She bore Leshreth children, and still she refused. Although heirs can be lawfully conceived by consorts, he treats her as his wife and very much wants it so. She will not take his name, nor will she identify herself as anything but his consort, although she has dropped her family name and reciprocates his treatment. Many do not know they aren't married until formally introduced. Eight years ago Leshreth and Mirilee finally left life on the road to found Colfax's Guides (see above), and Leshreth wrote a letter to Mirilee's father, saying that Leshreth had founded a steady home and the vocation to secure it. He asked again for Mirilee's hand in marriage. It went unanswered. Every year since, he has sent some of his guides to deliver a similar letter, always detailing his ability to provide, always asking the same question. It has always gone unanswered. This year, when the time came to deliver the letter, all of Colfax's guides were on paying jobs. Colfax has asked a group of adventurers (through a third party) to deliver the letter and await a response. He offers to pay handsomely and to grant them a seat of honor at the wedding, should the answer finally be yes. The third party tells the adventurers that Colfax is getting on in years, and may not have many letters left. This third party, a longtime associate and friend to Colfax, offers to pay a bonus if the adventurers can at least find out why no answers have been coming back.

Last edited by threshel; 8th September 2004 at 06:20 PM.. Reason: Added Subject/Title
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Old 26th September 2004, 09:39 AM   #129 (permalink)
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Location: Rovaniemi, Finland
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Xael Goblin Sharpshooter (Lvl 2)
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Retired

Code:
Name: Xariom Nordan
Class: Fighter
Race: Elf
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Grendath
 
Str: 15 +2 (8pt.)	Level: 1	XP: 0
Dex: 16 +3 (6pt.)	BAB: +1		HP: 11 (1d10+1)
Con: 12 +1 (6pt.)	Grapple: +3	Dmg Red: 0/Nothing
Int: 14 +2 (6pt.)	Speed: 20'	Spell Res: 0
Wis: 10 +0 (2pt.)	Init: +3	Spell Save: -
Cha: 10 +0 (2pt.)	ACP: -4/-6	Spell Fail: 40%
 
. . . . . Base . Armor . Shdl . Dex . Size . Nat . Misc . Total
Armor: . . 10 . . +5 . . (+2) .. +3 . . - . . - . . - . . 18/20
Touch: 13	Flatfooted: 15/17
 
	Base Mod Misc Total
Fort:	 2	+1	 -	 +3
Ref:	 0	+3	 -	 +3
Will:	 0	 -	 -	 +0 (+2 vs. Enchantment spells and effects)
 
Weapon . . . . . . . . Attack . . Damage . . Critical
Glaive . . . . . . . . . +3 . . . 1d10+3 . . .. x3
Longsword . . . . . . .. +3 . . . 1d8+2 . .. 19-20/x2
Dagger . . . . . . . . . +3 . . . 1d4+2 . .. 19-20/x2
Dagger (Thrown) . . . .. +4 . . . 1d4+2 . .. 19-20/x2
 
Languages: Common, Elven, Draconic, Orc.
 
Abilities: None.
 
Feats: Combat Reflexes (1st), Dodge (1st Fighter Bonus).
 
Skill Points: 16	Max Ranks: 4/2
Skills Ranks Mod Misc Total
Balance (cc)	 2	+3	-4/-6	+1/-1
Climb		 0	+2	-4/-6	-2/-4
Intimidate	 4	 -	 -	 +4
Jump		 4	+2	-8/-10	-2/-6
Listen		 0	 -	 +2	 +2
Tumble (cc)	 2	+3	-4/-6	+1/-1
Spot		 0	 -	 +2	 +2
Swim		 0	+2	-8/-12	-6/-10
 
Equipment: Cost Weight
Glaive			8gp	 10lb
Longsword		15gp	 4lb
Breastplate		200gp	 30lb
Heavy Wooden Shield	7gp	 10lb
Dagger			2gp	 1lb
Backpack		2gp	 2lb
- Flask			3cp	1,5lb
- Flint % Steel		1gp	 -
- Trail Rations x4	2gp	 4lb
- Torch x2		2cp	 2lb
 
Total Weight: 64,5lb	Money: 2gp 9sp 5cp
 
		Lgt Med Hvy Lift Drag
Max Weight:	66	133	200	400	1000
 
Age: 125
Height: 5'1''
Weight: 99lb
Eyes: Blue
Hair: Black, Long (in ponytail)
Skin: Pale
Appearance: Xariom is clad mostly in black. He has a longsword and a dagger sheathed to his belt, and a wooden shield is strapped on his back. He looks youngish (for an elf) and wears his long (mid-back), black hair in a ponytail. He usually also has a slightly worn, black travel cloak hanging from his shoulders. He almost always carries his glaive with him.

Background: Not yet...

Note: Xariom Nordan is retired.
__________________
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LEW characters: Almayce, Nezrak Duskstar, Ducane Grimm.

Last edited by Xael; 5th August 2005 at 08:57 AM..
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Old 27th September 2004, 09:58 PM   #130 (permalink)
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IcyCool Goblin Sharpshooter (Lvl 2)
Gorefoot - Halfling Barbarian 2/Ranger 3/Horizon Walker 1 (Needing Re-Approval)

Code:
Name: Gorefoot
Class: Barbarian 2/Ranger 3/Horizon Walker 1
Race: Gnome Halfling
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: Mongrel

Str: 16 +3 (16p.)     Level: 6        XP: 16390
Dex: 14 +2 ( 4p.)     BAB: +6         HP:  63 (2d12 + 4d8 + 18)
Con: 16 +3 ( 8p.)     Grapple: +5(+7) Dmg Red:  0/-   
Int:  8 -1 ( 0p.)     Speed: 30'      Spell Res: - 
Wis: 10 +0 ( 2p.)     Init: +2        Spell Save: - 
Cha:  8 -1 ( 0p.)     ACP: -1         Spell Fail: -  

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +2    +1    +0    +0    17    
Touch: 13              Flatfooted: 15    

                         Base   Mod  Misc  Total
Fort:                      8    +3    +1    +12
Ref:                       3    +2    +1    +6
Will:                      1    +0    +1    +2

Weapon                  Attack   Damage     Critical
Greatsword +1             +11    1d10+5     19-20x2
Greatsword(Raging)        +13    1d10+8     19-20x2
Kukri                     +10     1d3+3     18-20x2
Kukri(Raging)             +12     1d3+5     18-20x2
Kukri(TWF - Primary)      +8      1d3+3     18-20x2
Kukri(TWF - Off hand)     +8      1d3+1     18-20x2
Kukri(TWF - Pri, Rage)    +10     1d3+5     18-20x2
Kukri(TWF - Off, Rage)    +10     1d3+2     18-20x2
Javelin                   +9      1d4+3        20x2
Javelin(Raging)           +9      1d4+5        20x2
Unarmed(Provokes AOO)     +10     1d2+3s       20x2
Unarmed(Raging - AOO)     +12     1d2+5s       20x2
Sling                     +9      1d3+3        20x2

Languages: Common, Gnome 

Abilities: Low-light vision, 
Spell-like ability: 1/day - Speak With Animals (burrowing mammal only, duration 1 minute),
Weapon Familiarity: Gnome Hooked Hammer,
+2 racial bonus on saving throws vs. illusions,
+1 racial bonus to attack rolls against kobolds and goblinoids,
+4 dodge bonus to AC against monsters of the Giant type,
+2 racial bonus on listen checks,
+2 racial bonus on craft(alchemy) checks,
+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,
Fast movement (+10 ft.), 
Illiteracy, 
Rage 3/day (8 rounds),
+1 size bonus to attack rolls, 
+1 size bonus to AC, 
+4 size bonus to Hide checks,
Base speed of 20',
Uncanny Dodge,
Favored Enemy[Magical Beast] +2,
Wild Empathy +2,
Combat Style[Two-weapon],
Bonus Feat (Endurance),
Terrain Mastery (Underground) (Grants darkvision 60ft. and +1 to attack and damage rolls agains underground creatures)

Feats: Power Attack (1st),
Cleave (3rd),
Track (Ranger bonus),
Two-weapon fighting (Ranger combat style bonus),
Endurance (Ranger bonus feat),
Extra Rage (6th)

Skill Points: 33       Max Ranks: 9/4  
Skills                   Ranks  Mod  Misc  Total
Balance(Dex)               3    +2    +0    +5(+4 with ACP)
Climb(Str)                 7    +3    +2    +12(+11 with ACP)
Handle Animal(Cha)         0    -1    +0    -1
Hide(Dex)cc                0    +2    +4    +6(+5 with ACP)
Intimidate(Cha)            2    -1    +0    +1
Jump(Str)                  7    +3    +2    +12(+11 with ACP)
Knowledge[Geography](Int)  8    -1    +0    +7
Listen(Wis)                2    +0    +2    +4
Move Silently(Dex)cc       0    +2    +2    +4(+3 with ACP)
Ride(Dex)                  0    +2    +0    +2
Survival(Wis)              2    +0    +(2)  +2(4 to avoid hazards and keep from getting lost)
Swim(Str)                  0    +3    +0    +3(+1 with ACP)
Tumble(Dex)cc              1    +2    +2    +5(+4 with ACP)

Equipment:               Cost  Weight
Sm. Greatsword +1      2350gp    4lb
Sm. Kukri                 8gp    1lb
Sm. Kukri                 8gp    1lb 
Sm. Cold Iron Kukri      16gp    1lb
Sm. Javelins(5)           5gp    5lb
Sm. Sling                 0gp    0lb
 10 cold iron bullets     2sp  2.5lb
Sm. Mwk Chain Shirt     250gp 12.5lb
Backpack                  2gp   .5lb 
 50 ft. Silk rope        10gp    5lb 
 Sm. Greatsword          50gp    4lb
 Winter blanket           5sp  .75lb 
 Sack                     1sp .125lb 
  40 Gold coins           ---    0lb 
 5 Candles                5cp    0lb 
 4 Days rations           2gp    1lb 
 Bedroll                  1sp 1.25lb 
Belt Pouch                1gp .125lb
 Coins                    ---    0lb
 Flint and Steel          1gp    0lb 
 Whetstone                2cp    1lb
Waterskin                 1gp    1lb 
Traveler's Outfit (free)  0gp    0lb
Brooch of Shielding       0gp    0lb
Fey-woven Leaf Clothes    ?gp  0.5lb
Wand of CLW(50)         750gp    0lb

Total Weight:42.25lbs  Money:4161gp  15sp  6cp
(4,000gp is currently stored with Joe at the RDI)

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                57   115   173   346   865

Age: 44
Height: 3' 8"
Weight:  41lb (83.25lb with full gear)
Eyes: Crazed (Brown) Mildly Crazed (Brown)
Hair: Wild (Brown)
Skin: Dirty (Tanned)
Appearance: Gorefoot stands just over three and a half feet tall. He couldn't grow a beard if his life depended on it, which is good, because personal grooming is not amoung his short list of habits. Surprisingly thick and muscular for a gnome, his small stature holds an unnatural strength. His body is a roadmap of scars. He has a single tattoo, his entire left foot from the ankle down is a deep red, and he likes to show it off by wearing sandals. A large, deep scar extends from his left temple, over his eye, and over part of his nose. His left eye has a yellowish film over it, and his right eye burns with a mad intensity. The crazed gleam in his eye is often the last thing his foes see.

Background: Gorefoot was born Fondar Bunkfoodle, in the Gnome community of GemHold. From an early age, he showed an aptitude for all things physical, but couldn't seem to grasp even the most simple cantrips that many gnomes are capable of. He would become quickly frustrated with his inability, and more than one innocent object bore the brunt of his anger. He spent a great deal of his time chopping firewood, hauling heavy loads around, and generally doing all the menial tasks that most of the community avoided. He was good at doing these things, and he found a simple joy in it. As he grew, so did his physical prowess, and the hold was quick to play to his strengths by encouraging him to begin training to join the hold guard when he came of age. He was excited at the prospect of being a more useful member of the community, and set about his training with a youthful zeal. And while it is true that he had difficulty grasping the finer points of combat, he more than made up for it with natural talent and brute force.

GemHold was known for the fine quality of the sapphires it produced, and it's modest mine allowed for a decent supply. GemHold sits on, and in, a small mesa with steep cliff sides topped by a plateau about 5 acres in size. The hold itself is a network of caves and tunnels inside the mesa, and small farms on the plateau above provide enough food for the community. The GemHold mine occupies a fairly sizeable chunk of the northwest area of the mesa. The hold had occaisional trouble with bandits, and the "Kazikazi's Fangs", a neighboring tribe of war-like goblins, was a constant, if minor, threat. The fact that GemHold was a natural fortress meant that it was safe from all but the most determined attack. The wealth of GemHold was greatly coveted by the goblin tribe's warlord, and the goblins would probe GemHold's defenses every few months, looking for a weakness and always finding none. Every third year, in the spring, a nomadic barbarian group would set up camp in the area. They would hunt and engage in limited trade with GemHold until the first frost brought the distinctive chill of winter, and then move camp to the south. The goblin tribe would cease their attacks on GemHold in favor of raiding the nomad camp during this time.

All that changed however, the year the goblin warlord aquired the services of a dark-robed stranger. In the spring of that year, the nomadic group set up camp not far from GemHold, and the goblins shifted their focus as usual, thought their attacks were more sporadic. Summer passed slowly. Gorefoot was doing well with his training, and while he was a capable warrior, he did not grasp the concepts of skill and finesse. His lack of understanding earned him more than one scar from a quick instructor. He was excited, however, for this winter was the winter he would be allowed to join one of the outer ring guard patrols. They were the first line of defense, and the most likely to actually engage the goblins.

One night, as winter began to make it's presence known, Gorefoot awoke to the sound of the hold alarm announcing the presence of enemies within the hold. He lept to his feet and, gathering his gear and several of the other guardsmen, burst out of the guard quarters just as chaos erupted in GemHold. Goblins were everywhere. With a keening warcry the ferocious goblins fell upon those citizens that they hadn't killed in their sleep or drug away for darker purposes. Gorefoot and the guards immediately waded into the melee. Even though they were outnumbered, the gnomes inflicted terrible casualties in the defense of their home, and after what seemed like an eternity the goblins sounded a retreat and poured out towards one of the ground level entrances. After the battle the few survivors gathered together to assess the damage. Nearly two-thirds of the populace was dead or missing, with Gorefoot's parents amoung the missing. It was quickly decided that a rescue party must be put together to see if they could help those taken captive. In the end, it was decided that a small group of warriors would go, as the rest would be needed to defend GemHold in case of another attack. Gorefoot was allowed to join the group, and a runner was sent to ask the nomads for assistance in the rescue. The rescue party prepared to set out that morning, hoping that the nomads would help them. As they worked their way through the twisting tunnels and caverns to the exit, Gorefoot saw movement out of the corner of his eye. When he charged over to investigate, he found only stone walls and shadow. The rest of the party, after a thorough search, chalked it up to pre-fight jitters and told Gorefoot that he needed to keep focused on their mission. He agreed, and they continued on. But he could swear that, just for a moment, he had seen a dark-robed figure in the shadows.

The goblin warrens were a series of crudely dug caves and tunnels beneath a small hilly area about two miles north of GemHold. The small rescue party easily dispatched the sentries, and quietly entered the lair. There were surprisingly few goblins in the tunnels, and the rescue party was just starting to feel confident about their task when they came upon the entrance to a large cave. From their position in the shadows, they looked out onto a room ringed with goblins, about 20 in all. Against the back wall was a raised dais with a crude throne on it. Two large wolves sat chained to either side of it, gnawing absently on some old bones. The goblin warlord sat upon the throne, clearly irritated. His angry gaze was leveled on another goblin over by the far wall. This goblin was dressed in a ridiculously garish outfit, complete with a patchwork pointy hat, who was screaming nearly incoherently at the corpse of a gnome. "RISE! I COMMAND YOU! KARASHMA LAK TUMULUK!", he screamed before finally dropping to his knees in exhaustion. The warlord watched him for a moment before speaking, "Why do I not have a tireless servant? You assured me that you could do this Groshni. I hope for your sake that you were not lying to me." As he said the last, the wolves let out a pair of low growls. Groshni cringed when the warlord spoke, and he replied, "I would never lie to you your magnificence, it will just take me more time. I'll need another prisoner. I WILL make this work." The warlord narrowed his eyes, "See to it that you do, or I will have to settle for you working the mines after HE takes them for us today." He made a motion of his hand and two goblins left the cave behind a curtained doorway on the far wall. They were gone only a short time before they came back with a manacled gnome, Gorefoot's mother.

Gorefoot's vision turned to a solid field of red. He could hear screaming, and a goblin face appeared amidst the red, only to fall by the wayside. Then an image of one of the rescue party being torn apart by the two wolves. His vision started coming in flashes riding a red wave. First he was pulling his sword out of Groshni, and then he watched as the warlord drew a dagger across his mother's throat. The wave washed over his vision again, and then was replaced by the image of his mother falling lifelessly to the ground. With his next flash of vision came pain. He was laying on his back with his hand over his left eye, looking up at the warlords bloody sword. The warlord turned quickly to look at something outside Gorefoot's vision, and then retreated through a hidden door behind his throne. And then Gorefoot slipped into unconciousness.

Gorefoot awoke a week later to a large human woman tending to gash on his face. She told him that the first frost had come, and that he had been traveling with the nomads. He was later told that the nomads had arrived, but too late. Gorefoot was one of two gnomish survivors from the goblin lair, but the other had died from his injuries. The goblin warlord had escaped during the melee. When the nomads went to take him back to GemHold, they were surprised to find it overrun and well defended by goblins. Gorefoot was given the option of traveling with the tribe and he took it. The nomads gave him the nickname "Gorefoot" because of how he was found in the goblin cave. Somehow during the fight his left boot went missing, and his foot was caked with goblin blood. He took the name as his own, and, as part of a later adoption ceremony, had his entire left foot from the ankle down tattooed red.

Gorefoot lived with the nomads for a while, learning to better control the rage he had experienced. However, his lust for vengence eventually drove him to seek out the goblin warlord and find a way to retake GemHold. He adventures now to gain the skill and strength he will need, and hopefully find a few allies.

Public and Private: Only the following things are public.

The "Kazikazi's Fangs" Goblin Tribe

This tribe of goblins worships the deity, "Kazikazi" (deity pending approval). They are quite aggressive and warlike. Until recently, their population was kept in check by their constant attacks on GemHold.

GemHold

The now goblin-occupied GemHold is available for use in character backgrounds or upcoming adventures, etc. I've intentionally left it's location vague so that it may be placed where ever it fits best in Living EnWorld. The mysterious dark-robed figure and the goblin tribe await...

Experience Log

Total Current Experience: 16,390 exp
XP Logs

Quote:
Originally Posted by The Burning Tower
12/14/2004: The Burning Tower: 903 (Adventure) + 150 (Time spent adventuring) = 1053 exp (Enough to go from 1st to 2nd level)

Coin
0 gps as reward for The Burning Tower

Other:
Owed a Small +1 Greatsword by Rilithorne. Picked up from the enchanter.

Second level added:
+12 hitpoints (3/4 of the max 12, +3 Con bonus)
1 rank in Climb, 2 ranks in Intimidate
+1 base attack bonus
+1 base Fort save
Uncanny dodge class ability
Quote:
Originally Posted by The Faerie Woods
5/10/2005: The Faerie Woods: Partial XP Award

Party=3 2nd levels, 2 3rd levels
Battle at the inn=5 3rd level rogues (900 xp each)
Lopsided battle=2 1st level rogues, 1 2nd level rogue (240 xp each)

Total: 1,140 xp
Quote:
Originally Posted by The Faerie Woods
7/20/2005: The Faerie Woods: Partial XP Award

Gorefoot was killed by a scythe critical from the (Elder?) Redcap. A scroll of reincarnation was found as part of the treasure, and the party asked Fasroth to use it to bring Gorefoot back to life. Gorefoot came back as a Halfling. This reset Gorefoot's xp total to 500xp.
(This reward occurs after Gorefoot's xp total was reset to 500 xp by the reincarnation.)

Total xp per character:
Gorefoot, Nars, Rodimus: 1,820
Persephone and Ishmael: 2,190

This puts Gorefoot at 2,320 xp. He will re-take his 2nd level as a Barbarian. Adjustments have been made to the character sheet.

566gp partial award for The Faerie Woods.
Quote:
Originally Posted by The Faerie Woods
10/12/2005: The Faerie Woods: XP reward

Gorefoot: 300+ 360 + 600 + 720 = 1980 xp

This puts Gorefoot at 4,300xp, enough to go from 2nd to 3rd level. He will take his first level in Ranger (and pick Magical Beast, the appropriate favored enemy category for Worgs).

Third level added:
+1 Base Attack Bonus
+2 base Fort save
+2 base Ref save
+8 hitpoints (3/4 of the max 8, +2 Con bonus)
+5 Skillpoints
+1 rank in Climb
+1 rank in Jump
+3 ranks in Knowledge[Geography]
Cleave (3rd level feat)
1st favored Enemy class feature
Track (ranger bonus feat)
Wild Empathy class feature

11/1/2005: The Faerie Woods: Final XP reward

Gorefoot: 100 + 75 = 175xp
Quote:
Originally Posted by E1: Tomb of Chaos
3/8/2006: E1: Tomb of Chaos:
XP Reward (Pages 11-17)

Gorefoot: 2060

This puts Gorefoot at 6535, enough to go from 3rd to 4th level. He will take his second level in Ranger

Fourth level added:
+1 Base Attack Bonus
+1 base Fort save
+1 base Ref save
+8 hitpoints (3/4 of the max 8, +2 Con bonus)
+4 hitpoints (Con bonus changed from +2 to +3)
+5 Skillpoints
+1 rank in Climb
+4 ranks in Knowledge[Geography]
Combat Style[Two-weapon] class feature
4th level stat point into Con (bringing it to 16)
Quote:
Originally Posted by E1: Tomb of Chaos
8/10/2006: E1: Tomb of Chaos:
XP Reward

Gorefoot: 3643

This puts Gorefoot at 10178, enough to go from 4th to 5th level. He will take his third level in Ranger.

Fifth level added:
+1 Base Attack Bonus
+1 base Will save
+9 hitpoints (3/4 of the max 8, +3 Con bonus)
+5 Skillpoints
+2 ranks in Climb
+1 rank in Knowledge[Geography]
+2 ranks in Jump
Endurance Bonus feat (class feature)

Quote:
Originally Posted by E1: Tomb of Chaos
12/22/2006: E1: Tomb of Chaos:
XP Reward

Gorefoot: 3185

This puts Gorefoot at 13363.

Treasure post

1 alchemist fire + Brooch of Shielding + 4764.93 gps

Quote:
Originally Posted by E2: The Secret of Gemhold
6-14-2007: E2: The Secret of Gemhold:
XP Reward

Gorefoot: 3027

This puts Gorefoot at 16390, enough to go from 5th level to 6th level. He will take his first level in Horizon Walker.

6th level added:
+1 Base Attack Bonus
+2 Base Fort Save
+9 hitpoints (3/4 of the max 8, +3 Con bonus)
+3 Skillpoints
+3 ranks in Balance
Extra Rage Feat
Terrain Mastery (Underground) Class Feature (Grants Darkvision 60ft. and +1 attack and damage bonus against underground creatures)

Last edited by IcyCool; 6th July 2007 at 07:08 PM..
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Old 28th September 2004, 01:26 PM   #131 (permalink)
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Xael Goblin Sharpshooter (Lvl 2)
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Approved for 7th level

Code:
Name: Almayce
Class: Cleric / Wizard / Mystic Theurge
Race: Gray Elf
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Gliran

Str:  8 -1  (0p.) [+2]	Level: 3/3/1	XP: 22,178 / 28,000
Dex: 10 +0  (0p.)       BAB: +3		HP: 32* / 32 (3d8+4d4)
Con: 10 +0  (0p.) [+4]	Grapple: +2	Dmg Red: 0 / Nothing
Int: 21 +5 (10p.) [+2]	Speed: 30'	Spell Res: 0
Wis: 18 +4 (10p.) [+2]	Init: +0	Spell Save: +5 (Wis) / +4 (Int)
Cha: 16 +3 (10p.)	ACP: 0		Spell Fail: 0%

* = False Life sometimes applies. 

. . . . Base . Armor . Shld . Dex . Size . Nat . Misc . Total
Armor: . 10 . .. - . . . - . . - . . - . .. - . . - . .. 10
Touch: . 10 . . . Flatfooted: 10

. . . . Base . Mod . Misc . Total
Fort: . . 4 . . - . . +1 . .. +5
Ref: . .. 2 . . - . . +1 . .. +3
Will: . . 8 .. +4 . . +1 . . +13 (+2 vs Enchantment spells and effects)

Weapon . . . . . . . . . . . . . . . Attack . Damage . Critical
Masterwork Darkwood Light Crossbow . . +4 . .. 1d8 . . 19-20/x2
Dagger . . . . . . . . . . . . . . . . +2 . . 1d4-1 .. 19-20/x2
Dagger (Thrown) . . . . . . . . . . .. +3 . . 1d4-1 .. 19-20/x2
Melee Touch . . . . . . . . . . . . .. +2
Ranged Touch . . . . . . . . . . . . . +3

Languages: Common, Elven, Draconic, Abyssal, Infernal, Celestial.

Abilities:
 - Moderate Lawful Aura (Ex).
 - Domains (Knowledge & Magic).
 - Cast Divination Spells at +1 Caster Level.
 - Use Scrolls and Wands as a Wizard of 1/2 Cleric level + Wizard level (4).
 - Spontaneous Casting (Positive Energy).
 - Turn Undead 6/day (Su) (Turning Check 1d20 + 5, Turning Damage 2d6 + 6).
 - Immunity to magic sleep spells and effects.
 - Low-Light Vision.
 - Detect Secret Doors withing 5ft with a search check.
 - Ability score increases: 4th (Intelligence).
 - Summon Familiar.
 - Craft Points: 3,735.

Feats: Craft Wondrous Item (3rd), Eschew Materials (6th), 
Scribe Scroll (4th, Wizard Bonus 1st), Skill Focus; Spellcraft (1st).

Skill Points: 60 . . Max Ranks: 10/5
Skills . . . . . . . . . . . . . . . . Ranks . Mod . Misc . Total
Balance . . . . . . . . . . . . . . . .. 0 . .. - . .. - . .. +0
Bluff . . . . . . . . . . . . . . . . .. 0 . . +3 . .. - . .. +3
Climb . . . . . . . . . . . . . . . . .. 0 . . -1 . .. - . .. -1
Concentration . . . . . . . . . . . . . 10 . .. - . .. - . . +10
Decipher Script . . . . . . . . . . . .. 5 . . +5 . .. - . . +10
Diplomacy . . . . . . . . . . . . . . .. 5 . . +3 . .. - . .. +8
Disguise . . . . . . . . . . . . . . . . 0 . . +3 . .. - . .. +3
Heal . . . . . . . . . . . . . . . . . . 5 . . +3 . .. - . .. +8
Hide . . . . . . . . . . . . . . . . . . 0 . .. - . .. - . .. +0
Intimidate . . . . . . . . . . . . . . . 0 . . +3 . .. - . .. +3
Jump . . . . . . . . . . . . . . . . . . 0 . . -1 . .. - . .. -1
Knowledge (Arcana) . . . . . . . . . . . 6 . . +5 . .. - . . +11
Knowledge (Architecture & Engineering) . 1 . . +5 . .. - . .. +6
Knowledge (Dungeoneering) . . . . . . .. 1 . . +5 . .. - . .. +6
Knowledge (Geography) . . . . . . . . .. 1 . . +5 . .. - . .. +6
Knowledge (History) . . . . . . . . . .. 1 . . +5 . .. - . .. +6
Knowledge (Local, Orussus) . . . . . . . 1 . . +5 . .. - . .. +6
Knowledge (Nature) . . . . . . . . . . . 1 . . +5 . .. - . .. +6
Knowledge (Nobility & Royalty) . . . . . 1 . . +5 . .. - . .. +6
Knowledge (Religion) . . . . . . . . . . 6 . . +5 . .. - . . +11
Knowledge (The Planes) . . . . . . . . . 9 . . +5 . .. - . . +14
Listen . . . . . . . . . . . . . . . . . 0 . . +4 . . +2 . .. +6
Move Silently . . . . . . . . . . . . .. 0 . .. - . .. - . .. +0
Search . . . . . . . . . . . . . . . . . 0 . . +5 . . +2 . .. +7
Sense Motive . . . . . . . . . . . . . . 0 . . +4 . .. - . .. +4
Spellcraft . . . . . . . . . . . . . . . 7 . . +5 . . +5 . . +17
Spot . . . . . . . . . . . . . . . . . . 0 . . +4 . . +2 . .. +6
Swim . . . . . . . . . . . . . . . . . . 0 . . -1 . .. - . .. -1

Equipment . . . . . . . . . . . . . . . . . .. Cost . . Weight
Masterwork Darkwood Light Crossbow . . . . . 375 Gp . .. 2 lb
- 13 Bolts . . . . . . . . . . . . . . . . . . 2 gp . .. 2 lb
Dagger . . . . . . . . . . . . . . . . . . . . 2 gp . .. 1 lb
Silver Holy Symbol of Gliran . . . . . . . .. 25 gp . .. 1 lb
Mask of Disguise . . . . . . . . . . . . . 1,900 gp . .. 1 lb
Amulet of Intellect +2 & Wisdom +2 . . .. 10,000 gp . . . -
Bracers of Giant Strength +2 . . . . . . . 4,000 gp . .. 1 lb
Robe of Resistance +1 . . . . . . . . . .. 1,000 gp . .. 1 lb
Belt of Health +4 . . . . . . . . . . . . 16,000 gp . .. 1 lb
Minor Metamagic Rod of Extend Spell . . .. 3,000 gp . . . -
Wand of Cure Light Wounds (50 / 50) . . . .. 750 gp . . . -
Signet Ring (Church of Gliran) . . . . . . . . 5 gp . . . -
Spell Component Pouch . . . . . . . . . . . .. 5 gp . .. 2 lb
Scroll Case . . . . . . . . . . . . . . . . .. 2 gp .. 0,5 lb
Backpack . . . . . . . . . . . . . . . . . . . 2 gp . .. 2 lb
 - Gliran's Blessed Book (150 / 1000) . . 27,500 gp . .. 1 lb
 - Healer's Kit (10 / 10) . . . . . . . . . . 50 gp . .. 1 lb
 - Candle x10 . . . . . . . . . . . . . . . .. 1 sp . . . -
 - Tinderwig x5 . . . . . . . . . . . . . . .. 5 gp . . . -
 - Ink Vial . . . . . . . . . . . . . . . . .. 8 gp . . . -
 - Inkpen x5 . . . . . . . . . . . . . . . . . 5 sp . . . -
 - Chalk x5 . . . . . . . . . . . . . . . . .. 5 cp . . . -
 - Scroll Case . . . . . . . . . . . . . . . . 2 gp .. 0,5 lb
 - - Paper Sheet x10 . . . . . . . . . . . . . 4 gp . . . -
 - - Parchment Sheet x10 . . . . . . . . . . . 2 gp . . . -
 - Trail Rations x4 . . . . . . . . . . . . .. 2 gp . .. 4 lb
 - Flint & Steel . . . . . . . . . . . . . . . 1 gp . . . -
 - Potion of Cure Light Wounds x2 . . . . .. 100 gp . . . -

[Left in Orussus]
Light Warhorse . . . . . . . . . . . . . . . 150 gp . . . -
 - Military Saddle . . . . . . . . . . . . .. 20 gp . . 30 lb
 - Saddlebags . . . . . . . . . . . . . . . .. 4 gp . .. 8 lb
 - 10 Bolts . . . . . . . . . . . . . . . . .. 1 gp . .. 1 lb

Total Wealth: 49,617 gp, 6 sp, 5 cp + 15,000 gp (Spells) + Money.

Total Weight: 21 lb . . . . . . Money: 43 gp, 1 sp, 6 cp
Total Horse Weight: 39 lb
Total Horse Weight When Riding: 154 lb (Light Load)

. . . . . . . . . Lgt . . Med . . Hvy . . Lift . . Push
Max Weight: . . . 26 . .. 53 . .. 80 . .. 160 . .. 400

Age: 147
Height: 5'4''
Weight: 94lb
Eyes: Dark Green
Hair: White, Long
Skin: Pale
Wizard Spells Known:
0th (19, All Spells in PHB): Acid Splash, Arcane Mark, Dancing Lights, Detect Magic (Div), Detect Poison (Div), Daze, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1st (46, All Spells in PHB): Alarm, Animate Rope, Ashnar's Mark, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages (Div), Detect Secret Doors (Div), Detect Undead (Div), Disguise Self, Disturb Equilibrium, Endure Elements, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Mount, Nystul's Magic Aura, Obscuring Mist, Protection From Chaos/Evil/Good/Law, Ray of Enfeeblement, Rays of Precise Force, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I, Tenser's Floating Disk, True Strike (Div), Unseen Servant, Ventriloquism.
2nd (20): Alter Self, Arcane Lock, Cat's Grace, Command Undead, Continual Flame, False Life, Fox's Cunning, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Levitate, Magic Mouth, Minor Image, Phantom Trap, Protection From Arrows, Rope Trick, Scorching Ray, See Invisibility (Div), Spectral Hand.
3rd (7): Displacement, Fly, Illysory Script, Nondetection, Phantom Steed, Sepia Snake Sigil, Shrink Item.
4th (6): Black Tentacles, Dimension Door, Greater Invisibility, Mmemonic Enhancer, Scrying (Div), Wall of Fire.

Cleric Spells Prepared (5/4+1/3+1, DC 14 + Spell Level, Caster Level 4):
0th: Detect Magic (Div) x2, Detect Poison (Div), Light, Read Magic (Div).
1st: Bless, Comprehend Languages, Detect Secret Doors (Div, D), Magic Weapon, Protection From Evil.
2nd: Bull's Strength, Detect Thoughts (Div, D), Sound Burst, Spiritual Weapon.

Wizard Spells Prepared (4/5/3, DC 15 + Spell Level, Caster Level 4):
0th: Dancing Lights, Mage Hand, Message, Prestidigitation.
1st: Charm Person, Color Spray, Enlarge Person, Mage Armor, Ray of Enfeeblement.
2nd: False Life, Glitterdust, Rope Trick.

* = Already cast * times or otherwise unavailable.
Div = Divination spell, +1 Caster Level (5 for Cleric Spells, 5 for Wizard Spells).
D = Domain spell.

Appearance & Personality: Almayce wears black priest robes that have Gliran's symbol in front and in the back. A silver holy symbol of Gliran with a long chain hangs perfectly visible from his neck, usually hovering somewhere around his stomach. He is slim and underweight, physically weak, but he looks otherwise normal. His long and white hair is well-cared, and his robes always tidy. He usually appears calm and thoughtful, almost emotionless, but he will smile whenever it's needed or seems appropriate.

Almayce is devoted to his faith, and plans to do everything in his power to spread the teachings of Gliran. He doesn't like preaching, since he knows that most people don't like it either, and prefers other manners of spreading the faith. He believes that strong people benefit the church, and that the church benefits strong people, so he admires magical prowess and the search for it. He trusts that if his church shows power, then people will search protection from it and trust it. Almayce prefers to think things through and work in the most rational manner, but understands that not everybody, for example, accepts the use of undead. Almayce himself is rather ready to use all means necessary to achieve his goals, as long as it doesn't directly harm ("Innocent") people. He tends to work with "If it's bad for business, don't do it. At least openly." -kind of way, with "business" being spreading his faith.

Magic Items
TODO: Write descriptions.


Crafting History
TODO: Write stuff.


Background & Adventure History
Missing adventures here.

LPNN
Almayce and his companions Ogrin, Razeriet, Juliana, and Zaeryl have earned the emnity of the Conclave for putting one of their members in prison.

The Conclave: "Your PC's associate The Conclave with old tales of organized crime. It's an intimidating name, but most people don't think it much of a real power, more of a myth. Much like modern people might think of 'The Mob', but even more distant in time."

This is a free plot hook for DMs as far as I'm concerned.

Adventure Thread.


Note: Level-up to 7th level (Mystic Theurge): +1hp (3 - 2 con), +2 base will save, +1,050 craft points, +6 skill points (5 ranks in concentration and 1 rank in spellcraft), 2 new 2nd level wizard spells known (False Life, Invisibility), 1 0th, 1st and 2nd cleric spell slots, 1 1st and 2nd level wizard spell slots.
Attached Images
File Type: jpg 79.JPG (166.9 KB, 52 views)
Attached Files
File Type: txt AlmaycePastLevels.txt (36.3 KB, 31 views)
File Type: txt AlmayceExperience.txt (1.6 KB, 36 views)
File Type: txt AlmayceEquipment.txt (3.0 KB, 29 views)
__________________
--Xael "Blackrobe" Xorlarrin
LEW characters: Almayce, Nezrak Duskstar, Ducane Grimm.

Last edited by Xael; 23rd April 2008 at 01:58 PM..
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Old 29th September 2004, 10:17 PM   #132 (permalink)
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wings Goblin Sharpshooter (Lvl 2)
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'Sol'

Code:
Name: Solace Arensil
Class: Rogue
Race: Human
Size: Medium
Gender: Male
Alignment: CG
Deity: Grendath

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

                   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:                      0    +2          +2
Ref:                       2    +1          +3
Will:                      0    +0          +0

Weapon                  Attack   Damage     Critical
Short Sword             +2     1d6+2       19-20/x2
Dagger                    +2     1d4+2       19-20/x2
(ranged)                  +1     1d4+2       19-20/x2 10ft. range

Languages: Common, Elven, Dwarven

Abilities: Sneak attack +1d6, trapfinding

Feats: Combat Expertise, Improved Feint

Skill Points: 44       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc  Total
Balance                    4    +1          +5
Bluff                        4    +2          +6
Escape Artist            4    +1          +5
Hide                        4    +1          +5
Listen                      4    +0          +4
Move Silently            4    +1          +5
Perform(sing)            4    +2          +6
Sense Motive            4    +0          +4
Sleight of Hand          4    +1          +5
Spot                        4    +0          +4
Tumble                     4    +1          +5

Equipment:               Cost  Weight
Short Sword            10gp   02lb
Daggers(x5)            10gp   05lb
Studded Leather,mw 175gp   20lb
Deck of Cards          05sp?  --lb
Total Weight:27lb      Money: 4gp 4sp 10cp

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

Age: 22
Height: 5'11"
Weight: 170lb
Eyes: Blue
Hair: Brown
Skin: Tanned
Appearance:
Sol(as he always introduces himself) is a young, energetic fellow, seemingly new to the adventuring career. He is built strong and solidly, his body agile and lithe from a childhood of pranks and carefree forays. His shock of brown hair is often tamed by a vivid red bandana, and his cool blue eyes smile with his excitement of life. A roguish quirk of the lips is usually displayed on his charming face.

Worn and handsome leather armour studded with metal pieces is lashed and buckled tightly to his tanned flesh. The faded ruddy black of the leather is accented with antique-bronze buckles and brown belts wrapped about his hips. Upon this small tangle of belts is a sword with a short blade, missing crossguard, and red wraps on the handle. Near the sword is a series of sheathed throwing daggers. A worn deck of cards is sometimes produced from an inner pocket(where he also reaches to when he must retreive coins).

Background:
Being Written....
__________________
Tho' much is taken, much abides; and tho'
We are not now that strength which in old days
Moved earth and heaven, that which we are, we are;
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.


Ulysses – Lord Alfred Tennyson, 1842
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Old 4th October 2004, 07:15 PM   #133 (permalink)
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Peter Goblin Sharpshooter (Lvl 2)
Code:
Name: Vultrok
Class: Sorceror
Race: Half-Orc
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: Undecided

Str: 14 +2  (4p.)     Level: 1        XP: 0
Dex: 14 +2 (6p.)      BAB: +0         HP: 5 (1d4+1)
Con: 12 +1 (4p.)      Grapple: +2     Dmg Red: -/-
Int: 10 +0 (4p.)      Speed: 30'      Spell Res: 00
Wis: 10 +0 (2p.)      Init: +2        Spell Save: +0
Cha: 14 +2 (10p.)     ACP: -0         Spell Fail: 10%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor: Leather     12      +0     +2    +0    +0    +0     14
Touch: 12              Flatfooted: 12

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

Weapon                  Attack   Damage     Critical
Spiked Gauntlet              +2     1d4+2           x2
Javelin                      +2     1d6+2           x2

Languages: Orcish, Common

Abilities: Dark vision 60', Orcish blood, Summon Familiar, Spells

Spells Known:0-Lvl: 4(Resistance, Acid Splash, Ghost Sound, Daze) 1st-Lvl: 2 (Shocking 

Grasp, Chill Touch)
Spells/Day:0-Lvl:-5 1st-Lvl:4

Feats: Combat Casting

Skill Points: 8       Max Ranks: 4/2
Skills                   Ranks  Mod  Misc        Total
Concentration                 4    +1   (+4 feat)    +5 (+9)
Craft (alchemy)               2    +0   (+0)         +2 
Decipher Script               1    +0   (+0)         +2 
Bluff                         1    +2   (+3 familiar)+6


Equipment:               Cost  Weight
3 Javelins                   3gp   6  lb
Spiked Gauntlet              5gp   1  lb
Leather Armor               10gp   15 lb
Backpack                     2gp   2  lb
Bedroll                      1sp   5  lb
3 bags caltrops              3gp   6  lb
50' silk rope               10gp   5  lb
5 days rations              25sp   5  lb
Spell Component Pouch        5gp   2  lb


Total Weight: 45lb      Money: 42gp 5sp 0 cp

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

Age: 20
Height: 5'6"
Weight: 215lb
Eyes: light blue
Hair: Dark Green
Skin: pale greenish
Appearance: Vultrok is short (5'6") and fat, with mottled skin that looks dissipated and unevenly withered, as if he has been exposed to unsafe arcane energies a few times. He has patchy hair (recovering from a bout with a skin disease he caught in the swamps) and a snaggle toothed grin. But his eyes are light blue and very human-looking, and he is, despite himself, a likable enough fellow. Vultrok has no chosen deity because he distrusts most gods (although he readily acknowledges their existence, he finds godly motives suspicious when they aren't being used to heal or provide food).

----
Familiar: "Hiss" Snake, Tiny Viper; Tiny Magical Beast;HD:1d4,3 hp;
Initiative: +3; Spd:15 ft. (3 squares), climb 15 ft., swim 15 ft.
AC:17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Bite +5 melee (1 plus poison)
Full Attack:Bite +5 melee (1 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:Poison
Special Qualities:Scent
Saves: Fort +2, Ref +5, Will +2
Abilities:Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5


Background: Hailing from the wilderness swamps of a distant land, Vultrok was born with a "curse"; the gift of sorcery. Since he never fit in with the barbarian tribe where he grew up (too weak, and altogether too human when compared to true orcs), Vultrok set out at a young age to find his fortune and to hone his unpredictable abilities. His orcish side, however is very apparent. Vultrok's sorcerer abilities manifest themselves specifically in combat spells, and Vultrok wears the orcish spiked gauntlets that belonged to a warrior ancestor.

Note: just registering the character for right now.

Last edited by Peter; 4th October 2004 at 07:22 PM..
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Old 5th October 2004, 04:02 AM   #134 (permalink)
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SlagMortar Goblin Sharpshooter (Lvl 2)
Code:
Name: Nars Blackbeard
Class: Rogue 7 / Fighter 2
Race: Dwarf
Size: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Sela

Str: 14 +2 (06p.)     Level: 9        XP: 41799 (45000 total for next level)
Dex: 18(20) +5 (10p.) BAB: +7         HP: 66 (7d6+2d10+18)
Con: 14 +2 (04p.)     Grapple: +9     Dmg Red: -/-
Int: 14 +2 (06p.)     Speed: 20'      Spell Res: -
Wis: 10 +0 (02p.)     Init: +5        Spell Save: -
Cha: 08 -1 (02p.)     ACP: -0         Spell Fail: -
Attributes in parentheses indicate with items.  All derived stats use with item values.
All attributes from levels applied to Dex

                   Base  Armor Shld   Dex  Size   Nat  Deflection  Insight   Misc  Total
Armor:             10    +5    +1     +5    +0    +1    +2          +1         +0    25
Touch: 18              Flatfooted: 25
+4 dodge vs. Giants
                       Base   Mod  Misc  Total
Fort:                   5      +2    +1    +8
Ref:                    5      +5    +1   +11
Will:                   2      +0    +1    +3
Note:  +2 saves vs spells, spell-like effects, poison
Trap Sense +2

Weapon                    Attack         Damage       Critical   Range   Special
Felhunter (+1 short sword) +13/+8        1d6+3        19-20x2    N/A     Fey bane, cold iron
Felhunter/shield bash(TWF) +11/+6/+11/+6  1d6+3/1d6+2  19-20x2/20x2
Sickle                     +12           1d6+2           20x2    N/A
Cold Iron Dagger (melee)   +12           1d4+2        19-20x2    N/A
Cold Iron Dagger (ranged)  +12           1d4+2        19-20x2    10 ft
Light crossbow             +12           1d8          19-20x2    80 ft

Special:  Sneak attack for +4d6 damage when it applies
          Trip with sickle, +12 to hit on touch attack, +2 to trip, +9 to avoid trip
          Fey bane gives +3 enhancement bonus and +2d6 damage vs Fey
+1 vs. Goblins and Orcs

Languages: Common, Dwarf, Goblin, Orc

Abilities:
RACIAL (DWARF)
- +2 Con, -2 Cha
- Base land speed is 20 feet. Can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Darkvision: 60' Black and white only.
- Stonecunning:
-- +2 racial bonus on Search checks to notice unusual stonework.
-- 10' of unusual stonework: Search check as if actively searching
-- Can use the Search skill to find stonework traps as a rogue can.
-- Intuit depth: sense approximate depth underground. 
- Weapon Familiarity: dwarven waraxes and dwarven urgroshes
- Stability: +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground.
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to AC vs. giants. 
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Favored Class: Fighter.
Rogue / Fighter
- Weapon and Armor Proficiency (Fighter):  A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower 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.
- Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
- Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
- Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Feats: Two-weapon Fighting (1st), Weapon Finesse (3rd), Improved Shield Bash (6th), Combat Expertise (1st fighter bonus), Improved Two-weapon Fighting (2nd fighter bonus), <need 9th level feat>

Skill Points: 100 rogue, 8 fighter      Max Ranks: 12/6
Skills                      Ranks  Mod  Misc  Total
Balance                        0    +5  +2      +7
Disable Device                12    +2  +2     +16 (2 ranks cc)
Hide                          12    +5         +17
Jump                           0    +2  +2-6    -2
Knowledge(Arch and Eng)        5    +2          +7  (5 ranks cc)
Knowledge(Dungeoneering)       1    +2          +3  (1 rank cc)
Listen                         4    +0          +4
Move Silently                 12    +5         +17
Open Lock                     12    +5  +2     +19
Search                        12    +2         +14*  (2 ranks cc)
Sense Motive                   2    +0          +2
Spot                           9    +0          +9
Tumble                         9    +5         +14
Use Magic Device               8    -1          +7
*+2 for hidden compartments and secret doors from Knowledge (Arch & Eng) and +2 on unusual stone work

Equipment:               Cost  Weight
Mithral Chain shirt +1          10.0lb
Felhunter +1 Cold Iron Shortsword, Feybane    2.0lb
Light steel bashing shield +1   6.0lb
Sickle                           2.0lb
Cold Iron Dagger                 1.0lb
Light crossbow                   4.0lb
28 bolts                         2.8lb
 6 cold iron bolts               0.6lb
Cloak of resistance +1           1.0lb
Gloves of dex +2                   -lb
Ring of protection +2              -lb
Explorer's outfit                  -lb
Amulet of natural armor +1           -lb
dusty rose prism ioun stone
--2 Empty flasks of whiskey tucked in cloak pocket  3.0lb
Backpack                         2.0lb
--Flint and Steel                  -lb   
--Chalk (7 pieces)                 -lb
--Rations x3 days                3.0lb
--Waterskin                      4.0lb
--2 alchemist fires              2.0lb
Bedroll                          5.0lb
Belt pouch                        .5lb
--Signal whistle                   -lb
--Masterwork Thieves tools       2.0lb
--Potion of CLW                    -lb
--Potion of Cure Moderate W        -lb
Mule named Tarnish (standard mule)

Total Weight:50.9lb    Money:  459gp 2sp 7cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 58   116   175   350   875
Craft Points: 4,800 (spent 600 total)
Age: 58
Height: 4'1"
Weight: 137lb
Eyes: Brown
Hair: Black
Skin: Ruddy

Appearance:
Nars is an average sized dwarf wearing a dulled chain shirt and two black pommelled short swords tucked about his ample girth. He has also acquired a fair bit of other weaponry with a dagger in his boot, a sickle hanging off his pack, and a crossbow at his belt. He is particularly embarrassed by the fact that his beard, though black like his namesake, is quite thin for a dwarf. He wears a deep green, almost black cloak over everything.

Personality:
Nars has a merry laugh and is always ready for a good joke, though he is somewhat shy in groups of people. He is a deliberate thinker, but able to think quickly if the situation calls. He likes to think out a problem from all angles when given the chance. He will always pause a moment to examine the architecture of a building or cavern even if it is poorly constructed. He is an adequate scout, but locks, traps and secret doors are his specialty. Nars is a firm believer in contracts and honor. He always (nearly always) speaks plainly and says what he means. He dislikes dealing with any who seem untrustworthy even if such a dealing could be profitable.

Background: (PUBLIC)
Nars grew up in the Torbith clan-home about a month's journey from Orussus studying engineering at the Academy of the Sciences, and has always loved puzzles, traps and locks. He was drafted into the army to help deal with an orc uprising near his mountain home. He received some basic martial training, but spent most his time as a scout. He may go back and pick up some more skills in that area after he has seen a bit of the world. After helping put down the orc uprising, he felt the need to venture out of his dwarven caverns. His grandfather Thedrick Blackbeard had told him tales of adventurers setting out from Orussus and so travelled there hoping to see the world.

History:

Spoiler:

--Level 1 skill allocation: 4 ranks each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Listen, Spot, 2 ranks cc Knowledge (Architecture, Engineering)
--1053 XP and 262.83 gp acquired in the Burning Tower
--Sold thieves' tools (+15 gp)
--Purchased masterwork thieves tools (-100 gp)
--Purchased sickle (-6 gp)
--Purchased 3 days rations (-1.5 gp)
--Purchased 10 cold iron bolts (-2 gp)
--Level 2 skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 2 ranks Sense Motive

Completed Faerie Woods
--Turns out that he is a distant relative of Master Torbith, the proprietor of a jewelry shop near Rilthorne's tower.
--Sold dagger (+1 gp) and purchased cold iron dagger (-4 gp)
--Purchased 4 days rations before setting off for Faerie Woods (-2 gp)
--1140 XP for defeating some rogues and bandits
--Acquired light riding horse with saddle
--1820 XP for fey encounters and forcing the redcap to flee
--Third level feat: weapon finesse, skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering)
--Acquired 566gp in the Faerie Woods
--Purchased Potion of Cat's Grace (-300gp), two Potion of CLW (-100), 2 alchemist fires (-40 gp)
--Acquired Felhunter is a +1 Feybane cold Iron Shortsword to battle the Redcap
--Lost light riding horse with saddle
--Purchased Scroll of Enlarge (-25gp)
--Used potion of Cat's Grace and potion of Cure Light Wounds in slaying redcap.
--2130 XP for encounter with unicorns, slaying 5 worgs, and felling the hated redcap.
--4th level: Put point into Dex, skill points: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (dungeoneering)
--100 XP for final encounter and month of Faerie Woods and 100 XP for time spent.

E1: Tomb of Chaos

--Purchased 10 pieces of chalk (-1sp)
--Gave Scroll of Enlarge to Nezrak
--Consumed 3 days rations on the way to the tomb.
--Acquired gold necklace from over trapped bed
--2327 XP for first part of Tomb of Chaos (gnolls, statue, traps, skeletons)
--Gained 5th level as rogue. skill allocation: 1 rank each Disable Device, Hide, Move Silently, Open Lock, Search, Tumble, UMD, Spot, 1 rank cc Knowledge (Architecture, Engineering)
--Consumed 1 day ration in tomb. Found masterwork dagger (from Nestiphae)
--Drank potion of cure light wounds
--Used flask of alchemist fire on swarm of silver coins
--Used flask of alchemist fire on the swarm of scorpions
--Consumed 1 day ration in tomb.
--3643 XP in Tomb of Chaos
--Received potion of CLW, 2 alchemist fires, 6229.93 gps
--Received 3278 for end of Tomb of Chaos
--Tomb of Chaos XP summary post
--Gained 6th level as Fighter
--Feats: Improved Shield Bash, Combat Expertise
--Skills: One cross class rank of search and disable device
--Helped Nezrak craft Gloves of Dex +2 (-3400 gp, -400 craft points)
--Helped Nezrak craft Cloak of Resistance +1 (-850 gp, -100 craft points)
--Purchased mithril chain shirt (-1100 gp)
--Helped Nezrak enchance chain shirt to +1 (-850 gp, -100 craft points)
--Purchased masterwork light steel shield (-159 gp)
--Purchased Tarnish the mule (-8 gp)

Began E2: Gemhold
Spoiler:

--3036 XP for ambush drakes and other encounters in E2: Gemhold
--Fired two crossbow bolts at a band of goblins
--Acquired potion of cure moderate wounds
--Acquired 6511 XP for time spent
--Achieved level 7.
--Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 rank cc Knowledge (Architecture, Engineering)
--Acquired 15114 XP (limited to 35999 total XP due to max of 1 level from single XP bonus) from storming the Gemhold and slaying a barghest, hill giants, and a huge number of goblins (not yet added above, nor are the changes made for level 8)
--Achieved level 8.
--Added level of fighter, skill points: 1 cc disable device, 1 cc search, feat: improved two weapon fighting, added attribute point to Dex
--Final haul from Gem Hold
--Acquired 5800 XP
--Achieved level 9.
--Acquired dusty rose prism ioun stone, ring of protection +2, amulet of natural armor +1 2000, light steel shield +1 of bashing
--Sold masterwork light steel shield (+79.5 gp)
--Added level of rogue, skill points: 1 disable device, 2 hide, 2 move silently, 2 open lock, 1 search, 1 spot, 1 tumble, feat: <not yet chosen>

Last edited by SlagMortar; 19th February 2009 at 01:03 AM..
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Old 13th October 2004, 08:08 PM   #135 (permalink)
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Dalamar Goblin Sharpshooter (Lvl 2)
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Code:
Name: Rodimus
Class: Monk
Race: Half-orc
Size: Medium
Gender: Male
Alignment: Lawful Evil
Deity: Mongrel

Str: 20 +5 ( 6p.)     Level: 8        XP: 35,999/36,000
Dex: 14 +2 ( 6p.)     BAB: +6         HP: 74 (8d8+24)
Con: 16 +3 ( 6p.)     Grapple: +15    Dmg Red: -
Int: 10 ++ ( 4p.)     Speed: 50'      Spell Res: -
Wis: 14 +2 ( 6p.)     Init: +2        Spell Save: -
Cha:  8 -1 ( 2p.)     ACP: -0         Spell Fail: -
Rodimus has raised Strength at 4th and 8th levels, and has a +2 enhancement bonus to both Strength and Consitutition (included above)

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +1           +2         +1    +3     17
Touch: 15              Flatfooted: 15

                         Base   Mod  Misc  Total
Fort:                     +6     +3    +1   +10
Ref:                      +6     +2    +1   +9
Will:                     +6     +2    +1   +9
* Purity of Body, Evasion, +2 saves vs. Enchantment 

Weapon                  Attack    Damage     Critical
Unarmed strike          +11/+6    1d10+7        x2
--Flurry of Blows     +10/+10/+5  1d10+5        x2
Quarterstaff            +11/+6    1d6+7         x2
--Flurry of Blows     +10/+10/+5  1d6+5         x2
Kama, cold iron         +11/+6    1d6+5         x2
--Flurry of Blows     +10/+10/+5  1d6+5         x2
Kama, alch. silver      +11/+6    1d6+4         x2
--Flurry of Blows     +10/+10/+5  1d6+4         x2
Shuriken, 10ft inc.     +8/+3     1d2+5         x2
--Flurry of Blows     +7/+7/+2    1d2+5         x2

Languages: Common, Orc

Abilities: Bonus Feats (Deflect Arrows, Improved Trip, Stunning Fist), 
Evasion, Flurry of Blows, Ki Strike (Magic), Monk's Armor Class Bonus, 
Purity of Body, Slow Fall 40ft, Still Mind, Unarmed Strike 1d10, 
Unarmored Speed +20ft, Wholeness of Body (16hp); 
Half-orc traits (+2 Str, -2 Int and Cha, Darkvision 60ft, Orc blood)

Feats: Deflect Arrows (bonus), Improved Grapple, Improved Trip (bonus)
Improved Unarmed Strike (bonus), Mighty Punch, Power Attack, 
Stunning Fist (bonus, 8/day, Fort DC 16)

Skill Points: 44       Max Ranks: 11/5.5
Skills                   Ranks  Mod  Misc  Total
Balance                     5    2    2      9
Climb                       1    5           6
Hide			    6	 2 	     8
Jump                        8    5   10     23
Move Silently		    6	 2	     8
Listen     	            8	 2	    10
Tumble    	           10	 2    2     14

Balance has +2 synergy bonus from Tumble 
Jump has +2 Synergy bonus from Tumble and +8 from increased speed 
Tumble has +2 synergy bonus from Jump

Equipment:               Cost  Weight
Backpack                  2gp    2lbs
-- Bedroll                1sp    5lbs
-- Crowbar                2gp    5lbs
-- Rope, hempen (50ft) x2 2gp   20lbs
-- Sack                   1sp  0,5lbs
-- Rations, trail x 20    10gp   20lbs
Pouch, belt               1gp  0,5lbs
-- Flint and steel        1gp    --
-- Sewing needle          5sp    --
-- Potion of Bull's Str
Quarterstaff              0gp    4lbs
Shuriken (5)              1gp  0,5lbs
Kama, cold iron           4gp    2lbs
Kama, alch. silver       22gp    2lbs
Amulet of N.Armor +1 2,000gp 
Belt of Str +2           4,000gp
Bracers of Armor +1   1,000gp
Cloack of Resistance +1 1,000gp
Vest of Con +2         4,000gp
Monk's outfit

Total Weight: 61,5lb      Money: 88gp 6sp 2cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:                133   266   400   800  2000

Age: 26
Height: 5'6
Weight: 182lbs
Eyes: Brown
Hair: Black with brownish tint
Skin: Lightly tanned
Appearance: Rodimus is short for one with the blood of orcs running through their veins, standing half-way between five and six feet of height. His coarse black hair is tied back in a loose pony tail, and his eyes show wisdom much beyond the common orc. He dresses in a simple monk's outfit, and usually has his quarterstaff within arm's reach.

Background: He was found abandoned at the footsteps of a warrior-monk monastery. With the candle of his life burning fast, like for all those with the blood of orcs running through them, he set out into the world to carve his own place in it.

Changes: At the Burning Tower Gained 1,054XP, 262gp, 83cp. Gained 8HP, +1BAB, +1 to all saves, Deflect Arrows feat, 1 rank in Hide, Move Silently, Listen, Tumble. Bought 2 Potions of Cure Light Wounds (total worth 100gp)
Heading to the Faerie Woods, gained 1,140XP, gained a light horse, expended 2 Potions of Cure Light Wounds.
gained 1,820XP. Gained 8HP, +1 BAB, +10ft unarmored speed bonus, Still Mind, Power Attack feat, 2 ranks in Balance, Jump. Gained 566gp, bought Potion of Bull's Strength and 2 potions of Cure Light Wounds (total worth 400gp), expended Potion of Cure Light Wounds. Worgs ate horse. Expended Potion of Cure Light Wounds.
Gained 2,130XP, Gained 8HP, +1 BAB, +1 to all saves, Ki Strike (Magic), Slow Fall 20ft, +1 Str, 3 ranks in Jump, 1 rank in Tumble. Gained 200XP, gained 500gp
At the Tomb of Chaos Bought lots of stuff, total worth 287gp. Several XP rewards eaten up by the Crash, latest of 3,796XP. Gained 8HP, Purity of Body, lowered Flurry of Blows penalty, 3 ranks in Balance, 1 rank in Tumble.
Gained 3,144XP, Amulet of Natural Armor +1, pile of gold. Gained 8HP, +1 BAB, +1 to all saves, Improved Trip feat, Mighty Punch feat, 1 rank in Climb, 2 ranks in Jump, 1 rank in Tumble. Spent 5,100gp, 600 craft points. Gained Belt of Strength +2, Cloak of Resistance +1, Bracers of Armor +1. Earned and spent gold ending up spending 370gp more than earning, spent 3,030 craft points, gained Vest of Constitution +2. Owes a 1,000gp to Nezrak. Gained 2,977XP
Gained 5,519XP Gained 9HP, +1 BAB, Wholeness of Body, 1 rank in Hide and Move Silently, 2 ranks in Tumble.
Gained enough XP to hit the level up cap Gained 9HP, +1 BAB (iterative attack), +1 base Saves, +1 Str, Slow Fall distance increased to 40ft, +1 Str, 1 rank of Jump, 3 ranks of Listen
__________________
Living Enworld characters:
Rodimus, making his way to the Tomb of Chaos
Tumna Lakeside, on a Rathunt
Zack Grimm, fighting "stonebird men" at A Clash of Earth and Sea

Last edited by Dalamar; 18th August 2008 at 03:30 PM..
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Old 15th October 2004, 03:52 PM   #136 (permalink)
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Zweischneid Goblin Sharpshooter (Lvl 2)
Morulas Blackleaf

Code:
Name:		Morulas Blackleaf
Gender:		Male
Race:		Elf
Class:		Ranger 1 / PsyWarrior 1
Alignment:      Chaotic Good
Deity:

Ability	 Score	Mod	Cost		Level:	2nd	XP:     1053
Str:	  12    +1	 4		BAB:	+1	HP:	16 (2d8+2)
Dex:	  16	+3	 6 (+2 elf)	Grap:	+2	AC:	15 (+3 Dex, +2 Leather Armor)
Con:	  12	+1	 6 (-2 elf)	Speed:	30'	Touch:  13
Int:	  14	+2	 6		Init: 	+3	Flat:   12
Wis:	  14	+2	 6		ACP:    -0      
Cha:	  10		 2              Spell Save: +2 vs. Enchantment

Saves	Total Base	Mod	Feat    Special 
Fort:	  5    4	+1	0	0                    
Ref:	  5    2	+3	0	0       
Will:	  2    0	+2	0	0                    

Weapons		Attack	Damage	Critical   Range
Shortword	+2	1d6+1	19-20/x2
Longbow		+4	1d8	   20/x3   100 ft.

Feats:	
Point Blank Shot, Precise Shot, Track

Abilities: 
Elven Traits, Immunity to Sleep Spells, Low Light Vision, Favored Class (Wizard)
Wild Empathy, Favored Enemy (Magical Beast)

Psionics:
Powers Known: Prescience, Offensive
Power Points/day: 1

Psionic Tattoos:
  Biofeedback
  Call Weaponry
  Metaphysical Weapon (x2) 
  Synesthete

Skill Points Total: 36 (32 1st lvl Ranger + 4 2nd lvl PsyWarrior)

Skills			Total   Ranks	Mod	Feat    ACP       Special
Autohypnosis		+5        1	  +2		        +2 (Synergy - Concentration)
Climb                   +3        2	  +1	
Concentration		+6        5	  +1		
Hide                    +5        2	  +3
Jump                    +5        4	  +1	
Knowledges 
 (Dungeoneering)        +4        2       +2
 (Nature)               +4        2       +2
 (Psionics)             +4        2       +2
Listen                  +5        1       +2                    +2 (Race: Elf)
Move Silently           +5        2       +3  
Search                  +8        4       +2                    +2 (Race: Elf)
Spot                    +5        1       +2                    +2 (Race: Elf)
Survival                +6        4       +2
Swim		        +5        4	  +1		

Languages: 
Draconic, Common, Elven and Sylvan.


Equipment            Quantity        Cost         Weight   
Explorers Outfit         1          0  gp   0  lb.
Longbow                  1          75 gp   3  lb. 
Quiver
  regular arrows        17          1  gp   3  lb.
  cold iron arrows      20          2  gp   3  lb.
  sleep arrow            1        132  gp   0  lb.  
Shortword                1          10 gp   2  lb.
Leather Armor            1          10 gp   15 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.
Ink (1 oz. vial)         1          8  gp   0  lb.
Inkpen                   1          1  sp   0  lb.
Paper (sheet)            5          2  gp   0  lb.
Flint and Steel          1          1  gp   0  lb.
Sunrod                   1          2  gp   1  lb.
Trail Rations            4          20 sp   4  lb.

Total Weight: 43  lb.

Wealth
Platinum        
Gold             2
Silver          15
Copper           3

Carrying Capacity
Light Load  	      43 lb. or less
Medium Load           44-86 lb.
Heavy Load            87-130 lb.
Appearance:
Morulas is a slender and graceful Elf, used to wandering and living in the wilds. His ravenblack hair is bound in plaited bead that falls to his lower back, his elven, blue-and-silver eyes usually shine with eager anticipation.
His clothing and gear are crafted for the outdoors and colored to blend well with the woods, but meticulously cared for and adorned with fine elven patterns and scrollwork.

Background:
From an early age, Morulas seemed to be bound for trouble. Born of a minor noble family and raised in the sheltered lands of the elven folk, Morulas found himself apart from his kin since his earliest childhood.
He was usually bored with the studies at the Wizards College or the pursuit of elven arts and poetry. Though gifted with a sharp mind, his teachers found that his thoughts drifting and his performance lacking.
His only diversion and joy, the young elf spend alot of time chasing the fabulous beasts that shared the Elfs domain through groves and glades instead of pursuing his works at the library.
From an early age, he fantasized about what lay outside the elven domains, long before he ever reached his maturity and the right to leave.

Personality:
Having lived a careless and sheltered live, Morulas carries himself with a mix of arrogance and naivity that doesn't always appeal to humans (caring little for human laws or rules for example).
He is overtly eager to explore and adventure beyond the lands he knows and to live and adventurous life, measuring his huntsman skills against the most difficult and elusive prey.
Being the son of a noble family on the run, he's always wary around other elfs and actually prefers the company of non-elfs.

Story so far
One starless night, Morulas chased a yet unknown beast, but despite his best efforts wasn't able to catch it. Following the strange creature deeper and deeper into the forest, he quickly found himself in a strange wood unknown even to the wide-ranging hunter. Having lost the beasts trail well after the midnight hour, Morulas finally put up a shelter for the remainder of the pitch-black night... (to be continued)

One night, stealing a few maps, clothes and a bit of food, he left the elven lands to explore what lay beyond. After a few outrageous adventures in the human city of Orussus, involving a Wizards burning Tower, a fairy thief and bloody murders... (to be continued)

Game Log:
Code:
Burning Tower: 1053 xp & 262.83 gp acquired. / 3 Arrows used / Purchased 20 cold iron tipped arrows (-2 gp), 1 Sleep Arrow (-132) & 5 Psionic Tattoos (ML 1) (-250 gp) / Sold Sealing Wax (5 sp) & Signet Ring (2,5 gp)
__________________

"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"

-- Smaug, the Dragon, "The Hobbit"

Games

Benedict in 8 years ago, the world ended... [4E]:IC
Bheazir, Rebel of Evenfall in Redclaw's Young Rebels: OCC; IC
Imrahil in Keep on the Shadowfell: OCC; IC
Koryo of Tiger's Rest in Path of Enlightment: IC
Khoros, of House Tharashk in Keep on the Shadowfell: OOC; IC
Mordras Blackleaf in Stranded - Lost and confused: OCC; IC
Ruthear ar'Thar in Gaming w/Jemal Past Tense: OCC; IC

Last edited by Zweischneid; 21st December 2004 at 08:45 AM..
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Old 16th October 2004, 04:03 AM   #137 (permalink)
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Menrakion Goblin Sharpshooter (Lvl 2)
Menrakion

Name: Menrakion
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: None

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

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +2 +1 +0 +0 +0 18
Touch: 11 Flatfooted: 17

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

Weapon Attack Damage Critical Range
Long Sword +5 1d8 19-20x2 N/A
Throwing Axe +2 1d6 x2 10ft
Punching Dagger +4 1d4 x3 N/A
Light Crossbow +2 1d8 19-20x2 80ft

Languages: Common, Dwarven

Abilities:

Feats: Weapon Focus (Long Sword), Power Attack, Quick Draw

Skill Points: 16 Max Ranks: 4/2
Skills Ranks Mod Misc Total
Climb 3 3 0 6
Intimidate 3 1 0 4
Jump 3 3 0 6
Ride 4 1 0 5
Swim 3 3 0 6


Equipment: Quantity Cost Weight
Traveler's Outfit 1 5
Long Sword 1 15 4
Throwing Axe 1 8 2
Light Crossbow 1 35 4
Crossbow bolts 20 2 2
Punching Dagger 1 2 1
Heavy Shield (Wooden) 1 7 10
Chain Mail 1 150 40
Blanket 1 .5 3
Flint and Steel 1 1 0



Total Weight:71lb Money: 19gp 5sp 0cp

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

Age: 22
Height: 5'11"
Weight: 190lb
Eyes: Brown
Hair: Brown

Quote: How about Fame, Gold, Beer and Girls ?
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Old 21st October 2004, 06:55 PM   #138 (permalink)
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Otakkun Goblin Sharpshooter (Lvl 2)
Zander Blerdrik, Human Psychic Warrior

Code:
Name:   Zander Blerdrik
Class:  Psychic Warrior 
Race:   Human
Size:   Medium
Gender: Male
Alignment:  Neutral Good
Deity:  

Str:  16 +3 ( 10p.)    Level:    1     XP:  0
Dex:  10 +0 ( 2p.)     BAB:     +0     HP:  10 (1d8+2)
Con:  14 +2 ( 6p.)     Grapple: +3     Dmg Red:     -
Int:  14 +2 ( 6p.)     Speed:   20'    Spell Res:   -
Wis:  14 +2 ( 6p.)     Init:    +0     Spell Save:  -
Cha:  08 -1 ( 0p.)     ACP:     -4     Spell Fail:  -

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total 
Armor:               10    +4          +0    +0                14
Touch: 10    
Flatfooted: 14

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

Weapons:                Attack   Damage     Critical 	Range 
Guisarme (reach weapon)	  +3     2d4+4      20x3	10'
Longsword		  +3     1d8+3`     19-20x2
Spiked Gauntlet	(silver)  +3     1d4+2      20x2

Maneouvers: Trip +7

Languages: Common, Elven, Draconic.

Abilities: 
Psychic Warrior Traits
Psionic Manifestation, Bonus Feat.

Human Traits 
+1 Skill Point per Level
Extra Feat at 1st Level

Feats:  Combat Expertise, Improved Trip, Psionic Talent.

Psionics:
Manifester Level 1
Power Points: 3
Powers Discovered: Expansion.

Skill Points:  20         Max Ranks:  4/2
Skills:                  Ranks  Mod  Misc  Total 
Autohypnosis		   4    +2          +6
Concentration              4    +2          +6
Knowledge (Psionics) 	   4    +2          +6
Ride                       4    +0          +4
Search                     4    +2          +6

Equipment:               Cost  Weight 
Longsword                15gp    4lb
Guisarme  		  9gp   12lb
Spiked Gauntlet		 25gp    2lb
Scale Mail		 50gp   30lb
Backpack                  2gp    1lb
  Flint and steel         1gp
  Ink vial                8gp
  Inkpen                  1sp
 4 parchments (sheet)     8sp    
 4 trail rations          2gp    1lb
 Waterskin (full)         1gp    1lb
4 sunrods                 8gp    4lb


Total Weight:  55lb       Money:  78gp 1sp (200)

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


Age:  18
Height: 6'01"
Weight: 150lb
Eyes:   Blue
Hair:   Short Light Brown
Skin:   Tanned White
Appeareance : Standing 6'1, Zander looks quite intimidating to those that don't know his kind personality. He wears his hair short and has more than a few scars in his body, due to his extensive training in weapons and special maneouvers. He can be seen most of the time in his armor and with his weapons within his reach, yet his most characteristic trait is his silver gauntlet, given to him by his father when he decided to leave his home for adventure.

Background: Raised as a fighter, Zander found out during his mid 15's that he had an extraordinary gift that made him different from his peers. he was able to increase his muscular mass by only focusing on it, no incantations, no hands moving, nothing. Fearing rejection, Zander decided to keep his power to himself, slowly discovering how to use it while his combat experience grew. Due to this, he now commands a very particular fighting style, that mixes both his psionic abilities and his combat prowress.
__________________
LEB: Garrick d'Orien

Last edited by Otakkun; 31st October 2004 at 09:10 PM..
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Old 25th October 2004, 12:08 AM   #139 (permalink)
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fuzzy Goblin Sharpshooter (Lvl 2)
Rika Silanüne, Smith and Adventurer

Code:
Name: Rika Silanüne
Class: Fighter 2
Race: Elf
Size: Medium
Gender: Female
Alignment: Chaotic Good
Deity: Grendeth

Str: 12 +1 (4p.)      Level: 2        XP: 1564
Dex: 18 +4 (10p.)     BAB: +2         HP: 17 (2d10+0)
Con: 10 +0 (4p.)      Grapple: +3     Dmg Red: 0/-
Int: 14 +2 (6p.)      Speed: 30'      Spell Res: 0
Wis: 10 +0 (2p.)      Init: +4        Spell Save: +0
Cha: 12 +1 (4p.)      ACP: -2         Spell Fail: 20%

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +4    +0    +0    +0    18
Touch: 14              Flatfooted: 14

                         Base   Mod  Misc  Total
Fort:                      3    +0     +0     +3
Ref:                       0    +4     +0     +4
Will:                      0    +0     +0     +0
Special: +2 vs enchantment spells and effects, immunity to sleep

Weapon                  Attack   Damage     Critical
Rapier                    +7     1d6+1      18-20x2
Dagger                    +6     1d4+1      19-20x2
Shortbow                  +6     1d6      20x3

Languages: Common, Elven, Draconic, Sylvan

Abilities:
Elf Traits: Immunity to sleep, +2 racial saving throw bonus vs enchantment spells or effects. +2 racial bonus to Listen, Spot and Search checks. Find secret doors.

Feats: Weapon Focus: Rapier, Weapon Finesse, Combat Expertise

Skill Points: 16       Max Ranks: 5/2.5
Skills                   Ranks  Mod  Misc  Total  Points spent
Bluff                      2.5  +1     +0   +3    5
Craft (weaponsmithing)     5    +2     +0   +7    5
Listen                     0    +0     +2   +2    0
Perform (Gladiatorial)     5    +1     +0   +6    5
Search                     0    +2     +2   +4    0
Spot                       0    +0     +2   +2    0
Tumble                     2.5  +4     -2   +4    5
 

Equipment:               Cost  Weight
Rapier                   20gp   2lb
Dagger                   2gp    1lb
Chain Shirt              100gp  25lb
Shortbow                 30gp   2lb
  20 arrows              2gp    3lb
Backpack                 2gp    1lb
  2 days trail rations   1gp    2lb
  Bedroll                1sp    5lb
  Flint and Steel        1gp    0lb
  4 sunrods              8gp    4lb
  58 arrows              6gp   9lb
Belt pouch               1gp   .5lb
  Potion of 
    Cure Light Wounds    50gp   0lb
 Total Weight:54.5lb      Money: 49gp 7sp 0cp

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

Age: 133
Height: 4'8"
Weight: 90lb
Eyes: Silver
Hair: White
Skin: Tan
Appearance: Rika is short and light, even for an elf. Her pure white hair is very fine, while her eyes have a slight silver sparkle. She is in good physical shape and perfectly ready to use the rapier that rests at her side.

Background: Rika has lived in Orussus for most of her life. She was apprenticed to a master elven smith who produced finely crafted and decorated weapons. A year before her apprenticeship ended, the smith disappeared, leaving her without a guild rank and unable to practice her craft. Knowing both how to make a good sword and how to use it, she has decided to take up adventuring.

Adventuring History:
Of Eggs and Desires: Rika was hired to find and return a missing hippogriff egg collecter, as well as taking some eggs if she got the chance. The man returned to Orussus the day after she left and her and her companions were called back.


Items
Of Eggs and desires:
Bought 40 more arrows before setting off.
Got 20 arrows as provisions
Spent 2 sp on lunch at inn
Used 1 arrow in fight
Got 500 xp time adventuring
Got 30 xp for snake
Got 30 gold as reward for early end
1034 xp for Slaves of the Dragon up to the 14-kobold ambush
Used ??? arrows in SotD

Last edited by fuzzy; 8th September 2005 at 10:30 PM.. Reason: update
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Old 28th October 2004, 09:56 AM   #140 (permalink)
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Zweischneid Goblin Sharpshooter (Lvl 2)
Razir "the Whisper" of Orussus

Code:
Name:		Razir "the Whisper" of Orussus
Gender:		male
Race:		Half-Elf
Class:		Rogue 
Alignment:      Chaotic Good
Deity:          none

Ability	 Score	Mod	Cost		Level:	1st	XP:      0
Str:	  14    +2	 6 		BAB:	+0	HP:	 7 (1d6+1)
Dex:	  16	+3	 8      	Grap:	+2	AC:	14 (+2 Dex, +2 Armor)
Con:	  12	+1	 4      	Speed:	30'	Touch:  12
Int:	  14	+2	 6		Init: 	+2	Flat:   12
Wis:	  10	  	 2		ACP:    -0             
Cha:	  12	+1  	 4              

Saves	Total Base	Ability	Feat    Special            
Fort:	  1    0	+1	0	0                    
Ref:	  4    2	+2	0	0       
Will:	  0    0	+0	0	0       

Spell Save: +2 vs. Enchantment             

Weapons		Attack	Damage	Critical    Range    Special
Rapier           +2     1d6+2   18-20/x2    
Blackjack (Sap)  +2     1d6+2    20/x2           nonleathel damage

Crossbow (Hand)  +2     1d4     19-20/x2    30 ft.


Feats:	
Combat Expertise

Abilities: 
Sneak Attack (+1d6), Trapfinding
Immunity to sleep spells, low light vision, elven blood



Skill points: 40	

Skills			Total   Ranks	 Ability   Feat    ACP       Special
Balance                 +3        1       +2
Bluff                   +5        4       +1
Climb                   +5        3       +2
Diplomacy               +5        2       +1                    +2 (Race: Half-Elf)
Disable Device          +5        3       +2
Escape Artist           +3        1       +2
Gather Information      +5        2       +1                    +2 (Race: Half-Elf)
Hide                    +5        3       +2
Jump                    +5        3       +2		
Knowledges       
(local)                 +5        3       +2
Listen                  +3        2                             +1 (Race: Half-Elf)                                             
Move Silently           +5        3       +2
Open Lock               +3        1       +2
Search                  +5        2       +2                    +1 (Race: Half-Elf)
Spot                    +3        2                             +1 (Race: Half-Elf)
Swim                    +3        1       +2
Tumble                  +5        3       +2    
Use Rope                +3        1       +2                
		

Languages: 
Common, Elven, Goblin and Halfling.

Equipment            Quantity        Cost         Weight   
Explorers Outfit         1          0  gp   0  lb.
Blackjack (Sap)          1          1  gp   2  lb.
Crossbow (hand)          1         100 gp   2  lb. 
   Quiver (20 bolts)     1          2  gp   2  lb.
Rapier                   1          20 gp   2  lb.
Leather Armor            1          10 gp   15 lb.
Thieves' Tools           1          30 gp   1  lb.
Backpack                 1          2  gp   2  lb.
Waterskin                1          1  gp   4  lb.
Bedroll                  1          1  sp   5  lb.
Flint and Steel          1          1  gp   0  lb.
Rope, silk (50 ft.)      1          10 gp   5  lb.
Chalk                   10          1  sp   0  lb.
Sunrod                   1          2  gp   1  lb.
Trail Rations            2          10 sp   2  lb.

Total Weight: 43  lb.


Wealth
Platinum         
Gold             19
Silver            8
Copper

Carrying Capacity
Light Load  	      58 lb. or less
Medium Load           59-116 lb.
Heavy Load            117-175 lb.

Age:    23
Height: 5'2"
Weight: 110 lb.
Eyes:   grey
Hair:   blonde, almost white
Skin:   light

Quote:
"An honest mans work is the Grim Dealers game"

Appearance:
Lithe and lissome, Razir is not a very imposing figure, leaning physically closer to his elven than to his human ancestry. His mist-grey eyes always watch and shift nervously under the strands of his blonde, almost white hair that could certainly use a new cut. His clothing is functional and well worn, showing patches and stitches in many places, but seems to be generally well cared for.

His throat sports a "hangman's scar", a fine white line where the noose pulled tight, a constant reminder about is frequent brushes with the law.
Thanks to the scar, his voice is raspy and raw, rarely louder than a strained whisper. Long or loud talking obviously pains him, trait that also earned him the gloomy nickname "the Whisperer" in the back-alleys of Orussus.

Although obviously an outlaw, he has a friendly and genuine demeanor, and a knack for winning over (or persuading) people with friendly gestures and a smile.

Background:
Razir is an old inhabitant of the city. Having grown up in the alleys and gutters of Ourssus, he was at odds with the local authority as long as he remember. Most of his life so far has been a struggle to make his place in the town (interrupted by frequent prison terms). Though he has a certain grudge with the town-authority and a careless disregard for rules and laws, he's not actually a bad person. He just cannot bring himself to earn money the 'hard' way through honest work.
__________________

"My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death"

-- Smaug, the Dragon, "The Hobbit"

Games

Benedict in 8 years ago, the world ended... [4E]:IC
Bheazir, Rebel of Evenfall in Redclaw's Young Rebels: OCC; IC
Imrahil in Keep on the Shadowfell: OCC; IC
Koryo of Tiger's Rest in Path of Enlightment: IC
Khoros, of House Tharashk in Keep on the Shadowfell: OOC; IC
Mordras Blackleaf in Stranded - Lost and confused: OCC; IC
Ruthear ar'Thar in Gaming w/Jemal Past Tense: OCC; IC

Last edited by Zweischneid; 13th November 2004 at 08:58 AM..
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