Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
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This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite... [Read More]
Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of... [Read More]
Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against... [Read More]
The Plane Below: Secrets of the Elemental Chaos is a 4e D&D product describing some of the different planes in the 4e Cosmology. The book is a typical hard bound book that Wizards of the Coast... [Read More]
Hit Dice: 6d4+6 (23hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 12 (+2 Dex), touch 12, flat-footed 10 Base Attack/Grapple: +3/+3 Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8) Full Attack: +3 dagger melee (1d4) +5 light crossbow ranged (1d8) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Spellcasting, Summon Familiar (Tiny Viper) Saves: Fort +4, Ref +5, Will +6 Abilities: Str 11, Dex 14, Con 12, Int 18, Wis 10, Cha 8 Skills: Concentrate +10(9), Decipher Script +13(9), Knowledge(arcana) +13(9), Knowledge(the planes) +9(5), Spellcraft +13(9), Listen +4(4), Spot +4(4), Feats: Scribe Scroll, Greater Spell Focus (Illusion), Eschew Materials, Extend Spell(B), Empower Spell Alignment: Neutral Good Current XP: 15,000 XP
Languages spoken: Common, Draconic, Elven, Dwarven, Orc
Equipment: Explorer's Outfit, Light Crossbow, 20 Bolts, 2 Daggers, Hat of Disguise, Hand of the Mage, Cloak of Resistance +1, Belt pouch containing 6gp.
Spells in Spellbook 0th level DC 14 (16 for Illusions)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st level DC 15 (17 for Illusions)
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Burning Hands: 1d4/level fire damage (max 5d4)
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Ventriloquism: Throws voice for 1 min./level.
2nd level DC 16 (18 for Illusions)
Summon Monster II: Calls extraplanar creature to fight for you.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Melf's Acid Arrow
3rd level DC 17 (19 for Illusions)
Summon Monster III: Calls extraplanar creature to fight for you.
Fireball: 1d6 damage per level, 20-ft. radius.
Displacement: Attacks miss subject 50%.
Fly: Subject flies at speed of 60 ft.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Haste:
Last edited by Mista Collins; 5th March 2008 at 01:56 AM..
Reason: spells cast
Scodi is a well built dwarf with black hair laced with a hint grey. Trim and quite smart, he takes care over his appearance, endeavouring to make the best impressions that he can. His cheery smile is both friendly and welcoming.
Background
Those who know him well know that Scodi's cheery facade is a front for a much troubled dwarf. A great battle, he had vowed that he would aid his countrymen, and march in to battle alongside them, his war drums playing a marching tune.
Of course, it was all good and well saying that you'll help, meaning to do well. When he saw the wall of orcs, Scodi's heart raced. He didn't want to die and he wasn't one to fight them. His drums lead the dwarves to the orcs and then there was chaos. In the ensuing battle, Scodi slipped away, found a mound of rocks and hid, praying to Moradin that he would not be found.
The battle was a costly one, with many casualties with both orcs and dwarves alike. It preys on his mind to this day that he could have done more, he could have, and that the deaths of some of his allies remain on his hands. Now he travels, doing what he can to make amends for his sins. The fear still remains, and sets in every time he goes to battle, but he thinks perhaps that death is no more than he deserves.
Last edited by wmasters; 5th October 2006 at 08:30 AM..
Name: Vorien
Class: Monk 1/Fighter 4
Race: Human
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: formerly Heironieous... none at the moment
Str: 16 +3 (8p.+1) Level: 5 XP: XXXX
Dex: 10 +0 (2p.) BAB: +4 HP: 31 (8+4d10+5)
Con: 12 +1 (4p.) Grapple: +11 Dmg Red: n/a
Int: 14 +2 (6p.) Speed: 30' Spell Res: 0
Wis: 12 +1 (4p.) Init: +0 Spell Save: +0
Cha: 12 +1 (4p.) ACP: -6 Spell Fail: n/a
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +7 +0 +0 +0 +0 +0 18 (splint mail)
Armor: 10 +0 +0 +0 +0 +1 +0 11 (unarmored)
Touch: 11 Flatfooted: 18
Base Mod Misc TotalFort: 6 +1 +7
Ref: 3 +0 +3
Will: 3 +1 +4
Weapon Attack Damage Critical
Unarmed +7 1d6+4 20-20; x2 B
Flurry-Unarmed +5/+5 1d6+4 x2 20-20; x2 B
+1/+1 Quarterstaff +9 1d6+6 20-20; x2 B
Flurry-Quarterstaff +7/+7 1d6+6 x2 20-20; x2 B
+1 Quarterstaff 2-hand +9 1d6+8 20-20; x2 B
MW Hvy Pick +8 1d4+3 20-20; x4 P
MW Hvy Pick 2-hand +8 1d4+5 20-20; x4 P
MW Sling +5 1d4+3 20x2; range 50ft B
Languages: Common, Dwarven, Giant and Goblin
Abilities: [sblock]Bonus starting feat, Bonus skill points; proficient with simple and martial weapons and with all armor (heavy, medium and light) and shields (including tower shields).
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Unarmed Damage = 1d6+3 (currently)[/block]
Code:
Feats:
Human: Power Attack
Levels: 1: Combat Expertise, 3: Improved Disarm
Monk: 1: Improved Unarmed Strike and Improved Grapple
Fighter: 1: Improved Trip, 2: Weapon Focus: Quarterstaff, 4: Weapon Specialization: Quarterstaff
Skill Points: 48 Max Ranks: X/X
Skills Ranks Mod Misc Total
Climb 4 +3 +7
Diplomacy 4 +1 +5
Handle Animal 5 +1 +6
Hide 4 +0 +4
Intimidate 6 +1 +7
Listen 4 +1 +5
Move Silently 4 +0 +4
Profession: Rancher 4 +1 +5
Ride 4 +0 +2 +6
Sense Motive 4 +1 +5
Speak Language 1cc
Swim 3 +3 +6
Equipment: Cost Weight 9000gp
+1 Splint mail 1,350gp 45lb (+6 AC, +0 Dex, -6 ACP, 40% fail, spd 20)
MW Heavy Pick 312gp 5lb (1d6, 20x4, Piercing)
+1/+1 Quarterstaff 4,600gp 4lb (1d6/1d6, 20x2, double weapon, Bludgeoning)
MW Sling 300gp --lb (1d4, 20x2, 50ft, Bludgeoning)
50 Sling bullets 5sp 25lb
(2) Tree Tokens 800gp --lb
(2) Potion-Magic Fang 100gp --lb
(2) Oil-Shillelagh 100gp --lb
(2) Potion-Cure Moderate 600gp --lb
Potion-Magic Circle-Evil 750gp --lb
Tree Tokens
A token that causes a great oak to spring into being (5-foot diameter
trunk, 60-foot height, 40-foot top diameter). This is an instantaneous
effect.
Total Weight:79lb Money: 84gp 28sp 20cp
Lgt Med Hvy Lift PushMax Weight: 100 200 300 600 1,500
Age: 38
Height: 5'11"
Weight: 186 lbs
Eyes: brown
Hair: platinum blonde (neck length)
Skin: deeply tanned
Appearance: Shorter than he appears; a bit rangy and bent. Looks
a bit worn out. Old scars criss cross his body and are a testament to a
hard life.
Background:
Spoiler:
Vorien was born on a rather miserable plot
of land. His parents were dirt farmers, barely able to eke out an existence.
He lived in a lean-to constructed of wooden planks salvaged from the
occasional shipwrecks on the reefs about 2 hours to the west the dirt
farm.
When he turned 8 a passing monk offered to take Vorien off of his parents
hands, and they readily agreed… their resources would go much further
without a growing mouth to feed. Vorien and the monk, Jhev, traveled
far and wide; Vorien learned much of how the world truly worked. While
in a mountain boom town, about 4 years later Vorien and Jhev were
ambushed and kidnapped by slavers and sold to a hobgoblin tribe far away.
It is there that Vorien first met Luc D’Vries, a fellow kidnapee who
coincidentally was from the area where Vorien was born. The two
became fast friends and partners in crime. The harsh martial atmosphere
of the hobgoblin tribe soon proved to be too much for the elderly
Jhev; he died.
Lacking any true direction and strengthened by the only friend he had
ever had in his life Vorien dedicated himself to learning the art of
fighting and warcraft at the feet of his hobgoblin masters. Eventually
proving himself to be an able fighter, though one without any real knack
for tactics; a shortcoming more than made up for in his friend, whom
he now called brother, Luc. 14 long years after they had been taken,
Luc and Vorien won their freedom unexpectedly when and roving band
of adventurers came across the tribe and attempted to free the slaves.
They died for their temerity but in the confusion several of the slaves
managed to escape.
Luc and Vorien made their way back to their hometown and Vorien
took up service as one of Luc’s trusted confidants, eventually
ending up running Luc’s horse and cattle ranch for him. The two
were inseparable in the decade that followed and Vorien was named
god-father to Luc’s daughter Raederlee. He loved her like his own
daughter and taught her the art of self-defense and how to train
animals. It was an idyllic life and Vorien couldn’t imagine anything better.
…he woke up covered in blood one cold morning; there was a bloody
knife in his hand. While trying to puzzle out what exactly had happened
several armed men broke down his bedroom door and attempted to
subdue him. He fought like a lion and laid out three of them, but in
the end they overpowered him and dragged him before Luc. Vorien’s
heart broke that day and it has never quite recovered. Cradled in
Luc’s arms was Raederlee’s savaged body, quite obviously dead;
brutally butchered at that. Looking into Luc’s eyes and noting the
pain and anger there he knew what had happened—Someone, for
some reason, had set him up. It was expertly done but why did
they do it? Why him? Why Luc? And why poor Raederlee?
From beneath the floorboards under his bed his captors brought
fourth a small locked chest. On opening it there were detailed reports
as to the weak points in the ranch’s perimeter and recommendations
as to where a potential cattle thief or horse thief might gain entry.
There were also detailed blueprints, houseplans, and a map to the
D’Vries family ancestral vault, along with a detailed description of
all the wealth that lay within.
Vorien protested any knowledge of the contents of the chest and
proclaimed himself innocent to his friend. But the coldness in Luc’s
eyes told Vorien that there would be no mercy. All evidence
pointed to Vorien as a murderer and a betrayer; worse even… a
kinslayer to a man who called him brother. Unable to kill the man
who’d kept him alive on so many different occasions, Luc sent
Vorien to the Kranduuth Penitentiary, so live out his live doing
hard time; fully expecting his former friend to died within the year.
Vorien survived however, and eventually escaped the prison by
slaying a corrupt guard. He’s been running for months now…
where is he? How will he be able to prove his innocence? Who
set him up? He doesn’t have any answers, but he’ll do his best
to find out.
__________________ The cops in the back of that book are super cops... they're Jason Vorhees with a badge.
Last edited by Post Life Entity; 4th October 2006 at 04:00 PM..
Courage Bloodstone thought she had her life sorted out. Her training as a ranger had gone impressively. She was one of the one of the best trackers her master had trained, by virtue of her determination more than anything else. For Courage had focus, and people liked her, and that's why they were so sad the first time she died.
It was a goblin arrow and she hadn't seen it coming, but there it was in her chest, with her blood all around it, so there could be no doubt. And as she fell on the stone floor, she thought that was pretty much it.
But people liked Courage, and when she found herself alive she realized that things would be expected of her now. She had been healed, by someone that her friends had found. They had wanted her to keep adventuring with her, but Courage decided she had been saved for a Purpose. So she left the group, gave herself a new surname, and began to train as a paladin. This was not an easy switch for Courage, but her mind was decided. She was older than the others, but that made her better, and she could still track while most of the humans with her couldn’t even see at night. And she was serving her god.
For two years, Courage traveled as a paladin. She usually worked alone, and she tracked miscreants and lawbreakers and brought them to justice, regardless of their faith or their convictions. But the land has its own stern code, and Courage found that she was not able to fulfill what she felt were her obligations to her god as an instrument of his justice. Temptations are great, and as Courage faced temptation, she knew that her constancy would eventually compromise both herself and her god. And so she left the order honorably, and returned to her old ways living off the land. People like Courage, and she still serves her god, though now in a way that lets her serve the land as well, and lets her decide for herself where best she may serve.
Class Abilities:
Fast Movement
Illiteracy
Rage 2/day
Trap Sense +1
Improved Uncanny Dodge
Feats: Improved Intiative, Weapon Focus (Spear)
Skills Ranks Mod Misc Total
Climb 8 +3 11
Listen 8 +0 8
Survival 8 +0 8
Equipment: Cost Weight
Heart Striker (Spear +1)
Soul Cage (Chainmail +1)
MC Longbow +3
Amulet of Natural Armor +1
Total Weight: Money:
Lgt Med Hvy Lift Push
Max Weight:
Age: 23
Height: 6'6"
Weight: 215 lb
Background
Lanek was born to a human mother in a small village somewhere on the frontier of the wilds that was attacked and plundered by orcs numerous times in the past. He was even stolen by orcs on a subsequent raid and raised as one of their own. Lanek was content with this life for many years, where he learned how to survive - and how to fight. He was especially skilled with the spear - the weapon of the god he pays homage to: Gruumsh.
Lanek earned a reputation for his fearsomeness in battle on the many raids conducted by his tribe. This led to jealousy among the other orcs, and fear among the leaders - fear that Lanek may one day challenge and overthrow them, a half-blood at that! In an act of betrayal, they attacked him and left him for dead in the wilderness.
Lanek survived the attack and used what the orcs had taught him. He managed to catch up with the tribe and watched from the darkness and waited. Knowing there was no way to exact his revenge on the whole tribe through killing them all - just as they planned to kill him - he decided to steal the tribe's prized relics: Heart Striker (a spear) and Soul Cage (a suit of mail). He now carries these relics with pride, and seeks to further his skills in combat (as well as his material possessions) as an adventurer.
Appearance
Lanek stands six and a half feet tall with dark leathery green skin and pale grey eyes. His long and unkempt black hair dangles off his head in many matted locks and he keeps an unshaven wiry beard. his body is covered in large unsightly scars - which he sports with pride. If his skin isn't a dead giveaway, his sloping forehead and jutting jaw make his orcish heritage plain for all to see. He is rarely seen not donned in his mail and brandishing his spear, Soul Cage and Heart Striker.
Last edited by Grimror; 9th October 2006 at 07:36 AM..
Jonas is a devout and dedicated Olidammaran, which is to say he looks less like a typical cleric and more like a common rogue or fencer. Indeed this is a fairly accurate description. Jonas is tall and lean, in fact he could stand to gain a few pounds in his mother's estimation. He's quick-witted, well-schooled, and cocky to the point of rashness at times. It takes something truly unusual to catch him unawares or without words.
Would you mind posting your character here in a format similar to the others? I'd like to have them all on the same page if possible. Be sure to keep track of the charges left in your wand, and other expendable items.
Name: Shaimon Hu'u
Class: Barbarian 2 / Druid 4
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Neutral
Deity: None (nature)
Str: 16 +3 (10p.) Level: 6 XP: n/a
Dex: 12 +1 (4p.) BAB: +5 HP:^ 36/36** (2d12 + 4d8)
Con: 11 +0 (3p.) Grapple: +8 Dmg Red: -
Int: 12 +1 (4p.) Speed: 40'/30' Spell Res: -
Wis: 14 +2 (6p.) Init: +1 Spell Save: -
Cha: 10* +0 (1p.) ACP: -3 Spell Fail: -
Temp: 5 nonlethal damage
* +1 to Cha @ 4th level
** +10 temp HP during rage.
^ Diehard feat (disabled at -1 to -9, auto-stabilize)
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +0 +1 +0 +0 +0 17**
Touch: 11 Flatfooted: 17*
* Uncanny Dodge class ability
** AC 15 during rage
Base Mod Misc Total^Fort: 7 +0 +1* +8
Ref: 1 +1 +1* +3
Will: 4 +2 +1* +7**
* Cloak of Resistance +1
** +9 during rage
^ Resist Nature's Lure: +4 vs. spell-like fey abilities
Weapon Attack Damage* Critical
Warhammer +1..............+9.....1d8+4.........x3
Warhammer +1, 2-handed....+9.....1d8+5.........x3
MW Comp Longbow (+3 Str)..+7.....1d8+3.........x3, range 110 ft.
* add +2 melee attack / dmg (+3 dmg 2-handed) during rage
* Coordinated Strike: add +1 competence to melee attack if
Companion is attacking same target.
Languages:
Common
Goblin (Int bonus)
Druidic (druid bonus)
Abilities:
--Human--
* Bonus feat 1st level
* Extra skill points (+4 1st level, +1 thereafter)
* Any Bonus languages available
* Any favored class
--Barbarian--
* Rage 3 +2 Con = 5 rounds (1/day)
* Fast Movement (+10 base racial)
* Simple and Martial weapon proficiency
* Light/Medium armor proficiency
* Shield proficiency
* Uncanny dodge: Keep Dex bonus when flat-footed or vs. invisible
--Druid--
* Weapons: club, dagger, dart, quarterstaff, scimitar, sickle,
shortspear, sling, spear, natural attacks
* Light / medium armor proficiency (no metal), wooden shields only
* Divine Spells per day:
orisons: 5 (DC 12)
1st level: 4 (DC 13)
2nd level: 3 (DC 14)
* Spontaneous Summon Nature's Ally
* Animal Companion (Dyspeer - wolf)
Link (+4 wild emp / handle. Handle as free, push as move)
Share Spells (within 5')
* Nature Sense (+2 Know (nature) and Survival)
* Wild Empathy +6 (+4 druid, +0 Cha, +2 Handle Animal synergy)
* Woodland Stride (undergrowth can't impede movement)
* Trackless Step (can't be tracked in natural surroundings)
* Resist Nature's Lure (+4 to saves vs. spell-like fey abilities)
Feats: Alertness (1st level)
Endurance (Bonus Human)
Diehard (3rd level)
Coordinated Strike (6th level)
Skill Points: 54 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
--Class--
Climb......................7....+3....-3"...+7
Concentration..............5....+0..........+5
Handle animal..............6....+0..........+6 (+10 w/ companion)
Intimidate.................5....+0..........+5
Jump.......................6....+3....-3"...+6 (+10 w/ light load)
Know (nature)..............6....+1....+4*^..+11
Listen.....................7....+2....+2~...+11
Ride.......................0....+1....+2**..+3
Survival...................5....+2....+2*...+9 (+11 in nature)
Spot.......................7....+2....+2~...+11
--Cross Class--
Balance....................0....+1....-3"...-2
Hide.......................0....+1....-3"...-2
Move Silently..............0....+1....-3"...-2
* +2 Nature Sense
** +2 Handle Animal synergy
^ +2 Survival synergy
~ +2 Alertness feat
" -3 ACP
Equipment: Cost Weight
--Worn / Carried--
Dragon brstplt +1.......170pp...30lb
Warhammer +1...........2312gp....5lb
MW C Lngbow str +3......700gp....3lb
Arrows (16)...............1gp....3lb
Cloak of Resist +1......100pp....1lb
Backpack..................2gp....2lb
Belt pouch................1gp..1/2lb
Spell component pouch.....5gp....2lb
Explorer's outfit.........--.....--
Holly and Mistletoe.......--.....--
--In Backpack--
Potion CLW (x32).........150gp....--
Bedroll...................1sp....5lb
Block and tackle..........5gp....5lb
Fishhook..................1sp....--
Fishing net (25 sq. ft.)..4gp....5lb
Flint and steel...........1gp....--
Rations x2................1gp....2lb
Rope (hempen, 50ft).......1gp...10lb
Waterskin.................1gp....4lb
Antitoxin x2............100gp....--
Sunrod x2.................4gp....2lb
Thunderstone.............30gp....1lb
Climber's kit............80gp....5lb
Total Weight:85.5lbs Money: 120pp 201gp 8sp
Lgt Med Hvy Lift PushMax Weight: 76 153 230 460 1150
Age: 20
Height: 6'2"
Weight: 230lb
Eyes: Green
Hair: Black
Skin: Tan
Spells Prepared
orisons (5, DC 12): Create Water, Cure Minor Wounds x2, Flare, Mending
1st level(4, DC 13): Faerie Fire, Jump, Magic Fang, Obscuring Mist
2nd level (3, DC 14): Barkskin, Flame Blade, Spider Climb
Appearance: Shaimon is a bear of a man, His hair and beard often unkempt. Combined with his height and his breadth of shoulder, he can seem more menacing than he actually is. His tendency to rush toward whatever grabs his attention doesn't help reduce the appearance of hostility. Thankfully, his wide smile often follows as he studies new things with eager curiosity.
Background
Shaimon never meant to cause trouble. It was just that 1) he was observant and curious, and 2) he wasn't especially tactful. So he pointed out smells no one else mentioned, picked up on conversations not meant for his ears, and--while quite skillful as a warrior--had a frustrating tendency not to lose to his betters when it came time for traditional sparring.
It was convenient then (perhaps too convenient) when the village elders singled Shaimon out to undertake a spirit quest. A very long, very solitary vision quest, with a seemingly impossible goal: touch the corners of the world.
Still, the young man always did like a challenge, and so he set off into the woods, learning its lore and sleeping under the stars and, eventually, hearing a song few others heard. The natural world around him began showing him patterns that worked miracles, and gave him the lupine companion he's come to know as Dyspeer.
And while he wonders sometimes how and when he'll manage to touch the corners of the world, he doesn't tend to dwell on it. Not when there's so very much to learn out in the world. If only he could figure out that tact thing....
Level Log
Character level 6 (Druid 4)
+1 BAB
+1 each to Fort and Will Saves
Class Feature: Resist nature's lure (+4 on saves vs. spell-like fey abilities)
+1 spell each of orisons, 1st, and 2nd level
Bonus Feat (level divisible by 3) - Power Attack
Skill points: 6 (4 +1 Int, +1 human). 1 each in Handle animal, Know (nature), Listen, and Spot. 2 points in Concentration
+1 Wild Empathy
+4 HP
+2 Temp HP during rage
Animal Companion
Code:
Name: Dyspeer
Race: Wolf (animal companion)
Size: Medium
Gender: Male
Alignment: Neutral
Str: 14 +2 HD: 4
Dex: 16 +3 BAB: +3 HP: 29/29 (4d8+8)
Con: 15 +2 Grapple: +5
Int: 2 -4 Speed: 50'
Wis: 12** +1 Init: +3
Cha: 6 -2 ACP: -1
Temp: 3 nonlethal damage, -3 Wis
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +4 +0 +3 +0 +4* +0 21
Touch: 13 Flatfooted: 18
* +2 Nat Animal Companion bonus
Base Mod Misc TotalFort: 4 +2 +6
Ref: 4 +3 +7*
Will: 1 +1 +2
* Evasion: save for 1/2 damage = no damage
Weapon Attack Damage Critical
Bite*.....................+6**.....1d6+2.........x2
* Trip ability:
Successful hit = free trip attempt
+1 to trip roll
No AoO, can't be tripped back
** Weapon Focus (bite)
Combat Reflexes: 4 AoO (1 +3 Dex) / round; AoO while flat-footed
Abilities:
--Wolf--
* +4 racial bonus to Survival checks when track by scent
* Low-light vision
* Scent
* Trip
--Animal Companion--
+2 HD
+2 Nat Armor bonus
+1 Str / Dex
2 bonus tricks
BAB as Druid of level = HD
Good Fort / Ref saves (level = HD)
1 extra skill point per extra HD
Link
Share spells (5')
Evasion (Reflex save for 1/2 = no damage)
Tricks:
Base (Int 2): Track, Heel, Defend, Down, Come, Guard
Animal Companion Bonus: Attack, Fetch
Feats:
Weapon Focus (bite) (species feat)
Track (species bonus feat)
Combat Reflexes (3 HD)
Skills Base Bonus Total
--Class--
Hide.......................1....+1*......+3
Listen.....................2....+1......+3
Move Silently..............2....+1*......+4
Spot.......................2....+1......+3
Survival...................2....+1......+3 (+7 track by scent)
* -1 ACP
Equipment: Cost Weight
--Worn / Carried--
Chain shirt barding +1..150pp...25lb
Total Weight: 25lb
Lgt Med Hvy Lift PushMax Weight: 87 174 262.5 N/A 1312.5
Last edited by jkason; 4th March 2008 at 03:07 PM..
Reason: updated spells
Full plate armor (MW)[heavy; +8 AC; max dex +1; check penalty -6; 50 lb.]
Heavy Steel Shield +1[+3 AC; check penalty -1; hardness 10; hp 20; 15 lb.]
Feats:
Combat Casting
Power Attack
Cleave
Great Cleave
Weapon Focus [war domain, sect weapon] Longsword
Cast good spells at +1 caster lvl.
Appraise Int 1 = +1
Balance Dex* -1 = -1
Bluff Cha 0 = +0
Climb Str* 2 = +2
Concentration Con 11 = +2 +9
Diplomacy Cha 4 = +0 +4
Disguise Cha 0 = +0
Escape Artist Dex* -1 = -1
Forgery Int 1 = +1
Gather Information Cha 0 = +0
Heal Wis 6 = +3 +3
Hide Dex* -1 = -1
Intimidate Cha 0 = +0
Jump Str* -4 = +2 -6 [speed 20]
Knowledge (history) Int 3 = +1 +2
Knowledge (religion) Int 3 = +1 +2
Listen Wis 5 = +3 +2
Move Silently Dex* -1 = -1
Ride Dex 0 = -1 +1
Search Int 3= +1 +2
Sense Motive Wis 3 = +3
Spellcraft Int 6 = +1 +5
Spot Wis 4 = +3 +1
Survival Wis 3 = +3
Swim Str** 2 = +2
Use Rope Dex -1 = -1
* = check penalty for wearing armor
Human:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Cleric:
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (3x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities
light crossbow, 20 bolts, 20 MW bolts, Heward's Handy Haversack, waterskin, 5 days trail rations, bedroll, silk rope 50 feet, healers kit, cleric's vestment, travelers outfit, 3 flasks alchemists fire, 3 flasks holy water, 5 tindertwigs, wand of cure light wounds (49 charges), 4 potions of shield of faith +4, 2 potions of cure moderate wounds, 219 GP, 9 SP, total weight 75 pounds, 46 pounds in sack total
Total weight carried is 29/58lb. Current Load: Medium
SPELLS
Spells per Day: 5 / 3+1+1 / 3+1+1/ 2+1+1 Domains: Good and War Domain Powers: Good spells at +1 level. Weapon Focus: Longsword.
Spells Memorized
Zero-level Cleric spells: 5 per day
Create Water
Detect Magic
Read Magic
Detect Poison
Purify Food and Water
First-level Cleric spells: 5 (3+1) per day +1 from a domain:
*Bless
Divine Favor
Shield of Faith
Detect undead
Prot from evil
Second-level Cleric spells: 5 (3+1) per day +1 from a domain:
Aid
*Bull's strength
*Bull's Strength
*Hold Person
Spîritual weapon.
Third-level Cleric spells: 4 (2+1) per day +1 from a domain:
Prayer
Blindness
*Invisibility Purge
Magic Circle against evil
__________________ *Doghead* "You're an idiot, Dr Z."
Name: Rogash Ungart
Class: Rogue 4/Fighter 2
Race: Dwarf
Size: Medium
Gender: Male
Alignment: CG
Deity: Clangeddin Silverbeard
Str: 14 +2 (6p.) Level: 6 XP: NA
Dex: 16 +3 (8p.) BAB: +5 HP: 39 (4d6+2d10+12)
Con: 14 +2 (4p.) Grapple: +7 Dmg Red: NA
Int: 12 +1 (4p.) Speed: 20' Spell Res: NA
Wis: 10 +0 (2p.) Init: +3 Spell Save: +2
Cha: 10 +0 (4p.) ACP: -1 Spell Fail: 20%
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +3 +3 +0 +0 +0 21
Touch: 13 Flatfooted: 21 (Uncanny Dodge)
Base Mod Misc Total
Fort: 4 +2 +6
Ref: 4 +3 +7
Will: 1 +2 +3
Weapon Attack Damage Critical
+1 Dwarven Waraxe +9 1d10+3 20x3
Mt. MW Comp. Longbow +9 1d8+2 20x3
Glaive +7 1d10+3 20-x3
Warhammer +7 1d8+2 20-x3
Dagger +7 1d4+2 19-20x3
Languages: Dwaven, Common, Undercommon
Abilities: Darkvision 60'; Stonecunning +2;
Weapon Familiarity--Urgosh, Waraxe; Stability +4;
+2 vs. Poison; +2 to attack Orcs and goblinoids; +4 vs. Giants;
+2 Appraise & Craft checks on stone or metal items;
Profiecency with all simple & martial weapons, all armor & shields; Sneak Attack +2d6; Trapfinding; Evasion;
Trapsense +1; Uncanny Dodge
Feats: Weapon Focus (Waraxe); Iron Will; Point Blank Shot;
Rapid Shot; Powerattack
Skill Points: 69 Max Ranks: 9/4
Skills Ranks Mod Misc Total
Appriase 1 +1 +0 2 (4) Stone or Metal
Balance 0 +3 +2 5
Bluff 5 +0 +0 5
Climb 1 +2 +0 3
Craft (traps) 1 +1 2 (4) Stone or Metal
Decipher Script 1 +1 2
Diplomacy 0 +0 +2 2
Disable Divice 8 +3 +2 13
GatherInformation 1 +0 +2 1 (3) Iron Hills
Hide 5 +3 8
Intimidate 5 +0 +2 7
Jump 0 +2 +2 4
Knowledge (Loc-IronHill) 5 +1 6
Listen 0 +0 0
Move Silently 5 +3 8
Open Lock 8 +3 +2 13
Search 8 +1 9
Sense Motive 1 +0 1
Seight of Hand 1 +3 4
Spot 6 +0 6
Swim 2 +2 4
Tumble 5 +3 8
Equipment: Cost Weight
+1 Dwarven Waraxe 2330gp 8lb
Mithral Breastplate 4200gp 15lb
+1 Mithral Heavy Shield 2010gp 7.5lb
+1 Mt. Comp. Longbow 2500gp 3lb 20 arrows 1gp 3lb*
Glaive 8gp 10lb*
Warhammer 12gp 5lb
Dagger x2 4gp 2lb
MW Thieves' Tools 150gp
Explorers' Outfit
Efficient Quiver 1800gp
Arrows Alchemical silver x5 10gp*
Arrrows Cold Iron x10 1gp*
Bedroll 1sp 5lb
Winter Blanket 5sp 3lb
Backpack 2gp 2lb
Rope Silk 50' 10gp 5lb
Grappling hook 1gp
Flint and steel 1gp
Whetstone 1cp
Torch x2 2cp 2lb*
Waterskin 1gp 4lb
Trail Rations x4 2gp 4lb
Potion of Cure light wounds x2 100gp
* Indicates Items held in quiver
Total Weight:XXlb Money: 1gp 12sp 17cp 10gp gem x1 hidden in hair for emergencies
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Age: 56
Height: 4'4"
Weight: 150lb
Eyes: Green
Hair: Black
Skin: Light Brown
Appearance: Rogash's appearance is somewhat unusual in keeping with his nature. He is tall and slender as dwarves go. His sharp eyes are emerald green. His beard is coal black and bushy with a tendency to stick out as well as down. He wears his dark hair in elaborate braids the ends wrapped in purple cloth held by gold wire. This is a style adopted by he and his fellows in an elite military unit. He wears a purple surcoat over his mithral breastplate. A matching heavy shield completes his armor. A waraxe hangs at his side with a stout oaken handle and gleaming head that he calls 'Gatecrasher' in subtle insult to his home of Irongate. He carries a bow that looks more elven than dwarven in a quiver across his back. On the back of his right hand is a gray tattoo of a wavy hafted spear with a broad head. He tends to be loud, boisterous and outspoken. He is friendly and enjoys a good tavern, but finds friendship illusive.
Background: Rogash Petrov's son of Clan Ungart was born some 56 years ago in a small Iron Hills clanhold. His father died in a mining accident when he was only 14. He was a difficult and rebellious lad who had trouble fitting in to life as a miner. Despite his efforts he had some difficulty making friends and maintaining relationships except with other troubled youths. His behavior was such that he eventually was given a choice by the clan elders--exile or the military. But for the plea of his mother he would have likely chosen exile. She thought perhaps the military could instill a sense of discipline in him that she had not been able to. While an able enough warrior, Rogash tended to clash with his officers and question the logic of their orders. While his military career was on its way to an early end, one sharp and unconventional officer saw something in young Rogash. This officer, Captain Stonebender, recruited Rogash and other young agile and intelligent warriors for a special unit. Stonebender called his men the Shadowspear. Talents developed in his misspent youth, stealth, speed, sharp eyes and the ability to pass locks and traps served Rogash well in the Shadowspear. This unit specialized in penetrating quickly to the heart of an enemy camp be it a fortress, dungeon or base. The men of the Shadowspear were expected to be bold and think for themselves, which fit Rogash well. They were a successful unit garnering many accolades. During the troubles with the Formians a few years ago the Shadowspear worked deep in enemy territory. The men returned with filled with dark and bitter images. Captain Stonebender was slain during the war and after his men had returned his body and the bodies of many of their comrades home for burial the unit was disbanded. When opportunity came Rogash left the military rather than endure life in a regular unit. He moved to the city of Irongate which has been his home ever since. He finds work as a guard or security consultant. He often drinks too much. Sometimes he will fall back on Roguish skills and liberate money or goods from greedy corrupt men in the city. He spends this money lavishly on the downtrodden and buying drinks for friends. While he is proud of his old unit and often drinks a toast to the memory of Captain Stonebender he never talks of the battles with the Formians. If he does not find a cause he can believe in or a place to belong he will eventually find himself in prison or drink his life away.
Last edited by Scotley; 13th July 2007 at 03:54 PM..
EDIT NOTES: It's glad to be aboard, I'll have my weight tallied this weekend. Thanks!
Code:
Name: Friadoc
Class: Monk 3 (d8)/Rogue 3 (d6)
Race: Halfling
Size: Small
Gender: Male
Alignment: Lawful Neutral
Deity: CHat'An Monasticism
via Baklunish philosophies and the teachings of Jat Won
Str: 12 +1 Level: 6 XP: 15,000
Dex: 14 +2 BAB: +4 HP: 32
Con: 13 +1 Grapple: +1 Dmg Red: n/a
Int: 14 +2 Speed: 30' Spell Res: n/a
Wis: 14 +2 Init: +6 Spell Save: +0
Cha: 10 +0 ACP: -0 Spell Fail: 00%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +2 +1 +X +3 16
Touch: 15 Flatfooted: 13
Base Mod Misc TotalFort: 4 +1 +1 +6
Ref: 6 +2 +1 +9
Will: 4 +2 +1 +7
Circumstance mod(s):
+2 morale bonus on saving throws against fear.
Weapon
Unarmed Damage: 1d4 +1 attk +5 crit x2]
Quarterstaff [1d4+1/1d4+1, attk +5 crit x2, 2 lb., two-handed, bludgeoning]
Sling [1d3, attk +7 crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Nanchaku +1 [1d4+2 attk +6 crit x2, 1 lb., light, bludgeoning]
Sai [1d3-1, attk +5 crit x2, range incr 10 ft., 1/2 lb., light, bludgeoning]
Misc. Weapon Mod(s):
+1 racial bonus on attack rolls with thrown weapons and slings.
Languages: Common, Dwarven, Halfling, Orc
Feats:
Combat Reflexes
Dodge
Improved Initiative
Improved Unarmed Strike [monk]
Stunning Fist [monk]
Skill Points: 78 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Balance 5 +2 +2 +9
Climb 5 +1 +2 +8
Diplomacy 1 +0 +2 +3
Disable Device 5 +2 +0 +7
Disguise 2 +0 +0 +2
Escape Artist 5 +2 +0 +7
Forgery 1 +2 +0 +3
Gather Information 2 +0 +0 +2
Hide 5 +2 +4 +11
Jump 5 +1 +4 +10
Knowledge (religion) 1 +2 +0 +3
Listen 4 +2 +2 +8
Move Silently 4 +2 +2 +8
Open Lock 5 +2 +0 +7
Search 5 +2 +0 +7
Sense Motive 5 +2 +0 +7
Sleight of Hand 2 +2 +0 +4
Spot 5 +2 +0 +7
Swim 1 +1 +0 +2
Tumble 5 +2 +2 +9
Use Rope 5 +2 +0 +7
Equipment:
Bedroll
Blanket, winter x1
Block and tackle
Caltrops
Chalk
Crowbar
Flasks x1
Flint and steel
Grappling hook
Hammer
Ink vial
Ink pen
Knife, cooking
Lantern (hooded)
Oil flasks x2
Parchment sheets x4
Pitons x10
Pouch x4
Rations (1 day) x5
Rope (50', silk) x3
Sacks x3
Sealing wax
Sewing needle
Signet ring
Soap
Tent
Torches x2
Waterskins x2
Whetstone
Thieves' tools
Magic Items
Heward's Handy Haversack - 2,000 gp
Ring of Jumping - 2,500 gp
Boots of Elvenkind - 2,500 gp
Cloak of Elvenkind - 2,500 gp
Bracers of Armor +1 - 1,000 gp
Nunchaku +1 - 2,302 gp
Potion of cure light wounds - 50 gp
Total Weight:XXlb Money: 36gp 9sp 2cp
Lgt Med Hvy Lift PushMax Weight: 0-32 33-65 66-98 98/195 488
Age: 34
Height: 3'0"
Weight: 35lb
Eyes: Blue
Hair: Brown
Skin: Tan
Appearance:
An average halfling male of an unremarkable appearance, save for his stormy, purposeful blues eyes that gaze sharply at what he surveys. His brown hair, lightened by time spent outdoors, would be past shoulder length if it were not pulled into a top-knot that begins at the back of his skull and is held into place by a leather cord. The hair is held in a tight brad that begins at the fastner at his head and ends at another fastner, also a leather cord, hanging just past his shoulders. Skin of an umber hue, akin to the clay lining a riverbank, marks the years spent under the Sun's markming rays. Modest strength and grace are held by his lithe, three foot form that hint at one use to physical activity.
His clothes are of a natural hue, a brown vest, green sash, and tan trousers that are tucked into a pair of black boots (boots of elvinkind). Over all of this is worn a grayish cloak (cloak of elvinkind) that covers much of what he is carrying or wearing.
Background:
Friadoc (monk3/rogue3) was orphaned when orc bandits attacked his parents' caravan as it passed through the southern stretch of the Cairn Hills and killed every last man, woman, and child.
Or so they thought.
Several hours after the raiders had put the torch to the caravan, a cadre of traveling monks found the remains and the four brothers set to burying the dead.
Upon moving the bodies of a pair of halflings, male and female, the brothers found a baby halfling boy laying asleep under the woman, although it was evident that he had cried himself out and fell asleep from exhaustion.
So devastating was the raid, so total the destruction, the monks could find no evidence to the boys identity, save for the embroidery on his swaddling that read - Friadoc.
Raised as an orphan at the Chat'An Monastery in the Cairn Hills, Friadoc grew to under the tutelage of not only the four brothers who found him, but of all his brothers and sisters in the hidden vale of Chat'An.
Soon Friadoc found himself taken up by the Spirit of the Cat and Fox, walking the Path of the Mind. He focused the anguish fueled rage of his adolescence into the tempered resolve of discipline and purpose.
But, as with many halflings, Friadoc soon found the wanderlust in his blood and he began to walk.
First he traveled to the Vale, as Friadoc wished to know of his family, or at least if he could find out who they were, or where he came from. Yet, after many months, the young man only found friends, good friends for sure, but no family.
Soon the wanderlust turned to adventure, Friadoc found that not only was this a way to further temper his body, mind and soul and help those in need, but it also helped fund his travels and aide his brothers and sisters in the Chat'an vale with incomes and monies from the treasures and rewards of adventure.
Recently, Friadoc worked upon a merchant ship that sailed out of Relmor Bay, into the Sea of Gearnat, and to the City of Scant. Friadoc had read many tombs upon the region and decided that a visit to Irongate would be in order, so once again the young halfling walked.
Friadoc walked across the Headlands, to the City of Irongate, and has only arrived today, seeking test for his body, mind, and spirit.
OOC Notes:
A brief historical note, Friadoc is the name of my second D&D character, a rogue sidekick to my fighter, Wildstar Leedy, and obviously my most common username, too. .
Knowledge (arcana) Int 5 =
+2
+3
Knowledge (geography) Int 5 =
+2
+3
Listen Wis 5 =
+0
+3 +2 [elf]
Move Silently Dex* 5 =
+3
+2
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex 3 =
+3
Search Int 7 =
+2
+3 +2 [elf]
Sense Motive Wis 0 =
+0
Spellcraft Int 5 =
+2
+3
Spot Wis 5 =
+0
+3 +2 [elf]
Survival Wis 0 =
+0
Swim Str** 1 =
+1
Use Rope Dex 3 =
+3
* = check penalty for wearing armor
The hawk confers +3 on spot checks in well-lit conditions.
If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Transmuter spells: 4 (3+1) per day
I know, it looks messy, and I'll clean it up later. Need to be getting to bed
__________________ I am Method Actor 92% Storyteller 83% Tactician 75% Butt-Kicker 50% Specialist 50% Power Gamer 33% Casual Gamer 33%
And a True Neutral Elf Bard with the stats
Str:5
Dex: 11
Con: 11
Int: 10
Wis: 9
Cha: 7 I must be a really crappy bard then lol