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Old 20th April 2007, 11:05 PM   #1 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
S@squ@tch's PbP Characters

Code:
Leigh Valendor 
Class: Cleric 	
Race: Human
Region of Origin: Breland 
Size: M
Gender: Female
Alignment: LG
Deity: Dol Arrah (Domains: Good, Sun)
Action Points:

Str: 14 +2 (--p.)	Level: 4	XP: 6000
Dex: 11 -- (--p.)	BAB: +3		HP: 36 (4d8+4)
Con: 12 +1 (--p.)	Grapple: +5	Craft Points: n/a
Int: 12 +1 (--p.)	Speed: 20'	Stat Increases: Str +1, Wis +1
Wis: 16 +3 (--p.)	Init: +0	Spell Save: 
Cha: 14 +2 (--p.)	ACP: -6		Spell Fail: 50% (Arcane)

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

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+5	+4	+1	+0
Ref:	+1	+1	+0	+0
Will:	+7	+4	+3	+0
Notes:

Weapon			Attack	Damage	Critical	Range
Morningstar           	+5	1d8+2	20/x2      	------
Dagger                  +5/+3	1d4+2	19-20/x2 	10 ft
Light Crossbow		+3	1d8+0	19-20/x2 	80 ft
Notes:

Languages: Common, Elven

Abilities: Turn Undead (9x/day), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells

Feats:  
1st - Extra Turning
1st - (bonus) Empowered Turning 
2nd - 
3rd -
4th - 

Spells prepared (Save DC 13 + spell level): 
Domains: Good, Sun
Domain Powers: Good: cast good spells at +1 caster level.  Sun: Once per day,
 you can perform a greater turning against undead
 in place of a regular turning. The greater turning is like a normal turning 
except that the undead creatures that would be turned are destroyed instead. 

Spells Prepared:
	0th - (5)     Light, Detect Magic, Resistance, Purify Food and Drink, Read Magic
	1st - (4+1)   Divine Favor, Bless X2, Shield of Faith, Protection from Evil (D)
	2nd - (3+1)   Bulls Strength, Bears Endurance, Spiritual Weapon, Heat Metal (D)



Skill Points: 28	Max Ranks: 7/3.5
Skills		Total	Ranks	Mod 	Misc
Concentration	8	7	+1	--
Know (Religion) 6	5	+1	--
Know (Arcana)	5	4	+1	--
Know (History)	5	4	+1	--
Heal        	8	5	+3	--
Diplomacy	5	3	+2	--
Ride        	0	0	--	--

Notes:

Equipment:		Cost	Weight
Morningstar           	8gp	6lb
Scale Mail            	50gp	30lb
Heavy Steel Shield 	20gp	15lb
Dagger                 	2gp	1lb
Light Crossbow      	35gp	4lb
20 bolts               	2gp	2lb
Backpack              	2gp	2lb
Explorer's Outfit     	10gp	8lb
Belt Pouch             	2gp	2lb
Silver Holy Symbol	25gp	1lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb
Healer's Kit          	50gp	1lb


Total Weight:80lb	Money: 13.5gp 

		Lgt	Med	Hvy	Lift	Push
Max Weight:	58	117	175	350	875

Age: 24
Height: 5'8"
Weight: 125 lbs
Eyes: Green
Hair: Blonde
Skin: Tan
Appearance: Tall and lithe, with piercing green eyes that delve deeply into ones soul. Her hair is shoulder length, tied back so that it stays out of her eyes.

Personality:

Background:
Logs

XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from


Notes:
XXXX

Advancement

L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 23rd August 2007 at 12:20 AM..
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Old 21st April 2007, 07:01 AM   #2 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Hedowin had reached the glass-ceiling at Morgrave University.

He recently had a breakthrough on his own, in which he could manifest minor magics without the aid of long, studious sessions in the library. Sorcerers are not uncommon in Khorvaire, but sorcery was seen as something inherent, and not compatible with hours of intense studying of arcane symbols and runes.

He advanced his ideas upon his teachers about the intermingling of prepared and spontaneous magics, which they wanted to hear nothing about. Instead, they instructed him to get back to his tomes and books, like a good wizard would.

He had practiced each day, trying to find any connection or bridge between his two talents, but so far has come up short -- much like feeling that the answer is there right in front of him but he cannot quite see it.

His studies now have been directed (in secret) to gathering more information on any reference in the old tomes to others who pondered the same questions he did.

After several weeks of sleeping in the library, he unearthed an odd reference to a "Sargeen", who was ostracized hundreds of years ago for advancing questions similar to his own. After successfully slipping past the wards put in place by the Masters, Hedowin was able to infiltrate the basement record room for the University. It took him several nights to track down the students history -- this "Sargeen" summarily was expelled from the University, was was rumored to head back to his homeland in Q'barra.

Now, Hedowin feels that there is nothing more for him to learn at the University, and is now preparing to set out into the real world in search of Sargeen -- although he is expected to have joined the Host many decades before now. Any reference, journal, or notes hopefully could help spur the breakthrough that Hedowin feels that is so close...


Code:
Name: Hedowin Darvan
Class: Wizard 4/Sorcerer 1
Race: Human
Size: Medium
Gender: Male
Alignment: N
Senses: Spot: +0, Listen +0  (+2 to both when familiar is within 5')
Deity: Sovereign Host
Region of Origin: Breland
Action Points:: 5/7 (Conc check vs Dracotaur, crossbow shot at blackscale in temple)

Str:  8 -1 (0p.)	Level: 5	XP: 10000
Dex: 12 +1 (4p.)	BAB: +2		HP: 21 (5d4+5)
Con: 12 +1 (4p.)	Grapple: +1	
Int: 16 +3 (10p.)	Speed: 30'	Stat Increases: Cha +1
Wis: 10 -- (2p.)	Init: +1	Spell Save: 
Cha: 16 +3 (8p.)	ACP: N/A	Spell Fail: 0%

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

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+3	+1	+1	+1
Ref:	+3	+1	+1	+1
Will:	+7	+6	+0	+1
Notes:

Weapon			Attack	Damage	Critical	Range
Dagger     		+1	1d4-1	19-20/x2 	------
Light Crossbow		+4	1d8	19-20/x2 	 80ft

Notes:

Languages: Common, Draconic, Giant, Sylvan

Abilities:

- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
- Human base land speed is 30 feet. 
- 1 extra feat at 1st level. 
- 4 extra skill points at 1st level and 1 extra skill point at each additional level. 

Wizard Abilities


Feats:  
L1: Human Bonus: Collegiate Wizard: +2 bonus on Knowledge Arcana checks. At 1st level gain 6 1st lvl spells, each level after, gain 4 new spells.
L1: Wizard Bonus: Scribe Scroll
L1: Wizard Bonus: Call Familiar
L1: Extend Spell
L3: Combat Casting



Spells prepared (Save DC 13 + spell level): 


Wizard Spells: (CL4)

0 -(4)-  Ray of Frost, Detect Magic, Read Magic, Daze
1st -(4)-  Mage Armor, Lesser Orb of Fire, Magic Missile, Lesser Orb of Acid
2nd -(3)- Mirror Image, Flaming Sphere, Invisibility

Sorcerer Spells: (CL1)

0 - (5)
1st -(4)

Spellbook/Spells Known:

Wizard:
	0 - All Cantrips
	1st -(13) Color Spray, Mage Armor, Magic Missile, Identify, Grease, Enlarge Person, Shield, Shocking Grasp, Tenser's Floating Disc, Reduce Person, Lesser Orb of Acid, Lesser Orb of Fire, Ray of Enfeeblement
    	2nd -(5) Flaming Sphere, Glitterdust, Mirror Image, Invisibility, Levitate
Sorcerer:
	0 - (4) - Touch of Fatigue, Acid Splash, Message, Light
	1st -(2)- Magic Missile, Ray of Enfeeblement

Spell-Like: None

Skill Points: 48	Max Ranks: 8/4
Skills		Total	Ranks	Mod 	Misc
Bluff       	+5	2	+3	--
Concentration  	+9	8	+1	--
Decipher Script	+7	4	+3	--
Know: (Arcana)  +13	8	+3	+2
Know: (Religion)+9	6	+3	--
Know: (Planes)  +9	6	+3	--
Know: (Nature)  +9	6	+3	--
Spellcraft  	+13	8	+3	+2
Notes:

Equipment:		Cost	Weight
MW Light Crossbow	335gp	4lb
19 bolts   		2gp	2lb
Dagger    		2gp	1lb
Explorer's Outfit	10gp	5lb
Belt Pouch		1gp	0.5lb
Spell Component Pouch   5gp	2lb
Arcanist's Gloves       500gp	--lb
Eternal Wand of Identify 820gp	--lb
Eternal Wand of Shield	820gp	--lb
Armband of Elusive Action 800gp	1lb
Vest of Resistance 	1000gp	1lb
Headband on Conscious Effort 2000gp	1lb
Empower Spellshard - Magic Missile 1000gp	1lb


Backpack 		2gp	2lb
Spellbook 		15gp	3lb
Sunrod    		2gp	1lb
Chalk (3 pieces)	3cp	0lb
Pen and Ink		8gp	0lb
Paper (10 sheets)  	4gp	0lb
Flask        		3cp	1.5lb

Potions:
Cure Moderate Wounds x3	600gp	--lb
Lesser Restoration x2	600gp	--lb
Unknown potion (Dracotaur)	?gp	--lb

Scroll Case with:           	1gp	0.5lb
Glitterdust (CL3)           	150gp	--lb
Invisibility (CL3)            	150gp	--lb  (used on Bregan to scout Temple entrance)
Grease (CL1)                 	25gp	--lb
Tenser's Floating Disk (CL3) 	75gp	--lb
Enlarge Person X2 (CL3) 	150gp	--lb
Reduce Person X2 (CL3) 	150gp	--lb
Lesser Orb of Fire (CL3)    	75gp	--lb
Lesser Orb of Acid (CL3)     	75gp	--lb
Mage Armor (CL1)     	25gp	--lb



Total Weight:25 lb	Money: 97 gp 9 sp 4 cp

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

Age: 19
Height: 5'10"
Weight: 154
Eyes: Green
Hair: Black 
Skin: Pale

Familiar: Ebony (Raven)
Size: Tiny animal
Hit Dice: 5d8 (10hp)
Armor Class: 17 (+2 size, +2 Dex, +3 Natural Armor), touch 16, flat-footed 15
Speed: 10 ft. (2 squares), fly 40 ft. (average) 
Abilities: Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse, Improved Evasion, 
Special Qualities: Low-light vision, Speech (Common), Empathic Link, Share Spells, Deliver touch spells, Speak with Master
Saves: Fort +2, Ref +4, Will +8 
Full Attack: Claws +4 melee (1d2-5)
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 24th May 2008 at 06:45 PM.. Reason: added potions from poisondusks/dracotaur
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Old 21st April 2007, 09:26 AM   #3 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Currently active in Darimaus's No Man's Land

Code:
Name: Jareel Arinthis
Class: Monk
Race: Human/Outsider
Size: Medium
Gender: Male
Alignment: LN
Deity: St. Cuthbert 

Str: 24 +7 (+3 tome +6 belt)	Level: 20	XP: 
Dex: 26 +8 (+2 tome +6 belt)	BAB: +15/10/5	HP: 201 (20d8+100)
Con: 20 +5 (+6 belt)		Grapple: +22	
Int: 19 +4 (+6 belt)		Speed: 90'	Stat Increases: +2 Str +1 Con +2 Wis
Wis: 29 +9 (+3 tome + 6 belt)	Init: +8	Spell Save: 
Cha: 18 +4 (+6 belt)		ACP: 0		Spell Fail: 0%

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+8	+0	+8	+0	+4	+18	48
Touch:	36	Flatfooted:  40

Spell Res: 30
Dmg Red: 10/magic

	Total	Base	Mod	Misc
Fort:	+22	+12	+10	--
Ref:	+25	+12	+13	--
Will:	+26	+12	+14	+2 to enchantment spells/effects
Notes:

Weapon			Attack			Damage	Critical	Range
Unarmed Strike		+27/+27/+27/+22/+17	2d10+11	 19-20/x2	------

Notes: Greater Flurry of Blows, Improved Critical (Unarmed strike), Weapon Focus (Unarmed Strike), Improved Trip

Languages: Common

Abilities: Stunning Fist, Quivering Palm, Slow Fall (Any distance), Deflect Arrows, Immune to all natural diseases, Wholeness of Body, Improved Evasion, Immune all poisons, Dimension Door 1/day CL:10, Can speak with any living creature, Etherealness - 20 rnds/day

Feats: Combat Reflexes, Cleave, Power Attack, Improved Critical(Unarmed strike), Weapon Focus (Unarmed Strike), Spring Attack, Mobility, Dodge, Perfect Self, Empty Body, Tongue of the Sun and the Moon, Timeless Body, Quivering Palm, Diamond Soul, Abundant Step, Greater Flurry of Blows, Diamond Body, Improved Evasion, Wholeness of Body, Improved Trip, Purity of Body, Slow Fall, Ki Strike (Magic, Lawful, Adamantine), Still Mind, Deflect Arrows, Evasion, Stunning Fist, Improved Unarmed Strike, Flurry of Blows
Feat Descriptions
Monk Bonus Feats:
Flurry of Blows Improved Unarmed Strike Stunning Fist - You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 29), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Evasion Deflect Arrows - You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Still Mind - gains a +2 bonus on saving throws against spells and effects from the school of enchantment. Ki Strike (Magic, Lawful, Adamantine) Slow Fall (any distance) Purity of Body - gains immunity to all diseases except for supernatural and magical diseases. Improved Trip - You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. Wholeness of Body - can heal a number of hit points of damage equal to twice his current monk level each day (40), and he can spread this healing out among several uses. Improved Evasion - takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. Diamond Body - immunity to poisons of all kinds. Greater Flurry of Blows Abundant Step - a monk can slip magically between spaces, as if using the spell dimension door, once per day. CL:10 Diamond Soul - gains spell resistance equal to her current monk level + 10 (30). Quivering Palm - can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 29), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. Timeless Body - no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. Tongue of the Sun and the Moon - can speak with any living creature. Empty Body - gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level. Perfect Self - He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
Normal Feats: (8)
Dodge - During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Spring Attack - When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. Weapon Focus (Unarmed Strike) - You gain a +1 bonus on all attack rolls you make using the selected weapon. Improved Critical(Unarmed Strike) - You double the threat range for the selected weapon Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus (8)
Skill Points: 138 Max Ranks: 23/11 Skills Total Ranks Mod Misc Balance +15 5 +8 +2 Concentration +6 1 +5 -- Craft (Ale) +5 1 +4 -- Diplomacy +25 19 +4 +2 Search +4 0 +4 -- Bluff +4 0 +4 -- Climb +12 5 +7 -- Escape Artist +13 5 +8 -- Disguise +4 0 +4 -- Gather Information +7 10 +4 -- Heal +10 1 +9 -- Hide +18 10 +8 -- Intimidate +4 0 +4 -- Jump +14 5 +7 +2 Listen +22 13 +9 -- Move Silently +18 10 +8 -- Ride +8 0 +8 -- Sense Motive +24 15 +9 -- Spot +24 15 +9 -- Survival +5 0 +5 -- Swim +12 5 +7 -- Tumble +28 18 +8 +2 Notes: Equipment: Cost Weight Belt of Magnificence 200000gp 1lb Ring of Protection +5 50000gp --lb Bracers of Armor +8 64000gp 1lb Amulet of Might Fists +4 96000gp 1lb Cloak of Resistance +5 25000gp 1lb Vestment of Natural Armor +4 54000gp 1lb Boots of Speed 12000gp 1lb Pearl of the Sirens 15300gp --lb Hewards Handy Haversack 2000gp 5lb Bag of Holding (type IV) 10000gp 60lb Cask of Brewed Ale --gp 40lb 6 mugs 10gp 6lb Bedroll 1gp 5lb Winter Blanket 1gp 3lb Caltrops 1gp 2lb 10 pcs Chalk 1gp 1lb Flint and Steel 1gp 1lb 2 Days of Firewood 1gp 40lb Fishhooks 1gp 1lb Fishing Net 4gp 5lb Grappling hook 1gp 4lb Hammer 1gp 2lb. Ink (1 oz. vial) 8gp — Inkpen 1sp — Jug, clay 3cp 9lb. Ladder, 10-foot 5cp 20lb. Lamp, common 1sp 1lb Lantern, bullseye 12gp 3lb Ram, portable 10gp 20lb Sealing wax 1gp 1lb Sewing needle 5sp — Signal whistle 8sp — Crowbar 2gp 5lb Tent 10gp 20lb Everburning torch 110gp 1lb 620 pp Potions: Cure Serious Wounds X3 2250gp --lb Fly 750gp --lb Protection from Energy X2 1500gp --lb Tomes (Used) Manual of Gainful Exercise +3 82500gp Tome of Understanding +3 82500gp Manual of Quickness in Action +2 55000gp
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 18th May 2007 at 07:53 PM.. Reason: update skill points
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Old 24th April 2007, 05:28 AM   #4 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Currently active in Marked by tragedy, Marked by Destiny

Code:
Name: Silvanon d'Thuranni
Class: Rogue	Starting Level: 1
Race: Elf
Region of Origin: Aerenal 
Size: Medium
Gender: Male
Alignment: CN
Action Points: 6
Deity: The Dark Six

Str: 12 +1 (4p.)	Level: 2	XP: 1374
Dex: 19 +4 (13p.)	BAB: +1		HP: 12 (2d6+2)
Con: 12 +1 (6p.)	Grapple: +2	Craft Points: n/a
Int: 14 +2 (6p.)	Speed: 30'	Stat Increases:
Wis: 10 -- (2p.)	Init: +4	Spell Save: n/a
Cha: 10 -- (2p.)	ACP: 0		Spell Fail: n/a

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

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+1	+0	+1	--
Ref:	+7	+3	+4	--
Will:	+0	+0	+0	--
Notes: Evasion,  +2 racial bonus against enchantment spells or effects

Weapon			Attack	Damage	Critical	Range
Longsword		+2	1d8+1	19-20/x2	------
Longbow  		+5	1d8+0	20/x3	100 ft

Notes:

Languages: Common, Elven, Orc, Sylvan

Abilities: Sneak Attack +1d6, Trapfinding, Evasion, Low-Light Vision, Immunity to magic sleep effects, Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow and shortbow as bonus feats.

Feats:  Least Dragonmark (Thuranni - Mark of Shadow)

Spell-Like Abilities: Darkness 1/day

Skill Points: 50	Max Ranks: 5/2.5
Skills		Total	Ranks	Mod 	Misc
Appraise  	+3	1	+2	--
Balance   	+8	2	+4	+2
Bluff       	+0	0	--	--
Climb      	+2	1	+1	--
Decipher Script +3	1	+2	--
Diplomacy	+0	0	--	--
Disable Device +7	5	+2	--
Disguise   	+0	0	--	--
Escape Artist	+5	1	+4	--
Forgery   	+3	1	+2	--
Gather Information +2	2	--	--
Hide        	+8	4	+4	--
Intimidate	+1	1	--	--
Jump       	+4	1	+1	+2
Knowledge (local) +5	3	+2	--
Listen     	+2	0	--	+2
Move Silently	+7	3	+4	--
Open Lock	+9	5	+4	--
Perform   	+0	0	--	--
Search    	+9	5	+2	+2
Sense Motive	+0	0	--	--
Sleight of Hand +5	1	+4	--
Spot       	+6	4	--	+2
Swim       	+2	1	+1	--
Tumble    	+9	5	+4	--
Use Magic Device  +2          2	--	--
Use Rope 	+5	1	+4	--

Notes:

Equipment:		Cost	Weight
Longsword		15gp	4lb
Longbow  		75gp	3lb
w/40 arrows		2gp	6lb
Leather Armor		10gp	15lb
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb
Thieves Tools		30gp	1lb
Traveler's Outfit	1gp	5lb
Total Weight:42lb	Money: 41gp 4sp 0cp

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

Age: 124
Height: 5'2"
Weight: 90 lbs
Eyes: Brown
Hair: Dark Brown
Skin: Tan
Appearance: Silvanon is taller than the average elf, possessing dark features - eyes and hair. His appearance is non-descript, so if you saw him in a crowd, you would quickly pass by him. He has a long scar across his back from the blade of his former best friend who caught him with girlfriend 20 years ago. Needless to say, they are no longer speaking, having developed quite the enmity.

Personality: Silvanon has developed his senses, always alert to the goings on around him, which has become a necessity, as he follows no laws, basically doing what he wants, whenever he wants. This has gotten him in trouble many different groups, so he prefers to slip around under the radar by stealth and secrecy. He is cold, calculating, and is always out for himself first.

Background: A minor heir in the house of Thuranni - his dragonmark manifested itself 20 years ago, and with it, so have his troubles multiplied. His house, Thuranni, has asked much of Silvanon, from reconnaisance, espionage, and theft. Not that he was adverse to it, as he enjoys the behind the scenes elements. He has no use for House politics, so he keeps busy, so that he does not have to endure it. The only thing that concerns him is wealth and power -- two things that the House can help him to achieve. However, he has a tendency to bite off more than he can chew, as he is quite arrogant. He was recently implicated in the theft of an roster of operatives from the House Tharashk outpost in Zarash'ak, forcing him to leave the Shadow Marches for Sharn. Down on his luck for the moment, and hiding out, he is starting to feel at home in Sharn, and some of the swagger has returned to his stride.


Logs

XP log:
514 from Marked by Destiny, Marked by Tragedy, Part I
860 from Marked by Destiny, Marked by Tragedy, Part II - Crazy Barbarian and Kobold Pit trap

Wealth and Craft log:
XXX gp, X sp from
Paid 16 gp for 2 CLW's from House Jorasco after the Kobold Pit trap to heal up.
Sold XXX for
Crafted XXX for

Other log:
XXXX from


Notes:


Advancement

L1 -> CLASS Rogue HP: +7 (1d6+1) BAB= +0 SP: +40
Skills: Open Lock +4, Disable Device +4, Search +3, Tumble +4, Balance +2, Appraise +1, Climb +1, Decipher Script +1, Escape Artist +1, Forgery +1, Gather Information +2, Hide +3, Intimidate +1, Jump +1, Know (local) +2, Move Silently +3, Sleight of Hand +1, Spot +1, Swim +1, Use Magic Device +2, Use Rope +1
Feat: Least Dragonmark (Shadow)
Other:
L2 -> CLASS Rogue Hp: +5 (1d6+1) BAB= +1 SP: +10
Skills: Open Lock +1, Disable Device +1, Search +2, Tumble +1, Spot +3, Hide +1, Know (Local) +1
Feat: None
Other: Evasion
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 4th April 2008 at 01:08 AM..
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Old 18th May 2007, 05:58 AM   #5 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Currently Active in H4H's Red Hand of Doom

Code:
Name: Virashil N'al Sil
Class: Sorcerer 
Race: Elf
Size: Medium
Gender: Female
Alignment: NG

Deity: Bahamut

Str: 10 -- (2p.)	Level: 5	XP: 12840
Dex: 16 +3 (6p.)	BAB: +2		HP: 21 (5d4+5)
Con: 12 +1 (6p.)	Grapple: +2
Int: 11 -- (3p.)	Speed: 30'	Stat Increases: +1 Cha
Wis: 10 -- (2p.)	Init: +3	Spell Save:  
Cha: 18 +4 (13p.)	ACP: -0		Spell Fail: 0%

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

Spell Res: None
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+2	+1	+1	--
Ref:	+4	+1	+3	--
Will:	+4	+4	+0	--
Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. 

Weapon			Attack	Damage	Critical	Range
MW Longsword		+3	1d8	19-20/x2 	------
Longbow  		+5	1d8	20/x3      	100 ft
Dagger    		+2/+5	1d4	19-20/x2 	10 ft
Notes:

Languages: Common, Elven, Draconic

Abilities: Low Light Vision, +2 to all saves vs Sleep, Paralysis, and Cold Effects

Feats:  Draconic Heritage (Silver), Draconic Breath: As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 10 + spell level expended + 4), Summon Familiar (Not used yet)

Spells Per Day (Save DC 14 + spell level): 

0th - 6
1st - 7
2nd - 5

Spells Known:
	0 - (6) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance;	
        1st - (4) Mage Armor, Magic Missile, True Strike, Ray of Enfeeblement;
        2nd - (2) Mirror Image, Invisibility



Skill Points: 16	Max Ranks: 8/4
Skills		Total	Ranks	Mod 	Misc
Appraise  	+0	0	+0	--
Balance   	+3	0	+3	--
Bluff       	+4	0	+4	--
Climb      	+0	0	+0	--
Concentration  	+7	6	+1	--
Diplomacy	+4	0	+4	--
Disguise   	+6	2	+4	--
Escape Artist	+3	0	+3	--
Forgery   	+0	0	--	--
Gather Info     +4	0	+4	--
Hide        	+3	0	+3	--
Intimidate	+4	0	+4	--
Jump       	+0	0	--	--
Know: (Arcana)  +5	5	--	--
Know: (Planes)  +0	0	--	--
Listen     	+2	0	--	+2
Move Silently	+3	0	+3	--
Perform   	+0	0	--	--
Search    	+2	0	--	+2
Sense Motive	+0	0	--	--
Sleight of Hand +3	0	+3	--
Speak Language	+1	2	--	--
Spellcraft   	+3	1	--	+2
Spot       	+2	0	--	+2
Swim       	+2	0	--	--
Use Magic Device+4      0	+4	--
Use Rope 	+3	0	+3	--

Notes: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.  Disguise is a class skill from Draconic Heritage (Silver)

Equipment:		Cost	Weight
MW Longsword		315gp	4lb
Longbow  		75gp	3lb
w/60 arrows		3gp	8lb
Dagger    		2gp	1lb
Backpack 		2gp	2lb
Winter Blanket		.5gp	3lb
2 pieces of Chalk	0.1gp	--lb
Flint and Steel		1gp	--lb
Belt Pouch		1gp	.5lb
25' Silk Rope		5gp	2.5lb
Traveler's Outfit	1gp	5lb

Potions:
Cure Light Wounds X0	75gp	--lb
Potion of Barkskin +3
Wands
Wand of Snake's Swiftness 9 charges
Wand of Read Magic 10 charges
Wand of Invisibility 5 charges
Wand of Mage Armor 10 charges
Eternal Wand of Enlarge Person

Brute Ring
Brute Ring Body Slot: Ring Activation: Standard (command) This silver ring is set with a sapphire carved like a crude fist This ring allows you to push someone away from you with pure force. When you activate the ring a blast of force issues forth and makes a Bull Rush attack against a single creature within 30'. You use the ring's Bull Rush modifier (+5) or your own whichever is higher. As this is a force effect it affects incorpreal creatures. The ring can be used 2/day.
Arcanist's Gloves
Arcanist's Gloves Body Slot: Hands Activation: Swift (command) These sleek blue gloves bear stars across the knuckles. When you activate the gloves, you add 2 to your next 1st level arcane spell you cast before the end of your turn. The gloves can be used 2/day
Empowered Spellshard of Ray of Enfeeblement
Empowered Spellshard of Ray of Enfeeblement Body Slot: Throat Activation: see text This reddish crystal shard is inscribed with arcane symbols, banded with mithral, and hanging from a small silver chain. When you use the shard as a focus in addition to a spell's normal componensts (if any) it Empowers a spell keyed to it. (as the Empower Spell Feat, spell in this case Ray of Enfeeblement) but with no adjustment to spell level. You can use the shard 3/day.
Scroll of Bear's Endurance Scroll of Lightning Bolt Scroll of Web Total Weight:27lb Money: 20gp 0sp 0cp Lgt Med Hvy Lift Push Max Weight: 33 66 100 200 500 Age: 107 Height: 4'10" Weight: 75 lbs Eyes: Silvery Violet Hair: Silver Skin: Tan
Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.

Background: Virashil comes from a small village of Elves deep in the Gnarly Wood, where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.

Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...

She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."

Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.

"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."

Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)

At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.

She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....


Logs

XP log:

1750 XP from Marauder Attack


Notes:
Draconic Heritage
[Draconic]
(CArc p77)
Sorcerer level 1st Choose one of the following types of Dragons.
1. Gain the listed skill as an in-class skill.
2. You receive a +1 bonus per Draconic feat on save vs. Sleep, Paralysis, & spells of the listed Energy Type.
Code:
Dragon      Energy Type      Skill 
 Silver       Cold        Disguise


Advancement

L1 -> CLASS Sorcerer HP: +5 (4+1) BAB: +0 Concentration +3, Know (Arcana) +2, Speak Language (Draconic) +2, Spellcraft +1
Feat: Draconic Heritage (Silver)
Spells Known: Mage Armor, True Strike
L2 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 Disguise +1, Concentration +1

L3 -> CLASS Sorcerer HP: +4 (3+1) BAB: +0 Know (Arcana) +1, Concentration +1
Feat: Draconic Breath
Spells Known: Magic Missile
L4 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 , Know (Arcana) +1, Concentration +1
Spells Known: Mirror Image
L5 -> CLASS Sorcerer HP: +4 (3+1) BAB: +0 Know (Arcana) +1, Disguise +1,
Spells Known: Ray of Enfeeblement, Invisibility
L6 -> CLASS Sorcerer HP: +4 (3+1) BAB: +1 Know (Arcana) +1, Concentration +1,
Spells Known: Burning Hands, Protection from Energy, Unlearn: True Strike
Feat: Draconic Presence
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 18th September 2007 at 09:49 PM..
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Old 6th July 2007, 08:34 PM   #6 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Laravier McDonnell

Code:
Name: Laravier McDonnell
Class: Fighter 1	
Race: Human
Size: M
Gender: Male
Alignment: LN
Deity:  

Str: 14 +2 (6p.)	Level: 1	XP: 0
Dex: 17 +3 (10p.)	BAB: +1		HP: 12 (1d10+2)
Con: 14 +2 (6p.)	Grapple: +3	
Int: 12 +1 (3p.)	Speed: 30'	Stat Increases:
Wis: 10 -- (2p.)	Init: +3	Spell Save: 
Cha:  9 -1 (1p.)	ACP: -1		Spell Fail: N/A

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+3	+0	+3	+0	+0	+0	16
Touch:	13	Flatfooted: 13

Spell Res: None
Dmg Red: None

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

Weapon			Attack	Damage	Critical	Range
Longbow  		+4	1d8+0	20/x3      	100'
Shortsword		+3	1d6+2	19-20/x2 	--- ft
Dagger    		+3	1d4+2	19-20/x2 	--- ft
Notes: +1 to hit and damage within 30', Rapid Shot = +2/+2 full attack

Languages: Common, Sylvan

Abilities: 

Human Traits:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. 
Human base land speed is 30 feet. 
1 extra feat at 1st level. 
4 extra skill points at 1st level and 1 extra skill point at each additional level. 

Feats:  Point Blank Shot, Precise Shot (Bonus - Human), Rapid Shot (Bonus - Fighter)


Skill Points: 16	Max Ranks: 4/2
Skills		Total	Ranks	Mod 	Misc
Appraise  	+1	0	+1	--
Balance   	+3	0	+3	--
Bluff       	-1	0	-1	--
Climb      	+4	2	+2	--
Concentration  	+3	0	+3	--
Craft (Bow)   	+5	4	+1	--
Diplomacy	-1	0	-1	--
Disguise   	-1	0	-1	--
Escape Artist	+3	0	+3	--
Forgery   	+1	0	+1	--
Gather Info     -1	0	-1	--
Handle Animal 	+1	2	-1	--
Hide        	+3	0	+3	--
Intimidate	-1	0	-1	--
Jump       	+2	0	+2	--
Know: (Nature)  +2	2	+1	--
Know: (Religion)+2	2	+1	--
Listen     	+0	0	--	--
Move Silently	+3	0	+3	--
Perform   	+0	0	--	--
Ride        	+4	1	+3	--
Search    	+1	0	+1	--
Sense Motive	+0	0	--	--
Sleight of Hand +3	0	+3	--
Spellcraft  	+1	0	+1	--
Spot       	+0	0	--	--
Swim       	+3	1	+2	--
Tumble    	+4	2	+3	--
Use Magic Device-1      0	-1	--
Use Rope 	+3	0	+3	--
Notes:

Equipment:		Cost	Weight
Longbow  		75gp	3lb
80 Arrows		4gp	12lb
Shortsword		10gp	2lb
Dagger    		2gp	1lb
Studded Leather		25gp	20lb
Backpack 		2gp	2lb
Artisan's Tools		5gp	5lb
50' Silk Rope		10gp	5lb
Grappling Hook 		1gp	4lb
Flint and Steel		1gp	--lb
Waterskin		1gp	4lb


Total Weight:58lb	Money: 64gp 0sp 0cp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	58	116	175	350	825

Age: 23
Height: 5'10"
Weight: 175
Eyes: Brown
Hair: Brown
Skin: Pale
Appearance: Average build with average features. From first glance, Laravier does not look more than a common laborer - rough hands, dirty clothes (usually), and an unkept appearance.

Personality: Laravier has always fancied himself to be a woodsman, with a healthy indulgence of city life. Not one to trapse around the wood for extended periods of time, without a stop back into town for a pint at the pub. He has a keen eye for archery. Somewhat jovial, but after a few pints can be somewhat of a hooligan. Even though he spent a great deal of his time in the woods and practicing archery, he never felt the calling of the ranger, he preferred to spend his time whittling or carving wood. He's become quite good at it, with the making of bows his specialty.

Background:

[sblock=Logs]
XP log:
XXXX from


Notes:
XXXX

Advancement

L## -> CLASS ## HP: +## (HD+CON+OTHER) SP: +## (CLASS+INT+OTHER) PP: +## (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 1st August 2007 at 05:31 AM..
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Old 9th July 2007, 07:21 AM   #7 (permalink)
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s@squ@tch Goblin Sharpshooter (Lvl 2)
Code:
Name: Jerome Blackstone
Class: Fighter 2 / Rogue 2	
Race: Human Tainted One
Size: Medium
Gender: Male
Alignment: NE
Deity: Sseth

Str: 15 +2 (6p.)	Level: 4	XP: 13000
Dex: 16 +3 (10p.)	BAB: +3		HP: 34 (2d6+6, 2d10+6)
Con: 16 +3 (6p.)	Grapple: +5	
Int: 14 +2 (6p.)	Speed: 30'	Stat Increases: Str +1 (4th) 
Wis: 10 -- (2p.)	Init: +3	Spell Save:  
Cha: 10 -- (2p.)	ACP: -1		Spell Fail: 0%

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
Armor:	10	+5	+1	+3	+0	+0	+1	20
Touch:	13	Flatfooted: 15

Spell Res: 14
Dmg Red: None

	Total	Base	Mod	Misc
Fort:	+7	+3	+4	--
Ref:	+7	+3	+4	--
Will:	+4	+3	+1	--
Notes:

Weapon			Attack	Damage	Critical	Range
MW Shortsword		+8	1d6+3	19-20/x2 	------
Dual Wield		+6/+5	1d6+3(2)19-20/x2 	------
MW Comp. Longbow	+7	1d8+2	20/x3      	100 ft
Notes:

Languages: Common, Yaun-ti, Draconic, Abyssal, Undercommon

Abilities: Tainted One Template, Sneak Attack +1d6, Trapfinding, Evasion, Immune to charm and holds spells, and poisons 

Feats:  Alertness (bonus Tainted One), Endurance (bonus Human), Two Weapon Defense(1st), Weapon Focus (Shortsword) (Bonus Fighter 1st), Two Weapon Fighting (Bonus Fighter 2nd), Steadfast Determination (3rd) - Use your Constitution modifier in place of your Wisdom modifier on Will saves, You do not automatically fail Fortitude saves on a roll of ‘natural 1’.


Spell-Like: 
Poison Kiss(ex): While grappling, a tainted one can choose to smear her opponent with poisonous saliva instead of deal damage. This poison "kiss" can only be used while grappling a foe with exposed skin. The tainted one makes an opposed grapple check instead of an attack and takes a -4 penalty on the check. If she wins, she successfully applies the poison (contact, Fortitude DC 16, initial and secondary damage 1d4 Con) by kissing, licking, or lightly biting her opponent.)

Psionics(Caster Level equals character level):
3/day Polymorph [snake forms only]
1/day Poison (DC16)

Skill Points: 65	Max Ranks: 7/3.5
Skills		Total	Ranks	Mod 	Misc
Appraise  	+2	0	+2	--
Balance   	+5	2	+3	--
Bluff       	+4	4	--	--
Climb      	+4	2	+2	--
Concentration  	+3	0	+3	--
Diplomacy	+0	0	--	--
Disable Device 	+7	4	+3	--
Disguise   	+4	4	--	--
Escape Artist	+7	4	+3	--
Forgery   	+4	2	+2	--
Gather Info     +2	2	--	--
Handle Animal  	+0	0	--	--
Hide        	+10	7	+3	--
Intimidate	+7	7	--	--
Jump       	+3	1	+2	--
Know: (Local)   +2	0	+2	--
Listen     	+0	0	--	--
Move Silently	+10	7	+3	--
Open Locks   	+7	4	+3	--
Perform   	+0	0	--	--
Ride        	+3	0	+3	--
Search    	+5	2	+2	--
Sense Motive	+2	2	--	--
Sleight of Hand +5	2	+3	--
Spellcraft  	+2	0	+2	--
Spot       	+2	2	--	--
Swim       	+3	1	+2	--
Tumble    	+7	4	+3	--
Use Magic Device+4      4	--	--
Use Rope 	+3	0	+3	--

Notes:
Code:
Poisons:                         Type:          DC          Initial Damage     Secondary Damage
Sassone leaf residue         Contact       16            2d12 hp              1d6 Con 
Oil of taggit                     Ingested     15             0                       Unconsciousness
Giant wasp poison             Injury         18            1d6 Dex              1d6 Dex
Large scorpion venom        Injury         18            1d6 Str               1d6 Str
Equipment: Cost Weight Shortsword +1 2310gp 2lb MW Shortsword 310gp 2lb MW Comp Longbow (+2 str) 600gp 3lb 40 Arrows 2gp 6lb Chain Shirt +1 1250gp 25lb Cloak of Resistance +1 1000gp 2lb Ring of Protection +1 2000gp --lb Hammer 5sp 2lb 50' Silk Rope 10gp 5lb MW Manacles 50gp 2lb Flint and Steel 1gp --lb Caltrops 1gp 2lb Backpack 2gp 2lb 2 x Smokestick 40gp 1lb 2 x Antitoxin 100gp --lb MW Thieves Tools 50gp 1lb 2 x Large Scorpion Poison 400gp --lb 2 x Giant Wasp Poison 420gp --lb 2 x Oil of Taggit 180gp --lb 1 x Sassone leaf residue 300gp --lb Pot/Bulls Strength 150gp --lb Total Weight: 54 lb Money: 99gp 5sp 0cp Lgt Med Hvy Lift Push Max Weight: 66 133 200 400 1000 Age: 27 Height: 6'1" Weight: 210 Eyes: Brown Hair: Black Skin: Dark
Appearance:

Personality:

Background:

Logs

XP log:
XXXX from

Wealth and Craft log:
XXX gp, X sp from
Paid XXX for
Sold XXX for
Crafted XXX for

Other log:
XXXX from


Notes:
XXXX

Advancement

L1 -> CLASS Rogue HP: +9 BAB: +0 (Class+ATB+Other) [Left out when not needed, also could simply be a new total instead of a bonus]
SKILL +RANKS, SKILL +RANKS
Feat: FEAT(s)
Spells Known: SPELL
Powers Known: POWER
Other: OTHER NOTES
__________________


Games I DM

Against the Giants - Team Black: RG IC OOC
Against the Giants - Team Gold: RG IC OOC
Against the Giants - Alternate RG:RG

Last edited by s@squ@tch; 1st August 2007 at 05:34 AM..
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Location: Portland, Freakin' Oregon
Posts: 2,220
s@squ@tch Goblin Sharpshooter (Lvl 2)
Code:
Name: Derrenil Llirthyn
Class: Cleric 
Race: Dark Elf (Drow)
Size: Medium
Gender: Female
Alignment: CG
Deity: Eilistraee (Domains: Drow, Portal)

Str: 10 -- (2p.)	Level: 2	XP: 6000
Dex: 16 +3 (6p.)	BAB: +1		HP: 16 (2d8+4)
Con: 14 +2 (10p.)	Grapple: +1	
Int: 12 +1 (2p.)	Speed: 30'	Stat Increases: 
Wis: 16 +3 (10p.)	Init: +3	Spell Save: +2
Cha: 12 +1 (2p.)	ACP: -X		Spell Fail: N/A

	Base	Armor	Shld	Dex	Size	Nat	Misc	Total
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