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.
AC: 29 (10 + 9 full plate + 2 Feat + 2 Dex + 1 Ring + 5 Shield)
Touch: 19 (10 + 1 Feat + 2 Dex + 1 Ring + 5 Shield)
Flatfooted: 27 (10 + 9 full plate + 2 Feat + 1 Ring + 5 Shield)
Fort: 11 (6 base + 4 Con + 1 Item)
Refl: 6 (3 base +2 Dex + 1 Item)
Will: 10 (3 base + 4 Con + 1 Item + 2 Iron Will)
Feats:
1 Endurance
3 Steadfast Determination (PH2)
6 Iron Will
9 Indomitable Soul (PH2)
1 Shield Specialization (PH2)
2 Shield Ward (PH2)
4 Heavy Armor Optimization (Races of Stone)
6 Elusive Attack (PH2 p. 45)
8 Undermountain Tactics (Dungeonscape)
Dwarf Traits
+2 constitution / -2 Charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
Background:
There is a proverb in Garagos clan:
If you see three ogres, roll a rock in front of the door. If you see 15, let be Garagos the rock.
Garagos is for the most the stereotypical dwarf, broad as tall, wearing more steel than three human knights and legendary stubborn (he likes to say he is determined).
Lost his armor ones, he has a habit to sleep in it. Heck, he even baths in it after finding a wizard to turn it rust-proofed. Ever wearing his helmet, only his beard shows his fiery red hair color.
He worked in the past with Ambrose Wythwindle on the quest for a long lost artifact of Moradin. He hasn't see him for decades.
Name: Fin Darktracker
STR 14, DEX 17, CON 15, INT 14, WIS 8, CHA 8HP (1d6.minroll(3)=4, 1d6.minroll(3)=6, 1d6.minroll(3)=6, 1d6.minroll(3)=3, 1d6.minroll(3)=4, 1d6.minroll(3)=5, 1d6.minroll(3)=3, 1d6.minroll(3)=6)XP (1d100=61)Class: Rogue 9 Starting Level: 9
Race: Dwarf
Region of Origin:Size: M
Gender: Male
Alignment: CN
Deity: Olidarmma
Str: 14 +2 (06p.) Level: 9 XP: 36061
Dex: 18 +4 (13p.+1) BAB: +6/+1 HP: 79
Con: 18 +4 (08p.+2r+1) Grapple: +8/+3
Int: 14 +1 (06p.) Speed: 30' Stat Increases:2 (Con & Dex)
Wis: 8 -1 (00p.) Init: +4 Spell Save: +2
Cha: 6 -2 (0-2r) ACP: -1 Spell Fail: 0%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +6 +2 +4 +X +X +X 22
Touch: 14 Flatfooted: 22
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort: +7 +3 +4
Ref: +10 +6 +4
Will: +2 +3 -1
Weapon Attack Damage Critical Range
+1 Rapier +9/+4 1d6+3 18-20/x2
+1 Holy Composite Shortbow [+2 Str] +11/+6 1d6+3 X3 70ft.
(If Evil,+2d6 damage)
Languages: Common, Dwarven, Terran, Undercommon
Abilities:
Dwarf:
+2 constitution / -2 Charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise checks if stone/metal
Rogue:
Sneak Attack +5d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8)
Feats:
Dodge
Mobility
Point Blank Shot
Precise Shot
Skill Points: 120 Max Ranks: 12/6
[b]Code:
Skill Ability Misc.
Skill Name Modifier Modifier Ranks Modifier
Appraise +4 +2 2
Balance +6 +4 +2 [tumble]
Decipher Script +8 +2 6
Disable Device +14 +2 12
Hide* +15 +4 12 -1 (ACP)
Knowledge (arcana) +3 +2 1
Knowledge (architecture) +3 +2 1
Knowledge (dungeoneering) +5 +2 3
Knowledge (history) +3 +2 1
Knowledge (religion) +3 +2 1
Listen +11 -1 12
Move Silently* +15 +4 12 -1 (ACP)
Open Lock +16 +4 12
Search +14 +2 12
Tumble +16 +4 12
Use Rope +6 +4 2
Equipment: Cost Weight
+1 Death Ward Darkwood Buckler 4,205gp 2.5lbs
(MIC10, 1/day ignore a death or negative energy effect, +1 market price)
+2 Chain Shirt 4,250 25 lbs.
Samman (+1 Holy Composite Shortbow [+2 Str]) 18,525gp 2lbs.
(DMG225, +2d6 dmg against evil creatures, +2 market price)
(Samman means trusted friend, shield-brother (battle companion) in Dwarvish)
+1 Rapier 2,320gp 2lbs.
60 Arrows 6gp 9lbs.
10 Adamantine Arrows 600gp 1.5lbs
20 Cold Iron Arrows 4gp 3lbs
20 Silver Arrows 40gp 3lbs
Boots of the Unending Journey 4,000gp 1lb
(MIC97, +10 to movement)
Ring of the Darkhidden 2,000gp -lbs.
(MIC122, Invisible to Darkvision)
Potion of CLW (1d8+1 Heal) 50gp -lbs.
Total Weight: 49lb Money: 0gp 0sp 0cp
Lgt Med Hvy Lift PushMax Weight: 58 116 175 350 875
Age: 95
Height: 4' 5"
Weight: 185lbs
Eyes: Grey
Hair: Grey, Long
Skin: Pale
Description/Personality
Fin is a bit of a daredevil, he loves dungeon delving and considers himself a ghost when he travels underground. Fin'll take almost any job if it pays well and it challenges him. He's worked with Ambrose before, procuring for him many artifacts from various tombs, even travelling with him on one occasion. Fin prides himself on getting in and getting out without much trouble and avoids confrontations when possible. He talks to himself & Samman often when not on a mission, which many find disconcerting, and when he is adventuring Fin doesn't say too much, except to provide guidance on the situation at hand. During the times he's travelled with groups, Fin is always the pointman, leaving markings for others to follow. Fin has often traded with the creatures below the earth, spending more time there than above ground. This has caused his skin to become very pale, while also leaving his beard and hair a stark white, making him look much older than he is. Fin wears black clothing to help blend into the darkness and carries as little as possible to avoid making noise. Fin has a strong hatred for the undead, having fallen victim to their effects in the past, which is why he carries the buckler.
Name: Zorn
Class: Sorcerer 9 / XXX X Starting Level: X
Race: Human
Region of Origin:Size: Medium
Gender: Male
Alignment: NG
Action Points: XX
Deity: XXX (Domains: XXX, XXX)
Str: 08 -1 (00p.) Level: 9 XP: 37581
Dex: 14 +2 (06p.) BAB: +4 HP: 48 (9d4+18)
Con: 14 +2 (06p.) Grapple: +3 Craft Points: XXXX
Int: 14 +2 (06p.) Speed: 30' Stat Increases:CHA (4th), CHA (8th) Wis: 10 +1 (02p.) Init: +2 Spell Save: 16+spell lvl
Cha: 23 +6 (13p.) +4 magic ACP: -X Spell Fail: X%
Base Armor Shld Dex Size Nat Misc TotalArmor: 10 +0 +2 +0 +0 +1 13
Touch: 13 Flatfooted: 12
Spell Res: None
Dmg Red: None
Total Base Mod MiscFort:+9 +3 +2 +2 +2 (feat)
Ref: +7 +3 +2 +2 +X
Will: +8 +6 +0 +2 --
Notes:Weapon Attack Damage Critical Range
LT Crossbow +7 1d8+0 19-20/x2 ------
Dagger +3 1d4-1 19-20/x2 XXX ft
XXXXXXXX +X XdX+X XX-XX/xX XXX ft
Notes:Languages: Common, Elven, Dwarven, Draconic
Abilities: +1 saves vs Electricity and Petrification
Feats: Magical Aptitude, Celestial Heritage, Great Fortitude, Extend Spell, Spell Penetration
Spells prepared (Save DC XX + spell level; XX/XX): 0 - 16, 1st - 17, 2nd - 18, 3rd - 19, 4th - 20
Domains:Spellbook/Spells Known:
0 - read magic, detect magic, prestidigitation, light, acid splash, mending, ghost sound, dancing lights
1st - magic missile, comp. languages, grease, feather fall, lesser orb of cold
2nd- web, see invisibility, scorching ray, false life
3rd- fireball, dispel magic, lightning bolt
4th- dimension door, polymorph
Spell-Like/Psi-like Abilities: XXX
Skill Points: XX Max Ranks: X/X
Skills Total Ranks Mod Misc
Concentration +14 12 2
Craft Alchemy +4 2 2
Knowledge Arcana +14 12 2
Knowledge History +4 2cc 2
Knowledge Planes +4 2cc 2
Spellcraft +18 12 2 2 (feat), 2 (skill synergy)
Use Magic Device +20 12 6 2 (feat)
Notes:Equipment: Cost Weight
Ring of Protect +1 2000gp XXlb
Cloak of Charisma +4 16000gp XXlb
Vest of Resistance +2 4000gp XXlb
Wand-Cure Lt. Wounds 750gp XXlb
Wand-Invisibilty 4500gp XXlb
Ring-Sustenance 2500gp XXlb
Scroll- halt undead (3)
Scroll- knock (2)
Total Weight: 24lb Money: XXXgp Xsp Xcp
Lgt Med Hvy Lift PushMax Weight: XXX XXX XXX XXX XXX
Age: 28
Height: 5'10"
Weight: 172
Eyes: bright blue
Hair: Blond
Skin: light tan
background
Appearance: Well groomed, clean shaven. Well pressed and clean white travelling clothes consisting of boots, shirt, pants. Lt. blue vest and matching cloak.
Personality:Friendly and personable. Generally cheerful. Interest in all things historical. Loves to listen to tales of adventures or historical in nature.
Background:Zorn grew up in a nearby small village along with 2 brothers and 4 sisters. His father was a manual laborer who toiled from sun up to sun down.
His mother worked a small garden growing vegetables for the family and did odd jobs for some of the wealthier families in the city. Growing up, Zorn would hear
stories about his mother's rumored infidelty due to his unusual appearance. Everyone in his family except Zorn has a darker complexion and brown hair. He was teased
often as a child until one day he conjured a minor magical effect that startled his taunters. Since he had never received any training in the wizardly arts, many
assumed he was not human, that he might be a demon or tainted by one. Banished from his village, he wandered for a few years doing anything he could to earn his keep.
Washing dishes, sweeping floors, cleaning out stables, etc. One day, an older man approached him. He introduced himself as Ambrose Wythwindle, a scholar and archeologist.
He claimed to have information about Zorn's true origin. Zorn eagerly went with the man. For years he did odd jobs while studying under him. From time to time, Ambrose would
drop hints about Zorn's past. Ambrose also hired a tutor for Zorn to help him develop his growing arcane abilities. In time, it was revealed that one of Zorn's great grandfathers
was rumored to be from another plane. That he was of celestial in nature. This information excited Zorn and with his mentor's permission, left to pursue more knowledge.
Now years later, Zorn has received word that his former mentor requests his presence. Zorn dropped everything to head immediately to see his former mentor. Zorn feels that
his mentor taught him much about the world and whatever Ambrose needs, he must get there asap.
Last edited by Graybeard; 26th September 2008 at 05:03 AM..
Reason: added spells known, fixed stats. added XP gained on 9/25
Tagret Artalen was born and raised in the church's care. Few knew where to find his sanctuary, even fewer cared to visit it. The area was wooded and according to legend use to serve a place for druids to meet and fine reprieve. Tagret always found himself wanting to believe it was true, for it would explain quite a bit about the land. As well as how the monks had come to have such exceptional control of their bodies.
The elder monks believed in preparing both mind and body for challenges. The taught that only when the mind and the body were truely one, would a person unlock their full potential. Tagret only had to look at his master to learn the truth of that very simple statement. Brother Cmail appeared to be in his later 40's, with a heavily weathered face and saddened, yet bright eyes. He had appeared the same way since Tagret was a small child. Not one hair had greyed or one new wrinkle formed. He was believed to be the oldest living human.
He was one of the few who knew the stories of how the monestary was found, although he refused to tell the tale to anyone. He did mention a man he had once journeyed with. Some adventurer named Ambrose. Apparently they were friends, as Tagret had seen letters exchanged although he never knew of a carrier to send or recieve the mail.
Brother Cmail recieved a letter one day, handed it to Tagret and said "My friend has need for you Brother Tagret." Tagret looked at him with questioning eyes, "Ambrose is old, as am I. New blood is needed for this, whatever it is. He asked for you." He gave Tagret a slight nod and added, "I have a gift for you. I expect you to return with it."
Tagret's eyes lit up as he saw the mask, claws, and cloak. "Take these. They will bless you with the spirit of the tiger." Tagret said his thanks and donned the clothing. He gathered what little else he had and set out in the direction Brother Cmail had sent him.
__________________
Shorrin stat block
Shorrin- Male Dragonborn Fighter 1
Passive Perception: 11, Passive Insight: 11
AC:20, Fort:16, Ref:13, Will:11 -- Speed:5
HP:33, Bloodied:16, Surge Value:12, Surges Per-Day 13
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Reaping Strike, Tide of Iron, Spinning Sweep,Dragon Breath, Villian's Menace
Here you go guys...still need to do some equipment and magic and of course skillss but the basic platform is there...I just ran out of time.....Grandmother is in the hospital so it is going to be spotty at best...if you need to start without him..
Tomb Druid
Neutral Good Human Druid 9th
Age: 30 STR:10 +0 Hit Points: 65
Gender: Male DEX: 14 +2 Armor Class: (10 base +)
Height: 5’10 CON:13 +1 Flat Footed:
Weight: 140 INT: 14 +2 Touch:
Eyes:Grey WIS:18 +4
Hair: Black CHA:13 +1 Initiative: 6
Skin: Fair
Handiness: Right
Speed: 30’ base
Name: Jason Fishmonger
Class: Paladin 9 Starting Level: 9
Race: Human
Region of Origin:
Size: M
Gender: Male
Alignment: LG
Deity: Pelor
Str: 14 +2 (6p.) Level: 9 XP: 36,019
Dex: 8 -1 (0p.) BAB: +9/+4 HP: 89 (61+10+18)
Con: 14 +2 (6p.) Grapple:
Int: 10 +0 (2p.) Speed: 20'
Wis: 14 +2 (6p.) Init: -1
Cha: 19 +4 (13p. +2 L.B.) ACP: -11 (-4pm-7ts)
Base Armor Shld Dex Misc Total
Armor: 10 +9 +5 -1 0 24
Touch: 10 0 +5 -1 0 15
Flatfooted: 10 +9 +5 -1 0 24
Spell Res: None
Dmg Red: 3/-
Total Base Mod Misc
Fort: +12 +6 +2 +4
Ref: +6 +3 -1 +4
Will: +9 +3 +2 +4
Weapon Attack Damage Critical Range
Mace Heavy +10 1d8+2(+2d6 holy) 20 x2
Light Crossbow +7 (+6 1h) 1d8 19-20 x2 80'
Languages: Common
Abilities
*Passive
+2 AC(Shield) to adjacent allies
Aura of Courage +4 against fear for allies within 10'
Aura of Good (Radiates good)
Divine Grace (Save bonus)
Divine Health
*Active
Detect Evil at will
Smite Evil x 2 +4 at + 9 dmg (If smiting evil on a charge
attack you do an extra 2 points of damage per paladin level to evil
creatures you smite in addition to the normal smite. If you miss the
smite is not expended.)
Lay on hands 36 hp
Turn undead x 7
Remove disease x 2 / week
Feats:
* Tower shield prof.
* Shield Specialization phb II
* Shield Ward phb II
* Shieldmate
-[General, Fighter] (Mini p28)
-Prerequisite: Base Attack Bonus +1
-Adjacent allies receive a +1 Shield bonus to AC when you are
using a Shield with which you are proficient and can take actions.
The bonus increases to +2 if you are using a Tower Shield.
*Heavy Armor Optimization
-[General, Fighter] (Races of Stone p141)
-Armor Proficiency (heavy)
-Prerequisite: Base Attack Bonus +4
-When wearing Heavy Armor, increase the AC by 1 and reduce the
Armor Check penalty by 1.
Skill Points: 36 Max Ranks: 12/6
Skill Ab. Misc.
Skill Name Mod Mod Ranks Modifier
Heal +4 +2 +0 +2(Kit)
Swim(cc) -14 +2 +6 -11*2
Balance(cc) -6 -1 +6 -11
Climb(cc) -6 +2 +3 -11
Jump(cc) -6 +2 +3 -11
Equipment: Cost Weight
Adamantine Full Plate 16,500 50
(+9 AC (+1 feat) -4 ACP (+1 MW +1 feat)
Darkwood MW Tower Shield 480 22.5
(+5 AC (+1 feat) -7 ACP (+1 MW +2 DW))
Holy Mace +1 18,312 8
Light MW Crossbow 335 4
Bolts (20) 2 2
Backpack 2 2
Bedroll 1sp 5
Flint 1 0
Pouch (belt) 1 .5
Rations (20) 10 20
Rope(Silk 50ft) 10 5
Waterskin 1 4
Whetstone 2cp 1
Healers Kit 50 1
Rings(Shield Other) 100 0
Holy Symbol (Wood) 1 0
Warhorse (Light) 150 -
Saddle (Military) 20 40(on mount)
Saddle Bags 4 8(on mount)
Total Weight: 125
Money: 20gp 8sp 8cp [used: 35,979gp, 1sp 2cp]
Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875
Spells
1: Protection from evil X 2
2: Shield Other x 1
Age: 28
Height: 5'8"
Weight: 180lbs
Eyes: Brown
Hair: Black
Skin: Well tanned
Bio
Spoiler:
Jason Fishmonger grew up in the rough part of the city of Blackstone. He was well on his way to a successful life as a thug until he made the mistake of taking on a priest of Pelor. After the priest instructed him in the proper use of a mace he spent the next couple weeks explaining to Jason some of the less violent aspects of his faith. At the end of the two weeks Jason decided there was more to life and staid on at the temple training. Eventually he became a full fledge paladin of Pelor and set off into the world. It was during these adventures that he met Ambrose Wythwindle.
Appearance/Personality
Spoiler:
Standing at 5’8” with a mop of short black hair on top Jason looks very ordinary, and not at all what the bards tails would have you believe. A bit ungainly and with a medium size frame Jason is normally attired either in simple adventures garb or Full Plate with a cloak to prevent the military attire from calling to much attention in public. Jason tends to be very direct with his speech but is prone to the occasional grand speech when confronted with the forces of evil. While easy going he is almost always on guard and is prone to a slight case of paranoia.
Location: columbia, missouri, u.s. of north america, terra, sol III, Milky way, third demension
Posts: 4,834
Harrison Bentz
Harrison Bentz, have sword-will travel
Personal info
Code:
Fighter Race : Human
Age 24 Weight 220lb Height 6' 3"
Skin well tanned Hair dark brown
Eyes green/brown(hazel)
Languages: Commen, Dwarven
Str 17 (8 pts)+3 Level: 9 Exp:37,502
Dex 15 (8 pts)+2 hp: 82/97
Con 15 (8 pts)+2 BAB: +9/+4 Grap: 12
Int 13 (5 pts)+1
Wis 10 (2 pts)+0
Chr 10 (2 pts)+0
ability increase at level 4: Str +1
ability increase at level 8: Str +1
combat
Code:
INITITIVE +2
armor: adj mag max acp arcane type wt mv
Chain Shirt, failure
Mithral (+3) +4 +3 +6 0 10% Lt 10 30
Shield, hv wood,
dk wood (+2) +2 +2 na 0 0 na 5 ---
A/CBase AC: 24 touch ac:15 ff ac 17
(dex +2, shield +4, shield spec feat +1, armor +7)
weapons: att dam crit rng type
long sword +16/+11 1d8+7 17-20/X2 n/a S
long bow +15/+10 1d8+4 X3 100 P *
dagger +12/+7 1d4+3 19-20/X2 10 P/S
mace +12/+7 1d6+3 X2 n/a B
* = weapon redied
Long Sword: +4 to confirm crit
Saves: base abil mods total
Fort +6 +2 -- +8
Reflex +3 +2 -- +5
Will +3 +0 -- +3
skills and feats
Code:
Feats:
H :Shield Specialization (phb II pg 82) +1 to defense
for shield
CL1:Blind fight (phb p 89)
F 1:Weapon focus: *Long Sword*(+1 att)
F 2:Power attack (trade up to +4 bab
for damage on attacks for a round)
CL 3:Cleave 1 xtra att after felling opp
F 4:Weapon specialization:*Long Sword *(+2 dam)
F 6:Power critical (comp warrior p 103):
*Long swrd * +4 to confm crit
CL 6:Great Cleave no limit on cleave atts
F 8:Greater weapon focus: Long sword(+1 att)
CL 9:Improved Critical X2 threat range
(threat range of l. sword 17-20)
Skills: =48 ranks
Climb:8 ranks + 3 (str) = +11
Craft, wpnsmth:10 ranks + 1 (int) = +11
Jump:10 ranks + 3 (str) = +13
Hndl Animal:5 ranks + 0 (cha) = +5
Ride:5 ranks + 2 (dex) +2 = +9
Swim:10 ranks + 3 (str) = +13
listen0 ranks + 0 (wis) = +0
synergies:
Craft Wpnsmh:+2 when Appraising weaponsHandle Animal:+2 on Ride
item purchase notes
Code:
armor:
chain shirt, mitheral 12.5 lb
+3 enchantment
shield, heavy wood, darkwood
+2 enchantment
Weapons :
l. sword, mw 4 lb
+2 enchantment
l. bow,comp, str +3 **(3)
+1 ench
mace, mw **(2) 4lb
arrows, mwk +1 att
qty 60 (*) 3 lb
qty 56 (**) (#1)
Spare l. bow,comp, mwk str +3 ** (3)
Misc.:
ring of feather falling wearing
Quiver of Elohona wearing (2lb)
type two bag of holding wearing (25lb)
Equipment: cost weight
(*) denotes bag of holding
(**(#)) denotes quiver of Elohanna(#)= compartment
blanket, winter 0.50 3.00*
crowbar 2.00 5.00** (#2)
flint/steel 1.00 ---*
Climber's Kit 80.00 5.00*
grapple Hook 1.00 4.00*
hammers X2 1.00 2.00*
Mirror, sm steel 10.00 0.50*
Oil X 6 0.60 6.00*
Pick, Miner's 3.00 10.00*
Piton X 10 1.00 5.00*
belt pouch X 2 2.00 1.00 wearing
Rations X 30 15.00 30.00*
Rope X100 ' 20.00 5.00*
Water Skins X 8 8.00 32.00*
Whetstone 0.02 1.00*
Acid X 5 50.00 5.00*
Alchm's fire X 3 60.00 3.00*
Anti toxin X 5 250.00 ---*
Everburning torch 110.00 1.00*
Sunrods X10 20.00 10.00*
Thunderstones X2 60.00 2.00 belt pouch 1
Tinder twigs X10 10.00 --- belt pouch 2
explorer's outfit 10.00 8.00*
Explorer's outfit wearing
traveler's outfit 1.00 5.00*
artasin's outfit 1.00 4.00*
Spear, Adamentine ** (3)
____________________________________
sub totals:
equipment: 677.12 gp
armor: 14,357.00 gp
weapons: 12,160.00 gp
misc: 8,000.00 gp
grand total 35,194.12 gp
Left over:
160 pp (boh)
18 gp (pouch 2) 15 sp (pouch 2) 12 cp(pouch 2)
pouch 1: 2 lb
pouch 2: 1 lb
bag of holding: 162 lb
wearing: 30.0 lb
special info
Code:
Special Items
bag of holding:
bag wt: 24 lb cont wt: 500 lb vol: 70 ft^3
arrows, alchemical silver 10 each *
arrows, cold iron tipped 10 each *
2 X jade figurines, 100 gp each (pouch 2)
potions:
protect from energy, fire (750 gp) alchemists guild
protect from energy, acid (750 gp) alchemists guild
cure light @ cl 4 X 14 (1400 gp) Temple of Pelor
00000 00000 0000
Keen oil X2 00
General discription
As a whole Harrison Bentz is rather non descript in a
warrior sort of way. His frame is well built like any
other fighting type. His features are rather plain and
ordinary and his personality is ... well, quite
ordinary as well (chrisma 10). He has no asperations of
leading an army, no delusions of being a well known and
greatly liked aristocrat.
He is just a mercenary looking for a chance to retire
on his personal wealth ...maybe designing and crafting
special order weapons of exceptional quality.
blog of Harrison Bentz
have arrived at saltmars after an un-eventful sea voyage. now headed to the waterg hole for some liquid courage.
have arrived and eaten when some fool tried to take what was promised to the friends of the good doctor. we defeated most of them, but some got away. i am sure we will meet them again. on the morrow we leave for this arceoligical dig sight.
we started out when we were attacked at night by 2 hags, a formian giant and 2 ogres. one of the hags tried to re animate one of the ogres, but we vanquished the abomination of the foul creature. took a bit of a beating, but so far we work well together. will return to salt marsh in the morn to regather ourselves.
We are back on the 'road' again. no attacks are made against us, but i am sure we are being watched by those nere' do wells who attacked us in the tavern the first night. the Lizard folk faithfull take us to the tomb sight and I know the priest of Pelor pointed out the position of the skull, but i still dont see it. Oh well, that is not important.
we have gained entry into the first passage while the lizard folk make our base camp at topside. Time to check invatory and prepare for entry...
I have forwarned Tsal'Eie and Sine'Gile about the attack at the Inn and advised them to be on their guard. it is now morning and we enter the tunnel where, unsuprisenly there are webs all about. i m sure there are spiders here as well between us and the oak doors down the hall.
well, no spiders. but when the door was opened, a rock fall trap released on us. that reay wasn't too smart. we were all in the hall and two have lost their lives. A stroke of luck caused my shield to take the brunt of the fall. it appears to have wedged at an angle between a rock and the hard floor creating a lean-to of safety.That doesn't meen that i am un-hurt, though, just less hurt then i could have been.
praise pelor for his grace and mercy. the two who fell to the death have been re-vived to life again!
I'm gonna go ahead and post Lucien in case Scott approves him. If Only the Strong doesn't come back, this is whom I will be playing with Scott's permission.
Character Name: Brother Lucien Montrose
Class and Level: Fighter 7/Cleric 2
Alignment: Neutral Good
Race: Human
Age: 25
Physical Description: Black Hair, Grey Eyes, 5'10", 210 Lbs, Van Dyke Beard, Several scars on body from old battle wounds, one on left cheek follows cheekbone for two inches, Right Handed, Allergic to cats
Deity/Religion: Heironeous
Cleric Domains: Good and War
Chainmail, Mithril +3
Small Shield, Darkwood +2
Amulet of Natural Armor +1
Ring of Protection +1
Magical Gear
Potion of Cure Light Wounds (4)
Potion of Cure Medium Wounds (2)
Potion of Cure Serious Wounds
Potion of Shield of Faith +2
Mundane Gear
Light Warhorse (Trelayne)
Military Saddle
Saddle Pack
Bit and Bridle
Feed (5 days worth)
Bedroll
Winter Blanket
Healer's Kit
Silver Holy Symbol
Cleric Vestments
Cold Weather Outfit
Explorer's Outfit
Traveler's Outfit
Belt Pouch
Flint and Steel
Whetstone
Waterskin
Hemp Rope (50')
Sewing Needle (2)
Common Lamp
Pint of Oil
Trail Rations (4 days worth)
Hunk of Cheese
Loaf of Bread
Lucien's parentage is unknown. He was found as an infant at the door of the Chapel of Heironeous in Montrose, a small village in the Yeomanry. Raised by the church, Lucien's talents with a sword were noticed at an early age. Trained by some of paladins, he has served in the Knights of the March for the last seven years, helping to defend the Yeomanry and Keoland from the followers of Iuz. A simple Vigil for many years, he took vows to his god, and began to advance. Promoted to Valiant Pegasus, he traveled around the Dreadwood on horseback in coming to Saltmarsh. This is why none of the other adventurers recognize him from the boat. He was delayed by a minor skirmish with raiders from the Sea Princes. He is here because of an old acquaintance, Ambrose Wythwindle, whom he had met before he joined the Knights when the historian had visited the training monastery in pursuit of an old record about an ancient evil.
Encumbrance: 28/57/86/172/431
Base Speed: 20 ft
Normal Speed: 20 ft
History
Appearance: Jillian is quite small, even for a halfling.
She wears her brown hair short so as not to get in her way.
Personality: Jillian tends to be somewhat of an introvert.
She keeps to herself until her skills are needed.
She tends to like to work solo, but she has been known to play well with others.
History: Jillian has become somewhat famous in a number of circles.
She is very good at what she does and is in high demand.
As a result she has been hired to do a number of difficult jobs.
It was on one of these jobs that she "met" Ambrose Wythwindle.
Jillian was hired to acquire an object from Ambrose and was caught in the act.
However Ambrose forgave the small halfling because he theorized that her obvious talents could be of benefit to him in the future.
Recently Jillian has been contacted by Ambrose about a possible job.
Age: 119
Height: 5'2"
Weight: 102
Eyes: Grey
Hair: Black
Skin: Pale
Description & Style
This curious little elf girl is quite a sight to behold. Though she stands a demure 5ft tall, she wields weapons that are far larger than a large man should be able to effectively use. Her waist length black hair frames her ghostly pale face with shadows, and is held back in a complicated series of braids and elven knots that no one but her can replicate. The eerie pools of mercury lenses she wears hide any of the emotion that might be conveyed by her deep forest green eyes.
When she enters combat her hauntingly beautiful voice can be heard over even the loudest commotion, to urge her allies on further than one of the maiden’s skill should be able to do, while raining spears of death into the fray with no fear of hitting those she calls friends.
__________________ Its so hard to have a good time, even smiling makes my face ache. - Dr. Frank N. Fuhrter, Rocky Horror Picture Show
____________________
MyGames
Living Eberron Rohna lvl 4 OOC RGIC
Scotley's ToH - Ballista lvl 9 IC
HellrazorIII's Death of the Dragons - Grabhar Goldenwing lvl 5 (Gestalt) RGIC
Dr. Simons B5 Outrageous Fortunne - Croft Callo lvl 2 ICOOC
Dragonwriter's Music Inspired Insanity - Platinus lvl 3 OOCRGIC
Last edited by Vertexx69; 11th December 2008 at 05:35 AM..
Reason: updating spellist
Racial Traits: Small humanoid (gnome), base Speed 20 feet, +2 Constitution, -2 Strength, low-light vision x2, weapon familiarity with the gnome hooked hammer, +2 on saves against illusions, +1 to illusion spell save DCs, +1 on attack rolls versus kobolds and goblinoids, +4 dodge AC versus giants, +2 Listen, +2 Craft (Alchemy), spell-like abilities (Speak with Animals 1/day for 1 minute with burrowing mammals only, Dancing Lights 1/day, Ghost Sound 1/day, Prestidigitation 1/day, 1st-level caster, save DC 14), bard is favored class. Ability Score Development: 33 point buy, for base scores of 10 (2 pts), 16 (10 pts), 14 (6 pts), 12 (4 pts), 9 (1 pt), and 16 (10 pts). Gnome ability adjustments result in scores of 8, 16, 16, 12, 9, and 16. Increased Charisma at 4th-level to 17, and at 8th-level to 18. Gloves of Dexterity increase Dexterity to 18. Familiar: Summoned a weasel familiar he calls Admiral Shplictonshtein Fuzzington the Third (Tiny magical beast, 28 hp, 9 effective hit dice, grants him +2 Reflex within 1 mile and Alertness within arm's reach).
Sorcerer Spells: Casts spontaneous arcane spells, caster level of 9, spellcasting is based on Charisma, 6 0-level spells/day, 7 1st-level spells/day, 7 2nd-level spells/day, 7 3rd-level spells/day, 5 4th-level spells/day. 0-Level Spells (save DC 14, Conj/Evoc/Illus DC 15): Resistance (Abjur), Detect Magic (Div), Detect Poison (Div), Read Magic (Div), Light (Evoc), Mage Hand (Trans), Mending (Trans), Message (Trans). 1st-Level Spells (save DC 15, Conj/Evoc/Illus DC 16): Shield (Abjur), Mage Armor (Conj), Magic Missile (Evoc), Color Spray (Illus), Ray of Enfeeblement (Necro). 2nd-Level Spells (save DC 16, Conj/Evoc/Illus DC 17): Resist Energy (Abjur), Acid Arrow (Conj), Glitterdust (Conj), Scorching Ray (Evoc). 3rd-Level Spells (save DC 17, Conj/Evoc/Illus DC 18): Stinking Cloud (Conj), Suggestion (Ench), Fireball (Evoc). 4th-Level Spells (save DC 18, Conj/Evoc/Illus DC 19): Summon Monster IV (Conj), Otiluke's Resilient Sphere (Evoc).
Possessions: Small Dagger (2 gp, 1/2 lb.), Dart (5 sp, 1/4 lb.), Small Light Crossbow (35 gp, 2 lbs.), 20 Small Bolts (2 gp, 1 lb.), Gloves of Dexterity (4,000 gp, +2 Dexterity enhancement), Ring of Protection (2,000 gp, +1 deflection AC), Necklace of Adaptation (9,000 gp, can breathe in any environment, protected from gasses and vapors), Cloak of Arachnida (14,000 gp, 1 lb., 6th-level caster, may cast Web 1/day, cannot be trapped in webs, move at half speed through webs, may personally Spider Climb at will, gets +2 Fortitude against spider poison), Everburning Torch (110 gp, 1 lb.), Heward's Handy Haversack (2,000 gp, 5 lbs., holds gold, crossbow, torch, potions, solvent, oil, wands, bedroll, rations, and waterskins), Wand of False Life (4,500 gp, 3rd-level caster, 50 charges), Wand of Haste (2,250 gp, 5th-level caster, 10 charges), 2 Universal Solvents (100 gp), Potion of Cure Serious Wounds (750 gp, 5th-level caster), 3 Potions of Cure Light Wounds (150 gp, 1st-level caster), Oil of Magic Weapon (50 gp, 1st-level caster), Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards his encumbrance), Spell Component Pouch (5 gp, 2 lbs.), Bedroll (1 sp, 5 lbs.), Flint & Steel (1 gp), 3 Trail Rations (15 sp, 3 lbs.), 3 Waterskins (3 gp, 12 lbs.).
Wealth: 39 gp, 8 sp, 10 cp.......Current Load: 10-1/4 lbs. (light)
Light Load: 19-1/2 lbs. max.....Medium Load: 39-3/4 lbs. max
Heavy Load: 60 lbs. max..........Lift High: 60 lbs. max
Lift Off Ground: 120 lbs. max.....Push/Drag: 300 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.
Appearance: This squat little gnome has a broad face with a broad nose, a near-constant grin, light blue eyes that sparkle with glee, big ears, and a shock of blonde hair that seems to only rarely receive grooming. A short, fuzzy beard hangs from his chin and seems to get slightly more attention, but is still poorly groomed. Dirt, grime, and random splotches of who-knows-what adorn his skin, hair, and clothes. He kind of smells too, of what you can't quite be sure.
The gnome wears simple traveling garb in earth-tones, which somewhat lessens the obviousness of just how dirty he is. Even his fine leather gloves are often covered with dirt. A simple dagger is sheathed at the right side of his belt, and a wide pouch hangs from the left side, while a sturdy leather backpack with brass clips and buckles covers his broad little back. Two small cases are strapped to his forelegs, a chain necklace and fancy amulet hang from his neck, and a strange black cloak covers most of his pack, covered in white patterns.
Description
Personality: Grackle is an energetic little bundle of crazy. Well, he would say he's just exciteable and whimsical. That would be a lie. Grackle is an inveterate liar. He rarely speaks the truth unless he's having a lucid moment, and he loves to exaggerate and distort facts. He thinks much like a child, gets easily agitated or excited, then quickly forgets. Grackle is endlessly curious and fascinated by anything shiny or strange. He tends to eat strange things out of curiousity, and has a peculiar sense of taste. Grackle also has a tendency to talk to rocks and other inanimate objects sometimes. This lead him to study the Terran language, once he realized that rocks probably speak their own language, not Gnome.
He is also prone to destroying things just to see what happens, and he likes fire, though not quite a pyromaniac. His sensibility is almost nil, though his parents drilled some degree of understanding into him. They also tried to curb his destructive behavior, but only half-succeeded. Grackle loosely understands the value of life and property, but is still fairly careless and carefree. His jolly, friendly nature generally offsets the destructive side of his personality. His weasel familiar is nearly as intelligent as Grackle himself, and certainly wiser, so he tends to defer to it and has convinced himself that the weasel is far more than it appears, with a great and storied background. He just doesn't seem to remember that story the same way every time.
Background: Grackle is a rock gnome of the Granitetop clan, living in the Lortmil Mountains. He is the youngest child of four, and the most unstable. He always liked to break things or blow them up, and briefly dabbled in alchemy as a youth, but was forced to leave it alone for his own safety. It didn't help much, as he soon began to develop sorcerous talents, and began blowing things up anyway. Only harsh parenting and clever lies by his parents kept Grackle from growing up to be a little engine of destruction.
He earned his nickname of Grubeater from eating every grub under a log in one sitting, on a dare, while out on a trip with his parents and brothers. And he still eats lots of grubs and other insects. Grackle naturally went out adventuring when he reached adulthood, driven by curiousity, the desire to blow stuff up without getting yelled at, and the love of shiny-shinies. He also just loves playing in the dirt and muck, and finding shiny treasures in the process is a bonus.
During his travels, Grackle joined up with a few different adventuring groups, and quickly parted ways with them (usually not of his own choice). One such group was lead by the human adventurer Ambrose Wythwindle, whom Grackle entertained throughout the delve and even helped save the life of, fending off disturbed mummies with his arcane fire. Many years later, he met Jillian Tealeaf during a solo exploration of some ruins, and they worked together to dig out the treasures there, fight off the disturbed spirits of the ruins' dead, and make it back to civilization despite running into a big gang of goblins. Grackle's been following Jillian around for a little while since then, curious what other shiny-shinies she knows how to find, curious about halflings and if she really isn't a gnome because she sure looks like one to him and why is her nose so small, and why she doesn't think insects are the juiciest and crunchiest treats ever.
DMing the PbPs: (FR 3.5) A Hard Time in HarrowdaleOOC , IC , IC 2 , RG
and (3.x/d20) The FirstOOC , IC DMing on OpenRPG: D&D 3.5 - T13K Fall of the 14th Kingdom, T13K For More Than Glory, SR3 - Welcome to Seattle, Chummers Playing: (PbP) Alaric the Alchemist, Cade the rogue, Grackle "Grubeater" Granitetop, Kerrix Malzan, Lars Crichton, Liiros Tivaniel, Vardok Stonekennel, Warren the halfling, (OpenRPG) Kaleverithis, Oobla Fat Cheeks
*EN World's Eyros Creative Exercise and Rules/Crunch of Eyros
*My Rhunaria D&D setting, prestige classes, feats, etc. *Favorite links
(Rhunaria and Links temporarily offline now)
*My Aurelia D&D thread on EN World, setting and rules; new and
revised 3e races, classes, variants, PrCs, feats, spells, etc.
Last edited by Arkhandus; 24th October 2008 at 07:15 PM..