MLC's PbP Games Thread

Mark Chance

Boingy! Boingy!
This first post is used for current maps of importance. If you're not me, please don't post in this thread. If you'd like to contact me about its contents, please email me at mchance1 at att dot net.

mark-chance-albums-mlc-s-pix-picture818-atc-trial.jpg

Trial by Combat [AtC]
 
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Walking Dad's Xenon [ADaSN]

[sblock=Xenon]
Male Xeph Soulknife

Alignment: NG
Size: M
Type: Humanoid
Base Speed: (30ft) 40ft (Speed of Thought)
Space: 5ft
Reach: 5ft.

Str: 10 (+0)
Dex: 17 (+3)
Con: 14 (+2)
Int: 10 (+0)
Wis: 13 (+1)
Cha: 8 (-1)

XP: 750 + 188 + 75

HP: 16 [2d10 + 4 con]

AC: 15 [10base + 3dex + 1BAB + 1shield] / 13 / 11
Armor bonus: +4

Saves:
Fortitude: +2 (0base + 2con)
Reflex: +6 (3base + 3dexf)
Will: +4 (3base + 1wis)
+1 racial bonus on saving throws against powers, spells, and spell-like effects.

Init: +3 [3dex]

Base attack bonus: +1

Attack:
Mindblade: +2 [1base + 0str +1WF], 1d6dmg, Threat 19-20/x2

Skills:
Skill points: 16
Max Skill Ranks: 4
Autohypnosis: +8 (5 ranks + 1 Wis + 2 syn)
Concentration: +7 (5 ranks + 2 Con)
Jump: +3 (1 ranks + 0 Str +2 syn)
Spot: +5 (4 ranks + 1 Wis)
Tumble: +8 (5 ranks + 3 Dex)


Feats:
Bonus - Weapon Focus (mind blade), Wild Talent.
Lvl 1 - Speed of Thought.

Languages:
Common
Xeph

Equipment: (450gp)
Dagger [2gp]
Chain Shirt, MW [250gp]
Backpack [1gp]
Potion of Cure Light Wounds x3 [150gp]
light shield [3gp]

Explorer's Outfit
Backpack (2lbs, 2gp), Bedroll (5lbs, 0.1gp), 10 candles (0.1gp),
flint and steel (1gp), 2 waterskin (2gp), 2 dagger (4 gp)
small steel mirror (0.5lbs, 10gp), Grappling Hook (4 lbs., 1gp)
100 Silk Rope (10 lbs., 20gp)

3gp 8sp


Proficiencies:
Simple Weapons
Mindblade
Light Armor
Shields


Class Features:
Mind blade
Weapon Focus (mind blade)
Wild Talent
Throw Mindblade

Race Features:
Darkvision out to 60 feet.

Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
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Graybeard's Norim [ADaSN]

[sblock=Norim]
Norim Lunek, Human Fighter 2
XP: 1163

STR 15 BAB +2 Grapple +4 HP 21
DEX 13 FORT +4 (2+2)
CON 14 REF +1 (0+1)
INT 12 WILL -1 (0-1)
WIS 8 Init: +1
CHA 10

AC: 10+2 (shield) +1 DEX +2 dodge (BAB house rule) = 15

Feats: Weapon Focus: Longsword
Alertness
Power Attack
Cleave

Attacks:

Longsword +5 1d8+2 19-20x2
Dagger +4 1d4+2 19-20x2
Lt. Crossbow +3 1d8 19-20x2

Skills: skill points= 20 (16 @ 1st level +4 2nd lvl)

total ability ranks misc
Climb +3 2 4 -3
Craft
Woodcarving +2 1 1
Cooking +2 1 1
Handle Animal +2 0 2
Intimidate +4 0 4
Jump +2 2 3 -3
Knowledge
Geography +2 1 2cc
Listen +1 -1 0 +2
Ride +2 1 1
Spot +1 -1 0 +2
Survival +0 -1 2cc

Carrying: light 66 med 133 heavy 200
lift off 200 over head 400 push/drag 1000

Equipment:
Longsword 15g
Lt. Crossbow 35g
bolts (20) 2g
Dagger 2g
MW Chain Shirt 250g
Backpack 2g
Flask 3c
Flint/Steel 1g
Mirror 10g
Mug 2c
Pouch, belt 1g
Rations (2) 1g
Sack 1s
Torch (2) 2c
Waterskin 1g
Bread 2c
Cheese 1s

Norim Lunek, Fighter and former soldier.

Joined the army as soon as he reached of age. Met many people there whom he called friends. However, he saw very little actual fighting since he was nearly always in trouble. as a result, he ended up on guard duty, kitchen duty, privy duty, etc. more often than his fellow soldiers. Norim was easily led astray by his comrades. They discovered that he was immensely loyal and even though his friends often convinced Norim to participate in a prank, if caught, he would never rat them out.

After serving his required 4 years, he decided to travel instead of staying at home. During the past several months Norim has gone from village to village doing odd jobs to earn a few coppers.
[/sblock]
 
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Giant Boy's Gordon [ADaSN]

[sblock=Gordon Morringsruud]
Male Gnome Warmage 2
XP: 1163

Alignment: NG
Size: S
Type: Humanoid
Base Speed: 20ft
Space: 5ft
Reach: 5ft.

Str: 10 (+0)
Dex: 13 (+1)
Con: 12 (+1)
Int: 14 (+2)
Wis: 8 (-1)
Cha: 15 (+2)

HP: 14 [2d6 + 1con]

AC: 13 [10 base + 1 Dex + 1 size + 1 BAB] / flat-footed 11 / touch 13
Armor bonus: +4

Saves:
Fortitude: +1 (0 base + 1con)
Reflex: +1 (0 base + 1ref)
Will: +2 (3 base - 1wis)
+2 vs. illusions

Init: +5 [1dex + 4 imp.init.]

Base attack bonus: +1

Attack:
Punching Dagger: +2 [+1 base + 1 size], 1d3 dmg, Threat 20/x2
Light Crossbow: +3 [+1 base + 1 Dex + 1 size], 1d6dmg, Threat 19-20/x2, range 80ft (30 bolts)
Longspear: +2 [+1 base + 1 size], 1d6dmg, Threat 20/x3

Spells:
CL: 2
DC: 12 + spell level
Spells per Day: 6/5

Spell-like abilities: 1/day - speak with (burrowing) animals, dancing light, ghost sound, prestidigitation.

Skills:
Concentration: +6 (5 ranks + 1con)
Knowledge (Arcana): +7 (5 ranks + 2int)
Knowledge (History): +7 (5 ranks + 2int)
Spellcraft: +7 (5 ranks + 2int)

Feats: Improved Initiative.

Languages: Common, Gnome, Dwarven, Goblin.

Equipment:
Punching Dagger [2gp]
Longspear [5gp]
Light Crossbow, 30 bolts [38gp]
Chain Shirt [150gp]
Backpack [1gp]
Potion of Cure Light Wounds x5 [250gp]

54gp

Proficiencies: Simple Weapons, Light Armor

Class Features: Armored Mage (Light), Warmage Edge.


Race Features: Low-light Vision.
[/sblock]
 
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Thondor's Dacen [ADaSN]

[sblock=Dacen]
Code:
Name: Dacen Athrin
Class: Cleric
Race: Human
Size: Medium
Gender: Male
Alignment: LN
 
Str: 14 +2 (6p.)      Level: 2        XP: 1163 (bird fight)
Dex: 14 +2 (6p.)      BAB: +1         HP: 12
Con: 12 +1 (4p.)      Grapple: +7     Dmg Red: N/a
Int: 10 +0 (2p.)      Speed: 30'      Spell Res: N/a
Wis: 14 +2 (6p.)      Init: +2        Spell Save: +2  ??
Cha: 12 +1 (4p.)                        Spell Fail: 0%
 
                   Base  Armor Shld   Dex  Size   Nat BAB Misc  Total
Armor:              10    +0    +2    +2    +0    +0    +1               15
Touch: 13             Flatfooted: 12
 
                         Base   Mod  Misc  Total
Fort:                      3    +1              +4
Ref:                       0    +2               +2
Will:                      3    +2               +5
 
Weapon                  Attack   Damage     Critical
Heavy Mace                +3     1d8+2        x2
Light Crossbow          +3       1d8        19-20x2
Unarmed Strike            +3     1d3+2      x2
 
Languages: Common
 
Abilities: Turn Undead (4/day, 1d20+2, 2d6+2), Protection Domain
(Protective Ward 1/day, +2 Resistance on next saving throw, 1hr), Strength
Domain (Feat of Strength 1/day, +2 Str 1/rd)
 
Feats: Improved Unarmed Strike, Improved Grapple
 
Skill Points: 12       Max Ranks: 4/2
Skills                        Ranks  Mod  Misc  Total
Concentration                  5    +1              +6
Heal                           5    +2             +7
Knowledge (Religion)       5    +0             +5
Listen                          0    +2               +2
Spot                            0    +2              +2
 
ACP: -2  
 
Spells Prepared:
DC 12    0th - Resistance, Guidance, Detect Magic, Virtue
DC 13    1th - Magic Weapon, Magic Stone, Enlarge Person (Domain Spell), Inflict Minor Wounds
 
Spells Per Day:
0 - 4/day
1 - 3 +1 Domain/day
 
Equipment:               Cost  Weight
 
Worn:
Chain Shirt              100gp  25lb
Peasant's Outfit           0gp    -
Holy Symbol, Wooden      1gp    -
 
Shoulder/Back:
Light Crossbow         35gp   4lb
20 Bolts                    2gp    2lb
Light Wooden Shield  3gp    5lb
 
Backpack               2gp    2lb
Torch x2                 2cp    2lb
Sunrod                   2gp    1lb
Waterskin              1gp    4lb
Flint & Steel            1gp    -
Candles, 10             1sp    -
Sewing Needle          5sp    -
Chalk, 3 pieces         3cp     -
Weight: 27lbs
 
Belt/Waist:
Heavy Mace                      8gp    8lb
Spell Component Pouch     5gp    2lb
Healers Kit (8uses remain) 50gp   1lb
 
Total Weight: 51lb    Money: 239gp 3sp 5cp (1lbs   not right)
 
                           Lgt   Med   Hvy  Lift  Push
Max Weight:        -58   -116 -175   175   875
 
Age: 19
Height: 5'7"
Weight: 165lbs
Eyes: Hazel
Hair: Wavy Dark Brown, Short
Skin: Light Tan
[/sblock]
 
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Rhun's Orinar [AtC]

[sblock=Orinar]
Description
Standing head and shoulders above even the tallest human men, with a broad shouldered build packed with corded, iron-hard muscle, Orinar is an imposing sight. His dress consists of boiled leather and metal armor; he looks nothing but the part of a skilled warrior. He keeps the sides of his head shaven; only along the crown of his skull does Orinar's raven black hair grow long, which he then braids and wears flowing down the center of his back. He is not ugly, but the scowl that he often wears on his face, and his cold, cobalt blue eyes make him look all the more fierce. Still, he smiles as often as not, at least among friends, and this softens his hard features considerably.

warrior700ry0.th.jpg


Neutral Good Half-Giant Male Psychic Warrior 1
XPs: 825

STR 17 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 08 (-1)
(Built with Elite Array)

Initiative +0
HP 10 (8 + 2 Con)

BAB +0
-Melee +3
--Large Greatsword +3 (3d6+4/19-20)
--Spiked Gauntlet +3 (1d6+3/20)
--Large Morningstar +3 (2d6+4/20)

-Ranged +0
--Large Javelin +0 (1d8+3/20)

AC 10
-Flat-footed 10
-Touch 10

Saves
Fort +4 (+2 base + 2 Con)
Reflex +0 (+0 base + 0 dex)
Will +2 (+0 base + 2 wis)

Skills
Concentration +5 (3 ranks + 2 Con)
Autohypnosis +5 (3 ranks + 2 wis)
Intimidate +1 (2 ranks - 1 cha)

Feats
Up the Walls
+1 (TBD)

Racial Features
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
- Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level Adjustment: +1 (ignored)

Languages
Common

Psionics
--Power Points 3 (2 base + 1 wis)
1st level powers: Force Screen

Armor
Banded Mail (6 points lethal to non-lethal) [250gp, 35lb]

Weapons
Greatsword, large [100gp, 16lb]
Morningstar, large [16gp, 12lb]
Spiked Gauntlet, large [10gp, 2lb]
2 Javelins, large [4gp, 8lb]

Equipment
Backpack
--Trail rations, 3 days [15sp, 3lb]
--50’ rope (hempen) [1gp, 10lb]
--Bedroll [2gp, 2lb]
--Crowbar [2gp, 5lb]
--2 Sacks [2sp, 1lb]
--Hooded Lantern [7gp, 2lb]
--4 pints oil [4sp, 4lb]
Waterskin [1gp, 4lb]
Beltpouch [1gp, 0.5lb]
--Flint & Steel [1gp. ---]
--1gp, 17sp, 20cp

Load: Medium [Approx. 105lb]
[/sblock]
 
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Arkhandus's Lars [AtC]

[sblock=Lars Crichton]
Aasimar, Male, Lawful Good
Silver eyes, short platinum-blonde hair, small chin-beard and mustache, tan skin
Age 23, 6'-2", 201 lbs.
Languages: Celestial, Common

Level 1 Paladin of Heironeous
Total Character Level: 1
Experience Points (XP): 825

Strength 15 (+2), Dexterity 12 (+1), Constitution 13 (+1)
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 16 (+3)

Total HP: 11, Current HP: 11, Nonlethal Damage: 0, Nonlethal Conversion: 5 (armor)
AC: 14 (+1 Dex, +1 BAB, +2 Shield), Touch AC: 12, Flat-Footed AC: 12
Base Attack Bonus: +1, Melee Attack Bonus: +3 (+4 axe), Ranged Attack Bonus: +2
Initiative: +1 (+1 Dex), Speed: 20 Feet (armored)
Fortitude +3 (+2 Base, +1 Con)
Reflex +1 (+0 Base, +1 Dex)
Will +0 (+0 Base, +0 Wis)

Feats: Weapon Focus (battleaxe) (General)

Skills: Diplomacy +4 (1 rank, +3 Cha), Handle Animal +4 (1 rank, +3 Cha), Knowledge (religion) +4 (4 ranks, +0 Int), Profession (cook) +1 (1 rank, +0 Wis), Ride (horses) +2 (1 rank, +1 Dex)

Aasimar Racial Traits: Medium Outsider (Native), +2 Wisdom, +2 Charisma, base speed 30 feet, Darkvision 60 feet, +2 Listen and Spot, Daylight (spell-like ability 1/day, 1st-level caster), Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, favored class Paladin, Level Adjustment +1 (ignored for this campaign).

Class Features: Proficiencies (all simple and martial weapons, all armors, all shields except tower shields), Aura of Good (his aura of good alignment is equal to his paladin level, under Detect Good spells and effects), Detect Evil (spell-like ability at will, 1st-level caster), Smite Evil (1/day, supernatural, adds Charisma bonus of +3 to attack roll and paladin level of 1 to damage with melee attack), Associates, Code of Conduct.

Cold Iron Battleaxe (One-Handed, 20 gp, 1d8+2 damage, 20 threat range, x3 critical multiplier, Slashing, 6 lbs.)
Silver Dagger (Light/Throwing, 22 gp, 1d4+1 damage, 19-20 threat range, x2 critical multiplier, Piercing or Slashing, range increment 10 feet, 1 lb.)
10 Javelins (Throwing, 10 gp, 1d6+2 damage, 20 threat range, x2 critical multiplier, Piercing, range increment 30 feet, 20 lbs.)

Heavy Wooden Shield (One-Handed, 7 gp, 1d4+1 damage off-hand, 20 threat range, x2 critical multiplier, Bludgeoning, AC +2, armor check -2, arcane spell failure 15%, 10 lbs.)
Breastplate Armor (Medium, 200 gp, nonlethal damage conversion 5, max Dex to AC +3, armor check -4, arcane spell failure 25%, speed 20 feet, 30 lbs.)

Traveler's Outfit (free starting outfit, 5 lbs., worn outfit doesn't count towards encumbrance)
Spare Traveler's Outfit (1 gp, 5 lbs.)
Backpack (2 gp, 2 lbs.)
2 Belt Pouches (2 gp, 1 lb.)
Bedroll (1 sp, 5 lbs.)
Rope (2 gp, 100 feet, 20 lbs.)
Grappling Hook (1 gp, 4 lbs.)
Whetstone (2 cp, 1 lb.)
Soap (5 sp, 1 lb.)
Flint & Steel (1 gp, 0 lbs.)
2 Torches (2 cp, 2 lbs.)
4 Trail Rations (2 gp, 4 lbs.)
4 Waterskins (4 gp, 16 lbs.)
Wooden Holy Symbol of Heironeous (1 gp)

3 Potions of Cure Light Wounds (150 gp, each heals 1d8+1 lethal and nonlethal damage)

24 Gold, 12 Silver, 16 Copper
Carrying 129 lbs.
Light load is 0-66 lbs.
Medium load is 67-133 lbs.
Heavy load is 134-200 lbs.
Can lift up to 200 lbs. over his head
Can lift up to 400 lbs. off the ground
Can push or pull up to 1,000 lbs.

Background:
Lars Crichton has served Heironeous since he was twelve years of age, shown at that time that his fate was to serve the Archpaladin in pushing back the tides of evil and protecting the meek. Lars grew up in a nameless thorp at the edge of the Borderlands, lost 11 years ago when the orcs started ranging further out from the mountains and pillaged the place for what food and silver they could scrounge up. Lars saw Heironeous that day, as a few villagers tried desperately to protect the women and children from rapacious orcs, and the Archpaladin told him how to make those men's deaths mean something. When Lars' mother, Diedre Crichton, carried him off to the city of Sheffield for protection, Lars knew that he must return someday to avenge his father and fellows.

In Sheffield, his mother had to leave Lars with the local priests at the temple of Heironeous, for lack of any money to take care of the boy, as she struggled to earn enough to feed herself. Lars knew that it was meant to be so, that he would be alright if he trusted in the Archpaladin. After many years of training and slowly learning that vengeance would not be just, Lars found his way as a chosen paladin of Heironeous. He would go back to the Borderlands and fight the orcs, the goblins, the giants and anything else wicked that threatened Haven's former lands. But not for vengeance. For justice.

Description:
Lars is fairly vivacious and high-spirited, but grim when it comes to matters of justice and duty. He knows that his fate is to punish evil and protect those like his late father and fellow villagers, and takes this duty very seriously. Fighting is grim and dirty, unpleasant business, but those of able body and spirit like himself cannot merely stand back when good people are suffering or in danger. So he learns to fight, and tries not to think of vengeance or rage when he must fight. He uses an axe because it is Heironeous' traditional weapon, and he thinks it gets the job done better than a sword, even if it is less 'noble'. He doesn't know why exactly he is different from normal folk, other than his apparent destiny as a paladin, and his mother doesn't seem to remember anything about their celestial forbearer.

As long as there is nothing that requires him to fulfill his duty as a tool of the Archpaladin, Lars enjoys eating, drinking, and making merry. Banter and witty insults are an amusing distraction from the grim reality of war, but not one he can be comfortable indulging in very often. He's a bit pudgy around the middle from enjoying so much food and drink, but tries to moderate his habits and avoid slipping away from the path fate has set him on.

Whenever he can, he returns to Sheffield and brings his mother what coin he can spare, but much of what he earns in the fight against evil has to go towards the armaments and supplies to continue that fight. When he's not in Sheffield, he likes the company of the ladies, but avoids anything that might shame the Archpaladin's name, since he's unmarried and carries the burden of being a chosen icon of Heironeous' will. Cooking holds his interest when he has nothing to fight, no one to save, and no one to woo. Good food begets a good mood, he always says.
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Neurotic's Menno [AtC]

[sblock=Menno]
Male Human Sorcerer 1
Chaotic Good
Strength 8 (-1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 15 (+2)

XP: 825

Equipment/Appearance:
Size: Medium
Height: 5' 10"
Weight: 170 lb
Skin: Light
Eyes: Green
Hair: Dark Brown; Straight; Beardless

Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

2 lb Backpack
5 lb Bedroll
2 lb Caltrops
Chalk
5 lb Crowbar
1 lb Lamp (common)
1 lb Mirror
1 lb Soap
1 lb Vial (for ink or potions) x3
4 lb Waterskins x1
_____
22 lbs, light load
-----------------------------------
Combat:

Hit Points: 5 / 5
Speed: 30 feet [20 under medium load]
Armor Class: 12 = 10 +2 [dexterity]
Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 2 [base] +0 [wisdom]

Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +0 = 0 [base]


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Long Spear [1d8, crit x3, 9 lb., two-handed, piercing]
Light Crossbow [1d8, 19-20/x2, range inc 80 ft., 4 lb., light, piercing] 50 bolts
-----------------------------------
Skills/feats:
Languages: Common, Draconic
Raven familiar
Feats:
Precocious Apprentice (human)
Fiery Bolt (1stlevel)

Appraise Int 4 = +1 +3 [raven]
Balance Dex* 2 = +2
Bluff Cha 6 = +2 +4
Climb Str* -1 = -1
Concentration Con 5 = +1 +4
Craft Int 1 = +1
Diplomacy Cha 2 = +2
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 6 = +2 +4
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Knowledge (arcana) Int 2 = +1 +1
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform Cha 2 = +2
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 0 = +0
Spellcraft Int 6 = +1 +3 +2 (from feat)
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** -1 = -1
Use Rope Dex 2 = +2
* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").
-----------------------------------
Spells:
Zero-level Sorcerer spells: 5 per day
First-level Sorcerer spells: 4 (3+1) per day
Second-level Sorcerer spells: 2 (1+1) per day

Known Spells:

Known Spells:
Level 0 (cantrips): Prestidigitation, Detect Magic, Read Magic, Acid Splash, Touch of Fatigue.
Level 1: Grease, Color Spray
Level 2: Scorching Ray

----------------------------------
Raven familiar:
Benedict
Str 1 Dex 15 Con 10 Int 6 Wis 14 Chr 6;
Hit points: 2;
Initiative +2 (dex);
Speed 10 ft., fly 40 ft. (average);
AC: 15 (+2 size, +2 dex, +1 level); Claws +4 melee 1d2-5
Fort +2, Ref +4, Will +4,
Listen +6, Spot +6; speaks one character language (Elven) Alertness feat when in arm's reach; improved evasion; share spells; empathic link.
----------------------------------
History/Background info:
Menno was born into a poor family in one of the many unremarkable fiefs that dot the lands. In his youth he was an energetic and often 'wild' child who saw no problem causing all sorts of mischief around the small peasant village. He didn't do this with ill intent, of course, he was just killing his boredom in his humble surroundings. Because of this he had few friends and didn't have a good reputation amongst the authorities in the village.

During his younger years he developed a very negative view of authority in general and would often find himself in trouble in one way or another; if it wasn't his free-spirited antics, it was his newly discovered and developing power. He was already looked down upon by most of the village, and this only served to cement their ill dispositions toward him. After one too many incidents in his hometown, Menno ran off with a hedge-wizard just passing through. Old chap was very amenable and somewhat feeling the press of years he hurried to teach wide-eyed youth as much as he can before short attention span of youth gets diverted by something else.

His wide-eyed optimism was challenged at every turn in this new life. He started to see the ugly side of people, and learned to put on a false face. He never quite got the knack for fitting in, and left the services of the wizard to test his mettle and try the life of an adventurer.

Menno would love to find a place to be comfortable and call home. He tends to act with confidence and bravado, but it is generally a front. He is generally happy, but has always been ill-at-ease because he has never had anyone to consider a true friend. His turn to the adventurous life is to see if he can awaken more of his power, and maybe make some friends along the way.
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OnlytheStrong's Kyl [AtC]

[sblock=Kyl]
XP: 1239
Initiative: +2
Alignment: Chaotic Good
Languages: Common

Str 12 (+1)
Dex 15 (+2)
Con 13 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

HP 13
AC 13 (+1 BAB, +2 Dex); Converted Damage: 3
Fort 1, Ref 5, Will 2
Speed 30 ft.


Disable Device: +09 (5 ranks + 2 dex + 2 feat)
Escape Artist: +07 (5 ranks + 2 dex)
Hide: +07 (5 ranks + 2 dex)
Knowledge (local): +05 (5 ranks)
Listen: +07 (5 ranks + 2 wis)
Move Silently: +07 (5 ranks + 2 wis)
Open Lock: +09 (5 ranks + 2 dex + 2 feat)
Search: +07 (5 ranks + 2 dex)

Feats:
  • Tactile Trapsmith (use dex instead of Int for disable device and search checks)
  • Nimble Fingers (+2 on disable device and open lock checks)

Class Abilities:
  • Evasion
  • Sneak Attack : +1d6
  • Trapfinding

Equipment:
  • Kukri (masterwork) 308gp
  • Studded Leather Armor 25gp
  • Whetstone 2cp
  • Waterskin 1gp
  • Backpack 2gp
  • Caltrops (3) 3gp
  • Flint and Steel 1gp
  • Thieve's Tools (masterwork) 100gp

    Total: 440gp 10gp remaining

Attacks:

Kukri +02 dmg: 1d4+1 crit: 18-20x2 type: Slashing
[/sblock]
 
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magic_gathering2001's Krixle [CoBC]

[sblock=Krixle]
XP: 5975

STR 10 +0 14-4
DEX 19 +4 15+1
CON 10 0 12-2
INT 8 -1
WIS 13 +1
CHA 10 0

Feats:
Light Armor Training
Skirmish 1d6
Dragon Claws
Weapon Finesse
Dodge 2

HP: 29
Atk:
Claws
(+7/+7) 1d3
While moving
(+7) 1d3+1d6

AC 19 =10+ 4DEX+2BaB+2dodge+1size
Armor: 4 mithiral chain shirt

Skills:
Jump +14=6+0+8
Climb +6 =6+0
Swim +6 =6+0
Balance +14=6+4+4
Tumble +10=6+4
Craft (Trapmaking) +1=2-1
Profession (miner) +3=3+1

-4 STR +4 DEX -2 CON
The reptilian humanoid is covered with fine, interlocking scales. It moves quickly on its long, thin legs, using its whip-like tail for balance.
* Size: Small.
* Base Speed: 40 ft. Because of its higher base speed and Run bonus feat, a whiptail kobold has a +8 bonus on Jump checks. It also has a +4 racial bonus on Balance checks. A whiptail kobold has the normal kobold racial skill bonuses as well.
* Languages: Draconic. Other languages can be learned via skill points or selected for free due to Intelligence bonus.
* Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
* Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
[/sblock]
 
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