[Lakelands] Play By Post Now Recruiting [Full]

Krug

Newshound
First cut:
Code:
[B]Name:[/B]  Glom
[B]Class:[/B] Psion
[B]Race:[/B]  Goblin
[B]Size:[/B] Small
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] 

[B]Str:[/B] 9  -1     [B]Level:[/B] 3        [B]XP:[/B] 3,000
[B]Dex:[/B] 16 +3     [B]BAB:[/B] +1         [B]HP:[/B] 12 (3d4+3)
[B]Con:[/B] 12 +1     [B]Grapple:[/B] -5     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 17 +3     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1     [B]Init:[/B] +3        [B]Spell Save:[/B] - 
[B]Cha:[/B] 11 +0     [B]ACP:[/B] 0          [B]Spell Fail:[/B] 0%


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    +2    +0    +3    +1    +0    +0    17
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +1   +0     +2
[B]Ref:[/B]                       1    +3   +0     +4
[B]Will:[/B]                      3    +1   +0     +4

[b]Armor                  Bonus   Dex   ACP  Weight  Cost[/b]
Leather                     +2      6     0    7.5lb  10gp

[B]Weapon                  Attack   Damage     Critical   Range     Weight  Cost[/B]
Light X-bow, MW Dp Crsytl   +7       1d6+1      19-20/x2    80'      4 lb    1335gp
- Bolts (20)                                                         2 lb    2gp
Dagger                      +1       1d3-1P     19-20/x2    10'      1 lb    1gp

[B]Languages:[/B] Common, Goblin, Uthark, The Dark Tongue

[B]Abilities:[/B] Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium 

characters, Darkvision: 60'

[B]Feats:[/B] Point Blank Shot, Psionic Shot, Combat Manifestation

[B]Skill Points:[/B] -  30     [B]Max Ranks:[/B] 6
[B]Skills                  Abil Ranks  Mod  Misc  Total[/B]
Autohypnosis              Wis  3      +1 +2(Syn) +6
Concentration             Con  5      +1         +6
Knowlege (Psionics)       Int  2      +3         +5
Disable Device            Int  2      +3         +5
Psicraft                  Int  6      +3         +9
Use Psionic Device        Cha  4      +0         +4
Hide (cc)                 Dex  2      +3  +4(Sz) +8
Move Silently (cc)        Dex  2      +3    +4   +8
Ride (cc)                 Dex  2      +3    +4   +8
Spot (cc)                 Wis  2      +1         +3
Listen (cc)               Wis  0      +1         +1

[B]Equipment:                Cost  Weight[/B]
Backpack                   2gp     .5lb
Rations (4 days)           2gp    2  lb 
Waterskin                  1gp    1  lb
Potion of CLW (x2)       200gp    1  lb

[b]Power Points:[/b] 15(11+4(Int))  [b]Max Power Level:[/b] 2  
[b]Discipline:[/b] Kineticist (Psychokinesis)
[i]Powers Known (7) [/i] 
1st: Control Object(d), Create Sound, Stomp, Energy Ray, Far Hand
2nd (3):  Energy Missile (d), Id Insinuation

[b]Display[/b]:
Auditory - Crackling sound
Visual   - Blue sparks crackle around
Material - Ectoplasmic substance materialises
Mental   - A momentary flash, like a lightbulb going off
Olfactory - Smell of ozone

[B]Total Weight:[/B] 20 lb               [B]Money:[/B]  

                           [B]Lgt   Med   Hvy  Lift[/B]
[B]Max Weight:[/B]           23lb   46lb  92lb 186lb

[B]Age:[/B] 14 years
[B]Height:[/B] 3'2"
[B]Weight:[/B] 70 lbs
[B]Eyes:[/B] Green-Brown
[B]Hair:[/B] Sickly yellow
[B]Skin:[/B] Green

Description: Glom is an ugly, scarred male goblin with sickly green skin and yellowing
teeth.

Background: Glom's power was activated when he was struck by lightning as a waif.

Miraculously surviving, he found he had mental abilities that allowed him to do... stuff. He was feared by other goblins, and a bit of a bully, relying on his mental abilities (both psionic and intelligence) to get him out of trouble. Eventually, he decided to abandon his Blacktooth tribe. He enjoys the power of electricity most, particularly when it ripples through other people's bodies.

Even when he's using his psionic powers, Glom stll likes to wield Shrike, his deep crystal crossbow.
 
Last edited:

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Turns out I've got a few hours on my hands, so here's a preliminary build (for consistency's sake, I'll use Krug's character format).

I just rolled these stats using 4d6 drop lowest (where is this luck when I'm playing the lotto..), but a 17 and an 18 almost feels a little cartoonish to me. If you want me to reroll, let me know.

I rolled hit points normally. If you want to use average hit points or somesuch, let me know also.

I'll add a character background later.

Code:
Name:  Horsom
Class: Fighter
Race:  Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: Celene, Herne, Aedor, Amaethon

Str: 18 +4      Level: 4       XP: 6675
Dex: 18 +4     BAB: +4        HP: 39 (10 + 1 + 3d10 + 3)
Con: 13 +1     Grapple: +8    Dmg Red: -/-
Int: 12 +1     Speed: 30'     Spell Res: -
Wis: 13 +1     Init: +4       Spell Save: - 
Cha: 10 +0     ACP: -1        Spell Fail: n/a


                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:             10    +4    +2     +4    +0     +0    +0     20
Touch: 14              Flatfooted: 16 

                         Base   Mod  Misc  Total
Fort:                      4    +1   +0     +5
Ref:                       1    +4   +0     +5
Will:                      1    +1   +0     +2

Armor                     Bonus   Dex   ACP  Weight  Cost
Chain Shirt,
   masterwork              +4      4    -1     25lb  250gp
Wooden Shield, large,
   darkwood                +2     n/a   +0      5lb  107gp

Weapon                  Attack   Damage     Critical    Range     Weight  Cost
Composite Longbow,        +10      d8+6         x3        110      1.5lb   530gp
   Mighty (+4 Str
   bonus),
   darkwood
Greataxe                  +8     d12+6         x3        n/a       20lb    20gp
Battleaxe,
   masterwork             +10      d8+4         x3        n/a        7lb   310gp
Dagger                    +8      d4+4      19-20/x2      10        1lb     2gp
 
* NOTE: Horsom doesn't carry all of his weapons at the same time - the right tool for the right job

Languages: Common

Abilities: n/a

Feats:
Point Blank Shot
Precise Shot
Weapon Focus (comp. longbow)
Weapon Focus (battleaxe)
Rapid Shot
Weapon Specialisation (comp. longbow)

Skill Points: -  28     Max Ranks: 7
Skills                  Abil Ranks  Mod  Misc  Total
Read Language
(Common)                 Int   1     n/a  n/a   n/a
Read Language
(Parthelonian)           Int   1     n/a  n/a   n/a
Speak Language
(Parthelonian)           Int   1     n/a  n/a   n/a
Spot (cc)                Wis   3     +1   +0     +4
Search                   Int   0     +1   +0     +1
Ride                     Dex   3     +4   +0     +7
Handle Animal            Cha   4     +0   +0     +4
Move Silently (cc)       Dex   1     +4   -1     +5
Swim                     Str   2     +3    *     +5
Listen (cc)              Wis   0     +1   +0     +1
Profession (sailor) (cc) Wis   1     +1   +0     +2
Hide (cc)                Dex   1     +4   -1     +4
Knowledge           
(Parthelonians) (cc)     Int   2     +1   +0     +3

Equipment:                Cost  Weight
Satchel                    2gp  0.5lb
Rations (4 days)           2gp    2lb 
Bedroll                  0.1gp    5lb
Waterskin                  1gp    1lb
Everburning Torch         90gp    1lb
Stone of Alarm          1000gp    2lb 
Arrows (20)                1gp    3lb

Total Weight: 73lb               Money: 384.9gp

                      Lgt   Med   Hvy    Lift
Max Weight:          86lb  173lb  260lb 520lb

Age: 18 years
Height: 5'10"
Weight: 204 lbs
**Lakashi heritage for skin, eye, and hair colour
Eyes: 
Hair: warrior's knot (sounds better than a ponytail! :P)
Skin:

Character Background

Horsom Moss was born on a small farmstead outside the town of Long Archer on the 4th day of Harvesting, 18 years ago. His family, like many of the less well-to-do residents of Long Archer, were subsistence farmers who made their living felling trees for the Baron.

His paternal grandmother was a Lakashi tribeswoman whom his grandfather met on his travels in the Weirwood.

Horsom is a typical member of the Moss clan, large and athletic; a very rough-and-tumble type. Unlike most of his kinfolk, however, he possesses a keen interest in gadgets, gimmickry, and esoteric knowledge of all sorts. It wasn't long after he was allowed to accompany his father and uncles to town that he was befriended by one of the resident merchants of Long Archer, Corvo Snowmantle, who found young Horsom's fascination with the crude mechanical toys in his shop endearing. Whenever Horsom's family returned to Long Archer, Horsom would make an excuse to visit with his friend Corvo. It was here that Horsom learned to read Mardani and Parthelonian.

Upon entering his mid-teens, Horsom went out into the world to seek his fortunes. Through Corvo's connections, he hired on as a merchant caravan guard. In the two or so years since then, Horsom has travelled with his merchant charges to Selby-by-the-Water and other nearby towns. He's also served as guard and sailor aboard a few merchant-vessels, where he learned basic nautical skills. Horsom regularly sends his guardsman wages home to his family.

Horsom is proud of his developing skills as a warrior, especially his keen archer's eye. In direct combat, he favours the axe, a tool he has grown used to felling trees to help support his family.

Horsom is a fairly religious fellow, and pays homage to the druidic deities Celene and Herne, as well as Amaethon, god of the harvest (as many farmers do). His association with Corvo has taught him to respect the teachings of Aedor as well.

Though he appreciates that his duties as guardsman have helped him see parts of the world he never would have otherwise, Horsom is starting to feel constrained by his current 'career path'. He seeks adventure and his friend Corvo has occasionally suggested that Horsom turn archaeologist and visit some of the ancient Parthelonian ruins in the area for him.

Edit: I had an incorrect cost for the bow and I made the bow, chain shirt, and axe masterwork.
Edit2: Forgot the bonus skill points for being human. Made my shield and bow darkwood items (assuming this material exists in the campaign world).
Edit3: Added character background.
Edit4: Replaced Power Attack with Precise Shot.
 
Last edited:

wolfheart

First Post
I am trying to use the format that was used above for my character record. But for some reason it all comes up as one long line.

I am not overly computer literate

help!
 

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  • Dain.txt
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Last edited:



wolfheart

First Post
Code:
[B]Name:[/B] Dain Winterforge
[B]Class:[/B] Fighter 2/Cleric 1
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] Aedor

[B]Str:[/B] 16 +3            [B]Level:[/B] 3        [B]XP:[/B] 3000
[B]Dex:[/B] 12 +1            [B]BAB:[/B] +2         [B]HP:[/B] 31 (2d10+1d8+6)
[B]Con:[/B] 15 +2            [B]Grapple:[/B] +5     [B]Dmg Red:[/B] na/-
[B]Int:[/B] 10 +0            [B]Speed:[/B] 15'      [B]Spell Res:[/B] na
[B]Wis:[/B] 15 +2            [B]Init:[/B] +1        [B]Spell Save:[/B] +2
[B]Cha:[/B] 12 +1            [B]ACP:[/B] -4         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +5    +3    +1    +0    +X    +X    19
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                  5    +2          +7
[B]Ref:[/B]                   0    +1   +2     +3
[B]Will:[/B]                  2    +2          +4

[B]Weapon                  Attack   Damage     Critical    Weight    Cost[/B]
"Tor-Angol"                  
   Cold Iron MW Warhammer    +7     1d8+3         x3         8       324gp
Longsword                    +5     1d8+3      19-20/x2      4        15gp
Silvered Daggers (5)       +5(+3)   1d4+3      19-20/x2     1(5)      50gp
Throwing Axes (2)          +5(+3)   1d6+3         x2        4(8)      16gp

[B]Languages:[/B] Tradespeach (R/W)
                  Low Dwarven (R/W)
                  High Old Dwarven (R/W)

[B]Abilities:[/B] Darkvision, 60'
                  Stonecunning
                  +1 atk vs orcs and goblinoids
                  +4 dodge vs giant types
                  +2 appraise checks related to rare or wonderous items
                  +2 Craft checks related to stone or metal
                  Spontaneous Casting
                  Turn Undead
                     Times/Day            4
                     Turning Check       +1
                     Turning Damage   2d6+2
                  Domains
                     Strength
                       Granted Power:  Feat of strength; +1 STR for 1 rd, 1/day
                     War
                       Granted Power:  Prof. and Weapon Focus w/ warhammer
                  Spells per day
                      0-level      3
                      1-level      2+1  
                    
[B]Feats:[/B]     Lightning Reflexes
                  Power Attack
                     Cleave
                  Combat Casting
                  Weapon Focus (Warhammer)

[B]Skill Points:[/B] 12       [B]Max Ranks:[/B] 6/3
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                         1    +3          +4
Craft (Armorer)               4    +0    +2    +6
Craft (Weaponsmith)           4    +0    +2    +6
Jump                          1    +3          +4  
Knowledge (Religion)          2    +0          +2

[B]Equipment:                       Cost  Weight[/B]
MW Breast Plate                    350gp     30
Large Steel Shield +1             1170gp     15        
Silver Holy Symbol                  25gp      1
Compact Prayer Book                 15gp      1
Spell Comp. Pouch                    5gp      3
Backpack                             2gp      2
Bedroll                              1sp      5
Flint & Steel                        1gp      -
Pipe w/ pipeweed                     2gp      -
Belt Pouch                           1gp      3
Waterskin                            1gp      4
Whetstone                            2cp      1
Bandoleer                            5sp     1/2
Potion Belt                          1gp      1
Potion of Cure Light Wounds (x2)   100gp      -
Potion of Bull's Strength          300gp      -

[B]Non-Adventuring Inventory        Cost   Weight[/B]
MW Artisan's Tools (Smithing)       55gp      5
Cleric's Vestments                   5gp      6
Artisan's Outfit                     --       4
Leather Armor                       10gp     15 
"Anvil" Mule                         8gp      -
   -Bit and Bridle                   2gp      1
   -Pack Saddle                      5gp     15
   -Saddle Bags                      4gp      8

[B]Total Weight:[/B]91.5lb      [B]Money:[/B] 230gp 23sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]             76   153   230   460  1150

[B]Age:[/B] 68
[B]Height:[/B] 4'7"
[B]Weight:[/B] 183lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Red
[B]Skin:[/B] Deep tan
Appearance: Dain wears his thick red hair shorn short, and often braids his beard to keep it out of the way while he works the forge. His dark eyes are very emotive, and express a depth to this dwarf that his rough features and mannerisms would not suggest. His face is weathered and scarred from the orc and giant hunts of his martial youth. Dain is large by dwarven standards, yet his bulk belies a agility that is unusual for his race. He is most often found in his smithing clothes, covered in carbon and ash, and grinning from ear to ear. He is most uncomfortable when he must don his ceremonial robes, and does so as infrequently as his station will allow.

Background: Dain was the youngest of three sons born to Dalin Winterforge. His father was the captain-at-arms charged with keeping the roads leading to the Sunward Kingdom of Deepinghelm free from monsters and brigands. Dalin was a mighty warrior who slew many great beasts in service of the Deep. All three of his sons followed in their fathers footsteps, joining the hunting parties that would track foul creatures to their doom. These were good times for the Winterforge clan, fighting side by side, reckless throwing themselves into battle, and bragging about hard earned scars and their body count. Then came the day that the winterforge men rushed headlong into a giant encampment, only to find that these giants were aided by dark sorcery. A great and terrible battle ensued, and though the dwarves proved to be the victors, Dalin had fallen to some withering magic the dwarves had never seen before. It was with heavy hearts that the Winterforge boys carried their father back to Deepinghelm. The whole of the Deep turned out for his funeral, and the kingdom entered a season of mourning for the mighty Dalin. Dain's oldest brother, Davin, took up the mantel of captain-at-arms and resumed the hunts with the taste of vengance on his tongue. His middle brother, Darin, continued on the hunts as well. Darin, though, became a proponent of using stealth and guile rather than brute strength to overwhelm the enemies of the Deep. Darin went out among the surface folk and learned the ways of the wild. Upon his return to the Deep, he formed his own unit of Cavestalkers, scouts and rangers that would aid in the hunt. Dain found a different way to deal with his grief. He joined the priesthood of Aedor, where he found solice in the Great Smith's teachings. He worked the forge for nearly a dozen years to gain acceptance into the priesthood. His final test for entry was the forging of his hammer, Tor-Angol. Dain spent the better part of a year crafting the weapon from cold iron found in the depth's of the furthest reaching mines, near the root of the mountain itself. So consuming was his work that he felt a bit of his spirit entered the iron, and to this day it pains Dain to be parted with it for any length of time. The inner peace that he found mended his heart, but his soul still longed for the action that his former life had held. He knew he could not go back to the hunt, for the priests had invested to much time in his training to let him run around chasing monsters in the dark places of the Trollshanks. He also knew he would never truly be happy preaching to the flock and working the forge. He petitioned his masters to let him travel, or as he put it, to take the message of Aedor and the superior quality of the Deep's ironwork to the unwashed masses of the lakelands. Almost to his surprise, the ecclesiastic's agreed to his terms. His brother's were recalled from the field so the Winterforge clan could send Dain off in the appropriate dwarven fashion, a grand feast and plenty of ale. At the party, his brothers gave gifts of farewell to the relatively young dwarf. Darin gave his brother Anvil, his most trusted mule, so that Dain may return one day laiden with riches from the Lakelands. Not to be outdone, Davin gave Dain their father's enchanted shield, which had been in the family for centuries. Dain was taken aback at so grand a gift, but Davin insisted, saying that it would ensure his return, that he might pass it on to the next generation of Winterforge's. The party lasted for a week, as all good dwarven parties do, but then it came time to leave. Dain walked out of the gates of the Sunward Kingdom, gifts in tow, letters of introduction in hand, and a hangover that lasted for days. In the following monthes he has travelled across the lakelands, and finds himself now in the great city of Selby-by-the-Water. He has found a temporary home in the temple there, where he has worked the forge and taught new techniques to some of the local smith's. But, recently, his mind has started to wander down paths yet unseen, and his soul is beginning to clamor for adventure again.
 
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Raven Crowking

First Post
Krug said:
Will get working on Grok, the goblin Psion right away. :D

I'm assuming the race characteristics are those in the SRD?


Yes. Remember that goblins speak the Dark Tongue rather than Goblin. Also, languages like Kobold are actually versions of the Reptile Tongue.


RC
 

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